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WEB翻訳 SEQ2 どなたかWEBの字幕付き動画見かけたら、URL貼っておいてください。(字幕書き起こしの為) ■Web of Intrigue 02 (11/11) http //www.youtube.com/watch?NR=1 v=DFLD0fIbm6I [SEQ2]1stLt Brian Regenberg 1stLt Todd Chupka Cptn Mac Marshall Dr.Bryan McChord Dr.Harris Widgeir Dr.Howard Leonhardt Dr.Joseph Schlze Dr.Rustle Lee LCpl Anthony Coffman PFC Jesse Arel SSgt Ernesto Sain [SEQ2] 1stLt Brian Regenberg You ve seen out order to isolate the subject on site, sir. From General Randall himself. 被験体を現場で隔離せよとの命令を受けられたのでは?ランドール将軍から直々に。 She s more than some test subject! You have no idea what she represents! Don t try and run that like some exercise. We need to move her out of the city, now! 彼女は一介の被験体なんかではない!貴様は彼女が何なのかわかっていないのだ!簡単に隔離できると思っているのか!彼女を街の外に出さねばならん、今すぐにだ! 1stLt Todd Chupka What the hell happened in there? ここで何が起きたんだ? Team One dropped comm just after they entered the holding cell area. Team Oneが独房に突入してから連絡がありません。 That s it, close it off. No one gose in or comes out of the Gentek Building. I want it sealed with Level Four protocols. なら閉鎖しろ。誰もGENTEKビルに出入りさせるな。警戒レベルは4にしろ。 Cptn Mac Marshall CAPTAIN : Doctor, try to keep the discussion high level, we need to know what we re dealing with on the ground. 大尉 博士、概要説明を続けてくれ。我々は現場での対処方法を知る必要がある。 DOCTOR : Its effect is...variable. When it DOES manifest, it makes the Idaho strain look like the common cold. 博士 その影響は…一概には言えません。発症した場合は、あのアイダホ菌を生成します。普通の風邪によく似た症状を起こす菌です。 DOCTOR : I don t need to remind you gentlemen how close we came the point-of-no-return in Idaho. 我々がかつてアイダホで、引き返せない状況にどれだけ差し迫っていたかはご存知のはずでしょう? DOCTOR : Mercer s body is a bomb, filled with this weaponized pathogen, waiting to go off. Mercerの体は、兵器化されたウィルスを詰め込んで起爆を待つ爆弾のようなものなのです。 DOCTOR : And now it s loose in the city. Bring it in, no matter what it takes. I d say dead or alive, but I m not sure those classifications fit Alex Mercer any longer. それが現在、街中に野放しになっているんです。どんな犠牲を払ってでも、回収してください。生死は問いません…と言いたいところですが、生死という表現がもはやアレックス・マーサーに当てはまるのかわかりません。 (Bringは博士の立場から、takesは費やす・経費が掛かるという意味と考え、意訳しました。どうでしょう?) Dr.Bryan McChord We have confirmation of the agent in two sampling stations. 我々は2か所のサンプリング・ステーションの職員から確認を取った。 That is...a variant of DX-1118. Still un-typed これは・・・DX-1118の変種です。まだ分類されていませんが。 In ten to fifteen hours, an outbreak is likely to appear. It is vital that fast-action teams are on site within minutes of the first confirmation. We re here to make certain what happened in 1969 never happens to again. You all know your duty. Whatever it takes. 10~15時間のうちに感染爆発が起こる可能性が高い。確認が取れ次第すぐに高速対応部隊を送り込むのが重要だ。1969年に起きたことを二度と起こさないために我々がここにいる。全員自分の義務が分かっているな?犠牲を恐れるな。 Dr.Harris Widgeir What is it we re looking at here? The future. As amazing as it seems, he can manipulate his body on the genetic level. The changes are instantaneous. Everything, even the clothing is imitated. Tissue differentiated and transform...on-the-fly. I want it on a stab, I need to know what makes it take. 我々がここで見ているものは何だ?未来だ。驚くべき事に彼は遺伝子レベルで自分の体を変えれるようだ。それも一瞬で。あらゆる物、服でさえ真似れるようだな。必要な時に細胞の分化と変形ができる・・・。是非とも解剖して何がそれを可能にしているか知りたいね。 Dr.Howard Leonhardt Codename MOTHER exhibited odd characteristics not consistent with DX-1118 infection. Whether this represents a natural immunity...or something more...remains to be seen. コードネーム マザーはDX-118とは異なる奇妙な性質を示しています。これは自然免疫によるものなのか…それともそれ以外のものなのか…未だ不明です。 So, what does this mean to our research? それで、これは我々の研究にとってどういった意味がある? We all agree, she represents the best chance we have to crack the virus defenses. 彼女は我々がウィルスを殺せる最高のとっかかりを示しているんですよ!これに関しては私たち全員が同意見です。 Dr.Joseph Schlze What were we keeping from them? Everything. 俺たちが隔離しているもの?全てだ。 Go on. 続けてください。 This.....source. It s the key to genetics...but it s also a machine, churning out the worst viruses ever seen. Things that...if they get cut of the lub...could literally erase human civilization as we know it. これが始まりだ・・・。遺伝子の謎を解くカギだが・・・今までに見た事もないような最悪なウイルスをばら撒く機械でもある。もしこれが研究所から外に出たら・・・文字通り我々の文明を消すだろうな。 And how did that make you feel? それで、その事についてどう思いますか? I wasn t paid to feel ・・・俺は感じる必要が無かったんでね。 Dr.Rustle Lee She wasn t infected naturally. She was a damn test-subject! 彼女は自然に感染したんじゃない。実験台だったんだ! We didn t know that. This whole thing stinks. We re being set up. The results we ve achieved, where do they go? They just...vanish. Hm, what are you going to do? それは知らなかった。もう全て怪しいな。俺たちは得意になってた。俺らの研究成果はどこに消えたんだ?・・・消えやがった。これからどうする? Whatever I have to. 何であれ行動を起こさないと。 LCpl Anthony Coffman Naw, I hear these operators are out of Maryland. Some fuckin division or another. Blacker than black, these fucks. They got no rank, no fuckin protocol. They re fuckin barbariaus. And they re in charge. 今、こいつらオペレーターはMarylandにいないらしいぜ。くそったれの部局かなんかめ。黒よりも真っ黒だな、この糞どもは。奴らには階級もない、クソッタレな作戦計画書もない。連中はクソッたれの未開人さ。あいつらのせいだ。 PFC Jesse Arel Yes, private, you re guarding a hole in the fucking roof. You ve been briefed about what we re up against - we re not secure unfil these skylights are sealed. いいか、二等兵。お前はこの糞ったれた屋根の穴を守ってる。俺たちが直面しているものについては説明されているな。あの天窓を封鎖するまでは安心出来ない。 So, unless you want to pull shit patrol until your momma forgets what you look like, stand your sorry ass right here until you re told to do otherwise. NOW MOVE IT! それで、だ。ママに忘れられちまうまで糞パトロールをしたくなかったら、お前の惨めなケツをここにブッ立ててろ。さあ、やれ! Sir! 了解! SSgt Ernesto Sain First General Order! 将軍からの第一の命令は! When it doubt, shoot to kill! 疑わしい時は殺せ! Second! 第二に! No clearance, no passage! 退路はなく、完全に封鎖せよ! Third! 第三! Nothing crosses the Redline, sir! レッドラインは突破されず、です!
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{{Classnav}} Shaman are jacks-of-all-trades, able to use a combination of ranged spells, short range shocks, heals, melee weapons, and their Shaman Totems|totems which can provide all kinds of utility. ==Abilities Table== スペル名の色が属性を表します。 Nature Physical Fire Frost Standard Abilities=== タレントに関係なく必ず取得できるアビリティ一覧。 Ability Level Type Description Healing Wave 1 Heal 味方ターゲットを回復させる Lightning Bolt 1 Damage 魔法ダメージを与える(Rankに応じてmin13~max467程度) Rockbiter Weapon 2 Weapon Buff スペルを使用した武器のDPS(ダメージ/秒)を増やす。効果時間:30分 Earth Shock 4 Shock Spell 目標に一定ダメージを与える。さらに、詠唱を中断させ、同属性のスペルを2秒間詠唱不可とする。 Stoneskin Totem 4 Earth Totem トーテムを設置します(射程:20yard、出現時間:2分)効果:範囲内のパーティメンバーに対する近接ダメージを軽減する Earthbind Totem 6 Earth Totem トーテムを設置します(射程:10yard、出現時間:45秒)範囲内の敵の移動スピードを遅くし,Stealthを暴く Lightning Shield 8 Shield 攻撃を受けた際にダメージを攻撃者に与える。効果時間:10分or3回発動 Stoneclaw Totem 8 Earth Totem Taunts and sometimes stuns enemies. Flame Shock 10 Shock Spell Short range instant cast nuke with a DoT effect. Shared cooldown with all other shocks. Flametongue Weapon 10 Weapon Buff A self weapon buff which adds fire damage. Searing Totem 10 Fire Totem A sort of smart fire DoT. Strength of Earth Totem 10 Earth Totem Increases the strength of party members within 20 yards for 2 min. Ancestral Spirit 12 Resurrection The normal out-of-combat Rez. Fire Nova Totem 12 Fire Totem Low AoE fire damage with a cooldown. Purge 12 Debuff Remove 1-2 buffs from an enemy target. Cure Poison 16 Heal Cure 1 poison effect on the target. Tremor Totem 18 Earth Totem Periodically remove Fear, Charm and Sleep effects from party members within 20 yards. Lasts 2 min. Frost Shock 20 Shock Spell Instant cast short range nuke, which also slows the targets movement speed to 50%. Also causes a high amount of threat. Shared cooldown with all other shocks. Frostbrand Weapon 20 Weapon Buff Adds a frost proc chance to the shamans own weapon which causes additional frost damage and slows the target s movement speed to 75% for 8 sec. Ghost Wolf 20 Travel Spell 40% speed increased travel form, only usable outdoors, but also in combat. Healing Stream Totem 20 Water Totem Small AoE heal over time for 2 min. Lesser Healing Wave 20 Heal Quick cast "small" heal. Cure Disease 22 Heal Cures 1 disease on the target. Poison Cleansing Totem 22 Water Totem Remove 1 poison effect from all party members within 20 yards every 5 seconds. Lasts 2 min. Water Breathing 22 Buff Allows the target to breathe underwater for 10 min. Frost Resistance Totem 24 Fire Totem Increase frost resistance of all party members within 20 yards for 2 min. Far Sight 26 Utility Changes the caster s viewpoint to the targeted outdoor location. Magma Totem 26 Fire Totem A limited AoE DoT Mana Spring Totem 26 Water Totem This totem regenerates Mana for all party members for 1 min. Fire Resistance Totem 28 Water Totem Increase Fire Resistance of all party members within 20 yards for 2 min. Flametongue Totem 28 Fire Totem Buff all party members melee weapons with additional fire damage for 2 min. Water Walking 28 Buff Allows the friendly target to walk across water for 10 min. Astral Recall 30 Travel Spell The same effect as a hearthstone (to the same destination too), with 15 min cooldown. Grounding Totem 30 Air Totem Absorbs one harmful spell cast at party members every 10 sec. Is destroyed by the first damaging spell it absorbs. Lasts 45 sec, has 15 sec. cooldown. Nature Resistance Totem 30 Air Totem Increase Nature Resistance of all party members within 20 yards for 2 min. Reincarnation 30 Resurrection Self-rez, usable once per hour. Windfury Weapon 30 Weapon Buff The shamans melee weapon gains a 20% chance to deal additional damage equal to two extra attacks with X extra attack power on each hit. Lasts for 30 minutes. Chain Lightning 32 Damage Ranged nuke with a casting time which can hit up to three enemies (with reduced damage on each target after the first one). Windfury Totem 32 Air Totem Buff all party members melee weapons with a 20% chance to gain an additional attack with additional attack power on each melee hit for 2 min. Sentry Totem 34 Air Totem Allows the shaman to switch his point of vision to the totem s location for 5 min. Windwall Totem 36 Air Totem Reduce ranged damage for party members within 20 yards for 2 min. Disease Cleansing Totem 38 Water Totem Remove 1 disease effect from every party member within 20 yards every 5 seconds for 2 min. Chain Heal 40 Heal Heals up to three friendly targets. Each jump reduces the effectiveness of the heal by 50%. Grace of Air Totem 42 Air Totem Increase agility for all party members within 20 yards for 2 min. |Tranquil Air Totem|50|Air Totem|Reduce the threat caused by all party members within 20 yards by 20% for 2 min. |} ===Talent Granted Abilities=== Rank 1 in these abilities is only unlocked by purchasing them from the appropriate Talent tree. Ranks 2 and beyond can then be purchased from the Shaman Trainer as normal. ====Elemental==== {|class="darktable sortable" !width="100px"|Ability|Requirements|Type|Description| Elemental Mastery Elemental 30Elemental Fury 1 Buff When activated, this spell makes your next Fire, Frost, or Nature damage spell free of mana cost and grants it a 100% critical strike chance. |Totem of Wrath|Elemental 40Lightning Overload 5|Fire Totem|Summons a Totem of Wrath with 5 health at the feet of the caster. The totem increases the chance to hit and critically strike with spells by 3% for all party members within 20 yards. Lasts 2 min. |} ====Enhancement==== {|class="darktable sortable" Ability Requirements Type Description Dual Wield Enhancement 30 Passive Allows the shaman to dual wield one handed weapons. Stormstrike Enhancement 30 Buff Instantly attack with both weapons. In addition, the next 2 sources of Nature damage dealt to the target are increased by 20%. Lasts 12 sec. Shamanistic Rage Enhancement 40 Buff Gives your successful melee attacks a chance to regenerate mana equal to 15% of your attack power. Lasts 30 sec. ====Restoration==== Ability Requirements Type Description Nature's Swiftness Restoration 20 Buff When activated, your next Nature spell with a casting time less than 10 sec. becomes an instant cast spell. Mana Tide Totem Restoration 30Restorative Totems 5 Water Totem Summons a Mana Tide Totem with 5 health at the feet of the caster for 12 sec that restores 6% mana every 3 seconds to group members within 20 yards. Earth Shield Restoration 40Nature s Blessing 3 Shield Protects the target with an earthen shield, giving a 30% chance of ignoring spell interruption when damaged and causing melee attacks to heal the shielded target for X. This effect can only occur once every few seconds. 10 charges. Lasts 10 min. Earth Shield can only be placed on one target at a time and only one Elemental Shield can be active on a target at a time. ===Burning Crusade Abilities=== Note The following are from [http //www.worldofwarcraft.com/info/classes/bc-shaman/spells.html here] Ability Level Type Description http //www.wowwiki.com/Water_Shield Water Shield 62 Shield The caster is surrounded by 3 globes of water. When a spell, melee or ranged attack hits the caster, 95 mana is restored to the caster. This expends one water globe. Only one globe will activate every few seconds. Lasts 10 min. http //www.wowwiki.com/Wrath_of_Air_Totem Wrath of Air Totem 64 Air Totem Summons a Wrath of Air Totem with 5 health at the feet of the caster. Party members within 20 yards of the totem have their magical damage and healing from spells and effects increased by up to 101. Lasts 2 min. http //www.wowwiki.com/Earth_Elemental_Totem Earth Elemental Totem 66 Earth Totem Summons an elemental totem that calls forth a greater earth elemental to protect the caster and his allies. Lasts 2 min. http //www.wowwiki.com/Fire_Elemental_Totem Fire Elemental Totem 68 Fire Totem Summons an elemental totem that calls forth a greater fire elemental to rain destruction on the caster s enemies. Lasts 2 min. http //www.wowwiki.com/Bloodlust Bloodlust 70 Party Buff Horde Only Increases melee, ranged, and spell casting speed by 30% for all party members. Lasts 40 seconds. http //www.wowwiki.com/Heroism Heroism 70 Party Buff Alliance Only Increases melee, ranged, and spell casting speed by 30% for all party members. Lasts 40 seconds. ==Abilities by Type== ===Ranged Damage=== ====Long Range==== Shaman have two long range attack spells (30 yards range), the single target Lightning Bolt and the multi-target Chain Lightning. Lightning bolt is good for pulling and taking out a runner. ====Short Range==== The 3 Shock spells have a 20 yards range and provide good burst damage during a fight. Earth Shock is useful because it interrupts spell casting. Frost Shock slows the enemies which allows you to catch people running away or slow down attacker coming at you (this is the shaman s best kiting spell), it also causes extra threat, making it great for pulling mobs off of casters. A single Flame Shock does more damage than either Earth Shock or Frost Shock. However, the damage is spread out over 12 seconds (this is the shaman s only DoT spell). ===Weapon Buffs=== Rockbiter Weapon gives a straight bonus to the weapon s dps. Rockbiter is the only weapon enchant that functions while in Ghost Wolf form, because it is not a "weapon proc". Flametongue Weapon adds slightly less damage than its peers, but it is a good choice for increasing damage consistently against foes with high armor or frost resistance. It also benefits from spelldamage gear and, for certain (typically elemental caster) setups, can provide superior DPS with a fast weapon. Frostbrand Weapon provides superior (though less consistent) DPS when compared with Flametongue. It also slows enemies when it procs, though most consider this to have marginal utility considering the availability of Frost Shock. Windfury Weapon gives a 20% chance of 2 extra attacks with greatly increased attack power. While this can give inconsistent damage, it can also provide impressive results if the additional attacks score critical hits. Beware, Windfury crits can cause high amounts of threat and can easily steal aggro in group battles. Which buff to use is a matter of preference and situation. Rockbiter provides consistent damage, Windfury delivers the highest burst damage (for nearly instant kills in PvP), Frostbrand produces a limited snare effect basically for free, and Flametongue delivers constant damage regardless of opponents armor. Dual-wielding shamans apply buffs to each weapon separately. Procs from offhand weapon buffs suffer the usual damage penalty. See the article of Windfury Weapon for quirks about dual-wield buffing. ===Healing=== Shaman have three types of healing spells. Healing Wave is big, slow and relatively mana-efficient heal. Lesser Healing Wave is quick and less efficient. Chain Heal is an AoE heal of sorts. When a shaman puts enough points in the Restoration tree, he can become a full-fledged healer. Shaman can also Cure Poison and Cure Disease (singularly or with group-affecting totems). ===Totem=== Totems fall into several different categories. For more, go to Shaman Totems. ====Damage==== Searing Totem is a single target damage totem. Fire Nova Totem does a single AoE attack to all nearby. Magma Totem surrounds itself with an AoE DoT effect. None of these totems cause substantial amounts of damage. ====Buff==== Stoneskin Totem, Strength of Earth Totem and Grace of Air Totem all provide a direct buff to party member stats. Flametongue Totem and Windfury Totem each provide a limited version of the self-weapon buffs to the party. Grounding Totem, Tranquil Air Totem, Windwall Totem, Tremor Totem, Frost Resistance Totem, Fire Resistance Totem and Nature Resistance Totem each provides protection against some adverse effect. The resistances are not cumulative with the resistance gain from a druid s Mark of the Wild. Wrath of Air Totem provides a plain bonus to spell damage and healing. ====Debuff==== Earthbind Totem and Stoneclaw Totem debuff the enemies by slowing them down and distracting them, respectively. ====Healing==== Healing Stream Totem and Mana Spring Totem increase the regeneration rate of health and mana respectively. The Poison Cleansing Totem and the Disease Cleansing Totem remove those effects from party members. image shaman_spell_damage2.gif|thumb|Damage-based Shaman spells, displayed as damage-per-mana-point.Image Shaman_damage_crits.gif|thumb|The same graph, but with Crit values displayed as well. {{SpellFooter|Shaman}} Category Shaman Abilities
