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【ハウス・オブ・フォーリングスターズ:Large Yellow Recluseを倒せ】 ■クエスト発生者 Relc Tulin(ハウス・オブ・フォーリング・スターズ) ■内容 スチームフォント山脈でLarge Yellow Recluse(46Lv前後クモ)を12体倒す。 ■報酬 4900 ステータスポイント ファクション:+150 House of Falling Stars 名前 コメント
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カサーティック・メイジ Cathartic Mage 出典 Secrets of Magic 194ページ Emotions are powerful, and you can tap into that power to enhance your magic for a time. You learn to harness a particular emotional state under the right conditions, but be warned emotions are volatile and destructive if left unchecked. The experience often leaves you reeling from the unhindered emotion, requiring a rest or distraction before tapping into it again. Emotional Focus Emotional Focus Some emotional states, such as love or hatred, require the caster to focus on a specific individual called their emotional focus. Your emotional focus can change over time with you choosing a new focus after an important part of your story is resolved. Work with your GM to determine when this change happens. An emotional focus doesn't get a say in the matter; the cathartic spellcaster's emotions determine the bond. However, making another PC your emotional focus could result in an uncomfortable social dynamic. You should check with that PC's player in advance to see if such a link is acceptable. Cathartic Mage Dedication 特技2 Cathartic Mage Dedication アンコモン アーキタイプ 専念 出典 Secrets of Magic 194ページ アーキタイプ カサーティック・メイジ 前提条件 Charisma 14, or ability to cast spells from spell slots You've learned to harness a particular emotion and mix it into your magic. Choose an emotion from the Emotional States section below to be your catharsis emotion. If you don't already cast spells from spell slots, you learn to cast spontaneous spells and gain the Cast a Spell activity. You gain a spell repertoire with one cantrip of your choice, from a spell list of your choice. You choose this cantrip from the common spells on your chosen spell list or from other spells to which you have access on that list. You're trained in spell attack rolls and spell DCs for that tradition. Your key spellcasting ability for these spells is Charisma. If you can already cast spells from spell slots, you learn one additional cantrip from your spellcasting tradition. If you're a prepared caster, you can prepare this spell in addition to your usual cantrips per day; if you're a spontaneous caster, you add this cantrip to your spell repertoire. You gain the Catharsis reaction and the Settle Emotions activity. Catharsis [reaction] (concentrate, emotion, mental) トリガー determined by your catharsis emotion; 効果 You gain the catharsis activation effects listed for your catharsis emotion. You gain that emotion's emotional fervor benefits for 3 rounds. When your emotional fervor ends, you suffer the listed emotional fallout. After using Catharsis, you can't use it again until you use the Settle Emotions activity. Settle Emotions (concentrate, emotion, mental) You spend 10 minutes using techniques you've developed to calm your emotions and bring them back under control. This allows you to access your Catharsis again. 特殊 You can't select another dedication feat until you've gained two other feats from the cathartic mage archetype.Cathartic Mage Dedication Leads To...Cathartic Mage Dedication Leads To...Basic Cathartic Spellcasting, Cathartic Focus Spell, Infectious Emotions, Work Yourself Up Basic Cathartic Spellcasting 特技4 Basic Cathartic Spellcasting アーキタイプ 出典 Secrets of Magic 195ページ アーキタイプ カサーティック・メイジ 前提条件 Cathartic Mage Dedication You gain the basic spellcasting benefits. Each time you gain a spell slot of a new level from this archetype, add a spell of that spell level from your chosen tradition to your repertoire—either a common spell or another spell you've learned or discovered.Basic Cathartic Spellcasting Leads To...Basic Cathartic Spellcasting Leads To...Expert Cathartic Spellcasting Cathartic Focus Spell 特技4 Cathartic Focus Spell アーキタイプ 出典 Secrets of Magic 195ページ アーキタイプ カサーティック・メイジ 前提条件 Cathartic Mage Dedication You learn the focus spell listed under your emotion's entry. You can cast it only while in emotional fervor. If you don't already have one, you gain a focus pool of 1 Focus Point, which you can Refocus while you use Settle Emotions. Work Yourself Up [two-actions] 特技8 Work Yourself Up アーキタイプ 精神集中 出典 Secrets of Magic 195ページ アーキタイプ カサーティック・メイジ 前提条件 Cathartic Mage Dedication 必要条件 You have a reaction available and aren't prevented from using Catharsis. You concentrate on your mental state, tapping into that raw emotional energy. Take your Catharsis reaction, causing the catharsis activation and entering your emotional fervor as normal. The fervor lasts only until the end of your turn. At the end of your emotional fervor, you experience the effects of your emotional fallout, as normal. Expert Cathartic Spellcasting 特技12 Expert Cathartic Spellcasting アーキタイプ 出典 Secrets of Magic 195ページ アーキタイプ カサーティック・メイジ 前提条件 Basic Cathartic Spellcasting You gain the expert spellcasting benefits.Expert Cathartic Spellcasting Leads To...Expert Cathartic Spellcasting Leads To...Master Cathartic Spellcasting Infectious Emotions 特技12 Infectious Emotions アーキタイプ 出典 Secrets of Magic 195ページ アーキタイプ カサーティック・メイジ 前提条件 Cathartic Mage Dedication When you use Catharsis, one ally within 30 feet gains the catharsis activation benefits in addition to you. If these benefits require an emotional focus, they use your emotional focus as they're experiencing an empathic imprint of your emotions. Depending on the activation benefit, it might be impossible to grant it to an ally; for instance, pride could only have an effect for an ally if both you and the ally critically failed the same saving throw against the same effect. Master Cathartic Spellcasting 特技18 Master Cathartic Spellcasting アーキタイプ 出典 Secrets of Magic 195ページ アーキタイプ カサーティック・メイジ 前提条件 Expert Cathartic Spellcasting You gain the master spellcasting benefits. Emotional States Emotional States The following emotional states are used in the Cathartic Mage archetype. Each emotional state's entry lists the following pieces of information. Catharsis Trigger The event or conditions you must meet to take your Catharsis reaction. Catharsis Activation The benefit when you use Catharsis. Emotional Fervor Benefits you gain for 3 rounds after you use Catharsis. This entry also lists a spell you're able to cast while in your Emotional Fervor. You must expend a spell slot to cast it. This slot most be of at least the spell's level, and the spell is automatically heightened to the level of slot you expended. Emotional Fallout The effect you experience when your Emotional Fervor ends. 焦点化呪文 The focus spell you gain if you select the Cathartic Focus Spell archetype feat. Anger Anger 出典 Secrets of Magic 196ページ Your destructive wrath allows you to harm your foes but causes you pain in the process. Catharsis Trigger An enemy deals damage to you. You can't use this reaction if you're fatigued. Catharsis Activation If you're grabbed, immobilized, or restrained, you can attempt to Escape. If you succeed, the creature or hazard imposing the condition on you (if applicable) takes force damage equal to your level. Emotional Fervor When you Cast a Spell from your spell slots, if the spell deals damage and doesn't have a duration, you gain a status bonus to that spell's damage equal to the spell's level. Spell draw ire Emotional Fallout You become fatigued until you Settle your Emotions. 焦点化呪文 athletic rush Awe Awe 出典 Secrets of Magic 196ページ Your powerful sense of wonderment can be infectious and distracting. Catharsis Trigger You or an ally within 30 feet critically succeeds on an attack roll against an enemy's AC or a skill check against one of an enemy's DCs. Catharsis Activation If you're fascinated or stupefied, you can attempt an additional save to end the effect if it allowed a save. Emotional Fervor When you cast a spell, choose one creature that was hit by your spell attack roll or that failed its saving throw, if any. That creature becomes fascinated with you until the end of its next turn. It's then temporarily immune to this fervor effect for 1 hour. Spell glitterdust Emotional Fallout You become flat-footed until you Settle your Emotions. 焦点化呪文 dazzling flash (doesn't require a religious symbol) Dedication Dedication 出典 Secrets of Magic 196ページ Your commitment protects those you are dedicated to but can lead to dependency. Your emotional focus is an individual creature you're bound to (see Emotional Focus sidebar above. Catharsis Trigger Your emotional focus takes damage from an enemy while within 30 feet of you. Catharsis Activation Your emotional focus gains a number of temporary Hit Points equal to half your level rounded up. These temporary HP last for 1 minute. Emotional Fervor Your spells that target your emotional focus gain the benefits of Reach Spell. When you cast a healing spell that affects your emotional focus, your emotional focus also gains temporary HP equal to the spell's level in addition to the spell's effects. These temporary HP last for 1 minute. Spell spirit link Emotional Fallout Until you Settle your Emotions, you can't Cast Spells unless you're adjacent to your emotional focus. 焦点化呪文 protector's sacrifice Fear Fear 出典 Secrets of Magic 196ページ You let your fear fuel you, rather than consume you, but it burns your endurance. Catharsis Trigger An enemy makes you frightened. Catharsis Activation Increase your frightened value by 1, to a maximum of frightened 4. Emotional Fervor You don't take the status penalty from the frightened condition to your spell DCs or spell attack bonus. Instead, you gain a status bonus to spell attack rolls equal to the penalty you would've taken, and your foes take the same status penalty to their saving throws against your spells. Any other statistic takes the status penalty as normal. Spell fear Emotional Fallout You are fleeing for 2 rounds, running from the source of the frightened condition that triggered your Catharsis. If that source is no longer present, you instead flee from the position where you were at the start of your Emotional Fallout. 焦点化呪文 waking nightmare Hatred Hatred 出典 Secrets of Magic 196ページ Your unabashed hatred consumes your soul and causes your foe to falter. Your emotional focus is an individual enemy you detest (see Emotional Focus sidebar on page 197). Catharsis Trigger You start your first turn in an encounter against your emotional focus or one of their followers. If the encounter includes multiple eligible followers and doesn't include your actual emotional focus, choose one of the followers to act as your emotional focus for this encounter (or until your actual emotional focus shows up). Catharsis Activation You can Step or Stride. You must end this movement closer to your emotional focus. Emotional Fervor Your emotional focus is flat-footed to you and takes a –2 status penalty to saves against your spells. You're flat-footed to your emotional focus and take a –2 status penalty to saves against it. Spell blood vendetta Emotional Fallout You become stunned 2. 焦点化呪文 cry of destruction Joy Joy 出典 Secrets of Magic 196ページ Your unbridled enthusiasm and positive attitude can lead you to success, but you might expend more energy than you planned. Catharsis Trigger You critically succeed on an attack roll or save, or an enemy critically fails on a save against you. Catharsis Activation Reduce the value of any frightened or stupefied condition you have by 1 and end any persistent mental damage you have. Emotional Fervor You gain a +1 status bonus to Performance checks and to the spell attack rolls of emotion spells, and enemies take a –1 status penalty to saves against your emotion spells. Spell hideous laughter Emotional Fallout You become fatigued until you Settle your Emotions. 焦点化呪文 unimpeded stride Love Love 出典 Secrets of Magic 197ページ You're joined by the bonds of love and nothing can break that, but love can distract you from other things in your life. Your emotional focus is someone you're in love with; they aren't required to love you back. Catharsis Trigger Your emotional focus takes damage from an enemy while within 30 feet of you. Catharsis Activation If either you or your emotional focus is confused or controlled, one of you can attempt a new saving throw against one confusing or controlling effect (if it allowed a save), ending the condition if the new save is a success. If both of you are eligible, your emotional focus gets the new save. Emotional Fervor You gain a +1 status bonus to Will saves. If you cast a spell to benefit your emotional focus, this bonus increases to +3 until the start of your next turn. Spell soothe Emotional Fallout You're fascinated with your emotional focus for 1 minute. 