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LEVEL∞ (レベル インフィニティー) 2009.08.05VGCD-1043¥1,680 tax in 発売元:5pb.販売元:ジェネオン・ユニバーサル・エンターテイメント TrackList 1. LEVEL∞(ファミソン8BIT ver.) 作詞:yura 作曲:伊藤賢治 編曲:KPLECRAFT 2. XXX 作詞:yura Dark 作曲・編曲:佐野信義 3. LEVEL∞(Disillusion Special ver.) 作詞:yura 作曲:伊藤賢治 編曲:quad(luvtrax) 4. LEVEL∞(Instrumental) 作曲:伊藤賢治 編曲:KPLECRAFT 5. XXX(Instrumental) 作曲・編曲:佐野信義 6. LEVEL∞(Field ver.) 作曲:KPLECRAFT/伊藤賢治 編曲:KPLECRAFT ©2008 NEOPLE/D F製作委員会 長谷川明子OffcialWebsite タグ LEVEL∞ XXX 長谷川明子
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楽曲リスト TRACK TITLE? / LEVEL 楽曲リスト(III)/LEVEL02 TOTAL NOV ADV EXH INF GRV 070 070 000 000 000 灰色背景のTRACKはプレーする為にインプットが必要です 投票 No. MUSIC BPM Lv CHAIN 譜面属性dif ind NOV ADV EXH INF GRV 0228 Arcadia 148 02 07 12 - 0295 0102 Iterator 130 02 08 10 - 0499 0121 色は匂へど散りぬるを 138 02 08 12 - 0491 0207 INVITATION SiGN -SDVX Version- 145 02 08 12 - 0559 0103 Vampire Killer scar-ed Pf rmx 130 02 06 12 - 0403 0122 泡沫、哀のまほろば 155 02 08 13 - 0335 0116 エスケープ・フロム・ディストピア 208 02 07 14 - 0390 0216 桜華月想-SDVX EDIT- 138 02 08 12 - 0455 0101 good high school 150 02 05 08 15 0580 0228 群青硝子のスピカ 145 02 08 14 - 0559 0203 こちら、幸福安心委員会です。 128 02 12 14 - 0252 0129 孤独の番人 190 02 08 14 - 0421 0111 再教育 163 02 07 09 - 0344 0240 最果てのコトバ 155 02 08 12 - 0673 0122 Silent Story 126 02 08 11 - 0494 0303 The Starry true 132-153 02 07 12 - 0290 0205 サヨナラデイズ 142 02 09 12 - 0304 0213 Shiny Up! 130 02 07 12 - 0307 0314 Just Be Friends 128 02 07 12 - 0330 0301 しゅわスパ大作戦☆ - SDVX Edit. - 140 02 09 13 - 0405 0379 シアワセうさぎ 140 02 08 13 - 0512 0321 シリョクケンサ 135 02 07 12 - 0423 0102 dilemma 128 02 06 10 - 0288 0332 深海シティアンダーグラウンド 170 02 08 14 - 0603 0240 sweet dream 128 02 09 13 - 0604 0201 SCAPEGOAT BOY - SDVX Edit. - 165 02 08 14 - 0441 0333 Starlight Dance Floor 128 02 08 13 - 0355 0210 Starlight Vision 180 02 07 12 - 0670 0201 星霜輪廻~Repeat~ 170 02 08 13 - 0509 0105 世界はネコのもの 157 02 06 12 - 0532 0237 second spring storm 131 02 07 12 - 0516 0368 善悪の頂にある真実 100-140 02 08 13 - 0393 0219 タイムマシン 126 02 07 13 - 0476 0211 Darkness Pleasure 136 02 07 12 - 0413 0306 ツギハギスタッカート 139 02 08 13 - 0440 0304 TU-MA-MI△ALL-NIGHTER 132 02 10 14 - 0319 0202 天狗の落とし文 feat. ytr 160 02 09 13 - 0687 0202 Two Fates 176 02 06 11 - 0426 0201 トーキョープレジャーグラウンド 220 02 10 13 - 0539 0201 東方妖々夢~the maximum moving about~ 197-205 02 08 13 - 0525 0103 遠く Dexholic Mix 128 02 06 11 - 0386 0318 取り残された美術(Arranged HiZuMi) 160 02 07 13 - 0262 0205 トリノコシティ 135 02 07 12 - 0370 0102 ナナイロ 230 02 07 10 13 0622 0108 Nyan Cat 142 02 08 13 15 0399 0320 Virtual Sunrise (nana s Festival EDM Remix) feat. Kanae Asaba 128 02 07 12 - 0406 0342 ハッピーシンセサイザ 127 02 07 13 - 0261 0246 始まりへと続く帰り道 171 02 07 12 - 0728 0203 honey trap 172 02 07 12 - 0502 0112 Bad Apple!! feat. nomico 138 02 07 12 14 0389 0101 PULSE LASER 165 02 07 12 14 0501 0115 pandora (Maozon Remix) 140 02 08 13 - 0373 0201 非公開日誌 190 02 07 12 - 0476 0128 秘封倶楽部の未踏世界 146 02 09 12 - 0350 0301 Find the Answer 170 02 08 11 - 0508 0201 ファンタジースター 183 02 08 13 - 0411 0234 Phantasm Brigade 168 02 08 13 - 0527 0225 Future MUSiC 132 02 07 12 - 0478 0111 Black Board 124 02 09 12 - 0406 0213 Hail Storm 134 02 07 12 - 0363 0301 星屑ユートピア 240 02 07 12 - 0838 0344 モンスターストライクメドレー(SDVX REMIX) 176 02 07 13 - 0541 0104 U&M 128 02 05 08 - 0431 0234 夕立、君と隠れ処 150 02 09 12 - 0547 0214 夢の空、約束の場所 135 02 07 11 - 0311 0113 Runway Drive 160 02 07 11 - 0700 0102 Rebellious stage 160 02 06 10 13 0295 0129 ルービックキューブ 140 02 09 14 - 0307 0108 レトロスペクティビリー・メリーゴーランド 180 02 07 12 - 0576 0110 炉心融解 165 02 07 11 13 0396
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CATEGORY Name="Ch02Level21" Entry Name="LeverIsNotWorking" 動かない。何か悪いようだ。 /Entry It is not working. Something must be wrong with the machinery. Entry Name="InteractSafetyDoor" ここからでは開くことができない。 /Entry It cannot be opened from here. Entry Name="RopeTooLow" 何かつける前にまずロープを引き上げる必要がある。 /Entry The rope needs to be pulled up before anything can be attached to it. Entry Name="WellLeverStuck" 何かがロープを引いている! /Entry Something is pulling the rope! Entry Name="PickUpFreshMeatRemains" 残骸を拾った。 /Entry Picked up Remains Entry Name="DoorJammed" びくともしない。 /Entry It won t budge. Entry Name="CanNotClimbFirstWell" はしごは上がっている最中に壊れた。戻ることは不可能だ。 /Entry The ladder broke during the ascent. It is not possible to climb back down it. Entry Name="LabDoorLocked" 鍵がかかっている。 /Entry It s locked. Entry Name="AgrippaMeatNoNote" Agrippa はそれを必要としていない。 /Entry Agrippa doesn t need that. Entry Name="AgrippaMeatNote" Agrippa は自分で強壮薬を用意できない。 /Entry Agrippa can t prepare the tonic himself. Entry Name="AgrippaBoneNoNote" 骨は噛むには硬く、まして顎なしでは無理だ。 /Entry A bone is hard to chew, even more so when having no jaw. Entry Name="SignLaboratory" "研究室" /Entry "Laboratory" Entry Name="TalkingMachineStuck" 動かない。 /Entry It s stuck. Entry Name="UseStringOnPedestal" ひもはオーブを組み立てる助けにはならない。滑り落ちてしまう。 /Entry The string does not help in building the orb. It just slips. /CATEGORY
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How to Hold and Control Your Pencil 鉛筆の持ち方とコントロールの仕方 https //www.youtube.com/watch?v=pMC0Cx3Uk84 http //www.proko.com/how-to-hold-and-control-your-pencil/ Are you tired of messy, wobbly lines? 皆さん雑でぐらついた線にウンザリしていませんか? Tired of not having any control of your pencil? 鉛筆をコントロールできなくて困っていませんか? Are you only capable of using a series of short strokes? 短い線ならコントロールできるのにと思ってませんか? Well don’t throw in the towel just yet! あきらめることはありません! Try drawing from the power of your shoulder! 肩を使って描きましょう! With just a few short years of practice you can draw gestural, fluid lines like you ve always wanted. ほんの二、三年練習するだけで、 皆さんがいつも欲しがっていた 流れるような動きのある線が描けるようになります。 By using this patent-pending new arm motion we guarantee you’ll be able to complete that curve with one beautiful stroke! この新案特許出願中の腕の動きを使えば、 美しい一回のストロークでカーブを完成できることを 保証します! Stay tuned to find out how you can CHANGE YOUR LIFE! チャンネルはそのまま、 皆さんの人生を変えるときです! There are two common ways to hold your pencil while drawing ドローイングを行うとき、 主に二つの持ち方があります。 Tripod Grip - Holding the pencil with your thumb, index and middle fingers, like writing. 三点支持、 鉛筆を、あなたの親指、人差し指、中指で 字を書くときのように持ちます。 This grip is more comfortable for using the tip of the pencil. この持ち方は、鉛筆の先端を使うときには快適です。 Not practical to use the side. 芯の側面を使うのには向いていません。 It’s also comfortable to control with your fingers to draw very small precise lines. また、この持ち方は、細かく正確な線を引くために あなたの指をコントロールするのに向いています。 So, it’s good for small strokes and thin lines that are uniform in weight. ですので、小さなストロークや、 均一な細い線を引くのに向いています。 Overhand Grip - Holding your hand over the pencil. かぶせ持ち 鉛筆の上から手をかぶせて握ります。 Your hand should be relaxed with the fingers and thumb lightly holding the pencil. 鉛筆を軽く親指とその他の指で握りながら、 手はリラックスしている必要があります。 You can still use the tip of the pencil by one of two ways. 皆さんは、鉛筆の先端を二つの方法のうちの一つから 使うことができます。 If drawing on a horizontal surface like a tabletop, simply bend the wrist forward a bit. テーブルの上のような水平の表面に置いて描く場合、 単純に手首を前に少し曲げます。 If drawing on a vertical surface such as a pad resting on your knees or an easel, you can flip your wrist upside down to use the tip. もし、イーゼルや膝の上に置いた画用紙パッドのように 垂直な面の上で描く場合、 先端を使うためにこのように手首をさかさまにひっくり返して 使えます。 Along with the tip, the overhand grip allows you to use the side, which is much more versatile than the tip. 先端とともに、 かぶせ持ちでは、側面も使うことができます。 側面は先端より用途が広いです。 You can get thick soft lines, thin lines, and a transition between the two. 太くて柔らかい線、 細い線、 そして二つの間を移行する線です。 Controlling the Pencil 鉛筆のコントロール Since grade school we are accustomed to using the pencil for writing. 小学校以来、 我々は鉛筆を字を書くことに慣らされてきました。 Since writing only requires our wrist, we have decades of muscles memory developed for handling the pencil with our wrists. 我々は、 手首のみを使って字を書くことを要求されてきたので、 手首を使って鉛筆を取り扱うために開発された 数十年のマッスルメモリーを持っています。 Though there’s nothing wrong with using our wrist when it makes sense, we would be limiting ourselves if we didn t go beyond the wrist. 手首を使うのは別に悪いことではありませんが、 もし手首以外で描けないとすれば、 我々は自身に制限を設けていることになります。 The wrist serves well for small strokes and details. 手首は、小さいストロークと細部には 大変向いています。 The shoulder serves well for short AND long strokes. 肩は、長短両方のストロークに向いています。 It’s much better for steady lines and fluid gestural lines. 肩を使った方が、安定した線や、 流れるようなジェスチャーを表した線に向いています。 Your shoulder provides a greater range of motion than your wrist. 皆さんの肩は、手首より、 可動範囲が大きくなっています。 So, when drawing larger shapes, curvy lines, use your shoulder. ですので、大きな形や、曲線の多い線を描くときは、 肩を使いましょう。 This is especially useful for gesture drawing. このことは、ジェスチャードローイングに於いて 特に有効です。 Once you need to add some little details, you can switch to the tripod grip. 小さな細部を加える必要ができたのなら、 三点支持に切り替えればいいのです。 Again, it’s ok to use your wrist and hold the pencil with the tripod grip for smaller details, but watch out for this... もう一度いいますが、 細部を描く際に、三点支持で鉛筆を持ち、 手首を使うのは良いですが、 このことには気を付けてください... Since using your wrist doesn t allow longer strokes, we end up drawing a bunch of short lines to create one longer line. 手首を使うと、長い線は引けませんので、 長い線を引くのにいくつもの短い線を積み重ねることになります。 This can get messy and you may end up with hairy lines. これでは綺麗とは言えませんし、 毛むくじゃらの線を描いてしまいます。 Using the Overhand Grip かぶせ持ちを使う Holding the pencil overhand allows you to use the side of the pencil. 手をかぶせて持つやり方では、 芯の側面を使うことができます。 When sharpened correctly (as I explained in the pencil sharpening video..) this allows you to get larger strokes of tone. 正しく削ることができていれば (私が鉛筆の削り方のビデオで説明したことです。) 皆さんは長いストロークで色のついた面を描くことができます。 If you press lightly and layer one stroke over another, you can get soft gradations. 軽く押し付けて、一方のトーンにもう一方を重ねれば、 グラデーションが描けます。 You can roll the pencil forward or backward to control the thickness and edge quality of the line. 鉛筆を前後に起こすことによって、 線の、太さと輪郭の質をコントロールすることができます。 Use the area closer to the tip for a thinner sharper line and use the middle for a thicker softer line. 先端近くを使うことで細く鋭い線を使え、 腹を使うことで太く柔らかな線が使えます。 And everything between.. そしてその中間のすべてです。 Also, you can change the angle of your stroke to control the line thickness. また、 皆さんは、線の太さを変えるために、 ストロークの角度を変えることができます。 Stroking perpendicular to the length of the pencil creates a thick line like I just showed. 鉛筆に対して垂直にストロークすると、 私が示したように太い線を引くことができます。 Pulling the pencil downward, parallel to the length of the pencil creates a thin line. 鉛筆を下に、鉛筆に対して平行に引くと、 細い線を描けます。 So you don’t need to use the tip, though you can.. ですので、先端を使う必要は必ずしも有りません。 使ってもいいですが。 With a slight turn of the wrist while you’re pulling the stroke, you can create a line that changes from thin to thick. ストロークの最中に、わずかに手首を曲げると、 細い線から太い線へ移行する線を引くことができます。 This variation in line weight adds a good dynamic to our drawings. この線の太さに関する多様性は、 ドローイングに躍動感を与えます。 It’s kind of like using a calligraphy pen instead of a ballpoint pen. これは、ボールペンではなく、カリグラフィペンを使うようなものです。 The combination of an overhand grip and using your shoulder allows for the widest range of motion and line type. かぶせ持ちと肩を使うことの組み合わせは、 広い可動範囲と、広い線の種類を可能にします。 Most of the drawing can be done this way. ドローイングの大半はこのやり方で行われます。 Muscle Memory マッスルメモリー When we first start holding it like that it feels weird because we don’t have good control of our shoulder. 最初に上で説明したようなやり方で鉛筆を持ったとき、 違和感を感じるかもしれません。 なぜなら、我々は肩の扱いに慣れていないからです。 We ve only practiced using our wrists to write. 我々は、手首を使って字を書く訓練しかしていません。 We need to train our shoulder. 我々は肩を訓練する必要があるのです。 It’s like playing sports. これはスポーツをするようなものです。 Repeat the motion so many times that it becomes intuitive. それが直観的になるまで動作を何回も繰り返してください。 Our friends at Wikipedia say Muscle memory is 我々の友人であるウィキペディアはマッスルメモリーについて こういっています。 "a form of procedural memory that involves consolidating a specific motor task into memory through repetition. 手続き記憶の一種で、 繰り返しを通して、記憶の中に 特定の運動課題を強固にすることを含む。 When a movement is repeated over time, a long-term muscle memory is created for that task, eventually allowing it to be performed without conscious effort. 動作が何回も繰り返されたとき、 長期マッスルメモリーはその課題に対応して作られ、 最終的には、意識的な努力なしにその動作を行うことが可能になる。 This process decreases the need for attention and creates maximum efficiency within the motor and memory systems.” この過程に於いて、 注意の必要性を減少させ、 動作と記憶システムの間で最大の効率を作り出す。 So, at first, drawing in this new way is a distraction. ですので、最初は、 このやり方で描くのは大変イライラします。 Our mind has to focus on moving the shoulder correctly instead of making decisions about the drawing. 我々の精神は、 ドローイングに関する判断をする代わりに 肩を正しく動かすことに集中すべきです。 Fight the temptation to revert back to just using your wrist with the tripod grip. 三点支持で手首を使うやり方に立ち戻る誘惑と 戦うべきです。 Overtime as you develop the muscle memory you won’t need to think about it and you’ll use the pencil like a Jedi master. マッスルメモリーを開発するまで時間をかけたのなら、 あなたは考える必要もなく線を引けるでしょうし、 ジェダイマスターのように鉛筆を操れるでしょう。 Exercises 練習 Start training you shoulder by filling pages of curves, circles and straight lines. 曲線や、円や、直線でページを埋め尽くして、 肩をトレーニングすることを始めてください。 Draw two dots and connect them with a straight line to train your hand eye coordination. 皆さんの手と目が一致する訓練のために、 点を二つ描き、その間をまっすぐな線でつないでください。 Or draw 4 dots and connect them with an ellipse. または、点を四つ描き、それらを楕円形でつなげてください。 Try “ghosting” the lines first by practicing the motion before making contact with the paper. 紙に鉛筆を接する前に、 動きを練習して、 最初に線を"ghosting (実際には線を引かずに、鉛筆を動かして これから引く線の練習をすること)"してください。 This is a great warm up before starting your drawing session. これは、実際にドローイング課題をやる前の良い 準備運動になります。 You can also practice controlling your line weight by shifting your curves from thin to thick. 曲線を細い線から太い線に変えることも、 線の強弱をコントロールする良い練習になります。 Or if you struggle with filling in large areas with clean tone, then draw a 6x6 inch square and fill it in with a clean tone. または、皆さんが、大きな範囲をきれいなトーン(色調、色の範囲)で 塗りつぶすのに苦労しているのなら、 約15x15cmの四角形を描き、 その中をきれいなトーンで塗りつぶしましょう。 It helps to shade only on the down strokes and lift the pencil off the paper on the way back up. それは、下方向のストロークだけで影を描いたり、 戻るときに鉛筆を紙から離すことの助けになります。 Focus on keeping the distance between each stroke consistent and using the same amount of pressure each time. 各々のストローク同士の距離を一定に保つこと、 毎回同じ圧力で線を引くことに集中してください。 A very good exercises for hand-stability and pressure sensitivity. 手の安定性と、圧力の繊細さのための良い練習になります。 If you end up with dark and light lines, it means either your stroke distance or pressure is inconsistent. もし、明るい線や暗い線ができてしまった場合、 ストローク間の距離や、線の圧力が一定でなかったということです。 btw, a well sharpened pencil helps a lot… ところで、 良くとがらせた鉛筆は大変助けになります。 * I think you should check out the premium courses. Head over to proko.com/store for the full line up. You’ll find cool things like Portrait Drawing, Figure drawing, Art Model Poses and a poster of Human Proportions. Whaaat?! If you like this video, share the wealth, tell your friends. Post it on your favorite social network. Subscribe to the Proko newsletter if you want to be updated about new videos. Buh Bye!
