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自身を切断・打撃・刺突に強くし負傷率を下げ、代わりに筋力と速度が低下します Liquid Body 領域 使用 宝石 Alteration Lv4 戦闘/水陸両用 - 主属性 副属性 効果量 効果発生数 1 - - - 射程距離 効果範囲 精度補正 疲労 0 - - 20 特殊 ゲーム内説明文 The caster transforms himself into a semi-liquid being. He becomes very difficult to harm by physical means and wounds will rarely become permanent afflictions. As a by-effect the caster will lose some strength and movement speed. 和訳 術者は自らを半液状の存在へと変化させます。彼を物理的な手段で傷付けるのは非常に困難となり、また傷が永久的な障害を招くこともほとんどありません。副作用として、術者はいくらかの筋力と行動速度を失います。 解説 副作用付きの防御魔法。切断、刺突、打撃の物理三属性すべてへの耐性を得る上に戦傷を受ける確率も激減させてくれるが、筋力が4、行動ポイントが25%低下する。 接近戦主体の戦闘型指揮官にとっては筋力低下はかなり痛いペナルティだが、この程度なら武器で十分補える範囲でもある。怪我を恐れるなら欠かさず使用しておきたいところ。付属する物理属性への耐性も、ほぼすべての武器攻撃に対応できるので便利。 一般的な魔術師にとってはペナルティはないも同然だが、同時にこれ単体では恩恵もほとんどない。流れ弾を受けた際や、騎兵や飛行部隊に襲われた際には少しは役立つかもしれないが、基本的に紙同然の耐久力しかない魔術師だと、ダメージが半減したところで寿命が少し延びるだけに終わることが多い。併せて防御力の確保などもきちんとやっておくこと。 コメント 名前 コメント
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Nanodyne Hellcat MIRV [部分編集] blankimgプラグインエラー:画像URLまたは画像ファイル名を指定してください。 Category Base Item Class Hunter Type Item Level Require Level Damage Type Rate of fire Shield Overload Interrupt Strength Critical Chance Critical Damage Range Phase Attack Strength Equip Cost Modification Inherent Attributes ※上記に画像がないときはアイテム名.jpgでアップロードしてください。 [部分編集] Nanodyne Hellcat MIRVベースのUnique Item Blackstar MIRV Rumdrunk s Uproar 関連ページ
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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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自身に電気を溜め、近接攻撃を受けると敵と自身を1回だけ感電させます Charge Body 領域 使用 宝石 Alteration Lv1 戦闘/水陸両用 - 主属性 副属性 効果量 効果発生数 1 - - - 射程距離 効果範囲 精度補正 疲労 0 - - 5 特殊 ゲーム内説明文 When a charged body is struck in melee combat, electricity will strike both combatants. The damage caused by the electrical charge is deadly and bypasses the protection of armor. Once hit, the mage s body will become discharged and, if the mage survives, will need to be recharged. 和訳 充電された体が接近戦で打たれると、電撃が魔術師と攻撃者の双方を攻撃します。電撃による損害は致命的で、防具による保護を無視します。一度攻撃を受けると、魔術師の体は放電されるため、彼がまだ生き残っているならば、再充電の必要があります。 解説 予約制の自動反撃魔法。使用後に敵の近接攻撃が命中すると、自身と攻撃者に対し威力20、防御無視の電撃属性ダメージを与える。 耐性を持たない限り、一般的な人間ならほぼ確実に即死させるだけの威力があるが、それは自身にも言えること。十分な耐性を確保しておかないと、敵の攻撃に耐えてもこのダメージで自滅してしまう。 また発動は1回限りのため、雑兵の大群に向けて突撃するような指揮官にはあまり意味がない。敵の目の前で暢気に再充電するぐらいなら、普通に殴ったほうが効率的である。 扱いにくさはあるが、敵の大物を狙う戦闘型指揮官には有益な魔法と言える。相手の耐性やHPにもよるとはいえ、この威力を完全に無視できるような相手は限られる。 必然的に暗殺やデスマッチの際にもかなりの脅威となる。暗殺の場合、襲われる側は命令を無視するので確実な反撃にはならないが、暗殺者側で使えると非常に性質の悪い存在になる。 コメント 名前 コメント
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サモナーのアーキタイプ Summoner Archetypes Blood Summoner Blood Summoner 出典 Champions of Corruption 24ページ A blood summoner conjures an eidolon born from violence and blood. These cruel spellcasters are common among the god-callers of now-shattered Sarkoris, where the influence of the Worldwound has warped them into beings of chilling malevolence. 技能:A blood summoner adds Heal to his list of class skills. Blood Offering(超常)/Blood Offering:At 4th level, the blood summoner can sacrifice a flask of blood, extracted up to 1 day ago from a living creature or a corpse that’s been dead no longer than 1 minute, to aid and appease an evil outsider within 30 feet as a standard action. This blood can be extracted from a willing or helpless creature as a full-round action that deals 1 point of Constitution damage. The offering grants the outsider a +2 enhancement bonus to the ability score of the blood summoner’s choice and grants the blood summoner a +4 circumstance bonus on Diplomacy checks and Charisma checks to bargain with it. The bonuses last for 10 minutes. The offering cannot be made to the same fiend twice in the same day. This ability replaces shield ally. Blood Travel(超常)/Blood Travel:At 8th level, a blood summoner can use his maker’s call ability to allow his eidolon to travel through the blood of other creatures instead of bringing it to his side. The eidolon can either emerge from the blood of a living creature within range that has fewer than its maximum hit points remaining, or burst from the corpse of a Small or larger creature within range that has been dead for no longer than 1 minute. If the eidolon emerges from an injured creature, that creature takes 4d6 points of damage, which is halved if the creature succeeds at a Fortitude save (DC = 10 + 1/2 the blood summoner’s level + his Charisma modifier). The eidolon appears in its choice of the nearest unoccupied square to the creature or corpse it emerged from, and is staggered for 1 round. This ability replaces transposition. Fiendish Calling(超常)/Fiendish Calling:At 10th level, the blood summoner’s summon monster ability can additionally be used as lesser planar binding as a standard action, but only to call evil outsiders. At 13th level, he can instead use it as planar binding. At 16th level, he can instead use it as greater planar binding. This ability replaces greater shield ally. Blood Possession(超常)/Blood Possession:At 16th level as a full-round action, a blood summoner’s eidolon can enter and control the body of any corporeal creature that has blood. This ability functions as marionette possessionUM, except that the eidolon’s body also enters the target and the target can be unwilling. A successful Will save (DC = 10 + 1/2 the blood summoner’s level + his Charisma modifier) negates this effect. This ability can be used once per day at 16th level, twice per day at 18th level, and three times per day at 20th level. The eidolon can end this possession at any time as a standard action. If the host body is slain while the eidolon is possessing it, the eidolon is immediately ejected, takes 4d6 points of damage, and is stunned for 1 round. This ability replaces merge forms. Counter-Summone r Counter-Summoner 出典 Monster Summoner's Handbook 8ページ While most summoners excel at conjuring monsters, there are those who focus instead on disrupting the conjurations of opponents. The counter-summoner harnesses powerful abjuration magic to instantly thwart the conjuration and summoning abilities of other casters, though at the cost of weakening his own powers of conjuration. Counter-Summon(超常)/Counter-Summon:At 1st level, a counter-summoner can attempt to counter a conjuration spell cast by another creature. He must identify the spell being cast as normal for counterspelling. If he does so, he can attempt to counter the spell as a swift or immediate action. To counter the spell, the counter-summoner must attempt a dispel check as if using dispel magic. If the spell being countered is a summon monster or summon nature’s ally spell, the counter-summoner gains a +5 bonus on the dispel check. The counter-summoner can use this ability a number of times per day equal to 3 + his Charisma modifier. This replaces summon monster. Detect Summons(超常)/Detect Summons:At 2nd level, as a swift action, a counter-summoner can target a single creature he can see and determine if it has been summoned to its current plane from another. This ability reveals whether the target has been conjured by a conjuration (summoning) or (calling) spell, and allows the counter-summoner to attempt a Spellcraft check to identify the spell that conjured it (using the same DC as if the counter-summoner had witnessed the spell being cast). This ability replaces bond senses. Weaken Summons(超常)/Weaken Summons:At 10th level, as a standard action, a counter-summoner can attempt to weaken a summoned or called creature within 60 feet. The targeted creature takes a –2 penalty on attack and damage rolls and to Armor Class for 1 minute per summoner level. A successful Will save (DC = 10 + 1/2 the counter-summoner’s class level + his Charisma modifier) negates this effect. A given summoned creature can’t be targeted by this ability more than once per 24-hour period. This ability replaces aspect. Improved Weaken Summons(超常)/Improved Weaken Summons:At 18th level, the penalty for the counter-summoner’s weaken summons ability changes to –4. This ability replaces greater aspect. First Worlder First Worlder 出典 Inner Sea Magic 35ページ Most summoners have a close connection to creatures from the farthest reaches of the planes. A few have a primal connection to nature, and their power is tied to the First World. It is not unusual for these summoners to associate with druids, for like druids, first worlders have a powerful tie to the natural world. Some first worlders are driven half-mad by the strange energies and intelligences that seep into their minds and bodies, though, and these poor souls are prone to lash out at loggers, druids, or innocent passersby without considering whether or not they are threats. A first worlder’s eidolon usually resembles a fey creature or a plant monster, though some are fantastic otherworldly animals with exaggerated features. A first worlder has the following class features. Summon Nature’s Ally(擬呪)/Summon Nature’s Ally:Starting at 1st level, a first worlder can cast summon nature’s ally a number of times per day equal to 3 + his Charisma modifier. At levels where a summoner would gain a more powerful summon monster spell as a spell-like ability, he instead gains the equivalent summon nature’s ally spell (at 19th level, he can use summon nature’s ally IX or gate). When a first worlder gains a summon nature’s ally spell as a spell-like ability, he adds it to his class spell list (he must still select it as a spell known if he wants to cast it as an actual spell). This ability otherwise replaces the summon monster ability of a normal summoner. Fey Summons(超常)/Fey Summons:At 3rd level, a first worlder adds the following creatures to the lists of what he can summon with his summon nature’s ally spell-like ability Summon nature’s ally II gremlin ( jinkin, pugwampi, or vexgit, see Bestiary 2). Summon nature’s ally III gremlin (nuglub, see Bestiary 2). Summon nature’s ally IV unicorn. Summon nature’s ally V pixie, satyr. Summon nature’s ally VII nymph. Eidolon:Instead of an outsider, a first worlder’s eidolon has the fey creature type and the extraplanar subtype. Its statistics are changed from a standard eidolon as follows ヒット・ダイス:d6 Hit Die (instead of d10). BAB:Equal to 1/2 the eidolon’s Hit Dice. Good/Bad Saves:The eidolon’s good saves area always Reflex and Will. Skills:The eidolon’s class skills are Acrobatics, Bluff, Climb, Craft, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (geography), Knowledge (nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, and Use Magic Device. Senses:The eidolon gains low-light vision instead of darkvision. The summoner can grant the eidolon darkvision 60 ft. as a 1-point evolution. Damage Reduction:If the first worlder chooses this evolution, he may select DR/cold iron instead of one of the alignment-based types of damage reduction. This otherwise works like and replaces the eidolon ability of a normal summoner. God Caller God Caller 出典 Inner Sea Intrigue 40ページ God callers follow a fractured tradition that originated in the now-lost nation of Sarkoris. They speak to an assortment of ancient divine powers to lead their communities and sometimes stir up reformations in faiths with ideals similar to their personal convictions. Any summoner (including the summoner from Pathfinder Unchained) can select the god caller archetype. クラス技能:A god caller adds Diplomacy and Intimidate to his list of class skills, instead of Knowledge (dungeoneering, engineering, geography, and nature) and Use Magic Device. This ability alters the summoner’s class skills. Guidance(擬呪)/Guidance:A god caller’s eidolon has a tiny spark of divinity. It can use guidance as a spell-like ability at will. However, the eidolon and the god caller must remain within 50 feet of one another for the eidolon to remain at full strength. If the eidolon is beyond 50 feet but closer than 1,000 feet, its current and maximum hit point totals are reduced by half. This ability alters life link. Divine Word(変則)/Divine Word:At 8th level, if a god caller’s eidolon would grant him a bonus with the aid another action on a Diplomacy or Intimidate check, the god caller can instead choose to roll twice and take the better result. He makes the choice before rolling. Once per day while his eidolon uses the aid another action to assist him in such a check, if the god caller would improve a target’s attitude toward him, or gain a success if using the individual influence rules (Ultimate Intrigue 102), he instead improves that target’s attitude by 2 steps or it counts as 2 successes. This ability replaces transposition. Divine Awareness(擬呪)/Divine Awareness:At 10th level, after 10 minutes of concentration, a god caller’s eidolon can see from afar as per clairaudience/clairvoyance. The eidolon can do this once per day at 10th level, and an additional time per day every 4 summoner levels thereafter (maximum of 3 times per day at 18th level). This ability replaces aspect. Divine Might(変則)/Divine Might:At 18th level, a god caller’s eidolon’s attacks are treated as epic for the purpose of overcoming damage reduction and harming mythic creatures. This ability replaces greater aspect. Overwhelming Presence(擬呪)/Overwhelming Presence:At 20th level, a god caller’s eidolon can use overwhelming presence (Pathfinder RPG Ultimate Magic 230) three times per day. The save DC is equal to 19 + the eidolon’s Charisma modifier. This ability replaces twin eidolon. Morphic Savant Morphic Savant 出典 Monster Summoner's Handbook 16ページ A morphic savant is an agent of change who draws power from the Abyss, Elysium, or the Maelstrom to fulfill whatever goals strike his fancy. Chaotic evil and chaotic neutral morphic savants often train with Blackfire Adepts in the hopes of learning greater powers of chaotic unmaking, and chaotic good morphic savants are most common as agents of the Bellflower Network. 