焦点化呪文 soothing words Misery Misery 出典 Secrets of Magic 197ページ To suffer is to know you're alive; to make your enemies suffer as greatly as you have eases your suffering. Catharsis Trigger You gain persistent damage from a foe. Catharsis Activation You gain a number of temporary Hit Points equal to your level. They last for 1 minute. Emotional Fervor You can choose not to attempt a flat check to end persistent damage you're taking. When you cast a damaging spell, you can choose one creature that failed its save or that you hit with your spell attack roll. That target takes persistent damage of the same type the spell dealt, of an amount equal to the highest amount of persistent damage you currently have. You can't choose a creature that's already taking persistent damage. Spell phantom pain Emotional Fallout You take an untyped penalty to any damage you would deal with any spell you cast until you Settle your Emotions. The penalty is –1 per spell level. 焦点化呪文 savor the sting Pride Pride 出典 Secrets of Magic 197ページ All is well as long as you appear well, but you get caught up in the moment and lose track of what's important. Catharsis Trigger You critically fail on an attack roll or saving throw. Catharsis Activation The critical failure becomes a failure. Emotional Fervor Each time you cast an illusion spell, until the start of your next turn, any critical failure you roll on an attack roll or saving throw is a failure instead. Spell color spray Emotional Fallout You momentarily lose track of what's real, becoming confused for 1 round. Spell mirror image 焦点化呪文 veil of confidence Remorse Remorse 出典 Secrets of Magic 197ページ You attempt to overcome your failings, but your guilt stays with you. Catharsis Trigger An ally within 30 feet drops to 0 Hit Points. Catharsis Activation You Step or Stride. You must end this movement closer to the triggering ally. Emotional Fervor Any spell you cast that restores Hit Points to the triggering ally gets a status bonus to the Hit Points healed equal to the spell's level, or double the spell's level if the ally is at 0 Hit Points. Spell warrior's regret Emotional Fallout Your emotional weight crushes you, leaving you stupefied 2 until you Settle your Emotions. 焦点化呪文 healer's blessing
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ブラッドレイジャーのアーキタイプ Bloodrager Archetypes Ancestral Harbinger Ancestral Harbinger 出典 Monster Hunter's Handbook 6ページ While all bloodragers tap into their bloodlines to fuel the arcane energies they use in battle, some have the ability to call directly to the spirits of their ancestors to aid them, summoning spirits to fight for them or inspire their allies. Ancestral harbingers are particularly common among Shoanti bloodragers and among Bonuwat tribes living along the coast of western Garund. Spirit Guardian(擬呪)/Spirit Guardian:At 2nd level, an ancestral harbinger can call upon her ancestors to aid her in combat, summoning a weapon of force that functions as per spiritual weapon. At 6th level, her ancestral spirit can take the form of a savage creature, functioning as per summon nature's ally II (this can't be used to summon multiple creatures from the summon nature's ally I list). At 12th level, her ancestor can manifest physically as a ghostly figure, functioning as per spiritual ally. At 18th level, her ancestral spirit can manifest either as a single powerful creature or as multiple lesser ancestors, functioning as per summon nature's ally VI. The harbinger chooses which spell this ability functions as at the time of casting, and can use this ability while in a bloodrage. The ancestral harbinger can use this ability once per day, plus an additional time per day for every 4 bloodrager levels she possesses beyond 2nd. This ability replaces uncanny dodge and the bloodline feats gained at 6th and 18th levels. Spirit Servants/Spirit Servants:At 5th level, an ancestral harbinger adds summon monster I to her class spell list and gains it as a bonus spell known. She also gains summon monster II at 8th level, summon monster III at 11th level, and summon monster IV at 14th level. These spells can be used only to summon types of monsters with strong ties to the ancestral harbinger's family history, ranging from clan totems to monsters of the same type as those famously killed by her forebears. For each of these spells, the ancestral harbinger selects a number of monsters she can summon equal to her Charisma bonus (minimum 1) to represent these spirits. These monsters are selected from the options on the summon monster creature list or the expanded summoning list (see the summoning project) that are appropriate for the spell level. At 7th level and every 2 bloodrager levels thereafter, the ancestral harbinger can swap one selected monster from one of these spells for a new monster from the same level's summoning lists. The ancestral harbinger has a mystic tie to the spirit servants summoned with this ability. When the ancestral harbinger is in a bloodrage, all of her spirit servants gain a +2 morale bonus to AC and on attack rolls, damage rolls, and saving throws. The spirit servants also gain 2 temporary hit points per Hit Die. At 11th level, the morale bonus increases to +3 and the number of temporary hit points per Hit Die increases to 3. At 20th level, the morale bonus increases to +4 and the number of temporary hit points per Hit Die increases to 4. The morale bonus and temporary hit points last until the bloodrage ends. This ability replaces improved uncanny dodge and the bloodline feat gained at 12th level. Bloody-Knuckled Rowdy Bloody-Knuckled Rowdy 出典 Melee Tactics Toolbox 13ページ Bloodragers are frequently rough-and-ready, untrained scrappers who learn to exploit any advantage to gain the upper hand in a fight. The bloody-knuckled rowdy focuses on tricks and maneuvers that are quick and effective, duplicating combat styles from professional brawlers, street thugs, and even trapped animals. Rather than focusing on a single style, most bloody-knuckled rowdies dabble in multiple techniques, mixing and matching their array of vicious maneuvers to suit the occasion. Bloody Knuckles/Bloody Knuckles:The bloody-knuckled rowdy does not gain damage reduction. Reduced Spells Known/Reduced Spells Known:The bloody-knuckled rowdy focuses more on fighting tactics and less on his natural arcane powers. He receives one fewer spell known at each spell level. This ability modifies bloodrager spellcasting. Pugilist(変則)/Pugilist:At 1st level, a bloody-knuckled rowdy gains Improved Unarmed Strike as a bonus feat. This ability replaces fast movement. Combat Style Student/Combat Style Student:At 2nd level, a bloody-knuckled rowdy gains a bonus feat. This bonus feat must be a style feat or a feat with a style feat as a prerequisite. The bloody-knuckled rowdy treats his bloodrager levels as monk levels when qualifying for and calculating the effects of style feats and feats that have style feats as prerequisites. At 5th level, the bloody-knuckled rowdy gains the Combat Style Master feat. He doesn’t need to meet the prerequisites for this feat. This ability replaces uncanny dodge and improved uncanny dodge. Hand-to-Hand Training(変則)/Hand-to-Hand Training:At 3rd level, a bloody-knuckled rowdy deals unarmed damage as a monk of a level equal to his bloodrager level – 2. Hag-Riven Hag-Riven 出典 Blood of the Coven 27ページ All changelings have the potential to transform into hags, but the process is a slow one, requiring several nights to complete. When left incomplete—by virtue of a wily changeling’s escape or her mother’s death—the creature is scarred and saturated in arcane power. Though she remains in possession of her own faculties, the seeds of hag hatred sprout within her. These hag-riven wield powerful magic interlaced with more powerful emotions. The painful rituals that create a hag-riven can work for any creatures tenacious enough to endure them, and the art has sprung up as a defense against the devastating power of hags in various remote communities. Arcane Influence/Arcane Influence:A hag-riven bloodrager does not gain proficiency with martial weapons and must choose from one of the following bloodrager bloodlines arcane, destined, elemental, fey, or hag. This alters the bloodrager’s weapon and armor proficiencies. Claws of the Hag(変則)/Claws of the Hag:A hag-riven grows a pair of vicious claws that are treated as natural weapons. These claws are primary attacks and deal 1d4 points of damage each (1d3 for a Small creature) plus the hag-riven’s Strength modifier. At 2nd level, these claws are considered magic weapons for the purpose of overcoming damage reduction. At 5th level, the damage increases to 1d6 points (1d4 for a Small creature). At 13th level, the hag-riven’s claws threaten a critical hit on a natural roll of 19–20. At 16th level, the damage increases again to 1d8 points (1d6 for a Small creature). This replaces fast movement and uncanny dodge. Sorcerous Claws(超常)/Sorcerous Claws:At 5th level, a hag-riven can expend one of her daily spell slots as a swift action to grant her claws an enhancement bonus equal to the level of the spell slot sacrificed. This bonus lasts for 1 minute and stacks with existing enhancement bonuses (such as those provided by magic fang or magic items) to a maximum of +5. Multiple uses of this ability do not stack with themselves. Beginning at 7th level, the hag-riven can also expend some or all of the bonus provided by her sorcerous claws to add any of the following weapon properties to her claws for 1 minute flaming, flaming burst, frost, icy burst, keen, nullifying, seaborne, spellstealing, shock, shocking burst, or wounding. Her claws must have a minimum enhancement bonus of +1 before any special abilities can be added. This replaces improved uncanny dodge. Scarred Hide(変則)/Scarred Hide:At 7th level, a hag-riven’s scarred flesh becomes thick and leathery. She gains a +1 natural armor bonus to AC. At 10th, 13th, 16th, and 19th levels, this bonus increases by 1. Hexing Claws(超常)/Hexing Claws:At 10th level, a hag-riven gains Critical Focus as a bonus feat, but she can apply its benefits only to her claw attacks. Each morning, she can select a single feat with Critical Focus as a prerequisite and apply its benefits to her claw attacks. She must meet all other prerequisites for any feat she wishes to apply with this ability. This replaces damage reduction. Id Rager Id Rager 出典 Occult Origins 23ページ An id rager gains only the emotional focus abilities of a phantom, not the base abilities of a phantom (e.g. slam attacks, armor bonuses, etc.). An id rager lacks a supernatural taint to his blood, instead drawing power from pure emotion. Atavistic Avatar(超常)/Atavistic Avatar:An id rager chooses one emotional focus to define his core anger, dedication, despair, fear, hatred, jealousy, remorse, or zeal. At 1st level, he gains Skill Focus as a bonus feat in one skill associated with his atavistic focus. Anger/Anger:Intimidate or Survival. Dedication/Dedication:Diplomacy or Sense Motive. Despair/Despair:Intimidate or Stealth. Fear/Fear:Intimidate or Stealth. Hatred/Hatred:Acrobatics or Perception. Jealousy/Jealousy:Appraise or Bluff. Remorse/Remorse:Perception or Sense Motive. Zeal/Zeal Acrobatics or Survival. When the id rager enters a bloodrage, he gains additional powers as if he were a phantom with the emotional focus he selected as his atavistic focus. He is considered to be both a phantom and a spiritualist for the purposes of abilities whose effect references both a phantom and a spiritualist, such as a dedication phantom’s dutiful strike, and treats his bloodrager level as both his spiritualist level and his phantom Hit Dice when determining abilities and save DCs. This ability does not allow the id rager to become incorporeal. At 4th level, the id rager gains Lightning Reflexes, Great Fortitude, or Iron Will as a bonus feat. At 8th level, the id rager can meditate for 1 hour to change his atavistic focus for 24 hours or until he decides to return to his permanent atavistic focus as a free action. When he changes his focus, he loses access to his Skill Focus feat and the feat he gained at 4th level, and he wields emotional focus powers as if his spiritualist level and phantom Hit Dice were 3 lower. At 12th level, the id rager gains Skill Focus in both of the skills associated with his atavistic focus. If circumstances cause him to lose one Skill Focus feat, he loses both. This ability replaces bloodline, all bloodline spells, and all bloodline powers. Atavistic Caster/Atavistic Caster:At 4th level, a id rager’s bloodrager spells are treated as psychic magic (Occult Adventures 144). The bloodrager’s bloodrage does not prevent him from casting spells with emotional components, and he is considered to be a psychic spellcaster for the purposes of prerequisites (such as for the prerequisites of psychic duels and occult skill unlocks). This ability alters the bloodrager’s spellcasting and replaces eschew materials. ボーナス特技:At 6th level and every 3 bloodrager levels thereafter, an id rager can select one of the following feats as a bonus feat Combat Casting, Empath, Extra Rage, Intuitive Spell, Logical Spell, Psychic Combatant, Psychic Defender, Psychic Healing, Psychic Maestro, Psychic Virtuoso, Raging Concentration, Spell Focus, or Spell Penetration. This ability replaces all bloodline feats. Prowler at World's End Prowler at World's End 出典 Blood of the Beast 4ページ Only available to Catfolk Characters Ancient catfolk legends claim their kind was created to protect the world from the sinister forces that exist at the world’s fringes. Many catfolk bloodragers capable of communing with the ancient spirits of creation take on the burden of this ancient tradition. 