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Bakugan Battle Brawlers 項目数:48 総ポイント:1000 難易度:★☆☆☆☆ 全実績解除までの所要時間は最短でも20時間弱. ルールさえ理解してしまえば適当にプレイしても勝率9割以上をキープできるため難易度は低い. ストーリーモードクリアで約600Gは自然と解除される. Rookie Finish the tutorial in Story Mode. 10 Beginner Win the Neo Challengers Tournament. 25 Intermediate Win the Supreme Tag Team Tournament. 25 Advanced Win the Brave Battlers Tournament. 25 Bakugan Pro Win the Maximum Power Tournament. 25 Bakugan Master Win the Bakugan Master Cup Tournament. 25 Bakugan King Win the Ultimate Battle Tournament. 60 Challenger Make it into the top 500 in the Bakugan World Rankings. 10 Contender Make it into the top 100 in the Bakugan World Rankings. 15 Elite Make it into the top 10 in the Bakugan World Rankings. 25 Best of the Best Make it into the number 1 spot in the Bakugan World Rankings. 50 Wealthy Earn 10,000 or more total Ranking Points in Story Mode. 10 Extremely Wealthy Earn 50,000 or more total Ranking Points in Story Mode. 25 Customer Shop at the Store. 10 Patron Spend at least 30,000 Bakugan Points at the Store. 20 Miracle Shot Collect ten or more G-Power Pick-Ups in one shot. 15 Ultra Shot Collect three or more Hyper Ability Cards in one shot. 15 Great Shot Collect three or more Battle Items in one shot. 10 Amazing Shot Collect three or more Fuel Pick-Ups in one shot. 10 Smashing Shot Break an obstacle on the battlefield. 10 The Whole Gang's Here Unlock all characters in the Park. 30 Where Will I Put Them All? Collect every Bakugan in the game. 30 Full Deck Collect all Gate Cards. 30 Loaded Deck Collect all Ability Cards. 30 Explorer Unlock all battlefields in the Park. 30 Domination Win a game against every character in Story Mode. 20 Through Their Eyes Play as every character in Battle Arena Mode. 10 Tourist Play in every battlefield in Battle Arena Mode. 10 Grand Battle Brawler Win fifty 1 on 1 Battles in Story Mode. 20 Reliable Battle Brawler Win twenty Tag Team Battles in Story Mode. 20 Mighty Battle Brawler Win twenty Battle Royales in Story Mode. 20 Steering Ace Steer a Bakugan for at least ten seconds. 30 Subterra Smasher Win a battle using the Subterra Quake Special Shot. 10 Pyrus Striker Win a battle using the Pyrus Strike Special Shot. 10 Haos Light-Bringer Win a battle using the Haos Lightning Special Shot. 10 Ventus Stormer Win a battle using the Ventus Storm Special Shot. 10 Darkus Phantom Win a battle using the Darkus Phantom Special Shot. 10 Aquos Spiraler Win a battle using the Aquos Spiral Special Shot. 10 Power Master Win five Power Battles in a row. 15 Power Guru Win five Level 3 Power Battles in a row. 25 Shooting Master Win five Shooting Battles in a row. 15 Shooting Guru Win five Level 3 Shooting Battles in a row. 25 Timing Master Win five Timing Battles in a row. 15 Timing Guru Win five Level 3 Timing Battles in a row. 25 Battle Professional Win ten Gate Cards in a row. 40 Sphere Attack Student Make a successful Sphere Attack or Critical KO. 10 Sphere Attack Master Make ten successful Sphere Attack or Critical KO shots. 20 Sphere Attack Sensei Make twenty successful Sphere Attack or Critical KO shots. 50 + 日本語訳実績 Rookie ストーリーモードでチュートリアルを完了する 10 Beginner Neo Challengers Tournamentで勝利する 25 Intermediate Supreme Tag Team Tournamentで勝利する 25 Advanced Brave Battlers Tournamentで勝利する 25 Bakugan Pro Maximum Power Tournamentで勝利する 25 Bakugan Master Bakugan Master Cup Tournamentで勝利する 25 Bakugan King Ultimate Battle Tournamentで勝利する 60 Challenger 爆丸世界ランキングでトップ500に入る 10 Contender 爆丸世界ランキングでトップ100に入る 15 Elite 爆丸世界ランキングでトップ10に入る 25 Best of the Best 爆丸世界ランキング1位 50 Wealthy ストーリーモードで合計10,000点を獲得する 10 Extremely Wealthy ストーリーモードで合計50,000以上のランキングポイントを獲得 25 Customer Storeでお買い物をする 10 Patron Storeで少なくとも3万点の爆丸ポイントを使う 20 Miracle Shot 10枚以上のG-Power Pick-Upを一気に集める 15 Ultra Shot ワンショットで3つ以上のハイパーアビリティカードを集める 15 Great Shot ワンショットで3つ以上のバトルアイテムを集める 10 Amazing Shot ワンショットで3つ以上の燃料ピックアップを集める 10 Smashing Shot 戦場で邪魔をする 10 The Whole Gang's Here パーク内のすべてのキャラクターのロック解除する 30 Where Will I Put Them All? ゲーム内のすべての爆丸を集める 30 Full Deck 全てのゲートカードを集める 30 Loaded Deck すべての能力カードを集める 30 Explorer パーク内のすべての戦場をアンロックする 30 Domination ストーリーモードですべてのキャラクターに対してゲームで勝利する 20 Through Their Eyes バトルアリーナモードですべてのキャラクターとしてプレイ 10 Tourist バトルアリーナモードであらゆる戦場でプレイ 10 Grand Battle Brawler Win fifty 1 on 1 Battles in Story Mode. 20 Reliable Battle Brawler ストーリーモードで20個のタグチームバトルで勝利する 20 Mighty Battle Brawler ストーリーモードで20のバトルロイヤルで勝利する 20 Steering Ace 爆丸を少なくとも10秒間操縦する 30 Subterra Smasher Subterra Quakeスペシャルショットを使用して勝利する 10 Pyrus Striker Pyrus Strike スペシャルショットを使用して勝利する 10 Haos Light-Bringer Haos Lightningスペシャルショットを使用して勝利する 10 Ventus Stormer Ventus Stormスペシャルショットを使用して勝利する 10 Darkus Phantom Darkus Phantomスペシャルショットを使用して勝利する 10 Aquos Spiraler Aquosスペシャルショットを使用して勝利する 10 Power Master パワーバトルを5連続して獲得する 15 Power Guru レベル3のパワーバトルを5連続して獲得する 25 Shooting Master 射撃戦を連続して獲得する 15 Shooting Guru レベル3の射撃戦を5つ連続して獲得する 25 Timing Master タイミング戦で5つ連続して獲得する 15 Timing Guru レベル3のタイミング戦で5つ連続して獲得する 25 Battle Professional 10枚のゲートカードを連続して獲得 40 Sphere Attack Student Sphere AttackかCritical KOを成功させる 10 Sphere Attack Master Sphere AttackかCritical KOを10回成功させる 20 Sphere Attack Sensei Sphere AttackかCritical KOを20回成功させる 50 Rookie~Best of the Best ストーリーを進めてゆくことで自然に解除される. ストーリーモードは全6トーナメント制,全てのトーナメントを勝ち抜くとラスボス戦. ラスボスに勝利でBest of the Bestが解除される Miracle Shot/Ultra Shot/Great Shot/Amazing Shot/Smashing Shot 1回のショットでステージ中に配置された規定のアイテムを回収or破壊が条件. CPUの動きが参考になる.このなかでも難関はGreat Shot. バトルアイテムとは宙に浮いているクリスタルを破壊することで入手できる戦闘中にYボタンで 使用可能なアイテムのこと.Haosステージ両脇の口から飛び出せる像などの高高度へジャンプ出来る ギミックを活用すれば楽になる.バクガンに一定以上のスピードが無いとクリスタルに弾かれてしまうため注意. Where Will I Put Them All?/Full Deck/Loaded Deck ストーリークリア後のParkでのフリーバトルモードがプレイ可能.BBSにミッションが表示されるので それをこなしてゆくことで新しいバクガンやカードがショップに追加される. クリア可能なミッションが無い場合は一度ショップで追加されたバクガンを購入することで 新たなミッションが開放される場合がある. バクガンポイントはトーナメントで5戦勝ち抜くごとに大量のボーナスが入手出来る. おすすめはタグチームバトル. Grand Battle Brawler/Reliable Battle Braw/Mighty Battle Brawler ストーリークリア後に新たに開催されるトーナメントで3つある試合形式において 規定数勝利することで解除.最短で55戦必要なため,約5時間ひたすら作業となる. Special Shot使用系 ショップでのバクガンアップグレードでLv.5に達したバクガンはその属性に応じた必殺ショットを習得 バトル中にスペシャルショットゲージが満タンになることで使用可能. 当然Lv.5のバクガンを選択しないと使用不可なのでショットする順番には注意. スペシャルショットを敵にヒットさせてなおかつその後のバトルに勝利しないと解除されない. Power Guru/Timing Guru/Shooting Guru 3種類あるバトルのLv3に規定回数連続勝利が必要.アビリティカードの中にバトル形式を指定出来るカードがあるので 解除したいバトルのカードを1枚デッキに入れておけばそれほど苦労せずに解除可能. Shooting Guruは本ゲーム中の最難関実績,どうしても解除出来ない場合はParkにて 自分のデッキと同属性のフィールドを選択しつつ,敵は自分と逆属性を選択,種類はランダムではあるものの保険としてバトルアイテムを取得しておけば難易度は下がる. 自分の属性を連続して破壊することでポイントにボーナスが付与される.
https://w.atwiki.jp/sas_za3/pages/19.html
Stage 2 "Airbase" Extraction and support impossible - the air base has been overrun. Defend what you can at the base, eradicate the hostiles, and get any intel you can. 「援護と奪還は不可能」―空軍拠点は既に奴らに占領された。君が出来る事を守り、敵を倒し、出来る限りの奴らの頭脳を手に入れろ。 (画像提供 zonB さん) MAP Point 黄色い丸 補給物資配置場所 青い星 開始地点 黒い三角 よくセントリーガンが置かれる場所 上下の広いスペースの使い方 対して広いわけではないがそれなりに逃げるスペースが与えられているため、Map1~3の中では割と遊びやすい。 しかし、動ける範囲は限りがあるので結局Wave終盤は混戦となる。 ①,①´のポイント 主にマルチ向け。 目の前の柵に迫る敵を迎撃する。①´はそれと開始地点の中間に陣取り、下からの敵を迎撃するようにしても良い。 ②のポイント ①,①´以外の残りの二人はここで迎撃する。 次に、全員が上のフロアで待ち構える方法を紹介する。 ③のポイント 米国版Wiki (リンクは当該ページ)では、"A MUST DO tactic is to straight away get to the top room!"(まず、一番上のフロアに行くのが最も重要な策だ。)と述べられている。 上の方が逃げ回りながらの柵の修復がしやすく、若干スペースが広い。 この戦術をマルチで取ると、各メンバーが柵の前に陣取って迎撃する風景が思い浮かべられるが、「持ち場」の概念を頑なに持つのはあまり良くない。 赤矢印のポイント 上のフロアの柵を破った敵の一部はこのルートで進んでくる。(当然その逆も考えられる。) 大概、大きな群れで押し寄せてくるので対処する際は十分に気を付けること。 特筆してはいないが、開始地点のすぐ下の3方向に柵のある小部屋はランクが高ければ高いほどすぐに押し切られてしまうので、いわゆるここは「捨てる」場所。 壊されたままずっと放置するのも一つの方法だ。
https://w.atwiki.jp/prdj/pages/3523.html
呪術 Hexes Ameliorating(超常)/Ameliorating 出典:Healer s Handbook 16ページ:The witch can touch a creature to suppress or protect it from negative conditions. The witch chooses one of the following conditions each time she uses this hex dazzled, fatigued, shaken, or sickened. If the target is or later becomes afflicted with the chosen condition, that condition is suppressed for a number of minutes equal to the witch’s level. Alternatively, the witch can grant her target a +4 circumstance bonus on saving throws against effects that cause any two of the listed conditions (which condition is always the witch’s choice) for 24 hours. Once a creature has benefited from this hex, it cannot benefit from the hex again for 24 hours. Aura of Purity(超常)/Aura of Purity 出典:Champions of Purity 27ページ:The witch’s aura purifies the air around her. Diseases, inhaled poisons, and noxious gaseous effects (such as stinking cloud) are negated in a 10-foot aura around the witch for a number of minutes equal to her level. This duration does not need to be consecutive, but it must be spent in 1-minute increments. Effects caused by spells whose level is more than half the witch’s class level are unaffected. Combat Hypnosis(超常)/Combat Hypnosis 出典:Heroes of Golarion 15ページ:The witch can lull her enemies into a trance, even in the chaos of combat. This hex functions as hypnotism, except it can affect only one creature at a time, and the target creature does not receive the usual +2 bonus on its saving throw while in combat. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day. Congeal(超常)/Congeal 出典:People of the Wastes 21ページ:The witch can make the water in a 10-foot radius around her sludgy and viscous for 1 minute, causing it to function as difficult terrain for all swimming creatures except herself. This also provides partial cover against physical effects that pass through the affected area. Cursed Wound/Cursed Wound 出典:Blood of the Moon 15ページ:The witch can curse a living creature, preventing it from healing completely. For a number of days equal to 3 + the witch’s Intelligence modifier (minimum 1), whenever the victim is the target of a conjuration (healing) spell or magical healing effect, the caster of the healing effect must succeed at a caster level check (DC = 11 + the witch’s level) to end the hex. If the check fails, the healing effect functions as normal, except it cannot remove the last 10 points of damage the victim suffered. Similarly, natural healing, fast healing, and regeneration fail to cure the victim’s last 10 points of damage. Thus, the victim’s effective maximum number of hit points is 10 fewer than normal. A successful Will save reduces the duration of this hex to 1 round. At 5th level, the victim of this hex also takes a –2 penalty on Fortitude saving throws to avoid contracting a disease or poison from an injury. This is a curse effect and can be removed by remove curse. Dark Apothecary(変則)/Dark Apothecary 出典:Heroes of Golarion 15ページ:The witches of ancient Iblydos were masters of herbalism, crafting potent drugs and poisons. The witch receives a +4 insight bonus on checks to craft and apply poison. Deathcall(超常)/Deathcall 出典:Qadira, Jewel of the East 15ページ:The witch’s presence makes death more likely for wounded foes. Creatures within 120 feet of the witch take a –1 penalty on checks to stabilize when dying. At 8th level, this penalty changes to –2, and at 16th level, it changes to –3. Discord/Discord 出典:Magical Marketplace 28ページ:The witch can make an animal or humanoid within 30 feet distrust another creature within line of sight. The target’s attitude toward the other creature decreases by one step. A successful Will save negates this effect. The effect lasts for a number of rounds equal to the witch’s Intelligence modifier. The duration can be extended with the cackle hex. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day. At 8th level, this effect decreases the attitude of the target creature by two steps. This is a mind-affecting charm effect. Disrupt Connection(超常)/Disrupt Connection 出典:Monster Summoner s Handbook 9ページ:The hexer disrupts the connection between a summoned creature within 30 feet and its master. The summoned creature must succeed at a Will save or be confused for 1d4 rounds. While it’s confused in this way, during any round in which the percentile die roll to determine the creature’s confusion result is 76–100, the affected creature instead acts as if the hexer had summoned it (attacking the hexer’s enemies or performing such other tasks that the hexer can communicate to it). At 8th level, this hex causes the summoned creature to act as if the hexer had summoned it on a result of 51–100. At 16th level, this hex causes the summoned creature to act this way on a result of 26–100. The cackle hex extends the duration of this hex by 1 round. Once a creature has been the target of this hex, that creature is immune to this hex for 24 hours. Distraction(超常)/Distraction 出典:Heroes of the High Court 9ページ:The witch can cause a creature within 30 feet to suffer hallucinatory distractions whenever it tries to cast a spell or use a spell-like ability for 1 round. Anytime the creature attempts to do so, it must succeed at a concentration check (DC = 15 + twice the spell level) or lose the spell. A successful Will saving throw negates this hex. At 8th level and 16th level, the duration of this hex is extended by 1 round. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day. Hexes that affect the misfortune hexAPG, such as cackleAPG, also affect distraction. Floating Lotus(超常)/Floating Lotus 出典:Wilderness Origins 16ページ:The witch can conjure a large lotus flower that floats by her side for a number of minutes per day equal to her level. This duration doesn’t need to be consecutive, but must be spent in 1-minute increments. While summoned, the witch can use the lotus to cross water as if she was affected by water walk. She can also use the flower for short bursts of flight, gaining a +10 enhancement bonus on Acrobatics checks when attempting high jumps and long jumps. This bonus increases by 10 at 5th level, and again at 9th level. Gift of Consumption(超常)/Gift of Consumption 出典:Potions and Poisons 10ページ:The witch curses a creature to share any effects that target her vitality. Whenever the witch is exposed to an effect that requires her to attempt a Fortitude save, as an immediate action she can curse a creature within 30 feet to share the effect. The hexed creature must also attempt a Fortitude save at the same DC as the witch’s, and on a failure it is subject to the same effects as the witch. Regardless of the outcome of the saving throw, the creature can’t be targeted by this hex again for 1 day. This hex does not function with effects that require additional types of saves, such as phantasmal killer. Greater Gift of Consumption(超常)/Greater Gift of Consumption 出典:Potions and Poisons 10ページ:The witch can more effectively redirect effects to her proxy chosen by the gift of consumption hex. When the witch succeeds at her Fortitude save against an effect that she has redirected to a proxy, the hexed creature takes a –4 penalty on its Fortitude save against the redirected effect. If the witch ever fails a Fortitude save or intentionally exposes herself to an effect that requires a Fortitude save, such as by ingesting a poison, she can redirect that effect to affect only the hexed creature, though the hexed creature can still attempt a saving throw to resist the effects. Once she has redirected an effect to another creature in this way, that creature cannot be affected by the gift of consumption hex again for 24 hours. The witch must have the gift of consumption hex to select this hex. Heralding Bloom(超常)/Heralding Bloom 出典:Wilderness Origins 16ページ:A witch can compel a plant within 30 feet to spread a message, which must be 25 words or fewer and in a language the witch speaks. This message can’t contain verbal spell components, command words, or other magical effects. An intelligent plant that’s targeted can attempt a Will save to negate the effect. If the save fails, the plant is magically compelled to “speak” this message in an audible voice, repeating it each time one or more intelligent creatures to whom the message has not yet been repeated comes within range, until 24 hours after the hex has been placed. The plant under the effect of the hex does not gain any special intelligence from this hex or gain any ability to understand the message if it does not normally understand the language the message is delivered in, and it is in no way otherwise compelled to act in any way it would not normally. A witch can have a number of heralding blooms active equal to her witch level + her Charisma modifier. Iceplant(超常)/Iceplant 出典:Wilderness Origins 17ページ:This hex grants the witch and her familiar a +2 natural armor bonus and the constant effects of endure elements. The effect leaves the witch’s skin thick and stiff to the touch. Leshy Summoning(超常)/Leshy Summoning 出典:Wilderness Origins 17ページ:The witch counts as a plant creature for the purpose of growing leshys. She adds leaf leshys, gourd leshys, fungus leshys, seaweed leshys, and lotus leshys to the list of creatures she can summon with summon monster I, II, III, IV, and V, respectively. Minor Prophecy(超常)/Minor Prophecy 出典:Heroes of Golarion 15ページ:The witch can call on her prophetic ancestors to cast augury once per day. She can spend a full hour casting the spell to negate the need for material components, but this reduces the accuracy of the spell by 5%. Mother s Eye(超常)/Mother s Eye 出典:Legacy of the First World 17ページ:The witch can see through plant matter, as the greensight universal monster ability (Pathfinder RPG Bestiary 4 295), for a number of minutes per day equal to her witch level. These minutes do not need to be consecutive, but must be spent in 1-minute increments. Murksight(超常)/Murksight 出典:People of the Wastes 21ページ:The witch can see through natural fog, mist, and rain without penalty, ignoring any concealment bonuses gained from such effects. If the effect is created by magic, the witch can see up to 15 feet without penalty, with normal penalties and effects applying beyond that distance. This ability functions underwater as well, allowing the witch to see in murky water as though it were clear. This does not allow the witch to see anything she could not see otherwise, such as an invisible creature. Peacebond(超常)/Peacebond 出典:Champions of Purity 27ページ:A witch can use this hex on a creature to prevent it from drawing a weapon for a number of rounds equal to the witch’s level. This hex has no effect on natural weapons or weapons already in a creature’s hands, but does prevent an archer from drawing arrows. A Will save negates this effect, and whether or not the save is successful, a creature cannot be the target of this hex again for 1 day. Poison Touch(変則)/Poison Touch 出典:Potions and Poisons 10ページ:The witch empowers herself or an ally within 30 feet with poisonous nails. The affected creature gains a claw attack as a secondary attack that deals 1d3 points of damage (1d2 for Small creatures) and has the following poison ability Witch Toxin Claw—injury; save Fort DC 10 + half the witch’s level + the witch’s Intelligence modifier; frequency 1/round for 6 rounds; effect 1d2 Str; cure 1 save. The creature gains this claw attack for a number of minutes equal to the witch’s level. If the target already has a claw attack, that attack gains the poison ability listed above, but the DC is 1 higher. Once a creature has benefited from this hex, it cannot benefit from it again for 24 hours. Pollute Water(超常)/Pollute Water 出典:People of the Wastes 21ページ:The witch can corrupt bodies of water with foul energies. This functions as the blight hex, except it affects only either an area of standing water or a creature with the aquatic or water subtype. A creature of any type that drinks water from a polluted area must succeed at a Fortitude saving throw or become nauseated for 1d3 rounds and afflicted as if blighted with the blight hex curse. A creature that succeeds at this saving throw is immune to the effects of polluted water from this area for 24 hours. Polluted water does not quench thirst. Polluting Glance(超常)/Polluting Glance 出典:People of the Wastes 21ページ:The witch can corrupt nonmagical liquid items (such as alchemical remedies) with a look. The witch can choose one liquid item she can see within 30 feet and change its contents into polluted water as per her pollute water hex (see above). The number of polluting glance hexes the witch can have active at one time is equal to her Intelligence bonus (minimum 1). The witch must have the pollute water hex to select this hex. Protective Luck(超常)/Protective Luck 出典:Heroes of the High Court 9ページ:The witch can cause fate to twist so that it benefits a creature within 30 feet for 1 round. Whenever that creature is targeted by an effect that requires an attack roll, including weapon attacks, the attacker must roll twice and take the worse result. At 8th level and 16th level, the duration of this hex is extended by 1 round. A witch cannot use this ability on herself. Hexes that affect the fortune hexAPG, such as cackleAPG, also affect protective luck. Seduction(超常)/Seduction 出典:Legacy of the First World 17ページ:The witch uses enthralling movements to fascinate a single creature within 60 feet that can see the witch. A Will save negates this effect. If the target is (or could be) sexually attracted to the witch, the save DC is increased by 2. The effect lasts for 1 round, but the witch can extend this effect for 1 additional round (up to a total number of rounds equal to her class level) by taking a standard action to continue her enthralling movements. Whether or not the target succeeds at its save, it cannot be the target of this ability again for 1 day. At 8th level, the fascination effect lasts for 2 additional rounds after the witch ceases taking a standard action to maintain it. This is a mind-affecting charm effect. Sink(超常)/Sink 出典:People of the Wastes 21ページ:The witch can cause a creature in water to struggle, imposing a –4 penalty on its Swim checks and reducing its swim speed (if any) by 10 feet for 1 minute unless it succeeds at a Fortitude saving throw; on a successful save, the effect’s duration is reduced to 1 round. The duration of this hex can be extended with the cackle hex. This hex does not stack with itself. Soothsayer(超常)/Soothsayer 出典:The Harrow Handbook 15ページ:The witch’s predictions become selffulfilling prophecies. When the witch uses the evil eye hex, fortune hex, misfortune hex, or retribution major hex, she can choose to delay the effect. If she does so, the hex takes effect the next time the target makes a roll that could be affected by the hex (such as an ability check, attack roll, saving throw, or skill check) or is affected by an action that could be modified by the hex (such as being attacked when the hex would affect the target’s AC), whichever comes first (ignoring actions that are not in combat and actions that have no penalty for failure). The duration of the hex begins on the same round as the action that causes it to take effect. The hex is wasted if it is not triggered within 24 hours. Swamp s Grasp/Swamp s Grasp 出典:Blood of the Moon 15ページ:The witch can cause an area to become an entangling quagmire. One 10-foot square per witch level within 90 feet becomes difficult terrain for a number of rounds equal to 3 + the witch’s Intelligence modifier. If the witch uses this hex again before the duration of the previous use has expired, the effects of the previous use of this hex end immediately. Swine/Swine 出典:Heroes of Golarion 15ページ:The witch can partially transform an enemy into a pig. The effects of the transformation are mostly cosmetic and do not change the creature’s size category or overall shape, but the affected creature takes a –2 penalty on Will saving throws for a number of rounds equal to the witch’s Intelligence modifier (Will negates). At 8th level, the affected creature’s hands (or paws) turn into hooves, preventing it from using claw attacks or taking any action that would require the creature to use its fingers. Witch s Bottle(超常)/Witch s Bottle 出典:Heroes of the Wild 11ページ:Once per day, the witch can perform a 10-minute ritual to create a potion imbued with the power of one of her hexes. Any creature that consumes this potion is affected by the hex as if cast by its creator. The witch can’t use that hex until the potion is consumed or rendered inert. Only hexes that can target a creature other than the witch can be distilled in this way. The potion remains potent until consumed or rendered inert by the witch as a free action. A witch must have the cauldron hex to select this hex. 