属性:Any chaotic. Eidolon of Chaos/Eidolon of Chaos:A morphic savant’s eidolon must be of a chaotic alignment (if using the summoner from Pathfinder Unchained, the eidolon must have the azata, demon, or protean subtype). The morphic savant’s eidolon has three base forms biped, quadruped, and serpentine. Each form has the same feats and skills, but has its own set of evolutions. When the summoner meditates and regains his spell slots for the day, he can select any of the three base forms of his eidolon. The eidolon has 1 fewer evolution point than normal for an eidolon of the morphic savant’s summoner level, and has 1 fewer skill point per Hit Die. This ability alters eidolon. Morphic Monsters/Morphic Monsters:Since a morphic savant’s power is drawn from planar energies aligned with chaos, all the creatures he summons must be of a chaotic alignment. If a creature would normally be celestial or fiendish, it is instead an entropic creature (Pathfinder RPG Bestiary 2 292). This also causes the morphic savant’s summoning power to be less reliable than a standard summoner’s. Each time he uses his summon monster spell-like ability to summon multiple creatures, there is a 50% chance he summons one more monster than normal for the summon monster spell he uses, in which case the creatures remain for only 1 round per level (instead of 1 minute per level). Also, starting at 2nd level, the morphic savant can grant one 1-point evolution to all the creatures he summons with his summon monster spell-like ability. He can’t grant an evolution that duplicates the function of, or has the same name as, any ability the summoned creatures already possess (for example, he can’t grant a creature with a bite attack another bite attack), nor can he add an evolution that causes the summoned monsters to have more attacks than his eidolon’s maximum number of attacks. The creatures do not have to be of the correct subtype to gain an evolution, but do have to meet any other prerequisites. This ability alters summon monster. Chaos Magic/Chaos Magic:A morphic savant gains the following bonus spells known at the listed spell level 1st—protection from law, 2nd—shard of chaosUM, 3rd—magic circle against law, 4th—chaos hammer, 5th—dispel law, 6th—word of chaos. The morphic savant gains one fewer spell known per spell level for spell levels 1–6. This ability alters the summoner’s spells known. Pyroclast Pyroclast 出典 Pathfinder #95 Anvil of Fire 72ページ Pyroclasts harness the primal elemental energy of magma. Their eidolons often resemble elemental beings. Diminished Spellcasting/Diminished Spellcasting:A pyroclast receives one fewer spell per day of each level than normal. If this reduces the number of spells for a level to 0, he can cast spells of that level only if his Charisma score grants him bonus spells of that level. This alters the summoner’s spells. Bound to Fire(変則)/Bound to Fire:A pyroclast’s eidolon begins with resist fire 10 and vulnerability to cold. This improves to resist fire 20 when the pyroclast reaches 5th level. A pyroclast’s eidolon gains the fire subtype and immunity to fire when he reaches 10th level. This ability permanently reduces the eidolon’s evolution pool by 1 point. Detonate(超常)/Detonate:At 6th level, a pyroclast can banish his eidolon in an explosion of fiery shards. This slays the eidolon and deals 1d6 points of damage per Hit Die of the eidolon to every creature in a 20-foot-radius burst (Reflex half, DC = 10 + 1/2 his summoner level + his Charisma modifier). Half of this damage is fire, and the other half is piercing. At 12th level, the pyroclast can reduce the damage by 4d6 to increase the burst radius to 40 feet. The pyroclast can use this ability once per day. This ability replaces maker’s call. Heart of Earth and Fire(変則)/Heart of Earth and Fire:At 8th level, a pyroclast grants any of his summoned creatures with the earth or fire subtypes a +1 morale bonus on attack rolls, saving throws, and weapon damage rolls when he is within 30 feet. At 10th level, the pyroclast also grants these bonuses to his eidolon. This ability replaces transposition. Storm Caller Storm Caller 出典 Elemental Master's Handbook 16ページ Many summoners beckon monsters from the Elemental Planes, but few are as specialized as storm callers, who channel the elemental energies of the Plane of Air. Storm callers are most commonly encountered in areas where thunderstorms appear frequently, including supernaturally stormy places like the Sodden Lands. Stormy Eidolon/Stormy Eidolon:A storm caller must select the resistance (electricity) or immunity (electricity) evolution for his eidolon. If the eidolon has neither of these evolutions, it becomes nauseated until it regains one of them. This ability alters eidolon. Summon Storm’s Fury(擬呪)/Summon Storm’s Fury:A storm caller can summon creatures infused with the power of the storm to help him. This functions as the summoner’s summon monster I–IX abilities, except the storm caller can summon only the following creatures at the indicated spell levels I—eagle; II—small air elemental, small lightning elementalB2; III—dire bat; IV—medium air elemental, medium lightning elementalB2, pteranodon; V—large air elemental, large lightning elementalB2; VI—huge air elemental, huge lightning elementalB2; VII—roc; VIII—elder air elemental, elder lightning elementalB2; IX—advanced elder air elemental, advanced elder lightning elementalB2. Any creatures summoned with this ability gain immunity to electricity. Alternatively, whenever his eidolon is not summoned, a storm caller can expend a daily use of this ability to summon a magical storm as a standard action. This functions as call lightning with a caster level equal to his summoner level, except as noted below. Each bolt of lightning deals 1d6 points of electricity damage. This damage increases by 1d6 at 3rd level and every 2 levels thereafter, to a maximum of 10d6 at 19th level. The prevailing weather has no effect on the damage of the lightning bolts. The Reflex save DC is equal to 10 + half the storm caller’s summoner level + his Charisma modifier. If the storm caller uses this ability again before he has used all of his available bolts of lightning (to summon another magical storm, to summon a monster, or to use the gate spell), any unused bolts are expended with no effect. The storm caller adds call lightning to his summoner spell list as a 3rd-level spell and call lightning storm to automatically add them to his list of spells known. This alters the summoner’s summon monster I–IX abilities. Electrical Polarity(超常)/Electrical Polarity:At 4th level, a storm caller and his eidolon can temporarily form an electrical current between them. The storm caller can expend a use of his summon storm’s fury ability as a standard action to create an instantaneous line of lightning between him and his eidolon, provided that the eidolon is within 60 feet of him. The lightning arc deals the same amount of damage to all creatures in the line and has the same save DC as a bolt of lightning from the summon storm’s fury ability (unlike call lightning, this damage is dealt only once). The storm caller and his eidolon are not affected by this lightning. At 12th level, the storm caller gains the benefit of his eidolon’s resistance (electricity) or immunity (electricity) evolution whenever he is within 30 feet of the eidolon. This ability replaces shield ally and greater shield ally. Storm’s Wings(超常)/Storm’s Wings:At 6th level, a storm caller can borrow some of his eidolon’s elemental might. He can gain the flight evolution (Pathfinder Unchained 37) as though he were using the summoner’s aspect ability, deducting 2 evolution points from the eidolon’s evolution pool. If he does so, his eidolon is unable to take the flight evolution as long as the storm caller has that evolution. At 8th level, the storm caller’s eidolon can have the flight evolution even if the storm caller has that evolution. At 10th level, the storm caller automatically gains the flight evolution without reducing the number of evolution points available to the eidolon. He can use the aspect ability (and at 18th level, the greater aspect ability) to gain additional evolutions. This ability replaces maker’s call and transposition. Story Summoner Story Summoner 出典 The Harrow Handbook 25ページ Story summoners rely on the harrow to weave the paths they walk, turning their tales into reality. They channel magic through their harrow decks to influence the strange extraplanar beings they summon, bringing familiar and fateful characters to life. Some focus on the more whimsical figures of the harrow, while others bring its darkest icons into the real world. Storykin Eidolon/Storykin Eidolon:Unlike most eidolons, a story summoner’s eidolon cannot touch or attack creatures warded by protection from evil and similar effects that prevent contact with summoned creatures. As a standard action while his eidolon is summoned, the story summoner can draw a random card from a complete harrow deck he owns. For a number of rounds equal to 1/2 the summoner’s class level (minimum 1), the eidolon’s alignment changes to match that of the harrow card drawn, and the eidolon gains a +4 enhancement bonus on the ability score linked to the drawn card’s suit. The eidolon continues to follow its summoner’s orders regardless of its alignment. The story summoner can use this ability a number of times per day equal to 3 + his Charisma modifier. Summon Arcana/Summon Arcana:At 2nd level, a story summoner can use a complete harrow deck he owns as an additional focus component for his summon monster spell-like ability. When he does so, the summoner draws a random card from the deck and applies a simple template to the summoned monster based on the card’s alignment celestial (any good), fiendish (any evil), resolute (any lawful), or entropic (any chaotic). If a card has more than one alignment—such as a lawful evil or chaotic good card—the summoner can choose which template to apply to the summoned creature. This ability allows a story summoner to summon and command creatures normally prohibited by their alignment. This ability replaces bond senses. Evolve Base Form(超常)/Evolve Base Form:Starting at 8th level, whenever he gains a level, the story summoner can change his eidolon’s base form to a new base form. Once chosen, this base form is set until the story summoner gains another summoner level. This ability replaces transposition. Twinned Summoner Twinned Summoner 出典 Legacy of the First World 18ページ Reflecting the connected nature of Imbrex, a twinned summoner and his eidolon appear identical save for any obvious differences, such as evolutions or equipment. Twinned Eidolon/Twinned Eidolon:The twinned summoner’s eidolon is restricted to the biped base form. An unchained summoner’s eidolon is instead restricted to the twinned eidolon subtype (see below). If the summoner’s natural size is smaller than Medium, the twinned summoner’s eidolon must be Small. This ability may require a different base form or subtype to match the twinned summoner’s natural form, at the GM’s discretion, if the twinned summoner is not a bipedal creature. Teamwork Feats(変則)/Teamwork Feats:At 4th level and at 12th level, a twinned summoner gains a bonus teamwork feat. He must meet the prerequisites of the selected teamwork feat. The twinned summoner automatically grants all of his teamwork feats to his eidolon. The eidolon doesn’t need to meet the