約 5,468,598 件
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.
https://w.atwiki.jp/dtmer/pages/81.html
「General MIDI System Level 1」の略称。 単に「GM」と称されたり、「GM1」とよばれたりすることもある。 後継の「GM2?」を含めて「GM」とよばれることもある。 演奏データの互換性や汎用性を目的に取り決められた、音源に関する規格。 楽器の音色マッピング(配列)やドラムの音色の鍵盤へのマッピングを決めている。 関連項目 楽器一覧GM Level1に対応した楽器のマッピング表を記載しています。 GS?GM Level1の仕様を拡張したもの。ローランド社?のオリジナル・フォーマット。 XG?GM Level1仕様を内包した上で拡張したもの。ヤマハ?のオリジナル・フォーマット。 GM2?GM Level1を拡張、進化したもの。GM Level1に比べ、より自由度が高くなっている。
https://w.atwiki.jp/sdvx/pages/4988.html
楽曲リスト TRACK TITLE / LEVEL 楽曲リスト(IV)/LEVEL05 TOTAL NOV ADV EXH MXM INF GRV HVN 369 366 003 000 000 000 灰色背景のTRACKはプレーする為にインプットが必要です 黄色背景のTRACKはプレーする為にPOLICY BREAKでの解禁が必要です 桃色背景のTRACKはプレーする為に多機種連動・合同イベントでの解禁が必要なTRACKです 金色背景のTRACKはプレーする為にΩ Dimensionでの解禁が必要です 投票 No. MUSIC BPM Lv CHAIN 譜面属性dif ind NOV ADV EXH MXM INF GRV HVN PB16 ΕΛΠΙΣ 175 05 11 17 - - 0656 0442 β 190 05 11 14 17 - 0850 0401 3y3s (JMBS FUNKOT RMX) 198 05 11 14 17 - 0805 0425 444 190 05 11 14 17 - 0650 PB06 8 -eight- 230 05 10 16 - - 0594 0369 akasha-assembly 153 05 12 17 - - 0623 0101 ALBIDA Powerless Mix 156 05 09 13 - 17 0636 0344 Aliquam 70-158 05 11 17 - - 0574 0432 All Clear!! 164 05 11 14 17 - 0536 0421 Altale 83-90 05 10 13 17 - 0397 0342 Angels And Demons 177 05 10 18 - - 0651 0451 Another Chapter 220 05 11 14 17 - 0669 0373 ANTI THE∞HOLiC 170 05 09 17 - - 0626 0202 Antinomie (SDVX EDIT) 180 05 10 13 - - 0594 0362 Apex of the World 169 05 11 17 - - 0572 0423 Apocrypha 236 05 10 14 17 - 0660 0242 Appliqué 224 05 11 16 - 17 0831 0442 Arcade Prison 155 05 11 14 17 - 0672 0317 AYAKASHI 140 05 12 17 - - 0565 0370 B.B.K.K.B.K.K. 170 05 11 17 - - 0774 PB03 BabeL ~Next Story~ 100-173 05 10 17 - - 0505 0237 Baby Sherry 296 05 11 15 - - 0689 0342 Backflow 145 05 10 17 - - 0505 KAC Be a Hero! 190 05 11 15 18 - 0600 0340 Blacksphere 153 05 12 16 - - 0503 0114 Blue Rain Dustboxxxx RMX 178 05 10 16 - - 0679 0444 Blue Stream 140 05 12 14 17 - 0394 0210 Booths of Fighters 155-225 05 11 17 - 19 0729 0314 Borealis 196 05 11 17 - - 0795 0452 Burning Spark! 169 05 11 13 16 - 0650 BST CARNIVOROUS 170 05 11 13 17 - 0611 0407 Carry Me Away 175 05 11 14 17 - 0702 KAC Catch Our Fire! 190 05 11 15 18 - 0692 0430 ゜*。Chantilly Fille。*° 200 05 11 14 16 - 0883 0220 choux à la crème 192 05 11 16 - 17 0610 0207 Cirno Break 196 05 10 16 - - 0748 BEサマ citrus 174 05 11 15 - - 0737 PB31 cobalt 145-175 05 11 14 17 - 0648 0454 Coldlapse 200 05 12 15 17 - 0741 0370 Completeness Under Incompleteness 194 05 12 16 - 18 0836 0344 conflict 160 05 12 17 - - 0723 0340 continew 64-256 05 11 17 - - 0614 0338 crêpe suzette 202 05 10 16 - - 0725 0311 CRITICAL LINE 128 05 10 17 - - 0440 0376 cross the future 179 05 12 17 - - 0795 0342 CUTIE☆EX-DREAM 188 05 12 17 - - 0780 0432 Cy-Bird 160 05 11 14 17 - 0665 0208 Daily Lunch Special ~DeliciousREMIX~ 210 05 10 15 - - 0702 0449 Dark Matter 205 05 11 14 17 - 0527 0211 DEADLOCK XXX 222 05 11 17 - - 0568 0369 Death Blossom 174 05 10 15 - - 0598 0219 Decretum 98-197 05 11 17 - - 0672 0122 DesireDrive 180 05 10 13 - - 0591 0433 Destruction & Qreation 190 05 10 13 17 - 0621 0401 Dharma 160 05 11 14 17 - 0693 0360 Din Don Dan (Fusion Remix) 160 05 11 16 - - 0571 0215 - dirty rouge - 254 05 10 15 - - 0661 0320 Discloze 128-145 05 10 17 - - 0431 0212 Double Universe 180 05 11 16 - 17 0583 0111 dreamin feat.Ryu☆ 156 05 10 13 - - 0454 0420 dreamin of u 178 05 10 13 16 - 0647 0426 Drizzly Venom 147-168 05 09 13 17 - 0495 0360 Dualive 190 05 11 17 - - 0737 怪盗 EBONY & IVORY 113-170 05 11 17 - - 0530 0401 EDEN of TRUTH 172 05 10 13 17 - 0742 0380 #Endroll 170 05 11 18 - - 0982 BS後 Engraved Mark 188 05 11 16 - - 0710 0355 ERROR CODE 110 05 11 13 - 16 0482 0331 eternita 269 05 11 16 - - 0529 0102 Evans VolteX Pf arrange 180 05 09 15 - 18 0620 0423 Fáfnir 196 05 11 15 17 - 0686 0305 False Cross 162 05 11 17 - - 0612 0403 fancy cake!! 160 05 09 12 16 - 0581 0432 Far Away 155 05 12 14 17 - 0584 0227 Fiat Lux 200 05 11 17 - - 0908 0418 Finale 167 05 09 14 17 - 0596 0314 FIRE FIREは電気スウィングの夢を見るか? 133 05 09 16 - - 0446 0336 FLOWER 173 05 11 18 - 19 0701 ノスタ Fly far bounce 98-163 05 11 13 17 - 0522 0228 FLYING OUT TO THE SKY 244 05 10 17 - - 0844 0352 Follow Up 175 05 11 17 - - 0645 0401 Four Leaves 181 05 10 13 17 - 0711 0115 Freeway Shuffle -More2 HAPPY Re-Mix- 160 05 10 15 - - 0637 0420 Game Over 200 05 11 14 17 - 0789 0413 Gaze ft. 紫崎 雪 181 05 10 12 15 - 0607 0410 Genesis At Oasis (Hirayasu Matsudo Remix) 132 05 10 12 16 - 0501 0205 GEROL 175 05 11 16 - - 0564 0240 gigadelic -stance xxxx- 199 05 11 17 - - 0727 0359 GO BACK 2 YOUR RAVE 170 05 10 16 - - 0832 0101 good high school 150 02 05 08 - 17 0730 0201 Goodbye-bye Planet 185 05 10 14 - - 0574 0418 Gorgetech 160 05 12 15 18 - 0472 流星 Grand Chariot 191 05 11 16 - 17 0757 0112 Grip & Break down !! - SDVX Edit. - 160 05 10 15 - - 0573 0362 GRISAILLE 196 05 10 16 - - 0761 0339 HAELE III ~Angel Worlds~ 185 05 11 15 - 18 0810 0205 HAELEQUIN 172 05 11 17 - - 0571 0321 Happy Sensation 180 05 11 17 - - 0716 0401 Heavenly Adventure 156 05 09 14 17 - 0587 0401 HEAVENLY SMILE 184 05 09 13 17 - 0644 0121 Help me, ERINNNNNN!! 185 05 10 13 - - 0538 0366 Help me, ERINNNNNN!! -VENUS mix- 183 05 11 16 - - 0822 0401 HiGHER 169 05 09 12 16 - 0648 BS前 HYENA 178 05 11 17 - - 0487 0301 Hyper☆Chipspace 180 05 09 16 - - 0601 PB24 If 170 05 11 14 17 - 0669 0108 Ignited Night burst 180 05 10 14 - - 0369 0444 ILL-STARRED Diver 185 05 11 13 17 - 0695 BEサマ In The Breeze 123-142 05 11 16 - - 0401 0309 INDEPENDENT SKY 170 05 09 13 - 17 0698 0212 INFINITY OVERDRIVE 185 05 11 15 - 17 0721 0355 Inixia 217 05 11 16 - 17 0731 0455 Invisible Bullets 184 05 12 15 17 - 0667 0102 jet coaster☆girl sasakure.UK tRiCkStAr Remix 120 01 05 09 - - 0490 0401 JULIAN 153 05 10 13 16 - 0574 0413 Junk Mania 165 05 11 15 17 - 0559 0351 KAC 2013 ULTIMATE MEDLEY -HISTORIA SOUND VOLTEX- Emperor Side 30-234 05 13 19 - 19 0681 遺跡 KHAMEN BREAK 180 05 11 16 - 16 0666 アゲモラ Laughin’ Muffin 182 05 11 16 - - 0650 0329 Le Fruit Défendu 220 05 11 16 - - 0752 0452 Liévre -blanche- 180 05 12 14 17 - 0684 0410 Line 4 Ruin -kohumix- 170 05 11 14 17 - 0607 0437 Lionheart 170 05 11 14 16 - 0653 0245 Little princess has no identity. 185 05 11 17 - - 0795 アゲモラ Lo-Fi-M 140 05 12 16 - - 0533 0317 M.A.Y.U. 128 05 11 16 - - 0471 0312 macaron 185 05 10 15 - - 0877 0124 MANDARA 216 05 10 15 - - 0495 鍵龍 MAXIVCORD 154 05 11 14 17 - 0397 0342 Mayohiga Spurt 192 05 11 17 - - 0601 0447 Melty Sweets 177 05 11 14 17 - 0730 0321 Milkyway - memorable - 155 05 10 16 - - 0664 0364 Mind Mapping (hard liquid remix) 175 05 10 15 - - 0418 0235 mon$tage 146-197 05 11 16 - - 0552 0240 Monkey Business (lapix Remix) 145 05 10 16 - - 0525 0320 Monkey Business -Satire mix- 200 05 11 16 - - 0626 0407 Narcissus At Oasis -影虎。 