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メイガスの秘奥 Magus Arcana 水棲のごとき俊敏さ(超常)/Aquatic Agility 出典 Blood of the Moon 21ページ:即行アクションとしてメイガスは自らの秘術集積から1ポイントを費やすことでレベル毎に1ラウンドの間ウォーター・ブリージングの利益を得ることができる。この間、メイガスは彼の攻撃と移動への荒れた水面と水中の効果を無視する。このメイガスの秘奥を選択するとき少なくとも6レベルでなければならない。 秘術の胴元(超常)/Arcane Dealer 出典 The Harrow Handbook 24ページ:メイガスは必要条件を満たしていないとしても《Deadly Dealer》の特技を得る。彼は54枚の弾薬のある遠隔武器であるかのように彼はdeck of cardsに強化ボーナスを得るために秘術集積を使用することができる。メイガスは武器としてdeck of cardsを強化するために《秘術の打撃》あるいは秘術集積のプールを使用しなければならない。このメイガスの秘奥を選択するとき少なくとも6レベルでなければならない。 秘術の嗅覚(変則)/Arcane Dealer 出典 Blood of the Moon 21ページ:メイガスは他の術者を嗅ぎ分けることができる。メイガスは秘術集積から1ポイントを費やすことで、メイガス・レベル毎に1時間鋭敏嗅覚の特殊能力を得る。この鋭敏嗅覚は呪文を発動するか擬似呪文能力を使うことのできるクリーチャーのみを検知することができる。加えて、この効果が持続している間、メイガスは検知したクリーチャーが発動できる最も高いレベルの呪文を決定するめために移動アクションとして〈呪文学〉判定を試みることができる(DC=10+クリーチャーの術者レベル)。メイガスは24時間にクリーチャーに対して1回のみこの〈呪文学〉判定を試みることができる。 呪文書の虫(超常)/Book-Bound 出典 Disciple s Doctrine 9ページ:利き手ではない方の手に呪文書を持っている限り、メイガスは割り込みアクションとして、次のラウンドで試みる精神集中判定に+4のボーナスを得る。このボーナスは集中のメイガスの秘奥からのボーナスを含む他のボーナスと累積する。メイガスはこの能力を1日3回使用できる。 秩序の円環(超常)/Circle of Order 出典 Disciple s Doctrine 9ページ:即行アクションとして、メイガスは自身の秘術集積プールから1ポイントを費やし、混沌の攻撃に対する防御を強化することができる。これは次のターン開始時まで混沌属性の攻撃と効果、混沌の副種別を持つ来訪者に対するACにメイガス・レベルの半分(20レベルの時点で最大+20)に等しい回避ボーナスを与える(例えば、メイガスはアナーキック・ウェポンやグラブレズゥのハサミからの攻撃に対して回避ボーナスを得る)。このメイガスの秘奥を選択するとき少なくとも9レベルでなければならない。 闇の化身(超常)/Dark Shifter 出典 Ranged Tactics Toolbox 13ページ、Bastards of Golarion 9ページ:メイガスは継続中の[闇]の補足説明を持つ呪文の効果と目標と交換するために移動アクションとして秘術集積から1ポイントを費やすことができる。新しい目標は呪文の元の射程内にいなければならず、メイガスから移すことのできる効果の最大の距離を決定する目的でメイガス・レベルを有効術者レベルとして使用する。メイガスが移動させている呪文の効果が別のクリーチャーが元となっているならば、メイガスは効果を移動させるために術者レベル判定で成功しなければならない(DC=11+有効術者レベル)。失敗するとメイガスの移動アクションは消費するが、秘術集積からのポイントは消費しない。このメイガスの秘奥を選択するとき少なくとも6レベルでなければならない。 遠方への呪文撃(超常)/Distant Spellstrike 出典 Heroes of the Streets 11ページ:メイガスが遠隔武器を通して与える呪文の射程が、呪文の射程より長いならば、武器の最大射程まで増加する。このメイガスの秘奥を選択するとき少なくとも12レベルでなければならず、遠隔呪文撃を持っていなければならない。 占術的打撃(超常)/Divinatory Strike 出典 Magical Marketplace 4ページ:メイガスが近接攻撃で敵にクリティカル・ヒットを与えたときは、打たれたクリーチャーを特定するための〈知識〉判定に出目20をロールしたかのように敵の弱点と脅威に対する並外れた洞察力を得る。メイガスが通常そのような〈知識〉判定に適用する、【知力】修正値、〈知識〉技能に必要な技能ランク、その他の適用できる修正値を含むボーナスあるいはペナルティこの能力に適用される。この能力の最終的な結果と打たれたクリーチャーのCRに従いメイガスは敵に関する情報を収集しきれない場合もある。たとえメイガスがクリーチャーを特定するために〈知識〉判定をすでに試みていたとしてもこの能力は機能する。 直感的守護(擬呪)/Intuitive Protection 出典 Magical Marketplace 4ページ:敵によって召喚術[招来]の呪文を発動され、メイガスが〈呪文学〉判定で呪文の特定に成功したとき、割り込みアクションとして、自身にプロテクション・フロム・ケイオス/イーヴル/グッド/ロウを発動するために秘術集積から1ポイントを費やすことができる(この能力を使用するときに選択する);これは自身のメイガス・レベルに等しいラウンド数だけ継続する。7レベルでメイガスはこの能力を使用するとき、代わりにマジック・サークル・アゲンスト・ケイオス/イーヴル/グッド/ローを発動することができる。このメイガスの秘奥を選択するとき少なくとも3レベルでなければならない。 気秘奥(変則)/Ki Arcana 出典 Magical Marketplace 4ページ:メイガスは別のクラスによって与えられた気のプールから気ポイントと秘術蓄積のポイントを交換可能にポイントを使用することができる。このメイガスの秘奥を選択するとき少なくとも6レベルでなければならず、気蓄積を与えるクラスのレベルを持っていなければならない。 肉体呪文戦闘(変則)/Natural Spell Combat 出典 Blood of the Moon 21ページ:メイガスは選択した肉体攻撃で呪文戦闘のクラス特徴を使用することができる。そうするならば、精神集中判定に+2のボーナスを得る。武器を保持して行われる肉体攻撃を行う場合(爪攻撃など)、それを用いて肉体攻撃を行っている間メイガスはその付属物で武器を用いることができない。肉体攻撃が噛みつきや他の付属物を必要としないその他の攻撃であるならば、メイガスは彼が武器を持つならば、その近接武器で行うことができる全ての攻撃に加え肉体武器を用いることができる。メイガスは1度以上この秘奥を選択することができる。精神集中判定のボーナスは累積しない。この秘奥を選択するたびに別の肉体武器を選択する。例えば、メイガスは2回この秘奥を選択し爪攻撃と噛みつき攻撃を選択した。彼の空いている手による爪攻撃と彼の全ての噛みつき攻撃に加えて呪文を発動するために全ラウンド・アクションを使用することができる。さもなければ、この秘奥は呪文戦闘のクラス特徴のように機能する。 次元狩り(超常)/Planar Hunter 出典 Monster Summoner s Handbook 9ページ:メイガスが秘術集積を使用して彼の武器を強化するとき、武器にプレイナーの特殊能力を加えるために秘術集積から追加の1ポイントを費やすことができ、フェイズ・ロッキングの特殊能力を加えるために追加の2ポイントを費やすことができる。このメイガスの秘奥を選択するとき少なくとも9レベルでなければならない。 集積光線(超常)/Pool Ray 出典 Ranged Tactics Toolbox 13ページ:メイガスは遠隔武器に元素の力を吹き込むために、標準アクションとして、秘術集積の1ポイントを費やすことができる。フリー・アクションとして吹き込まれた遠隔武器で攻撃ロールを行う間、攻撃ロールを行ったとでGMによって結果が確定する前にメイガスは1d6ポイントのエネルギー・ダメージを与えることを攻撃に引き起こすためにその装薬を放つことができる(この能力を起動するための秘術集積を費やすときに[強酸]、[氷雪]、[電撃]、[火炎]を選択する)。この攻撃に失敗すると、装薬は失われ効果は発揮しない。メイガスが遠隔呪文撃のクラス特徴を持つ場合(ミュルミドンの王のアーキタイプなどで)、自身の遠隔接触攻撃とみなす遠隔呪文撃に対してこの能力を使用することができる。6レベルとその後3レベル毎にこの攻撃によって与えるダメージの量は1d6ずつ増加する。 ラークシャサの幸運(超常)/Rakshasa s Fortune 出典 The Harrow Handbook 25ページ:メイガスが自身にポリモーフの副領域を持つ呪文を発動するときは、フリー・アクションとして完全なハロウ・デッキからカードを引くことができる。カードの属性とメイガスの属性が完全に一致するならば、呪文の持続時間は2倍になり、メイガスによって想定されている形が通常与えられることのない能力であったとしても、メイガスはポリモーフ呪文から得られるモンスターの能力を2つ追加で選択することができる(ビースト・シェイプIIIならば、鋭敏嗅覚あるいはつかみなど)。部分的に一致しているならば、メイガスによって想定されている形が通常与えられることのない能力であったとしても、メイガスはポリモーフ呪文から得られるモンスターの能力を1つ追加で選択することができる。逆の属性で一致していた場合、呪文の持続時間は半減し、メイガスは彼の形態によって与えられる能力の一つを抑えなければならない。このメイガスの秘奥を選択するとき少なくとも9レベルでなければならない。 レンジャーの罠/Ranger Trap 出典 Ranged Tactics Toolbox 13ページ:メイガスはレンジャーの罠を習得する(Pathfinder RPG Ultimate Magic 64ページ)。追加のレンジャーの罠は15ページに記載している。このメイガスの秘奥を選択するとき少なくとも10レベルでなければならない。 射程延長魔法/Reach Magic 出典 Ranged Tactics Toolbox 13ページ:メイガスは、《呪文射程伸長》APG特技によって修正されるかのように1日毎に呪文の1つを発動することができる。これは呪文の発動時間やレベルを増加させない。 射程延長呪文撃(超常)/Reach Spellstrike 出典 Heroes of the Streets 11ページ:メイガスは遠隔呪文撃を用いて接触の遠隔呪文を近距離の最大射程(25フィート+5フィート/2術者レベル)で放つことができる。このメイガスの秘奥を選択するとき少なくとも9レベルでなければならず、遠隔呪文撃を持っていなければならない。 巻物体得(超常)/Reach Spellstrike 出典 Magical Marketplace 4ページ:メイガスが巻物を使用するとき、そのレベルの呪文を発動するのに必要な最低能力値の代わりに、自身の【知力】修正値を用いて巻物に記載されている呪文のためのDCを計算するために秘術集積から1ポイントを費やすことができる。このメイガスの秘奥を選択するとき少なくとも6レベルでなければならない。 詐欺呪文(変則)/Spell Trickery 出典 Blood of the Moon 21ページ:メイガスが裏技の戦技に成功したとき、即行アクションとして準備済みの発動時間が1標準アクション以下の幻術あるいは心術の呪文を発動することができる。メイガスはこの能力を1日1回使用することができる。このメイガスの秘奥を選択するとき少なくとも12レベルでなければならない。 呪文痕(変則)/Spell-Scars 出典 Blood of the Moon 21ページ:メイガスは呪文を発動するか準備するために、巻物のように、彼の肌に「呪文痕」と呼ばれる傷痕に基づいた刺青を使用することができる。彼は巻物から正確に発動するように呪文痕から呪文を発動することができる;呪文が発動するとインクと痕は消える。メイガスは、《呪文体得》特技を用いるウィザードのように、呪文痕を費やすことなく呪文痕から呪文を準備することができる。 メイガスは呪文痕を使用するために呪文痕見ることができる必要はない。メイガスは合計18呪文レベルまでの呪文痕を肌につづることができ、巻物を綴るためのルールを用いて作ることができる(《巻物作成》の特技は必要としない)。 タブリスの歩み(擬呪)/Tabris s Step 出典 Disciple s Doctrine 9ページ:即行アクションとして、メイガスは自身のは秘術集積のプールから1ポイントを費やし、メイガス・レベル毎に10分間の間ウォーター・ウォークの効果を得ることができる。秘術集積のプールから2ポイントを費やした場合、メイガス・レベルに等しい数のクリーチャーに影響を与えることができる。このメイガスの秘奥を選択するとき少なくとも6レベルでなければならない。 投擲するメイガス/Throwing Magus 出典 Ranged Tactics Toolbox 13ページ:メイガスが秘術集積を使用して彼の武器を強化するとき、リターニングとスローイングの能力を、特殊能力を利用可能な武器に加えるために秘術集積から1ポイントを費やすことができる。 メイガスが彼の秘術集積によって強化した武器を投擲し敵に当てたとき、1ポイントの秘術集積を取り戻すことができる。メイガスはこの方法で1日に【知力】修正値に等しいポイントの秘術集積を回復することができる。保持している武器を投擲し、同じラウンドで別の武器を引き抜くならば、即行アクションの代わりにフリー・アクションとして秘術集積で新しく引き抜いた武器を強化することができる。 五里霧中打撃/Vision-Clouding Strike 出典 Agents of Evil 25ページ:メイガスは影のエネルギーで武器を威力強化するために即行アクションとして秘術集積から1ポイント以上を費やすことができる。武器で打たれたクリーチャーは意志セーヴに成功するか(DC=メイガス・レベルの1/2+【知力】修正値)、1d4ラウンドの間うす暗い明かりの領域であるかのようにメイガスを扱い、各秘術集積のポイントごとに追加の1ラウンド増加する。トゥルー・シーイングはこの効果にペナルティを与えるが、暗視やその他の暗闇にペナルティを与える効果はペナルティを得ない。このメイガスの秘奥を選択するとき少なくとも9レベルでなければならない。 秘術のクリティカル(超常) Arcane Critical 出典:Ultimate Options New Magus Arcana 利益:メイガスがクリティカル・ヒットをしたとき、自身の秘術集積に1ポイントの一時的秘術集積ポイントを加える。このポイントは次のメイガスのターン終了時までに使用しない限り消失する。 特殊:メイガスは4レベル毎日に1回この能力を使うことができる(最小1日)。 秘術集中(超常) Arcane Focus 出典:Ultimate Options New Magus Arcana 利益:メイガスは呪文戦闘を使用するときに被る攻撃ロールへのペナルティを-1に減少させるために即行アクションとして秘術集積から1ポイントを費やすことができる。この効果は1分間の間継続する。 呪文クリティカル(超常) Critical Spell 出典:Ultimate Options New Magus Arcana 前提条件:メイガス9レベル 利益:メイガスが武器攻撃を用いて呪文を届けることなく呪文の攻撃ロールでクリティカル・ヒットしたとき、フリー・アクションとして一回の近接攻撃を即座に行うことができる。武器攻撃はメイガスの間合い内の敵に対して行うことができる。メイガスは1日1回この能力を使用することができる。 エレメンタルの強襲(超常) Elemental Assault 出典:Ultimate Options New Magus Arcana 前提条件:メイガス12レベル 利益:メイガスは即行アクションとしてエレメンタルのエネルギーを注ぎ込むために自身の秘術集積から1ポイントを費やすができる。これは、エレメンタル・オーラとして機能し、メイガスの【知力】修正値に等しいラウンドの間継続する。 即興の呪文修正(超常) Extemporaneous Metamagic 出典:Wayfinder #7 前提条件:特殊(下記参照) 利益:《呪文距離延長》や《呪文非致傷変換》などの呪文の実際のレベルより1レベル高い呪文スロットを使用する1つの呪文修正特技を選択する。メイガスは、それが事前に準備することなくその呪文修正特技によって修正されたかのように1日に1つの呪文を発動することができる。これは発動時間や呪文のレベルを増加させることはない。メイガスは1回以上この秘奥を選択するたびに、異なる呪文修正特技を選択する。メイガスは呪文修正特技のすべての必要条件を満たさなければならない。 6レベルで、この秘奥を選択するメイガスは《呪文粘着化》や《呪文不調化付与》などの呪文の実際のレベルより最大2レベル高い呪文スロットを使用する1つの呪文修正特技を選択することができる。12レベルで、この秘奥を選択するメイガスは《呪文効果範囲拡大》や《呪文幻惑化付与》などの呪文の実際のレベルより最大3レベル高い呪文スロットを使用する1つの呪文修正特技を選択することができる。 賢者の合金(超常) Philosopher’s Alloy 出典:Wayfinder #7 利益:メイガスが秘術集積からポイントを費やすことで武器を強化するとき、冷たい鉄あるいは銀の性質を複製するために秘術集積から追加の1ポイントを費やすことができる。この注入は武器の硬度、ヒット・ポイント、重量を修正しないが、武器はダメージ減少を無視する目的で特殊な素材でできていると考慮される。1つの金属の材質のみ一度に注入される。9レベルでダメージ減少を無視する目的のために、また武器破壊あるいは物体を攻撃するとき20の硬度を無視する目的で、注入は代わりにアダマンティンの能力を複製することができる。 帳のかきむしり(超常) Rending the Shroud 出典:Wayfinder #7 利益:メイガスが近接攻撃に成功したとき、即行アクションとしてセーヴすることなく目標の呪文抵抗を減少させるために1ポイントの秘術集積を費やすことができる。目標の呪文抵抗はメイガス・レベルの半分に等しいラウンド数の間メイガスの【知力】修正値だけ減少する。帳のかきむしりの複数の効果は、最も目標の呪文抵抗を減少させるものにはならないが、メイガス・レベルの半分へと持続時間をリセットする。 妖精狩り(超常) Unseelie Hunter 出典:Wayfinder #7 利益:メイガスが自身の秘術集積を使用して自分の武器を強化するときは、光を発する、霊気の原形質を一時的に武器に吹き込むために秘術集積から追加の1ポイントを費やすことができる。メイガスがその吹き込まれた武器で打つときは、フェアリー・ファイアー呪文であるかのように目標は影響を受ける。6レベルで、メイガスがその吹き込まれた武器で打つときは、グリッターダスト呪文であるかのように目標に影響を与えるためにさらなる追加の1ポイントを費やすことを選択することができる。 Animate Weapon(超常) Animate Weapon 出典:The Secrets of the Magus 利益:The magus can expend 1 point from her arcane pool as a swift action to imbue a single weapon she touches with the ability to fight on its own for a number of rounds equal to her magus class level. The weapon deals its standard damage, including any bonuses and abilities it gains from magical enchantments. It strikes with a base attack bonus equal to her magus class level + her Intelligence modifier. If the base attack bonus is high, enough it can gain multiple attacks. The weapon never gains a flanking bonus, nor does it provide one for another attacker, and her feats do not aid its attacks. It acts on her initiative count. The weapon can influence at a speed of 30 feet with perfect maneuverability (using her class level + her intelligence modifier for any influence skill checks). It must remain within 100 feet of her. She can direct it to attack a foe as a free action when she first uses this ability to animate the weapon, but on subsequent rounds, she must use a move action to set it against a new foe. If its current foe is defeated, the weapon automatically moves to attack the closest enemy. The weapon never willingly attempts to move farther than 100 feet from the magus. The weapon’s Armor Class, hit points, and hardness are as normal for its size. It does not gain attacks of opportunity, nor does it provoke them, unless an opponent tries to grapple it. In that case, it gains an attack of opportunity against any would-be grapplers. The weapon can only make one attack of opportunity each round. The weapons CMB and CMD are equal to its base attack bonus and size modified only by her Intelligence Modifier. It gains no Strength/Dexterity bonus or penalty. The magus can attempt to animate an attended weapon as a swift action she need only make a successful disarm combat maneuver to affect the weapon, resolve the disarm attempt as normal. Athame Knowledge(超常) Athame Knowledge 出典:The Secrets of the Magus 利益:The magus forms a much closer relationship with his weapon. The power turns her weapon almost into an extension of his body. The magus can spend 1 point from her arcane pool as a swift action to reach out into the history of the weapon to learn its secrets, casting her mind back through time and space. For a moment, she literally embodies the weapon’s history and use. Consequently, the magus gains the use of one feat of her choice that directly improves her use of the weapon, such as Weapon Focus or Improved Critical. The magus must meet all of the feat’s prerequisites to gain it; a magus with the black blade class ability uses her magus class level in place of her base attack bonus. The feat remains with her for one minute per magus class level. 短剣の活性(超常) Athame Knowledge 出典:The Secrets of the Magus 前提条件:メイガス6レベル 利益:メイガスは呪文スロットを直接武器に放出することで、武器を純粋なネルギーで煌めく武器に変えることができる。メイガスは1つの呪文スロットを消費して、攻撃とダメージに対する武器の強化ボーナスをスロットのレベルの半分に等しい数だけ増加させることができる。このボーナスは攻撃ロールとダメージ・ロールでの武器の強化ボーナスも増加させることができる。また強化ボーナスとして表される武器の特殊能力にも使用することができる。このボーナスはメイガスのクラス・レベル毎に1分間持続し、メイガスは一度にこの方法で1つの呪文スロットしか使用できない。以前の使用がまだ有効である間に、メイガスがこの能力を発動した場合、新しいボーナスが古いボーナスに置き換わる――累積はしない。 Augment Physical Prowess(超常) Augment Physical Prowess 出典:The Secrets of the Magus 利益:The magus can expend 1 point from her arcane pool as a swift action to draw upon her magical abilities to strengthen her limbs, sharpen her reflexes, or enhance her toughness for a number of rounds equal to her magus class level. She gains a +2 inherent bonus to Strength, Dexterity, or Constitution. She chooses which ability to increase when she expends the point from her arcane pool. Black Blade Riposte(超常) Black Blade Riposte 出典:The Secrets of the Magus 前提条件:メイガス9レベル、black blade class ability 利益:Her black blade slashes out of its own accord, striking opponents who menace her even while she cannot defend herself. If she provokes an attack of opportunity for any reason and she or her black blade have at least 1 point in her arcane pool while she has her black blade in hand, anyone who attacks her immediately provokes an attack of opportunity in turn. Resolve her attack after her opponent resolves his own attack of opportunity. Her black blade strikes with her full base attack bonus. It receives any enhancement bonuses it normally provides her, but it does not gain any other bonuses to its attack or damage, such as from her Strength score, spells, or feats. The black blade uses one of her attacks of opportunity for the round as normal. Born to the Black Blade(超常) Born to the Black Blade 出典:The Secrets of the Magus 利益:Her black blade is always ready for a battle, and she can sense its keening thirst as combat draws near. In addition, her deep connection to the weapon also allows you to channel and control spells with greater ability than normal; she gains a +2 bonus on initiative and a +1 bonus on the Difficulty Class of all spells she cast when using her spell combat class ability. Bounding Step(超常) Bounding Step 出典:The Secrets of the Magus 前提条件:メイガス6レベル 利益:The magus can expend 1 point from her arcane pool as a swift action to move through the air. In essence, she can influence for short distances merely by invoking the power of this ability speed for a number of rounds equal to her magus class level. When she moves, she is considered to be flying through the air. At the end of her movement, she lands. She can choose to take a double move when she uses this feat, and she can move directly up, or horizontally from the roof of one building to another, or across a castle’s moat. The total distance she moves cannot exceed her total movement allowance, but she can go in any direction she wants. She can even jump safely down. If she is not over a solid surface when her movement ends, she falls as normal. She may use the run action in conjunction with this ability. Charge of the Magi(超常) Charge of the Magi 出典:The Secrets of the Magus 前提条件:メイガス9レベル 利益:The magus can spend 1 point from her arcane pool as a swift action when charging, so she can turn herself into a living projectile that blasts her opponent with a jolt of arcane power. She makes a charge as normal. If her attack hits, she deals an extra 1d6 points of force damage plus an additional 1d6 for every 3 magus levels she possesses in addition to her attack’s normal damage, and her foe must make a Fortitude save (DC 10 + half her magus class level + her Intelligence modifier) or be knocked prone. This extra damage is doubled on a critical hit, in addition upon a critical hit a +2 circumstance bonus is added to the DC of the save. When making this charge, she is considered to be flying. She can move over pits and other hazards, but she lands in the space where her charge ends and suffers any drawbacks for standing there after resolving her attack. If she misses the ability is expended. Damage Shield(超常) Damage Shield 出典:The Secrets of the Magus 利益:The magus can spend 1 point from her arcane pool as a immediate action to resist damage from each attack she is subject to in a single round. She reduces all damage dealt to her for each individual attack by her magus class level for 1 full round. Doublefire Wand(超常) Doublefire Wand 出典:The Secrets of the Magus 前提条件:メイガス15レベル、wand wielder arcana 利益:The magus can activate two wands or activate two staff abilities at once in place of casting a spell when using spell combat. Eldritch Athame(超常) Eldritch Athame 出典:The Secrets of the Magus 利益:The magus can spend 1 point from her arcane pool as a swift action to transforms her weapon into a weapon of pure magical energy for 1 minute per magus class level. She can cause it to adopt a new form suitable to the opponent at hand. The weapon retains any magical qualities it had in its normal form. The magus can choose to return it to its normal form before that time. The weapon can become any weapon that is the same size or one category larger or smaller than its base form. The magus gains proficiency with that specific weapon during that time. A magus can transform the weapon into a ranged weapon, but she must supply ammunition as normal. Energy Burst(超常) Energy Burst 出典:The Secrets of the Magus 前提条件:メイガス12レベル 利益:The magus can spend 2 points from her arcane pool as a swift action to create a burst of energy that fills a 30-foot spread centered on her. This energy is of a type chosen at the time she selects this major arcana and once chosen it cannot be changed (acid, cold, electricity, fire, or sonic). This burst of energy deals 1d6 points of damage per magus class level (maximum of 20d6). Anyone in this area must make Reflex saves (DC 10 + half her + her Intelligence modifier) for half damage. The magus is immune to the effects and damage from her own energy burst. Energy Web(超常) Energy Web 出典:The Secrets of the Magus 前提条件:メイガス15レベル 利益:The magus can spend 1 point from her arcane pool as a swift action to create a tangible web of searing energy that wraps and tangles around her weapon. When she attacks, this web clings to her opponent and continues to damage the foe for a number of rounds equal to half her magus class level. She creates a web of pure energy that can burn, shock, or freeze an opponent. This energy is of a type chosen at the time she selects this major arcana and once chosen it cannot be changed (acid, cold, electricity, fire, or sonic). If she makes a successful melee attack before this ability’s duration ends, she transfers the web of energy to her opponent. He takes 1d6 points of energy damage per two magus class levels she possesses in each round, at the start of her turn, until this ability’s duration ends. She also gains this extra damage on the attack that transfers the web to the target. Her opponent may make a Reflex save (DC 10 + half her magus class level + her Intelligence modifier) to avoid the web; If he succeeds, the magus deals the extra energy damage with her attack but he avoids becoming trapped in the web and does not take any further damage from it. A creature caught in an energy web can escape by taking a move action and making a successful Escape Artist