血脈:A prowler at world’s end must choose the destined bloodline as his bloodline. Spirit/Spirit:At 1st level, a prowler at world’s end gains the ability to channel the spirits of creation, granting him the medium’s spirit and spirit surge abilities. A prowler channels the cheetah (which acts as the trickster), the leopard (which acts as the guardian), the lion (which acts as the marshal), and the tiger (which acts as the champion). The prowler does not have access to the archmage or hierophant legends. The favored locations for these spirits are altars, churches, sacred groves, and shrines, and their taboo requires the prowler to strongly revere nature and attempt to either destroy or incapacitate evil wherever he encounters it. A prowler at world’s end gains his spirit’s lesser power at 1st level, its intermediate power at 8th level, and its greater power at 16th level. A prowler’s spirit surge bonus never advances beyond 1d6. This ability replaces the 1st-, 8th-, and 16th-level bloodline powers. 血脈の力:At 4th level, a prowler at world’s end gains the bloodline power normally granted by his bloodline at 1st level. At 9th level, he gains the bloodline power normally granted by his bloodline at 4th level. At 12th level, he gains the bloodline power normally granted by his bloodline at 8th level. At 15th level, he gains the bloodline power normally granted by his bloodline at 12th level. At 20th level, he gains the bloodline power normally granted by his bloodline at 16th level. This ability alters the 4th-, 16th-, and 20th-level bloodline powers and replaces the 9th-level and 15th-level bloodline feats. Chosen of the Spirits(超常)/Chosen of the Spirits:At 11th level, whenever a prowler at world’s end enters a bloodrage, he can apply the effects of beast shape IV to himself instead of using greater bloodrage or mighty bloodrage to apply the effects of a bloodrager spell to himself. He must assume the form of a great cat of the same kind as a channeled spirit (cheetah, leopard, lion, or tiger). This effect lasts for as long as the prowler continues bloodraging, regardless of its normal duration, and using it does not consume a spell slot. This ability alters the bloodrager’s greater bloodrage and mighty bloodrage. Shapeshifted Spellcasting(超常)/Shapeshifted Spellcasting:At 12th level, the prowler at world’s end can cast spells while under the effects of chosen of the spirits. This ability functions as Natural Spell, except the prowler uses the ability to cast while under the effects of chosen of the spirits instead of wild shape. This ability replaces the 12th-level bloodline feat. Symbol Striker Symbol Striker 出典 Heroes from the Fringe 7ページ Symbol strikers are honored warriors of Dongun Hold, a Sky Citadel in Alkenstar that was a site of frequent conflicts between the nations of Geb and Nex. The dwarven inhabitants used powerful magic explosives to seal the fortress against the outside world and prevent the Sky Citadel from becoming a pawn in the arcane wars between the two powers. Only with the arrival of Ancil Alkenstar in 4588 AR did Dongun Hold reopen itself to the outside world. By then, the constant exposure to strange runic energies and the long isolation had caused a unique form of rune-wielding berserker spellcaster to develop, though the symbol striker tradition has since spread beyond its origins. 技能:A symbol striker gains Linguistics as a class skill, but does not gain Handle Animal as a class skill. This alters the bloodrager’s class skills. Rune Training(擬呪)/Rune Training:A symbol striker can cast read magic at will and comprehend languages once per day, but only to decipher written text. A symbol striker also adds arcane mark and erase to his bloodrager spell list as 1st-level spells, though he must select these as spells known to be able to cast them. This replaces fast movement. Weapon Rune(超常)/Weapon Rune:At 6th level, once per day as a standard action, a symbol striker can imbue any spell he knows that has a range of touch or greater and a defined number of targets (rather than an area or other non-target- based effect) into a melee weapon he is holding. The spell forms itself into a brightly glowing rune, which is obvious to a casual observer. This ability functions only while the symbol striker wields the weapon. If dropped or taken, the weapon ceases granting this ability until it is returned to the symbol striker. The symbol striker can have only a single weapon rune active at a time; if he casts an additional weapon rune while a previous rune is active, the earlier rune fades. Weapon runes also fade when the symbol striker regains his spell slots for the day. Otherwise, the rune remains until the spell is discharged or dispelled. At 12th level, a symbol striker can use this ability twice per day. At 18th level, he can use this ability three times per day. As a standard action, the symbol striker can make a melee attack with a weapon that has an active weapon rune and, if the attack is successful, deal normal weapon damage and also expend the weapon rune to discharge the stored spell into the target, as if delivering the spell with the magus spellstrike class feature. This replaces the bloodline feats gained at 6th, 12th, and 18th levels. Rune Trap(擬呪)/Rune Trap:At 9th level, as a standard action, the symbol striker can use a melee weapon to place a rune trap in any adjacent square. Any creature entering a square containing a rune trap takes 1d6 points of damage plus 1 additional point of damage for every 2 bloodrager levels the symbol striker has. This rune deals either acid, cold, electricity, or fire damage, which is decided at the rune’s creation. The rune is clearly visible and lasts a number of minutes equal to the symbol striker’s bloodrager level or until discharged. A symbol striker cannot create a rune trap in a square occupied by another creature. This rune counts as a 1st-level spell for the purpose of dispelling. A creature can disarm the rune by succeeding at a DC 26 Disable Device check. The symbol striker can use this ability a number of times per day equal to 3 plus his Charisma modifier. This replaces the bloodline feat gained at 9th level. Urban Bloodrager Urban Bloodrager 出典 Heroes of the Streets 24ページ Like the urban barbarian (Pathfinder RPG Ultimate Combat 31), the urban bloodrager has learned to control her rage in so-called polite society. Though she lacks the untamed resilience of her wilder fellows, she’s an expert at keeping her rage from causing collateral damage in crowds. クラス技能:An urban bloodrager adds Diplomacy (Cha), Knowledge (local) (Int), Linguistics (Int), and Profession (Wis) as class skills, and removes Handle Animal (Cha), Knowledge (nature) (Int), and Survival (Wis). This alters the bloodrager’s class skills. Weapon and Armor Proficiency:An urban bloodrager isn’t proficient with shields. This alters the bloodrager’s weapon and armor proficiencies. Controlled Bloodrage/Controlled Bloodrage:When an urban bloodrager rages, she does not gain the normal benefits. Instead, she can apply a +4 morale bonus to her Constitution, Dexterity, or Strength. This bonus increases to +6 when she gains greater bloodrage and to +8 when she gains mighty bloodrage. She can apply the full bonus to one ability score or split the bonus between several scores in increments of 2. When using a controlled bloodrage, an urban bloodrager gains no bonus on Will saves, takes no penalties to AC, and can still use Charisma-, Dexterity-, and Intelligence-based skills. A controlled bloodrage still counts as a bloodrage for the purposes of any spells, feats, and other effects. This ability alters bloodrage. Restrained Magic(超常)/Restrained Magic:At 3rd level, an urban bloodrager can attune her spells so they are less likely to impact her allies or innocent bystanders. When the bloodrager casts a spell, she can grant a +2 bonus on the saving throw against that spell to any creatures she is aware of that are targeted by the spell or within the spell’s area. Any creature that receives this bonus and succeeds at its save is unaffected by the spell, as if it hadn’t been targeted or wasn’t in the area. This ability replaces blood sanctuary. Adopted Magic/Adopted Magic:At 7th level, an urban bloodrager learns some of the secrets of other magical traditions from other denizens of the city. She can select from the bard or magus spell list any spell of a level she can cast, and add it to her bloodrager spell list and to her bloodrager spells known. At 10th level and every 3 levels thereafter, the urban bloodrager can add another such spell to her spell list and spells known. If she chooses to learn a new spell in place of an old one, she can exchange a bard or magus spell for another. This ability replaces damage reduction. 血脈:The following bloodlines are especially suitable for an urban bloodrager, reflecting either a more nuanced origin or ancestry from city-dwelling magical creatures aberrant, arcane, celestial, destined, infernal, and undead.
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CXC Past P 97-00 Macmillan Caribbean? Unknown MacmillanCaribbean? Unknown undefined undefined The Talmud of Babylonia An American Translation Xxxvi (Brown Judaic Studies) Rowman & Littlefield Pub Inc? Jacob Neusner? Rowman&LittlefieldPubInc? JacobNeusner? Substores-UnknownASINs-35 Subjects-Religion&Spirituality-Bible&OtherSacredTexts-Talmud? Subjects-Religion&Spirituality-Bible&OtherSacredTexts-General? Subjects-Religion&Spirituality-Judaism-General? Subjects-Religion&Spirituality-Judaism-SacredWritings-Talmud? All Aboard! 1 Reader Macmillan ELT? Davies PA Et Al? MacmillanELT? DaviesPAEtAl? Substores-UnknownASINs-35 Subjects-Nonfiction-Education-LanguageInstruction-Instruction-EnglishasaForeignLanguage-Coursebooks? Subjects-Reference-ForeignLanguages-Instruction-EnglishasaForeignLanguage-Coursebooks? All Aboard! 2 Reader Macmillan ELT? Davies PA Et Al? MacmillanELT? DaviesPAEtAl? 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Substores-UnknownASINs-35 Subjects-Nonfiction-Education-LanguageInstruction-Instruction-EnglishasaForeignLanguage-Coursebooks? Subjects-Reference-ForeignLanguages-Instruction-EnglishasaForeignLanguage-Coursebooks? All Aboard! 6 Reader Macmillan ELT? Davies PA Et Al? MacmillanELT? DaviesPAEtAl? Substores-UnknownASINs-35 Subjects-Nonfiction-Education-LanguageInstruction-Instruction-EnglishasaForeignLanguage-Coursebooks? Subjects-Reference-ForeignLanguages-Instruction-EnglishasaForeignLanguage-Coursebooks? All Aboard! 7 Reader Macmillan ELT? Davies PA Et Al? MacmillanELT? DaviesPAEtAl? Substores-UnknownASINs-35 Subjects-Nonfiction-Education-LanguageInstruction-Instruction-EnglishasaForeignLanguage-Coursebooks? Subjects-Reference-ForeignLanguages-Instruction-EnglishasaForeignLanguage-Coursebooks? All Aboard! 8 Reader Macmillan ELT? Davies PA Et Al? MacmillanELT? DaviesPAEtAl? Substores-UnknownASINs-35 Subjects-Nonfiction-Education-LanguageInstruction-Instruction-EnglishasaForeignLanguage-Coursebooks? Subjects-Reference-ForeignLanguages-Instruction-EnglishasaForeignLanguage-Coursebooks? All Aboard! 9 Reader Macmillan ELT? Davies PA Et Al? MacmillanELT? DaviesPAEtAl? Substores-UnknownASINs-35 Subjects-Nonfiction-Education-LanguageInstruction-Instruction-EnglishasaForeignLanguage-Coursebooks? Subjects-Reference-ForeignLanguages-Instruction-EnglishasaForeignLanguage-Coursebooks? Pri Eng Grade 10 Cass X1 Palestine Macmillan ELT? Macfarlane M? MacmillanELT? MacfarlaneM? Substores-UnknownASINs-35 Subjects-Children sBooks-Reference&Nonfiction-LanguageArts-General? Spell It 3 Sb Macmillan ELT? Matte M? MacmillanELT? MatteM? Substores-UnknownASINs-35 Subjects-Nonfiction-Education-Reference-Words&Language-Spelling? Subjects-Reference-Words&Language-Spelling? All Aboard! 