prerequisites of these teamwork feats. This ability replaces shield ally and greater shield ally. Twinned Transposition(超常)/Twinned Transposition:At 6th level, as a standard action, a twinned summoner can swap locations with his eidolon as if each were using dimension door, using the twinned summoner’s caster level. If the eidolon is out of range, the ability is wasted. If either the twinned summoner or his eidolon occupies more squares than the other, each must occupy one or more squares that were occupied by the other if possible, or as close as possible if not. The twinned summoner can use this ability once per day at 6th level, plus one additional time per day for every 4 levels beyond 6th. At 8th level, he can use this ability as a swift action. This ability replaces maker’s call and transposition. Twin Summoner(超常)/Twin Summoner:At 16th level, a twinned summoner can touch his eidolon as a standard action, enhancing its similarity to the summoner. The eidolon loses any natural weapons or size increases gained from evolutions, and its Intelligence, Wisdom, and Charisma scores change to match the base scores of the summoner. The eidolon can cast any of the summoner’s spells known using the summoner’s caster level and spell slots. It doesn’t gain the benefit of any of the summoner’s items, feats, or other effects that affect spellcasting. The eidolon can keep this form for a number of minutes per day equal to the summoner’s class level. This duration does not need to be consecutive, but it must be spent in 1-minute increments. The summoner can end this effect as a free action. This ability replaces the merge forms class feature. Unwavering Conduit Unwavering Conduit 出典 Monster Summoner's Handbook 17ページ Unwavering conduits work to keep everything ordered and regimented, drawing on power from the Eternal City of Axis, Heaven, or Hell to enforce whichever laws the summoner finds paramount. Lawful good unwavering conduits often work with Riftwardens to protect the integrity of the Great Beyond, while lawful evil unwavering conduits are commonly diabolists in Cheliax. 属性:Any lawful. Eidolon of Law/Eidolon of Law:An unwavering conduit’s eidolon must be of a lawful alignment (if using the summoner from Pathfinder Unchained, the eidolon must be of the archon, devil, or inevitable subtype). Once selected, the evolutions of the unwavering conduit’s eidolon cannot be changed when a new class level is gained (though they can be altered normally with the transmogrify spell; see Pathfinder RPG Advanced Player’s Guide 250). At least half the eidolon’s skill points must be spent on skills in which the unwavering conduit also has ranks. The eidolon gains a +1 resistance bonus on saving throws against spells and abilities of the conjuration, enchantment, and transmutation schools. This bonus increases to +2 at 3rd level, and by an additional 1 for every 3 levels thereafter. The eidolon has 1 fewer evolution point than normal for an eidolon of the unwavering conduit’s summoner level. This ability alters eidolon. Unwavering Monsters/Unwavering Monsters:Since an unwavering conduit’s power is drawn from planar energies aligned with law, all the creatures he summons must be of a lawful alignment. If a creature would normally be celestial or fiendish, it is instead a resolute creature (Bestiary 2 293). This also causes the unwavering conduit’s summoning power to be more set than a standard summoner’s. Beginning at 3rd level, each time he uses summon monster to summon multiple monsters, rather than rolling a die to see how many creatures he summons, he receives a specific number (two creatures for 1d3, or four creatures for 1d4+1). If an item, spell, or ability would increase the number of creatures summoned, the set number increases by that amount. Also, starting at 2nd level, creatures summoned by the unwavering conduit receive a +1 resistance bonus on saving throws against spells and abilities of the conjuration, enchantment, and transmutation schools. This bonus increases to +2 at 6th level, and by an additional 1 every 4 class levels thereafter. This ability alters summon monster. Law Magic/Law Magic:The unwavering conduit gains the following bonus spells known at the listed spell level 1st—protection from chaos, 2nd—arrow of lawUM, 3rd—magic circle against chaos, 4th—order’s wrath, 5th—dispel chaos, 6th—dictum. The unwavering conduit gains one fewer spell known per spell level for spell levels 1–6. This ability alters the summoner’s spells known. Wild Caller (HotW) Wild Caller(HotW) 出典 Heroes of the Wild 25ページ A wild caller summons creatures from the First World and forges a bond with an eidolon with a plant body. Plant Eidolon/Plant Eidolon:When a wild caller summons his eidolon, the eidolon’s body is created from extraplanar plant material and imbued with the intelligence of a being from the First World. Its statistics are changed from a standard eidolon as follows. Type:The eidolon has the plant creature type and extraplanar subtype. Unlike other plant creatures, the eidolon is not immune to mind-affecting or polymorph effects, though it does gain immunity to paralysis, poison, sleep effects, and stunning. Base Form:The wild caller chooses one of the base forms listed below for his plant eidolon. When the eidolon is summoned in an environment matching one of these base forms, the wild caller can choose to change the eidolon’s base form to the matching form by sacrificing one daily use of his summon nature’s ally ability as a free action. Plant eidolon base forms are as follows. Cactus (desert) Size Medium; Speed 30 ft.; AC +2 natural armor; Saves Fort (good), Ref (good), Will (bad); Attacks slam (1d8), sting (1d4); Ability Scores Str 14, Dex 14, Con 13, Int 7, Wis 10, Cha 11; Free Evolutions limbs (arms), limbs (legs), sting, tail. Conifer (forest, mountain) Size Medium; Speed 30 ft.; AC +2 natural armor; Saves Fort (good), Ref (bad), Will (good); Attacks 2 claws (1d4); Ability Scores Str 14, Dex 12, Con 15, Int 7, Wis 10, Cha 11; Resist cold 10; Free Evolutions claws, limbs (arms), limbs (legs), resistance (cold). Mushroom (swamp, underground) Size Medium; Speed 20 ft.; AC +2 natural armor; Saves Fort (good), Ref (good), Will (bad); Attack bite (1d6) plus poison; Ability Scores Str 14, Dex 14, Con 13, Int 7, Wis 10, Cha 11; Free Evolutions bite, limbs (arms), limbs (legs), poison. Tree ( forest, jungle, swamp) Size Medium; Speed 20 ft.; AC +4 natural armor; Saves Fort (good), Ref (good), Will (bad); Attacks 2 slams (1d8); Ability Scores Str 16, Dex 12, Con 13, Int 7, Wis 10, Cha 11; Free Evolutions improved natural armor, limbs (arms), limbs (legs), slam ×2. This ability alters the summoner’s eidolon. Summon Nature’s Ally(擬呪)/Summon Nature’s Ally:A wild caller can cast summon nature’s ally as a spell-like ability a number of times per day equal to 3 + his Charisma modifier. At levels where a regular summoner would gain access to a new level of summon monster as a spell-like ability, the wild caller instead gains the equivalent summon nature’s ally spell; at 19th level, he can use summon nature’s ally IX or gate. When a wild caller gains a summon nature’s ally spell as a spell-like ability, he adds it to his class spell list (though he must still select it as a spell known if he wants to gain the ability to cast it as a normal spell). This ability alters the summon monster ability. Fey Friend(変則)/Fey Friend:At 10th level, the wild caller gains a +4 bonus on Bluff, Diplomacy, and Sense Motive checks against fey. This ability replaces aspect, which is instead gained at 18th level in place of greater aspect.
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Illidari Council ここにきてHighking ver2 弱そう Illidari Council Raid Setup Buffs and Potions The Illidari Council consists of 4 bosses Boss AbilitiesVeras DarkshadowDeadly Poison Envenom Vanish High Nethermancer ZerevorArcane Bolt Flamestrike Blizzard Dampen Magic Arcane Explosion Gathios the ShattererHammer of Justice Seal of Command Consecration Blessing of Spell Warding Blessing of Protection Chromatic Resistance Aura Devotion Aura Lady MalandeEmpowered Smite Divine Wrath Reflective Shield Circle of Healing The Pull Positioning The FightVeras Darkshadow High Nethermancer Zerevor Gathios the Shatterer Lady Malande Where You Can Fail(失敗例とその対策) Class AssignmentsTanks Rogues Warlocks Mages Hunters Healers Raid Setup 三人のTankと、とてもHPが高く、かつ16%のSpell Hitを確保したMageが必要となる。 Arcane FocusでArcane Hitを10%確保できるので、Gearで6% Hitを目指すといいだろう。 Healerは絶対に7人必要だ。必要なら増やすといいだろう。この戦闘はDPSレースではない。 Buffs and Potions いつもの。 HealerはMP5系Buffを重視するといいだろう。 FoodやBuffで、全員が10000以上のHPを確保することを強く推奨する。 The Illidari Council consists of 4 bosses Veras Darkshadow (rogue) High Nethermancer Zerevor (mage) Gathios the Shatterer (paladin) Lady Malande (priest) Health 2929000 4体全てがこのHealthを共有している(Twin Empのように)。だから彼らは1体のNPCであるかのように行動する。 Enrage 15分 Boss Abilities 彼らの能力にはCooldownがあり、使ってくるタイミングは多分にランダム性を含む。 Veras Darkshadow Deadly Poison 毎秒1000のNatureダメージを4秒間与える。スタックしない。 Envenom 相手にかかっているDeadly PoisonのDebuffを消費して行うFinishing Move。 4250~5750のNatureダメージを与える。 Deadly Poisonが入った直後に使うこともあれば、数Tick待ってから使うこともある。 Vanish Rogueのものと同様。30秒消える。 High Nethermancer Zerevor Arcane Bolt 詠唱2秒。Tankに12950~15050のArcaneダメージ。 Flamestrike 部屋のどこかにFlame Strike。選択された地点から10y以内に4625~5375のダメージを与え、 その上に居続けることで最大12秒の間、2806~3194ダメージを2秒毎に与える。 Blizzard 部屋のどこかにBlizzard。選択された地点10yardに対して最大12秒の間、4375~5625のFrostダメージを2秒毎に与える。 Dampen Magic 魔法ダメージを75%カットし被Heal量を500減少させるSelf Buff。 Arcane Explosion 誰かがMelee Rangeに入った時のみ使用。周囲に8000程度のダメージ。 Gathios the Shatterer Hammer of Justice 対象に6秒のStun。射程10y~40yで、対象はランダム。 Seal of Command 武器攻撃力の70%の追加ダメージを与えるProc発動率を得るBuff。30秒続く。 このSealを使ってJudgeを行われると、6175~6825のHolyダメージを受ける。 Consecration 周囲10yに3秒毎に2250ダメージを7tick。約30秒毎に使用する。 Blessing of Spell Warding 対象を15秒間魔法ダメージに対して無敵にさせる。他のボスに使われることもあるが、9割はLady Malandeに使うだろう。 Blessing of Protection 対象を15秒間物理ダメージに対して無敵にさせる。他のボスに使われることもあるが、9割はLady Malandeに使うだろう。 Chromatic Resistance Aura 30秒間、他3ボスの全属性レジストを250ずつ増加させる。1分のCooldownを持つ。 Devotion Aura 30秒間、他3ボスに20%の追加Armorを与える。1分のCooldownを持つ。 Lady Malande Empowered Smite 詠唱2秒。部屋の中の誰かにランダムで5463~6037ダメージ。約30秒毎に使う。 Divine Wrath 部屋の中の誰かにランダムで5000ダメージを与え、2500ダメージ/2secが8秒続くDebuffをつける。 Reflective Shield 物理/魔法に対するシールドを張る。最大25000ダメージを吸収し、吸収したダメージの半分を攻撃者に返す。 シールドを張っている間は、"物理攻撃による"詠唱妨害を受けない。効果は20秒経過するか、取り除かれるまで続く。 Circle of Healing 4人のHPを95000~105000回復する。詠唱2.5秒、CD20秒。 The Pull PullはHigh King Maulgarと似たような形になる。 Tank MageがPyroもしくはFireballを撃ち込み、それと同時に二人のWarがVeras Darkshadow(MT2)と Lady Malande(MT3)にChargeないしInterceptを行う…といった具合である(こうしろ、というわけではない) MisdirectをGathios the ShattererのTank(MT1)に使い、HealerのPull Aggroを防ぐ。 Tank MageにBoPをかけること(初期PullをMageの攻撃で行う場合)を強く推奨する。 Positioning この部屋はかなり大きく、余裕を持って散開することができるだろう。 Veras Darkshowは左下の角で、Gathios the Shattererは右下の門でTankする。 Zerevorは初期位置から殆ど移動しないので、Lady Malandeは彼(Zerevor)のAE Rangeの外に連れ出して、階段の真ん中あたりでTankすることになる。 階段はHealerにとってLoSによる問題を引き起こすので、誰も階段の上に行ってはならない。 (Zerevorだけは上に残るだろうから、Tank Mageは階段の下でTankするべき(※画像参照)だろう。) (実際にゲーム内で上の布陣の通りにPullした時の図。若干異なる点はあるが、全体のレイアウトとしては同一だ) The Fight Pullが成功したら(この戦闘における最も難しいパートがPullだろう)、戦闘が始まる。 この戦闘にPhaseの概念はなく、単純にボスの能力に対処しつつのTank'n'Spankとなる。生き残る事が全てとなるだろう。 全DPSはGathios the Shattererに集中するといい。 (Lady Malandeは自分に無敵Buffを入れ続けるし、ZerevorはMelee Rangeに入ることができない。そしてVerasはVanishで消え続けているからだ。) 15分が経過すると彼らはEnrage状態に入り一瞬でWipeとなるが、これは十分に回避可能で、脅威ではない。 Veras Darkshadow Verasの攻撃力は低く、1人のHealerで十分にMT2を回復することができるだろう。 そして、彼は1分毎にVanishを使用し、30秒間隠れる。彼は部屋のどこかに再出現し、ランダムターゲットにDeadly PoisonやEnvenomを入れる。 即座に捕まえなければ、彼は皆を殺して回るだろう。 Vanish中、彼の真横にいるプレイヤーは彼を見つけることができる(Moroesみたいな完全消滅じゃない?)。 Tankはその(Verasの位置)情報を得たら、即座に走りこんで彼を捕まえることができるだろう。 Deadly Poisonは取り除くことができない。だからHealerは狙われたプレイヤーを即座に回復しなければならない。 不幸にもBlizzardやFlamestrikeとDeadlyPoisonが被ってしまったら、恐らくは殺されてしまうだろう。 Verasがステルスしている間、MT2のHealerは他のヘルプに回ることができる。 High Nethermancer Zerevor Pullの後、ZerevorはDampen Magicを自分にかけるので、これを即座にSpellstealしなければならない。 そうしなければTank Mageは一瞬でBurst Damageを受け、生き残ることができないだろう。 不幸にもSpellstealがレジストされてしまったら、Wipeとなる。 なのでMageは高いSpell Hit(16% cap)をもって、レジスト率を最小限(1%)に留めなければならない。 Raid DPSは他のターゲットに集中するはずなので、Tank Mageは現在のTalentにおける主力Spellを使っているだけで、 十分なThreatを確保することができるだろう。 このボスはBlizzardかFlamestrikeを部屋のランダムな位置に使用し続ける。 なので皆がそれに注意し、即座に回避しなければならない。 しかし、Zerevorの近くに走りこんではならない。Arcane Explosionによって一撃で殺されてしまうだろう。 Gathios the Shatterer 恐らく4体のCouncilの中で最も強いだろう。 彼はMT1に強力なスパイクダメージを与え続ける。最良のTank Gearを持ったWarriorが彼にあたらなければならないだろう。 また、最低でも3,4人のHealerをつけること。 時々彼はConsecrationを行う。周囲にいるプレイヤーは即座に離れなければならない。 そして他の3BossにBlessing of Spell WardingとBlessing of Protectionを使う。 これは大半の場合、Lady Malandeに使用されることになるだろう。 そして、両方同時に使用することはない。 HealerはSeal of CommandのJudgementに注意し、速やかに強力なヒールを行わなければならない。 Tip MT1に割り当てられたHealerは、BlizzardやFlamestrikeをまとめて食らわないように散開しなければならない。 Lady Malande Lady Malandeの攻撃力は低く、Smiteによるダメージが大半だろう。 そして、ランダムターゲットにDivine Wrathを使ってくる(これはDispelできない)。 Reflective ShieldとCircle of Healingは、この戦闘において最も重要な対処が求められる能力である。 常に1人のRogueと1,2人のMageが彼女にDPSを行い、Shieldが無い時にはRogueがKickし、Shieldが張られている時はMageがCounterSpellを撃つ。 Shield自体は破壊してもいいし、効果が消えるまで待ってもいい。 また、MalandeはBlessing of ProtectionかBlessing of Spell Wardingの影響を最も受けやすい。 もし彼女がBoPを受けているならMageが詠唱妨害を行い、SpellWardingならRogueが妨害をする。 そして、WarlockはCoTongueを常にキープし、詠唱妨害をやりやすくすること。 Where You Can Fail(失敗例とその対策) Raid Damage Deadly Poison/Envenom、Bliz、FS、DivineWrath、Consecration等。 もしあなたがツいてなかったら、これらのスキルが1人のプレイヤーに集中し、即死させられてしまうこともあるだろう。 BlizzardやFlameStrikeからは即座に逃れ、Healerはこれらランダムターゲットのスキルに注意しなくてはならない。 Gathios' Damage output MT1のHealerはTankにChain Castを行わなければらない。Manaをもたせる為に、Shadow Prisetの力が必要になるだろう。 Veras Reappearing RaidはどこにVeras Darkshadowが再出現するかを、MT2に知らせなければならない。 Spellsteal Resist Maulgar戦と同様、どうしようもない脅威だ。 Interrupting On Lady Malande RogueとMageが今が自分のターンなのかどうかを常に把握し、即座に詠唱妨害を行わなければならない。 Class Assignments Tanks MT1 Gathiosを正しい位置に持っていき、Consecrationからは即座に逃れること。GathiosのJudgementはSpell Reflectionで跳ね返すこともできる。 MT2 Veras DarkshadowがVanishを解いた時、即座にキャッチすること。 MT3 もし十分なRageがあるなら、Spell ReflectionでSmiteを弾き返すといい。ただ、これは必須ではない。 Rogues もしあなたがMalandeに割り当てられているのなら、Circle of Healingを(適切なタイミングで)妨害すること。 Warlocks DPS。Curse of TongueをMalandeに、Curse of ShadowをZerevorにキープすること。 Mages 割り当てられた相手にDPS。Lady MalandeにはCounter Spellを撃つこと。 Hunters Pull時にMDを使い、後はDPS。 Healers MT1 スパイクダメージに対応できるように、特に気をつけてヒールをすること。 MT2 Vanish時には他のヘルプに回る。 MT3 Tankだけでなく、Malandeに割り当てられたRog/Mageも回復しなければならない。 Raid ヒールを必要としている場所を即座に見抜き、素早くヒールを回すこと。