上級呪術 Major Hexes Animal Skin/Animal Skin 出典:Blood of the Moon 15ページ:The witch can become any animal of a size from Tiny to Large whose skin she wears. This ability is similar to beast shape II, except she takes on the appearance of the specific individual from which the skin came. Beast’s Gift(超常)/Beast’s Gift 出典:Heroes of Golarion 16ページ:The witch can use her magic to grant her allies ferocious animal abilities. The witch can partially transform a willing ally, granting him natural attacks for a number of minutes equal to the witch’s level. Choose one the creature gains one bite attack that deals 1d8 points of damage and one secondary attack of the witch’s choice that deals 1d6 points of damage, or the creature gains two claw attacks that deal 1d4 points of damage each. These attacks follow the standard rules for natural attacks. Delicious Fright/Delicious Fright 出典:Blood of the Moon 15ページ:The witch can feed on the fear of her victim. The target of this hex becomes shaken for a number of rounds equal to 3 + the witch’s Intelligence modifier. As long as the witch remains within 30 feet of her target, she gains a +1 morale bonus on attack rolls and a +1 morale bonus on saving throws as long as this effect persists. A successful Will save reduces the duration of this hex to 1 round. This is a mind-affecting fear effect. Drugged(超常)/Drugged 出典:Heroes of Golarion 16ページ:The witch can combine her magic with her poisons to weaken her enemies’ minds. When the witch creates a poison, she can require the target of the poison to attempt a Will save rather than a Fortitude save. The witch must use this hex when she crafts the poison, and once used, the hex can’t be undone without remaking the poison. False Hospitality(超常)/False Hospitality 出典:Heroes of Golarion 16ページ:The witches of Iblydos are known for greeting travelers with warmth only to reveal their powers once their enemies have lowered their defenses. A witch can use this hex to gain the benefits of glibness with a caster level equal to the witch’s level. This hex can be used once per day. Harrowing Curse(超常)/Harrowing Curse 出典:The Harrow Handbook 15ページ:The witch can curse a target creature by touching it with a card randomly drawn from a harrow deck she owns. The target is affected as if by the spell bestow curse using the witch’s caster level, except that the witch can decrease only the ability score that corresponds to the suit of the card drawn. Whether or not the save is successful, a creature cannot be targeted by this hex more than once in 24 hours. At 15th level, this hex acts as a major curse spell (Pathfinder RPG Ultimate Magic 215). A witch with the cartomancer archetype can combine this hex with her spell deck’s deliver touch spell ability. Major Ameliorating(超常)/Major Ameliorating 出典:Healer s Handbook 17ページ:The witch can touch a creature to suppress or protect it from more debilitating negative conditions. Each time she uses this hex, the witch either chooses the blinded or deafened condition, or chooses a type of effect curse, disease, or poison. If the target is or later becomes afflicted with the chosen condition or effect, that condition or effect is suppressed for a number of minutes equal to the witch’s level. Alternatively, for 24 hours the witch can grant her target a +4 circumstance bonus on saving throws against effects that cause any two of the above conditions or effects (witch’s choice; she can choose any combination of conditions or effects, as long as she chooses only two total). At 15th level, the witch can choose up to two total conditions or types of effects to suppress or three total conditions or types of effects to grant a circumstance bonus against each time she uses the major ameliorating hex. Once a creature has benefited from this hex, it cannot benefit from it again for 24 hours. Pariah(超常)/Pariah 出典:Magical Marketplace 28ページ:The witch can cause a creature within 60 feet to be shunned by its allies for a number of rounds equal to the witch’s Intelligence modifier. Any other creature attempting to directly assist the target with a harmless spell or aid another action must attempt a Will save. If the save succeeds, the aiding creature is unaffected by this hex. If the save fails, the aiding creature can’t follow through, the action is lost, and the aiding creature can’t directly aid the target for the duration of this hex. This hex does not prevent the target from benefiting from area of effect spells. Prophecy(超常)/Prophecy 出典:Heroes of Golarion 16ページ:The witch can call on her prophetic ancestors and cast divination once per day. She can spend a full hour casting the spell in place of providing the usual material components. Regenerative Sinew(超常)/Regenerative Sinew 出典:Healer s Handbook 17ページ:The witch can cause the debilitating wounds of a creature she touches to quickly close, helping it heal rapidly. The target either gains fast healing 5 for a number of rounds equal to 1/2 the witch’s class level or it heals up to 4 points of ability score damage from any two ability scores (witch’s choice). At 15th level, in addition to the chosen effect, the target’s severed body members, broken bones, and ruined organs grow back, as per regenerate. Once a creature has benefited from this hex, it cannot benefit from it again for 24 hours. Restless Slumber(超常)/Restless Slumber 出典:Potions and Poisons 10ページ:The witch causes a creature within 30 feet to fall into a sleep riddled with nightmares. This functions as the slumber hex. Additionally, the restless nature of the sleep causes the creature to violently toss and turn, dealing 1d10 points of damage to itself each turn. This damage does not wake the creature. When it wakes, the creature’s addled state causes it to be confused for a number of rounds equal to half the witch’s level. The witch must have the slumber hex to select this hex. Steal Voice(超常)/Steal Voice 出典:Dirty Tactics Toolbox 23ページ:(Tiefling Only) The witch can steal the voice of one creature within 30 feet, causing it to lose, for a number of rounds equal to the witch’s Intelligence bonus, all abilities that rely on speech, including talking, casting spells with verbal components, and using auditory bardic performances. A successful Will saving throw negates this effect. If this hex is used upon a willing target, the duration lasts for a number of hours equal to the witch’s Intelligence bonus. Additionally, the witch can change her voice to match that of any creature whose voice she has stolen with this hex, as per vocal alteration (Pathfinder RPG Ultimate Magic 248). Withering(超常)/Withering 出典:Potions and Poisons 10ページ:The witch causes a creature within 30 feet to age rapidly, empowering the witch in the process. The target ages to the next age category (adult to middle-aged, and so on). The witch gains a number of temporary hit points equal to 1d10 + her witch level and a +2 enhancement bonus to either Strength, Dexterity, or Constitution for a number of hours equal to her Intelligence modifier. These effects last for a number of hours equal to the witch’s level. A creature cannot be aged past venerable age by this hex, and it can attempt a Fortitude save to negate the effect altogether. Once a creature has successfully saved against the withering hex, it cannot be affected by it again. 大いなる呪術 Grand Hexes Abominate(擬呪)/Abominate 出典:Magical Marketplace 28ページ:The witch transforms a creature within 30 feet into an aberration. This hex acts as baleful polymorph, except the target is transmuted into a Small, Medium, or Large aberration. The target’s abilities are modified as monstrous physique IV (see Pathfinder RPG Ultimate Magic). Whether or not its save is successful, a creature cannot be the target of this hex again for 1 day. Animal Servant(超常)/Animal Servant 出典:Heroes of Golarion 16ページ:The witch can use this hex to turn a humanoid enemy into an animal and rob it of its free will. The transformation works as beast shape II and is negated by a successful Will save. The transformed creature retains its Intelligence score and known languages, if any, but the witch controls its mind. This effect functions as dominate monster, except the creature does not receive further saving throws to resist the hex. The effect can be removed only with wish or similar magic, although slaying the witch also ends the effect. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day. Curse of Nonviolence(超常)/Curse of Nonviolence 出典:Champions of Purity 27ページ:The witch can curse a creature to prevent it from attacking innocents. If the target fails its Will save, it cannot take violent actions or do anything destructive against any creature with fewer Hit Dice than itself. If another creature takes hostile action against the cursed creature, the cursed creature can act normally in regard to that creature only. This is an abjuration effect. The curse is permanent but can be removed with a break enchantment, miracle, or wish spell. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day. Death Interrupted(超常)/Death Interrupted 出典:Healer s Handbook 17ページ:A witch with this grand hex can pluck a dead creature’s soul from the River of Souls and store it in her familiar for safekeeping and eventual resurrection. In order to use this ability, the witch must be adjacent to the target dead creature and her own familiar, and the ally’s soul must be free and willing to return at the witch’s behest. When the witch touches the creature’s remains (some small portion of the creature’s body must still exist, and it may have been dead for any amount of time), its soul enters the body of the witch’s familiar as per familiar meldingUM, as if the witch’s familiar were the target’s familiar. The creature’s soul can remain within the witch’s familiar for up to 1 hour per class level the witch has. During this time, the witch can telepathically communicate with the creature’s soul (though the soul cannot do anything else), and the witch can return the ally to life. Doing so is a standard action that returns the creature’s soul to its body, brings it back to life with a number of hit points equal to 5d8 + 1 hit point per the witch’s caster level. The witch must be within 300 feet of the creature’s body to return it to life. If a creature’s soul is in the witch’s familiar and this effect expires, or if the witch attempts to return the creature to life but is out of range, the creature remains dead. Once a creature has benefited from this hex, it cannot benefit from it again for 24 hours. Lay to Rest(擬呪)/Lay to Rest 出典:Champions of Purity 27ページ:The witch may target a single undead creature with this hex as if with an undeath to death spell. A Will save negates this effect. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day. 守護者 Patrons オーロラ/Aurora 出典:Paths of the Righteous 31ページ:2レベルーカラー・スプレー、4レベルーヒプノティック・パターン、6レベルーウォール・オヴ・ノージアACG、8レベルーrレインボー・パターン、10レベルーブレイジング・レインボーACG、12レベループログラムド・イメージ、14レベループリズマティック・スプレー、16レベループリズマティック・ウォール、18レベルーポーラー・ミッドナイトUM。 境界/Boundaries 出典:Champions of Purity 27ページ:2レベループロテクション・フロム・イーヴル、4レベルーシー・インヴィジビリティ、6レベルーマジック・サークル・アゲンスト・イーヴル、8レベルーディメンジョナル・アンカー、10レベルーコントロール・サモンド・クリーチャー、12レベルーバニッシュメント、14レベルーイセリアル・ジョーント、16レベルーディメンジョナル・ロック、18レベルーゲート。 献身/Devotion 出典:Champions of Purity 27ページ:2レベルーディヴァイン・フェイヴァー、4レベルーマーターズ・バーゲン、6レベルーマジック・ヴェストメント、8レベルーグレーター・マジック・ウェポン、10レベルーフレイム・ストライク、12レベルーマス・ブルズ・ストレンクス、14レベルービストウ・グレイス・オヴ・ザ・チャンピオン、16レベルーホーリィ・オーラ、18レベルーマス・ヒール。 運命/Fate 出典:Pathfinder #72 The Witch Queen s Revenge 75ページ:2レベルードゥーム、4レベルーアンティシペイト・ペリル、6レベルーヘルピング・ハンド、8レベルーブレッシング・オヴ・ファーヴァー、10レベルーグレーター・フォービド・アクション、12レベルーコンティンジェンシィ、14レベルージョルティング・ポーテント、16レベルーメイズ、18レベルーウィッシュ。 不吉/Jynx 出典:Blood of the Coven 17ページ:2レベルーイル・オーメン、4レベルーシャター、6レベルービストウ・カース、8レベルーリトリビューション、10レベルーマーク・オヴ・ジャスティス、12レベルーアイバイト、14レベルースペル・ターニング、16レベルーアンティパシー、18レベルーエナジー・ドレイン。 慈悲/Mercy 出典:Blood of the Coven 17ページ:2レベルーキュア・ライト・ウーンズ、4レベルーイーグルズ・スプレンダー、6レベルーリムーヴ・カース、8レベルーレストレーション、10レベルークレンズ、12レベルーヒーローズ・フィースト、14レベルーフォー・トゥ・フレンド、16レベルーユーフォリック・トランクィリティ、18レベルートゥルー・リザレクション。 山/Mountain 出典:Heroes of the Wild 13ページ:2レベルーストーン・フィスト、4レベルーストーン・コール、6レベルーストーン・シェイプ、8レベルースパイク・ストーンズ、10レベルーウォール・オヴ・ストーン、12レベルーフレッシュ・トゥ・ストーン、14レベルーストーン・テル、16レベルーリペル・メタル・オア・ストーン、18レベルークラッシング・ロックス。 平和/Peace 出典:Champions of Purity 27ページ:2レベルーサンクチュアリ、4レベルーカーム・エモーションズ、6レベルーウィンド・ウォール、8レベルーディスミサル、10レベルーセレニティ、12レベルーワード・オヴ・リコール、14レベルーフォースケージ、16レベルーユーフォリック・トランクィリティ、18レベルーアンティパシー。 植物/Plant 出典:Heroes of the Wild 11ページ:2レベルーエンタングル、4レベルーアクセラレイト・ポイズン、6レベルーリリィ・パッド・ストライド、8レベルーグロウヴ・オヴ・レスピット、10レベルーツリー・ストライド、12レベルーリペル・ウッド、14レベルーアニメイト・プランツ、16レベルーコントロール・プランツ、18レベルーシャンブラー。 保護/Protection 出典:Heroes of the High Court 9ページ:2レベルーサンクチュアリ、4レベルーレジスト・エナジー、6レベルーラスフル・マントルAPG、8レベルーストーンスキン、10レベルーインターポージング・ハンド、12レベルーフォービダンス、14レベルーグレーター・スペル・イミュニティ、16レベループリズマティック・ウォール、18レベルーフリーダム。 復帰/Recovery 出典:Healer s Handbook 16ページ:2レベルーリベレイティング・コマンドUC、4レベルーリムーヴ・パラリシス、6レベルーセイクリッド・ボンドAPG、8レベルーフリーダム・オヴ・ムーヴメント、10レベルークレンズAPG、12レベルーヒーローズ・フィースト、14レベルージョイフル・ラプチャーUM、16レベループロテクション・フロム・スペルズ、18レベルーマス・ヒール。 腐敗/Rot 出典:Blood of the Coven 17ページ:2レベルーディコンポーズ・コープス、4レベルーウォープ・ウッド、6レベルーファングル・インフェステイション、8レベルーフレッシュワーム・インフェステイション、10レベループレイグ・キャリア、12レベルーエピデミック、14レベルークリーピング・ドゥーム、16レベルーホリッド・ウィルティング、18レベルーカースド・アース。 嵐/Storms 出典:Heroes of the Wild 13ページ:2レベルーオブスキュアリング・ミスト、4レベルーフォッグ・クラウド、6レベルーコール・ライトニング、8レベルーアイス・ストーム、10レベルーコール・ライトニング・ストーム、12レベルーウィンド・ウォーク、14レベルーコントロール・ウェザー、16レベルーワールウィンド、18レベルーストーム・オヴ・ヴェンジャンス。 Unique Witch Patrons Unique Witch Patrons 出典 Blood of the Coven Witch patrons are enigmatic entities, sometimes fair minded and other times malevolent. Some are demigods or powerful spirits, such as those that grant shamans their spellcasting. Others are manifestations of cosmic forces, created by the certainty of mortals and the fundamental need for balance in much the same way aeons manifest. While kindly patrons are rare—attracting worshipers more readily than agents—the majority are high-minded and neutral figures. They dispense arcane power to those whose interests and mindsets align with their needs, and once a witch drifts from the cause or refuses to pay the price for such power, her patron divests the spellcaster of her powers and depart. Wicked patrons enjoy longer-lasting relationships, however, manipulating the witches’ minds and punishing disobedience in a manner far more personal than an evil god. The familiar of a wicked patron becomes equal parts power source and prison guard, forever studying its charge for disobedience. The various published witch patron themes present a wide array of concepts and priorities to align with a large variety of supernatural beings. Some specific patrons, however, might offer variations within the spells they grant. Special patron categories listed on page 15 swap out the spells normally provided by a patron theme at specific levels, and grant a specific hex and drawback at 1st level. Once a specific patron has been selected, a witch cannot change her patron or raise a hand against that entity without losing her spellcasting, hexes, and familiar. These categories are limited in the patron themes they can provide; their witches must select from one of the four listed for each entry. These patrons are extraordinary examples of their kind, often invested with unique or mythic powers and pursuing long-term agendas measured in centuries or eons. Celestial Agenda Celestial Agenda 出典 Blood of the Coven 15ページ To select a specific patron, a PC must be able to select a witch patron and have the hex class feature. While good deities and empyreal lords have organized faiths to carry out their wills, powerfully ranked agathions, angels, and archons—and occasional intersectional councils of good outsiders—sometimes invest white witches with celestial might to defend the weak and heal the sick. You gain the ward hex at 1st level, but your patron holds you to a higher standard you must be of good alignment, and you take a –2 penalty on Bluff, Intimidate, Sleight of Hand, and other skill checks to deceive or threaten others. Available Patron Themes:Endurance, Healing, Light, Portents Spell Changes:4th—castigate, 10th—rebuke, 16th— greater planar ally (good outsiders only). Empath Empath 出典 Blood of the Coven 15ページ To select a specific patron, a PC must be able to select a witch patron and have the hex class feature. Your patron is a manifestation of the collective living experience—mortal desire and purpose given direction by the beliefs of countless minds and hearts. You gain the tongues hex at 1st level, but you cannot help but feel the despair, pain, and other negative emotions in those around you, taking a –5 penalty on saving throws against emotion effects. Available Patron Themes:Ancestors, Mind, Spirits, Wisdom Spell Changes:2nd—burst of insight, 6th— analyze aura, 10th—retrocognition. Fey Gifts Fey Gifts 出典 Blood of the Coven 15ページ A powerful fey or other entity from the First World has offered you magic. You serve as an anchor and scrying focus in the Material Plane for your patron, but you also provide frequent amusement. You gain the charm hex at 1st level, but your fey patron delights in your failure and injury and frequently jinxes you; once each day, the Game Master can demand you reroll a single ability check, attack roll, saving throw, or skill check and use the worse result. Available Patron Themes:Agility, Enchantment, Trickery, Winter Spell Changes:2nd—disguise self, 4th—hideous laughter, 16th— irresistible dance. Green Whispers Green Whispers 出典 Blood of the Coven 15ページ To select a specific patron, a PC must be able to select a witch patron and have the hex class feature. Your witch powers are a manifestation of the Green Faith or bestowed by a representative of natural forces, such as an ancient treant or nature spirit, who expects you to wield such gifts on its behalf. You gain the feral speech hex at 1st level, but you cannot abide the touch of iron or steel; contact with either metal deals 1d3 points of damage each round, and wearing metal armor prevents you from casting spells until it is removed. Available Patron Themes:Animals, Endurance, Moon, Transformation Spell Changes:2nd—entangle, 6th—plant growth, 10th—tree stride. Hag s Calling Hag s Calling 出典 Blood of the Coven 15ページ To select a specific patron, a PC must be able to select a witch patron and have the hex class feature. Hags of exceptional power—most often mute hags and dreamthief hags—sometimes invest mortal agents with the same well of ancient power they have mastered. Hags most often invest their changeling daughters with such power, either once they have proven loyal or else to tempt them into wickedness. You gain the coven hex at 1st level, but you can neither use the aid another action nor receive benefits from others’ aid another actions. Available Patron Themes:Moon, Plague, Shadow, Vengeance Spell Changes:2nd—disguise self, 8th—sending, 10th—commune (hag/patron rather than deity). Infernal Contract Infernal Contract 出典 Blood of the Coven 15ページ Your power was brokered from a powerful daemon, demon, or devil to speed the corruption and moral decay of mortals. When you die, your soul goes to Abaddon, the Abyss, or Hell, and you can’t be raised or resurrected except by extraordinary means—though bold service may earn you a favored position in damnation. You gain the misfortune hex at 1st level, but your magic requires sacrifice; each day when you prepare spells, you must deal 1d6 points of damage to yourself as part of your infernal ritual, feeding the lost blood to your familiar. At 5th level and every 5 levels thereafter, this damage increases by 1d6. Available Patron Themes:Enchantment, Strength, Trickery, Vengeance Spell Changes:8th—lesser planar ally, 12th—planar ally, 16th— greater planar ally (your bonus spells can be used to summon only the type of outsider your patron represents). Shadowbound Shadowbound 出典 Blood of the Coven 15ページ To select a specific patron, a PC must be able to select a witch patron and have the hex class feature. Deep exposure to entities from the Plane of Shadow—kytons, nightshades, owbs, and similar ethereal forces—has infused you with shadow. You gain the disguise hex at 1st level, but you also gain light blindness. Available Patron Themes:Death, Deception, Ethereal, Shadow Spell Changes:8th—shadow conjuration, 12th—shadow walk, 16th—greater shadow evocation. The Condition of All The Condition of All 出典 Blood of the Coven 15ページ To select a specific patron, a PC must be able to select a witch patron and have the hex class feature. Aeons are often patrons to witches, seeking out mortals who share their vested interest in some agenda that helps them promote the cosmic balance. You gain the scar hex at 1st level, but such service requires unwavering commitment to their cause, and you lose your spellcasting and hexes (but not your familiar) if your alignment changes after taking your first witch level; you regain your spellcasting and hexes once you revert to your original alignment. Available Patron Themes:Elements, Time, Transformation, Wisdom Spell Changes:2nd—forbid action, 8th—dismissal, 12th—geas/quest. Touched by the Outer Gods Touched by the Outer Gods 出典 Blood of the Coven 15ページ To select a specific patron, a PC must be able to select a witch patron and have the hex class feature. Your powers hail from an incomprehensible being from beyond the stars, whose motivations and needs erode your psyche. You gain the unnerve beasts hex at 1st level, but you take a –2 penalty on saving throws against confusion and emotion effects and are affected by such effects for at least 1 round even on a successful saving throw. Available Patron Themes:Insanity, Occult, Stars, Transformation Spell Changes:2nd—lesser confusion, 8th—dreadscape, 10th—compelling rant. ウィッチのアーキタイプ Witch Archetypes Alley Witch Alley Witch 出典 Heroes of the Streets 20ページ The Alley Witch archetype s crowd patron grants ventriloquism instead of ears of the city Some witches find their spark of magic in the long, dark shadows and forgotten places within the city. Child of the Streets/Child of the Streets:An alley witch gains Bluff and Knowledge (local) as class skills, but loses Knowledge (nature) and Knowledge (planes) as class skills. This alters the witch’s class skills. Crowd Patron/Crowd Patron:An alley witch draws power not from a patron, but from the crowd of minds around her. She doesn’t select a patron at 1st level; instead, she gains the following bonus spells at the listed levels. 