11 Reader Macmillan ELT? Davies PA Et Al? MacmillanELT? DaviesPAEtAl? Substores-UnknownASINs-35 Subjects-Nonfiction-Education-LanguageInstruction-Instruction-EnglishasaForeignLanguage-Coursebooks? Subjects-Reference-ForeignLanguages-Instruction-EnglishasaForeignLanguage-Coursebooks? All Aboard! 12 Reader Macmillan ELT? Davies PA Et Al? MacmillanELT? DaviesPAEtAl? Substores-UnknownASINs-35 Subjects-Nonfiction-Education-LanguageInstruction-Instruction-EnglishasaForeignLanguage-Coursebooks? Subjects-Reference-ForeignLanguages-Instruction-EnglishasaForeignLanguage-Coursebooks? Caribbean Junior Atlas Skills Wb Macmillan Caribbean? Francois M et el? MacmillanCaribbean? FrancoisMetel? undefined undefined Galaxy Starter Macmillan ELT? Kathryn Harper? Sue Mohamed? Sagrario Salaberri? Carmen F. Santas? MacmillanELT? KathrynHarper? SueMohamed? SagrarioSalaberri? CarmenF.Santas? Substores-UnknownASINs-35 Subjects-Children sBooks-Reference&Nonfiction-LanguageArts-General? Subjects-Nonfiction-Education-LanguageInstruction-Instruction-EnglishasaForeignLanguage-BooksonCassette? Subjects-Reference-ForeignLanguages-Instruction-EnglishasaForeignLanguage-BooksonCassette? Formats-AudioCDs-General? Formats-Audiocassettes-Languages-EnglishasaForeignLanguage? Galaxy 3 Macmillan ELT? Sue Mohamed? Sagrario Salaberri? Carmen F. Santas? Kathryn Harper? MacmillanELT? SueMohamed? SagrarioSalaberri? CarmenF.Santas? KathrynHarper? Substores-UnknownASINs-35 Subjects-Children sBooks-Reference&Nonfiction-LanguageArts-General? Subjects-Nonfiction-Education-LanguageInstruction-Instruction-EnglishasaForeignLanguage-BooksonCassette? Subjects-Reference-ForeignLanguages-Instruction-EnglishasaForeignLanguage-BooksonCassette? Formats-AudioCDs-General? Formats-Audiocassettes-Languages-EnglishasaForeignLanguage? Campaign 1 Macmillan ELT? Mellor Clark S et el? MacmillanELT? MellorClarkSetel? Substores-UnknownASINs-35 Subjects-Nonfiction-Education-LanguageInstruction-Instruction-EnglishasaForeignLanguage-General? Subjects-Reference-ForeignLanguages-Instruction-EnglishasaForeignLanguage-General? Campaign 1 Macmillan ELT? Nicola King? Randy Walden? MacmillanELT? NicolaKing? RandyWalden? Substores-UnknownASINs-35 Subjects-Nonfiction-Education-LanguageInstruction-Instruction-EnglishasaForeignLanguage-EnglishLanguageTeaching-General? Subjects-Reference-ForeignLanguages-Instruction-EnglishasaForeignLanguage-EnglishLanguageTeaching-General? Campaign Workbook 1 Macmillan ELT? Mellor Clark S et el? MacmillanELT? MellorClarkSetel? Substores-UnknownASINs-35 Subjects-Nonfiction-Education-LanguageInstruction-Instruction-EnglishasaForeignLanguage-EnglishLanguageTeaching-General? Subjects-Reference-ForeignLanguages-Instruction-EnglishasaForeignLanguage-EnglishLanguageTeaching-General? Campaign 1 Macmillan ELT? Simon Mellor-Clark? Yvonne Baker de Atlamirano? MacmillanELT? SimonMellor-Clark? YvonneBakerdeAtlamirano? Substores-UnknownASINs-35 Subjects-Nonfiction-Education-LanguageInstruction-Instruction-EnglishasaForeignLanguage-BooksonCassette? Subjects-Reference-ForeignLanguages-Instruction-EnglishasaForeignLanguage-BooksonCassette? Formats-Audiocassettes-Languages-EnglishasaForeignLanguage? Campaign Wb 2.5 Macmillan ELT? Mellor Clark S et el? MacmillanELT? MellorClarkSetel? undefined undefined Campaign 3 Macmillan ELT? Simon Mellor-Clark? Yvonne Baker De Altamirano? MacmillanELT? SimonMellor-Clark? YvonneBakerDeAltamirano? Substores-UnknownASINs-35 Subjects-Nonfiction-Education-LanguageInstruction-Instruction-EnglishasaForeignLanguage-EnglishLanguageTeaching-General? Subjects-Reference-ForeignLanguages-Instruction-EnglishasaForeignLanguage-EnglishLanguageTeaching-General? Campaign 3 Macmillan ELT? Charles Boyle? MacmillanELT? CharlesBoyle? Substores-UnknownASINs-35 Subjects-Nonfiction-Education-LanguageInstruction-Instruction-EnglishasaForeignLanguage-EnglishLanguageTeaching-General? Subjects-Reference-ForeignLanguages-Instruction-EnglishasaForeignLanguage-EnglishLanguageTeaching-General? Campaign Wb 3.0 Macmillan ELT? Mellor Clark S et el? MacmillanELT? MellorClarkSetel? undefined undefined Campaign 3 Macmillan ELT? Simon Mellor-Clark? Yvonne Baker De Altamirano? MacmillanELT? SimonMellor-Clark? YvonneBakerDeAltamirano? Substores-UnknownASINs-35 Subjects-Nonfiction-Education-LanguageInstruction-Instruction-EnglishasaForeignLanguage-BooksonCassette? Subjects-Reference-ForeignLanguages-Instruction-EnglishasaForeignLanguage-BooksonCassette? Formats-Audiocassettes-Languages-EnglishasaForeignLanguage? Spell It 1 Sb Macmillan ELT? Matte M? MacmillanELT? MatteM? Substores-UnknownASINs-35 Subjects-Nonfiction-Education-Reference-Words&Language-Spelling? Subjects-Reference-Words&Language-Spelling? Spell It 1 TB Macmillan ELT? Matte M? MacmillanELT? MatteM? Substores-UnknownASINs-35 Subjects-Nonfiction-Education-Reference-Words&Language-Spelling? Subjects-Reference-Words&Language-Spelling? Spell It 1 CD Macmillan ELT? Matte M? MacmillanELT? MatteM? Substores-UnknownASINs-35 Subjects-Nonfiction-Education-Reference-Words&Language-Spelling? Subjects-Reference-Words&Language-Spelling? Spell It 2 Sb Macmillan ELT? Matte M? MacmillanELT? MatteM? Substores-UnknownASINs-35 Subjects-Nonfiction-Education-Reference-Words&Language-Spelling? Subjects-Reference-Words&Language-Spelling? Spell It 2 TB Macmillan ELT? Matte M? MacmillanELT? MatteM? Substores-UnknownASINs-35 Subjects-Nonfiction-Education-Reference-Words&Language-Spelling? Subjects-Reference-Words&Language-Spelling? Spell It 2 CD Macmillan ELT? Matte M? MacmillanELT? MatteM? Substores-UnknownASINs-35 Subjects-Nonfiction-Education-Reference-Words&Language-Spelling? Subjects-Reference-Words&Language-Spelling? Sec Engl Brunei Darus 3 Wb New Edn Macmillan Education Ltd? Chandler Et Al? MacmillanEducationLtd? ChandlerEtAl? undefined undefined Spell It 3 TB Macmillan ELT? Matte M? MacmillanELT? MatteM? Substores-UnknownASINs-35 Subjects-Nonfiction-Education-Reference-Words&Language-Spelling? Subjects-Reference-Words&Language-Spelling? Spell It 3 CD Macmillan ELT? Matte M? MacmillanELT? MatteM? Substores-UnknownASINs-35 Subjects-Nonfiction-Education-Reference-Words&Language-Spelling? Subjects-Reference-Words&Language-Spelling? Spell It 4 Sb Macmillan ELT? Matte M? MacmillanELT? MatteM? Substores-UnknownASINs-35 Subjects-Nonfiction-Education-Reference-Words&Language-Spelling? Subjects-Reference-Words&Language-Spelling? Spell It 4 TB Macmillan ELT? Matte M? MacmillanELT? MatteM? Substores-UnknownASINs-35 Subjects-Nonfiction-Education-Reference-Words&Language-Spelling? Subjects-Reference-Words&Language-Spelling? Spell It 4 CD Macmillan ELT? Matte M? MacmillanELT? MatteM? Substores-UnknownASINs-35 Subjects-Nonfiction-Education-Reference-Words&Language-Spelling? Subjects-Reference-Words&Language-Spelling? Spell It 5 Sb Macmillan ELT? Matte M? MacmillanELT? MatteM? Substores-UnknownASINs-35 Subjects-Nonfiction-Education-Reference-Words&Language-Spelling? Subjects-Reference-Words&Language-Spelling? Science, Theology, and the Transcendental Horizon Einstein, Kant, and Tillich (Aar Studies in Religion) Scholars Pr? Roy D., II Morrison? ScholarsPr? RoyD.,IIMorrison? Substores-UnknownASINs-35 Subjects-Religion&Spirituality-General? Subjects-Religion&Spirituality-ReligiousStudies-Science&Religion? Subjects-Science-General Spell It 5 TB Macmillan ELT? Matte M? MacmillanELT? MatteM? Substores-UnknownASINs-35 Subjects-Nonfiction-Education-Reference-Words&Language-Spelling? Subjects-Reference-Words&Language-Spelling? Spell It 5 CD Macmillan ELT? Matte M? MacmillanELT? MatteM? Substores-UnknownASINs-35 Subjects-Nonfiction-Education-Reference-Words&Language-Spelling? Subjects-Reference-Words&Language-Spelling? The Talmud of Babylonia An American Translation Xxvii Tractate Shebuot, Chapters 4-8 (Talmud of Babylonia) Rowman & Littlefield Pub Inc? Jacob Neusner? Rowman&LittlefieldPubInc? JacobNeusner? Substores-UnknownASINs-35 Subjects-Religion&Spirituality-Bible&OtherSacredTexts-General? Subjects-Religion&Spirituality-Judaism-General? Subjects-Religion&Spirituality-Judaism-SacredWritings-Talmud? Spell It 6 Sb Macmillan ELT? Matte M? MacmillanELT? MatteM? Substores-UnknownASINs-35 Subjects-Nonfiction-Education-Reference-Words&Language-Spelling? Subjects-Reference-Words&Language-Spelling? Spell It 6 TB Macmillan ELT? Matte M? MacmillanELT? MatteM? Substores-UnknownASINs-35 Subjects-Nonfiction-Education-Reference-Words&Language-Spelling? Subjects-Reference-Words&Language-Spelling? Spell It 6 CD Macmillan ELT? Matte M? MacmillanELT? MatteM? 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敵味方全員の一般的な防具を腐食させ、近接攻撃を受けた際に破壊されるようにします Iron Bane 領域 使用 宝石 Alteration Lv6 戦闘/水陸両用 1 主属性 副属性 効果量 効果発生数 3 - - - 射程距離 効果範囲 精度補正 疲労 - 666 - - 特殊 ゲーム内説明文 The armor of all soldiers on the battlefield will rust and become weakened. Weakened armor can be destroyed by a hard blow from a weapon. Magical armor is not affected. 和訳 戦場に居るすべての兵士の防具が錆び、脆くなります。弱体化された防具は、武器による強い衝撃によって破壊される可能性があります。魔法の防具は影響を受けません。 解説 敵味方問わずすべてのユニットに防具腐食の効果を与える魔法。これは酸系統の攻撃で発生するものと同じで、近接攻撃を受けた際に防具が破壊される可能性を与える。 重歩兵だらけの軍に向けて撃つのが最善なのは明らかだが、問題は味方側の選択。こちらも重歩兵が主体だったりするとあまり意味がない。 最善は防具自体を使わない兵か、魔法の防具で完全武装した戦闘型指揮官だが、それらが用意できない場合、比較的軽装な歩兵を大量にぶつけるのが良いだろう。何らかの防御魔法で支援してやれればなお良い。 コメント 名前 コメント
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ウィザードのアーキタイプ Wizard Archetypes Absalom Arcanamirium Crafter Absalom Arcanamirium Crafter 出典 Inner Sea Primer 28ページ The most famous magical college of the Inner Sea region, the Arcanamirium of Absalom teaches a broad array of specialties, but its most intensive specialty is no specialization at all. It is one of the primary training academies of universalist magic on Golarion, and the wizards who graduate from the school become well respected, well paid, and highly soughtafter in their homelands. An Arcanamirium crafter is one of the builders of the arcane world, assembling magic items with facility, skill, and power. He is intimately familiar with the craft and practice of imbuing items with arcane power, and works with precision even early in his career to help create some of the most powerful magic items of Golarion. Associated School:Universalist Replacement Power:The following school power replaces the hand of the apprentice power of the universalist school. Metacharge(変則)/Metacharge:As an Arcanamirium crafter, you gain a bonus feat at 3rd level, which must be an item creation feat or metamagic feat. You must still meet all prerequisites for a bonus feat, including caster level minimums. When using metamagic feats to create magic items, your skill and understanding of the principles involved in the item’s creation give you a +2 bonus on the skill check made to create the item. Arcane Physician Arcane Physician 出典 Healer's Handbook 6ページ Arcane physicians use their scholarly knowledge and arcane mastery to achieve incredible feats of medicine. Most worship Qi Zhong, Nethys, or other patrons of disparate sorts of magic. Medicinal Alchemy:The arcane physician treats all spells of the healing subschool on the alchemist extract list as if they were on the wizard spell list for the purpose of activating magic items. Additionally, he can expend a spell slot of the appropriate level to meet the spell requirements for magic item construction (including potions) as if the expended spell slot contained any alchemist spell that belongs to the healing subschool. If the spell is on both the wizard and alchemist lists, the arcane physician may expend a slot equal to the spell’s alchemist level instead of the spell’s wizard level. At 8th level, the arcane physician can expend a spell slot of 1st level or higher as a standard action to alter a potion or alchemical remedy held in hand. An alchemical remedy can become any other alchemical remedy of the same or lower price of the arcane physician’s choice. A potion can change to contain any alchemist extract of the arcane physician’s choice that belongs to the healing subschool and is of the same level as or lower than the expended spell slot. The extract must have no material component costing more than 1 gp, and it must be one that it is possible to make into a potion. This ability replaces arcane school. Brew Potion/Brew Potion:At 1st level, an arcane physician gains Brew Potion as a bonus feat. This replaces scribe scroll. Arcane Physician Arcane Warden 出典 Blood of the Ancients 12ページ In the aftermath of