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【ねえ、ちょっとオノがい】 クエスト発生者 Jonedorn Kilnkor クエストKilnkorさんを求めて三千里クリア後発生。 「ようこそ、見知らぬ者よ。この辺りで冒険者の仲間と遭遇すると安心するよ。この基地には何用で?」 「友よ、落ち着け。とりあえず、協力してくれてありがとう。これはGlolnに渡すよ。彼のほうが解読を得意とするからな。その間、ちょっと仕事をしないか?手伝ってほしいことがあるんだ」 「知っての通り、カラディムは最近襲われている。コボルド、いやコボルドよりも恐ろしい連中が我々の偉大な都市を占拠し、この都市を自らのものと宣言しかねないほどの図々しさを持ち備えている」 「詳細をすべて教えることはできないので手短に説明してあげよう。“破滅の時代”の頃、巨大な炎の岩石が空から降り落ちた。そんな嵐がカラディムの入り口を破壊した。カラディムの中にいた人は、外の世界から切り離されてしまい、我々のようにこの山々にいた者は、家に帰ることができなくなったんだ」 「何が起きたのか気づいたとき、我々は発掘の大部隊を結成し、カラディムの入り口を掘り出そうとした。作業を始めてすぐ、がれきの反対側からピックやショベルの音が聞こえた。カラディムの中にいた我々の兄弟も向こう側からがれきを崩しにかかっていたんだ」 「That's when things became less clear… The excavation took many months and before we broke through to the other side, the sounds of our trapped brethren grew quiet. When we finally did make our way inside, our once bustling city was eerily quiet」 「多くが殺された中、行方不明になった者も多かった。一時は存在すらしていないと思っていたコボルド、ゴブリン、そしてバグベアーが都市に侵入し、住人を殺していった……私の親愛なる者も含めてな……」 「The beasts that slew our friends returned ant in great number. Unable to repel their attack we retreated outside and created these outposts. Here we defend these mountains from the marauding bands of kobolds while also preparing to attack and reclaim Kaladim」 「採掘事業のほか、様々な用途に使う木材を調達する木こりの部隊がいる。先ほど知らされたんだが、アイアンフォージ・エクスチェンジからアックスが入荷したらしい。その荷物をここに持ってきてくれないか?」 「よかった。ここから波止場まで結構距離があるので、決して楽な旅ではない。2つの基地を結ぶトンネルを使い、ひたすら西に行けばいい。そうすれば波止場を見つけることができるだろう」 内容 港にある箱を調べる。(/waypoint 714, 24, 605) 戻って報告。 「Brell様のご加護があらんことを!いいタイミングで戻ってきてくれた!アックスの回収ご苦労さま。これを報酬として受け取ってくれ」 報酬 19シルバー59カッパー ファクション : +150 The Irontoe Brigade 名前 コメント
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200// 発売 収録総数:曲AC初出:曲 AC先行:曲 AC旧曲:曲 CS初出:曲 CS旧曲:曲 タイトル アーティスト 備考 DDRMAX2 DanceDanceRevolution 7thMIX A MINUTE (Extended Mix) X-TREME Dancemania AFRONOVA (FROM NONSTOP MEGAMIX) RE-VENGE Dancemania鬼モード専用 AM-3P (AM EAST mix) KTz 鬼モード専用 B4U (B4 ZA BEAT MIX) NAOKI Dancemania鬼モード専用 BABY LOVE ME JUDY CRYSTAL Dancemania BRE∀K DOWN! Be For U BRILLIANT 2U (K.O.G G3 MIX) NAOKI Dancemania鬼モード専用 BURNIN THE FLOOR (BLUE FIRE mix) NAOKI 鬼モード専用 BURNING HEAT! (3 Option MIX) Mr.T with Motoaki.F 隠し曲:解禁No.25 CANDY♥ 小坂りゆ CELEBRATE NITE (EURO TRANCE STYLE) N.M.R 鬼モード専用 D2R NAOKI DESTINY NAOKI feat. PAULA TERRY DIVE TO THE NIGHT 小坂りゆ DRIFTING AWAY LANGE feat.SKYE Dancemania DROP OUT (FROM NONSTOP MEGAMIX) NW260 Dancemania鬼モード専用 DYNAMITE RAVE (B4 ZA BEAT MIX) NAOKI Dancemania鬼モード専用 ECSTACY (midnight blue mix) d-complex 鬼モード専用 ever snow YOMA KOMATSU FANTASY LOCKOUT Dancemania HIGHER (next morning mix) NM feat. SUNNY 鬼モード専用 HYSTERIA 2001 NM 鬼モード専用 i feel... AKIRA YAMAOKA 隠し曲:解禁No.27 IT S RAINING MEN (Almighty Mix) GERI HALLIWELL Dancemania LITTLE BOY (BOY ON BOY MIX) CAPTAIN JACK Dancemania LIVING IN AMERICA ROSE JOHN Dancemania LONG TRAIN RUNNIN BUS STOP Dancemania LOOK AT US (Daddy DJ Remix) SARINA PARIS Dancemania MAXIMUM OVERDRIVE (KC Clib Mix) 2 UNLIMITED Dancemania MAXX UNLIMITED Z EXTRA STAGE解禁No.30 MORE THAN I NEEDED TO KNOW SCOOCH Dancemania MY SUMMER LOVE (TOMMY S SMILE MIX) MITSU-O! with GEILA 鬼モード専用 NOTHING GONNA STOP (Dance Mania Mix) MICKY Dancemania rain of sorrow NM feat.EBONY FAY Secret Rendez-vous DIVAS SEXY PLANET (FROM NONSTOP MEGAMIX) Crystal Aliens Dancemania鬼モード専用 Silent Hill (3rd christmas mix) THOMAS HOWARD 鬼モード専用 SO FABULOUS SO FIERCE (FREAK OUT) THUNDERPUSS feat. JOCELYN ENRIQUEZ Dancemania Spin the disc good-cool 隠し曲:解禁No.24 STAY TESS Dancemania STILL IN MY HEART (MOMO MIX) NAOKI Dancemania鬼モード専用 SUPER STAR (FROM NONSTOP MEGAMIX) D.J.RICH feat. TAILBROS. Dancemania鬼モード専用 Sweet Sweet ♡ Magic jun THE REFLEX DURAN DURAN Dancemania THERE YOU LL BE DJ SPEEDO feat.ANGELICA Dancemania THE WHISTLE SONG (Blow My Whistle Bitch) DJ ALIGATOR PROJECT Dancemania TRANCE DE JANEIRO (SAMBA DE JANEIRO 2002 Epic Vocal Remix) BELLINI Dancemania TSUGARU RevenG vs DE-SIRE TSUGARU (APPLE MIX) RevenG vs DE-SIRE 鬼モード専用 WAKA LAKA JENNY ROM vs ZIPPERS Dancemania WILD RUSH (FROM NONSTOP MEGAMIX) FACTOR-X Dancemania鬼モード専用 革命 dj TAKA with NAOKI ONE MORE EXTRA STEGE解禁No.30 祭 JAPAN (FROM NONSTOP MEGAMIX) RE-VENGE Dancemania鬼モード専用 復活再収録 .59 dj TAKA 隠し曲:解禁No.4 ABSOLUTE dj TAKA Abyss dj TAKA 隠し曲:解禁No.5 AFRONOVA RE-VENGE AM-3P KTz B4U NAOKI BRILLIANT 2U NAOKI BRILLIANT 2U(Orchestra-Groove) NAOKI BROKEN MY HEART NAOKI feat.PAULA TERRY BURNIN THE FLOOR NAOKI CAN T STOP FALLIN IN LOVE NAOKI CAN T STOP FALLIN IN LOVE(SPEED MIX) NAOKI CELEBRATE NITE N.M.R DEAD END N S DROP OUT NW260 DROP THE BOMB Scotty D. DXY! TaQ 隠し曲:解禁No.4 DYNAMITE RAVE NAOKI ECSTACY d-complex 隠し曲:解禁No.5 END OF THE CENTURY NO.9 era(nostalmix) TaQ Healing Vision DE-SIRE HIGHER NM feat.SUNNY 隠し曲:解禁No.20 Holic TaQ 隠し曲:解禁No.13 HYSTERIA NAOKI 190 INSERTiON NAOKI underground La Señorita CAPTAIN.T 隠し曲:解禁No.2 LOVE AGAIN TONIGHT(For Melissa MIX) NAOKI feat.PAULA TERRY LUV TO ME(AMD MIX) DJ KAZU feat. tiger YAMATO 隠し曲:解禁No.19 MY SUMMER LOVE MITSU-O! with GEILA 隠し曲:解禁No.18 ORION.78(AMeuro-MIX) RE-VENGE PARANOiA 180 PARANOIA EVOLUTION 200 PARANOiA KCET~clean mix~ 2MB PARANOiA MAX~DIRTY MIX~ 190 PARANOiA Rebirth 190 SEXY PLANET Crystal Aliens 隠し曲:解禁No.10 Silent Hill THOMAS HOWARD 隠し曲:解禁No.20 STILL IN MY HEART NAOKI SUPER STAR D.J.RICH feat. Tail Bros. 隠し曲:解禁No.15 TRIP MACHINE CLIMAX DE-SIRE 隠し曲:解禁No.14 TRIP MACHINE(luv mix) 2MB WILD RUSH FACTOR-X 隠し曲:解禁No.11 サナ・モレッテ・ネ・エンテ Togo Project feat. Sana 隠し曲:解禁No.7 祭 JAPAN RE-VENGE
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200// 発売 収録総数:曲AC初出:曲 AC先行:曲 AC旧曲:曲 CS初出:曲 CS旧曲:曲 タイトル アーティスト 備考 DanceDanceRevolution EXTREME 1998 NAOKI 321STARS DJ SIMON A D.J.Amuro Across the nightmare Jimmy Weckl air DJ SIMON AM-3P -303 BASS MIX- KTz (remixed by U1) bag RevenG BE LOVIN D-Crew BURNIN THE FLOOR (MOMO MIX) NAOKI CARTOON HEROES (Speedy Mix) BARBIE YOUNG Colors ~for EXTREME~ dj TAKA CRASH! mr.BRIAN THE FINAL BAND CUTIE CHASER (Morning Mix) CLUB SPICE Dance Dance Revolution DDR ALL STARS ONE MORE EXTRA STAGE Destiny lovers くにたけ みゆき Do It Right (Harmonized 2Step Mix) SOTA feat. Ebony Fay DROP THE BOMB -System S.F. Mix- Scotty D. DYNAMITE RAVE (Down Bird SOTA Mix) NAOKI feeling of love youhei shimizu Frozen Ray ~for EXTREME~ dj TAKA Gamelan de Couple TOMOSUKE GRADUATION ~それぞれの明日~ Be For U Happy Wedding ASKA Heaven is a 57 metallic gray (gimmix) Hiro feat. Sweet little 30 s HOLD ON ME tiger YAMATO HYPER EUROBEAT NAOKI feat. DDR ALL STARS I DO I DO I DO CREAMY I m gonna get you! Kelly Cosmo IRRESISTIBILEMENT WILDSIDE JANEJANA T.E.M.P.O. feat.Mohammed Emi JET WORLD Mutsuhiko Izumi Kind Lady OKUYATOS KISS KISS KISS NAOKI feat. SHANTI KISS ME ALL NIGHT LONG NAOKI J-STYLE feat.MIU L amour et la liberté (DDR ver.) NAOKI underground LA BAMBA メキシコ民謡 LA COPA DE LA VIDA PATRICK VICTORIO Last Message good-cool feat. Meg Look To The Sky (True Color Mix) System SF feat. Anna ♥LOVE² シュガ→♥ dj TAKA feat.のりあ LOVE♡SHINE 小坂りゆ MEMORIES NAOKI feat.PAULA TERRY Miracle Moon ~L.E.D.LIGHT STYLE MIX~ Togo Project feat. Sana MOBO★MOGA Orange Lounge PARANOIA survivor 270 PARANOIA survivor MAX 290 Pink Rose Kiyommy+Seiya SENORITA (Speedy Mix) JENNY ROM SO IN LOVE Caramel.S SPEED OVER BEETHOVEN ROSE STAY (Organic house Version) emi stoic (EXTREME version) TaQ sync (EXTREME version) OutPhase TEARS NAOKI underground feat.EK The Least 100sec Hirofumi Sasaki The legend of MAX ZZ EXTRA STAGE TRIP MACHINE survivor DE-SIRE Twin bee ~Generation X~ FinalOffset V ~for EXTREME~ TAKA VANITY ANGEL FIXX WE ARE THE CHAMPIONS (Factory Team Remix) LIVE 2 LOVE WE WILL ROCK YOU HOUSEBOYZ White Lovers 新谷さなえ xenon Mr.T 蒼い衝動 ~for EXTREME~ NAOKI feat.YUKI 桜 RevenG 大見解 Des-ROW feat. TSUBOI for ALPHA 魔法の扉 (スペース★マコのテーマ) a.s.a. 三毛猫ロック 亜熱帯マジ-SKA爆弾 復活再収録 20,november dj nagureo 5.1.1. dj nagureo AFRONOVA PRIMEVAL 8 bit AFTER THE GAME OF LOVE NPD3 BABY BABY GIMME YOUR LOVE DIVAS Be in my paradise JJ COMPANY butterfly SMiLE.dk Dancemania CAPTAIN JACK (GRANDALE REMIX) CAPTAIN JACK Dancemania celebrate JJ COMPANY CUTIE CHASER CLUB SPICE DAM DARIRAM JOGA Dancemania Don t Stop! ~AMD 2nd MIX~ Dr.VIBE feat. JP Miles Dr.LOVE baby weapon feat.Asuka.M e-motion e.o.s EL RITMO TROPICAL DIXIES GANG Dancemania Electro Tuned (the SubS mix) TaQ GENOM SCREAMS L.E.D.LIGHT gentle stress (AMD SEXUAL MIX) MR.DOG feat. DJ SWAN GET UP N MOVE S K Dancemania GRADIUSIC CYBER (AMD G5 MIX) BIG-O feat. TAKA I believe in miracles HI-RISE I Was The One good-cool IF YOU WERE HERE JENNIFER Dancemania jam jam reggae jam master 73 jam jam reggae (AMD SWING MIX) RICE.C feat. jam master 73 KEEP ON MOVIN N.M.R. La Señorita Virtual 2MB LEADING CYBER dj TAKA LET S GET DOWN JT PLAYAZ Dancemania LITTLE BITCH THE SPECIALS Dancemania LOVE THIS FEELIN Chang Ma LUV TO ME (disco mix) tiger YAMATO MAKE IT BETTER mitsu-O! Mr.T. (take me higher) Risky Men feat. Asuka.M PARANOiA ETERNAL STM 200 PUT YOUR FAITH IN ME UZI-LAY R3 tiger YAMATO Remember You NM feat. Julie RHYTHM AND POLICE (K.O.G G3 Mix) C.J.CREW feat. CHRISTIAN D Dancemania SAINT GOES MARCHING (REMIX) THE SAINT ska a go go THE BALD HEADS SKY HIGH DJ MIKO Dancemania SP-TRIP MACHINE ~JUNGLE MIX~ DE-SIRE SYNCHRONIZED LOVE (Red Monster Hyper Mix) JOE RINOIE Dancemania TELEPHONE OPERATOR (Club MIX) SHELLEY PETER Dancemania think ya better D sAmi TRIP MACHINE DE-SIRE
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ウィッチのアーキタイプ Witch Archetypes Alley Witch Alley Witch 出典 Heroes of the Streets 20ページ The Alley Witch archetype's crowd patron grants ventriloquism instead of ears of the city Some witches find their spark of magic in the long, dark shadows and forgotten places within the city. Child of the Streets/Child of the Streets:An alley witch gains Bluff and Knowledge (local) as class skills, but loses Knowledge (nature) and Knowledge (planes) as class skills. This alters the witch’s class skills. Crowd Patron/Crowd Patron:An alley witch draws power not from a patron, but from the crowd of minds around her. She doesn’t select a patron at 1st level; instead, she gains the following bonus spells at the listed levels. 