style- 180 05 10 13 16 - 0498 0413 Narcissus At Oasis (Freezer Remix) 155-180 05 10 14 16 - 0540 0366 NECRO PARTY 175 05 11 16 - - 0774 0371 NEO TREASON 191 05 12 16 - 18 0757 0425 NEON LOVE♥POTION!!! 180 05 11 14 17 - 0642 0401 New Game feat.Mayumi Morinaga 170 05 08 11 15 - 0633 0455 Night Rockin Bird 190 05 12 14 17 - 0714 0454 No way 160 05 11 14 17 - 0607 0229 odds and ends 264 05 09 15 - 17 0450 0432 OPEN MY GATE 175 05 12 15 18 - 0546 0328 Opium and Purple haze 165 05 10 17 - 18 0663 0342 Oriental Blossom 180 05 10 16 - - 0625 0247 Our Faith (Faithful MTL Remix) 185 05 11 17 - - 0899 アゲモラ Paradission 154 05 12 17 - - 0478 0356 Parousia 158 05 11 17 - - 0628 BST Phlox 185 05 12 14 17 - 0749 0342 Pieces of a Dream 202 05 12 17 - - 0741 0433 PIERROT KNIfE 190 05 11 14 17 - 0712 PB05 Playing With Fire 160 05 10 16 - - 0500 0458 Poison AND÷OR Affection 120 05 10 14 17 - 0472 0317 Poison Blood 200 05 11 15 - - 0697 PBメドレー POLICY BREAK Medley from SOUND VOLTEX×jubeat 93-311 05 11 15 18 - 0669 0430 Poppin’Cats!! 150 05 11 15 17 - 0556 0245 Pristine Bigband 218 05 10 15 - - 0675 0229 Pure Evil 190 05 12 17 - - 0659 0202 Qubism 180 05 11 16 - 18 0479 0210 Quietus Ray 200 05 11 17 - 19 0799 0114 rainbow flyer -gratitude remix- 172 05 09 16 - - 0783 0403 Rebuilding of Paradise Lost 190-280 05 12 14 17 - 0787 BSG Rejoin 135 05 11 14 17 - 0440 0232 REVERSE LIMITED!(SDVX Edit) 175 05 11 16 - - 0614 0420 rhythmology study 270 05 11 14 17 - 0444 PB34 RHYZING BEAT 187 05 12 15 18 - 0679 0215 Rings of Rainbow 215 05 10 15 - - 0620 0355 S1CK_F41RY 177 05 11 17 - - 0608 0419 SACRIFICE feat.ayame 180 05 11 14 18 - 0719 0425 Sadistic Stabbing 200 05 11 14 17 - 0606 0403 Sakura Mirage -Drum n World- 70-200 05 10 14 17 - 0654 0446 Secret Traveler -MeniRemix- 131 05 10 14 17 - 0854 0314 Scream out! (SDVX EDIT) 166 05 12 16 - - 0561 0401 Second Heaven GravityPfArrange 167 05 10 14 16 - 0518 0334 Shanghai Wu Long ~上海舞龍~ 171 05 11 17 - - 0548 0354 She is my wife 85-170 05 11 16 - - 0384 0246 shiny rainbow flower 148 05 10 15 - - 0553 0366 Smooth Wind 152 05 11 15 - - 0472 0211 snow storm -euphoria- 89-180 05 11 17 - 19 0535 BEサマ Sounds Of Summer 175 05 12 16 - - 0585 0418 SprrRush!! 209 05 09 12 15 - 0925 BS後 Squeeze 173 05 11 16 - - 0519 BS前 Stella Sinistra 120-180 05 10 16 - - 0723 PB37 Sulk 150 05 11 14 17 - 0616 0444 SUPER BUBBLE JOURNEY 155 05 11 14 17 - 0586 BSG SUPER SUMMER SALE 155 05 11 15 18 - 0767 私立 Synergy For Angels 160 05 12 14 17 - 0631 0370 The End of War 194 05 12 17 - - 0641 0412 The Formula 144 05 12 15 18 - 0598 0461 THE HEAVEN 200 05 12 15 18 - 0841 0247 The Sampling Paradise (N-Driver Style) 177 05 12 16 - - 0699 0307 The Sampling Paradise(P*Light Remix) 181 05 11 17 - - 0650 0127 The world of sound 210 05 11 17 - 18 0405 0303 THUNDERCRACK 190 05 11 17 - - 0659 0455 Tic Exe 210 05 11 14 17 - 0786 0309 TIEFSEE 165 05 11 17 - - 0688 0202 Tomato Leaf Breaks 240 05 09 13 - - 0717 0114 Tomorrow Perfume (C-Show Remix) 175 05 11 16 - - 0508 野菜農園 Touch My Body 150 05 12 15 18 - 0519 0314 tricky trick 165 05 10 18 - - 0598 0119 TRIGGER★HAPPY 185 05 10 14 - 16 0457 PB07 True Blue 164 05 11 17 - - 0583 0327 Twin Blaster 185 05 11 16 - - 0850 0304 Twin Rocket 185 05 11 17 - - 0690 0105 TYCOON 170 05 10 15 - 17 0583 0207 U.N.オーエンは彼女なのか?(TO-HOlic mix) 220 05 11 16 - - 0572 0222 U.N.オーエンは彼女なのか?haru_naba Remix 140-200 05 11 17 - - 0736 0104 U&M 128 02 05 08 - - 0397 0349 Ultimate Fury 185 05 10 16 - - 0729 0461 ULTRAVELOCITY 158 05 12 15 18 - 0517 0208 Unicorn tail Dustboxxxx RMX 200 05 10 16 - - 0693 0233 Unlimited Field 193 05 11 15 - - 0629 0364 UROBØROS 129 05 11 17 - - 0478 PB42 V 150 05 12 15 18 - 0536 0334 Vampire s Territory 140-280 05 11 17 - - 0446 0210 VERSUS!! 187-280 05 10 15 - - 0318 0224 Verse IV 212 05 12 17 - 19 0895 0416 Vigor 132 05 11 14 17 - 0511 0246 VILE CAT 240 05 11 18 - - 1282 0201 Vindicator 87-175 05 09 15 - - 0400 PB19 Virtual Bit 152 05 11 17 - - 0576 0414 Voltage Higher 166 05 10 14 17 - 0615 0346 VOLTEXES III 180 05 11 16 - - 0816 0436 VOLTEXES IV 147 05 11 14 17 - 0516 0370 Voynich Manuscript 164 05 11 17 - - 0537 0239 wander+wonder+wand 157 05 09 15 - - 0553 0239 Wave of Craze 153 05 11 15 - - 0450 0242 Wish upon Twin Stars 200 05 11 17 - 18 0791 0425 WONDER_WOBBLER 186 05 09 14 17 - 0647 0240 Wuv U -More2 HAPPY Re-Mix Special- 177 05 10 15 - - 0596 0324 Wuv U(pico/ustic rmx) 182 05 11 16 - - 0645 0103 Xepher Light and Darkness Dragon Remix 180 05 09 16 - 18 0543 0435 Zelophilia 155 05 12 15 17 - 0578 0348 アナーキーインザ夕景 160 05 12 16 - - 0672 0377 アルティメットトゥルース -Phantasm- 63-252 05 10 17 - - 0657 0443 アワデコノヨヲ 212 05 12 15 17 - 0760 0458 アンハッピーリフレイン 205 05 10 14 17 - 0736 0301 イグジスタンス 200 05 11 17 - - 0764 0401 インビジブル 192 05 11 14 16 - 0771 0369 ウエンレラの氷華 200 05 12 16 - 17 0879 0401 オトゲラヴ! 176 05 08 12 16 - 0635 0433 おにいちゃんハイテック 150 05 10 13 17 - 0477 0106 おにゃのこ きねんび 180 05 09 13 - - 0574 0304 きらきらタイム☆ 202 05 11 17 - - 0742 0426 キリステゴメン 156 05 11 14 17 - 0466 0219 クノイチでも恋がしたい 185 05 10 16 - - 0446 0368 ゲキツイムラサ 185 05 11 17 - - 0570 0125 ケッペキショウ 190 05 10 15 - - 0586 0426 けもののおうじゃ★めうめう 162 05 10 14 17 - 0438 0225 コンベア速度Max!? しゃいにん☆廻転ズシ Sushi&Peace 210 05 11 16 - - 0518 0451 コメット⇒スケイター 150 05 11 14 17 - 0568 0377 ジャンピン・スマイル 242 05 10 15 - - 0729 0350 しゅわスパ大作戦☆ (カシオれ!くーにゃんリミックス) 185 05 10 16 - - 0579 0243 しんでしまうとはなさけない! 174 05 09 15 - - 0546 BST スカイダイバー 180 05 11 13 16 - 0550 0441 スピーカーガール! 187 05 10 13 - 16 0711 0460 セイシュンライナー 200 05 12 15 17 - 0909 0374 そして紫の幻想曲は全てを受け入れる 174 05 11 17 - - 0629 0335 ちくわパフェだよ☆CKP 205 05 11 15 - - 0663 0350 チルノとまりおのパーフェクトさんすう教室 180 05 12 17 - - 0649 0112 チルノのパーフェクトさんすう教室 175 05 10 13 - 16 0493 0425 チルノのパーフェクトさんすう教室 ⑨周年バージョン 175 05 11 13 16 - 0492 0205 つぶやき魔法少女りむる 190 05 10 16 - - 0600 0415 トーホータノシ feat. 抹 140-180 05 10 14 16 - 0553 0217 トラウィスカルパンテクートリ 147-186 05 09 16 - - 0430 0301 トリコロール・ダイアリー 173 05 11 16 - - 0552 0122 ナイト・オブ・ナイツ 180 05 11 15 - 17 0590 アゲモラ ネコクマウササー 180 05 11 15 - - 0642 0328 ネメシス SDVX Edit 146 05 11 17 - - 0581 0118 ノイジーラバーソウル 190 05 10 15 - - 0549 0366 ハイスピヰド・ランパンシヰ 174 05 11 16 - - 0699 0362 ブチアゲドクター☆ハイテッコ三姉妹 155 05 11 15 - - 0608 0457 ブチ上げ候!現代忍者三姉妹 192 05 12 14 17 - 0595 0345 フラッター現象の顛末と単一指向性の感情論 206 05 10 15 - - 1044 0440 プラネタジャーニー 140 05 11 14 17 - 0492 0427 ペタ靴と憂夜リムーバー 134 05 11 15 17 - 0390 0435 ボーイミーツ・ブルー 184 05 10 13 17 - 0716 0319 ほおずき程度には赤い頭髪 174 05 11 17 - - 0662 0335 ホーンテッド★メイドランチ 188 05 12 17 - - 0717 0301 ぼくらしかしらない 180 05 10 17 - - 0567 0343 ムラサキグルマ 125-180 05 11 18 - - 0514 0303 メイガスナイト ~ Arr.Demetori 152 05 10 16 - - 0525 0440 メルヘン風紀委員会 188 05 11 14 17 - 0710 0207 モモンが門番ばんっ☆ 186 05 09 15 - - 0698 0216 やばいつよくてあたまいいあたいのうた 175-250 05 10 15 - - 0473 私立 ラキラキ 165 05 11 14 17 - 0531 0204 ラクガキスト 199 05 10 16 - - 0538 BEサマ リカーシブ・ファンクション 145 05 11 15 - - 0381 0439 ワールズエンド・ダンスホール 171 05 10 14 18 - 0689 0214 ワヴル魔法図書館 180 05 10 15 - - 0782 PB10 朱と碧のランページ 178 05 12 17 - - 0803 0237 憂恋☆アクティベーション 300 05 10 16 - - 0482 0427 炎夏の音 183 05 10 13 16 - 0514 0203 音楽 -壊音楽 mix- 270-420 05 11 17 - - 0435 0307 囲い無き世は一期の月影 172 05 10 16 - - 0553 0125 過食性 アイドル症候群 200 05 10 16 - 17 0623 0227 神となり彼が見た境界線 178 05 10 15 - - 0629 0326 感情の魔天楼 ~ Arr.Demetori 178 05 11 17 - - 0733 0235 患部で止まってすぐ溶ける ~ 狂気の優曇華院 200 05 10 15 - 16 0975 0108 君にエールを…!