Earthfall, some elven wizards from Mierani chose to remain behind and provide aid to others. These elves were and still are highly honored by their kin, as they sacrificed the easy comfort and refuge of Castrovel to brave the wreckage of Earthfall in order to save what short-lived human lives they could. Although Golarion has long since recovered from Earthfall, the elven arcane warden traditions remain particularly useful for those who face long-term explorations of hostile environments—whether on Golarion or the planes beyond. The arcane wardens of today are wizards who specialize in the discovery or generation of places of safety and refuge. Universal Magic/Universal Magic:An arcane warden values all schools of magic and recognizes that, faced with an unpredictable world, versatility is one of the greatest tools for survival. All arcane warden wizards must be universalists. This alters arcane school. クラス技能:An arcane warden focuses his training on survival, be it navigating difficult regions, enduring in the wilderness, or aiding others in such conditions. He gains Climb, Heal, Survival, and Swim as class skills. Appraise, Fly, Knowledge (nobility), and Linguistics are not class skills for the arcane warden. This alters the wizard’s class skills. Ready for Anything(変則)/Ready for Anything:Instead of crafting magical items or learning ways to manipulate metamagic, arcane wardens prefer to spend their time providing safety and refuge for others. At 1st level, an arcane warden gains a bonus feat associated with aiding allies or providing shelter. At 5th, 10th, 15th, and 20th levels, the arcane warden gains an additional bonus feat. The arcane warden must qualify for any feat he takes, and must choose from the following list Alertness, Endurance, Great Fortitude, Improved Great Fortitude, Leadership, Self-Sufficient, Skill Focus (Survival), Toughness, or any teamwork feat. This replaces Scribe Scroll and the bonus feats gained at 5th, 10th, 15th, and 20th levels. Generous Touch(超常)/Generous Touch:Arcane wardens are talented at enhancing the magical effects they create to bolster allies. When an arcane warden casts a spell with a target of “creature touched” on a willing target other than himself, he can cause the effects of the spell to last longer than normal. A spell with a duration of 1 round per level lasts an additional number of rounds equal to the arcane warden’s Intelligence modifier (minimum of 1 additional round). A spell with a duration of 1 minute per level lasts for an additional number of minutes equal to the arcane warden’s Intelligence modifier (minimum of 1 additional minute). Spells with different durations than this are not enhanced by this ability. Only one spell can be enhanced in this way on any individual creature at a time. This replaces the hand of the apprentice universalist school ability. Restorative Shelter(超常)/Restorative Shelter:While an arcane warden can find refuge in many naturally occurring hideaways, his preferred places of rest are magically created cottages, homes, and even manors. An arcane warden learns the following spells mage’s magnificent mansion, rope trick, secure shelter, and tiny hut. These spells do not take up room in the arcane warden’s spellbook, and he does not need his spellbook to prepare these spells. He must still be the appropriate level to prepare the spell in question. The arcane warden’s caster level is treated as 2 higher than his actual caster level for the purposes of determining the duration of these spells and resolving attempts to dispel these spells. Any creature that spends at least 8 hours relaxing in one of these shelters gains a bonus equal to the level of the spell that created it on any saving throws against disease or poison effects made in the next 24 hours. This replaces the metamagic mastery universalist school ability. Bonded Wizard Bonded Wizard 出典 Cohorts and Companions 17ページ Many wizards form an arcane bond with an item, but for some this bond becomes a powerful mystic union. Arcane Bond(変則)/Arcane Bond:A bonded wizard must select an item as her arcane bond. The bonded object’s hit point and hardness increase by +1 per level the bonded wizard possesses. Hidden Bond(擬呪)/Hidden Bond:A bonded wizard can change the appearance and magical aura of her bonded item at will, as if using disguise self and magic aura, but affecting only the item; for the purpose of disguise self, the item’s item type (such as weapon or ring) is its creature type. This ability replaces Scribe Scroll. Bonded Force(超常)/Bonded Force:At 5th level, a bonded wizard wearing or wielding her bonded object can channel magical energies through it to create tools, armor, and weapons from pure force. She gains a pool of force points equal to half his wizard level. She can expend 1 point from his force pool as a standard action to create an effect that acts as mage armor (lasting 1 hour), shield (lasting 1 minute), or spiritual weapon (any simple or martial weapon, using her Intelligence modifier to determine its attack bonus rather than Wisdom and lasting 1 round per wizard level). These effects are visible; they take the appearance of armor, shields, or weapons as appropriate, and they always have some visual detail reminiscent of the wizard’s bonded item (such as the pattern of a bonded ring appearing as decoration on a mage armor or shield effect). At 9th level, when the bonded wizard uses bonded force for mage armor, the armor bonus increases by 1; when she uses bonded force for shield, the shield bonus increases by 1; and she gains a +1 enhancement bonus on attack and damage rolls when using bonded force for spiritual weapon. The increases for mage armor and shield and the enhancement bonus for spiritual weapon improve by an additional 1 at 13th level and again at 17th level. When she uses bonded force for spiritual weapon, the bonded wizard can choose to reduce this enhancement bonus by 1 to double the spiritual weapon’s critical threat range as the keen weapon property, and for mage armor or shield, she can choose to reduce the armor or shield bonus by 1 to protect herself from critical hits and sneak attacks as the light fortification armor property. Alternatively, the bonded wizard can expend a point from her force pool to create a tool of force, which functions as a masterwork version of a simple tool of her choice that could be reproduced by a traveler’s any-tool (Ultimate Equipment 323). The tool has the same AC and durability as a spiritual weapon and lasts for 10 minutes. The circumstance bonus the tool of force grants to appropriate skill checks starts at +2 (as masterwork tools) and increases to +3 at 9th level, and by an additional +1 every 4 levels thereafter, to a maximum of +5 at 17th level. A bonded wizard can only have one instance of bonded force active at a time. If she uses this ability again, any previously created force construct immediately ends. This ability replaces a wizard’s bonus feats normally gained at 5th and 15th level. Reshape Bond(擬呪)/Reshape Bond:At 10th level, a bonded wizard can repair her bonded item or turn it into another object once per day as a full-round action. Transforming it functions as polymorph any object, but does not alter the item’s magical properties (including its item slot), while repairing it functions as make whole. The wizard may also sacrifice a prepared spell in order to repair an additional 1d6 points of damage per level of the sacrificed spell. This replaces the wizard’s bonus feat normally gained at 10th level. Cheliax Egorian Academy Infernal Binder Cheliax Egorian Academy Infernal Binder 出典 Inner Sea Primer 29ページ The prestigious Egorian Academy of the Magical Arts in Cheliax’s capital city teaches a full spectrum of magic, both specialized and universalist, but the college is best known for its Infernal Binding program in the school of conjuration. An infernal binder learns the Names of Hell, and can use those powers to summon and bind devils to do her bidding. If she makes a single mistake in the binding, she opens herself to an eternity of torment. Egorian Academy wizards are recognized across Avistan as premier practitioners of the arcane arts. Many hold high positions in magical colleges across Golarion, but most seek to return one day to teach at their alma mater in Egorian. Associated School:Conjuration Suggested Opposition Schools:Divination, illusion, or transmutation. Alignment:Lawful Evil, Lawful Neutral, Neutral Evil, or Neutral. Requirements:An infernal binder must choose a familiar as her arcane bond at 1st level. Replacement Powers:The following school powers replace the acid dart and dimensional steps powers of the conjuration school. Planar Knowledge(変則)/Planar Knowledge:As an infernal binder, you gain a +3 bonus on Knowledge (planes) checks. Assume Control(超常)/Assume Control:At 1st level, you can attempt to gain control over a summoned creature by disrupting the bond between it and the caster who summoned it. You must make a caster level check (1d20 + caster level) equal to 10 + the summoning caster’s level. If you know the summoned creature’s name, you receive a +2 circumstance bonus on the check. If the check is successful, you can control the summoned creature as if you had summoned it for a number of rounds equal to 1/2 your wizard level (minimum 1 round). This does not increase the duration of the original summoning. The original summoning caster can attempt to regain control of the summoned creature as a standard action by making a caster level check against your caster level + 10. When your control ends, the creature reverts to the control of its summoner. At 9th level, you can use this ability to bargain with called creatures as if you were the caster who conjured them. You can use this ability a number of times per day equal to 3 + your Intelligence modifier. Imp Familiar(変則)/Imp Familiar:At 7th level, you gain Improved Familiar as a bonus feat, and must take an imp as a familiar. The imp replaces your current familiar. Chronomancer Chronomancer 出典 Legacy of the First World 30ページ Time is not an immutable force but an inscrutable phenomenon. Rare arcane scholars known as chronomancers demonstrate the ability to shift themselves in short bursts between the past, future, and alternate presents. Temporal Pool(超常)/Temporal Pool:A chronomancer gains a reservoir of temporal energy to manipulate the time stream in a variety of ways listed below. This temporal pool has a number of points equal to half his class level + his Intelligence modifier (minimum 1). This pool refreshes once per day when the chronomancer prepares his spells. Forewarned/Forewarned:The chronomancer can expend 1 point from his temporal pool when he rolls initiative to allow himself or an ally within 30 feet to roll 1d4 and add it to that character’s initiative result. At 5th level, the chronomancer can expend 2 points from his temporal pool as an immediate action to apply this benefit to a saving throw he has just rolled (but before the result is revealed). At 10th level, the die size increases to 1d6. Rewind/Rewind:As an immediate action after losing a spell due to a failed concentration check or after casting a spell that had no effect (such as due to successful saving throws, a failed caster level check to overcome spell resistance, or other immunities), the chronomancer can expend a number of points from his temporal pool equal to half the spell’s level (minimum 1) to immediately prepare the spell again, as if it had not been cast. Any material components expended in the original casting remain expended, as are actions used to cast the original spell. Accelerate/Accelerate:At 10th level when casting a spell, the chronomancer can expend 2 points from his temporal pool to apply the effects of haste to one creature affected by the spell until the end of the chronomancer’s next turn. Complex Contingency/Complex Contingency:At 15th level, the chronomancer can specify two trigger conditions when casting contingency. In addition, when the chronomancer’s contingency would trigger, the chronomancer can expend 1 point from his temporal pool as an immediate action to prevent the contingency from triggering, saving the stored effect for later. Parallel Self/Parallel Self:At 20th level, if the chronomancer is killed, he can immediately expend 10 points from his temporal pool to summon an alternate version of himself from a parallel existence, appearing up to 30 feet away. This alternate version is identical to the chronomancer except he is a member of a random race, determined using the table that accompanies reincarnate. The alternate version has half the chronomancer’s total