2nd—ears of the city (see page 30), 4th—alter self, 6th—witnessUM, 8th—shadow stepUM, 10th—mage’s private sanctum, 12th—heroes’ feast, 14th—limited wish, 16th—create demiplaneUM, 18th—shades. This ability alters witch’s familiar. Speak to the City/Speak to the City:An alley witch builds a special rapport with a single city. At 1st level, she can select one settlement whose type is large town size or larger. Within this settlement, she gains a +2 bonus on initiative checks, as well as Knowledge (local), Perception, Stealth, and Sense Motive checks. At 6th level and every 5 witch levels thereafter, this bonus increases by 2. The alley witch can build a rapport with a new city after 30 days of remaining there; this severs her bond to her previous settlement. This ability replaces the witch’s 1st-level hex. Hex Trader/Hex Trader:At 6th level, once per day as a full-round action, an alley witch can bind a hex she knows into a feather, bead, or other small token. Any creature holding this token can use that hex once as if using a potion, targeting itself or a creature it touches. While a hex is sealed into a token, the alley witch loses her ability to use that hex until the token is used or she can recover the token. If a hex can be used in increments (like the disguise hex), the alley witch decides how many increments the token contains when making it. If a hex has no set duration, it lasts for 1 minute once activated. This ability replaces the witch’s 6th-level hex. Ashiftah Ashiftah 出典 Qadira, Jewel of the East 14ページ Qadira’s armies strike terror into foes, but tales of something even more terrible than desert dervishes or charging cavalry haunt foot soldiers serving Qadira’s neighbors. Known in Taldane as a “battle witch,” an ashiftah drifts like a phantom among the enemy armies, calling down disaster upon their heads and weakening their resolve. Qadiran ashiftahs usually go veiled, and even their cohorts in the Imperial Forces superstitiously believe that seeing their faces brings misfortune. Protecting Veil/Protecting Veil:An ashiftah’s veil is not merely a uniform, but a magical vestment imbued with power. Its ability to hold spells functions identically to a witch’s familiar. An ashiftah must veil herself and commune with her patron each day to prepare her spells and cannot prepare spells not stored in the veil. This ability replaces familiar. Ghostwalk(超常)/Ghostwalk:Starting at 2nd level, as a move action after using a hex, an ashiftah can become invisible as per vanishAPG and can then take a 5-foot step. Using ghostwalk doesn’t provoke attacks of opportunity. This ability replaces the hex gained at 2nd level. Deliver Touch Spells(超常)/Deliver Touch Spells:Starting at 3rd level, an ashiftah can use her veil to deliver touch spells. After casting a touch spell, as a full-round action, she can tear a strip from her veil and whisper to it, designating a target. She then releases the scrap of fabric, which drifts on the wind to the target and delivers the spell as a ranged touch attack. The target must be within 20 feet of the witch. The veil mends itself after the spell is delivered. Fog of War(擬呪)/Fog of War:At 6th level, as a standard action, an ashiftah can blanket a 20-foot-radius area of the battlefield in a clammy mist that functions as per barrow hazeACG, allowing her to treat any area within the mist as within 30 feet for purposes of her hexes, as long as some part of that area is within 30 feet of her. This replaces the hex gained at 6th level. Cartomancer Cartomancer 出典 The Harrow Handbook 15ページ More than mere playing cards, harrow decks allow individuals to communicate with powers beyond mortal ken. A witch who serves the spirits of the harrow in exchange for mystical power is known as a cartomancer. Rather than connecting with a familiar, a cartomancer communes with her patron through a consecrated harrow deck. Spell Deck/Spell Deck:Each cartomancer carries a special harrow deck that allows her to communicate with her patron. Its ability to hold spells functions identically to the way a witch’s spells are granted by her familiar. The cartomancer must consult her harrow deck each day to prepare her spells and cannot prepare spells that are not stored in the deck. The spell deck cannot be used for this purpose if any cards are missing. This ability replaces the witch’s familiar. The following familiar ability works differently for a cartomancer. Deliver Touch Spells(超常)/Deliver Touch Spells:At 3rd level, when the cartomancer uses the Deadly Dealer feat with a card from her spell deck, the card is not destroyed and gains the returning weapon special ability. In addition, the cartomancer can deliver a touch spell with a thrown card. This uses the Deadly Dealer feat (see below), except the attack is resolved as a ranged touch attack and the card deals no damage of its own. This ability can be used with any card (not just one from the cartomancer’s spell deck). Deadly Dealer/Deadly Dealer:At 2nd level, a cartomancer gains the Deadly Dealer feat (see sidebar) as a bonus feat, even if she does not meet the prerequisites. The cartomancer gains the benefits of the Arcane Strike feat, but only for the purposes of using Deadly Dealer. This replaces the witch’s 2nd-level hex. Hexes:The following witch hexes complement the cartomancer archetype evil eyeAPG, fortuneAPG, misfortuneAPG, soothsayer (see below). Major Hexes:The following major hexes complement the cartomancer archetype harrowing curse (see below), visionAPG. Grand Hexes:The following grand hex complements the cartomancer archetype dire prophecyUM. Coral Witch Coral Witch 出典 Blood of the Sea 22ページ Coral witches inhabit shallow coasts and reefs where great masses of coral grow. They use their magic to fashion familiars from living coral and emulate the unyielding tenacity of these durable marine organisms. Many coral witches actively patrol and protect their home reefs from predators and help to rebuild the reefs after natural disasters. Although most coral witches are aquatic creatures such as gillmen and locathahs, surface creatures with a deep connection to the sea sometimes become coral witches as well. Patron:A coral witch’s patron is normally endurance, healingUM, or water, although a coral witch can select any patron other than those associated with fire. Coral Familiar(変則)/Coral Familiar:A coral witch crafts her familiar out of living coral, coaxing the tiny organisms to grow in the shape of a larger animal or vermin. The coral witch chooses a familiar as normal, but its type changes to vermin (aquatic) and it gains the amphibious special quality. The coral witch’s familiar has an Intelligence score as normal for the witch’s level, but it has immunity to mind-affecting effects. When underwater near a coral reef of any size, a coral witch can spend 8 hours to restore her familiar to full health at no cost, unless the familiar is killed, in which case she must follow the usual rules for replacing her familiar. A coral witch can never gain an improved familiar. This ability alters witch’s familiar. Waves Spirit Hex/Waves Spirit Hex:A coral witch can select hexes from the shaman’s waves spirit (Pathfinder RPG Advanced Class Guide 45) as if they were witch hexes. She uses her witch level as her shaman level to determine the effect of the hex and Intelligence instead of Wisdom to determine its DC. This ability alters hex. Immovability(変則)/Immovability:At 8th level, a coral witch can naturally emulate coral’s ability to affix itself in place. At the end of any round in which the coral witch did not move from her space and is standing on solid ground, she adds her class level to her CMD against any bull rush, overrun, and reposition combat maneuvers, grapple attempts to move her, and attempts to pull or push her. This bonus lasts until the start of the coral witch’s next turn. This ability replaces the hex gained at 8th level. Hexes:The following witch hexes complement the coral witch archetype evil eye, feral speechUM, water lungUM. Major Hexes:The following major hexes complement the coral witch archetype beast eyeUM, hag’s eye, weather control. Grand Hexes:The following grand hex complements the coral witch archetype life giver. Demon-Sworn Demon-Sworn 出典 Heroes of the Darklands 16ページ The demon-sworn witch remains responsible for any potentially evil consequences of her spellcasting (e.g. killing bystanders), even if the isolated act of casting such spells does not impact her alignment. The drow are among the best known creatures on Golarion who were “saved” by demonic intervention, but they’re far from the only ones. In the depths of the Darklands, as well as similarly inhospitable locales on Golarion, many seek the succor of demons as a means of survival. Such pacts are often made in haste, without a true understanding of the lifelong effects they’ll have on those who make them. Demonic Pact/Demonic Pact:A demon-sworn makes a pact with a demonic entity, forever binding her to the forces of the Abyss and corrupting her connection with her patron. At the indicated levels, she gains the spells below in place of her normal patron spells 2nd—protection from good, 6th—unholy blight, 10th—dispel good, 14th—blasphemy, 18th—unholy aura. Casting spells with the evil descriptor from this replacement list has no effect on the demonsworn’s alignment. This ability modifies patron spells. Cruel Hex/Cruel Hex:A demon-sworn always inflicts some pain, whether she wants to or not. Each hex deals 1d4 points of nonlethal damage to creatures affected by it, in addition to any damage the hex normally deals. For major hexes, the damage increases to 2d4. For grand hexes, the damage increases to 4d4. Each die result of a natural 4 deals 1 point of lethal damage to the demon-sworn. This ability alters the witch’s hex, major hex, and grand hex. Manifest Pact(変則)/Manifest Pact:At 6th level, the demon-sworn gains Improved Familiar as a bonus feat. The associated familiar is made up of the tiny amount of soul matter lost when the demon-sworn made her pact with demonic powers. The familiar must be a quasit, regardless of the demon-sworn’s actual alignment, and it manifests by eating its way out of the demon-sworn’s former familiar. The quasit knows all spells known to the previous familiar. It loyally serves the demon-sworn, despite any conflicts of alignment, obeying its mistress to the best of its abilities. This familiar cannot be replaced, and if slain, the ritual to replace the lost familiar recreates the same quasit, along with the same spells previously known. Replacing the familiar in this fashion also imparts the demon-sworn with 1 permanent negative level, as if she had been hit by an energy-draining creature. This ability replaces the hex gained at 6th level. Dimensional Occultist Dimensional Occultist 出典 Pathfinder Society Field Guide 28ページ While dimensional occultist witches are not all associated with the Pathfinders, enough of them are to warrant mention here. A dimensional occultist sacrifices some of her mastery over hexes in return for increased planar lore— she spends much of her time researching and communing with otherplanar spirits, often through her familiar or via the study of ancient texts, and has an increased mastery over various conjurations and other extraplanar effects. She can even travel between dimensions as she gains power. A dimensional occultist has the following class features. Patron:A dimensional occultist witch does not have the same freedom of choice among her patrons as do other witches—she must select the Dimensions patron when she gains this archetype. The Dimensions patron provides the following bonus spells 2nd—hold portal, 4th—rope trick, 6th—blink, 8th—dimensional anchor, 10th—lesser planar binding, 12th—planar binding, 14th—banishment, 16th— greater planar binding, 18th—gate. Dimensional Augmentation(超常)/Dimensional Augmentation:At 2nd level, a dimensional occultist can augment her spells by incorporating complex mathematical equations and formulae into the casting, typically by inscribing these equations with chalk or charcoal onto a solid surface (although scribing them on paper or into wet sand works fine as well). Augmenting a spell in this way adds both a somatic component (the actual scribing of the equations) and a material component (the writing stylus and ink, chalk, charcoal, or other medium) to the spell, and increases its casting time to a number of rounds equal to the spell’s level (if the spell’s casting time is already 1 minute or more, the casting time is not altered). As a result, using dimensional augmentation to cast a spell isn’t a good option in the heat of combat. Augmenting a spell in this manner increases its effective caster level by +1. A dimensional occultist can augment her spells in this manner once per day at 2nd level, plus one additional time per day for every even-numbered witch level she gains. This ability replaces the witch’s hex gained at 2nd level. Commune with Familiar(擬呪)/Commune with Familiar:At 8th level, a dimensional occultist can use her familiar as a link between herself and strange, otherworldly intelligences on other planes. Once per week, she may use this link to cast contact other plane as a spell-like ability, at a caster level equal to her witch level. The entity contacted replies to the witch via her familiar (which speaks in a strange disembodied voice), via telepathic contact, or by some similarly disconcerting method of communication. When a witch uses this method to contact other planes, she gains a +4 bonus on the Intelligence check to avoid the decrease to Intelligence and Charisma. If she still fails the save, the Intelligence/Charisma decrease lasts only 24 hours rather than a number of weeks. This ability replaces the witch’s hex gained at 8th level. Dimensional Waypoints(変則)/Dimensional Waypoints:At 12th level, a dimensional occultist can create a dimensional waypoint by spending 2d4 minutes inscribing a number of equations on a solid surface (such as a wall, tree, stone floor, or structure) with a writing instrument. The exact configuration of these equations is unique to each witch. From that point on, when she uses dimensional travel to travel to that location, she does so without any chance of mishap. Teleport always sends the witch to this spot, and even plane shift, if used to travel to that site, is precisely accurate. Once a dimensional waypoint is set, it remains active for that witch despite the condition of the inscription or even that of the surface upon which it was inscribed—it is the act of inscribing the waypoint, not the waypoint itself, that matters. At 12th level, and then again every two witch levels thereafter, the dimensional occultist can maintain an additional waypoint. She can replace a waypoint she’s already set by simply using that waypoint’s unique equation at a new site. This ability replaces the witch’s hex gained at 12th level. Hag of Gyronna Hag of Gyronna 出典 People of the River 23ページ Only female witches dare dedicate themselves to the Angry Hag, and those who do so are feared for their ability to bend minds and sow discord. Some say these witches can watch their enemies from afar and can even corrupt the minds of the most innocent or loyal, including newborn babes and cherished pets. Patron:A hag of Gyronna must choose Deception, Trickery, VengeanceUM, or Water as her witch patron. 