(DJ UTO REMIX) 180 05 10 14 - - 0668 0122 究極焼肉レストラン!お燐の地獄亭! 185 05 10 13 - - 0509 0116 腐れ外道とチョコレゐト 260 05 10 14 - 18 0485 0347 雲の彼方 150 05 11 17 - - 0736 0358 黒髪乱れし修羅となりて~凛 edition~ 150 05 12 17 - - 0497 0345 激アツ☆マジヤバ☆チアガール 170 05 09 13 - - 0512 0341 月光乱舞 186 05 12 18 - 19 0615 0102 「月風魔伝」龍骨鬼戦 yks Remix 150 05 08 13 - 16 0367 0444 煙 170 05 12 14 17 - 0616 0113 幻想のサテライト 230 05 11 16 - 18 0802 0361 幻想郷DEMPASTICグリーティング 195 05 11 16 - - 0780 0237 幻想系世界修復少女 193 05 11 15 - 17 0415 PB26 恋歌疾風!かるたクイーンいろは 120-168 05 12 15 18 - 0606 0213 最終鬼畜妹フランドール・S 200 05 12 16 - 18 1079 0301 最速最高シャッターガール 160 05 11 16 - - 0597 0423 獅子奮迅 170 05 11 15 17 - 0653 0222 上海紅茶館 ~ Chinese Tea Orchid Remix 188 05 10 16 - - 0551 0426 銃弾は解を撃ち抜いて 171 05 10 14 17 - 0540 0233 終点 222 05 11 16 - - 0834 0312 瞬間ドリップ♪秘蜜のケーキセット 200 05 11 16 - - 0588 0448 少女綺想曲 -G.X.N. Remix- 180 05 12 14 17 - 0595 0233 少女暴動 300 05 12 17 - - 0518 0206 少年は空を辿る Prog Piano Remix 140 05 09 16 - 17 0519 0241 白い雪のプリンセスは 200 05 10 15 - - 0879 0234 信仰は儚き人間の為に ~ Arr.Demetori 220 05 11 17 - - 0617 0427 新米天使のメランコリー 150 05 10 13 16 - 0489 0401 水槽のクジラ 206 05 10 13 17 - 0769 0322 好きトキメキとキス 200 05 11 15 - - 0733 BSG 星座が恋した瞬間を。 186 05 11 14 17 - 0615 0201 青春☆してるかい?READY&LADY! 180 05 10 13 - - 0336 0401 零の位相 190-205 05 11 14 17 - 0646 0343 千客万来☆無問題! 168 05 10 16 - - 0735 0365 仙酌絶唱のファンタジア 160 05 10 15 - - 0765 0338 双翼 - Black Wings - SDVX Edit. - 168 05 11 16 - - 0562 0119 大宇宙ステージ 202 05 11 17 - 19 0401 0361 断罪は遍く人間の元に 170 05 10 17 - - 0507 0228 超爽快☆パッショネイト・フィーバー 185 05 10 16 - - 0731 0126 超恋愛☆エクストリーム・ガール 196 05 10 15 - - 0558 0113 月に叢雲華に風 160 05 09 13 - 15 0732 0301 月見夜ラビット 240 05 11 15 - - 0747 0349 常夏!!クリスタライズ・シャーベット 152 05 11 17 - - 0670 0107 突撃!ガラスのニーソ姫! D.watt nu-denpa RMX 185 05 10 15 - - 0615 BS後 轟け!恋のビーンボール!! 180 05 11 17 - - 0556 BEサマ 夏色DIARY -Summer Dazzlin Vacation miX- 155 05 11 16 - 16 0640 私立 虹色の花 170 05 10 13 16 - 0531 0357 人形裁判 -THIRD IMPACT- 198 05 11 17 - - 0653 0123 灰色の空想をつかんで 200 05 08 12 - - 0579 PB20 爆なな☆てすとロイヤー 200 05 11 16 - - 0648 0226 茅蜩モラトリアム 189 05 10 16 - - 0629 0104 不思議玩具ガンガラディンドン 150 05 08 14 - - 0462 野菜農園 片翼のディザイア 178 05 12 15 17 - 0555 0453 蓬莱フェスティボー 180 05 11 14 17 - 0689 0314 無気力クーデター 185 05 11 17 - - 0585 0323 無双 180 05 11 17 - - 0745 0344 冥天・ヘメロカリス 180-230 05 12 18 - - 0573 0415 物凄いスペースシャトルでこいしが物凄いうた 175 05 11 15 17 - 0569 0121 物凄い勢いでけーねが物凄いうた 180 05 10 15 - - 0369 0301 物凄い狂っとるフランちゃんが物凄いうた 128-170 05 11 17 - - 0533 0432 闇夜に舞うは紅の華 174 05 12 15 17 - 0505 0417 幽玄の桜 180 05 10 14 17 - 0641 0223 雪女 200 05 11 16 - 17 0757 0417 雷鼓サンダービート 175 05 11 15 18 - 0538 0403 黎明スケッチブック 238 05 11 14 17 - 0784 0362 恋繋エピローグ 155 05 10 15 - - 0670 BST 惑星☆ロリポップ 180 05 11 13 16 - 0731 BST 分けるな危険!モモモモモモーイズム 200 05 11 14 17 - 0743 0443 私の恋色。 206 05 11 13 16 - 0662
https://w.atwiki.jp/penumbrajp/pages/156.html
CATEGORY Name="Ch02Level23" Entry Name="InteractBloodHole" 血液を入れる容器が必要だ。 /Entry The blood needs a vessel. Entry Name="UseContainerOnBloodHole" 血液に届かない。血液を手に入れるために容器を降ろす方法を見つけなくては。 /Entry The blood cannot be reached. Find a way to lower the vessel to collect the blood. Entry Name="UseContainerOnClosedHatch" まずハッチを開ける必要がある。 /Entry The hatch must be opened first. Entry Name="SignGrate" 格子が排水管を覆っている。 /Entry The grate covers a drainage pipe. Entry Name="FilledContainerOnPool" 容器には十分な血液が入っている /Entry There is enough blood in the container as it is. Entry Name="TortureText_Saw" 強姦犯は逆さまに吊られ、彼の涙は腹部から流れる血で染められる。脚の間ののこぎりを腰で留めてそれ以上動かすことはなかった。[br][br]男たちは後ろに下がり、犠牲者に捧げる血が枯渇するのを待った。 /Entry The rapist hanged upside down, his tears soiled with blood flooding from his belly. The saw between his legs had lodged itself in the hip and wouldn t move any further. [br][br]The men stepped back and waited for the victim to drain. Entry Name="TortureText_Strappado" 誘拐犯は手を体の後ろで縛られ座らせられる。彼女は手が、続いて体が持ち上げられていることを感じた。彼女の肩は自身の体の体重で外れ、騒々しい音を立てて砕けた。[br][br]吊るされた女は隣でじっと見ている男たちにヒステリックに泣き叫んだ。 /Entry The kidnapper sat on her knees with her hands tied behind her back. She felt her hands being lifted and her body followed. Her shoulders gave away to the weight of her own body and cracked loudly. [br][br]The suspended woman cried hysterically as the men contemplated their next step. Entry Name="TortureText_Cradle" 放火犯は体が槍にゆっくり断続的に刺さっていくことに泣き叫び続けた。彼を壊すのにそう時間はかからなかった。彼を殺す事を意図していたものだが、この拷問は彼らの予想を超えた働きをした。[br][br]秩序ではなく放火犯であり彼は他者とは違っていたのだ。彼らは彼に再び忘れさせようとした。 /Entry The arsonist kept crying as he was slowly lowered on and off the impaler. It didn t take much to break him. They had meant for him to die, but the torture was working beyond their expectations. [br][br]It wasn t the method, it was the arsonist, he was different from the others. They could make him forget again. /CATEGORY
https://w.atwiki.jp/sdvx/pages/438.html
楽曲リスト NEW/UPDATE / TRACK TITLE / LEVEL ( 01 / 02 / 03 / 04 / 05 / 06 / 07 / 08 / 09 / 10 / 11 / 12 / 13 / 14 / 15 ) / 分類別 楽曲リスト(LEVEL 03) TRACK CHAINTOTAL NOV ADV EXH min max avg 35 35 00 00 0282 0726 0514 このレベルからBPM変動曲が現れる。HI-SPEEDを使っているプレーヤーは特に注意すること。 beatmania IIDXシリーズのようなギアチェンジは難しいため、最初から早い方に合わせておこう。 投票 TRACK Artist BPM CHAIN 譜面属性 NOVICE RPGシンドローム 幽閉カタルシス 170 0701 明星ロケット 岸田教団&THE明星ロケッツ 163 0579 Abyss (sharp stepp remix) borzy 175 0529 天ノ弱 164 feat. GUMI 200-205 0570 一途な片思い、実らせたい小さな幸せ。 うたたP feat. MAYU 176 0455 Wheel Syrufit feat.綾倉盟 / 市松椿 136 0514 wound KEENO 185 0580 eclair au chocolat kamome sano 182 0513 EGG ginkiha 196 0498 ガッテンだ!! Novoiski Remix ノボイスキ 170 0532 GAMBOL(dfk SLC rmx) D.F.K. Soundsystem 177 0676 キミノメヲ そらる 205 0548 Clione Hommarju Remix Hommarju 170 0665 SurVALI YM 200 0572 サヨナラ・ヘヴン(かめりあ s NEKOMATAelectroRMX) かめりあ 150 0457 十面相 YM feat.GUMI 173 0452 Space Diver Tama 黒魔 170 0416 smooooch・∀・ KN mix KN 177 0726 Second Heaven Lamaze-REMIX ラマーズP 149 0441 ソラヘドライブ ぐるたみん 180 0462 チェックメイト ゆちゃP feat. GUMI 196 0468 地球最後の告白を kemu feat. GUMI 140-190 0337 とある少年の一日 蝶々P 142 0409 draw!!!! Music by PHQUASE, Vocal by ぁゅ 157 0282 バタフライキャット daniwell 167 0620 Hello world! Music by 源屋, Vocal by SOPHY 175 0446 Fire Strike Junk 158 0654 VISION nora2r 173 0547 ふしぎなくすり いっきのみっくす ゆうゆ 162 0567 夕焼のナパーム (SDVX Edit) 飛鳥男 144 0485 Love♡sicK 8#Prince(八王子P) 132 0558 -Rayrain- こなぐすり 180 0640 恋愛勇者 Last Note. feat. GUMI 190 0530 六兆年と一夜物語 kemu feat.IA 186 0402 Rot in hell!! EastNewSound 144 0640
https://w.atwiki.jp/hellgate_london/pages/54.html