hit points (but not any temporary hit points) and those spells the chronomancer had prepared when he died. The alternate version has the same equipment as the chronomancer but does not bear any artifacts the chronomancer was carrying. Any expendable items, charges, or expensive material components the alternate version uses are also expended for the chronomancer. This alternate version remains for 1 minute before the duplicate and its equipment are ripped back to their reality. This ability replaces arcane bond and the bonus feats gained at 10th, 15th, and 20th levels. Clocksmith Clocksmith 出典 Construct Handbook 10ページ Clocksmiths are oddities among wizard communities, pursuing the study and creation of clockwork constructs to near obsession. These wizards favor mechanical experiments over other arcane pursuits. Clockwork Bond(変則)/Clockwork Bond:A clocksmith forms a bond with one of his clockwork creations and begins play with a constructed familiar. He must select this familiar as his arcane bond. The constructed familiar functions as a typical familiar of its type except as noted here. The construct familiar is always a construct with the clockwork subtype. A construct familiar grants only half of its typical bonus (minimum +1 bonus) from its special familiar ability to its master. This alters arcane bond. Clockwork Expertise(変則)/Clockwork Expertise:A clocksmith is especially adept at dealing with clockworks. He gains a +2 bonus on saving throws against effects created by creatures of the clockwork subtype. This bonus increases to +4 at 8th level. Additionally, he treats his caster level as 1 higher when casting a spell that affects or targets only creatures of the clockwork subtype. At 8th level, he treats his caster level as 2 higher when casting such a spell. This replaces the school powers granted by the wizard’s arcane school. Craft Construct/Craft Construct:A clocksmith gains Craft Construct as a bonus feat, even if he does not meet the prerequisites. He can create any construct, but he increases the cost required to create constructs without the clockwork subtype by 50%. This replaces Scribe Scroll. Familiar Tinkering(変則)/Familiar Tinkering:At 5th level, a clocksmith learns to improve upon his clockwork familiar. A clocksmith can grant his familiar 1 evolution point worth of eidolon evolutions for every 5 wizard levels he has, though he can’t select any evolutions that require a specific base form. Each time the clocksmith gains a level, he can change his familiar’s evolutions. These evolutions stack with those from the Evolved Familiar feat. This replaces the bonus feats gained at 5th, 10th, 15th, and 20th levels. Familiar Adept Familiar Adept 出典 Familiar Folio 8ページ Many wizards employ familiars to assist them, but only a few have unlocked the true power of their school of magic through the familiar itself. Diminished Expertise/Diminished Expertise:A familiar adept doesn’t gain Scribe Scroll at 1st level or the wizard’s bonus feats at 5th and 10th levels. He must also choose one additional opposition school, even if he is a universalist. School Familiar(変則)/School Familiar:At 1st level, a familiar adept must select a familiar for his arcane bond. His familiar automatically gains the school familiar archetype (see page 14), but it cannot use its lesser school power until 4th level. At 8th level, it gains access to its greater school power. This ability alters arcane bond. Familiar Spells(変則)/Familiar Spells:A familiar adept stores his spells in his familiar rather than in a spellbook, exactly as a witch does. His familiar can freely trade spells known with a witch’s familiar, provided the spells traded are on both casters’ class spell lists. The familiar adept’s familiar uses the witch rules for familiars, including the increased cost of replacing the familiar. This ability alters spellbooks. Focused School(変則)/Focused School:A familiar adept’s training is focused more deeply on his familiar and his school of magic. At 1st level, 5th level, and every 5 levels thereafter, his familiar gains the ability to use the wizard’s 1st-level school ability one time per day without it counting against the wizard’s daily uses. First World Caller First World Caller 出典 Heroes from the Fringe 17ページ Some wizards, typically First World gnomes, have mystical ties with the First World, the primordial home of the fey. This bond allows them to more easily conjure creatures and effects from the First World, giving them the nickname of First World callers. Fey Familiar/Fey Familiar:A First World caller must select a familiar as his arcane bond. This familiar is often the fey creature that was created when the First World caller’s soul passed through the First World on the way to being born. The familiar counts as both an animal and a fey for the purposes of effects that depend on its type, rather than counting as a magical beast. It gains only half the normal natural armor bonus for a familiar based on the First World caller’s level (rounded down, minimum 0), and it doesn’t grant its special familiar ability to its master. Instead, the familiar gains the fey-touched creature template (see sidebar). At 10th level, the familiar grows a pair of delicate, gossamer wings, gaining a fly speed equal to its land speed and average maneuverability. If the familiar could already fly, its maneuverability improves by one step instead. This alters arcane bond. Fey Summoner/Fey Summoner:A First World caller is able to conjure fey creatures. He gains Augment Summoning as a bonus feat. He adds the following creatures to the summon monster list of the same level, allowing him to summon them with the appropriate summon monster spell 1st—grimple (gremlin), mite, sprite; 2nd—atomie, fuath (gremlin), nixie; 3rd— leprechaun, nuglub (gremlin), pooka; 4th—kelpie, korred, twigjack; 5th—lampad, lurker in light, swan maiden; 6th—cold rider, oceanid, sangoi; 7th—alp, bogeyman, ijiraq; 8th—banelight, fastachee, rusalka; 9th—ankou, kamaitachi, wild hunt archer. This ability is a function of the First World caller himself, and it applies even if he uses a scroll, wand, or other magic item to cast a summon monster spell. If he creates such an item and it is used by another character, the spell functions as an ordinary summon monster spell. This replaces arcane school and Scribe Scroll. Warp Reality(超常)/Warp Reality:At 10th level, a First World caller can reshape the nearby area at his whim, as he pulls in aspects of the mutable and primal First World. To use this ability, he must expend a spell slot of 5th level or higher as a standard action and succeed at a DC 15 Charisma check. If he succeeds, he can apply one of the following planar traits to the area in a 60-foot radius for 2d4 minutes normal gravity, heavy gravity, light gravity, mildly aligned (chaos, evil, good, or law), enhanced magic, or impeded magic. At 15th level, he can instead expend a slot of 7th level or higher and attempt a DC 20 Charisma check. If successfully, he can apply two planar traits from the previous list, or any one of the following traits no gravity, subjective directional gravity, erratic time, fire-dominant, water-dominant, negative-dominant, positive-dominant, or wild magic. See page 58 of Pathfinder RPG Planar Adventures for more information on planar traits. This replaces the bonus feats gained at 10th and 15th level. Instructor Instructor 出典 Cohorts and Companions 31ページ Whether serving as staff at a formal school of magic or simply acting as a wandering teacher, an instructor has an apprentice who trades service to the instructor for lessons in magic. Apprentice(変則)/Apprentice:At 1st level, an instructor acquires the services of a loyal apprentice. She functions similarly to a cohort, though your apprentice begins as a 1st-level commoner with Magical Aptitude as their 1st-level feat and NPC ability scores (13, 12, 11, 10, 9, 8 before racial modifiers). When the instructor reaches 3rd level, if his Leadership score is at least 2, the apprentice becomes a 1st-level wizard of the same school specialization as the instructor, and she gains heroic ability scores (15, 14, 13, 12, 10, 8 before racial modifiers). The apprentice never gains item creation feats, but otherwise follows the normal rules for a cohort. Each time the instructor gains a level, he may dismiss his existing apprentice as graduated (or expelled, depending on her performance), and gain a new cohort following the same rules. If an apprentice dies in service to the instructor, the instructor takes a –2 penalty to his Leadership score. This penalty is reduced by 1 for every level the instructor gains after the death, to a minimum of 0. Because cohorts are most interested in the instructor’s magical ability, the instructor uses his Intelligence modifier, rather than Charisma, to determine his Leadership score. At 7th level, an instructor may select the Leadership feat—using his Intelligence modifier to determine his Leadership score—but doing so only provides followers, never a second cohort. This ability replaces arcane bond. Trained Teamwork(変則)/Trained Teamwork:Starting at 5th level, the instructor can take a teamwork feat as his wizard bonus feat. As long as his apprentice is within 60 feet, the apprentice gains all such teamwork feats as bonus feats. The apprentice does not have to meet the feat’s prerequisites. This ability modifies the bonus feats gained at 5th, 10th, 15th, and 20th level. Pact Wizard (FF) Pact Wizard (FF) 出典 Familiar Folio 8ページ Some wizards make bargains with beings from other realms in order to gain arcane power. These pact wizards have unparalleled access to extraplanar allies, but these bonds never come without strings attached. Familiar(変則)/Familiar:A pact wizard must select a familiar for his arcane bond. The familiar’s loyalty ultimately lies with the pact wizard’s patron, and it reports back to the patron on the wizard’s activities. This ability alters arcane bond. Pact Focus(変則)/Pact Focus:At 1st level, a pact wizard must choose one additional opposition school, even if he is a universalist. A pact wizard can’t pick conjuration as an opposition school. This ability alters arcane school. Pact(変則)/Pact:A pact wizard enters into a bargain with an extraplanar being in order to gain increased wizardly powers. At 1st level, he selects a patron belonging to one specific subtype of outsider for which there exists an improved familiar option (such as devil or azata). The pact wizard can select a subtype of outsider even with a diametrically opposed alignment; in this case, the patron being offers the pact in an attempt to tempt or redeem the pact wizard. A pact wizard whose alignment shifts away from the chosen outsider subtype, who grossly abuses his familiar or any outsider of the chosen subtype, or who commits egregious acts against the alignment of the patron loses all the benefits of this archetype (but keeps the additional opposition school) until he receives an atonement. Aura(変則)/Aura:A pact wizard has an aura corresponding to the alignment of his chosen subtype as a cleric of his wizard level. Pact Summons(変則)/Pact Summons:A pact wizard can select Sacred Summons (Pathfinder RPG Ultimate Magic 155) as a wizard bonus feat. He can use this feat only to summon outsiders of his chosen subtype. True Form(変則)/True Form:At 7th level, a pact wizard’s familiar reveals its true form, automatically transforming into an outsider improved familiar of the chosen subtype. Pact Wizard (HHH) linkプラグインエラー URLを入力して下さい。