check against a Difficulty Class equal to the Reflex save DC needed to avoid it. Flattening Strike(超常) Flattening Strike 出典:The Secrets of the Magus 利益:The magus can spend 1 point from her arcane pool as a swift action to hammer her foe with a concussive strike that sends ripples of raw, arcane energy through him, forcing him to tumble to the ground. In addition to dealing normal damage with her next attack the target must make a Fortitude save (DC 10 + half her magus class level + her Intelligence modifier) or she knocks her opponent backward 5 feet for every two magus class levels she possesses (minimum 5’) and the foe is knocked prone. If her strike misses, this use of the ability is wasted. Force Adept(擬呪) Force Adept 出典:The Secrets of the Magus 前提条件:Magus with the spellblade archetype 利益:A spellblade magus can as a swift action cast a mage hand spell at will if the spellblade magus is at least 9th level she can spend 1 point from her arcane pool as a swift action to cast a telekinesis spell as part of that swift action. Free Step(超常) Free Step 出典:The Secrets of the Magus 前提条件:The magus can expend 1 point from her arcane pool as a swift action to strengthen her legs and improve her agility, granting a +10 foot enhancement bonus to her speed for a number of rounds equal to her magus class level. She can walk up vertical surfaces at her base land speed. She does not gain the ability to hang upside down, making it impossible for her to move along any surface that is more than a 90- degree slope with respect to the ground. She can also make a double move and run when moving in this manner. If she does not end her move on a horizontal surface, she falls as normal. She suffers attacks of opportunity and other effects for moving along a surface as normal. Malice(超常) Malice 出典:The Secrets of the Magus 前提条件:Magus hexcrafter archetype 利益:A hexcrafter magus’s attacks are enhanced by the spiteful link between her and her opponent. Her melee attacks deal +2d6 damage to any opponent that is currently under the effects of one of her hexes. Maneuvering Strike(超常) Maneuvering Strike 出典:The Secrets of the Magus 前提条件:Maneuver mastery arcana 利益:The magus can spend 1 point from her arcane pool as a free action so that her next combat maneuver does not provoke an attack of opportunity. Necromantic Strike(超常) Necromantic Strike 出典:The Secrets of the Magus 前提条件:メイガス15レベル 利益:The magus can spend 1 point from her arcane pool as a swift action to imbue his weapon with a shimmering halo of black, necromantic energy, allowing her to disrupt her opponent’s life force. This energy is also baneful to undead creatures, allowing her to destroy them with a single, savage blow. She deals an extra 2d6 points of damage with her next attack as the necromantic energy weakens her living foe. In addition, her opponent must make a Fortitude save (DC 10 + half her magus class level + her Intelligence modifier). On a failed save, the opponent takes 1d6 points of Strength and Constitution damage. This is a negative energy effect. An undead creature struck by Necromatic Strike does not suffer the effects described above. Instead, it must make a Will save (DC 10 + half her magus class level + her Intelligence modifier) or suffer 10 points of damage per magus level she possesses a successful save deals 10d6 points of damage to the undead creature. Nigh Irresistible Strike(超常) Nigh Irresistible Strike 出典:The Secrets of the Magus 利益:The magus can spend 1 point from her arcane pool as a swift action to channel arcane energy through her weapon, which allows the power to flow into her opponent and disrupt his magical defenses. As a free action before resolving an attack, she may declare that she is using this ability. If she hits, roll and apply damage as normal. In addition, if the target fails a Will Save (DC 10 + half her magus class level + her Intelligence Modifier) the target’s spell resistance, energy resistance, or damage reduction is reduced by her magus class level for a number of rounds equal to her magus class level. 特殊:A creature or object that saves against this ability is immune to the effects of her resistant strike for 24 hours. Opportune Strike(超常) Opportune Strike 出典:The Secrets of the Magus 前提条件:メイガス15レベル、critical strike arcana 利益:Whenever the magus scores a hit with a melee weapon when making an attack of opportunity, he may cast a spell with a range of touch as an immediate action, and then make a touch attack with that spell against the target of the attack of opportunity as a free action. The magus can use this ability once per day. Overcome Circumstances(超常) Overcome Circumstances 出典:The Secrets of the Magus 利益: The magus can expend 1 or more point from her arcane pool as a free action to shrug off detrimental effects. She can immediately attempt a second saving throw to shrug off one unwanted condition even if she fails this save she ignores one debilitating conditions per point expended that she is currently under the effect of for 1 round per magus class level, that time counts as part of each condition’s duration. Once this benefit lapses, the remaining conditions return for the remainder of their durations. She cannot delay or shrug off the dead condition. Searing Shield(超常) Searing Shield 出典:The Secrets of the Magus 前提条件:Spell shield arcana 利益: When she activates her spell shield and an opponent attacks her and misses her newly improved Armor Class but would hit the Armor Class total she had before applying the shield’s benefits, the foe suffers 2d6 points of fire damage. In this case, her foe strikes her shield’s fiery, burning aura. Serpent-Eyed Strike(超常) Serpent-Eyed Strike 出典:The Secrets of the Magus 利益:The magus can spend 1 point from her arcane pool as a swift action so that her attack creates a hypnotic pattern, weaving an arcane matrix that lulls her foe into quite a state of distraction. With his defenses down, she can strike him more easily. She chooses a single target that she can see. This foe must make a Will save (DC 10 + half her magus class level + her Intelligence modifier) or the foe lose his Dexterity bonus to Armor Class against her attacks (and only her attacks) for 1d6 rounds. This is a mind-affecting ability. Shield Caster(変則) Shield Caster 出典:The Secrets of the Magus 前提条件:Medium armor class ability 利益:The magus gains proficiency with bucklers and light shields without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a magus wearing heavy armor or using a heavy shield incurs a chance of arcane spell failure if the spell in question has a somatic component unless he possess the heavy armor class feature. Slice Through Wardings(超常) Slice Through Wardings 出典:The Secrets of the Magus 前提条件:メイガス12レベル、dispelling strike 利益:The magus can spend 1 point from her arcane pool to make a single attack as a standard action that ignores all a foe’s magic-based protections (Armor Class bonuses, stoneskin, and so on). The magus cannot use this ability to ignore spells or effects that take affect when a foe is attacked, like fire shield. The character must declare his use of this ability before making the attack. Song of Arcane Triumph(超常) Song of Arcane Triumph 出典:The Secrets of the Magus 前提条件:エルフ、ハーフ・エルフ 利益:The mighty song of arcane triumph allows a magus to channel the raw energy of her magical power into her elven music. The magus can spend 1 point from her arcane pool as a swift action to sing a litany of triumph on a single successful hit. The opponent that his attack struck suffers 1d6 points of sonic per magus class level (maximum 20d6) in addition to normal damage. A Fortitude save (DC 10 + half her magus class level + her Intelligence modifier) halves the sonic damage this effect deals. On a critical hit, double this damage (unlike other bonus damage). Apply this extra damage even if the opponent is immune to critical hits. Song of Death’s Herald(超常) Song of Death’s Herald 出典:The Secrets of the Magus 前提条件:エルフ、ハーフ・エルフ 利益:The grim, terrible song of death’s herald foretells the doom of the magus’s foe. The magus can spend 1 point from her arcane pool as a swift action to select a single opponent within her line of sight that can hear his words for 1 round per magus class level. The target need not understand the bladesong’s language. The intent and meaning behind the song transcends such barriers. Creatures with an Intelligence of 4 or less are immune to this ability. The target of this ability must make a Will save (DC 10 + half her magus class level + her Intelligence modifier). On a failed save, the magus’s weapon forms a deadly link to the target. The magus sings of each of his attacks against the target before he completes it, but she exactly predicts the result of each stroke. Her target takes a –2 morale penalty to Armor Class on all attacks by the magus. In addition, the magus increases her critical threat range by one (do this before doubling the range due to the keen quality and other effects) against her target, and she deals an additional 1d6 points of sonic damage against the foe. Song of the Blade Dance(超常) Song of the Blade Dance 出典:The Secrets of the Magus 前提条件:エルフ、ハーフ・エルフ 利益:The magus can spend 1 point from her arcane pool as a swift action to sing a song that enhances the flow of magic through his weapon for one round per magus class level. Her weapon pulses with the music, allowing her to enter a fighting dance that bewilders her enemies and sharpens her combat talents. While in this dance, she gains a +2 dodge bonus to Armor Class, a +1 bonus on attacks, and a +2 bonus on initiative. Song of Victory(超常) Song of Victory 出典:The Secrets of the Magus 前提条件:エルフ、ハーフ・エルフ 利益:The elves have many songs that speak of their great victories. The magus can spend 1 point from her arcane pool as a swift action to inject the triumphant emotions behind such tunes with magical energy, causing them to lift his allies’ hearts while crushing her enemies’ hopes for 1 round per magus class level. All her allies within 60 feet receive a +2 morale bonus on attacks, checks, and saves. Enemies with an Intelligence score within this same area must make Will saves (DC 10 + half her magus class level + her Intelligence modifier) or take a –1 morale penalty on attacks. The magus does not gain the benefits of this ability—only her allies gain them. Stalwart(変則) Stalwart 出典:The Secrets of the Magus 前提条件:呪術巧者のアーキタイプ 利益:A hexcrafter magus can use mental and physical resiliency to avoid certain attacks. If she makes a Fortitude or Will saving throw against an attack that has a reduced effect on a successful save, she instead avoids the effect entirely. This ability can only be used if the hexcrafter magus is wearing light armor, medium armor, or no armor. A helpless hexcrafter magus does not gain the benefit of the stalwart ability. Ultimate Eldritch Athame(超常) Ultimate Eldritch Athame 出典:The Secrets of the Magus 前提条件:メイガス15レベル、eldritch athame arcana 利益:As a free action, the magus can cause his weapon to manifest new powers as she literally sculpts its magical form with her arcana. Once per round as a free action, the magus can alter the weapon’s magical properties. She can choose to spend its total enhancement bonus on weapon traits and powers, or she can devote them to an enhancement bonus on attack rolls and damage rolls (+5 maximum as normal). For example, an magus’s weapon is a +5 weapon and has been given the frost (+1), keen (+1), and speed (+3) special abilities. The eldritch blade could alter the +5 bonus spent on abilities to gain a different set of powers, such as dancing (+4) and flaming (+1). This change is permanent until the magus changes them yet again. Vampiric Thirst(擬呪) Vampiric Thirst 出典:The Secrets of the Magus 前提条件:Black blade class ability or can cast vampiric touch, pool strike 利益:The magus can spend 1 point from her arcane pool as a free action so that the damage dealt by her pool strike grants her temporary hit points equal to the damage she deals with her pool strike. She can’t gain more than the subject’s current hit points + the subject’s Constitution score (which is enough to kill the subject). The temporary hit points disappear 1 hour later. Wave of Mutilation(超常) Wave of Mutilation 出典:The Secrets of the Magus 前提条件:メイガス6レベル 利益:The magus can spend 1 point from her arcane pool as a swift action transforming a single cut of her weapon into a scything wave of energy that tears through her enemies’ ranks. She unleashes magical force in a single sweep of her weapon in a 30-foot cone. Roll damage for her attack as normal except the damage type is changed to force and apply it to all targets in the cone’s area. Her opponents can make Reflex saves (DC 10 + half her magus class level + her Intelligence modifier) for half damage. Arcane Critical (超常) Arcane Critical 出典:Ultimate Options New Magus Arcana 利益:Whenever the magus scores a critical hit, he earns a single temporary point he may add to his arcane pool. If this point is not used by the end of the magus’s next round, it is lost. 特殊:The magus may use this ability once per day for every 4 levels (minimum 1/day). Arcane Focus(超常) Arcane Focus 出典:Ultimate Options New Magus Arcana 利益:The magus can expend 1 point from his arcane pool as a swift action to reduce the penalties to attack rolls he suffers when using spell combat to -1. This effect lasts for 1 minute. Critical Spell(超常) Critical Spell 出典:Ultimate Options New Magus Arcana 前提条件:メイガス9レベル 利益:Whenever the magus scores a critical hit with a spell’s attack roll without delivering the spell through a weapon strike, he may immediately take a single melee weapon attack as a free action. The weapon strike may be made against any foe within the magus’s reach. The magus can use this ability once per day. Elemental Assault(擬呪) Elemental Assault 出典:Ultimate Options New Magus Arcana 前提条件:メイガス12レベル 利益:The magus can expend 1 point from his arcane pool as a swift action to imbue himself with elemental energy. This functions as elemental aura and lasts for a number of rounds equal to the magus’s Intelligence modifier. Enduring Arcana(超常) Enduring Arcana 出典:Ultimate Options New Magus Arcana 利益:When the magus expends a point from his arcane pool to grant enhancement bonuses or properties to his weapon, the bonuses and properties last for 1 minute/level. Enduring Warding(超常) Enduring Warding 出典:Ultimate Options New Magus Arcana 前提条件:Warding arcana 利益:When the magus expends a point from his arcane pool to grant enhancement bonuses or properties to his armor, the bonuses and properties last for 1 minute/level. Enruned Dagger(超常) Enruned Dagger 出典:Ultimate Options New Magus Arcana 利益:The magus may expend a point from his arcane pool to scribe a rune of power on a light weapons with which the magus is proficient. While the rune is in place, the magus can use the hand holding that weapon to complete somatic components of magus spells he casts, and it is considered to have that hand free for purposes of spell combat. The rune lasts 10 minutes per level. Enruned Great Weapon(超常) Enruned Great Weapon 出典:Ultimate Options New Magus Arcana 利益:The magus may expend two points from his arcane pool to scribe a rune of power on a 2-handed weapon with which the magus is proficient. While the rune is in place, when the magus is holding that weapon with two hands, he can use one of the two hands holding the weapon to complete somatic components of magus spells he casts, and it is considered to have one hand free for purposes of spell combat. The rune lasts 10 minutes per level. Enruned Shield(超常) Enruned Shield 出典:Ultimate Options New Magus Arcana 利益:The magus may expend a point from his arcane pool to scribe a rune of power on a shield with which the magus is proficient. While the rune is in place, the magus can use the hand holding that shield to complete somatic components of magus spells he casts, and is considered to have that hand free for purposes of spell combat. The rune lasts 10 minutes per level. Force Magic Device(変則) Force Magic Device 出典:Ultimate Options New Magus Arcana 利益:The magus can expend one point from his arcane pool to gain a +8 bonus on a single Use Magic Device check. Greater Enduring Arcana(超常) Greater Enduring Arcana 出典:Ultimate Options New Magus Arcana 前提条件:Enduring arcana arcana 利益:When the magus expends a point from his arcane pool to grant enhancement bonuses or properties to his weapon, the bonuses and properties last for 10 minutes/level. Greater Enduring Warding(超常) Greater Enduring Warding 出典:Ultimate Options New Magus Arcana 前提条件:Warding arcana, enduring warding arcana 利益:When the magus expends a point from his arcane pool to grant enhancement bonuses or properties to his armor, the bonuses and properties last for 10 minutes/level. Greater Enrune Dagger(超常) Greater Enrune Dagger 出典:Ultimate Options New Magus Arcana 利益: The duration of a rune the magus inscribes from the enruned dagger arcana increases to 1 hour/level. Greater Enrune Great Weapon(超常) Greater Enrune Great Weapon 出典:Ultimate Options New Magus Arcana 利益:The duration of a rune the magus inscribes from the enruned great weapon arcana increases to 1 hour/level. Greater Enrune Shield(超常) Greater Enrune Shield 出典:Ultimate Options New Magus Arcana 利益:The duration of a rune the magus inscribes from the enruned shield arcana increases to 1 hour/level. Harmonic Blending(変則) Harmonic Blending 出典:Ultimate Options New Magus Arcana 利益:When a magus selects this arcana, he must select one spell from the bard spell list that is at least one level lower than the highest magus spell level he can cast. He adds this spell to his spellbook and list of magus spells known as a magus spell one level higher than its bard spell level. He can instead select two spells to add in this way, but both must be at least two levels lower than the highest-level magus spell he can cast. 