Monument Station MonumentStationに到着すると色々とクエストを貰えるが、レベル的に、まずはTemplarBase周辺へ向かったほうが楽。 近接エリア一覧 Eastcheap (level 19, 44 ) Tudor Street (level 19, 44 ) Temple Place (level 19, 44 ) Monument Tunnels (level 20, 45 ) Monument Crawlway (level 20, 45 ) Upper Thames (level 22, 47 ) Waterman s Walk (level 22, 47 ) Lower Thames (level 22, 48 ) Tower Gateway (level 23, 48 ) Tower of London (level 23, 48 ) *Boss Beast of Abbadon Fenchurch (level 23, 48 ) Trinity Square (level 23, 48 ) Aldgate (level 24, 48 ) King William Street (level 24, 49 ) Threadneedle (level 24, 49 ) Cannon Street Rail (level 25, 49 ) - Exodus (level 25, 50 ) -- Crown Office Row (level 25, 50 ) Mark Lane Approach (level 25, 51 ) Mark Lane Station (level 25, 51 ) *Brokerクエスト Liverpool Approach (level 25, 51 ) 構内地図周辺地図 Quests Main :メインクエスト。 Option :やらなくてもゲームクリアに影響は無いが、報酬としてAttribute Pointが貰えるクエスト、もしくはそのクエスト出現の前提となるクエスト。 Option :ゲームクリアにもAttribute Poiont取得にも影響の無いクエスト。 Attri.pt欄に★がついているクエストをコンプリートすると、その報酬としてAttribute Pointが貰える。 表は、最も無駄なく全てのクエストをコンプリートしていくための順番に並んでいる。 ( Option と Option の区分は現在まだ調査中です) Mode タイトル 依頼人 内容 目的地 Item Attri.pt Option Seeing for Suckers? Nasim 探索せよ Eastcheap Gloves Main Helping Hands Arphaun (Part 1)Aeron Altairを見つけ、Temple Placeへ行け Tudor Street - - Main Helping Hands Arphaun (Part 2)Hellriftに突入し、Brandon Lannを救出せよ Temple Place - - Main Helping Hands Arphaun (Part 3) Brandon LannをTemplar Baseまで案内し、Maximと話せ Templar Base - - Templar Baseクエスト終了後 Mode タイトル 依頼人 内容 目的地 Item Attri.pt Option Only Human? Jons Bighandsを倒せ Monument Tunnels Weapon - ※PRDでMonument Stationへ戻り、JonsからDate Escape?を受ける Option Date Escape? Jons Pain Leecheを9匹倒せ Monument Crawlway Leg Armor - Mode タイトル 依頼人 内容 目的地 Item Attri.pt Option Wanted Lament Wanted Lamentを倒せ Upper Thames - - Option Mad Love? Jons Fallen FellboreからWarp Registerを4つ集めろ Waterman s Walk Boots - Option Dimensions of Hell? Connor 探索せよ Shoulder Armor - Mode タイトル 依頼人 内容 目的地 Item Attri.pt Option Three s a Company? Jons Scannerを4つ調べろ Upper Thames Weapon - Mode タイトル 依頼人 内容 目的地 Item Attri.pt Option Over the River and…? Connor 探索せよ Tudor Street Torso Armor - Mode タイトル 依頼人 内容 目的地 Item Attri.pt Option Fetch, Boy? Nasim Darkspawn SniperからLow-Yield Warheadを7つ集めろ Lower Thames Mods - Option Safety s On? Jons Ravager Mastodonを3匹倒せ Mods ★ ※PRDでMonument Stationへ戻り、NasimからBaby Steps?を受ける Option I Like Your Outfit? Connor Lord Chroorsayを見つけ、Fast Wandを使え Tower Gateway Weapon - Option Baby Steps? Nasim Fringe Protrusionを3つ調べろ Belt - ※PRDでMonument Stationへ戻り、ConnorからThe Body Warms?を受ける Main A Luring? Arphaun Beast of Abbadonを倒せ Tower of London - - Option The Body Warms? Connor Lord Neelmelmを見つけDemonic Talismanを使え Gloves - Mode タイトル 依頼人 内容 目的地 Item Attri.pt Option Take it Easy. Shoot.? Nasim Plague Zombieを14匹倒せ Fenchurch Weapon - Option Whoa. Cranky.? Connor Beguilerを倒せ Trinity Square Mods ★ Main Threshold? Arphaun Techsmithを手伝い、Power Sourceを3つ作成せよ Aldgate - Mode タイトル 依頼人 内容 目的地 Item Attri.pt Option Wanted Peril Wanted Perilを倒せ Monument Tunnels - - Option Cold Feet? Jons Ripcageを倒せ Helmet - ※PRDでMonument Stationへ戻り、JonsからShe s Not Cut... Yet?を受ける Option She s Not Cut... Yet? Jons Unseen Terrorを倒せ Monument Crawlway Shoulder Armor - Mode タイトル 依頼人 内容 目的地 Item Attri.pt Option The Deal Seal? Jons Sewerbreathを倒せ Eastcheap Torso Armor ★ Mode タイトル 依頼人 内容 目的地 Item Attri.pt Option Daddy s Dead? Connor Morbatを倒せ King William Street Belt - Option Demons of Notoriety? Nasim Mutilatorを倒せ Leg Armor ★ ※PRDでMonument Stationへ戻り、ConnorからDestroyer of... Them!?、NasimからDraw a Picture?を受ける Option Destroyer of... Them!? Connor Blade Slayerを14匹倒せ Threadneedle Weapon - Option Draw a Picture? Nasim 探索せよ Boots - Main ...All the Live Long Day? Arphaun Missing train partsを3つ見つけ、Techsmithに届けろ Cannon Street Rail - - Main Riding in Style? Arphaun Exodusの線路を通行可能にし、電車を待て Exodus - - Main Brotherly Love? Arphaun Bloodbladeを倒せ(End of Act 4) - - Main Triage? Arphaun Emmeraと話し、 Ephramを使って重傷のTemplarを10人救え Crown Office Row - - Mode タイトル 依頼人 内容 目的地 Item Attri.pt Option Payroll? Jons HowlerからPerk Shotを2個集めろ Mark Lane Approach Weapon - Option In One Sitting? Nasim Shock SlayerからCharged Cellを12個集めろ Weapon - ※PRDでMonument Stationへ戻り、NasimからOn Off?を受ける Option Brood Go Bye? Connor Fallen Fellboreを17匹倒せ Liverpool Approach Boots ★ Option On Off? Nasim 2つのFlesh Tombを調べろ Mods ★ Mode タイトル 依頼人 内容 目的地 Item Attri.pt Option That Includes Blasphemy? Nasim Liverpool Street Stationへ行きNasim s messageをLyra Dariusに届けろ Liverpool Street Station Helmet - Option Scotch Frustration? Connor Liverpool Street Stationへ行き、a ThingをSaul Petrusに届けろ Leg Armor - Main The Deep? Arphaun(Templar Base) (Part 1),Liverpool Street Stationへ行き、Jessica Sumerisleと話せ - -
https://w.atwiki.jp/i_ro/pages/370.html
+← クリックで目次を開く About LighthalzenStoryQuests City Travel Guide Somatology Laboratory DungeonFirst Second Floor Third Floor Fourth Floor About Lighthalzen iRO wiki の画像表示 The city of Lighthalzen is nestled in between canyons and mountain ranges, and the terrain around it is rough and rocky. Despite of this, the Rekenber Corporation still invested large sums of money to build and establish the city. The investment paid off, since now Lighthalzen is regarded as the commercial center of the Schwartzwald Republic. Teleporting or Fly-winging is prohibited in town. The fastest way to access the city (besides a Priest with a memo) is via the Airship×. Story Five hundred years ago, Zenit Zerter Lighthal, one of the leading scientists at the time, founded the Lighthal Laboratory. The research facility is set on a remote valley in the Schwartzwald Republic . Later on, when the Rekenber Corporation× gained ownership of the facility, they bought all the nearby villages and began construction of the great city known today as Lighthalzen. The city-state of Lighthalzen is divided into two districts, the residential district on the south side of the city and the commercial district on the north side. The residential district s main attraction is the world-renowned Rekenber Hotel, located in the center of the district. The commercial district contains an airship landing strip, the Lighthalzen Bank, various trading posts, and the Alchemist Guild House. More importantly, it houses the Rekenber Corporation Headquarters. The Rekenber Corporation is the biggest corporation in the Schwartzwald Republic . It is undeniably the driving force behind Lighthalzen, having great influence and responsibility over the city. The Corporation has spearheaded numerous researches and technological breakthroughs for years. These include the development of the Strahlenstein steam engine, which is being used for numerous tasks all throughout Schwartzwald, and the Airship, which has become a major form of interregional transportation in Midgard. But one of their most famous and controversial work is their research on the secrets of life, which resulted in the development of the Guardians – Midgard s first artificial life forms - said to be much stronger than any human being. Quests Quests added with the Lighthalzen update can be found here. City