} 出典 Haunted Heroes Handbook 20ページ While the art of wizardry is usually a scholar’s pursuit, there are those who seek mastery of arcane power without tedious study and monotonous research. Motivated by foolish ambition, such individuals turn to the greatest enigmas of the cosmos in the hopes of attaining greater power. Though few successfully attract the attention of these forces, those who do receive phenomenal arcane power for their efforts, but become the dutiful playthings and servants of the forces with which they consort. Effortless Magic(変則)/Effortless Magic:Although a pact wizard still uses a spellbook to prepare his wizard spells, his close tieswith his otherworldly patron allow him to do so nearly effortlessly. A pact wizard can prepare all of his spells in only 15 minutes, and his minimum preparation time is only 1 minute. This alters the wizard’s spellcasting. Patron Spells/Patron Spells:At 1st level, a pact wizard must select a patron. This functions like the witch class ability of the same name, except the pact wizard automatically adds his patron’s spells to his spellbook instead of to his familiar. In addition, the pact wizard can expend any prepared spell that isn’t a spell prepared using the additional spell slot the wizard receives from his arcane school in order to spontaneously cast one of his patron’s spells of the same level or lower. This ability replaces Scribe Scroll. Great Power, Greater Expense(変則)/Great Power, Greater Expense:As a pact wizard grows in power, his choice of patron begins to affect his physical body. At 5th level, the pact wizard chooses one oracle curse, using 1/2 his character level as his effective oracle level when determining the effects of this curse. If an oracle curse would add spells to the oracle’s list of spells known, the pact wizard instead add those spells to the wizard’s spell list as well as to his spellbook. At 10th level, the pact wizard can invoke his patron’s power to roll twice and take the better result when attempting any caster level check, concentration check, initiative check, or saving throw. He can activate this ability as a free action before attempting the check, even if it isn’t his turn. He can use this ability a number of times per day equal to 3 + 1/2 his Intelligence modifier. At 15th level, when the pact wizard invokes his patron’s power to roll twice on a check, he adds his Intelligence bonus to the result as an insight bonus. When he applies metamagic feats to any spells he learned via his patron or curse, he treats that spell’s final effective level as 1 lower (to a minimum level equal to the spell’s original level). At 20th level, whenever the pact wizard invokes his patron’s power to roll twice on a check and his result is a natural 20, he automatically succeeds, regardless of whether or not a check of that type would normally allow an automatic success. This ability replaces the bonus feats a wizard gains at 5th, 10th, 15th, and 20th level. Poleiheira Adherent Poleiheira Adherent 出典 Blood of the Ancients 16ページ Poleiheira adherents are wizards who wish to emulate the explorations and discoveries of Arustun and partake in great odysseys as they seek to imitate his achievements. These adherents bond to a book in tribute to Arustun and his extensive journals—known as the Poleiheira. This allows them to record their travels as well as any lost magic and lore they encounter. Bonded Book(擬呪)/Bonded Book:A Poleiheira adherent forms a bond with a spellbook. This bonded book becomes intrinsically tied to a Poleiheira adherent’s conscious and subconscious mind. The book always opens to the right page, and she can record any number of spells and other information in her bonded book—when she turns pages, more blank pages appear. Other wizards find it difficult to read the book, which displays information in a seemingly random order the DC of all Spellcraft checks to copy or prepare spells from the book increases by 10. Each time a Poleiheira adherent attains a new wizard level, she gains four spells (rather than two) to add to the bonded book. The cost and time requirement for writing a new spell into the book are halved. The time to prepare spells is reduced to one third (20 minutes to prepare all spells, and 5 minutes to prepare up to one quarter of her spells). Once per day while holding the book in one hand, she can use it to cast any one spell she has written in the bonded book, even if the spell is not prepared. A Poleiheira adherent can replace a lost or destroyed bonded book in the same manner as a bonded item. The new bonded book retains a number of spells per spell level equal to the Poleiheira adherent’s Intelligence modifier from the previous bonded book, as well as all the mundane information that was recorded in the previous bonded book. If a Poleiheira adherent replaces her bonded book or dies, the previous book reverts to an ordinary blank spellbook. This replaces arcane bond. Great Odyssey/Great Odyssey:A Poleiheira adherent specializes in exploration and travel rather than a particular school of magic. She gains the abilities below. This replaces arcane school. Mount(擬呪)/Mount:A Poleiheira adherent can summon a magical steed to her side (per the mount spell) that lasts up to 2 hours per wizard level. The duration of this ability doesn’t need to be consecutive, but it must be spent in 2-hour increments. When riding a mount summoned with this ability, a Poleiheira adherent can substitute Spellcraft checks for Ride checks. Master Mariner(超常)/Master Mariner:At 8th level, a Poleiheira adherent can telekinetically control a boat or ship with such skill and finesse that she counts as a number of people equal to her wizard level for the purpose of determining how many crew members are needed to move a water vehicle (Pathfinder RPG Ultimate Combat 174). When controlling a ship in this manner, she can substitute Spellcraft checks for Profession (sailor) checks. Primalist Primalist 出典 Inner Sea Magic 37ページ A primalist is a wizard who has spent a considerable amount of time studying the chaos that is primal magic—she seeks order in chaos, and hopes to master the raw power of primal magic to bolster her own abilities. A primalist wizard has the following class features. Primal Magic(超常)/Primal Magic:At 1st level, a primalist may attempt to channel primal magic as a swift action to cast a prepared spell without losing that spell from its spell slot. Essentially, a primalist is forcing primal magic into the world and attempting to shape it into a specific spell effect. To use this ability, she casts the spell as she would normally, but as the spell’s effects take place, she makes a concentration check (DC 20 + double the spell’s level). If she fails this check, she expends the spell normally as if she had cast it, but its actual effects are replaced by a primal magic event with a CR equal to her caster level and she is staggered for 1 round per level of the spell she was attempting to cast. If she makes this check, she casts the spell normally and it is not expended from her prepared spell slot, allowing her to cast that spell again at a later point. You may use primal magic in this manner once per day. This ability replaces arcane bond. At 5th, 10th, 15th, and 20th level, you can use it an additional time per day. Enhance Primal Magic Event(超常)/Enhance Primal Magic Event:At 5th level, when a primalist triggers a primal magic event, as a swift action she can increase or decrease its CR by 1. If she makes a concentration check (DC = 15 + the primal magic event’s CR), she can instead increase or decrease the CR by 2. If she reduces a primal magic event’s CR to less than 1, the event is negated. She can choose to use this ability after she determines what primal magic event she triggers, but before she resolves the effects of that event. This ability replaces the wizard bonus feat acquired at 5th level. Primal Surge(超常)/Primal Surge:At 10th level, whenever a primalist triggers a primal magic event, she rolls the percentile dice twice to determine the event that occurs and chooses which one of the two possible events occurs. She becomes resistant to the effects of primal magic events. Anytime an event would affect her, the GM rolls 1d20 + the event’s CR against a DC of 11 + her wizard level. If this roll fails, the event does not affect her, similar to a creature with spell resistance ignoring magical effects with an SR check. If the primal magic event is duplicating the effects of a spell that does not allow spell resistance (such as create pit), this resistance does not apply. This ability replaces the wizard bonus feat acquired at 10th level. Qadira Mage of the Veil Qadira Mage of the Veil 出典 Inner Sea Primer 29ページ The city of Katheer is home to a great number of arcane colleges in the Qadiran tradition. Magic has a proud history in this land; its many schools compete with one another to find the best route to understanding the secrets of power. Among these is the focused school of veil magic. Rather than controlling the elements or transforming the environment, mages of the veil focus on much more subtle magic—blending into their surroundings to watch, observe, and gather secrets, or fading from view completely for the sake of solitude. Most graduates of this college enter the service of the satrap as spies, scouts, or infiltrators. Associated School:Illusion. Requirements:A mage of the veil must select disguise self as one of his spells known at 1st level. クラス技能:A mage of the veil gains Bluff, Disguise, and Stealth as class skills. Replacement Powers:The following school powers replace the blinding ray and invisibility field powers of the illusion school. Face in the Crowd(擬呪)/Face in the Crowd:At 1st level as a standard action, you can cause yourself to appear so normal, mundane, and unexceptional that you blend in to your surroundings. All creatures within 30 feet treat you as if you belonged there, effectively ignoring you. Creatures outside of this area may notice that you appear out of place, but as soon as they approach within 30 feet they are affected by the magic and no longer think something is amiss. If you interact with an affected creature in any way, it gains a Will save (DC 10 + 1/2 your wizard level + your Intelligence modifier) to disbelieve the illusion and notice you. The effect lasts for a number of minutes equal to your wizard level, or until the illusion is dispelled. The minutes do not need to be consecutive, but must be used in 1-minute increments. This is a mind-affecting phantasm effect. This ability does not turn you invisible and opponents are not considered flat-footed. It does not allow you to disguise yourself as a specific individual, type of person, or member of another race, so you cannot blend into a group of uniformed guards or appear as a member of an individual’s family, and a human cannot blend into a group of gnolls. You can blend in with any group made up of different types of people, such as a crowd of courtiers in a king’s throne room, and you can disguise yourself (either through magic or more mundane means) to appear as a specific type of person or another race (such as a uniformed guard or a gnoll) before using this ability. Master of the Veil(擬呪)/Master of the Veil:At 8th level, you can create an illusion that hides the appearance of yourself and any number of allies within 30 feet for 1 round per wizard level. This ability otherwise functions like the spell veil. The rounds do not need to be consecutive. Scroll Scholar Scroll Scholar 出典 Pathfinder Society Field Guide 26ページ A scroll scholar values knowledge and learning as much as her other abilities, trading a portion of her potential in her chosen class for greater breadth of skill at deciphering old texts, piecing together strange fragments of esoteric lore, and deciphering the hidden qualities of strange and unusual magical items. The scroll scholar archetype can be taken by either clerics or wizards—they give up different class abilities for the new abilities granted by this archetype. A wizard must either be a universalist wizard or a diviner wizard in order to take this archetype—other types of school specializations are not suited to this archetype’s focus. A scroll scholar has the following class features. Diligent Student(変則)/Diligent Student:At 1st level, a scroll scholar chooses one Knowledge skill. This becomes a class skill if it is not already one. The scroll scholar adds half her class level to all Knowledge checks of this type (minimum 1). At 5th level and every five levels thereafter, a scroll scholar chooses 1 additional Knowledge skill to receive this bonus. For clerics, this ability replaces one of the 1st-level granted powers from her domains—the character gets to choose which of her two 1st-level granted powers it replaces. For wizards, this ability replaces diviner’s fortune (if a diviner) or hand of the apprentice (if a universalist). Secrets Revealed(擬呪)/Secrets Revealed:At 5th level, a scroll scholar gains the ability to cast comprehend languages and identify as spelllike abilities. Her caster level is equal to her character level in whatever class she took the scroll scholar archetype for. She can cast these spells once per day each at 5th level, twice per day each at 7th level, and three times per day each at 9th level. At 11th level, one of these spell-like abilities (scholar’s choice) becomes a constant spell-like ability, and at 13th level, the second one becomes a constant spell-like ability. If the scholar is a cleric, this ability replaces the increase to her channel energy damage normally gained at 5th level—her channel energy damage increases to 3d6 at 7th level instead, and for the rest of her career as a cleric lags 1d6 behind normal. If the scholar is a wizard, this ability replaces