特殊:A magus can select this magus arcana more than once. Heroic Assault(超常) Heroic Assault 出典:Ultimate Options New Magus Arcana 前提条件:メイガス9レベル 利益:The magus can expend 1 point from his arcane pool as a swift action to augment his actions with arcane energy. This functions as heroism, but only targets the magus and lasts for a number of rounds equal to the magus’s Intelligence modifier. Imbue Spell(超常) Imbue Spell 出典:Ultimate Options New Magus Arcana 利益:The magus can imbue a specific weapon with the mystic pattern of a spell that has a range of touch. The magus must know the spell, and it cannot be the highest level of spell the magus can cast. Imbuing this spell into a weapon is done at the same time the magus prepares spells for the day, and cannot be changed until the magus next prepares spells for the day. When the magus has the specific weapon in hand, he can expend 1 point from his arcane pool and expend a spell slot of the same level or higher as the imbued spell in order to cast the imbued spell without having prepared it in advance. Invisible Assault(超常) Invisible Assault 出典:Ultimate Options New Magus Arcana 前提条件:メイガス12レベル 利益:The magus can expend 1 point from his arcane pool as a swift action to briefly become invisible. This functions as greater invisibility, but only targets the magus and lasts until the end of the magus’s next round. Jinx Blending(変則) Jinx Blending 出典:Ultimate Options New Magus Arcana 利益:When a magus selects this arcana, he must select one spell from the witch spell list that is at least one level lower than the highest magus spell level he can cast. He adds this spell to his spellbook and list of magus spells known as a magus spell one level higher than its witch spell level. He can instead select two spells to add in this way, but both must be at least two levels lower than the highest-level magus spell he can cast. 特殊:A magus can select this magus arcana more than once. Mounted Assault(超常) Mounted Assault 出典:Ultimate Options New Magus Arcana 前提条件:メイガス6レベル 利益:The magus can expend 1 point from his arcane pool as a swift action to summon a mount for himself. This functions as phantom steed, with the magus automatically mounted. Only the magus can ride the steed, and it lasts a number of minutes equal to his Intelligence modifier. Mystic Power(超常) Mystic Power 出典:Ultimate Options New Magus Arcana 前提条件:Tovenaar magus archetype 利益:The tovenaar may expend one point from his arcane pool as a swift action to regain one expended use of an ability from an inquisition that has a limited number of uses per day. Piercing Strike(超常) Piercing Strike 出典:Ultimate Options New Magus Arcana 利益:The magus gains a +3 bonus to caster level checks made to penetrate the SR of a creature the magus has damaged with a weapon since the beginning of the magus’s last round. This bonus does not stack with itself. Protected Assault(超常) Protected Assault 出典:Ultimate Options New Magus Arcana 利益:The magus can expend 1 point from his arcane pool as a swift action to protect himself from an opposing alignment. This functions as protection from chaos, protection from evil, protection from good, or protection from law, as the magus prefers, but he cannot use a protection that includes an element of his own alignment (a chaotic good magus cannot use protection from chaos or protection from good). The protection can only target the magus, and lasts a number of rounds equal to his Intelligence modifier. Resistant Assault(超常) Resistant Assault 出典:Ultimate Options New Magus Arcana 前提条件:メイガス6レベル 利益:The magus can expend 1 point from his arcane pool as a swift action to protect himself from attacks from one energy type. This functions as resist energy against an energy type of the magus’ choice. The protection can only target the magus, and lasts a number of rounds equal to his Intelligence modifier. Split Arcana(変則) Split Arcana 出典:Ultimate Options New Magus Arcana 前提条件:メイガス6レベル 利益:When the magus expends a point from his arcane pool to grant enhancement bonuses or properties to a weapon, he may split the bonuses between two weapons. This otherwise follows all the normal rules for the magus adding enhancement bonuses and properties to weapons. Staff Mastery(変則) Staff Mastery 出典:Ultimate Options New Magus Arcana 利益:The magus can use all his arcana that apply to casting a spell to spells activated from a magic staff. Additionally, any feat that increases the magus’s attack rolls with a quarterstaff also increase his UMD check to activate a magic staff, and any feat that increases the magus’s damage with a quarterstaff also increases the damage dealt to one creature (selected by the magus) effected by any spell activated from a magic staff. Versatile Combatant(超常) Versatile Combatant 出典:Ultimate Options New Magus Arcana 前提条件:メイガス9レベル 利益:The magus can expend 1 point from his arcane pool as a swift action to augment his combat skill. The magus selects one feat for which he meets all the prerequisites. The magus is considered to have that feat for a number of rounds equal to the magus’s Intelligence modifier. The magus can only access one feat at a time using this magus arcane; if he uses it to select a new feat, any previously gained feat is immediately lost. Wand Lord(超常) Wand Lord 出典:Ultimate Options New Magus Arcana 利益:When a magus activates a wand, he may expend one or more points form his arcane pool. For every point expended, the caster level of the spell produced by the wand is increased by 2, to a maximum of the magus’s level. Warding(超常) Warding 出典:Ultimate Options New Magus Arcana 利益:The magus may expend 1 point from his arcane pool as a swift action to grant any armor he is wearing a +1 enhancement bonus to AC for 1 minute. For every four levels beyond 1st, the armor gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the armor, stacking with existing armor enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves. A magus of 5th level or higher can use these bonuses to add any of the following armor properties fortification (light, moderate of heavy), ghost touch, invulnerability, and spell resistance. Adding these properties consumes an amount of bonus equal to the property’s base price modifier. The magus can also grant the following properties using the listed bonus cost energy resistance (+4), glamered (+1), improved slick (+3), improved shadow (+3), jousting[APG] (+2), slick (+2), and shadow (+2). These properties are added to any the armor already has, but duplicates do not stack. If the armor is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is expended and cannot be be changed until the next time the magus uses this ability. These bonuses and properties are not functional if the armor is worn by anyone other than the magus. A magus can only enhance one suit of armor in this way at a time. If he uses the ability again, the first use immediately ends. Weapon Diligence(変則) Weapon Diligence 出典:Ultimate Options New Magus Arcana 利益:The magus can hone his familiarity with a specific weapon to direct his mental focus. The magus selects one weapon. When wielding that weapon, the magus gains a +3 bonus to all concentration checks. If the magus is 10th level or higher, the bonus increases to +6. メイガスのアーキタイプ magus Archetypes Armored Battlemage Armored Battlemage 出典 Armor Master s Handbook 4ページ Though it hasn’t been at war with its southern neighbor for centuries, Nex continues to train battlemages at its arcane schools in Ecanus. Many battlemages focus purely on destructive evocations, but some extend their tactical studies to include use of the tried-and-true protection of steel. These armored battlemages learn to move and cast spells in even the most restrictive armors, and have developed new methods to magically enhance their armor. Most armored battlemages strongly support the Arclords of Nex. Many travel beyond their homelands seeking some method of contacting the archmage Nex, and hope for some excuse to convince the Council of Three and Nine to renew hostilities with the nation of Geb. Medium Armor(変則)/Medium Armor:An armored battlemage gains this ability at 1st level instead of 7th. When wearing medium or heavy armor, the armored battlemage gains a +4 bonus on concentration checks to cast defensively. This stacks with the bonus from the Combat Casting feat. This ability replaces spell combat and alters the medium armor ability. Arcane Pool(超常)/Arcane Pool:An armored battlemage cannot spend points from his arcane pool to enhance weapons. Instead, he can expend 1 point from his arcane pool as a swift action to grant armor he is wearing a +1 enhancement bonus for 1 minute. For every 4 magus levels he has beyond 1st, the armor gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses stack with existing armor enhancement bonuses to a maximum of +5. Multiple uses of this ability do not stack with themselves. At 5th level, these bonuses can be used to add any of the following armor special abilities balancedUE, bitterUE, fortification (heavy, light, or medium), ghost touch, invulnerability, spell resistance (13, 15, 17, or 19), or spell storingUE. Adding these special abilities consumes an amount of bonus equal to the ability’s base price modifier. In addition, the armored battlemage can grant his armor the energy resistance special ability at the cost of a +3 bonus or the improved energy resistance special ability at the cost of a +5 bonus. These special abilities are added to any the armor already has, but duplicates do not stack. If the armor is not magical, at least a +1 enhancement bonus must be added before any other special abilities can be added. These bonuses and special abilities are decided when the arcane pool point is spent and cannot be changed until the next time the armored battlemage uses this ability. These bonuses do not function if the armor is worn by anyone other than the magus. An armored battlemage can enhance only one suit of armor in this way at one time. If he uses this ability again, the first use immediately ends. This ability alters arcane pool. Armor Training(変則)/Armor Training:At 3rd level, an armored battlemage gains armor training, as per the fighter ability. At 8th level, he gains armor training 2. At 13th level, he gains armor training 3. At 18th level, he gains armor training 4. This ability replaces the magus arcana gained at 3rd and 18th levels, and improved spell combat. Heavy Armor(変則)/Heavy Armor:An armored battlemage gains this ability at 7th level instead of 13th. This ability alters heavy armor. Expanded Arcane Pool(超常)/Expanded Arcane Pool}:At 14th level, the armored battlemage can grant his armor the glamered special ability at the cost of a +2 bonus, the slick or shadow special ability at the cost of a +3 bonus, and the greater slick or greater shadow special ability at the cost of a +5 bonus when using his arcane pool. This ability replaces greater spell combat. Beastblade Beastblade 出典 Familiar Folio 8ページ Beastblade magi work in tandem with their familiars, using spell, steel, and claw to clear the battlefield of foes. Familiar(変則)/Familiar:At 3rd level, the beastblade gains the familiar magus arcana. This ability replaces the magus arcana gained at 3rd level. Tandem Touch(超常)/Tandem Touch:At 4th level, while the beastblade’s familiar is holding the charge for a touch spell, the beastblade can cast another spell without discharging the familiar’s held charge. This ability replaces spell recall. Familiar Pool(超常)/Familiar Pool:At 7th level, when a beastblade prepares his magus spells, he can expend points from his arcane pool (up to a maximum number of points equal to his Intelligence modifier) to empower his familiar. For each point expended in this way, the familiar can cast one magus spell as a spelllike ability once that day. Each spell selected must be 3 spell levels lower than the highest spell level the beastblade can cast, and can’t require a material component that costs more than 1 gp. This ability replaces knowledge pool. Familiar Spellstrike(超常)/Familiar Spellstrike:At 11th level, whenever a beastblade’s familiar successfully delivers a touch spell against a creature the magus threatens, the target provokes an attack of opportunity from the magus. This ability replaces improved spell recall. Card Caster Card Caster 出典 The Harrow Handbook 24ページ Though it is known primarily as a tool of knowledge, the harrow is also an instrument of defense and even war. The card caster is an ancient, martial offshoot of the traditional harrower, learning to not only draw power from the harrow, but also to invest each card with deadly power. Deadly Dealer(超常)/Deadly Dealer:At 1st level, the card caster gains Deadly Dealer (see page 15) as a bonus feat, even if he does not meet the prerequisites. A card caster can invest cards with enough magic to deal lethal damage even without the Arcane Strike feat so long as he has at least 1 point in his arcane pool. Arcane Pool Focus(超常)/Arcane Pool Focus:A card caster’s arcane pool can be used to augment only ranged weapons. At 5th level, a card caster can use his arcane pool to add the following weapon special abilities to ranged weapons brilliant energy, distance, flaming, flaming burst, frost, icy burst, returning, seeking, shock, shocking burst, and speed. He can use his arcane pool to augment an entire harrow deck as if it were ammunition. All cards from a deck enhanced with a special ability, such as flaming, must share the same bonus. This ability modifies arcane pool. Harrowed Spellstrike(超常)/Harrowed Spellstrike:Beginning at 2nd level, a card caster can invest a single thrown weapon with a single touch or ranged spell as part of the spell’s normal casting time. The spell must target a single creature, and the spell’s range changes to match the thrown weapon’s range increment. This ability otherwise functions identically to spellstrike, except it can only be applied to thrown ranged weapons instead of melee attacks. This ability replaces and modifies spellstrike. Role Dealer(超常)/Role Dealer:Beginning at 3rd level, whenever the card caster randomly draws and throws a harrow card matching one axis of his alignment, the card’s critical threat range increases to 19–20. If the card caster draws and throws a harrow card matching his alignment exactly, the attack’s critical multiplier also increases to 3 and the magus gains a +4 bonus on his confirmation roll. This ability replaces the magus arcana gained at 3rd level. Deep Marshal Deep Marshal 出典 Arcane Anthology 28ページ According to dwarven legend, the first deep marshals were handpicked by King Taargick himself to create massive tunnels to aid in the dwarven exodus to Golarion’s surface during the Quest for Sky. Largely unseen by visitors, the deep marshals have survived into the modern era as keepers, protectors, and repairers of the myriad of stony passages that travel around, through, and under the Five Kings Mountains. Although the vast majority of deep marshals are dwarves, a few non-dwarves have earned enough trust to be trained as deep marshals, or have learned the same techniques from studying old dwarven spellbooks. Weapon and Armor Proficiency:A deep marshal is proficient with light armor, medium armor, and shields (except tower shields). A deep marshal can cast magus spells while wearing light armor or medium armor without incurring the normal spell failure chance. In addition, a deep marshal gains the heavy armor magus ability at 9th level. This ability alters the magus’s armor proficiencies, the medium armor class feature, and the heavy armor class feature. Deep Spellcasting/Deep Spellcasting:A deep marshal learns numerous arcane secrets involving the shaping and warding of earth and stone. She adds the following sorcerer/wizard spells to her magus spell list as magus spells of the same level crafter’s curseAPG, crafter’s fortuneAPG, erase, expeditious excavationAPG, fabricate, greater make whole (Technology Guide 10), knock, major creation, make whole, mending, minor creation, move earth, passwall, stone shape, transmute mud to rock, transmute rock to mud, and all 0- through 6th-level sorcerer/wizard spells of the abjuration school. She must still add such spells to her spellbook to prepare them. If a spell appears on both the magus and sorcerer/wizard spell lists, the magus uses the lower of the two spell levels listed for the spell. A deep marshal cannot cast spells from the enchantment, illusion, or necromancy school and she cannot activate spellcompletion or spell-trigger magic items that use spells from those schools (without making a successful Use Magic Device check). This alters the magus’s spellcasting. Bound by Tradition/Bound by Tradition:A deep marshal is limited in how she can use her arcane powers. Her arcane pool has a number of points equal to 1/3 her magus level (minimum 1) + her Intelligence modifier. Furthermore, she cannot use her arcane pool to grant an enhancement bonus or weapon special ability to a weapon she is holding unless it is a battleaxe, heavy pick, warhammer, or weapon with the word “dwarven” in its name. She can use her spell combat or spellstrike abilities only with such weapons. This alters arcane pool, spell combat, and spellstrike. Miner’s Focus(超常/変則)/Miner’s Focus:At 3rd level, a deep marshal can use the magical properties of her weapon in order to augment her spellcasting. Whenever she casts a magus spell while wielding a magic battleaxe, heavy pick, warhammer, or weapon with the word “dwarven” in its name, she adds half the weapon’s enhancement bonus to the her caster level (minimum +1). When attempting a caster level check to overcome spell resistance, she instead adds her weapon’s full enhancement bonus. In addition, she is treated as having a number of ranks in Knowledge (dungeoneering) and Profession (miner) equal to her magus level, and she attempts Profession (miner) checks using her Intelligence modifier instead of her Wisdom modifier. This ability replaces the magus arcana gained at 3rd level. Eldritch Archer Eldritch Archer 出典 Heroes of the Streets 11ページ The eldritch archer rains magical attacks down on her foes from the city walls. クラス技能:An eldritch archer gains Perception as a class skill, but does not gain Use Magic Device as a class skill. This ability modifies the magus’s class skills. Arcane Pool(超常)/Arcane Pool:An eldritch archer’s choices of weapon special abilities to apply with arcane pool at 5th level include distance, nimble shotUE, and returning but not dancing, keen, or vorpal. This ability modifies the magus’s arcane pool. Ranged Weapon Bond(変則)/Ranged Weapon Bond:At 1st