Travel Guide Almost all of the inhabitants of Lighthalzen are employees of the Rekenber Corporation. Some work for the Alchemist Guild, while others are traders and businessmen hoping to seek fortune within the city. For security reasons, the company strictly regulates movement of people within the city. Visitors without sufficient identification will be denied access inside Lighthalzen. Despite this, the Rekenber Corporation still has a good reputation among the residents of Lighthalzen, for they have bought prosperity to their city. Also on the outskirts of Lighthalzen is the slums area, where less fortunate citizens of Schwartzwald reside. The area started out as the remnants of the small villages bought out by the Rekenber Corp., but as more people poured in, the area gradually expanded. Although the Rekenber Corporation has an employment program for the residents of the slum area, and even donates 5% of its profits for social welfare programs, they prohibit the citizens of Lighthalzen from venturing into the slums. iRO wiki の画像表示 Somatology Laboratory Dungeon iRO wiki の画像表示 A biology experiment laboratory. Many so called "doppelgangers" of the many different job classes in Ragnarok Online live here, an example being the 1st class character monsters on floors one and two. It is said that the monsters in this dungeon are actually the angry spirits of humans who were experimented on, and had their bodies dumped in the bottom level. It is considered by many as the toughest dungeon in the game. First Second Floor Dungeon Maps 1st Floor / 2nd Floor Underneath Lighthalzen is the Somatology Laboratory, where most of the Rekenber Corporation s Life Experimentation tests are conducted. The first level is the main research facility, where most of the mainstream researches are done. It has state of the art equipment and also houses accommodations for its resident scientists. The second level is a highly restricted area, where only a few are granted access. This area is dedicated to the more clandestine experiments involving the secrets of life. Here one can find the prison cells where test subjects are confined. Due to some kind of accident in the facility, the laboratory appears to be abandoned; its test subjects now running amok. This place is well known for the large amounts of experience it yields, plus the monsters also drop powerful equipments for their respective jobs. See the Biolabs Entrance Quest for access. Third Floor Dungeon Map 3rd Floor The third level serves as a disposal site for the laboratory s hazardous waste materials. However, remains of human bodies from the Life Experimentation tests are also thrown in here. It is rumored that the vengeful spirits of these people haunt the place. The enemies here resemble the 2-1 branch of transcended characters (Assassin Cross) Eremes Guile / (MVP) Assassin Cross Eremes (High Priest) Margaretha Sorin / (MVP) High Priest Margaretha (High Wizard) Kathryne Keyron / (MVP) High Wizard Kathryne (Lord Knight) Seyren Windsor / (MVP) Lord Knight Seyren (Master Smith) Howard Alt-Eisen / (MVP) Master Smith Howard (Sniper) Cecil Damon / (MVP) Sniper Cecil Although all the biolab monsters look like players and use the same skills as players, they use them at a much higher level, far beyond the normal parameters of player s skills, both due to the high stats of the monsters, and the levels of the skill used. Kathryne Keyron (or simply the High Wizard Kathryne) casts a Jupitel Thunder× that hits 30 times, while the player s Jupitel Thunder hits only 12 times (contrary to rumor, she does not cast level 28, Jupitel Thunder level 10 hits 30 times when used by monsters, while only hitting 12 times when used by players) Also located on level 3 of the Lighthalzen Biolabs are the "mini-boss" versions of the 2-1 transcendent classes. These monsters look the same as others of their class, but their name is slightly different. For example, a normal monster might be called "Cecil Damon". Its mini-boss version will be called "Sniper Cecil", a pairing of the class-name and the character s name. Additionally, there will be a random MVP on the map at any time which will resemble any of the mini bosses, but will be even harder, and summon an entourage of the mini-boss versions of its colleagues at any time. Killing these boss monsters requires a high-level party, and often requires extreme use of tactics or "tricks" that take advantage of unintended interactions or bugs. Fourth Floor Dungeon Map 4th Floor The final floor of the Somatology Laboratory is the hidden laboratory of Wolchev, the mad scientist at Rekenber Corporation responsible for the human experimentation. Wolchev is forced to abandon the laboratory when his creations turn on him. The enemies here resemble the 2-2 branch of transcended characters (Stalker) Gertie (Champion) Chen Lio (Scholar) Celia Alde (Paladin) Randel Lawrence (Biochemist) Flamel Emure (Gypsy) Trentini (Minstrel) Alphoccio Accessing the 4th floor can be done at any time by entering a portal in the bottom-right corner of the 3rd floor. However, there is a shortcut to the laboratory, which can be taken after agreeing to help Wolchev clear his laboratory of spirits. In order to use this shortcut, you must first uncover the plot of the laboratory and discover Wolchev s wrongdoing by first completing the Biolabs Entrance Quest, then the Cursed Spirit Quest, start a third quest relating to rumors about the laboratory by talking to the NPC outside the sewer pipe in Lighthalzen slums, and finally, meet Wolchev in his lab by going into the fourth floor of the lab and having a one-on-one meeting with Wolchev (will happen with an instance automatically when entering the fourth floor once all conditions are met). -Ragnarok Online の 国× と 街 Ragnarok Online の 国× と 街 Rune-Midgarts Kingdom× Prontera× ・ Izlude× ・ Alberta× ・ Payon× ・ Archer Village× ・ Morroc× (Destroyed) ・ Geffen ・ Al De Baran× ・ Comodo× ・ Umbala× Republic of Schwartzvald× Juno× ・ Einbroch× ・ Einbech× ・ Hugel× ・ Lighthalzen ・ Verus× Arunafeltz States× Rachel× ・ Veins× New World× Rune Midgard Allied Forces Post× ・ Manuk× ・ Splendide× ・ El Dicastes ・ Mora Village× ・ Eclage× Standalone Lutie× ・ Jawaii× ・ Nifflheim× ・ Malangdo× ・ Dimensional Gap× ・ Lasagna× Global Project× Amatsu× ・ Kunlun× ・ Louyang× ・ Ayothaya× ・ Moscovia× ・ Brasilis× ・ Dewata× ・ Port Malaya× ・ Rock Ridge× Category 街
https://w.atwiki.jp/matchmove/pages/93.html