her bonus feat for 5th level. Flash of Insight(超常)/Flash of Insight:At 10th level, once per day, a scroll scholar can gain a +5 bonus on a single attack roll, caster level check, or saving throw as an immediate action. This decision must be made before the results of the roll are known, but can be made after the die is rolled. This ability can be used twice per day at 15th level, and 3 times per day at 20th level. This ability replaces the normal addition of a new 4th-level spell slot to the character’s spells per day— from this point on, the cleric or wizard has one fewer 4thlevel spell slot than other clerics or wizards. Shadowcaster Shadowcaster 出典 Inner Sea Magic 39ページ Trained in the dark mysteries of Nidal’s Umbral Court and its Kuthonite dogma, your training allows you to harness the power of shadows to bolster your spellcasting. A shadowcaster has the following class features. Shadow Spells(超常)/Shadow Spells:At 1st level, a shadowcaster uses his shadow to prepare additional spells. He must spend his entire period of spell preparation in dim illumination to use this ability. He may prepare a number of additional spell levels of spells equal to the level of the highestlevel wizard spell he can cast. For example, if he can cast 6th-level wizard spells, he could prepare six 1st-level spells, two 3rd level-spells, or any similar combination that adds up to a total of six spell levels. These spells are stored in his shadow. He can only cast these spells when he is in an area of normal light or dim light. He gains Shadowtongue as a bonus language. This ability replaces arcane bond. Shadowsight(変則)/Shadowsight:At 5th level, a shadowcaster gains darkvision 60 feet. This ability replaces the shadowcaster’s 5th-level wizard bonus feat. Shadowy Specialization(変則)/Shadowy Specialization:At 10th level, when a shadowcaster casts shades, shadow conjuration, shadow evocation, and similar illusion spells that have a listed fraction of the strength of real effects, he increases the percentage of damage caused by the spell’s effect or summoned creatures by one-fifth (+20%) against creatures that make their saving throw against the effect, up to a maximum of 100% of the strength. For example, shadow evocation and shadow conjuration deal 40% normal damage on a successful save instead of 20%. This ability replaces the shadowcaster’s 10th-level wizard bonus feat. Spirit Binder Spirit Binder 出典 Familiar Folio 9ページ While most wizards learn their arts through gradual study, spirit binders have made a sudden arcane breakthrough due to the traumatic experience of losing a loved one. Soulbound Familiar(変則)/Soulbound Familiar:A spirit binder must select a familiar for his arcane bond. Unlike in a normal familiar-summoning ritual, a spirit binder created his special familiar through a dangerous ritual catalyzed by the death of a loved one. Before the loved one’s spirit passed on to the Boneyard, the spirit binder was able to bind the spirit to an animal or vermin, which then became his familiar. A soulbound familiar’s personality is that of the lost loved one, rather than a servant of the spirit binder. It can have any alignment, even one that is diametrically opposed to the spirit binder’s. A soulbound familiar has the base attack bonus and base saving throws of the loved one’s favored class (using the spirit binder’s level as its level). If the loved one died before the beginning of the campaign, the spirit binder selects the familiar’s favored class at 1st level and it cannot be changed. This ability alters arcane bond. Arcane School:A spirit binder can’t choose necromancy as an opposition school. This ability alters arcane school. Lost Talents(変則)/Lost Talents:A spirit binder’s soulbound familiar possesses some of the ability of the lost loved one, and it is capable of learning more. At 1st level, 5th level, and every 5 levels thereafter, the spirit binder’s familiar gains a new feat for which it meets the prerequisites. This ability replaces Scribe Scroll and the wizard’s bonus feats. Sword Binder Sword Binder 出典 Arcane Anthology 11ページ Sword binders follow a tradition of martial wizards who often worked with the Church of Aroden and the crowns of Taldor and then Cheliax. Once common in Absalom, Cheliax, and Taldor, where they were frequently battlefield commanders, historians, and expedition leaders, they have become much rarer over the past century. Arcane Bond/Arcane Bond:A sword binder must choose a sword as his bonded item. He gains proficiency with it. This alters arcane bond. Sword of the Mage(超常)/Sword of the Mage:A sword binder can send his bound sword to strike his foes. He gains the hand of the apprentice ability of the universalist school, but can use that ability only with his bound sword. His range with the ability is close (25 feet + 5 feet per 2 wizard levels he possesses), and he can use it a number of times per day equal to 3 + his Intelligence modifier + 1/2 his level. At 5th level, whenever the sword binder casts a spell with a range of touch from the wizard spell list, he can use his bonded sword to deliver the touch attack, including expending a daily use of hand of the apprentice to make the touch attack at range. This occurs as part of the same action as casting the spell. He gains all the attack bonuses that apply to his sword (including enhancement bonuses and relevant feats), but does not add his sword’s damage or effects to the touch spell. At 8th level, when a sword binder casts a ranged touch spell or activates this ability to cast a touch spell through it, he can send his bound sword to deliver the spell and strike the target in one motion. Rather than a touch attack, he makes a ranged attack with the sword. If the sword hits, it deals normal weapon damage for hand of the apprentice and the spell automatically hits that target. If the sword misses, the spell lingers on the weapon and the sword binder can attempt to deliver the spell again by activating this ability as a standard action. If the sword binder drops or sheaths the weapon with the spell’s charge still held, the charge dissipates to no effect. This ability replaces arcane school and bonus school spell slots. Telekinetic Sword(擬呪)/Telekinetic Sword:At 10th level, a sword binder can control his bound sword (and only his sword) as per the sustained force option of telekinesis. While the sword is flying in this way, the sword binder can monitor the area around the sword with clairaudience/clairvoyance as a swift action. This ability can be used once per day at 10th level, and an additional time per day at 15th level and again at 20th level. This ability can be used for 2 rounds per sword binder level each day. This ability replaces the 10th level bonus feat. Thassilonian Specialist Thassilonian Specialist 出典 Inner Sea Magic 17ページ Only wizards can truly follow the ancient philosophies created by Thassilon’s runelords, for only wizards have the capability to specialize in a school of magic. The choice to specialize in a Thassilonian school of magic must be made when a character first becomes a wizard. Once the choice to do so is made, it cannot be changed. 利益:A Thassilonian specialist wizard receives two additional spell slots of each spell level he can cast. These bonus spell slots must both be used to prepare the same spell from the wizard’s school of specialization, allowing the wizard to cast that spell twice (as he has prepared the spell twice). The wizard cannot use these slots to prepare two different spells, even if they are of the school he is specialized in. Restrictions:A Thassilonian specialist does not get to customize his choice for opposition schools—that choice is selected for him when he chooses his specialization. These restrictions are more significant than those most wizards follow, and are known as prohibited schools. A Thassilonian wizard can never prepare a spell that is in one of his prohibited schools—he treats these spells as if they were not on the wizard spell list. If using a spell trigger or spell completion item to cast a spell from one of his prohibited schools, he must use the Use Magic Device skill to do so. Thassilonian Magic:While the concept of wizard specializations along the classically recognized schools of magic certainly dates back to the time of Azlant, and perhaps beyond into the dim recesses of time before humanity rose to prominence, it was the runelords of Thassilon who explored school specialization to its full extreme. Focusing their research on the discovery that each school of magic was opposed by two specific opposition schools, the runelords developed methods of further enhancing their mastery over their chosen arcane specialties. Essentially, they defined these seven schools as much by what they couldn’t do as by what they could. By excising “impurities” introduced by fixed oppositional schools, they traded arcane versatility for greater strength in their chosen fields. The seven schools of Thassilonian Magic are presented here. Envy (Abjuration):The art of suppressing magic other than your own. Prohibited Schools evocation, necromancy. Gluttony (Necromancy):Magic that manipulates the physical body to provide for an unending hunger for life. Prohibited Schools abjuration, enchantment. Greed (Transmutation):Magically transforming things into objects of greater value or utility, and enhancing the physical self. Prohibited Schools enchantment, illusion. Lust (Enchantment):Magically controlling and dominating other creatures to satisfy your desires, and manipulating others’ minds, emotions, and wills. Prohibited Schools necromancy, transmutation. Pride (Illusion):Perfecting your own appearance and domain through trickery and illusions. Prohibited Schools conjuration, transmutation. Sloth (Conjuration):Calling agents and minions to perform your deeds for you, or creating what you need as you need it. Prohibited Schools evocation, illusion. Wrath (Evocation):Mastery of the raw destructive power of magic, and channeling those destructive forces. Prohibited Schools abjuration, conjuration.
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Dance Drill 9 STAGE 曲名 BPM NOTES / FRE LV 1st CHAOS(鬼) 170 360 / 7 16 2nd PARANOIA survivor MAX(鬼) 145-290 613 / 4 16 3rd MAX 300 (Super-Max-Me Mix)(鬼) 140-320 562 / 188 17 final Fascination ~eternal love mix~(鬼) 100-400 581 / 2 17 解説 ダンスドリル9は停止曲が最初と最後に二つもあり、中盤に体力譜面が挟まっているというとんがった構成となっている。 -- 名無しさん (2009-09-21 00 29 55) CHAOSだけ最大BPMが低いが、このドリルに挑戦する頃には難なく踏めるので、他にハイスピを合わせよう。 -- 名無しさん (2009-09-21 00 30 12) 名前 コメント コメント(私的なことや感想はこちら) CHAOSがあまりにも空気。 -- 名無しさん (2009-11-22 00 58 17) 鬼鯖でヘロヘロ。攻略といえるかどうか分からないが、ロード中に椅子に座れる店がいいかも。 -- 名無しさん (2010-01-04 01 18 23) 名前 コメント
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「EZ DO DANCE」スコア&ムービーボード 1ページ目 「EZ DO DANCE」スコア&ムービーボード 2ページ目
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SpellTech-c サークル:荒御霊×As/Hi Soundworks Number Track Name Arranger Original Works Original Tune Length 01 オールドローズ 和泉 幸奇 ダブルスポイラー 無間の鐘 ~ Infinite Nightmare [08 05] 02 パンスティルヴ 和泉 幸奇 東方星蓮船 感情の摩天楼 ~ Cosmic Mind [08 41] 03 吸い込まれる夜空 和泉 幸奇 大空魔術 G Free [08 13] 04 ノイバラ 和泉 幸奇 東方地霊殿 ハルトマンの妖怪少女 [07 50] 05 紅花 和泉 幸奇 東方妖々夢 遠野幻想物語 [07 27] 06 涼風 和泉 幸奇 東方夢時空 Dim. Dream [06 58] 07 赤い水鏡 和泉 幸奇 東方幻想郷 Magic Shop of Raspberry [07 02] 08 電子宇宙 和泉 幸奇 東方永夜抄 ヴォヤージュ1969 [08 33] 09 寂静 和泉 幸奇 蓬莱人形 空飛ぶ巫女の不思議な毎日 [07 27] 詳細 東方紅楼夢6(2010/10/11)にて頒布 イベント価格:500円 ショップ価格:735円(税込) レビュー 名前 コメント
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洞窟の州から腐食性の唾液を持つ地虫Cave Grubを5+体召喚します Summon Cave Grubs 領域 使用 宝石 Conjuration Lv1 儀式/陸上限定 8 主属性 副属性 効果量 効果発生数 1 - - 4+1/Lv 射程距離 効果範囲 精度補正 疲労 - - - - 特殊 洞窟専用 ゲーム内説明文 In the deep caverns of the earth strange worms and crawling beasts can be found. The Cave Grubs are huge larvae with highly corrosive saliva able to dig through the earth and stone of the under-earth. Their tunnels are used by the Pale ones and other cave dwellers. Cave Grubs have weak minds and are easy to control and compel with magic, but they need magical leadership. They are sometimes summoned to be used in sieges. 和訳 地中深くの洞穴では、奇妙な虫や這いずる獣が見つかります。Cave Grubは、極めて強い腐食性を持つ唾液で大地や岩盤を掘りぬくことができる、巨大な幼虫です。彼らのトンネルは、Pale Oneやその他の洞穴に住まうものたちによって利用されています。Cave Grubは貧弱な心しか持たず、魔法によって容易に支配し、行動を強制することができます。しかしながら、彼らは魔法的な指揮を必要とします。彼らはしばしば包囲戦のために召喚されます。 解説 洞窟専用の召喚儀式。高いHPを持ち、攻撃時に敵の防具をまとめて腐食させる能力を持つCave Grubを召喚する。 HPこそ高いが防御力、防御技能を共に欠いており、サイズ4と大型なこともあって総じて耐久力は低い。一方で単発とはいえ攻撃力は悪くなく、防具破壊による支援効果も見込める。 また特技たる穴掘りは要塞包囲ボーナスとして表現されており、1体で人間10人分以上の活躍をしてくれる。洞窟さえあれば非常に早い段階で召喚可能なのも利点となるだろう。 注意すべきは冷血動物であることと、魔法生物であること。元々疲労は比較的に早いのだが、寒い州ではさらに急激に疲労し、元より乏しい耐久性がさらに悲惨なことになる。 また魔法生物であるため、魔術師を多く動員しない限りは数を連れるのも難しい。とくに包囲戦での活躍を期待している場合、戦闘で消耗しないように配置に気を遣いたい。 パッチ変更点 4.03 新規追加 コメント 名前 コメント