2nd—ears of the city (see page 30), 4th—alter self, 6th—witnessUM, 8th—shadow stepUM, 10th—mage’s private sanctum, 12th—heroes’ feast, 14th—limited wish, 16th—create demiplaneUM, 18th—shades. This ability alters witch’s familiar. Speak to the City/Speak to the City:An alley witch builds a special rapport with a single city. At 1st level, she can select one settlement whose type is large town size or larger. Within this settlement, she gains a +2 bonus on initiative checks, as well as Knowledge (local), Perception, Stealth, and Sense Motive checks. At 6th level and every 5 witch levels thereafter, this bonus increases by 2. The alley witch can build a rapport with a new city after 30 days of remaining there; this severs her bond to her previous settlement. This ability replaces the witch’s 1st-level hex. Hex Trader/Hex Trader:At 6th level, once per day as a full-round action, an alley witch can bind a hex she knows into a feather, bead, or other small token. Any creature holding this token can use that hex once as if using a potion, targeting itself or a creature it touches. While a hex is sealed into a token, the alley witch loses her ability to use that hex until the token is used or she can recover the token. If a hex can be used in increments (like the disguise hex), the alley witch decides how many increments the token contains when making it. If a hex has no set duration, it lasts for 1 minute once activated. This ability replaces the witch’s 6th-level hex. Ashiftah Ashiftah 出典 Qadira, Jewel of the East 14ページ Qadira’s armies strike terror into foes, but tales of something even more terrible than desert dervishes or charging cavalry haunt foot soldiers serving Qadira’s neighbors. Known in Taldane as a “battle witch,” an ashiftah drifts like a phantom among the enemy armies, calling down disaster upon their heads and weakening their resolve. Qadiran ashiftahs usually go veiled, and even their cohorts in the Imperial Forces superstitiously believe that seeing their faces brings misfortune. Protecting Veil/Protecting Veil:An ashiftah’s veil is not merely a uniform, but a magical vestment imbued with power. Its ability to hold spells functions identically to a witch’s familiar. An ashiftah must veil herself and commune with her patron each day to prepare her spells and cannot prepare spells not stored in the veil. This ability replaces familiar. Ghostwalk(超常)/Ghostwalk:Starting at 2nd level, as a move action after using a hex, an ashiftah can become invisible as per vanishAPG and can then take a 5-foot step. Using ghostwalk doesn’t provoke attacks of opportunity. This ability replaces the hex gained at 2nd level. Deliver Touch Spells(超常)/Deliver Touch Spells:Starting at 3rd level, an ashiftah can use her veil to deliver touch spells. After casting a touch spell, as a full-round action, she can tear a strip from her veil and whisper to it, designating a target. She then releases the scrap of fabric, which drifts on the wind to the target and delivers the spell as a ranged touch attack. The target must be within 20 feet of the witch. The veil mends itself after the spell is delivered. Fog of War(擬呪)/Fog of War:At 6th level, as a standard action, an ashiftah can blanket a 20-foot-radius area of the battlefield in a clammy mist that functions as per barrow hazeACG, allowing her to treat any area within the mist as within 30 feet for purposes of her hexes, as long as some part of that area is within 30 feet of her. This replaces the hex gained at 6th level. Cartomancer Cartomancer 出典 The Harrow Handbook 15ページ More than mere playing cards, harrow decks allow individuals to communicate with powers beyond mortal ken. A witch who serves the spirits of the harrow in exchange for mystical power is known as a cartomancer. Rather than connecting with a familiar, a cartomancer communes with her patron through a consecrated harrow deck. Spell Deck/Spell Deck:Each cartomancer carries a special harrow deck that allows her to communicate with her patron. Its ability to hold spells functions identically to the way a witch’s spells are granted by her familiar. The cartomancer must consult her harrow deck each day to prepare her spells and cannot prepare spells that are not stored in the deck. The spell deck cannot be used for this purpose if any cards are missing. This ability replaces the witch’s familiar. The following familiar ability works differently for a cartomancer. Deliver Touch Spells(超常)/Deliver Touch Spells:At 3rd level, when the cartomancer uses the Deadly Dealer feat with a card from her spell deck, the card is not destroyed and gains the returning weapon special ability. In addition, the cartomancer can deliver a touch spell with a thrown card. This uses the Deadly Dealer feat (see below), except the attack is resolved as a ranged touch attack and the card deals no damage of its own. This ability can be used with any card (not just one from the cartomancer’s spell deck). Deadly Dealer/Deadly Dealer:At 2nd level, a cartomancer gains the Deadly Dealer feat (see sidebar) as a bonus feat, even if she does not meet the prerequisites. The cartomancer gains the benefits of the Arcane Strike feat, but only for the purposes of using Deadly Dealer. This replaces the witch’s 2nd-level hex. Hexes:The following witch hexes complement the cartomancer archetype evil eyeAPG, fortuneAPG, misfortuneAPG, soothsayer (see below). Major Hexes:The following major hexes complement the cartomancer archetype harrowing curse (see below), visionAPG. Grand Hexes:The following grand hex complements the cartomancer archetype dire prophecyUM. Coral Witch Coral Witch 出典 Blood of the Sea 22ページ Coral witches inhabit shallow coasts and reefs where great masses of coral grow. They use their magic to fashion familiars from living coral and emulate the unyielding tenacity of these durable marine organisms. Many coral witches actively patrol and protect their home reefs from predators and help to rebuild the reefs after natural disasters. Although most coral witches are aquatic creatures such as gillmen and locathahs, surface creatures with a deep connection to the sea sometimes become coral witches as well. Patron:A coral witch’s patron is normally endurance, healingUM, or water, although a coral witch can select any patron other than those associated with fire. Coral Familiar(変則)/Coral Familiar:A coral witch crafts her familiar out of living coral, coaxing the tiny organisms to grow in the shape of a larger animal or vermin. The coral witch chooses a familiar as normal, but its type changes to vermin (aquatic) and it gains the amphibious special quality. The coral witch’s familiar has an Intelligence score as normal for the witch’s level, but it has immunity to mind-affecting effects. When underwater near a coral reef of any size, a coral witch can spend 8 hours to restore her familiar to full health at no cost, unless the familiar is killed, in which case she must follow the usual rules for replacing her familiar. A coral witch can never gain an improved familiar. This ability alters witch’s familiar. Waves Spirit Hex/Waves Spirit Hex:A coral witch can select hexes from the shaman’s waves spirit (Pathfinder RPG Advanced Class Guide 45) as if they were witch hexes. She uses her witch level as her shaman level to determine the effect of the hex and Intelligence instead of Wisdom to determine its DC. This ability alters hex. Immovability(変則)/Immovability:At 8th level, a coral witch can naturally emulate coral’s ability to affix itself in place. At the end of any round in which the coral witch did not move from her space and is standing on solid ground, she adds her class level to her CMD against any bull rush, overrun, and reposition combat maneuvers, grapple attempts to move her, and attempts to pull or push her. This bonus lasts until the start of the coral witch’s next turn. This ability replaces the hex gained at 8th level. Hexes:The following witch hexes complement the coral witch archetype evil eye, feral speechUM, water lungUM. Major Hexes:The following major hexes complement the coral witch archetype beast eyeUM, hag’s eye, weather control. Grand Hexes:The following grand hex complements the coral witch archetype life giver. Demon-Sworn Demon-Sworn 出典 Heroes of the Darklands 16ページ The demon-sworn witch remains responsible for any potentially evil consequences of her spellcasting (e.g. killing bystanders), even if the isolated act of casting such spells does not impact her alignment. The drow are among the best known creatures on Golarion who were “saved” by demonic intervention, but they’re far from the only ones. In the depths of the Darklands, as well as similarly inhospitable locales on Golarion, many seek the succor of demons as a means of survival. Such pacts are often made in haste, without a true understanding of the lifelong effects they’ll have on those who make them. Demonic Pact/Demonic Pact:A demon-sworn makes a pact with a demonic entity, forever binding her to the forces of the Abyss and corrupting her connection with her patron. At the indicated levels, she gains the spells below in place of her normal patron spells 2nd—protection from good, 6th—unholy blight, 10th—dispel good, 14th—blasphemy, 18th—unholy aura. Casting spells with the evil descriptor from this replacement list has no effect on the demonsworn’s alignment. This ability modifies patron spells. Cruel Hex/Cruel Hex:A demon-sworn always inflicts some pain, whether she wants to or not. Each hex deals 1d4 points of nonlethal damage to creatures affected by it, in addition to any damage the hex normally deals. For major hexes, the damage increases to 2d4. For grand hexes, the damage increases to 4d4. Each die result of a natural 4 deals 1 point of lethal damage to the demon-sworn. This ability alters the witch’s hex, major hex, and grand hex. Manifest Pact(変則)/Manifest Pact:At 6th level, the demon-sworn gains Improved Familiar as a bonus feat. The associated familiar is made up of the tiny amount of soul matter lost when the demon-sworn made her pact with demonic powers. The familiar must be a quasit, regardless of the demon-sworn’s actual alignment, and it manifests by eating its way out of the demon-sworn’s former familiar. The quasit knows all spells known to the previous familiar. It loyally serves the demon-sworn, despite any conflicts of alignment, obeying its mistress to the best of its abilities. This familiar cannot be replaced, and if slain, the ritual to replace the lost familiar recreates the same quasit, along with the same spells previously known. Replacing the familiar in this fashion also imparts the demon-sworn with 1 permanent negative level, as if she had been hit by an energy-draining creature. This ability replaces the hex gained at 6th level. Dimensional Occultist Dimensional Occultist 出典 Pathfinder Society Field Guide 28ページ While dimensional occultist witches are not all associated with the Pathfinders, enough of them are to warrant mention here. A dimensional occultist sacrifices some of her mastery over hexes in return for increased planar lore— she spends much of her time researching and communing with otherplanar spirits, often through her familiar or via the study of ancient texts, and has an increased mastery over various conjurations and other extraplanar effects. She can even travel between dimensions as she gains power. A dimensional occultist has the following class features. Patron:A dimensional occultist witch does not have the same freedom of choice among her patrons as do other witches—she must select the Dimensions patron when she gains this archetype. The Dimensions patron provides the following bonus spells 2nd—hold portal, 4th—rope trick, 6th—blink, 8th—dimensional anchor, 10th—lesser planar binding, 12th—planar binding, 14th—banishment, 16th— greater planar binding, 18th—gate. Dimensional Augmentation(超常)/Dimensional Augmentation:At 2nd level, a dimensional occultist can augment her spells by incorporating complex mathematical equations and formulae into the casting, typically by inscribing these equations with chalk or charcoal onto a solid surface (although scribing them on paper or into wet sand works fine as well). Augmenting a spell in this way adds both a somatic component (the actual scribing of the equations) and a material component (the writing stylus and ink, chalk, charcoal, or other medium) to the spell, and increases its casting time to a number of rounds equal to the spell’s level (if the spell’s casting time is already 1 minute or more, the casting time is not altered). As a result, using dimensional augmentation to cast a spell isn’t a good option in the heat of combat. Augmenting a spell in this manner increases its effective caster level by +1. A dimensional occultist can augment her spells in this manner once per day at 2nd level, plus one additional time per day for every even-numbered witch level she gains. This ability replaces the witch’s hex gained at 2nd level. Commune with Familiar(擬呪)/Commune with Familiar:At 8th level, a dimensional occultist can use her familiar as a link between herself and strange, otherworldly intelligences on other planes. Once per week, she may use this link to cast contact other plane as a spell-like ability, at a caster level equal to her witch level. The entity contacted replies to the witch via her familiar (which speaks in a strange disembodied voice), via telepathic contact, or by some similarly disconcerting method of communication. When a witch uses this method to contact other planes, she gains a +4 bonus on the Intelligence check to avoid the decrease to Intelligence and Charisma. If she still fails the save, the Intelligence/Charisma decrease lasts only 24 hours rather than a number of weeks. This ability replaces the witch’s hex gained at 8th level. Dimensional Waypoints(変則)/Dimensional Waypoints:At 12th level, a dimensional occultist can create a dimensional waypoint by spending 2d4 minutes inscribing a number of equations on a solid surface (such as a wall, tree, stone floor, or structure) with a writing instrument. The exact configuration of these equations is unique to each witch. From that point on, when she uses dimensional travel to travel to that location, she does so without any chance of mishap. Teleport always sends the witch to this spot, and even plane shift, if used to travel to that site, is precisely accurate. Once a dimensional waypoint is set, it remains active for that witch despite the condition of the inscription or even that of the surface upon which it was inscribed—it is the act of inscribing the waypoint, not the waypoint itself, that matters. At 12th level, and then again every two witch levels thereafter, the dimensional occultist can maintain an additional waypoint. She can replace a waypoint she’s already set by simply using that waypoint’s unique equation at a new site. This ability replaces the witch’s hex gained at 12th level. Hag of Gyronna Hag of Gyronna 出典 People of the River 23ページ Only female witches dare dedicate themselves to the Angry Hag, and those who do so are feared for their ability to bend minds and sow discord. Some say these witches can watch their enemies from afar and can even corrupt the minds of the most innocent or loyal, including newborn babes and cherished pets. Patron:A hag of Gyronna must choose Deception, Trickery, VengeanceUM, or Water as her witch patron. 呪文:A hag of Gyronna replaces several of her patron spells with the following 2nd—doom, 6th—obscure object, 10th—commune, 14th—repulsion, 18th—shapechange. Curdle Thoughts(超常)/Curdle Thoughts:At 2nd level, a hag of Gyronna can insert negative emotions into the mind of a single target. She gains a +2 bonus on Diplomacy and Bluff checks to sow suspicion, hatred, or other forms of animosity. In addition, a hag of Gyronna can choose to increase the save DC of any spell with the fear descriptor she casts by 2. She can increase a spell’s DC in this way a number of times per day equal to 1/2 her witch level. This ability replaces the witch’s 2nd-level hex. Sunder Hope(超常)/Sunder Hope:At 8th level, a hag of Gyronna can violently dismiss her curses to counter magical boons and impose her own capricious whims. Once per day, after the hag of Gyronna has successfully affected a creature within 30 feet with a mind-affecting spell, spell-like ability, or hex with a duration of longer than 1 round, she can choose to dismiss the mind-affecting effect as an immediate action. If she dismisses this effect in response to another creature targeting her victim with a beneficial spell or ability, the witch’s effect is dismissed and the caster of the beneficial spell or ability must succeed at a Will save (DC = 10 + 1/2 the witch’s level + her Intelligence modifier) or the spell or ability is wasted to no effect and the targeted victim takes 1d4 points of Wisdom damage. At 14th and 20th levels, a hag of Gyronna can use this ability an additional time per day. This ability replaces the witch’s 8th-level hex. Hag Crony(超常)/Hag Crony:At 12th level, a hag of Gyronna gains a blessing from the Angry Hag in the form of an alliance with a night hag (Pathfinder RPG Bestiary 215). Once per week, the hag of Gyronna can as a full-round action summon the night hag from the Shadow Plane. The night hag serves the hag of Gyronna to the best of its ability as long as the witch’s commands are consistent with the night hag’s alignment and goals, but flees back to its native plane after a number of rounds equal to the witch’s level or upon losing half or more of its hit points. The night hag may provide the hag of Gyronna with other favors or gifts at the GM’s discretion. At 15th and 18th levels, a hag of Gyronna can call upon her hag crony an additional time per week. This ability replaces the witch’s 12th-level hex. Hagbound Hagbound 出典 Blood of the Coven 16ページ A hagbound can remove the hag’s hold only by removing her archetype directly, such as with the retraining rules in Pathfinder RPG Ultimate Campaign. Whether a changeling in the process of succumbing to her mother’s call, a witch cursed by a hag to become her instrument of torment, a vain and petty witch overeager for power, or some other unfortunate soul, a hagbound witch finds its soul has been infected by a hag’s spite and powerful, corrupt arcane magic. Her mind and body begin to transform to reflect her new being. Hagbound witches suffer a slow transformative taint that is similar to the accursed corruption (Pathfinder RPG Horror Adventures 16) and make ideal candidates for this additional power—and tragedy. Hagbound/Hagbound:A hagbound can take this archetype only if her first character level is a witch level, and she must select one of the following patrons Deception, Jynx, Moon, Occult, Plague, Shadow, Strength, Vengeance, or Winter. She can escape her inevitable fate only by removing the hag’s hold on her soul, typically with miracle or an effect of similar power. Until then, she can’t take levels in any class other than witch and her alignment can never become good. Removing the hag’s hold causes her to lose this archetype and become a normal witch. Hag’s Claws(変則)/Hag’s Claws:A hagbound’s hands grow into a pair of hideous claws that deal 1d4 points of damage for a Medium hagbound (1d3 for a Small creature). This replaces the hex gained at 1st level. Hunched Muscle(変則)/Hunched Muscle:At 2nd level, warty growths and knobby muscles twist the hagbound’s body. She gains a +2 size bonus to her Strength score. This