Curve Tracking and Analysis in 3-D While the bulk of SynthEyes is concerned with determining the location of points in 3-D, sometimes it can be essential to determine the shape of a curve in 3-D, even if that curve has no trackable points on it, and every point along the curve appears the same as every other. For example, it might be the curve of a highway overpass to which a car chase must be added, the shape of a window opening on a car, or the shape of a sidewalk on a hilly road, which must be used as a 3-D masking edge for an architectural insert. In such situations, acquiring the 3-D shape can be a tremendous advantage, and SynthEyes can now bring it to you using its novel curve tracking and flex solving capability, as operated with the Flex/Curve Control Panel . Terminology There s a bit of new terminology to define here, since there are both 2-D and 3-D curves being considered. Curve. This refers to a spline-like 2-D curve. It will always live on one particular shot s images, and is animated with a different location on each frame. Flex. A spline-like 3-D curve. A flex resides in 3-D, though it may be attached to a moving object. One or more curves will be attached to the flex; those curves will be analyzed to determine the 3-D shape of the flex. Rough-in. Placing control-point keys periodically and approximately. Tuning a curve. Adjusting a curve so it matches edges exactly. Overview Here s the overall process for using the curve and flex system to determine a 3-D curve. The quick synopsis is that we will get the 2-D curves positioned exactly on each frame throughout the shot, then run a 3-D solving stage. Note that the ordering of the steps can be changed around a bit, and additional wrinkles added, once you know what you are doing — this is the simplest and easiest to explain. 1. Open the shot in SynthEyes 2. Obtain a 3-D camera solution, using automatic or supervised tracking 3. At the beginning of the shot, create a (2-D) curve corresponding to the flex-to-be. 4. “Rough-in” the path of the curve, with control-point animation keys throughout the shot. There is a tool that can help do this, using the existing point trackers. 5. Tune the curve to precisely match the underlying edges (manual or automatic). 6. Draw a new flex in an approximate location. Assign the curve to it. 7. Configure the handling of the ends of the flex. 8. Solve the flex 9. Export the flex or convert it to a series of trackers. Shot Planning and Limitations Determining the 3-D position of a curve is at the mercy of underlying mathematics, just as is the 3-D camera analysis performed by the rest of SynthEyes. Because every point along a curve/flex is equivalent, there is necessarily less information in the curve data than in a collection of trackers. As a result, first, flex analysis can only be performed after a successful normal 3-D solve that has determined camera path and field of view. The curve data can not help obtain that solve; it does not replace and is not equivalent to the data of several trackers. Additionally, the camera motion must be richer and more complex than for a collection of trackers. Consider a flex consisting of a horizontal line, perhaps a clothesline or the top of a fence. If the camera moves left to right so that its path is parallel to the flex, no 3-D information (depth) can be produced for the flex. If the camera moves vertically, then the depth information can be obtained. The situation is reversed for a vertical line a vertical camera motion will not produce any depth information. Generally, both the shape of the flex and camera path will be more complex, and you will need to ensure that the camera path is sufficiently complex to produce adequate depth information for all of the flex. If the flex is circular, and the camera motion horizontal, then the top and bottom of the circle will not have well-defined depth. The flex will prefer a flat configuration, which is often, but not necessarily, correct. Note that a simple diagonal motion will not solve this problem it will not explore the depth in the portion of the circle that is parallel to the motion path. The camera path must itself curve to more completely identify the depth all the way around the circle — hence the comment that the camera motion must itself be more complex than for point tracking. Similarly, tripod (nodal pan) shots are not suitable for use with the curve flex solving system. As with point tracking, tripod shots do not produce any depth information. Flexes and curves are not closed like the letter O — they are open like the letter U or C. Also, they do not contain corners, like a V. Nor do they contain tangency handles, since the curvature is controlled by SynthEyes. Generally, the curve will be set up to track a fairly visible edge in the image. Very marginal edges can still be used and solved to produce a flex, if you are willing to do the tracking by hand. Initial Curve Setup Once you have identified the section of curve to be tracked and made into a 3-D flex, you should open the Flex Control Panel , which contains both flex and curve controls, and select the camera view. Click the New Curve button, then, in the Camera View, click along the section of curve to be tracked, creating control points as you go. Place additional control points in areas of rapid curvature, and at extremal points of the curve. Avoid area where there is no trackable edge if possible. When you have finished with the last control point, right-click to exit the curve creation mode. Roughing in the Curve Keys Next, we will approximately position the curve to track the underlying edge. This can be done manually or automatically, if the situation permits. Manual Roughing For manual roughing, you move through the shot and periodically re-set the position of the curve. By starting at the ends, and then successively correcting the position at the most extremely-wrong positions within the shot, usually this isn’t too time consuming (unless the shot is a jumpy hand-held one). SynthEyes splines the control point positions over time. To re-set the curve, you can drag the entire curve into an approximate position, then adjust the control points as necessary. If you find you need additional control points, you can shift-click within the curve to create them. You should monitor the control point density so that you don’t bunch many of them in the same place. But you do not have to worry about control points “chattering” in position along the curve. This will not affect SynthEyes or the resulting flex. Automatic Roughing SynthEyes can automatically rough the curve into place with a special tool — as long as there is a collection of trackers around the curve (not just one end), such that the trackers and curve are all roughly on the same plane. When this is the case, shift-select all the trackers you want to use, click the Rough button on the Flex control panel, then click the curve to be roughed into place. The Rough Curve Import panel will appear, a simple affair. The first field asks how many trackers must be valid for the roughing process to continue. In this case, 5 trackers were selected