呪文:A hag of Gyronna replaces several of her patron spells with the following 2nd—doom, 6th—obscure object, 10th—commune, 14th—repulsion, 18th—shapechange. Curdle Thoughts(超常)/Curdle Thoughts:At 2nd level, a hag of Gyronna can insert negative emotions into the mind of a single target. She gains a +2 bonus on Diplomacy and Bluff checks to sow suspicion, hatred, or other forms of animosity. In addition, a hag of Gyronna can choose to increase the save DC of any spell with the fear descriptor she casts by 2. She can increase a spell’s DC in this way a number of times per day equal to 1/2 her witch level. This ability replaces the witch’s 2nd-level hex. Sunder Hope(超常)/Sunder Hope:At 8th level, a hag of Gyronna can violently dismiss her curses to counter magical boons and impose her own capricious whims. Once per day, after the hag of Gyronna has successfully affected a creature within 30 feet with a mind-affecting spell, spell-like ability, or hex with a duration of longer than 1 round, she can choose to dismiss the mind-affecting effect as an immediate action. If she dismisses this effect in response to another creature targeting her victim with a beneficial spell or ability, the witch’s effect is dismissed and the caster of the beneficial spell or ability must succeed at a Will save (DC = 10 + 1/2 the witch’s level + her Intelligence modifier) or the spell or ability is wasted to no effect and the targeted victim takes 1d4 points of Wisdom damage. At 14th and 20th levels, a hag of Gyronna can use this ability an additional time per day. This ability replaces the witch’s 8th-level hex. Hag Crony(超常)/Hag Crony:At 12th level, a hag of Gyronna gains a blessing from the Angry Hag in the form of an alliance with a night hag (Pathfinder RPG Bestiary 215). Once per week, the hag of Gyronna can as a full-round action summon the night hag from the Shadow Plane. The night hag serves the hag of Gyronna to the best of its ability as long as the witch’s commands are consistent with the night hag’s alignment and goals, but flees back to its native plane after a number of rounds equal to the witch’s level or upon losing half or more of its hit points. The night hag may provide the hag of Gyronna with other favors or gifts at the GM’s discretion. At 15th and 18th levels, a hag of Gyronna can call upon her hag crony an additional time per week. This ability replaces the witch’s 12th-level hex. Hagbound Hagbound 出典 Blood of the Coven 16ページ A hagbound can remove the hag’s hold only by removing her archetype directly, such as with the retraining rules in Pathfinder RPG Ultimate Campaign. Whether a changeling in the process of succumbing to her mother’s call, a witch cursed by a hag to become her instrument of torment, a vain and petty witch overeager for power, or some other unfortunate soul, a hagbound witch finds its soul has been infected by a hag’s spite and powerful, corrupt arcane magic. Her mind and body begin to transform to reflect her new being. Hagbound witches suffer a slow transformative taint that is similar to the accursed corruption (Pathfinder RPG Horror Adventures 16) and make ideal candidates for this additional power—and tragedy. Hagbound/Hagbound:A hagbound can take this archetype only if her first character level is a witch level, and she must select one of the following patrons Deception, Jynx, Moon, Occult, Plague, Shadow, Strength, Vengeance, or Winter. She can escape her inevitable fate only by removing the hag’s hold on her soul, typically with miracle or an effect of similar power. Until then, she can’t take levels in any class other than witch and her alignment can never become good. Removing the hag’s hold causes her to lose this archetype and become a normal witch. Hag’s Claws(変則)/Hag’s Claws:A hagbound’s hands grow into a pair of hideous claws that deal 1d4 points of damage for a Medium hagbound (1d3 for a Small creature). This replaces the hex gained at 1st level. Hunched Muscle(変則)/Hunched Muscle:At 2nd level, warty growths and knobby muscles twist the hagbound’s body. She gains a +2 size bonus to her Strength score. This bonus increases by 2 at 8th level and 14th level, to a maximum of +6. This replaces the hexes gained at 2nd, 8th, and 14th levels. Vain Glamour(擬呪)/Vain Glamour:At 4th level, the hagbound gains the ability to disguise her hideous form behind various pleasing shapes. This allows her to magically disguise herself at will, as per disguise self. At 12th level, she can transform herself at will rather than spin illusions, as per alter self. This replaces the hexes gained at 4th and 12th levels. Vile Curse(擬呪)/Vile Curse:At 10th level, the hagbound becomes exceptionally skilled at cursing others. She can cast bestow curse at will, but its duration becomes 24 hours. Once a creature has been affected by this ability, it is immune to the witch’s vile curse ability for 24 hours. If the witch learns some secret fear or vulnerability of her target and tailors the curse to exploit this, her target takes a –2 penalty on its Will saving throw against the effect. This replaces the hex gained at 10th level. Hag Transformation/Hag Transformation:At 20th level, the hagbound transforms into a true hag, purging all goodness and light from her in exchange for dark power. Her alignment becomes evil if it isn’t already. Her type changes to monstrous humanoid, and she gains darkvision 60 feet; immunity to charm, fear, and spell effects; and the ability to join a coven. She gains spell resistance 31, and she grants this benefit to her other coven members. This replaces the hex gained at 20th level. Havocker Havocker 出典 Magic Tactics Toolbox 11ページ Although most witches are guided to subtle curses and debilitating hexes by their mysterious patrons, some are instead taught the secrets of harnessing raw, destructive elemental power. Patron Element/Patron Element:A havocker’s patron grants her the ability to devastate her foes with a specific element. At 1st level, rather than selecting a standard patron and gaining patron spells, the witch selects a specific kineticist element (Pathfinder RPG Occult Adventures 14), which represents the shadowy forces from which she gains her familiar and class powers. The havocker gains the elemental focus and kinetic blast class features with the associated element, using her witch level as her effective kineticist level. If the havocker takes levels in another class that grants an elemental focus, the elemental focuses must be the same type, even if that means that the elemental focus of one of the classes must change. Subject to GM discretion, the havocker can change her former elemental focus to make them conform. This ability alters the witch’s familiar and replaces the witch’s 1st-level hex. Infusion/Infusion:At 2nd level and every 4 witch levels thereafter, the havocker gains an infusion wild talent from the list of options available based on her elemental focus, functioning as the kineticist ability of the same name. A havocker must meet the prerequisites of the infusion wild talent and can’t accept burn (but see the spellburn ability below). This ability replaces the witch’s hexes from 2nd level on, major hex, and grand hex. Spellburn/Spellburn:Beginning at 2nd level, a havocker can channel stored spell energy into her kinetic blast to increase the blast’s overall utility and power. To use her inf sions, the havocker must lose a prepared witch spell to apply the infusion to her kinetic blast. Any spell sacrificed is required to have a spell level equal to or greater than the infusion’s effective spell level. The havocker cannot accept additional burn if the infusion would allow her to do so. Invoker Invoker 出典 Haunted Heroes Handbook 14ページ The invoker uses her familiar to summon facets of her mysterious patron directly into her body, enhancing her skills and granting her powerful abilities. Whether these spiritual enhancements come from a single entity or a host of spiritual forces associated with the witch’s patron can vary, and in many cases, a particular invoker never learns the truth of this matter. Invoke Patron(超常)/Invoke Patron:At 1st level, an invoker can invite spirits associated with her patron’s themes into her body and mind as a swift action. This functions like a hunter’s animal focus (Pathfinder RPG Advanced Class Guide 27), except she emulates facets of her patron, chosen from the list below. The invoker can use this ability for a number of minutes per day equal to her level; this duration need not be consecutive, but it must be spent in 1-minute increments. This replaces the witch’s 1st-, 8th-, and 16th-level hexes. Bondage/Bondage:The invoker gains a +2 enhancement bonus to her Strength. This bonus increases to +4 at 8th level and +6 at 16th level. Bridge/Bridge:The invoker treats other creatures as if their damage reduction and spell resistance were 2 lower. This increases to 5 lower at 8th level and 10 lower at 16th level. Crisis/Crisis:The invoker gains a +2 enhancement bonus to her Constitution. This bonus increases to +4 at 8th level and +6 at 16th level. Curiosity/Curiosity:The DCs of the invoker’s hexes and patron spells increase by 1. These DCs increase by an additional 1 at 8th level and 16th level. Decisions/Decisions:The invoker gains a +2 enhancement bonus to Dexterity. This bonus increases to +4 at 8th level and +6 at 16th level. Fortune/Fortune:The invoker gains a +1 resistance bonus on saving throws. This bonus increases to +3 at 8th level and +5 at 16th level. Paradise/Paradise:The invoker gains a +3 competence bonus on Acrobatics checks and concentration checks. This bonus increases to +6 at 8th level and +9 at 16th level. Rapture/Rapture:The invoker can increase the duration of any spell she casts on herself by 1 round. This applies only to spells with a duration other than instantaneous. This increases to 2 rounds at 8th level and 3 rounds at 16th level. Reckoning/Reckoning:The invoker adds an insight bonus on damage rolls from attacks made with spells and natural attacks, gaining 1 point of damage per die rolled. At 8th level, the invoker gains a +4 bonus to confirm critical hits threatened with spells and natural attacks. At 16th level, the critical threat range of the invoker’s spells and natural attacks doubles, as if from Improved Critical. Revelation/Revelation:The invoker gains a +1 insight bonus on attack rolls made with weapons. This bonus increases to +2 at 8th level and +3 at 16th level. Second Invocation(超常)/Second Invocation:At 10th level, whenever an invoker uses her invoke patron ability, she selects two different facets of her patron for herself instead of one. Otherwise, this functions like a hunter’s second animal focus ability. This ability replaces the witch’s 10th-level hex Jinx Witch Jinx Witch 出典 Blood of the Beast 25ページ Only available to Tengu characters The common perception of tengus as good luck charms has its roots in the first great empire to unify Tian Xia 7,000 years ago, when