bonus increases by 2 at 8th level and 14th level, to a maximum of +6. This replaces the hexes gained at 2nd, 8th, and 14th levels. Vain Glamour(擬呪)/Vain Glamour:At 4th level, the hagbound gains the ability to disguise her hideous form behind various pleasing shapes. This allows her to magically disguise herself at will, as per disguise self. At 12th level, she can transform herself at will rather than spin illusions, as per alter self. This replaces the hexes gained at 4th and 12th levels. Vile Curse(擬呪)/Vile Curse:At 10th level, the hagbound becomes exceptionally skilled at cursing others. She can cast bestow curse at will, but its duration becomes 24 hours. Once a creature has been affected by this ability, it is immune to the witch’s vile curse ability for 24 hours. If the witch learns some secret fear or vulnerability of her target and tailors the curse to exploit this, her target takes a –2 penalty on its Will saving throw against the effect. This replaces the hex gained at 10th level. Hag Transformation/Hag Transformation:At 20th level, the hagbound transforms into a true hag, purging all goodness and light from her in exchange for dark power. Her alignment becomes evil if it isn’t already. Her type changes to monstrous humanoid, and she gains darkvision 60 feet; immunity to charm, fear, and spell effects; and the ability to join a coven. She gains spell resistance 31, and she grants this benefit to her other coven members. This replaces the hex gained at 20th level. Havocker Havocker 出典 Magic Tactics Toolbox 11ページ Although most witches are guided to subtle curses and debilitating hexes by their mysterious patrons, some are instead taught the secrets of harnessing raw, destructive elemental power. Patron Element/Patron Element:A havocker’s patron grants her the ability to devastate her foes with a specific element. At 1st level, rather than selecting a standard patron and gaining patron spells, the witch selects a specific kineticist element (Pathfinder RPG Occult Adventures 14), which represents the shadowy forces from which she gains her familiar and class powers. The havocker gains the elemental focus and kinetic blast class features with the associated element, using her witch level as her effective kineticist level. If the havocker takes levels in another class that grants an elemental focus, the elemental focuses must be the same type, even if that means that the elemental focus of one of the classes must change. Subject to GM discretion, the havocker can change her former elemental focus to make them conform. This ability alters the witch’s familiar and replaces the witch’s 1st-level hex. Infusion/Infusion:At 2nd level and every 4 witch levels thereafter, the havocker gains an infusion wild talent from the list of options available based on her elemental focus, functioning as the kineticist ability of the same name. A havocker must meet the prerequisites of the infusion wild talent and can’t accept burn (but see the spellburn ability below). This ability replaces the witch’s hexes from 2nd level on, major hex, and grand hex. Spellburn/Spellburn:Beginning at 2nd level, a havocker can channel stored spell energy into her kinetic blast to increase the blast’s overall utility and power. To use her inf sions, the havocker must lose a prepared witch spell to apply the infusion to her kinetic blast. Any spell sacrificed is required to have a spell level equal to or greater than the infusion’s effective spell level. The havocker cannot accept additional burn if the infusion would allow her to do so. Invoker Invoker 出典 Haunted Heroes Handbook 14ページ The invoker uses her familiar to summon facets of her mysterious patron directly into her body, enhancing her skills and granting her powerful abilities. Whether these spiritual enhancements come from a single entity or a host of spiritual forces associated with the witch’s patron can vary, and in many cases, a particular invoker never learns the truth of this matter. Invoke Patron(超常)/Invoke Patron:At 1st level, an invoker can invite spirits associated with her patron’s themes into her body and mind as a swift action. This functions like a hunter’s animal focus (Pathfinder RPG Advanced Class Guide 27), except she emulates facets of her patron, chosen from the list below. The invoker can use this ability for a number of minutes per day equal to her level; this duration need not be consecutive, but it must be spent in 1-minute increments. This replaces the witch’s 1st-, 8th-, and 16th-level hexes. Bondage/Bondage:The invoker gains a +2 enhancement bonus to her Strength. This bonus increases to +4 at 8th level and +6 at 16th level. Bridge/Bridge:The invoker treats other creatures as if their damage reduction and spell resistance were 2 lower. This increases to 5 lower at 8th level and 10 lower at 16th level. Crisis/Crisis:The invoker gains a +2 enhancement bonus to her Constitution. This bonus increases to +4 at 8th level and +6 at 16th level. Curiosity/Curiosity:The DCs of the invoker’s hexes and patron spells increase by 1. These DCs increase by an additional 1 at 8th level and 16th level. Decisions/Decisions:The invoker gains a +2 enhancement bonus to Dexterity. This bonus increases to +4 at 8th level and +6 at 16th level. Fortune/Fortune:The invoker gains a +1 resistance bonus on saving throws. This bonus increases to +3 at 8th level and +5 at 16th level. Paradise/Paradise:The invoker gains a +3 competence bonus on Acrobatics checks and concentration checks. This bonus increases to +6 at 8th level and +9 at 16th level. Rapture/Rapture:The invoker can increase the duration of any spell she casts on herself by 1 round. This applies only to spells with a duration other than instantaneous. This increases to 2 rounds at 8th level and 3 rounds at 16th level. Reckoning/Reckoning:The invoker adds an insight bonus on damage rolls from attacks made with spells and natural attacks, gaining 1 point of damage per die rolled. At 8th level, the invoker gains a +4 bonus to confirm critical hits threatened with spells and natural attacks. At 16th level, the critical threat range of the invoker’s spells and natural attacks doubles, as if from Improved Critical. Revelation/Revelation:The invoker gains a +1 insight bonus on attack rolls made with weapons. This bonus increases to +2 at 8th level and +3 at 16th level. Second Invocation(超常)/Second Invocation:At 10th level, whenever an invoker uses her invoke patron ability, she selects two different facets of her patron for herself instead of one. Otherwise, this functions like a hunter’s second animal focus ability. This ability replaces the witch’s 10th-level hex Jinx Witch Jinx Witch 出典 Blood of the Beast 25ページ Only available to Tengu characters The common perception of tengus as good luck charms has its roots in the first great empire to unify Tian Xia 7,000 years ago, when tengus were superstitious and skittish folk inhabiting the continent’s central mountain ranges. Jinx witches specialize in calling down subtle misfortunes and deceiving enemies and allies alike. While they lack any ability to truly eliminate bad luck, they are uniquely gifted at making others believe otherwise. Many of these ancient traditions have been forgotten as tengus spread across the world and assimilated into other cultures, but a rare few tengus still practice this curious art of misdirection and dealing in ill fortune. A jinx witch’s patron is normally Deception, Shadow, or Trickery. クラス技能:A jinx witch adds Bluff, Disguise, and Sense Motive to her list of class skills. This alters the witch’s class skills. Spell Awareness(変則)/Spell Awareness:A jinx witch is skilled at identifying hostile spells and effects that target her. She adds 1/2 her witch level to Spellcraft checks to identify spells being cast if she is targeted by the spell. Jinx-Eating(超常)/Jinx-Eating:At 2nd level, a jinx witch learns to absorb (or “eat”) antagonistic magical effects targeting her. If a jinx witch succeeds at a Will or Fortitude saving throw that negates a hostile spell effect, she can consume the spell energy as an immediate action. The witch treats her caster level as 1 higher when casting the next prepared spell she casts after eating a jinx in this manner. If the spell cast is of the same school as the eaten spell, the witch instead treats her caster level as 2 higher. A jinx witch can store only one eaten spell at a time, and can use this ability a number of times each day equal to 3 + her Intelligence modif ier. If the jinx witch uses this ability to eat a spell that targets more than one creature or that creates an area of effect, it uses 2 of her daily uses of the ability and all other targets or creatures in the area of effect receive a +2 bonus on their respective saving throws. If the jinx witch does not use the bonus provided by an eaten spell within 1 hour, the stored energy dissipates harmlessly. This ability replaces the witch’s hex normally gained at 2nd level. Jinx-Gorging(超常)/Jinx-Gorging:At 6th level, when the jinx witch applies a bonus from a spell consumed with her jinx-eating ability to a spell of the same school as the eaten spell, and of the same or lower spell level, she does not expend the prepared spell slot. She cannot affect the spell with metamagic or other effects that would change its effective spell level. This ability replaces the hex normally gained at 6th level. Jinx-Feast(超常)/Jinx-Feast:At 10th level, when the jinx witch uses her jinx-eating ability, she also gains the ability to cast the eaten spell as a spell-like ability, using her witch level as her caster level and her Intelligence modifier to determine the spell-like ability’s saving throw DC. If the eaten spell is not on her spell list or is of a spell level higher than the witch is capable of casting herself, she must succeed at a concentration check (DC = 20 + the spell’s level) in order to cast it; failing this check results in the loss of the spell-like ability with no effect. This ability replaces the major hex gained at 10th level. Hexes:The following witch hexes complement the jinx witch archetype beast of ill omenUM, evil eye, fortune, and misfortune. Major Hexes:The following major hexes complement the jinx witch archetype hag’s eye, retribution, and waxen image. Grand Hexes:The following grand hexes complement the jinx witch archetype death curse, dire prophecy, and natural disaster. Medium Medium 出典 Undead Slayer s Handbook 20ページ Mediums tap into the spiritual power of those who have yet to find their final rest. Their ability to interact with these souls allows mediums to learn about the physical world through the experiences of those who came before them. Eventually, mediums of immeasurable power learn to walk alongside the very souls that haunt their dreams and visions. Patron:A medium has a limited choice of patrons, and must select one of the following themes ancestors, death, occult, or spirits. Ectoplasmic Aptitude(超常)/Ectoplasmic Aptitude:At 2nd level, the medium can sling spells at ghosts and spirits as surely as at corporeal foes. She gains the Ectoplasmic SpellAPG metamagic feat as a bonus feat. In addition, as an immediate action a number of times per day equal to her Intelligence modifier, the medium can apply the Ectoplasmic SpellAPG feat to any spell she is casting without increasing its spell level. This ability replaces the witch’s hex gained at 2nd level. Shared Subconscious(超常)/Shared Subconscious:At 6th level, a medium can temporarily link her subconscious to that of an undead creature in order to gain preternatural knowledge. As long as the medium is within 100 feet of an intelligent undead creature, as a swift action she can target said creature and attempt any trained Knowledge check. If the target has ranks in the same Knowledge skill, it also attempts the Knowledge check (if it doesn’t have ranks, this effect fails). If the target’s result is higher than the medium’s, the medium may choose to use the undead creature’s Knowledge result instead of her own, learning any information the undead creature has about the subject in question. This ability does not allow a medium to attempt a previously failed Knowledge check again. This replaces the witch’s hex gained at 6th level. Soul Walker(変則)/Soul Walker:At 20th level, a medium can drift into the spirit world, becoming incorporeal for 1 minute per class level. When she does so, the medium gains the incorporeal subtype, taking only half damage from corporeal magical attacks and no damage from nonmagical weapons and objects. Her spells deal only half damage to corporeal creatures, but spells and abilities that do not deal damage function normally. The duration of this ability need not be continuous, but it must be used in 1-minute increments. This replaces the witch’s hex gained at 20th level. Hexes:The following witch hexes complement the medium archetype charmAPG, healingAPG, scarUM, tonguesAPG, wardAPG. Major Hexes:The following major hexes complement the medium archetype speak in dreamsUM, visionAPG. Grand Hexes:The following grand hex complements the medium archetype summon spiritUM. Nexian Spellspy Nexian Spellspy 出典 Inner Sea Intrigue 43ページ Among that nation’s highly competitive arcane communities, Nexian spellspies are witches who use their familiars and divining talents to spy on their rivals and protect themselves from similar intrusions. Nondetection:A Nexian spellspy treats nondetection as a 4th-level witch spell. Infiltrating Vessel(超常)/Infiltrating Vessel:At 3rd-level, a Nexian spellspy cannot use her familiar to deliver touch spells for her. Instead, the Nexian spellspy can cast divination spells through her familiar. When the Nexian spellspy does this, she casts the spell as normal, but she treats her familiar’s location as hers for purpose of determining the spell’s area of effect or range. The Nexian spellspy receives the spell’s results as normal. This ability does not allow her to see through her familiar’s eyes; for example, the Nexian spellspy would know about a powerful magic item detected through her familiar, but she would not know its exact location or exactly what the item looked like. Whenever a familiar would be able to deliver a hex, the Nexian spellspy can use the familiar as a vessel for her divinations in this way. This alters the witch’s familiar. Prepare Results(超常)/Prepare Results:At 4th level, a Nexian spellspy’s familiar can store the results of divinations for the purposes of providing false results to a rival diviner who has targeted the spellspy. As a standard action, the spellspy can store the results of one or more divinations she has cast within the past 24 hours. She can store results from any number of spells with a total spell level equal to the highest spell she can cast. The next time a rival spellcaster would receive results from any of the specific divinations whose results are stored in her familiar in this manner, the stored results are transmitted to the rival caster (and are removed from the familiar) in place of any real results. The rival spellcaster receives a Will saving throw (DC = 10 + 1/2 the Nexian spellspy’s witch level + her Intelligence modifier) to recognize that the results are falsified. Depending on the spell, the stored results from the familiar might make this falsification obvious (and thus no Will saving throw is necessary to determine the falsification). This ability replaces the witch’s 4th-level hex. Hexes:The following witch hexes complement the Nexian spellspy archetype beast of ill-omenUM, evil eyeAPG, and tonguesAPG. Major Hexes:The following major hexes complement the Nexian spellspy witch archetype beast eyeUM, hag’s eyeAPG, and visionAPG. Grand Hex:The following grand hex complements the Nexian spellspy archetype dire prophecyUM. Putrefactor Putrefactor 出典 Blood of the Coven 16ページ Some witches find their patrons while in the throes of despair and grief, when all they desire is to see the veneer of civilization peel back to reveal the filth and rot that underlies all things. The arcane power they inherit is bleak and tainted, eating them from the inside out and transforming them into living avatars of entropy. Infestation of Entropy/Infestation of Entropy:A putrefactor’s body hosts various pests—insects, rats, or other scavengers—as part of her connection with her patron. She treats the infestation as her familiar, and she communes with the infestation to prepare spells. She still selects a familiar, which must be a house centipede, rat, scarlet spider, or toad; the familiar crawls within her among the other vermin. A putrefactor must be of chaotic alignment and must choose one of the following patrons Animals, Death, Plague, or Rot. This alters the witch’s familiar and patron. Disgorge Familiar(変則)/Disgorge Familiar:As a standard action, a putrefactor can cough up her familiar, allowing it to act as a separate entity. She can also devour it again as a standard action when the familiar is within reach. While within her, the familiar cannot be targeted for effects or take any action, but effects affecting it persist, and their duration continues until the next time she disgorges it. This replaces the hex gained at 1st level. Verminous Blood(変則)/Verminous Blood:At 2nd level, the swarming creatures within a putrefactor begin to replace her bodily fluids. Whenever she takes slashing or piercing damage from a melee attack, the creatures spill out and bite the attacker, dealing 1d6 points of damage, which count as damage from a Diminutive swarm. A creature can take damage from this ability only once per round. This damage increases by 1d6 at 8th level and every 4 levels thereafter. This replaces the hex gained at 2nd level. Putrefied Innards(変則)/Putrefied Innards:At 4th level, the infestation begins assuming various functions of the witch’s organs. She gains a 25% chance to negate the extra damage from critical hits and sneak attacks, as per the light fortification magic armor ability. At 10th level, this increases to a 50% chance (as per moderate fortification), and at 16th level it increases to a 75% chance (as per heavy fortification). Whenever the putrefactor negates additional damage from a melee attack in this way, the attacker takes damage as if exposed to her verminous blood, even if it has already been targeted by this ability this round. This replaces the hexes gained at 4th, 10th, and 16th level. Disgorge Swarm(変則)/Disgorge Swarm:At 6th level, while her familiar is inside her, the putrefactor can disgorge all the crawling creatures within her at once as a standard action, retaining only her familiar. When she does, she loses 2 hit points per class level and forms a spider swarm as per the spell vomit swarm. The swarm gains the Armor Class and saving throw bonuses of her familiar. The swarm deals her verminous blood damage instead of its normal damage; while the swarm lasts, the putrefactor loses access to her verminous blood ability. The witch can target creatures with her hexes as if she occupied both the swarm’s space and her own. When the duration ends, the swarm tries its best to return to her and crawl back into her body, restoring hit points equal to its current hit points, up to her maximum hit points. If the swarm dies or cannot return to her once the spell’s duration ends, the witch does not regain any of her spent hit points. Once she reabsorbs the swarm, she can’t disgorge it again for 1 hour. This replaces the hex gained at 6th level. Rhetorician Rhetorician 出典 Arcane Anthology 25ページ Rhetoricians feel driven to engage in debate, learn as much as they can about their potential foes, and seek ways to use information and quick talking to handle problems before resorting to raw violence. Regardless of their shadowy patrons, rhetoricians are granted a series of spells through their familiars that boost their ability to outtalk and outthink their foes, leading some to believe they are destined to be emissaries for their patrons once some long-term plans of their patrons’ come to fruition. Debater(変則)/Debater:A rhetorician is an expert at making counterarguments and treating everything as a debate. When an opponent attempts a Diplomacy check to change another target’s attitude or request aid, the rhetorician can attempt to make a counterargument to negate the opponent’s efforts. The rhetorician attempts a Diplomacy check as an immediate action, with a DC equal to the result of the opponent’s Diplomacy check. The target of the opponent’s Diplomacy check must be able to see and hear the rhetorician. If the rhetorician’s Diplomacy check is successful, the opponent’s Diplomacy check fails. This ability replaces the hex gained at 1st level. Eldritch Glibness/Eldritch Glibness:At 2nd level and every two witch levels thereafter, a rhetorician gains the following spells as spells known at the spell levels listed in parentheses. These spells are automatically added to the list of spells stored by her familiar. She treats these as being on the witch class spell list 2nd—confusion, lesser (1st), 4th—detect thoughts (2nd), 6th—glibness (3rd), 8th—sculpt sound (4th), 10th—modify memory (5th), 12th—symbol of persuasion (6th), 14th—song of discord (7th), 16th—greater shout (8th), 18th— weird (9th). This ability replaces all the spells the witch gains from her patron. Public Speaker(変則)/Public Speaker:A rhetorician gains Perform as a class skill. In addition, she is trained to project her voice with great skill and effect; the DC to hear her speak in difficult conditions is reduced by an amount equal to her class level + her Intelligence modifier (minimum 0). Seducer Seducer 出典 Legacy of the First World 16ページ These charismatic witches, often devotees of the Green Mother, rely on their otherworldly charms to achieve their aims. A seducer focuses on enchantments, turning enemies into friends and friends into toys for her amusement. Patron/Patron:A seducer must select deception, enchantmentUM, plant (Pathfinder Player Companion Heroes of the Wild 11), thorns (Heroes of