to start. As shown, it will continue even if only one is valid. If the value is raised to 5, the process will stop once any tracker becomes invalid. If only a few trackers are valid (especially less than 4), less useful predictions of the curve shape can be made. The Key every N frames setting controls how often the curve is keyed. At the default setting of 1, a key will be placed at every frame, which is suitable for a hand-held shot, but less convenient to subsequently refine. For a smooth shot, a value of 10-20 might be more appropriate. The Rough Curve Importer will start at the current frame, and begin creating keys every so often as specified. It will stop if it reaches the end of the shot, if there are too few trackers still valid, or if it passes by any existing key on the curve. You can take advantage of this last point to “fill in” keys selectively as needed, using different sets of trackers at different times, for example. After you’ve used the Rough Curve Import tool, you should scrub through the shot to look for any places where additional manual tweaking is required. The curve may go offscreen or be obscured. If this happens, you can use the curve Enable checkbox to disable the curve. Note that it is OK if the curve goes partly offscreen, as long as there is enough information to locate it while it is onscreen. Curve Tuning Once the curve has been roughed into place, you’re ready to “tune” it to place it more accurately along the edge. Of course, you can do this all by hand, and in adverse conditions, that may be necessary. But it is much better to use the automated Tune tool. You can tune either a single frame, with the Tune button, or all of the frames using of course the All button. When a curve is tuned on a frame, the curve control points will latch onto the nearby edge. For this reason, before you begin tuning, you may wish to create additional control points along the curve, by shift-clicking it. The All button will bring up a control panel that controls both the single- and multi-frame tuning. If you want to adjust the parameters without tuning all the frames, simply close the dialog instead of hitting its Go button. You can adjust to edges of different widths, control the distance within which the edge is searched, and alter the trade-off between a large distant edge, and a smaller nearby one. Clearly, it is going to be easier to track edges with no nearby edges of similar magnitude. The control panel allows you to tune all frames (potentially just those within the animation playback range), only the frames that already have keys (to tune your roughed-in frames), or only the frames that do not have keys (to preserve your previously-keyed frames). You can also tell the tracking dialog to use the tuned locations as it estimates (using splining) where the curve is in subsequent frames, by turning on the Continuous Update checkbox. If you have a simple curve well-separated from confounding factors, you can use this feature to track a curve through a shot without roughing it in first. The drawback of doing this is that if the curve does get off course, you can wind up with many bad keys that must be repaired or replaced. [You can remove erroneous keys using Truncate.] With the Continuous Update box off, the tuning process is more predictable, relying solely on your roughed-in animation. Flex Creation With your curve(s) complete, you can now create a flex, which is the 3-D splined curve that will be made to match the curve animation. The flex will be created in 3-D in a position that approximately matches its actual position and shape. It is usually most convenient to open the Quad view, so that you can see the camera view at the same time you create the flex in one of the 3-D views (such as the Top view). Click the New Flex button, then begin clicking in the chosen 3-D view to lay out a succession of control points. Right-click to end the mode. You can now adjust the flex control points as needed to better match the curve. You should keep the flex somewhat shorter than the curve. To attach the curve to the flex, select the curve in the camera view, then, on the flex control panel, change the parent-flex list box for the curve to be your flex. (Note if you create a flex, then a curve while the flex is still selected, the curve is automatically connected to the flex.) Flex Endpoints The flex s endpoints must be “nailed down” so that the flex can not just shrivel up along the length of the curve, or pour off the end. The ends are controlled by one of several different means 1. the end of the flex can stay even with its initial position, 2. the end of the flex can stay even with a specific tracker, or 3. the end of the flex can exactly match the position of a tracker. The first method is the default. The last method is possible only if there is a tracker at the desired location; this arises most often when several lines intersect. You can track the intersection, then force all of the flexes to meet at the same 3-D location. To set the starting or ending tracker location for a flex, click the Start Pt or End Pt button, then click on the desired tracker. Note that the current 3-D location of the tracker will be saved, so if you re-track or re-solve, you will need to reset the endpoint. The flex will end “even” with the specified point, meaning so that the point is perpendicular to the end of the flex. To match the position exactly, turn on the Exact button. Flex Solving Now that you’ve got the curve and flex set up, you are ready to solve. This is very easy — click the Solve button (or Solve All if you have several flexes ready to be solved). After you solve a flex, the control points will no longer be visible—they are replaced by a more densely sampled sequence of non-editable points. If you want to get back to the original control points to adjust the initial configuration, you can click Clear. Flex Exports Once you have solved the flex, you can export it. At present, there are two principal export paths. The flexes are not currently exported as part of regular tracker exports. First, you can convert the flex into a sequence of trackers with the Convert Flex to Trackers script on the Script menu. The trackers can be exported directly, or, more usefully, you can use them in the Perspective window to create a mesh containing those trackers. For example, on a building project where the flex is the edge of the road, you can create a ground mesh to be landscaped, and still have it connect smoothly with the road, even if the road is not planar. Second, you can export the coordinates of the points along the flex into a text file using the Flex Vertex Coordinates exporter. Using that file is up to you, though it should be possible to use it to create paths in most packages.