tengus were superstitious and skittish folk inhabiting the continent’s central mountain ranges. Jinx witches specialize in calling down subtle misfortunes and deceiving enemies and allies alike. While they lack any ability to truly eliminate bad luck, they are uniquely gifted at making others believe otherwise. Many of these ancient traditions have been forgotten as tengus spread across the world and assimilated into other cultures, but a rare few tengus still practice this curious art of misdirection and dealing in ill fortune. A jinx witch’s patron is normally Deception, Shadow, or Trickery. クラス技能:A jinx witch adds Bluff, Disguise, and Sense Motive to her list of class skills. This alters the witch’s class skills. Spell Awareness(変則)/Spell Awareness:A jinx witch is skilled at identifying hostile spells and effects that target her. She adds 1/2 her witch level to Spellcraft checks to identify spells being cast if she is targeted by the spell. Jinx-Eating(超常)/Jinx-Eating:At 2nd level, a jinx witch learns to absorb (or “eat”) antagonistic magical effects targeting her. If a jinx witch succeeds at a Will or Fortitude saving throw that negates a hostile spell effect, she can consume the spell energy as an immediate action. The witch treats her caster level as 1 higher when casting the next prepared spell she casts after eating a jinx in this manner. If the spell cast is of the same school as the eaten spell, the witch instead treats her caster level as 2 higher. A jinx witch can store only one eaten spell at a time, and can use this ability a number of times each day equal to 3 + her Intelligence modif ier. If the jinx witch uses this ability to eat a spell that targets more than one creature or that creates an area of effect, it uses 2 of her daily uses of the ability and all other targets or creatures in the area of effect receive a +2 bonus on their respective saving throws. If the jinx witch does not use the bonus provided by an eaten spell within 1 hour, the stored energy dissipates harmlessly. This ability replaces the witch’s hex normally gained at 2nd level. Jinx-Gorging(超常)/Jinx-Gorging:At 6th level, when the jinx witch applies a bonus from a spell consumed with her jinx-eating ability to a spell of the same school as the eaten spell, and of the same or lower spell level, she does not expend the prepared spell slot. She cannot affect the spell with metamagic or other effects that would change its effective spell level. This ability replaces the hex normally gained at 6th level. Jinx-Feast(超常)/Jinx-Feast:At 10th level, when the jinx witch uses her jinx-eating ability, she also gains the ability to cast the eaten spell as a spell-like ability, using her witch level as her caster level and her Intelligence modifier to determine the spell-like ability’s saving throw DC. If the eaten spell is not on her spell list or is of a spell level higher than the witch is capable of casting herself, she must succeed at a concentration check (DC = 20 + the spell’s level) in order to cast it; failing this check results in the loss of the spell-like ability with no effect. This ability replaces the major hex gained at 10th level. Hexes:The following witch hexes complement the jinx witch archetype beast of ill omenUM, evil eye, fortune, and misfortune. Major Hexes:The following major hexes complement the jinx witch archetype hag’s eye, retribution, and waxen image. Grand Hexes:The following grand hexes complement the jinx witch archetype death curse, dire prophecy, and natural disaster. Medium Medium 出典 Undead Slayer's Handbook 20ページ Mediums tap into the spiritual power of those who have yet to find their final rest. Their ability to interact with these souls allows mediums to learn about the physical world through the experiences of those who came before them. Eventually, mediums of immeasurable power learn to walk alongside the very souls that haunt their dreams and visions. Patron:A medium has a limited choice of patrons, and must select one of the following themes ancestors, death, occult, or spirits. Ectoplasmic Aptitude(超常)/Ectoplasmic Aptitude:At 2nd level, the medium can sling spells at ghosts and spirits as surely as at corporeal foes. She gains the Ectoplasmic SpellAPG metamagic feat as a bonus feat. In addition, as an immediate action a number of times per day equal to her Intelligence modifier, the medium can apply the Ectoplasmic SpellAPG feat to any spell she is casting without increasing its spell level. This ability replaces the witch’s hex gained at 2nd level. Shared Subconscious(超常)/Shared Subconscious:At 6th level, a medium can temporarily link her subconscious to that of an undead creature in order to gain preternatural knowledge. As long as the medium is within 100 feet of an intelligent undead creature, as a swift action she can target said creature and attempt any trained Knowledge check. If the target has ranks in the same Knowledge skill, it also attempts the Knowledge check (if it doesn’t have ranks, this effect fails). If the target’s result is higher than the medium’s, the medium may choose to use the undead creature’s Knowledge result instead of her own, learning any information the undead creature has about the subject in question. This ability does not allow a medium to attempt a previously failed Knowledge check again. This replaces the witch’s hex gained at 6th level. Soul Walker(変則)/Soul Walker:At 20th level, a medium can drift into the spirit world, becoming incorporeal for 1 minute per class level. When she does so, the medium gains the incorporeal subtype, taking only half damage from corporeal magical attacks and no damage from nonmagical weapons and objects. Her spells deal only half damage to corporeal creatures, but spells and abilities that do not deal damage function normally. The duration of this ability need not be continuous, but it must be used in 1-minute increments. This replaces the witch’s hex gained at 20th level. Hexes:The following witch hexes complement the medium archetype charmAPG, healingAPG, scarUM, tonguesAPG, wardAPG. Major Hexes:The following major hexes complement the medium archetype speak in dreamsUM, visionAPG. Grand Hexes:The following grand hex complements the medium archetype summon spiritUM. Nexian Spellspy Nexian Spellspy 出典 Inner Sea Intrigue 43ページ Among that nation’s highly competitive arcane communities, Nexian spellspies are witches who use their familiars and divining talents to spy on their rivals and protect themselves from similar intrusions. Nondetection:A Nexian spellspy treats nondetection as a 4th-level witch spell. Infiltrating Vessel(超常)/Infiltrating Vessel:At 3rd-level, a Nexian spellspy cannot use her familiar to deliver touch spells for her. Instead, the Nexian spellspy can cast divination spells through her familiar. When the Nexian spellspy does this, she casts the spell as normal, but she treats her familiar’s location as hers for purpose of determining the spell’s area of effect or range. The Nexian spellspy receives the spell’s results as normal. This ability does not allow her to see through her familiar’s eyes; for example, the Nexian spellspy would know about a powerful magic item detected through her familiar, but she would not know its exact location or exactly what the item looked like. Whenever a familiar would be able to deliver a hex, the Nexian spellspy can use the familiar as a vessel for her divinations in this way. This alters the witch’s familiar. Prepare Results(超常)/Prepare Results:At 4th level, a Nexian spellspy’s familiar can store the results of divinations for the purposes of providing false results to a rival diviner who has targeted the spellspy. As a standard action, the spellspy can store the results of one or more divinations she has cast within the past 24 hours. She can store results from any number of spells with a total spell level equal to the highest spell she can cast. The next time a rival spellcaster would receive results from any of the specific divinations whose results are stored in her familiar in this manner, the stored results are transmitted to the rival caster (and are removed from the familiar) in place of any real results. The rival spellcaster receives a Will saving throw (DC = 10 + 1/2 the Nexian spellspy’s witch level + her Intelligence modifier) to recognize that the results are falsified. Depending on the spell, the stored results from the familiar might make this falsification obvious (and thus no Will saving throw is necessary to determine the falsification). This ability replaces the witch’s 4th-level hex. Hexes:The following witch hexes complement the Nexian spellspy archetype beast of ill-omenUM, evil eyeAPG, and tonguesAPG. Major Hexes:The following major hexes complement the Nexian spellspy witch archetype beast eyeUM, hag’s eyeAPG, and visionAPG. Grand Hex:The following grand hex complements the Nexian spellspy archetype dire prophecyUM. Putrefactor Putrefactor 出典 Blood of the Coven 16ページ Some witches find their patrons while in the throes of despair and grief, when all they desire is to see the veneer of civilization peel back to reveal the filth and rot that underlies all things. The arcane power they inherit is bleak and tainted, eating them from the inside out and transforming them into living avatars of entropy. Infestation of Entropy/Infestation of Entropy:A putrefactor’s body hosts various pests—insects, rats, or other scavengers—as part of her connection with her patron. She treats the infestation as her familiar, and she communes with the infestation to prepare spells. She still selects a familiar, which must be a house centipede, rat, scarlet spider, or toad; the familiar crawls within her among the other vermin. A putrefactor must be of chaotic alignment and must choose one of the following patrons Animals, Death, Plague, or Rot. This alters the witch’s familiar and patron. Disgorge Familiar(変則)/Disgorge Familiar:As a standard action, a putrefactor can cough up her familiar, allowing it to act as a separate entity. She can also devour it again as a standard action when the familiar is within reach. While within her, the familiar cannot be targeted for effects or take any action, but effects affecting it persist, and their duration continues until the next time she disgorges it. This replaces the hex gained at 1st level. Verminous Blood(変則)/Verminous Blood:At 2nd level, the swarming creatures within a putrefactor begin to replace her bodily fluids. Whenever she takes slashing or piercing damage from a melee attack, the creatures spill out and bite the attacker, dealing 1d6 points of damage, which count as damage from a Diminutive swarm. A creature can take damage from this ability only once per round. This damage increases by 1d6 at 8th level and every 4 levels thereafter. This replaces the hex gained at 2nd level. Putrefied Innards(変則)/Putrefied Innards:At 4th level, the infestation begins assuming various functions of the witch’s organs. She gains a 25% chance to negate the extra damage from critical hits and sneak attacks, as per the light fortification magic armor ability. At 10th level, this increases to a 50% chance (as per moderate fortification), and at 16th level it increases to a 75% chance (as per heavy fortification). Whenever the putrefactor negates additional damage from a melee attack in this way, the attacker takes damage as if exposed to her verminous blood, even if it has already been targeted by this ability this round. This replaces the hexes gained at 4th, 10th, and 16th level. Disgorge Swarm(変則)/Disgorge Swarm:At 6th level, while her familiar is inside her, the putrefactor can disgorge all the crawling creatures within her at once as a standard action, retaining only her familiar. When she does, she loses 2 hit points per class level and forms a spider swarm as per the spell vomit swarm. The swarm gains the Armor Class and saving throw bonuses of her familiar. The swarm deals her verminous blood damage instead of its normal damage; while the swarm lasts, the putrefactor loses access to her verminous blood ability. The witch can target creatures with her hexes as if she occupied both the swarm’s space and her own. When the duration ends, the swarm tries its best to return to her and crawl back into her body, restoring hit points equal to its current hit points, up to her maximum hit points. If the swarm dies or cannot return to her once the spell’s duration ends, the witch does not regain any of her spent hit points. Once she reabsorbs the swarm, she can’t disgorge it again for 1 hour. This replaces the hex gained at 6th level. Rhetorician