level, an eldritch archer gains a bonded object as per the wizard’s arcane bonded object; it must be a ranged weapon, and it can’t be used to cast a spell once per day. Holding her bonded item does not prevent the eldritch archer from providing somatic components for her spells. Ranged Spell Combat(変則)/Ranged Spell Combat:Instead of a light or one-handed melee weapon, an eldritch archer must use a ranged weapon for spell combat. She doesn’t need a free hand for ranged spell combat. The eldritch archer cannot accept an attack penalty to gain a bonus on concentration checks to cast a spell defensively. This ability modifies spell combat. Ranged Spellstrike(超常)/Ranged Spellstrike:At 2nd level, whenever an eldritch archer casts a spell that calls for a ranged attack, she can deliver the spell through a ranged weapon she wields as part of a ranged attack. Instead of the free ranged attack normally allowed to deliver the spell, an eldritch archer can make one free ranged attack with a ranged weapon (at her highest base attack bonus) as part of casting this spell. The attack does not increase the spell’s range. If the spell can normally affect multiple targets, only a single missile, ray, or effect accompanies each attack; if the spell allows multiple attacks and the eldritch archer can make additional ranged attacks as part of a full-round action with spell combat, one additional ray, missile, or effect from the spell accompanies each subsequent ranged attack the eldritch archer makes in the same round until all attacks allowed by the spell are made. Unused missiles, rays, or effects remaining at the end of the eldritch archer’s turn are wasted. This ability alters spellstrike. Focusing Spellstrike(超常)/Focusing Spellstrike:At 16th level, an eldritch archer can use ranged spellstrike to deliver a cone- or line-shaped spell as a ray, affecting only the creature or object struck. This ability replaces counterstrike. Greensting Slayer Greensting Slayer 出典 Bastards of Golarion 9ページ The blending of martial prowess with elven magic has long been a staple of the Blackash Training Grounds in Erages. More than a few who study at Erages Academy follow this path because of the promises of wealth that the city’s criminal element makes toward practiced brawlers and smugglers. Greensting slayers have the following class features. Arcane Pool/Arcane Pool:At 1st level, a greensting slayer can expend 1 point from his arcane pool as a swift action to add 1d6 points of sneak attack damage to his next melee attack that round. The attack must meet all of the usual prerequisites for making a sneak attack, as the rogue class feature. For every 4 levels beyond 1st, the amount of sneak attack damage dealt by this ability increases by 1d6 (to a maximum of 5d6 at 17th level). If a greensting slayer gets a sneak attack from another source, the bonuses on damage stack. A greensting slayer cannot use his arcane pool to enhance his weapon. This modifies the arcane pool ability. Evasion(変則)/Evasion:At 7th level, the greensting slayer gains evasion, as the rogue class feature. This replaces the medium armor ability. Improved Evasion(変則)/Improved Evasion:At 13th level, the greensting slayer gains improved evasion, as the advanced rogue talent of the same name. This replaces the heavy armor ability. Magus Arcana/Magus Arcana:In addition to the new magus arcana presented below, the following magus arcana complement the greensting slayer archetype close range, hasted assault, maneuver mastery, pool strike, and silent magic. Dark Shifter(超常)/Dark Shifter:The magus can expend 1 point from his arcane pool as a move action to change the target of an ongoing spell effect with the darkness descriptor within 60 feet. The new target must be within the spell’s range, using the magus’s level as the effective caster level for the purpose of determining the maximum range the effect can be moved from the magus. If the spell effect the magus is moving originated from another creature, the magus must succeed at a caster level check to reposition the effect (DC = 11 + the effect’s caster level). Failure wastes the magus’s move action, but does not expend the point from his arcane pool. The magus must be at least 6th level before selecting this arcana. Hexbreaker Hexbreaker 出典 Blood of the Coven pg. 27ページ Hexbreakers—sometimes called witch-hammers for their proclivity toward warhammers—have borne witness to the damage of unrestrained arcane power and hone their own arcane arts to battle such abuse. They train themselves to shatter the curses and dark transformations that can haunt others for a lifetime. Repel Curse(超常)/Repel Curse:At 4th level, a hexbreaker has the chance to protect others from being cursed. As an immediate action when a spell with the curse descriptor or a curse-style effect (such as a witch’s evil eye or misfortune hex or a sea hag’s evil eye) targets a creature within 30 feet of him, a hexbreaker can spend 1 point from his arcane pool to attempt to dispel that effect, as if he had cast remove curse. This ability has no effect on ongoing effects, such as a sea hag’s horrific appearance or a pugwampi’s unluck aura. The magus adds remove curse to his spell list as a 3rd-level spell and adds break enchantment as a 4th-level spell. This replaces spell recall. Counter Curse(超常)/Counter Curse:At 11th level, whenever a hexbreaker successfully dispels a curse effect or spell with the curse descriptor using his repel curse ability, he can immediately spend 2 points from his arcane pool to reflect the spell back on the original caster. This otherwise functions as spell turning. This replaces improved spell recall. Hexbreaker Arcana/Hexbreaker Arcana:A hexbreaker can select from the following arcana in addition to those normally available. Improved Remove Curse(超常)/Improved Remove Curse:The hexbreaker can spend additional points from his arcane pool to improve his ability to remove a curse. Each point spent while casting remove curse or break enchantment grants a +2 bonus to his caster level check. He can use this arcana after rolling the caster level check, but only before the results are revealed. This can be used with the hexbreaker’s repel curse and counter curse abilities. Wracking Dispel(超常)/Wracking Dispel:Whenever the hexbreaker successfully dispels a spell using break enchantment, dispel magic, or remove curse, he can expend 1 point from his arcane pool to wrack the original caster with pain, dealing 1d4 points of damage per spell level of the effect dispelled. If the target succeeds at a Will save (DC = 15 + the level of the spell dispelled + the hexbreaker’s Intelligence modifier) it takes only 1 point of damage per spell level. The hexbreaker cannot target the same caster more than once per round with this ability, regardless of how many effects he dispels. Magus Arcana/Magus Arcana:The following magus arcana complement the hexbreaker bane blade, dispelling strike, disruptive, lingering pain, spellbreaker, and reflection. Iron-Ring Striker Iron-Ring Striker 出典 Martial Arts Handbook 5ページ Practitioners of this martial art, powered by arcane magic, wear an iron ring on the finger of one hand. This legacy has been handed down from the tradition’s Vudrani founders. Weapon Proficiency:An iron-ring striker is not proficient with martial weapons. This alters the magus’s weapon proficiency. Diminished Spellcasting/Diminished Spellcasting:An iron-ring striker has one fewer spell slot of each level than a regular magus. If this reduces his number of spell slots of a particular level to 0, he can cast spells of that level only if his Intelligence allows bonus spells of that level. This alters the magus’s spellcasting. Arcane Pool(超常)/Arcane Pool:An iron-ring striker can use his arcane pool to enhance his unarmed strikes as if they were manufactured weapons. At 5th level, he can use these bonuses to add any of the following weapon special abilities to his weapons or unarmed strikes advancing, cruel, defending, guardian, impact, invigorating, mimetic, negating, speed, and vicious. This alters arcane pool. Unarmed Spellstrike(超常)/Unarmed Spellstrike:An iron-ring striker gains the magus spellstrike class feature. However, an iron-ring striker can deliver spells with spellstrike with only unarmed strikes. This alters spellstrike. Unarmed Strike/Unarmed Strike:An iron-ring striker gains Improved Unarmed Strike as a bonus feat. He deals unarmed strike damage as per a monk of his level. For the purpose of determining damage, these levels stack with levels from any other class that grants increased damage to unarmed strikes. ボーナス特技:At 5th level, an iron-ring striker must select his bonus feat from this list Improved Bull Rush, Improved Disarm, Improved Sunder, or Improved Trip. He doesn’t need to meet the prerequisites normally required for these feats. This modifies the bonus feat gained at 5th level. Empower Combat(超常)/Empower Combat:At 7th level, an iron-ring striker learns to use magic to grant himself the power of a larger creature. As a standard action, he can expend one non-cantrip prepared magus spell to treat his size as if it were larger for the purposes of determining the size modifier to his CMB and CMD, as well as which creatures he can affect with combat maneuvers. For every level of the spell he sacrifices, his effective size increases by one step, up to a maximum of Colossal. For every two effective size increments he increases, he gains a +2 size bonus to Strength, to a maximum of +6. This does not change the iron-ring striker’s actual size. This effect lasts for 1 minute per level of the spell sacrificed. This replaces medium armor and heavy armor. Spell Maneuvers(超常)/Spell Maneuvers:At 7th level, as long as an iron-ring striker is wearing light armor or no armor, he can use his unarmed spellstrike ability as part of a combat maneuver check to bull rush, disarm, sunder, or trip an opponent. This replaces knowledge pool. Reflexive Spell Maneuver(変則)/Reflexive Spell Maneuver:At 16th level, when an iron-ring striker is the target of a combat maneuver check to bull rush, disarm, sunder, or trip, as an immediate action he can target his attacker with a magus spell he has prepared with a range of touch. If the spell would normally require a touch attack, an iron-ring striker can attempt a combat maneuver check for this attack instead. The iron-ring striker must be wearing light armor or no armor to use reflexive spell maneuver. This replaces counterstrike. Jistkan Artificer Jistkan Artificer 出典 Blood of the Ancients 15ページ A Jistkan artificer does not gain access to flurrying arm As part of studying the secret methods the original Jistkan artificers used to build golems, these magi graft construct parts onto their own arms. Diminished Spellcasting/Diminished Spellcasting:A Jistkan artificer has one fewer spell slot of each level than a regular magus. If this reduces his number of spell slots of a particular level to zero, he can cast spells of that level only if his Intelligence allows bonus spells of that level. This alters the magus’s spellcasting. Golem Arm(変則)/Golem Arm:A Jistkan artificer begins play with a golem arm grafted in place of one of his arms. The golem arm is a masterwork weapon that is treated as an unarmed strike and deals damage as if he were a monk 2 levels lower than his class level (minimum 1st level). The golem arm is made from basic parts and mundane materials that grant no additional benefits. A Jistkan artificer can recreate his golem arm from other materials by spending 1 day and paying an additional +50% of the normal cost of the special material used in the creation of this new golem arm. For the purposes of determining the weapon type and weight for special materials, the golem arm is treated as a heavy mace. If a Jistkan artificer recreates his golem arm, any previously used special materials are destroyed. The arm gains no benefits from items that enhance unarmed strikes, such as an amulet of mighty fists. At 1st level, a Jistkan artificer can use his arcane pool to enhance his unarmed strikes as if they were manufactured weapons. At 5th level, he can use this ability to add any of the following special abilities to his unarmed strikes corrosive, corrosive burst, defending, flaming, flaming burst, frost, icy burst, impact, shock, shocking burst, or thundering. At 11th level, he gains access to the following special abilities brilliant energy and speed. This alters arcane pool. Improved Unarmed Strike/Improved Unarmed Strike:A Jistkan artificer gains Improved Unarmed Strike as a bonus feat. He prepares one fewer cantrip per day than normal. This alters cantrips. Empowered Arm(変則)/Empowered Arm:At 3rd level, a Jistkan artificer’s golem arm is treated as a magic weapon and gains a +1 enhancement bonus on attack and damage rolls. This bonus increases by 1 at 7th level and every 4 levels thereafter, to a total bonus of +5 at 19th level. This replaces the magus arcana gained at 3rd level. Unarmed Spellstrike(超常)/Unarmed Spellstrike:A Jistkan artificer can use spellstrike to deliver spells only when attacking with his unarmed strikes. This alters spellstrike. Magus Arcana:A Jistkan artificer gains access to the following arcana in addition to those normally available to the magus. He cannot select any arcana more than once. Break Spell(変則)/Break Spell:A Jistkan artificer can use his arm to disrupt spells targeted at him. When a ranged attack generated by a spell effect targets the Jistkan artificer, he can spend a point from his arcane pool to attempt a melee attack roll as an attack of opportunity. If the result is greater than the total attack roll of the ranged attack, the attack is negated. Spell effects that do not require attack rolls cannot be deflected. The magus must be at least 13th level and have the shielding arm arcana before selecting this arcana. Flurrying Arm(変則)/Flurrying Arm:A Jistkan artificer can improve his golem arm to attack faster. He gains the flurry of blows monk class ability, treating his class level as his monk level. A Jistkan artificer makes only one additional attack when he uses flurry of blows. The magus must be at least 11th level to select this arcana. Sharpened Arm(変則)/Sharpened Arm:A Jistkan artificer can rework his arm to more closely resemble a blade. He can choose to deal piercing or slashing damage with his golem arm. When he does so, the golem arm threatens a critical hit on 19–20. The artificer also adds keen and wounding to his list of arcane pool weapon abilities. Shielding Arm(変則)/Shielding Arm:A Jistkan artificer learns to deflect blows with his arm. If he is not wielding any other weapons, he gains a shield bonus to his AC equal to his golem arm’s enhancement bonus. Kapenia Dancer Kapenia Dancer 出典 Varisia, Birthplace of Legends 10ページ For some Varisians, their traditional dances pulse with the power of their ancestors. These dancers incorporate their kapenias—scarves embroidered with the history of the bearer’s clan—into their dances, weaving deadly whirling steps with the power of their ancestors. Weapon and Armor Proficiency A kapenia dancer is proficient in simple weapons and bladed scarves (The Inner Sea World Guide 290). Additionally, a kapenia dancer can wield a bladed scarf as a one-handed melee weapon. A kapenia dancer is not proficient with armor or shields and suffers the normal arcane spell failure chance when casting magus spells while armored. Diminished Spellcasting/Diminished Spellcasting:A kapenia dancer can cast one fewer spell of each level than normal. If this reduces the number to 0, he can cast spells of that level only if his Intelligence allows bonus spells of that level. Canny Defense(変則)/Canny Defense:At 1st level, when a kapenia dancer is wielding a bladed scarf, he gains the canny defense ability. This is identical to the duelist prestige class ability of the same name (Core Rulebook 382), save that his magus level (rather than his duelist level) affects his Armor Class. Weapon Focus(変則)/Weapon Focus:At 1st level, a kapenia dancer gains Weapon Focus (bladed scarf ) as a bonus feat. Kapenia Dancer Arcana/Kapenia Dancer Arcana:A kapenia dancer gains access to the following magus arcana. He cannot select any arcana more than once. Elasticity(超常)/Elasticity:As a free action, the kapenia dancer can spend 1 point from his arcane pool in order to grant a bladed scarf he’s wielding reach until the end of his turn. A kapenia dancer can use this arcana in tandem with other magus arcana. Kapenia Curse(超常)/Kapenia Curse:Choose an ability score upon taking this arcana. Whenever the kapenia dancer scores a critical hit with a bladed scarf, he may expend 1 point from his arcane pool to deal 1d4 points of damage to that ability score of the creature struck. This arcana can be selected multiple times, but a different ability score must be chosen each time. The kapenia dancer must be at least 9th level before selecting this arcana. Spirit Fingers(超常)/Spirit Fingers:Whenever the kapenia dancer scores a hit with a melee weapon, he can spend 1 point from his arcane pool as a swift action to immediately attempt a steal combat maneuver (Advanced Player’s Guide 322). Spirit Step(超常)/Spirit Step:Whenever the kapenia dancer scores a critical hit with a bladed scarf, he may expend 1 point from his arcane pool to teleport to any point within 30 feet. The kapenia dancer’s turn ends after being teleported. The kapenia dancer must be at least 12th level before selecting this arcana. Magus Arcana:The following magus arcana from Ultimate Combat (UC) and Ultimate Magic (UM) complement the kapenia dancer archetype arcane cloakUC, dispelling strikeUM, hastened assaultUM, maneuver masteryUM, prescient attackUC, prescient defenseUM. Puppetmaster Puppetmaster 出典 Arcane Anthology 27ページ Puppetmasters focus on using charm and illusion spells to control the senses of those for whom they perform. 技能:A puppetmaster gains 4 skill points per level. He adds Knowledge (history, local, religion) and all Perform skills to his list of class skills. He does not gain Climb, Ride, and Swim as class skills. This alters the magus’s skills. 