the Wild 13), or trickery as her patron. Otherworldly Allure/Otherworldly Allure:A seducer’s power comes from her allure. She uses her Charisma rather than her Intelligence score for the purpose of all class features and effects related to her witch class, such as bonus spells per day, the maximum spell level she can cast, and save DCs of her spells and hexes. Fey Charm(超常)/Fey Charm:A seducer gains the charm hex at 1st level. The save DC of this hex is increased by 1. If the target is (or could be) sexually attracted to the seducer, the save DC is instead increased by 2. If she and the target have had willing sexual relations in the past 24 hours, the save DC is instead increased by 3. This ability alters the hex gained at 1st level. Seducer’s Kiss(超常)/Seducer’s Kiss:At 6th level, a seducer can kiss another creature as a melee touch attack. The target must succeed at a Will save (DC 10 + half the seducer’s level + her Charisma modifier) or be staggered for 1 round. If the target is (or could be) sexually attracted to the seducer, the save DC is increased by 2. If the seducer and the target have had willing sexual relations in the past 24 hours, the save DC is instead increased by 4. Whether or not the creature succeeds at this save, it cannot be the target of this ability again for 1 day. At 10th level, this ability causes the target to become stunned for 1 round, then staggered for an additional round. This is a mind-affecting charm effect. This ability replaces the hex gained at 6th level. Garden of Delight(超常)/Garden of Delight:At 8th level, the seducer can create a magical bower once per day. This functions as tiny hut with a caster level equal to the seducer’s witch level, but the interior is a lush garden. Those who rest for 8 hours within the garden heal at twice the usual rate. In addition, any creature engaging in willing sexual relations with the seducer in this garden gains a +2 morale bonus on saving throws for the next 24 hours. This bonus does not apply on saving throws against the seducer’s spells or abilities. This replaces the hex gained at 8th level. Synergist Synergist 出典 Familiar Folio 9ページ Synergists gain the ability to combine their forms with their familiars’ in order to create something more powerful than either alone. Symbiosis(超常)/Symbiosis:At 1st level, a synergist gains the ability to meld or unmeld with her familiar as a standard action. While the familiar is melded, its body becomes part of the synergist’s and can’t be targeted or affected by any means (including ongoing effects), though the familiar can still communicate its feelings empathically. The symbiosis causes the synergist to adopt some basic physical features of the familiar and grants additional abilities based on the synergist’s level. At 1st level, during symbiosis the synergist gains darkvision or low-light vision if the familiar possesses it. At 5th level, during symbiosis the synergist gains any abilities the familiar possesses that are listed under beast shape I, except flight. At 8th level, during symbiosis the synergist gains any abilities the familiar possesses that are listed under beast shape II. If the familiar can fly, the synergist can fly for a total of 1 minute per witch level she possesses per day while in symbiosis. This duration need not be consecutive, but it must be spent in 1-minute intervals. Additionally, during symbiosis the synergist gains a single natural attack of a type possessed by its familiar. The attack deals 1d6 points of damage if a primary attack (1d6 for Small synergists) and 1d4 points of damage if a secondary attack (1d3 for Small synergists). At 11th level, during symbiosis the synergist gains any abilities the familiar possesses that are listed under beast shape III. If the familiar can fly, the synergist can fly for an unlimited amount of time each day while in symbiosis. At 14th level, during symbiosis the synergist gains any abilities the familiar possesses that are listed under beast shape IV. If the familiar has multiple natural attacks, the synergist gains them all, rather than just one. This ability replaces the hexes gained at 1st, 8th, and 14th level. Vellemancer Vellemancer 出典 Blood of the Coven 17ページ While the popular stereotype envisions witches as wicked spellcasters sowing misery, many people turn to the arcane to heal others and better the world. The vellemancer is a guide, using her witchcraft to empower and teach others. She rarely dispenses every gift a needy soul asks, but she instead offers the advice, opportunities, and tools people require to achieve their own dreams. Keen Counselor(超常)/Keen Counselor:The vellemancer is a guide and counselor. She adds Diplomacy and Sense Motive to her list of class skills. If a vellemancer’s alignment becomes evil, she loses access to all the unique abilities provided by this archetype. Invested Hex(超常)/Invested Hex:At 2nd level, a vellemancer learns to invest magical aid into a willing creature. Each day, she can implant a number of hexes equal to half her witch level (minimum 1) plus her Intelligence bonus (if any). Any given creature can have only one hex implanted at a given time, and implanting a new hex ends the previous one (the witch still loses the use of this ability she spent on the previous hex). Only beneficial hexes capable of affecting another creature can be implanted with invested hex, and this counts against the uses per day of hexes with limited uses per day or per creature. To implant a hex, the vellemancer must take a standard action and touch a willing creature. The vellemancer can activate the hex as a free action, or the hex can activate automatically when a single predetermined condition is met (decided when the hex is implanted). The subject must be within medium range (100 feet + 10 feet per level) for the witch to trigger the hex, but a predetermined condition can activate the hex regardless of range. An implanted hex lasts until the next time the witch regains her spells. Once triggered, a hex is no longer implanted and can’t be triggered again. This replaces the hex normally gained at 2nd level. Wishgranter(超常)/Wishgranter:Beginning at 6th level, a vellemancer can borrow mental strength from others’ hopes and dreams to empower her own spellcasting. A creature can make a wish as a free action at any time, even during the vellemancer’s turn. The vellemancer must be able to hear and understand a wish in order to use it as a spell component. A spell that doesn’t normally have a verbal component gains one when cast using this ability. A wish doesn’t need to mention the name of a specific spell, but it must describe an outcome that can be accomplished by casting a spell the vellemancer knows (for example, wishing to be more likable could supply the verbal component for alter self, eagle’s splendor, or even baleful polymorph, depending on the results). A vellemancer gains a +1 bonus to her caster level when using a creature’s wish as a verbal component in this manner, but she cannot include herself as a target of such spells. She can be affected by such a spell if it affects an area rather than one or more targets. A vellemancer is under no compulsion to grant a creature’s wish. Once the vellemancer grants a creature’s wish using this ability, she cannot use this ability to grant that creature any further wishes for 24 hours. This replaces the hex gained at 6th level. Expanded Wishgranter(超常)/Expanded Wishgranter:At 8th level, the vellemancer adds the following spells to her familiar for free bear’s endurance, bull’s strength, cat’s grace, eagle’s splendor, fox’s cunning, and owl’s wisdom. The vellemancer can cast these spells only as part of her wishgranter ability, but she can sacrifice any prepared spell of 2nd level or lower to spontaneously cast one of these spells. This replaces the hex normally gained at 8th level. Veneficus Witch Veneficus Witch 出典 People of the River 8ページ Veneficus witches specialize in poisons—brewing both magical and traditional concoctions, and applying them to weapons, traps or even her potent hexes. Whether they’re members of Daggermark’s Poisoners’ Guild or followers of Gyronna, veneficus witches are commonly found in the River Kingdoms. Poisoner/Poisoner:A veneficus witch can select the following alchemist discoveries as hexes, major hexes, or grand hexes, as indicated below. The witch’s effective alchemist level is equal to her witch level for the purpose of qualifying for these discoveries. Unless otherwise noted, these alchemist discoveries can be located in the Pathfinder RPG Advanced Player’s Guide. Hexes Concentrate poison, poison conversion (Pathfinder RPG Ultimate Combat 24), sticky poison. Major Hexes Malignant poison (Pathfinder Player Companion Dungeoneer’s Handbook 27), nauseating flesh (Ultimate Combat 24). Grand Hexes:Poison touch (grand discovery). Poison Use(変則)/Poison Use:At 2nd level, a veneficus witch cannot accidentally poison herself when applying poison to a weapon. Toxic Words(変則)/Toxic Words:At 2nd level, whenever a veneficus witch targets a single creature with a hex, she can imbue her hex with a dose of injury or contact poison she is holding. The DCs of her hex and the poison are each reduced by 2; if the creature fails its save against the hex, the poison is expended and the creature must succeed at a Fortitude save against the poison or become poisoned. At 10th level, the DC of the witch’s hex and poison are each reduced by only 1 and the witch can imbue her hexes with inhaled and ingested poisons as well. This ability replaces the witch’s 2nd- and 10th-level hexes. Hexes:The following witch hexes complement the veneficus witch archetype blight, cauldron, disguise, poison steep. Major Hexes:The following major hexes complement the veneficus witch archetype cook people, witch’s brew. Grand Hex:The following grand hex complements the veneficus witch archetype eternal slumber. Venom Siphoner Venom Siphoner 出典 Potions and Poisons 10ページ Witches are no strangers to poisons, using them alongside their various brews, curses, spells, and other tools of the trade. A number of witches are masters of poison, receiving toxic gifts that allow them and their familiars to use poison in unparalleled manners. Poisonous Familiar(変則)/Poisonous Familiar:The venom siphoner chooses either her familiar’s bite attack or its claw attacks; once chosen, this selection can’t be changed. The chosen natural attack gains the following poison ability Siphoner Poison Natural attack—injury; save Fort DC 10 + half the witch’s level + the witch’s Intelligence modifier; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save. Familiars without an appropriate natural attack instead gain the ability to spit the poison as a ranged touch attack. This spit attack deals no damage, but it exposes the struck creature to the poison, forcing it to attempt a saving throw to resist the poison as normal. If the familiar already has a poison, the witch can instead empower its poison. An empowered poison’s frequency increases by 50%. If the witch ever replaces her familiar, she must choose how this ability applies to her new familiar as soon as she receives it. This replaces the hex gained at 1st level and the familiar’s alertness special ability. Venom Expert(変則)/Venom Expert:At 2nd level, a venom siphoner does not risk exposure to her familiar’s poison when attempting to milk venom from it (see page 142 of Pathfinder RPG Ultimate Wilderness). This replaces the hex gained at 2nd level. Toxic Blood(変則)/Toxic Blood:At 6th level, the venom siphoner’s blood becomes toxic, empowering her abilities. Any creature that deals bleed damage to her with a natural, light, or one-handed weapon is automatically exposed to the same poison granted to her familiar and must succeed at the save or be affected by the poison. Additionally, when casting spells that have a single target and require a Fortitude save, she can cause the spell to deliver this poison as a free action; a target who succeeds at the save against the spell also avoids being affected by the poison. She can cause spells to deliver poison in this way a number of times per day equal to 3 + her Intelligence modifier. This ability refreshes when the venom siphoner communes with her familiar to prepare her daily spells. This replaces the hex gained at 6th level. White-Haired Witch White-Haired Witch 出典 Dragon Empires Primer 23ページ A white-haired witch concentrates her mysterious powers on improving her prowess in melee, using feats of agility and her prehensile hair to deal extreme damage. Rogue talents and advanced rogue talents marked with an asterisk (*) can be found in the Pathfinder RPG Advanced Player’s Guide. The white-haired witch is an archetype of the witch class. White Hair(超常)/White Hair:At 1st level, a white-haired witch gains the ability to use her hair as a weapon. This functions as a primary natural attack with a reach of 5 feet. The hair deals 1d4 points of damage (1d3 for a Small witch) plus the witch’s Intelligence modifier. In addition, whenever the hair strikes a foe, the witch can attempt to grapple that foe with her hair as a free action without provoking an attack of opportunity, using her Intelligence modifier in place of her Strength modifier when making the combat maneuver check. When a white-haired witch grapples a foe in this way, she does not gain the grappled condition. At 4th level and every four levels thereafter, a whitehaired witch’s hair adds 5 feet to its reach, to a maximum of 30 feet at 20th level. The hair cannot be sundered or attacked as a separate creature. In addition, a white-haired witch further improves her ability to control her hair as she progresses in level, gaining the following abilities. Constrict(変則)/Constrict:At 2nd level, when the white-haired witch’s hair successfully grapples an opponent, it can begin constricting her victim as a free action, dealing damage equal to that of its attack. Trip(変則)/Trip:At 4th level, a white-haired witch who successfully strikes a foe with her hair can attempt a combat maneuver check to trip the creature as a free action. Pull(変則)/Pull:At 6th level, a white-haired witch who successfully strikes a foe with her hair can attempt a combat maneuver check to pull the creature 5 feet closer to her as a free action. Strangle(変則)/Strangle:At 8th level, when the white-haired witch’s hair is grappling with an opponent, that creature is considered strangled, and cannot speak or cast spells with verbal components. This ability replaces hex. Rogue Talents/Rogue Talents:At 10th level, a white-haired witch learns a rogue talent, using her white-haired witch level in place of her rogue level. At 12th level and for every two levels thereafter, she gains an additional rogue talent. A whitehaired witch cannot select an individual rogue talent more than once, and can select from among the following assault leader*, combat trick, finesse rogue, major magic, minor magic, positioning attack*, resiliency, surprise attack, and weapon training. At 18th level and 20th level, a white-haired witch can choose from among the following advanced rogue talents another day*, defensive roll, improved evasion, opportunist, redirect attack*, slippery mind, and thoughtful reexamining*. This ability replaces major hex and grand hex. Witch-Watcher Witch-Watcher 出典 Heroes of the High Court 9ページ For reasons known only to them, witch-watchers offer protection to nobles across Golarion. While they serve openly in Irrisen and Varisia, they watch from the shadows in courts in Brevoy, Mendev, the River Kingdoms, and Ustalav, where their presence is barely tolerated. Diminished Spellcasting/Diminished Spellcasting:A witch-watcher gains one fewer spell of each level than normal. If this reduces the number to zero, she can cast spells of that level only if her Intelligence score is high enough to grant bonus spells of that level. This alters the witch’s spellcasting. Covenant Ally(超常)/Covenant Ally:Once per day when preparing her spells, a witch-watcher makes a covenant with her patron to provide protection to a single creature, known as her covenant ally. As a standard action when her covenant ally is within 30 feet, a witch-watcher can grant it one of the abilities listed below. Unless otherwise noted, each ability lasts for a number of minutes equal to the witch-watcher’s Intelligence modifier. She can grant a number of abilities per day equal to 1/2 her witch level (minimum 1). Health/Health:The covenant ally gains a number of temporary hit points equal to the witch-watcher’s witch level + her Intelligence modifier (minimum 1). The temporary hit points from this ability do not stack with themselves, but additional uses cause the total number of temporary hit points and the duration to reset. Safeguard/Safeguard:The covenant ally gains a deflection bonus to AC or a resistance bonus on saving throws equal to 1/2 the witch-watcher’s witch level (minimum 1). When given, this bonus can be divided between the AC and saving throws as the witch-watcher wishes, up to a maximum of +5 for either. Solace/Solace:The witch-watcher temporarily disrupts a spell affecting her covenant ally by succeeding at a dispel check against the spell, as per dispel magic. The ability suppresses a spell effect for a number of rounds equal to the witchwatcher’s Intelligence modifier (minimum 1). If the spell affects multiple creatures, this ability suppresses the spell effect only for the covenant ally. At the end of this duration, the spell resumes and the suppressed rounds do not count against its total duration. This ability has no effect on spells that are instantaneous or have a duration of permanent. Spell Resistance/Spell Resistance:The covenant ally gains spell resistance equal to 6 + the witch-watcher’s witch level for a number of rounds equal to the witch-watcher’s Intelligence modifier. At 10th level, the spell resistance increases to 11 + the witch-watcher’s witch level. The spell resistance cannot be suppressed, but it doesn’t affect spells cast by the witch-watcher. Wyrm Witch Wyrm Witch 出典 Legacy of Dragons 15ページ Though a dragon derives no power from accumulating precious metals and gems, its desire to acquire and maintain vast piles of valuables is an important part of its personality. Some witch covens, particularly those in rich mercantile nations like Druma or Katapesh, have learned to use treasure to access other draconic powers. Draconic Patronage/Draconic Patronage:A wyrmwitch must select one of the following patrons when he gains this archetype. Only witches with the wyrmwitch archetype can select these patrons Chromatic/Chromatic:2nd - cause fear, 4th - hold person, 6th - suggestion, 8th - aura of doomUM, 10th - dominate person, 12th - geas/quest, 14th - mass hold person, 16th - frightful aspectUC, 18th - overwhelming presence Esoteric/Esoteric:2nd - memory lapseAPG, 4th - psychic readingOA, 6th - nondetection, 8th - hypercognitionOA, 10th - mind probeOA, 12th - telepathy, 14th - insanity, 16th - screen, 18th - bilocationOA Imperial/Imperial:2nd - endure elements, 4th - gust of wind, 6th - hyraulic torrentAPG, 8th - obsidian flowUC, 10th - fickle windsUM, 12th - move earth, 14th - reverse gravity, 16th - wall of laveAPG, 18th - world waveAPG Metallic/Metallic:2nd - protection from evil, 4th - weapon of aweAPG, 6th - heroism, 8th - dispel evil, 10th - commune, 12th - greater herosim, 14th - limited wish, 16th - holy aura, 18th - miracle Outer/Outer:2nd - deja vuOA, 4th - darkness, 6th - blink, 8th - black tentacles, 10th - mindwipeOA, 12th - shadow walk, 14th - lunar veilUM, 16th - orb of the voidUM, 18th - weird Primal/Primal:2nd - burning hands, 4th - elemental touchAPG, 6th - elemental auraAPG, 8th - planar adaptationAPG, 10th - elemental body II, 12th - chain lightning, 14th - vortexAPG, 16th - polar ray, 18th - fiery bodyAPG Wyrmwitch s Hoard/Wyrmwitch s Hoard:Unlike traditional witches, a wyrmwitch does not have a familiar. Instead, a wyrmwitch develops a metaphysical link with a bonded hoard of treasure that serves as a conduit to the wyrmwitch’s patron. A wyrmwitch’s hoard must have a value of 50 gp plus 100 gp for every character level he has beyond 1st. Only nonmagical objects that are not alchemical items, weapons, armor, or useful tools can be part of a wyrmwitch’s hoard. If the hoard falls below this value, the wyrmwitch cannot sleep on his hoard (see below) or add new spells to it until its value is restored. A wyrmwitch’s spells come from this link with his hoard, and its ability to hold spells functions in a manner identical to the way a witch’s spells are normally granted by a familiar. A wyrmwitch can add spells to his hoard in a similar fashion to the way conventional witches store spells in their familiars. A witch’s familiar and a wyrmwitch’s hoard can exchange spells in the same way two normal witch familiars do. Also, a witch can add a spell to his hoard from a wizard’s spellbook, if the spellbook is kept in the hoard and the spell is on the witch’s class spell list. The wyrmwitch must sleep on the spellbook in his hoard for a number of days equal to the spell’s level, after which he must succeed at a Spellcraft check (DC = 15 + spell level) to learn the spell. No matter the result, the spell is erased from the spellbook. A wyrmwitch must commune with his hoard to ready his body and mind for casting spells. If he does not spend at least 8 hours resting atop his hoard prior to preparing spells, he must attempt a concentration check anytime he attempts to cast a spell (DC = 20 + the spell’s level). If the wyrmwitch does prepare spells after properly sleeping on his hoard, he gains the ability to call on his hoard to cast any one spell it is holding and that he is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wyrmwitch, including when determining casting time, duration, and other effects dependent on the wyrmwitch’s level. This spell cannot be modified by metamagic feats or other abilities. This ability replaces witch’s familiar.