https://w.atwiki.jp/xboxonescore/pages/1361.html
Nickelodeon All-Star Brawl 2 項目数:28 総ポイント:1000 難易度:★★★☆☆(スマブラに慣れているなら★-1) ストアページ ※日本語未対応 すべてオフラインで解除可。 キャンペーンの最高難易度以外はそこまで難しくないが、キャンペーンのボス戦は若干の慣れが必要。 ゲームシステムは大乱闘スマッシュブラザーズに酷似しているため、そちらに慣れていれば難易度は下がる。 Handsome Style Customize your profile badge for the first timeプロフィールバッジを初めてカスタマイズする 10 No Nonsense Avatar Clear Arcade with 1 brawler1キャラでArcade runをクリアする 10 Bushido Tactics Clear Arcade with 5 brawlers5キャラでArcade runをクリアする 10 World Domination is at Hand! Clear Arcade with 15 brawlers15キャラでArcade runをクリアする 30 Leave Everything to Me! Clear Arcade with all (standard) Brawlers全ての通常キャラでArcade runをクリアする 100 Don't you take that tone with me, young man! Complete an Arcade run without losing a single stockストックを1つも失わずにArcade runをクリアする 30 Blimey! Complete an Arcade run on the highest difficultyArcade runを最高難易度でクリアする 30 I Want an Award! Compete in your first local or online battle初めてのローカルマッチ、またはオンラインマッチを行う 10 Way of the Ninja Compete in 10 local or online battles10のローカルまたはオンラインバトルを行う 10 Monstrous Power! Compete in 50 local or online battles50のローカルまたはオンラインバトルを行う 30 Defender of the Earth Compete in 100 local or online battles100のローカルまたはオンラインバトルを行う 100 Smashing! Defeat an opponent without losing a single stock in a local or online battleローカルまたはオンラインバトルでライフを1つも失わずに相手を倒す 10 Say My Name! Play at least once with all standard brawlers in a local or online battleローカルまたはオンラインバトルで全ての通常キャラと戦う 10 Wicked Defeat a level 9 NPC in a 1v1 battle1vs1バトルでレベル9のNPCを倒す 30 Not Even a Contest Defeat three level 9 NPCs in a team-battleチームバトルでレベル9のNPCを3体倒す 100 ACTIVATE THE PLOT DEVICE! Complete your first Campaign run最初のキャンペーンのランを完了する 20 Savior of the World Complete the Campaign's storyキャンペーンのストーリーをクリアする 100 Research Complete! Level up a Campaign Perk to its max levelキャンペーンPERKを最大レベルまでレベルアップする 10 The Journey is the Destination, Man Unlock all Campaign Perksキャンペーン特典を全てアンロックする 30 Unleash the DOOM! Complete a Campaign run in the highest difficultyキャンペーンを最高難易度でクリアする 100 That was Nuts! Complete a Pop the Slime Balloons minigame levelミニゲーム「Pop the Slime Balloons」をクリアする 10 Brain Blast! Complete the Pop the Slime Balloons minigame with all (standard) brawlersミニゲーム「Pop the Slime Balloons」を全ての通常キャラでクリアする 30 秘密の実績 Jellyfishing Defeat King Jellyfish in the CampaignキャンペーンでKing Jellyfishを倒す 30 LEEDLE LEEDLE LEEDLE LEE Defeat the Flying Dutchman in the CampaignキャンペーンでFlying Dutchmanを倒す 30 Shredded Defeat Shredder in the CampaignキャンペーンでShredderを倒す 30 This I Swear! Defeat Sartana in the CampaignキャンペーンでSartanaを倒す 30 Going Ghost! Defeat Vlad Plasmius in the CampaignキャンペーンでVlad Plasmiusを倒す 30 Timed Out Defeat Clockwork in the CampaignキャンペーンでClockworkを倒す 30 マッチ回数系 ルールやレベルは関係ない。 キャラ画面でYを長押ししてルール設定画面に移動し、ModeをStamina、StockAmoutを1、Healthを5に変更する。 CPUのレベルを0にしてスタート後、攻撃を1発当てて勝利すると1カウント。15分ほどあれば100試合稼げる。 Not Even a Contest ステージはAquariumを選択し、ルールでStockを1に変更したあとLv9のCPUを3体用意して開始。 ステージの端で待機していると、CPU同士で潰しあうので様子見した後、残り1体になったら吹っ飛ばしを当てて倒すのが簡単。
https://w.atwiki.jp/maryeli/pages/10.html
Regardless of the type of customers an online business is targeting, no website would last without Search Engine Optimization (SEO). Failing to incorporate an appropriate SEO strategy is analogous to organizing a pop festival without arranging any publicity! Did you know that technological advances have made it straightforward to create websites? Whether for personal use or as revenue-making resources, developing a web platform can be achieved with minimal coding expertise – the main requirements are access to downloadable templates and a creative spark! The other aspect of digital communication worth mentioning is that of all the subject matter covered by new launches, the most lucrative is online dating. There are thousands of these platforms, in both desktop and app format, generating billions of dollars in membership fees per annum. Why SEO Is So Important For Online Dating Businesses There are all sorts of generic dating services available, but one way of illustrating how SEO can be best applied would be to focus on niche areas. So let’s take the example of a virtual matching platform aimed at single mothers. If you are going to attract people who are seeking relationships with hot single moms on a website, you’ll need to research the typical words your customers would use to find what you have to offer. Various available tools will provide suggestions based on most-searched-for words or phrases relating to this subject. When you are coding your pages, you’ll need to include more possible examples related to finding mature single moms as well as young men looking for dates with older women. SEO defines the relationship between your website and customer base. By seeding your content with appropriate keywords and phrases for single mom dating, you will boost your web traffic, both in terms of the quality of site visits and the frequency. This point is crucial, as it differentiates between the motivations of your visitors. Web traffic comes in so many formats, but the key question is defining who has dropped by out of idle curiosity and is liable to hop off again after a few moments, and who is here to seek a single mom! The latter are the ones who are most likely to keep returning and to spread the word of their satisfaction through their social media. This practice of providing worthwhile traffic, both in quantity and quality, is achieved by gaining a high ranking in the results that are returned when people pop those all-important keywords into their favorite search engine. This will increase your presence within the industry. When the industry under question is dating - one of the most popular services that currently exist on the Internet – it becomes even more necessary to achieve this potent visibility. The higher up that table of results, the more kudos. Where web traffic is concerned, this will lead to even more opportunities to attract worthwhile hits, customers who might be persuaded to invest in your brand and subscribe to your product. Define Your Target Audience First Considering the example above, we now know that before you even get as far as publishing your draft website, you must ensure your SEO strategy has taken into account all the keywords that anyone looking for single mothers or milfs might use. Understanding your audience is imperative. You’ll also need to appreciate the process of seeding your keywords across your web pages and distributing them in titles, URLs, anchors, and the alt tags accompanying your images. Optimize Your Dating Site Next For your target audience, this is about so much more than coming across a website they might wish to bookmark. They will find themselves both encouraged and inspired to become part of the community of singles looking for a partner by subscribing to one of your membership plans, whether that be weekly, monthly, or much longer-term. You will sew the seeds of customer loyalty. On their part, these clients will return to your web pages regularly, committing to paying fees and spreading the word around their social circle. Here are some SEO tips to keep in mind when targeting a site to satisfy your audience Key elements Apply SEO to your dating site URL, your titles, and the descriptions within your pages. Customer satisfaction - Take steps to ensure your site or app loads swiftly. A slow rendering in any browser will cause impatient customers to move on. Mobile-friendly SEO Pay heed that more people will be accessing your dating site via smartphones or tablets than PCs. Apply the appropriate SEO for mobile optimization. Continually refresh your content Search engines abhor static pages. For your dating website to remain competitive, ensure you add new articles, visual content and functions and overhaul the layout and design periodically. Registration Finally, make sure you register your site with webmaster tools. Google and Bing won’t know you’re there until you let them know. Use SEO tools to analyze and optimize the process Tools will help you understand the competitive dating market you are operating in, and a solid SEO strategy will give you an edge over sites offering similar content but who have spent less time fine-tuning their service. Overhauling content Ensure you continually refresh your articles, and layout is essential. As well as giving your customers the impression that your site is always evolving, inviting them to keep coming back for fresh content if your SEO is similarly altering, you’ll ensure positive search engine rankings. In conclusion We have examined the crucial role SEO plays in virtual dating. Although SEO itself is an evolving dynamic, the core aspects remain fairly consistent. Your keywords should not only reflect the essence of your venture, whether that’s mature dating or whatever, but it should demonstrate you are keeping abreast of the type of information your potential customers might be looking for. Maintaining a comprehensive SEO strategy can become useful for allowing you to keep focused on giving the best service possible.