呪文:A puppetmaster can cast spells from the bard and magus spell lists, and treats bard spells as magus spells. Because he does not have a bardic performance ability, some bard spells (which modify or require bardic performance) are poor choices for a puppetmaster. He must add bard spells to his spellbook prior to preparing them as normal. A puppetmaster can learn bard spells from a formula book or spellbook (if they are also alchemist extracts or wizard spells) or a scroll (as if learning a wizard spell from a scroll), or can select them to be one or more of the two magus spells he adds to his spellbook at each magus level. This replaces knowledge pool and greater spell access. Arcane Pool:A puppetmaster cannot expend points from his arcane pool to grant enhancement bonuses or weapon special abilities to a weapon he is holding. As a swift action whenever the puppetmaster casts a spell of the enchantment or illusion school, he can expend 1 point from his arcane pool to increase the spell’s save DC or caster level by 1. At 7th level, the increase to the spell’s save DC or caster level changes to 2, at 13th level to 3, and at 19th to 4. This alters the magus’s arcane pool ability. Puppet Combat(変則)/Puppet Combat:A puppetmaster can use spell combat, improved spell combat, and greater spell combat only with spells of the enchantment and illusion schools of magic. This ability alters spell combat, improved spell combat, and greater spell combat. Charmstrike(超常)/Charmstrike:At 2nd level, as a swift action when a foe fails a saving throw against a spell (but not a spelllike or supernatural ability) cast by a puppetmaster, the puppetmaster can expend 1 point from his arcane pool to cast a prepared 1st-level enchantment on the foe. The foe must be one that the spell can target, and is the only creature affected (even if the spell can normally target multiple creatures). At 10th level, the puppetmaster can instead cast a 2nd-level enchantment spell on the foe, and at 16th level, a 3rd-level enchantment spell. The prepared spell is expended, as if cast normally. This ability replaces spellstrike, fighter training, and counterstrike. The Show Must Go On(超常)/The Show Must Go On:When a puppetmaster has a creature under the effects of an enchantment spell and that creature has line of sight to an illusion spell the puppetmaster has cast with a duration of concentration, the puppetmaster can link the illusion spell to the enchanted target. As long as the target has line of sight to the illusion and is enchanted, and the puppetmaster has line of sight to both the target and the illusion, the puppetmaster can maintain the illusion as a free action each round. The puppetmaster can maintain only one illusion spell in this way. At 13th level, the puppetmaster can maintain two illusion spells in this way, requiring a separate enchanted target for each illusion. This ability replaces medium armor and heavy armor. Scene Stealer(超常)/Scene Stealer:At 20th level, if a puppetmaster successfully disbelieves an illusion, he can expend 1 point from his arcane pool to try to negate or steal control of the illusion. The puppetmaster attempts a caster level check as if he were dispelling the effect with dispel magic. If he succeeds, he can either end the effect or alter it as if he were the spell’s caster. If the spell’s duration is concentration, the puppetmaster must concentrate on the new effect (or transfer it to an enchanted target using the show must go on) or it ends. This ability replaces true magus. Sorrowblade Sorrowblade 出典 Pathfinder Spiral of Bones #4 29ページ A magus who has suffered greatly over the course ofher life can learn to channel that misery into her weapon and inflict it on others. Despairing Strike(超常)/Despairing Strike:At 3rd level, the sorrowblade can wield the power of despair. By spending 1 point from her arcane pool as a swift action, she can imbue the weapon she is wielding with pure anguish. The first creature she strikes with this weapon within the next minute must succeed at a Will saving throw (DC = 10 + 1/2 the sorrowblade’s magus level + her intelligence modifier) or become shaken for 1 minute. Multiple despairing strikes can t make a creature frightened. This ability replaces the magus arcana gained at 3rd level. Cruel Weapon(超常)/Cruel Weapon:At 5th level, the sorrowblade adds cruelto the list of magic weapon properties she can infuse with her arcane pool, but removes speed from that list. Wretched Strike(超常)/Wretched Strike:At 12th level, the sorrowblade can cause foes to lose all hope. By spending 1 point from her arcane pool as a swift action, she can imbue the weapon she is wielding with the power of unbridled pessimism. The first creature she strikes with this weapon within the next minute must succeed at a Will saving throw (DC = to + 1/2 the sorrowblade s magus level + her intelligence modifier) or take a -2 penalty an attack rolls, saving throws, ability checks, skill checks, and weapon damage rolls for 1 hour. Additionally, during this time, the creature can t gain morale bonuses of any kind, and whenever the creature rolls a natural 1 on an attack roll or saving throw, fails an ability or skill check by more than 5, or takes additional damage as a result of a foe s confirmed critical hit, the penalty on rolls imposed by the wretched strike becomes -3 for 1 round. This increased penalty doesn’t stack, even if multiple catastrophes occur on the same round. This ability replaces the magus arcana gained at 12th level. Spell Trapper Spell Trapper 出典 Magic Tactics Toolbox 15ページ Spell trappers are found in lands where hunting and magic are abundant, particularly the deserts of Thuvia and the harsh lands of Geb and Nex. They forsake much of their arcane skill and martial knowledge in exchange for the ability to conjure magical traps to hinder their foes. クラス技能:A spell trapper adds Disable Device to his list of class skills in place of Knowledge (planes). This alters the magus’s class skills. Diminished Arcana/Diminished Arcana:A spell trapper treats his effective magus level as 3 lower when determining which arcana he can select. A spell trapper can choose to learn a new trap (see Spell Traps below) in place of learning a new magus arcana. This modifies the magus arcana ability. Spell Traps(擬呪)/Spell Traps:At 4th level, a spell trapper learns how to craft magical traps in exchange for the use of spell slots. These traps work as ranger traps (Ultimate Magic 64), except they always count as spell-like abilities. A spell trap is always considered magical, and is treated as a spell with a spell level equal to 1/3 the spell trapper’s class level. A magical trap lasts only 1 hour per level or until triggered, whichever comes first. A trap’s DC decreases by 1 for each full hour that passes after it is set. Upon gaining this ability, the spell trapper automatically knows the snare trap. Setting a spell trap is a full-round action that provokes attacks of opportunity. If attacked during the course of conjuring a trap, the spell trapper must attempt a concentration check, as though damaged while casting a spell. A trap fills a single 5-foot square, and cannot be placed in the same area as another spell trapper trap or a magical trap such as a glyph of warding. Spell trappers need access to a material component pouch to craft spell traps (unless they have the Eschew Materials feat) and must sacrifice a spell slot to create the trap. The DCs for Perception checks to notice the trap, Disable Device checks to disable it, and saving throws to avoid it are equal to 10 + 1/2 the spell trapper’s magus level + the spell slot level sacrificed to create the trap. All spell traps are Trigger location, and Reset none. This ability replaces spell recall. Distant Trapping(擬呪)/Distant Trapping:At 10th level, a spell trapper can create spell traps at a distance. She can create her traps at close range (25 feet + 5 feet per 2 caster levels) as a full-round action that provokes attacks of opportunity. This replaces the fighter training ability. Spire Defender Spire Defender 出典 Inner Sea Magic 39ページ Only elves may be spire defender magi Spire defenders are magi who train themselves to accompany sages and archaeologists who venture from the Mordant Spire, acting as aids and bodyguards. Because they often operate in difficult terrain—narrow trenches in dig sites, flooded dungeons, and tight corridors in ancient ruins— spire defenders place mobility and agility at a premium. As a result, they eschew armor entirely. Most spire defenders are elves—it’s exceptionally rare for a non-elf to be granted access to the training required to take this archetype (nonelves need GM approval to take this archetype). A spire defender has the following class features. Weapon Proficiency:A spire defender is proficient with all light and one-handed simple and martial weapons, as well as one exotic light or one-handed melee weapon that has the disarm or trip special feature. This replaces the magus’s normal weapon proficiencies. ボーナス特技(変則):At 1st level, the spire defender gains Combat Expertise and Dodge as bonus feats, even if he doesn’t meet the prerequisites. The spire defender is not prof icient in any kind of armor or shield. The spire defender does not have the magus’ ability to ignore arcane spell failure from armor; however, if the spire defender becomes prof icient in light armor, he automatically gains the magus’s ability to ignore the arcane spell failure chance of light armor. If he becomes prof icient in medium armor, at 7th level he ignores medium armor’s chance of arcane spell failure. If he becomes prof icient in heavy armor, at 13th level he ignores heavy armor’s chance of arcane spell failure. This replaces the magus’s normal armor prof iciencies. Arcane Augmentation(超常)/Arcane Augmentation:At 4th level, a magus can expend 1 point from his arcane pool as a swift action to grant himself a +5 competence bonus for 1 minute to one of the following skills Acrobatics, Climb, Escape Artist, Perception, Stealth, and Swim. For every three levels beyond 4th, the magus gains another +1 enhancement bonus, to a maximum of +10 at 19th level. This ability replaces the spell recall ability.
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単体ウォード Ancient Shroud ウォード(1575) Grpウォード Carrion Warding ウォード(2890) 緊急単体ウォード Eidolic Ward ウォード(1352) 緊急Grpウォード Purulence ウォード(2568) スペル限定おまけウォード Shroud of Armor スペルダメージウォード(228) 物理耐性上昇(699) 攻撃成功Proc型ウォード Bane of Warding 攻撃成功Proc 2.0/1min ウォード(615) 設置型AEウォード Spiritual Shrine 1min 一時的なペット召喚 5秒毎にGrpウォード 5秒毎に術者POW減少(29) 単体ウォード強化Buff Deathward ターゲットが瀕死であるほどウォード量上昇 SHMAAでPETAEウォード Aura of Warding 術者のペットがメレーダメージを与えると3%の確率で発動 ペットAEウォード(445) AA取得の単体HP変換ウォード Soul Ward 1mim 術者が犠牲にしたヒットポイントの量でウォード発動 術者のHPがが10%に低下 番外Buff Ritual 次のヒール量(18%)
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+ 目次 使い魔のアーキタイプ Familiar Archetypes大使(アーキタイプ) Ambassador 動物の模範(アーキタイプ) Animal Exemplar Arcane Amplifier(アーキタイプ) Arcane Amplifier Bloodline Familiars(アーキタイプ) Bloodline Familiars Decoy(アーキタイプ) Decoy Elemental Familiar(アーキタイプ) Elemental Familiar Occult Messenger(アーキタイプ) Occult Messenger Parasite(アーキタイプ) Parasite Patron Familiars(アーキタイプ) Patron Familiars School Familiar(アーキタイプ) School FamiliarAbjuration Conjuration Divination Enchantment Evocation Illusion Necromancy Transmutation 使い魔のアーキタイプ Familiar Archetypes 大使(アーキタイプ) Ambassador 出典 Ultimate Wilderness 210ページ 大使は主人の代わりに、時には主人のパトロンやその他の他次元界の接触に代わって話す。 特殊必要条件/Special Requirement:大使の使い魔は、特殊な使い魔の能力(レイヴンやスラッシュなどのように)として、あるいは上級使い魔によって、少なくとも1つ以上の言語を話すことができなければならない。話すことができない(あるいは主人や他の動物としか話すことができない)使い魔は大使になることはできない。 大使の技能/Ambassador Skills:大使は〈はったり〉、〈交渉〉、〈威圧〉をクラス技能として扱う。 《説得力》(変則)/Persuasive:大使はボーナス特技として《説得力》を得る。 これは鋭敏感覚と置き換える。 個性の強化(変則)/Enhanced Personality:大使は通常の【魅力】値よりも高い場合、そのレベルの使い魔の典型的な【知力】に等しい【魅力】を得る。使い魔の【知力】は6のままであり(あるいは上級使い魔としての開始時点の通常の【知力】値)、レベル毎に増加することはない。 これは使い魔の【知力】値の増加と置き換える。 動物の模範(アーキタイプ) Animal Exemplar 出典 Ultimate Wilderness 210ページ 動物の模範はその種の規範であり、その種の他の人の忠誠を指揮することができる。 特殊必要条件/Special Requirement:動物の模範は上級使い魔、植物、蟲、または非動物の使い魔には適用できない。 動物の模範の技能/Animal Exemplar Skills:動物の模範は〈動物使い〉をクラス技能として扱う。 動物への影響力(変則、擬呪)/Influence Animals:動物の模範は、7レベルではなく3レベルでその種の他の者との同類との会話を得る。7レベルの時点で、主人のレベルのドルイドの野生動物との共感能力としてその種の動物に影響を与える能力を得、判定に+4の種族ボーナスを得るが、その手の動物飲みが対象である。11レベルの時点で、その種の動物に対して擬似呪文能力として1日3回チャーム・アニマルを発動でき、13レベルの時点で、その種の動物に対して擬似呪文能力として1日3回ドミネイト・モンスターを発動できる。 これは同類との会話を変更し、接触呪文伝達、呪文抵抗。使い魔からの念視と置き換える。 Arcane Amplifier(アーキタイプ) Arcane Amplifier 出典 Wilderness Origins 20ページ The secret of the arcane amplifier familiar was first discovered in Irrisen, where the winter witches used white-furred foxes or hares to strengthen their spells. More recently, the practice has spread to Nex and Cheliax, and to haunted Ustalav where necromancers use black-eyed ravens for their spells. Echo(超常)/Echo:Once per day when delivering a touch spell, an arcane amplifier can apply the Extend Spell metamagic feat to the spell. An arcane amplifier can use this ability twice per day at 8th level, and three times per day at 13th level. This replaces Alertness and improved evasion. Reverberate(超常)/Reverberate:At 7th level, once per day when delivering a touch spell, an arcane amplifier can apply either the Empower Spell metamagic feat to the spell or use the Heighten Spell metamagic feat to increase its spell level by 2. An arcane amplifier can use this ability twice per day at 11th level. This replaces speak with animals of its kind and spell resistance. Resonate(超常)/Resonate:At 13th level, once per day when delivering a touch spell, an arcane amplifier can apply the Maximize Spell metamagic feat to the spell. This replaces scry on familiar. An arcane amplifier can apply only one metamagic effect to a single casting of a spell using its echo, reverberate, or resonate abilities. Bloodline Familiars(アーキタイプ) Bloodline Familiars 出典 Familiar Folio 16ページ Those with an inherent connection to magic often attract creatures who feel a similar instinctive pull toward magical forces. At 1st level, a sorcerer, bloodrager, or any other character with one of the following bloodlines can choose to gain a bloodline familiar. The character gains a familiar (as a wizard’s familiar), treating her class level as her wizard level for the purposes of this ability. This familiar has an additional ability listed below based on the master’s bloodline. This replaces the 1st-level bloodline power granted by the character’s bloodline; in addition, the character gains bonus spells from her bloodline one level later than she normally would. For example, a sorcerer with the aberrant bloodline who takes a bloodline familiar would not gain the acidic ray bloodline power, and she would gain her first bonus spell at 4th level, her second bonus spell at 6th level, and so on. GMs may use the following bloodline familiar abilities as written, or employ them as guidelines for devising bloodline familiar abilities for bloodlines not listed below. Aberrant—Squeezer(変則)/Squeezer:The familiar gains the compression ability, allowing it to move through an area as small as one-quarter its space without squeezing or one-eighth its space when squeezing. Abyssal—Grotesque Appendages(変則)/Grotesque Appendages:The damage dice of each of the familiar’s natural attacks increases by one die step. Arcane—Spell Catalyst(超常)/Spell Catalyst:Spells you cast that target your familiar are treated as having a caster level 2 levels higher than your actual caster level. Celestial—Heavenly Touch(超常)/Heavenly Touch:A number of times per day equal to 3 + your Charisma modif ier, your familiar can grant fast healing 1 to an allied creature it’s touching. This effect lasts a number of rounds equal to your Charisma modif ier (minimum 1) or until the familiar stops touching the creature, whichever comes first. At 10th level, the familiar grants fast healing 2 instead. At 20th level, the familiar grants fast healing 3 instead. Destined—Foretold Touch(超常)/Foretold Touch:The familiar gains a +1 luck bonus on attack rolls to deliver touch spells, and the DC of touch spells delivered by the familiar increases by 1. These benefits increase by 1 at 10th level and again at 20th level. Draconic—Dragon’s Flight(変則)/Dragon’s Flight:The familiar can sprout draconic wings, granting it a fly speed of 30 feet with average maneuverability for a number of minutes per day equal to 1/2 your caster level (minimum 1). These minutes need not be consecutive, but they must be spent in 1-minute increments. At 10th level, the familiar’s fly speed increases to 60 feet with good maneuverability. At 20th level, the familiar’s fly speed increases to 90 feet. Elemental—Dualistic Energy(超常)/Dualistic Energy:When your familiar delivers a touch spell that deals energy damage of a type other than your chosen energy type, your familiar can choose to alter the spell so that half of the energy damage dealt is of the spell’s original type and the other half is of your chosen energy type. Fey—Amusing Familiar(超常)/Amusing Familiar:The familiar can fascinate other creatures as the fascinate bardic performance, treating your caster level as its bard level and using your Charisma modifier for the purpose of calculating the Will save DC. The familiar cannot perform any other actions while using this ability. Infernal—Hellish Aura(超常)/Hellish Aura:Animals don’t willingly approach the familiar unless the animal’s master succeeds at a DC 15 Handle Animal, Ride, or wild empathy check. This DC increases to 20 at 10th level, and to 25 at 20th level. Animal companions, familiars and mounts are immune to this effect. Undead—Unliving Physiology(超常)/Unliving Physiology:The familiar is alive, but is treated as undead for all effects that affect undead differently from living creatures, such as cure spells and channeled energy. Decoy(アーキタイプ) Decoy 出典 Familiar Folio 10ページ A decoy misdirects its master’s enemies, allowing the master to strike by surprise. クラス技能:A decoy treats Bluff as a class skill. Deceitful/Deceitful:A decoy gains Deceitful as a bonus feat. This replaces alertness. Mockingbird(変則)/Mockingbird:At 5th level, a decoy can speak any of its master’s languages. At 7th level, it can mimic its master’s voice and intonation perfectly. This ability replaces speak with master and speak with animals of its kind. Master’s