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A SECRET APPRENTICE 秘密の弟子 Darth Vader I sense someone far more powerful nearby. Where is your master? お前より遥かに強い力を近くに感じるぞ。お前のマスターはどこだ? Kento Marek The dark side has clouded your mind. You killed my master years ago. ダークサイドが心を乱しているな。私のマスターは何年も前に貴様に殺されたさ。 Darth Vader Then now you will share his fate. ならばお前も同じ運命をたどるがいい。 Darth Vader A son. 倅とはな。 Kento Marek Run! 逃げろ! Imperial commander Load Vader? ヴェイダー卿? Darth Vader Come with me. More will be here soon. 私と共に来るのだ。すぐに追っ手が来るぞ。 Darth Vader You were weak when I found you. But now, your hatred has become your strength. At last, the dark side is your ally. Rise, my apprentice. お前は、私が見出した時は弱かった。しかし今、憎しみが強さへと変わった。遂に、ダークサイドがお前の味方となった。立て、我が弟子よ。 Galen Marek What is your will, my master? 何がお望みですか、マスター? Darth Vader Your training is nearly complete. It is time to face your first true test. お前の訓練もほぼ終わりに近づいてきたな。最初の真のテストを受けるときが来た。 Galen Marek Your spies have located a Jedi? スパイがジェダイを見つけたのですか? Darth Vader Yes. Master Rahm Kota. He is attacking a critical Imperial shipyard. Destroy him and bring me his lightsaber. そうだ。マスター ラーム・コタ だ。奴は重要施設である帝国の造船所を襲撃中だ。奴を倒し、ライトセイバーをここに持ってくるのだ。 Galen Marek I shall leave at once, master. すぐに出発します、マスター。 Darth Vader The emperor can not discover you. Leave no witnesses. Kill everyone aboard, Imperials and Kota s men alike. 皇帝はまだお前を見つけていない。証拠を残すな。皆殺しにしろ。帝国軍もコタの仲間も。 Galen Marek As you wish, my master. 仰せのとおりに、マスター。 Proxy Ah, master. Another excellent duel! おぉ、マスター。また素晴らしい戦いでしたね! Galen Marek Proxy. You did catch me by surprise. I haven t fought that training program in years. I thought you d erased it. プロキシー。驚かせやがって。もう何年もこの訓練プログラムとは戦ってなかったな。もう消したと思ってたよ。 Proxy I hoped that using an older training module would catch you off guard and allow me to finally kill you. I m sorry I failed you again. 古い訓練モジュールを使えば、あなたが油断して、やっつけることができると思ったのに。また失敗しちゃいました。 Galen Marek I m sure you ll keep trying. Yeah but do me a favor. Don’t ambush me anytime. 何度でも試すんだろうな。でもいつも待ち伏せするのは勘弁してくれよ。 Galen Marek Proxy. プロキシー。 Proxy Yes... why are we whispering? はい・・・なぜ小声になるんです? Galen Marek What s that? あれはなんだ? Proxy Ah, yes. Your new pilot has finally arrived, master. (Accessing Imperial records.) あ、はい。やっと新しいパイロットが来たんですよ。(帝国軍記録にアクセス中) Juno Eclipse (Proxy) Captain Juno Eclipse. Born on Corulag, where she became the youngest student ever accepted into the Imperial academy. Decorated combat pilot with over one hundred combat missions, and commanding officer during the bombing of Callos. Hand-picked by load Vader to lead his black five squadron, but later reassigned to a top-secret mission --- ジュノ・エクリプス大尉です。コルラグ生まれで、帝国アカデミーには最年少で入学しました。100以上の作戦に参加して勲章を授かり、カロスの爆撃作戦では指揮官を務めました。ヴェイダー卿にブラック第五中隊の指揮官として引き抜かれ、その後極秘任務を担当することになりました。 Juno Eclipse Is there a psychological profile in there too? 心理プロファイルもあるのかしら? Proxy Actually, yes. But it s restricted. Oh, master, I can tell you she s going to be impossible to reprogram. まぁ、ありますよ。でも制限されています。マスター、彼女の調教は不可能ですよ。 Galen Marek Do you know why you re here. ここにいる理由は分かるか? Juno Eclipse Yes. My orders are clear. I am to keep your ship running and fly you wherever your missions require. ええ、任務はハッキリしているわ。あなたの艇を飛ばして、どんな作戦地域までも行くことよ。 Galen Marek Did Vader tell you that he killed our last pilot? ヴェイダーは、前任のパイロットを殺した事を話したか? Juno Eclipse No. But I can only assume that he gave load Vader good reason to do so. I will not. いいえ。でも、ヴェイダー卿は殺す理由があったから殺したんでしょ。私はそんなヘマはしないわ。 Galen Marek Well let s hope so. I m sick of training new pilots. まあ、そうあってほしいもんだ。新人パイロットの教育にはウンザリしてる。 Galen Marek What have you done to my ship? 俺の艇に何をした? Juno Eclipse I ve taken the liberty of upgrading the rogue shadow s sensor array. Now you ll be able to spy on any suspect ships within the entire system. 勝手ながら、ローグシャドー(訳注:主人公たちが乗る船の名前)のセンサーアレーをアップグレードしておいたわ。全銀河系内のどんな船でも偵察することができるようになったの。 Juno Eclipse You are one of Vader s spies? あなたは、ヴェイダーのスパイの一人? Galen Marek You don t need to know anything about my missions except where I m going. Now, we need a jump to Nar Shaddaa. Can you handle that? 行き先以外は、任務について何も知る必要は無い。さて、ナー・シャッダまで跳ぼうか。操縦できるよな? Juno Eclipse Of course. もちろん。 次 JEDI HUNTERS
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プロフェット・オヴ・カリストレード Prophet of Kalistrade 出典 Paths of Prestige 42ページ Any fool off the street can earn a few copper pieces for his labor, but the white-gloved leaders of Druma know that the only true path to success is that set forth in the Prophecies of Kalistrade, a series of directives that detail a strict regimen believers must follow in order to achieve wealth and prosperity. Such prohibitions include abstaining from several kinds of meat, most sexual activity, and virtually all physical contact with other people (wearing full-length white gloves in public to avoid inadvertent touching). Despite their eccentric ways, none can deny that in many cases the strictures of Kalistrade seem to lead their adherents to great wealth. The intense strength of will needed to follow the Prophecies of Kalistrade seems to shape the prophets into preternaturally calm and focused individuals who are as ruthless in the market as they are skilled at twisting words and formulating elaborate loopholes in contracts. 前提条件 プロフェット・オヴ・カリストレードになるためには、キャラクターは以下の基準すべてを満たさなければならない。 属性:秩序にして中立 技能:Knowledge (local) 5ランク、Profession (merchant) 5ランク、Sense Motive 2ランク 特殊:Must follow the Prophecies of Kalistrade. クラス技能 プロフェット・オヴ・カリストレードのクラス技能は、以下の通り:Appraise【知】、Bluff【魅】、Diplomacy【魅】、Intimidate【魅】、Knowledge (local)【知】、Knowledge (nobility)【知】、Sense Motive【判】、Spellcraft【知】、and Use Magic Device【魅】。 レベル毎の技能ポイント:4+【知】修正値。 ヒットダイスの種類:d8。 クラスの特徴 レベル 基本攻撃ボーナス 頑健セーヴ 反応セーヴ 意志セーヴ 特殊 1日毎の1レベル 1日毎の2レベル 1日毎の3レベル 1日毎の4レベル 1 +0 +0 +0 +1 Auspicious display +1 1 — — — 2 +1 +1 +1 +1 Purchase spells 2 — — — 3 +2 +1 +1 +2 — 3 — — — 4 +3 +1 +1 +2 Auspicious display +2, business acumen 3 1 — — 5 +3 +2 +2 +3 — 4 2 — — 6 +4 +2 +2 +3 Mystical contacts 4 3 — — 7 +5 +2 +2 +4 Auspicious display +3 4 3 1 — 8 +6 +3 +3 +4 Prophet’s chest 4 4 2 — 9 +6 +3 +3 +5 Planar contacts 5 4 3 — 10 +7 +3 +3 +5 Auspicious display +4 5 4 3 1 修得呪文数 レベル 1 2 3 4 1 2 — — — 2 3 — — — 3 4 — — — 4 4 2 — — 5 4 3 — — 6 4 4 — — 7 5 4 2 — 8 5 4 3 — 9 5 4 4 — 10 5 5 4 2 以下のすべてがプロフェット・オヴ・カリストレード上級クラスの特徴である。 武器と防具の習熟:A prophet of Kalistrade gains no additional weapon or armor proficiencies. 呪文:A prophet of Kalistrade casts arcane spells drawn from the sorcerer/wizard spell list, but is limited to divination and enchantment spells. He can cast any spell he knows without preparing it ahead of time. To cast a spell, a prophet of Kalistrade must have a Charisma score of at least 10 + the spell’s level. His bonus spells are based on Charisma, and saving throws against these spells have a DC of 10 + the spell level + the caster’s Charisma modifier (if any). His selection of spells is extremely limited—at each prophet of Kalistrade level, he gains one or more new spells, as indicated on the table on page 43. At 4th, 6th, 8th, and 10th level, he can choose to learn a new spell in place of one he already knows, provided the new spell is of the same level as the one he is replacing. As he gains levels, a small number of additional spells are added to the prophet of Kalistrade’s spell list. He does not automatically learn these spells when they become available— they must be selected as part of his total spells known. At 2nd level, he adds divine favor and f loating disk to his spell list. At 4th level, he adds augury and zone of truth to his spell list. At 6th level, he adds arcane lock and make whole to his spell list. At 8th level, he adds glibness and obscure object to his spell list. At 10th level, he adds discern lies and divination to his spell list. Auspicious Display(変則)/Auspicious Display:A prophet of Kalistrade projects an air of confidence and inviolability by displaying his wealth and status. So long as the prophet wears 1,000 gp worth of purely decorative jewelry, clothing, or other adornments, he gains a +1 dodge bonus to AC and a +1 morale bonus on saving throws. This bonus (and the necessary value of his accoutrements) increases as he gains levels, to +2 for 4,000 gp at 4th level, +3 for 9,000 gp at 7th level, and +4 for 16,000 gp at 10th level. Purchase Spells(超常)/Purchase Spells:Starting at 2nd level, a prophet of Kalistrade can cast spells not normally available to him by expending a certain amount of gold. A prophet of Kalistrade can spontaneously cast any 1st-level spell he knows—even if he has expended all of his spells for that day—by sacrificing 500 gp worth of currency (gp, sp, and so on) or gems. If the spell has a material component cost, it is added to the base cost of this ability. Currency or gems used in this way must be on the prophet’s person, and goods other than standard currency or precious gems cannot be sacrificed to use this ability. Casting a spell in this way does not expend any of the prophet’s uses of spells for that day, and once sacrificed, the currency spent to use this ability cannot be retrieved in any way—the money has effectively disappeared forever. At 4th level, the prophet of Kalistrade can cast a 2ndlevel spell he knows by sacrificing 1,500 gp. At 7th level, he can cast a 3rd-level spell by sacrificing 3,000 gp. At 10th level, he can cast a 4th-level spell by sacrificing 5,000 gp. Business Acumen(変則)/Business Acumen:At 4th level, a prophet of Kalistrade can treat settlements as one size category larger when determining their base values and purchase limits. At 7th level, this ability improves so that the prophet can treat settlements as two size categories larger. At 10th level, the prophet can treat settlements as four size categories larger. Mystical Contacts(変則)/Mystical Contacts:At 6th level, once per week a prophet of Kalistrade can call in favors from his trading partners to purchase a spellcasting service at half its normal price. The prophet must still find a spellcaster capable of casting the spell he desires (which usually means finding a large enough settlement), and must provide any expensive material components required by the spell at their full price. Prophet’s Chest(擬呪)/Prophet’s Chest:At 8th level, a prophet of Kalistrade can hide a chest on the Ethereal Plane, as per the spell secret chest, except that the prophet does not need an expensive chest or replica—any chest will do. The prophet can summon the chest back to the Material Plane as a standard action up to three times per day. So long as the prophet accesses the chest once every month, it suffers no chance of being lost on the Ethereal Plane. A prophet of Kalistrade can have only one chest on the Ethereal Plane in this way. Planar Contacts(超常)/Planar Contacts:At 9th level, a prophet of Kalistrade can purchase an outsider’s services for half the normal cost when he casts a planar ally spell or is within 30 feet of an ally who casts a planar ally spell. When negotiating with a creature called by a planar binding spell (either his own or an ally’s), the prophet gains a +4 bonus on any opposed Charisma checks. 元プロフェット・オヴ・カリストレード Ex-Prophets of Kalistrade A prophet who ceases to be lawful neutral, or who violates the dietary and sexual prohibitions set forth in the Prophecies of Kalistrade, loses all class features (except weapon, armor, and shield proficiencies), and cannot progress further in levels as a prophet of Kalistrade. He regains his abilities and advancement potential if he atones for his violations (see the atonement spell description), as appropriate.
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名前 コメント MesID 原 文 邦 訳 注 記 9503 Water transport 水上輸送 9504 Finally, we'll have a quick look at the water transport ride. Unlike normal transport rides, this ride is placed on a water body, and does not require you to create any track pieces other than the stations.\n\nTo begin building a water transport ride, click on the highlighted Rides menu. 最後に、水上輸送ライドを簡単に見てみましょう。通常の輸送ライドと違い、この種のライドは水域に設置され、乗り場以外にトラックピースを作る必要はありません。\n\n水上輸送ライドを建設するため、ハイライトされた建設メニューをクリックしてください。 9505 Water transport 水上輸送 9506 Now click on Transport rides. 輸送ライドをクリックしてください。 9507 Water transport 水上輸送 9508 Find 'Water Based Transport' in the list, and click on it. リストから『水上輸送船』をクリックしてください。 9509 Water transport 水上輸送 9510 Now place the first station piece in the water, and build several more - for this ride, we recommend building stations at least three pieces long.\n\nClick continue when you have built the station. まずは乗り場ピースを水域に設置して、さらにいくつか設置してください――このライドでは、最低でも少なくとも3ピースの乗り場長さを確保することを推奨します。\n\n乗り場を建設したら継続をクリックしてください。 9511 Water transport 水上輸送 9512 You now need to place a second station in a different location. To do this, you click on the highlighted button to the left of the track building window. This allows you to place the next station piece in a new position. Try this now, and click Continue when you are ready to move on. 異なる場所に第2の乗り場を設置する必要があります。そのためには、トラック建設ウインドウの左の方でハイライトされたボタンをクリックします。これで、新しい位置に次の乗り場ピースを設置できます。これを試して、次に進んでよければ継続をクリックしてください。 9513 Conclusion まとめ 9514 Congratulations - this tutorial is now complete! Press Quit to return to the main menu. おめでとう――このチュートリアルは完了です! 終了を押してメインメニューに戻ってください。 9515 Basic Pools プールの基本 9516 Introduction 導入 9517 Welcome to RollerCoaster Tycoon® 3 Soaked! This expansion pack is filled with new rides, scenery and features. To introduce you to some of these new elements, we've put together several new tutorials. You can also still access the tutorials from the original version of RollerCoaster Tycoon® 3.\n\nIn this tutorial, we'll show you how to construct a simple swimming pool. To begin, click on the Rides icon. ローラーコースタータイクーン3:Soaked!へようこそ! この拡張パックには、新しいライドや景観や新機能があります。新要素の一部を紹介するために、新しいチュートリアルを作成しました。オリジナル版からチュートリアルをすることもできます。\n\nこのチュートリアルでは、シンプルな水泳用プールを作る方法を示します。始めるにはライドアイコンをクリックしてください。 9518 Pool construction プール建設 9519 Now click on the Swimming Pools icon. 水泳用プールアイコンをクリックしてください。 9520 Pool construction プール建設 9521 To create a pool, click on the landscape with the left mouse button, hold it down and drag the cursor over the landscape. You'll see a 'ghost' version of the pool appear. When you release the mouse button the pool will be created.\n\nClick continue when you have created a pool. 左マウスボタンで土地をクリックし、そのままカーソルをドラッグしてプールを作成してください。プールの『ゴースト』が表示されたのがわかるでしょう。マウスボタンを放すとプールが作成されます。\n\nプールを作成したら継続をクリックしてください。 9522 Pool construction プール建設 9523 You can add to your pool by dragging new pool tiles onto or next to the existing pool. A number of corner shapes are available - try selecting the highlighted 'Diagonals' button, then adding some more pieces to your pool.\n\nClick continue when you are ready to move on. 既存のプールの上、または隣に新しいプールタイルをドラッグしてプールの増築ができます。いくつかの角の形が利用可能です――ハイライトされた『面取り』ボタンを選んで、プールにいくつかのピースを追加してください。\n\n次に進んでよければ継続をクリックしてください。 9524 Pool construction プール建設 9525 Now select the highlighted 'Loose curves' button, then add some more pieces to your pool. You can also replace existing pool tiles by clicking on them.\n\nClick continue when you are ready to move on. ハイライトされた『ゆるい角』ボタンを選んで、ピースをあなたのプールに追加してください。既存のプールタイルをクリックすることで取り替えることも可能です。\n\n次に進んでよければ継続をクリックしてください。 9526 Pool construction プール建設 9527 Notice the tiled areas around the pool? You can add to these by clicking on the Place Tiles icon. Try this now - click on the Place Tiles icon. プールの周辺部のタイル張りのエリアに気づきましたか? タイル設置アイコンをクリックして、これらを追加することができます。これを試すため、タイル設置アイコンをクリックしてください。 要確認 9528 Pool construction プール建設 9529 Now add some tiled areas at the edge of the pool. Click continue when you are ready to move on. プールの端にタイルのエリアを加えてください。次に進んでよければ継続をクリックしてください。 9530 Pool construction プール建設 9531 We have now highlighted the grid icon. This toggles the display of the grid, which can be useful when you are building pools above the ground.\n\nClick continue to move on. ハイライトされたグリッドアイコンを見てください。これはグリッドの表示/非表示を切り替えます。地表より高い位置にプールを作るとき、あなたの役にたつかもしれません。\n\n継続をクリックして続けてください。 9532 Pool construction プール建設 9533 Click on the highlighted Paths icon. This system allows you attach paths to the edges of your tiled areas, to link swimming pools together. Try building some paths, by clicking at the edge of a pool complex, then using the standard path building tools.\n\nClick continue when you are ready to move on. ハイライトされた歩道アイコンをクリックしてください。このシステムでは歩道をプールのタイル張りエリアに接続して、複数のプールを接続することができます。プールの端をクリックしてそれから標準的な歩道建設ツールを使っていくつかの歩道を作ってみてください。\n\n次に進んでよければ継続をクリックしてください。 9534 Pool construction プール建設 9535 The pool paths window also contains buttons for building ramps and spiral staircases. These will be covered in a later tutorial.\nClick continue to move on. プールの歩道ウインドウには階段と螺旋階段を設置するためのボタンがあります。後のチュートリアルで説明します。\n継続をクリックして続けてください。 9536 Conclusion まとめ 9537 Congratulations - this tutorial is now complete! You've now learned the basics of creating a pool. In the Advanced Pool tutorial, you'll learn how to let peeps into your pool, and keep your pools clean. Press Quit to return to the main menu. おめでとう――このチュートリアルは完了です! これであなたはプールを作る基本を学びました。プールの応用チュートリアルでは、あなたのプールにピープを呼ぶ方法、それからプールを綺麗にする方法を学びます。終了を押してメインメニューに戻ってください。 9538 Advanced Pools プールの応用 9539 Introduction 導入 9540 Welcome to the Advanced Pools tutorial. In this tutorial, you'll learn how to let peeps into your pool, keep your pools clean, and more. Click continue to begin. プールの応用チュートリアルにようこそ。このチュートリアルでは、ピープをプールに入れる方法、プールを綺麗に保つ方法、などを覚えることができます。継続をクリックして始めてください。 