Guise(擬呪)/Master’s Guise:At 11th level, a decoy can transform into a perfect likeness of its master, as the alter self spell. It can hold this form for up to 1 minute per caster level; upon changing back, the decoy must remain in its natural form for an equal amount of time before transforming again. This ability replaces spell resistance. Elemental Familiar(アーキタイプ) Elemental Familiar 出典 Plane-Hopper's Handbook 26ページ The raw power of an elemental plane suffuses the body of an elemental familiar. Elemental Type(変則)/Elemental Type:An elemental familiar gains a subtype that matches its element air, earth, fire, or water. Elemental Manifestation(変則)/Elemental Manifestation:An elemental familiar gains one or more special abilities based on its element. An air familiar gains a fly speed of 20 feet (good maneuverability); an air familiar that already has a fly speed instead improves its maneuverability by one category or increases its fly speed by 10 feet. An air familiar is considered three size categories larger than its actual size when calculating whether it can be moved by wind. An earth familiar increases the natural armor bonus it gains from its master’s class level by 50% (minimum +1). A fire familiar can spit a globule of fire as a ranged touch attack once every 1d4 rounds; this attack has a range of 30 feet and deals 1d4 fire damage for every 3 character levels the master has. A water familiar can breathe underwater and gains a swim speed of 20 feet; a water familiar that already has a swim speed instead increases its swim speed by 10 feet. A water familiar also gains a bonus to its CMD when resisting bull rush, drag, reposition, and trip combat maneuvers; this bonus is equal to the natural armor adjustment gained from its master’s level. This replaces improved evasion. Elemental Speech(変則)/Elemental Speech:An elemental familiar gains the ability to speak and understand a language based on its element Aquan (water), Auran (air), Ignan (fire), or Terran (earth). This ability replaces speak with animals of its kind. Occult Messenger(アーキタイプ) Occult Messenger 出典 Wilderness Origins 21ページ Some familiars are messengers of greater powers than themselves. The witch’s familiar comes from her patron and the emissary is the servant of a god, but the occult messenger is envoy of an odder power still. See the Unseen(変則)/See the Unseen:While an occult messenger is within arm’s reach, the master gains the Psychic Sensitivity feat. This replaces Alertness. Teacher from Afar(変則)/Teacher from Afar:When the occult messenger’s master uses a psychic skill unlock while the occult messenger is within arm’s reach, the master gains a competence bonus on skill unlocks equal to half the occult messenger’s level. This replaces deliver touch spells. Parasite(アーキタイプ) Parasite 出典 Wilderness Origins 21ページ Most familiars are still something akin to normal animals, conduits for power rather than powers themselves. The parasite is one of the more disturbing exceptions. Infest(超常)/Infest:As a full-round action, a parasite can infest a willing or helpless target at least two size categories larger than the parasite. This deals 1d6 points of Constitution damage as the parasite burrows through viscera before attaching itself to the target’s brain or spinal cord (or equivalent). There, the parasite curls up, with no ability to see or hear anything itself, but with access to its host’s senses. Despite the gaping wound, this process is curiously painless. Assuming that the location of the wound and the resultant blood is not obvious (most parasites infest from the back for this reason), the victim must succeed at a Heal or Sense Motive check opposed by the familiar’s Bluff check to notice that something is amiss. Removing a parasite requires a successful Heal check opposed by the familiar’s Stealth check, or a successful casting of break enchantment against a DC of 11 + the parasite’s level. If successful, the parasite is destroyed. The parasite can leave the host willingly as a full-round action. If the host is killed, the parasite must succeed at a DC 20 Fortitude save or be killed as well. This replaces improved evasion and share spells. Puppeteer(擬呪)/Puppeteer:Beginning at 3rd level, the parasite can attempt to control its host once per day. This functions as suggestion. At 7th level, the parasite can use this ability to replicate dominate person instead. At 15th level, the parasite can replicate dominate monster. The DC for this ability is calculated as if the parasite’s master had cast the spell (defaulting to Charisma if the owner has no spellcasting ability). This replaces deliver touch spells, speak with animals of its kind, spell resistance, and scry on familiar. Patron Familiars(アーキタイプ) Patron Familiars 出典 Familiar Folio 17ページ Witches’ familiars are often tied to their patrons, enhancing and reinforcing the spellcasters’ connections to the sources of their magical might. Just as a sorcerer can gain a bloodline familiar, a witch can gain a patron familiar by choosing one at 1st level in place of her standard familiar. A patron familiar acts in all ways like a standard witch’s familiar, with the addition of the special ability indicated below according to the witch’s patron. In addition, the witch gains her patron spells 1 level later than she normally would—gaining the patron spell she’d normally receive at 2nd level at 3rd level instead, and so on. Agility—Supernatural Speed (Su) The familiar is incredibly fast for its type. It gains an enhancement bonus of +10 feet to each of its movement speeds. This bonus increases to +20 feet at 10th level, and to +30 feet at 20th level. Animals—Animal Speaker (Su) The familiar gains the ability to speak with animals of its kind at 1st level. If it would normally gain this ability at 7th level, the familiar gains the ability to speak with all animals (as though constantly under the effects of speak with animals) at 7th level. Deception—Distracting (Su and Sp) The familiar gains Bluff and Sense Motive as class skills. At 10th level, the familiar can throw its voice at will, as if using ventriloquism. Elements—Elemental Touch (Su) Choose an energy type acid, cold, electricity, or fire. The familiar gains resistance 5 to the selected energy type. Whenever the familiar delivers a touch spell that deals energy damage, it can change the type of energy damage dealt to the selected energy type. Endurance—Endure Afflictions (Su) The familiar is unnaturally talented at resisting bodily corruption. The familiar and any ally touching it gains a +2 resistance bonus on saving throws against nonmagical poisons and diseases. At 10th level, this bonus also applies against magical diseases and poisons. At 20th level, this bonus also applies against curses. Plague—Diseased Touch (Ex) Once per day, the familiar can inflict filth fever with its natural attacks for 1 round. At 10th level, the familiar can inflict red ache instead. At 20th level, it can inflict demon fever instead. See page 557 of the Pathfinder RPG Core Rulebook for details on these diseases. The familiar may be able to inflict other injury diseases instead at the GM’s discretion. Shadow—Fearsome Shadows (Sp) Once per day, the familiar can use cause fear as a spell-like ability as long as it is in an area of normal or dim light, affecting a single living creature with a number of Hit Dice up to the familiar’s Intelligence score. Thus, creatures normally immune to cause fear because they have 6 or more Hit Dice may not be immune to the familiar’s cause fear spell-like ability. Strength—Strength of Mind (Su) A number of times per day equal to its master’s Intelligence modifier (minimum once per day), the familiar can swap its Strength and Intelligence scores as a standard action. This effect lasts for a number of rounds equal to 1/2 the master’s caster level. Transformation—Shapechanging Familiar (Su) The familiar is able to transform itself. For a number of minutes per day equal to its master’s witch level, the familiar can alter its appearance so that it looks like a different creature of its type and size. The duration doubles at 8th level, and triples at 16th level. This duration need not be consecutive, but it must be used in 1 minute increments. For instance, a cat familiar could appear as any Tiny animal. This change is purely cosmetic, and doesn’t alter the familiar’s statistics. Trickery—Familiar’s Illusions (Sp) The familiar has a mischievous predilection toward simple illusions. Once per day, the familiar can use a 0-level illusion spell on its master’s spell list as a spell-like ability. At 10th level, it can also use a 1st-level illusion spell on its master’s spell list once per day. At 20th level, it can also use a 2nd-level illusion spell on its master’s spell list once per day. Water—Amphibious Familiar (Su) The familiar can breathe water for a number of minutes per day equal to 1/2 its master’s witch level. These minutes need not be consecutive, but they must be spent in 1-minute intervals. If the familiar can already breathe water, it can breathe air for the same duration. At 10th level, the familiar gains a swim speed of 30 feet (or a land speed of 30 feet if it already has a swim speed) while using this ability. At 20th level, the familiar can move through water as though under the effects of freedom of movement while using this ability. Wisdom—Preternatural Wisdom (Su) The familiar gains a Wisdom score of 6. This score increases by 1 point at 3rd level and every 2 levels thereafter (at the same rate as its Intelligence score). This may cause a familiar whose Wisdom score is typically higher than 6 to start with a lower Wisdom score than normal. School Familiar(アーキタイプ) School Familiar 出典 Familiar Folio 14ページ School familiars are tightly bound to the power of their master’s chosen school of magic. A school familiar cannot have any other familiar archetype (see page 10). At the GM’s discretion, other schools of magic (such as elemental arcane schools from Pathfinder RPG Ultimate Magic) may have their own school familiars. School Link(超常)/School Link:A school familiar can use the share spells and deliver touch spells abilities only with spells of its master’s specialized arcane school. School Cantrip(擬呪)/School Cantrip:A school familiar can cast at will one cantrip selected from its associated arcane school, using its master’s caster level. Specialty Stowaway(擬呪あるいは超常)/Specialty Stowaway:A school familiar can use any granted abilities of its master’s arcane school that have a limited number of uses or rounds per day, expending twice the number of uses or rounds as usual. Lesser School Power/Lesser School Power:A school familiar gains the lesser school power matching its associated arcane school. Greater School Power/Greater School Power:A school familiar whose master has taken the Greater School Familiar feat gains the indicated greater school power of its associated arcane school. Abjuration An abjurer’s familiar is an invaluable defensive aid. Lesser—Energy Block (Su) Choose an energy type acid, cold, electricity, fire, or sonic. The familiar gains energy resistance equal to 1/2 its master’s level (minimum 1) to the chosen energy type and can share this resistance with one ally within 5 feet. As a standard action, the familiar’s master can change this energy type. The familiar is immune to magic missile as if protected by shield. Greater—Disruptive Spirit (Su) Whenever the familiar hits a creature with a natural attack, that creature is subject to a targeted dispel magic effect at the master’s caster level. This ability can’t be used while delivering a touch spell, and can’t affect the same creature more than once in 24 hours. Conjuration Conjurers’ familiars are masters of teleportation that can inhabit the bodies of summoned creatures. Lesser—Master’s Side (Sp) The familiar can use dimension door to return to its master’s side a number of times per day equal to 3 + its Intelligence modifier (minimum once per day). Greater—Summoned Shell (Sp) Whenever the familiar’s master casts a summon monster spell, if the familiar is within the spell’s range, it can choose to inhabit the body of one creature summoned by the spell. While inhabiting the body, the familiar maintains its own Intelligence, Wisdom, and Charisma scores and its familiar powers, but otherwise gains the statistics and abilities of the summoned creature. When the spell ends, or the summoned creature’s hit points are reduced to 0, the familiar is expelled without suffering any negative effects. Divination A diviner’s familiar complements its master’s prescience. Lesser—Ever Ready (Su) At the start of combat, the familiar and its master each roll initiative separately, and the master can choose to trade his initiative result with his familiar’s. The familiar gains the benefits of the diviner’s forewarned school power and can always act on the surprise round. Greater—Greater Scry on Familiar (Sp) The master gains the scry on familiar ability (if he doesn’t already possess it), and can use it at will as greater scrying. Enchantment Enchanters’ familiars are devious manipulators capable of aiding in charms and compulsions. Lesser—Manipulative Abettor (Su) If the familiar’s master casts an enchantment spell while targeting a creature whose square is also occupied by his familiar, the save DC of the spell is increased by 2. Greater—Puppet Master (Su) The familiar can strongly inf luence a creature through physical contact. Once per day, the familiar can make a melee touch attack against a creature and force it to make a Will save (DC = 10 + 1/2 the familiar’s Hit Dice + its Charisma modifier) or be affected as if by charm monster. The effect lasts for as long as the familiar remains conscious and within 5 feet of the target (to a maximum of 24 hours). As soon as the effect ends, the freed victim is forever immune to that familiar’s puppet master ability. Evocation Evocation familiars boost and manipulate energy spells. Lesser—Energy Boost (Su) Choose an energy type acid, cold, electricity, or fire. The familiar gains resistance 10 to the selected energy type. Whenever an ally casts an evocation spell that has the chosen energy type as a descriptor while within 5 feet of the familiar, the spell deals bonus energy damage equal to its spell level. Greater—Eldritch Battery (Su) The familiar becomes immune to the energy type chosen for its energy boost ability. If the familiar’s master casts an evocation spell that has that energy type as a descriptor, and targets the familiar or includes it in the spell’s area, the familiar can choose to absorb the spell. Instead of the spell’s normal effect, the familiar gains the spell (including any metamagic feats applied to it) as a spell-like ability. It can use this ability once, at half the spell’s original caster level. If the halved caster level is insufficient to cast a spell of that level, the familiar doesn’t gain the spell as a spell-like ability. The effect fades after 1 minute if not used. Illusion Illusion school familiars can control their master’s illusions and create impressive illusions of their own. Lesser—Illusory Maestro (Su) As a move action, the familiar’s master can transfer control of any illusion spell that requires concentration to the familiar. The familiar’s affinity for illusions also enhances the quality of the illusion, increasing the illusion’s save DC (if any) by 1 for as long as the familiar concentrates on the spell. Greater—Phantom Swarm (Su) As a standard action, the familiar can conjure hundreds of illusory duplicates of itself. The familiar can direct the phantom swarm as a normal swarm by moving along with it. The familiar gains a swarm attack that deals 1d6 points of damage with a distraction DC equal to 10 + the familiar’s Constitution modifier. Opponents who fail to disbelieve the effect (Will DC = 10 + 1/2 the master’s level + the familiar’s Charisma modifier) treat the familiar as if it had the swarm subtype. The familiar takes any damage dealt to the swarm, including extra damage from area attacks, though it takes only half damage from slashing and piercing weapons. Creatures who successfully disbelieve the swarm are immune to the swarm’s effects and can target the familiar as an individual creature. Only Tiny or smaller familiars can use this ability. This is an illusion (shadow) effect. Necromancy Necromancers’ familiars are scions of undeath. Lesser—Spirit Warden (Su) Whenever the familiar successfully uses aid another to aid an attack, that attack deals full damage to incorporeal creatures. When encountering a haunt, the familiar always acts on the surprise round, and can make touch attacks against the haunt that deal 1d6 points of damage per 2 levels its master possesses. Greater—One With the Negative (Su) The familiar is healed by negative energy as if undead. It is immune to energy drain. It’s constantly affected by hide from undead; if it breaks this effect by attacking, it can activate the effect again as a standard action. Whenever the familiar hits a living creature with a natural attack, that creature gains 1 negative level. A given creature can receive a negative level from the familiar only once per day. Transmutation A transmutation familiar is capable of protecting its master’s effects as well as shapeshifting. Lesser—Dispel Bait (Su) As a standard action, the familiar’s master can expend a spell or an open spell slot to imbue the familiar with the ability to protect his transmutations. Whenever one of the master’s transmutations would be successfully dispelled, if the familiar is within 10 feet of the transmutation effect and the imbued spell slot is of a level equal to or higher than the transmutation, the familiar can choose to lose the imbued spell slot to prevent the transmutation effect from being dispelled. The familiar can be imbued with only one dispel bait effect at a time. Greater—Infinite Forms (Su) Once per day as a standard action, the familiar can transform into any animal familiar (but not an improved familiar), losing all of its racial abilities and becoming a typical familiar of the chosen type, including granting a different familiar bonus to its master.
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LINK Ever Quest II公式サイト…SOE運営EQ2公式サイト エバークエストII特設サイト…Square Enix運営EQ2特設サイト EQ2 SpellsIII…EQII最新情報 OGaming…EQIIのデータベース Ever Ouest II Heritage…ヘリテージの攻略専門サイト EQ2 Maps Quest…MAPはここで! EQ2Interface…カスタムUIと言えばここです EQ2Recipe…超便利、アーチザン(生産)のレシピサイト トップページに戻る
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指定した州にGreat Hawk率いるBlack Hawkを40体召喚します Call of the Winds 領域 使用 宝石 Conjuration Lv3 儀式/陸上限定 10 主属性 副属性 効果量 効果発生数 2 - - 40 射程距離 効果範囲 精度補正 疲労 - - - - 特殊 遠隔儀式(射程5)海域の指定・通過不可 ゲーム内説明文 Summons a Great Hawk, along with a large flock of Black Hawks, in a province far away. Great Hawks are intelligent and can command troops. 和訳 遠方の州において、Black Hawkの大きな群れに加えGreat Hawkを召喚します。Great Hawkは知的で、軍を指揮することができます。 解説 鳥の大群を遠方に直接召喚する儀式。主に嫌がらせや威力偵察に使用される。 Black Hawkはかなり弱く、飛行できること以外に褒めるようなところはない。おまけにその飛行も統制不能と組み合わさると文字通りに制御不能と化し、守備隊の飛行兵と同じような出落ちをやってのける。 とはいえ数が多いので、手数が足りていない相手を囲むと煩わせることはできる。使い捨てであることは変わりないが、敵を足止めしつつ疲労もさせられると考えれば無駄ではない。 なお、表示はないが要塞包囲にはペナルティがあり、飛行能力からのボーナスを打ち消している。筋力が低すぎるので、包囲の応援にはほとんど役立たない。 指揮官としてやってくるGreat Hawkも戦闘力にはとくに期待できないが、素で飛行能力を持つ指揮官として存在価値がある。ただし脆いので、流れ弾などでの事故死に注意が必要。 召喚に指定する州は海ではなく、かつ海を跨ぐ場所でもなければ好きに選べるので、敵の州に直接呼び出すこともできる。残念ながら上記のように戦力としては頼りないので、極端に小規模な守備隊ぐらいしか倒すことはできない。 それでも直接戦闘に入ることで敵の布陣をはっきりと確認でき、偵察情報と違い確実に正確な構成を見ることができる。敵への警告にもなってしまうが、決戦前に一度送り込んでおくのも良いだろう。 コメント 名前 コメント
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PPP Waterdeep Duology キャンペーン用キャラクター。 Judith ( ユーディット ) Race Tiefling Alignment Neutral-Good Experience / Next Level - / - xp Classes / Level Sorcerer 16 Patron Deity / Faith Tyr Background Waterdhavian Noble キャラ設定 ウォーターディープ貴族の私生児。 インキュバスにたぶらかされた娘が産んだ子であったが故、事態の隠蔽のために闇に葬り去られそうになったが、Divine Soul としての兆しが見られたため、Tyr 預りという形で生きながらえる。 ( 名目上は、Divine Soul として運命づけられていた神子が、悪魔の介入で呪われた外見で産まれた、という話になっている ) Tyr 預りの悪魔ッ娘ということで、関係者には割と知られた存在 ( かも知れない )。 背中の羽根が出せるよう、背中が大きく開いたカスタム修道服がトレードマーク。 Hit Points 98 = 6 + 4 + 4 + 4 + 4 + 4 + 4 + 4 + 4 + 4 + 4 + 4 + 4 + 4 + 4 + 4 + 32 CON Mod. ( = + 2 CON × 16 Lv. ) Ability Scores 【 STR 】 9 ( - 1 ) = 9 ( 1pts. ) 【 CON 】 14 ( + 2 ) = 14 ( 7pts. ) 【 DEX 】 14 ( + 2 ) = 14 ( 7pts. ) 【 INT 】 12 ( + 1 ) = 11 ( 3pts. ) + 1 Racial 【 WIS 】 10 ( + 0 ) = 10 ( 2pts. ) 【 CHA 】 21 ( + 5 ) = 14 ( 7pts. ) + 2 Racial + 3 Feat + 2 Tome of Understanding Initiative Move Speed Initiative : + 2 = + 2 DEX Land Speed : 30 feet. Fly Speed : 30 feet. Armor Class 16 = 13 + 2 DEX + 1 Elven Chain Saving Throws 【 STR 】 - 1 ( = - 1 STR ) 【 CON 】 + 7 ( = + 2 CON + 5 Proficiency ) 【 DEX 】 + 2 ( = + 2 DEX ) 【 INT 】 + 1 ( = + 1 INT ) 【 WIS 】 + 0 ( = + 0 WIS ) 【 CHA 】 + 10 ( = + 5 CHA + 5 Proficiency ) Proficiencies Proficiency Bonus + 5 Armor : None Weapons : Daggers, darts, slings, quarterstaffs, light crossbows Tools : None Language : Common, Infernal, Goblin Attacks Dagger Finesse, light, thrown ( range 20 / 60 ) Attack : + 7 ( = + 2 DEX + 5 Proficiency ) Damage : 1d4 + 2 ( = + 2 DEX ) / Piercing Clossbow, light Ammunition ( Range 80 / 320 ), loading, two-handed Attack : + 7 ( = + 2 DEX + 5 Proficiency ) Damage : 1d8 + 2 ( = + 2 DEX ) / Piercing Skills Strength Athletics : - 1 ( = - 1 STR ) Dexterity Acrobatics : + 2 ( = + 2 DEX ) Sleight of Hand : + 2 ( = + 2 DEX ) Stealth : + 2 ( = + 2 DEX ) Intelligence ○ Arcana : + 1 ( = + 1 INT ) ■ History : + 6 ( = + 1 INT + 5 Proficiency ) Investigation : + 1 ( = + 1 INT ) Nature : + 1 ( = + 1 INT ) ● Religion : + 6 ( = + 1 INT + 5 Proficiency ) Wisdom Animal Handling : + 0 ( = + 0 WIS ) ○ Insight : + 0 ( = + 0 WIS ) Medicine : + 0 ( = + 0 WIS ) Perception : + 0 ( = + 0 WIS ) Survival : + 0 ( = + 0 WIS ) Charisma ● Deception : + 10 ( = + 5 CHA + 5 Proficiency ) ○ Intimidation : + 5 ( = + 5 CHA ) Performance : + 5 ( = + 5 CHA ) ■ Persuasion : + 10 ( = + 5 CHA + 5 Proficiency ) ○ = Class skill ( not Proficiencied ) ● = Proficiencied by class ◆ = Proficiencied by racial ■ = Proficiencied by background Traits Tiefling ( Winged Bloodline ) Ability Score Increases : + 2 CHA, + 1 INT Size : Medium Speed : Your base walking speed is 30 feet Darkvision : Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. Hellish Resistance : You have resistance to fire damage. Winged : You have bat-like wings sprouting from your shoulders. You have a flying speed of 30 feet while you aren’t wearing heavy armor. Languages : Common, Infernal Sorcerer 14 Hit Dice : 1d6 / Lv. Armor Proficiencies : None Weapon Proficiencies : Daggers, darts, slings, quarterstaffs, light crossbows Tool Proficiencies : None Saving Throw Proficiencies : Constitution, Charisma Skills : Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion Spellcasting : 6 Cantrips Known, 14 Spells Known, 4 / 3 / 3 / 3 / 2 / 2 / 1 / 1 / - Sorcery Points : You have 14 sorcery points. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest. Flexible Casting : You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels. └ Creating Spell Slots : You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th. The created spell slots vanish at the end of a long rest. Metamagic 1 Transmuted Spell : When you cast a spell that deals a type of damage from the following list, you can spend 1 sorcery point to change that damage type to one of the otherlisted types acid, cold, fire, lightning, poison, thunder. Metamagic 2 Twined Spell : When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal tothe spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).To be eligible for Twinned Spell, a spell must be incapable of targeting more than one creature at the spell's current level. Metamagic 3 Quicked Spell : When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting. Divine Magic : Favored by the Gods : Divine power guards your destiny.If you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome.Once you use this feature, you can't use it again until you finish a short or long rest. Empowered Healing : Whenever you or an ally within 5 feet of you rolls dice to determine the number of hit points a spell restores, you can spend 1 sorcery point to rerollany number of those dice once, provided you aren't incapacitated.You can use this feature only once per turn. Otherworldly Wings You can use a bonus action to manifest a pair of spectral wings from your back. While the wings are present, you have a flying speed of 30 feet.The wings last until you're incapacitated, you die, or you dismiss them as a bonus action. Waterdhavian Noble (Background) Skill Proficiencies : History, Persuasion Tool Proficiencies : One type of gaming set or one musical instrument Languages : One of your choice Feats Flames of Phlegethos ・Increase your Intelligence or Charisma score by 1, to a maximum of 20. ・When you roll fire damage for a spell you cast, you can reroll any roll of 1 on the fire damage dice, but you must use the new roll, even if it is another 1. ・Whenever you cast a spell that deals fire damage, you can cause flames to wreathe you until the end of your next turn. The flames don’t harm you or your possessions, and they shed bright light out to 30 feet and dim light for an additional 30 feet. While the flames are present, any creature within 5 feet of you that hits you with a melee attack takes 1d4 fire damage. Fey Touched ・Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20. ・You learn the misty step spell and one 1st-level spell of your choice. The 1st-level spell must be from the divination or enchantment school of magic. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can’t cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells’ spellcasting ability is the ability increased by this feat. Telekinetic ・Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20. ・You learn the mage hand cantrip. You can cast it without verbal or somatic components, and you can make the spectral hand invisible. If you already know this spell, its range increases by 30 feet when you cast it. Its spellcasting ability is the ability increased by this feat. ・As a bonus action, you can try to telekinetically shove one creature you can see within 30 feet of you. When you do so, the target must succeed on a Strength saving throw ( DC 8 + your proficiency bonus + the ability modifier of the score increased by this feat ) or be moved 5 feet toward you or away from you. A creature can willingly fail this save. Spells Known Sorcerer 0Lv. Acid Splash Action 60ft. DEX Save ( DC 18 ) 3d6 Damage ( Acid ) Instantaneous Firebolt Action 120ft. + 10 Spell Attack 3d10 Damage ( Fire ) Instantaneous Guidance Action Touch ― + 1d4 one ability check Concentration, up to 1Min. Light Action Touch ― Sheds bright light in a 20-foot radius and dim light for an additional 20ft. 1Hour Mage Hand Action 30ft. ― 1Min. Prestidigitation Action 10ft. ― Various 1Hour Shape Water Action 30ft. ― Various Instantaneous 1Lv. Detect Evil and Good ※2 Action Self ― Detect specific types creatures within 30ft. Concentration, up to 10Min. Healing Word Bonus Action 60ft. ― Restore 1d4 + CHA Mod. HP Instantaneous Shield Reaction Self ― + 5 Bonus to AC 1Round 2Lv. Aid Action 30ft. ― Max. HP and current HP increase by 5 ( up to 3 creatures ) 8Hours Misty Step ※2 Bonus Action Self ― Teleport up to 30 feet to an unoccupied space that you can see Instantaneous 3Lv. Counterspell Reaction 60ft. ― Interrupt a creature in the process of casting a spell Instantaneous Haste Action 30ft. ― Concentration, up to 1Min. Life Transference ※1 Action 30ft. ― You take 4d8 Damage ( Necrotic ) and one creature restore HP equal to twice the damage Instantaneous 4Lv. Dimension Door Action 500ft. ― Instantaneous Sickening Radiance Action 120ft. ― Concentration, up to 10Min. 5Lv. Synaptic Static Action 120ft. ― Instantaneous Wall of Stone Action 120ft. ― Concentration, up to 1Min. 6Lv. Disintegrate Action 120ft. ― Instantaneous Hero's Feast Action 120ft. ― Concentration, up to 1Min. 7Lv. Draconic Transformation Bonus Action Self ― Concentration, up to 1Min. 8Lv. Power Word Stun Action 60ft. ― Instantaneous Sun Burst Action 150ft. CON Save ( DC 18 ) 12d6 Damage ( Force ) Instantaneous ※1 Affinity spell from Divine Magic ( Law ) ※2 Fey Touched Spells Equipments Dagger × 2 Light crossbow Bolt × 20 ★ Bloodwell Vial + 1 ◇ Elven Chain ◇ Circlet of Blasting ◇ Helm of Complehend Languages ◇ Periapt of Proof against Poisons ★ Ring of Invisibility ★ Wand of Fireballs ◇ Wand of Detection ◇ Wand of Magic Missiles ◇ Wind Fan ◇ Bag of Holding ◇ Potion of Healing × 2 Component pouch Holy Symbol Explorer's Pack Branket A set of fine clothes Signet brooch Scroll of pedigree Skin of fine zzar or wine 7,980.5gp ◇ = Magic Item ☆ = Magic Item ( requires attunement ) ★ = Magic Item ( attuned )
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タトゥード・ミスティック Tattooed Mystic 出典 Paths of Prestige 56ページ The tattooed mystics of Varisia are renowned throughout Avistan for both the artistry with which they adorn their bodies and the powerful magic they summon from these markings. Many learn the ways of tattooing from their forebears, the craft having been passed down through generations of Varisian wanderers and fortune-tellers. Others are born with what the Varisians call “birth tattoos”—incredibly elaborate and colorful birthmarks; those so blessed almost always grow up to become tattooed mystics. Regardless of how their fascination with the art begins, those seeking the powers of the tattooed mystic invariably turn to the runes of ancient Thassilon and the study of magic, combining the two into an elaborate and dangerous form of spellcraft. 前提条件 タトゥード・ミスティックになるためには、キャラクターは以下の基準すべてを満たさなければならない。 特技:Varisian Tattoo(The Inner Sea World Guide 289ページ) 技能:Craft (tattoo) 5ランク、Spellcraft 5ランク 呪文:2レベル呪文の発動能力 特殊:Able to speak Thassilonian. クラス技能 タトゥード・ミスティックのクラス技能は、以下の通り:Knowledge (arcana)【知】、Knowledge (history)【知】、Linguistics【知】、Spellcraft【知】。 レベル毎の技能ポイント:2+【知】修正値。 ヒットダイスの種類:d6。 クラスの特徴 レベル 基本攻撃ボーナス 頑健セーヴ 反応セーヴ 意志セーヴ 特殊 日毎の呪文 1 +0 +0 +0 +1 Familiar tattoo — 2 +1 +1 +1 +1 Mystic tattoo +1 level of spellcasting class 3 +1 +1 +1 +2 Magical tattoo artist +1 level of spellcasting class 4 +2 +1 +1 +2 Mystic tattoo +1 level of spellcasting class 5 +2 +2 +2 +3 Skillful tattooist — 6 +3 +2 +2 +3 Mystic tattoo +1 level of spellcasting class 7 +3 +2 +2 +4 Tattoo mastery +1 level of spellcasting class 8 +4 +3 +3 +4 Mystic tattoo +1 level of spellcasting class 9 +4 +3 +3 +5 Potent tattoos — 10 +5 +3 +3 +5 Mystic tattoo +1 level of spellcasting class 以下のすべてがタトゥード・ミスティック上級クラスの特徴である。 武器と鎧への習熟:A tattooed mystic gains no additional weapon or armor proficiencies. Familiar Tattoo(超常)/Familiar Tattoo:This ability is exactly like the tattooed sorcerer ability of the same name (Inner Sea Magic 40). Mystic Tattoo(超常)/Mystic Tattoo:A tattooed mystic inscribes ancient symbols of power on his skin to enhance his spellcasting. At 2nd level and every two levels thereafter, the mystic inscribes a new tattoo on his body, chosen from the list below. Mystic tattoos do not occupy magic item or tattoo slots on his body. The mystic can select each tattoo more than once; the effects of multiple tattoos are noted in their descriptions. Binding Trine/Binding Trine:This triangular design allows the mystic to transform a hostile spell affecting him into a magical tattoo, similar to a reservoir tattoo (Inner Sea Magic 16). When the mystic fails a saving throw against a spell of 3rd level or lower that targets only him, he gets a chance to identify it with a Spellcraft check (DC 15 + spell level). If he succeeds at this check, he can sacrifice a prepared spell or spell slot of equal or higher level as an immediate action to bind the spell, suppressing its effects and suspending its duration for a number of rounds equal to his level. Only spells with a duration longer than instantaneous can be bound this way, and only one spell can be held at a time. While bound, the spell can be dispelled or removed as normal. The maximum spell level this tattoo can bind increases by 2 each time it’s selected, to a maximum of 9th level. Blistering Bands/Blistering Bands:These glowing, angular markings encircle the mystic’s arms. Whenever the mystic casts an evocation spell that deals energy damage, he can spend a swift action to surround himself with an aura of that same energy until the beginning of his next turn. Creatures adjacent to the mystic when he activates the ability or that end their turns adjacent to him take 1d6 points of damage of the same energy type as the evocation spell. If the spell deals more than one type of energy damage, the mystic must choose which of those types of damage his aura deals. Selecting this tattoo additional times increases the damage dealt by 2d6, to a maximum of 7d6. Flickering Eye/Flickering Eye:The skin beneath this stylized eye seems partially translucent and insubstantial. When the mystic spends a standard action to concentrate on an ongoing illusion effect created by one of his spells, he gains concealment (20% miss chance) until the beginning of his next turn. Effects that negate invisibility negate this miss chance. When this tattoo is chosen a second time, the miss chance increases to 50%. When it’s chosen a third time, the mystic instead becomes invisible, as per the spell invisibility, until the beginning of his next turn. Pouncing Beasts/Pouncing Beasts:These bestial pictographs seem poised to leap off the mystic’s skin. The mystic can cast summon monster and summon nature’s ally spells of up to 3rd level as a standard action, rather than a full-round action, provided all the creatures summoned enter play adjacent to him. The maximum spell level the tattoo can affect increases by 2 each time it’s selected, to a maximum of 9th level. Rune of Fangs/Rune of Fangs:These jagged runes cover the mystic’s face, giving him a bestial expression. While polymorphed or otherwise transformed into a form with natural attacks, the mystic gains an enhancement bonus on his attack and damage rolls equal to 1/2 his level with one natural attack, chosen when he assumes that form. Each time he selects this tattoo, he can choose one additional natural attack to apply the bonus to. Swallowing Glyph/Swallowing Glyph:This ornate, shadowy glyph absorbs the souls of those the mystic slays. Any time the mystic slays a creature with a necromancy spell, he can spend a swift action to gain a number of temporary hit points equal to the spell’s level. Temporary hit points gained from subsequent uses of this ability do not stack. The second time this tattoo is selected, the number of temporary hit points increases to double the spell’s level. The third time it’s selected, the number increases to triple the spell’s level. Twisting Script/Twisting Script:The indistinct shapes that form this spiral tattoo twist into legible text when scrutinized. Creatures within 30 feet of the mystic that can see him are affected by his language-dependent enchantment spells, even if they do not understand the language he speaks. Creatures without a language are immune to this effect. The range of the effect increases by 30 feet each time this tattoo is selected, to a maximum of 150 feet. Magical Tattoo Artist/Magical Tattoo Artist:At 3rd level, a tattooed mystic gains Inscribe Magical Tattoo (Inner Sea Magic 16) as a bonus feat. Skillful Tattooist(変則)/Skillful Tattooist:At 5th level, as long as a tattooed mystic is using his Craft (calligraphy, paintings, or tattoos) skill to craft magical tattoos on his own body, he can do so in half the time it would normally take (see page 91 of the Core Rulebook). Tattoo Mastery(変則)/Tattoo Mastery:At 7th level, a tattooed mystic can use his own ability score modifier and relevant feats to set the DC for spell tattoos he crafts, and can use his own caster level if it is higher than that of the spell tattoo he is crafting (similar to a caster using a staff ). Potent Tattoos(変則)/Potent Tattoos:At 9th level, when a tattooed mystic uses his caster level to determine the DC of one the spell tattoos he has crafted, he does so at +1 caster level.
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単体HoT Photosynthesis 即時+2秒ごとにHoT(394~481) GrpHoT Healstorm 即時+2秒ごとにHoT(401~490) 緊急単体HoT Sylvan Touch 初回ヒール(864) HoTヒール(162) 緊急GrpHoT Sylvan Embrace 初回ヒール(826~1010) HoTヒール(146~178) エレメンタル専用ウォード Ward of the Untamed エレメンタルダメージにウォード(1629) エレメンタル耐性上昇(895) 単体受動HoTBuff Regenerating Spores ダメージを受けると8%の確率で発動 即時+2秒毎 ヒットポイントが50%未満 ヒール(213~260) ヒットポイントが50%以上 ヒール(106~130) 術者スタンの単体POW転送付HoT Hierophantic Provenance 36sec 即時+2秒ごとに発動 ヒール(525~642) POW回復(41~50) 2秒ごとに術者POW減少(50) 樹木設置の設置型AEHoT Healing Grove 1min 一時的ペット召喚 [[Grp]]ヒール(3秒毎) 3秒毎に術者POW減少(20) 一時PET召喚のPBAEHoT Faerie Ally 1min12sec 一時的なペット召喚