9541 Pool complexes プール施設 9542 In front of you, you can see a pool complex. A pool complex is an area of connecting pools, tiles and paths. A pool complex can consist of just one pool or can be made up of many pools - but they must be connected with tiles or paths.\n\nClick continue to move onto the next step. あなたの目の前にプール施設があるのが見られるはずです。プール施設は、プールとタイルと歩道を含む領域です。プール施設は1つまたは複数のプールで構造されます――しかし、複数のプールはタイルか歩道によって接続されてなければいけません。\n\n継続をクリックして次のステップへ進んでください。 9543 Changing rooms 着替え室 9544 Each pool complex must have at least one changing room. These are needed to allow peeps to enter your pools. Let's add a changing room. First, open up the Pool window. To do this, first click on Rides. それぞれのプール施設には、少なくとも1つの着替え室が必要です。着替え室がなければピープがプールに入ることができません。はじめに、プールウインドウをオープンしてください。まずはライドボタンをクリックしてください。 9545 Changing rooms 着替え室 9546 Now click on Swimming Pools. 水泳用プールボタンをクリックしてください。 9547 Changing rooms 着替え室 9548 Open the Changing Rooms window by clicking on the highlighted icon. ハイライトされたアイコンをクリックし、着替え室のウインドウをオープンしてください。 9549 Changing rooms 着替え室 9550 Select any changing room, then click next to the edge of the pool to add it. どれか着替え室を選択して、次にプールの端をクリックしてこの着替え室を追加してください。 9551 Changing rooms 着替え室 9552 Now open the changing room by clicking on the 'Open or Close' button, then clicking the green button. 『稼働状況』ボタンをクリック、それから緑色のボタンをクリックして着替え室をオープンしてください。 9553 Changing rooms 着替え室 9554 Well done - the Pool Complex is now open for business and the peeps will start using it. Now let's look at a number of important functions provided by the changing room. Click on the highlighted Finances button. よろしい――これでこのプール施設は現在は稼働しており、ピープはこれを使い始めます。更衣室にあるいくつかの重要な機能を見てみましょう。ハイライトされた財務ボタンをクリックしてください。 9555 Changing rooms 着替え室 9556 As with other attractions, you can use the Finances window to determine how much people will pay to enter your pool complex. The better your pool complex, the more you can get away with charging. The size of the complex, its design, features and rides all contribute to the quality of the pool complex.\n\nTo continue, click on the Maintenance button. 他のアトラクションと同じように、財務ウインドウを使って、人々がプール施設に入るための入場料を決定することができます。品質の高いプール施設があれば、より多く課金してもいいでしょう。プール施設の品質は、その大きさ、デザイン、特徴、ライドに依存します。\n\n整備ボタンをクリックして続けてください。 9557 Changing rooms 着替え室 9558 The changing room's second function concerns pool cleanliness. As peeps use pools, the pools become dirty. To keep the pool clean, mechanics add cleaning fluid to the pool filtration system contained in the changing room. This is done each time the mechanic inspects the changing room.\n\nNote that each refill of the cleaning fluid costs money, and each changing room maintains its own reservior of cleaning fluid. If you have several changing rooms, you may want to have them inspected less frequently, to reduce the cost of cleaning fluid.\n\nClick continue to move to the next step. 更衣室のもう一つの機能は、プールの清潔に関することです。ピープがプールを使えば、プールは汚くなっていきます。プールをきれいにするために、整備士は洗浄液を更衣室のプール濾過システムに補充します。整備士が更衣室を調べるたびに補充されます。\n\n洗浄液を補充するたびにコストがかかることに注意してください。それぞれの着替え室は洗浄液の予備を保持します。いくつかの更衣室がある場合、洗浄液のコストを減らすために整備士が来る頻度を減らしたいと考えるかもしれません。\n\n継続をクリックして次のステップへ進んでください。 9559 Changing rooms 着替え室 9560 There are three types of cleaning fluid available. The standard cleaning fluid should be fine for a medium sized pool, as long as your mechanics top up the filtration system frequently enough. If you receive any alerts that your pools are becoming too dirty, consider either increasing the frequency of mechanic visits or upgrade to a more powerful cleaning fluid.\n\nNote that adding another changing room has a similar effect to decreasing the inspection interval, since each changing room has its own tank of cleaning fluid and its own inspection interval.\n\nClick continue to move to the next step. 利用できる洗浄液は3種類あります。整備士が補充する頻度が十分ならば、中くらいのサイズのプールには標準的な洗浄液が適当です。もしプールが汚いと警報が出るようなら、整備士が訪れる頻度を増やすかより強力な洗浄液に変えることを検討してください。\n\n着替え室それぞれが洗浄液のタンクを持っていることから、更衣室を増やすと点検間隔を減らすとの同じような効果があることに注意してください。\n\n継続をクリックして次のステップへ進んでください。 9561 Multi-level pools 多段プール 9562 Before we complete this tutorial, lets take a look at multi-level pools. First close the changing room window by clicking on the close button in the bottom right of the screen. チュートリアルを終わる前に、多段プールを作ってみましょう。最初に、画面の右下のクローズボタンをクリックして着替え室ウインドウをクローズしてください。 9563 Multi-level pools 多段プール 9564 Now open up the pool construction window by clicking on the highlighted icon. ハイライトされたアイコンをクリックしてプール建築ウインドウをオープンしてください。 9565 Multi-level pools 多段プール 9566 Now click the highlighted 'Toggle Height' icon. ハイライトされた『設置/高さ指定の切替』アイコンをクリックしてください。 9567 Multi-level pools 多段プール 9568 You can now raise the height at which pools will be built by clicking on the up arrow. Set it to 10 and build a new pool level. You can also hold down the shift key and drag the mouse to set the pool height.\n\nClick continue to move to the next step. 上向きの矢をクリックすれば、より高い位置にプールを建設することができます。10の高さレベルをセットしてください。Shiftキーを押しながらマウスをドラッグしてプールの高さを変えることもできます。\n\n継続をクリックして次のステップへ進んでください。 9569 Spiral staircases 螺旋階段 9570 Different pool levels can be linked together either by using pool paths, or by creating spiral staircases. Adjacent pools which have only small height differences between each other can be linked using ramps. We'll now show you how to build a spiral staircase.\n\nFirst, click on the Paths button. プール歩道を使うか螺旋階段を作ると、異なる高さのプールを接続することができます。高さの差が小さい隣接したプールは、階段で接続することができます。螺旋階段を設置する方法を説明します。\n\n最初に、歩道ボタンをクリックしてください。 9571 Spiral staircases 螺旋階段 9572 Now click on the highlighted Spiral Staircase button. ハイライトされた螺旋階段アイコンをクリックしてください。 9573 Spiral staircases 螺旋階段 9574 To build a spiral staircase, move the mouse over a fully paved pool tile. When the staircase is in a valid position, the preview piece will turn blue. To place the staircase, hold down the left mouse button, drag the mouse up and down to change the height of the staircase, then let go of the mouse button to place the staircase.\n\nWe have enabled the buttons for placing pool tiles, in case you wish to add more pool areas to connect with spiral staircases.\n\nClick continue when you are ready to move on. 螺旋階段を設置するために、タイル部分の上にマウスカーソルを動かしてください。螺旋階段が建設可能な位置を指定すれば、プレビューイメージが青くなります。左マウスボタンを押したままドラッグして高さを変えて、マウスボタンを放して螺旋階段を設置してください。螺旋階段に接続するプールエリアを増設したい場合に備えて、プールタイルを設置するボタンを使用可能にしました。\n\n次に進んでよければ継続をクリックしてください。 9575 Pool effects プール・エフェクト 9576 You can use mouse gestures to create waves and whirlpools in your pools. Before you can try this, you first need to close the pool construction window by clicking the close button in the bottom left of the screen. マウスジェスチャーを使ってプールに波や渦巻きを起こすことができます。これを試す前に、画面の左下のクローズボタンをクリックしてプール建設ウインドウを閉じる必要があります。 9577 Pool effects プール・エフェクト 9578 With the mouse pointer over a pool, hold down the left mouse button, then move the mouse as if you were drawing a circle in the water. Continue drawing the circle for a few seconds, then release the mouse button. If you were successful, a whirlpool will appear in the pool. If this doesn't happen, try again - it may take a bit of practice to get it right.\n\nAs well as whirlpools, you can also create waves, by drawing lines in the water.\n\nClick continue to move to the next step. マウスポインタをプール上に置いて、左マウスボタンを押してください。そのまま、水中に円を描くようにマウスを動かしてください。数秒円を描き、マウスボタンを放してください。上手くいけば、渦がプールに出現します。もし起きなければもう一度試してください――うまくするには少し練習が必要かもしれません。\n\n渦と同じように、水の中に線を描くことで波を起こすこともできます。\n\n継続をクリックして次のステップへ進んでください。 9579 Conclusion まとめ 9580 Congratulations - this tutorial is now complete! In the next tutorial, you'll learn how to add water slides to your pool. Press Quit to return to the main menu. おめでとう――このチュートリアルは完了です! 次のチュートリアルではウォータースライドをプールに加える方法を説明します。終了を押してメインメニューに戻ってください。 9581 Pool Facilities プールの設備 9582 Introduction 導入 9583 Welcome to the Pool Facilities tutorial. In this tutorial, you'll learn how to create pool extras and pool rides. Adding these facilities will make the pool more enjoyable for your peeps, and allow you to charge more for use of the pool.\n\nTo begin, click on Rides. プール設備のチュートリアルへようこそ。このチュートリアルでは、プールに器具やライドを作る方法を説明します。これらの施設を加えることでプールはピープにとってさらに楽しいものになり、より高い入場料を取れるようになります。\n\nライドボタンをクリックして始めてください。 9584 Pool extras プールの器具 9585 Now click on Swimming Pools. 水泳用プールをクリックしてください。 9586 Pool extras プールの器具 9587 To start building pool extras, click on Extras. プールの器具を作り始めるために、器具ボタンをクリックしてください。 9588 Pool extras プールの器具 9589 Each type of pool extra must be placed in a certain type of location. For example, spa pools, showers and sun loungers must be placed on a fully paved pool tile. Try placing a spa pool now, then click Continue to move on. 各タイプのプール器具は、設置できる場所が決まっています。例えば、スパプール、シャワーとサマーシートは、水場のないタイル部分に設置する必要があります。スパを置いてみてください。それから、継続をクリックして続けてください。 9590 Pool extras プールの器具 9591 Ladders and small diving boards must be placed at the edge of a pool. Try placing a few of these now, and then click Continue to move on. はしごと小さな飛び込み台は、プールの端に設置しなければなりません。これらを2、3設置してみてください。それから継続をクリックして続けてください。 9592 Pool extras プールの器具 9593 Large diving boards can be placed on a raised platform. Try placing one now, then click Continue to move on. 大きな飛び込み台は、高くした乗り場に設置できます。1つを設置してください。それから継続をクリックして続けてください。 9594 Pool rides プールのライド 9595 Now we'll look at how to build pool rides, such as water slides. These are rides which peeps access via pools, rather than via the normal entrance/exit system.\n\nFirst, close the pool window by clicking on the close button in the bottom left of the screen. プールのライド、例えばウォータースライドを建設する方法を説明します。ピープは通常の出入口ではなく、プールを通してこれらのライドに乗り入れます。\n\nまず、画面の左下のクローズボタンをクリックして、プールウインドウを閉じてください。 9596 Pool rides プールのライド 9597 Now, click on the 'Pool Slides and Rides' button. 『プールのすべり台とライド』ボタンをクリックしてください。 9598 Pool rides プールのライド 9599 In the list that has appeared, select Body Slide. (You may need to scroll the window to see it) 表示されたリストからボディースライドを選んでください。(ウインドウをスクロールする必要があるかもしれません) 9600 Pool rides プールのライド 9601 Using the Shift key, raise the station piece to the same height as one of the pool's raised platforms. Place the station piece directly alongside the raised platform.\n\nDon't worry if you have difficulty lining it up - when playing the game, you'll have several options for connecting pools to pool rides. Pool paths can be particularly useful for this. シフトキーを使って、高くしたプラットフォームの1つと同じ高さまで、乗り場部分を上げてください。高くしたプラットホームのすぐ隣に乗り場部分を置いてください。\n\nそれを並べるのにそれほど気を遣う必要はありません――ゲームでは、プールとプールのライドを接続するのにはいくつか方法があります。プール歩道は、とりわけ役に立ちます。 要確認 9602 Pool rides プールのライド 9603 Now use the standard track-building tools to guide the slide downward and towards the main pool. When you have finished building your slide, make sure it is level (i.e. the current piece is not ascending or descending), then choose the Flume End piece from the specials list on the right.\n\nClick continue when you are ready to move on. 標準的なトラック建築ツールを使って、メインプールの方にスライドを導いてください。スライドを作り終わったら、最後が平坦になっていることを確認し(つまり、現在のピースが上り坂でも下り坂でもない)、スペシャルピースリストからFlume_Endを選択してください。\n\n次に進んでよければ継続をクリックしてください。 9604 Pool rides プールのライド 9605 Now close the construction window by clicking on the close button in the bottom left of the screen. 画面左下のクローズボタンをクリックして、建設ウインドウを閉じてください。 9606 Pool rides プールのライド 9607 Now test the ride in the normal way - by clicking on the red flag button, then clicking on the amber button. いつもの方法でライドをテストしてください――赤色の旗のボタンをクリックし、それから琥珀色のボタンをクリックしてください。 9608 Conclusion まとめ 9609 Congratulations - this tutorial is now complete!\n\nIf you wish to see peeps using your body slide, we have enabled its Open button. We have also enabled the test results button, so you can see how exciting your ride is.\n\nPress Quit to return to the main menu. おめでとう――このチュートリアルは完了です!\n\nあなたは、ピープがボディースライドに乗っている場面を見たいかもしれないので、オープンボタンを使用可能にしました。試験結果ボタンも使用可能になっているので、ライドがどれくらい刺激的か調査することもできます。\n\n終了を押してメインメニューに戻ってください。 9610 Laser Shows レーザー・ショー 9611 Introduction 導入 9612 Welcome to the Laser Show tutorial. In RollerCoaster Tycoon 3 Soaked!, the MixMaster system has been expanded to include lasers and water jets, as well as fireworks. All three elements can be included in the same display.\n\nThis tutorial assumes you are already familiar with the basics of the MixMaster system. If you are not, please refer to the RollerCoaster Tycoon 3 Fireworks tutorial.\n\nTo begin this tutorial, please click on the Scenery button. レーザー・ショーのチュートリアルへようこそ。ローラーコースタータイクーン3:Soaked!では、ミックスマスターシステムは花火だけでなくレーザーやジェット水流を含むよう拡張されました。3つの要素は一つのディスプレイに混在させることができます。\n\nこのチュートリアルではあなたがミックスマスターの基本を知っているとして説明します。もしまだ基本を学んでいないなら、ローラーコースタータイクーン3の花火のチュートリアルを参照してください。\n\n景観ボタンをクリックしてチュートリアルを開始してください。 9613 Laser shows レーザー・ショー 9614 Now click on the MixMaster button. (This used to be called the 'Fireworks' button in RCT3) ミックスマスターボタンをクリックしてください(これはRCT3では『花火』ボタンでした) 9615 Laser shows レーザー・ショー 9616 Next, click on the MixMaster Bases button. 次にミックスマスター・ベースボタンをクリックしてください。 9617 Laser shows レーザー・ショー 9618 This menu contains the various objects that act as bases for the display elements. There are bases for fireworks, lasers and water jets. We're only interested in the laser emitter at the moment. Select the highlighted laser emitter and place several of them on the ground. Click continue when you have done this. このメニューにはディスプレイ要素のベースとして動作する様々なオブジェクトがあります。花火、レーザー、ジェット水流のベースがあります。今回はレーザー発射装置だけに注目してください。ハイライトされたレーザーの発射台を選択して、地面にいくつか設置してください。それをしてから継続をクリックしてください。 9619 Laser shows レーザー・ショー 9620 Now click on the MixMaster Displays button. ミックスマスター・ディスプレイボタンをクリックしてください。 9621 Laser shows レーザー・ショー 9622 To create a new MixMaster display, click on the 'Add MixMaster Display' button. 新しいミックスマスターディスプレイを作るために、『ミックスマスター・ディスプレイを追加』ボタンをクリックしてください。 9623 Laser shows レーザー・ショー 9624 The MixMaster timeline has appeared. Click anywhere in the timeline to start adding a laser. ミックスマスターのタイムラインが表示されています。タイムラインのどこでもレーザー・エフェクトを始めるタイミングを選んでクリックしてください。 9625 Laser shows レーザー・ショー 9626 The MixMaster palette has appeared. This now lists laser effects and water jets in addition to fireworks. Open the lasers menu by clicking on 'Lasers'. ミックスマスターパレットが表示されました。花火に加えてレーザー・エフェクトとジェット水流がリストアップされています。『レーザー』をクリックしてレーザーメニューを開いてください。 9627 Laser shows レーザー・ショー 9628 Double click on one of the laser effects to add it to the MixMaster timeline. You can also choose a laser by clicking on it, then on the OK button. You can see a preview of the selected laser in the window on the right of the window. レーザー効果の1つをダブルクリックして、ミックスマスターのタイムラインに載せてください。名前を1回クリックしてからOKを選ぶことでもレーザー・エフェクトを選択することができます。ウインドウ右側のサブウインドウの中で、選択したレーザーのプレビューを見ることができます。 9629 Laser shows レーザー・ショー 9630 The laser you have just added needs to be attached to an emitter. To do this, click on the laser in the timeline to select it, then click on one of the laser emitters you placed earlier. When the laser has been attached to an emitter, the red circle at the far left of the effect's bar will turn green. Click continue when you have attached the laser to an emitter. 今追加したレーザーは、発射台にリンクする必要があります。タイムライン上のレーザーをクリックして、先ほど設置したレーザー発射台の1つをクリックしてください。レーザーが発射台にリンクすれば、エフェクト・バーの左端にある赤色の円が緑色になります。これができたら継続をクリックしてください。 9631 Aiming controls 方向制御 9632 A new addition to the MixMaster is the ability to modify an emitter's aiming direction during the course of the display.\n\nClick on the highlighted tick box. ディスプレイ実行中に発射台の向く方向を変更する機能がミックスマスターに追加されました。\n\nハイライトされたチェックボックスをクリックしてください。 9633 Aiming controls 方向制御 9634 Note the bar that appears at the top of the MixMaster timeline. Left clicking on this bar adds an angle control point. You can right click on a control point to remove it. Add a control point now, above the center of the laser effect you just placed. Click continue when you have done this. ミックスマスター・タイムラインの上側に表示されるバーを見てください。このバーを左クリックして、方向制御点を追加できます。また、右クリックすればそれを取り除くことができます。先ほど置いたレーザー・エフェクトの中点の上に制御点を追加してください。それをしてから継続をクリックしてください。 9635 Aiming controls 方向制御 9636 Now click on the laser emitter that your laser is attached to. Some rotation indicators will appear, showing the current direction in which the emitter is pointing. By holding down the left mouse button and moving the mouse in various directions, you can modify the angle at which the emitter points.\n\nTry putting in a few key frames and changing the angle on the emitter to make the laser point in different directions. If you are having difficulty aiming the emitter, try zooming the camera in on it.\n\nClick continue when you have done this. レーザーがリンクされたレーザー発射台をクリックしてください。円形矢印がついた方向指示線が発射台が向いている方向を現します。左マウスボタンを押しながら色々な方向にマウスを動かして、発射台が向く角度を変更することができます。\n\n制御点をいくつか追加して、レーザーを別の方向に向けるために発射台の角度を変えてみてください。方向を変えるのが難しいなら発射台にカメラをズームインしてみてください。\n\nそれをしてから継続をクリックしてください。 key frames=通過点=制御点? 9637 Aiming controls 方向制御 9638 You can add as many angle control points to as many emitters as you like. A single angle control point can control several emitters. When a control point is selected, all the emitters currently making use of that control point are highlighted in green. When a base or effect is selected, the control points used by that base or effect are highlighted in yellow.\n\nClick continue to move to the next step. 制御点は好きなだけ加えることができ、制御点一つごとに発射台それぞれ方向を変えることができます。一つの制御点で複数の発射台を制御することができます。制御点を選択すると、それが制御する発射台は緑色にハイライトされます。ベースかエフェクトを選んだときは、それを制御する制御点は黄色でハイライトされます。\n\n継続をクリックして次のステップへ進んでください。 要確認 9639 Aiming controls 方向制御 9640 Some more useful information about angle control points \n\nAn emitter will always start out pointing in the direction determined by the first control point linked to that emitter, regardless of the position of the control point on the timeline.\n\nYou can delete control points by right-clicking on them.\n\nClick continue to move to the next step. 制御点について、まだ役に立つ情報があります:\n\nタイムライン上の制御点の位置に関係なく、発射台は初めは必ず最初の制御点で定義された方向に向いてスタートします。\n\n右クリックすれば制御点を削除できます。\n\n継続をクリックして次のステップへ進んでください。 要確認