Rhetorician 出典 Arcane Anthology 25ページ Rhetoricians feel driven to engage in debate, learn as much as they can about their potential foes, and seek ways to use information and quick talking to handle problems before resorting to raw violence. Regardless of their shadowy patrons, rhetoricians are granted a series of spells through their familiars that boost their ability to outtalk and outthink their foes, leading some to believe they are destined to be emissaries for their patrons once some long-term plans of their patrons’ come to fruition. Debater(変則)/Debater:A rhetorician is an expert at making counterarguments and treating everything as a debate. When an opponent attempts a Diplomacy check to change another target’s attitude or request aid, the rhetorician can attempt to make a counterargument to negate the opponent’s efforts. The rhetorician attempts a Diplomacy check as an immediate action, with a DC equal to the result of the opponent’s Diplomacy check. The target of the opponent’s Diplomacy check must be able to see and hear the rhetorician. If the rhetorician’s Diplomacy check is successful, the opponent’s Diplomacy check fails. This ability replaces the hex gained at 1st level. Eldritch Glibness/Eldritch Glibness:At 2nd level and every two witch levels thereafter, a rhetorician gains the following spells as spells known at the spell levels listed in parentheses. These spells are automatically added to the list of spells stored by her familiar. She treats these as being on the witch class spell list 2nd—confusion, lesser (1st), 4th—detect thoughts (2nd), 6th—glibness (3rd), 8th—sculpt sound (4th), 10th—modify memory (5th), 12th—symbol of persuasion (6th), 14th—song of discord (7th), 16th—greater shout (8th), 18th— weird (9th). This ability replaces all the spells the witch gains from her patron. Public Speaker(変則)/Public Speaker:A rhetorician gains Perform as a class skill. In addition, she is trained to project her voice with great skill and effect; the DC to hear her speak in difficult conditions is reduced by an amount equal to her class level + her Intelligence modifier (minimum 0). Seducer Seducer 出典 Legacy of the First World 16ページ These charismatic witches, often devotees of the Green Mother, rely on their otherworldly charms to achieve their aims. A seducer focuses on enchantments, turning enemies into friends and friends into toys for her amusement. Patron/Patron:A seducer must select deception, enchantmentUM, plant (Pathfinder Player Companion Heroes of the Wild 11), thorns (Heroes of the Wild 13), or trickery as her patron. Otherworldly Allure/Otherworldly Allure:A seducer’s power comes from her allure. She uses her Charisma rather than her Intelligence score for the purpose of all class features and effects related to her witch class, such as bonus spells per day, the maximum spell level she can cast, and save DCs of her spells and hexes. Fey Charm(超常)/Fey Charm:A seducer gains the charm hex at 1st level. The save DC of this hex is increased by 1. If the target is (or could be) sexually attracted to the seducer, the save DC is instead increased by 2. If she and the target have had willing sexual relations in the past 24 hours, the save DC is instead increased by 3. This ability alters the hex gained at 1st level. Seducer’s Kiss(超常)/Seducer’s Kiss:At 6th level, a seducer can kiss another creature as a melee touch attack. The target must succeed at a Will save (DC 10 + half the seducer’s level + her Charisma modifier) or be staggered for 1 round. If the target is (or could be) sexually attracted to the seducer, the save DC is increased by 2. If the seducer and the target have had willing sexual relations in the past 24 hours, the save DC is instead increased by 4. Whether or not the creature succeeds at this save, it cannot be the target of this ability again for 1 day. At 10th level, this ability causes the target to become stunned for 1 round, then staggered for an additional round. This is a mind-affecting charm effect. This ability replaces the hex gained at 6th level. Garden of Delight(超常)/Garden of Delight:At 8th level, the seducer can create a magical bower once per day. This functions as tiny hut with a caster level equal to the seducer’s witch level, but the interior is a lush garden. Those who rest for 8 hours within the garden heal at twice the usual rate. In addition, any creature engaging in willing sexual relations with the seducer in this garden gains a +2 morale bonus on saving throws for the next 24 hours. This bonus does not apply on saving throws against the seducer’s spells or abilities. This replaces the hex gained at 8th level. Synergist Synergist 出典 Familiar Folio 9ページ Synergists gain the ability to combine their forms with their familiars’ in order to create something more powerful than either alone. Symbiosis(超常)/Symbiosis:At 1st level, a synergist gains the ability to meld or unmeld with her familiar as a standard action. While the familiar is melded, its body becomes part of the synergist’s and can’t be targeted or affected by any means (including ongoing effects), though the familiar can still communicate its feelings empathically. The symbiosis causes the synergist to adopt some basic physical features of the familiar and grants additional abilities based on the synergist’s level. At 1st level, during symbiosis the synergist gains darkvision or low-light vision if the familiar possesses it. At 5th level, during symbiosis the synergist gains any abilities the familiar possesses that are listed under beast shape I, except flight. At 8th level, during symbiosis the synergist gains any abilities the familiar possesses that are listed under beast shape II. If the familiar can fly, the synergist can fly for a total of 1 minute per witch level she possesses per day while in symbiosis. This duration need not be consecutive, but it must be spent in 1-minute intervals. Additionally, during symbiosis the synergist gains a single natural attack of a type possessed by its familiar. The attack deals 1d6 points of damage if a primary attack (1d6 for Small synergists) and 1d4 points of damage if a secondary attack (1d3 for Small synergists). At 11th level, during symbiosis the synergist gains any abilities the familiar possesses that are listed under beast shape III. If the familiar can fly, the synergist can fly for an unlimited amount of time each day while in symbiosis. At 14th level, during symbiosis the synergist gains any abilities the familiar possesses that are listed under beast shape IV. If the familiar has multiple natural attacks, the synergist gains them all, rather than just one. This ability replaces the hexes gained at 1st, 8th, and 14th level. Vellemancer Vellemancer 出典 Blood of the Coven 17ページ While the popular stereotype envisions witches as wicked spellcasters sowing misery, many people turn to the arcane to heal others and better the world. The vellemancer is a guide, using her witchcraft to empower and teach others. She rarely dispenses every gift a needy soul asks, but she instead offers the advice, opportunities, and tools people require to achieve their own dreams. Keen Counselor(超常)/Keen Counselor:The vellemancer is a guide and counselor. She adds Diplomacy and Sense Motive to her list of class skills. If a vellemancer’s alignment becomes evil, she loses access to all the unique abilities provided by this archetype. Invested Hex(超常)/Invested Hex:At 2nd level, a vellemancer learns to invest magical aid into a willing creature. Each day, she can implant a number of hexes equal to half her witch level (minimum 1) plus her Intelligence bonus (if any). Any given creature can have only one hex implanted at a given time, and implanting a new hex ends the previous one (the witch still loses the use of this ability she spent on the previous hex). Only beneficial hexes capable of affecting another creature can be implanted with invested hex, and this counts against the uses per day of hexes with limited uses per day or per creature. To implant a hex, the vellemancer must take a standard action and touch a willing creature. The vellemancer can activate the hex as a free action, or the hex can activate automatically when a single predetermined condition is met (decided when the hex is implanted). The subject must be within medium range (100 feet + 10 feet per level) for the witch to trigger the hex, but a predetermined condition can activate the hex regardless of range. An implanted hex lasts until the next time the witch regains her spells. Once triggered, a hex is no longer implanted and can’t be triggered again. This replaces the hex normally gained at 2nd level. Wishgranter(超常)/Wishgranter:Beginning at 6th level, a vellemancer can borrow mental strength from others’ hopes and dreams to empower her own spellcasting. A creature can make a wish as a free action at any time, even during the vellemancer’s turn. The vellemancer must be able to hear and understand a wish in order to use it as a spell component. A spell that doesn’t normally have a verbal component gains one when cast using this ability. A wish doesn’t need to mention the name of a specific spell, but it must describe an outcome that can be accomplished by casting a spell the vellemancer knows (for example, wishing to be more likable could supply the verbal component for alter self, eagle’s splendor, or even baleful polymorph, depending on the results). A vellemancer gains a +1 bonus to her caster level when using a creature’s wish as a verbal component in this manner, but she cannot include herself as a target of such spells. She can be affected by such a spell if it affects an area rather than one or more targets. A vellemancer is under no compulsion to grant a creature’s wish. Once the vellemancer grants a creature’s wish using this ability, she cannot use this ability to grant that creature any further wishes for 24 hours. This replaces the hex gained at 6th level. Expanded Wishgranter(超常)/Expanded Wishgranter:At 8th level, the vellemancer adds the following spells to her familiar for free bear’s endurance, bull’s strength, cat’s grace, eagle’s splendor, fox’s cunning, and owl’s wisdom. The vellemancer can cast these spells only as part of her wishgranter ability, but she can sacrifice any prepared spell of 2nd level or lower to spontaneously cast one of these spells. This replaces the hex normally gained at 8th level. Veneficus Witch Veneficus Witch 出典 People of the River 8ページ Veneficus witches specialize in poisons—brewing both magical and traditional concoctions, and applying them to weapons, traps or even her potent hexes. Whether they’re members of Daggermark’s Poisoners’ Guild or followers of Gyronna, veneficus witches are commonly found in the River Kingdoms. Poisoner/Poisoner:A veneficus witch can select the following alchemist discoveries as hexes, major hexes, or grand hexes, as indicated below. The witch’s effective alchemist level is equal to her witch level for the purpose of qualifying for these discoveries. Unless otherwise noted, these alchemist discoveries can be located in the Pathfinder RPG Advanced Player’s Guide. Hexes Concentrate poison, poison conversion (Pathfinder RPG Ultimate Combat 24), sticky poison. Major Hexes Malignant poison (Pathfinder Player Companion Dungeoneer’s Handbook 27), nauseating flesh (Ultimate Combat 24). Grand Hexes:Poison touch (grand discovery). Poison Use(変則)/Poison Use:At 2nd level, a veneficus witch cannot accidentally poison herself when applying poison to a weapon. Toxic Words(変則)/Toxic Words:At 2nd level, whenever a veneficus witch targets a single creature with a hex, she can imbue her hex with a dose of injury or contact poison she is holding. The DCs of her hex and the poison are each reduced by 2; if the creature fails its save against the hex, the poison is expended and the creature must succeed at a Fortitude save against the poison or become poisoned. At 10th level, the DC of the witch’s hex and poison are each reduced by only 1 and the witch can imbue her hexes with inhaled and ingested poisons as well. This ability replaces the witch’s 2nd- and 10th-level hexes. Hexes:The following witch hexes complement the veneficus witch archetype blight, cauldron, disguise, poison steep. Major Hexes:The following major hexes complement the veneficus witch archetype cook people, witch’s brew. Grand Hex:The following grand hex complements the veneficus witch archetype eternal slumber. Venom Siphoner Venom Siphoner 出典 Potions and Poisons 10ページ Witches are no strangers to poisons, using them alongside their various brews, curses, spells, and other tools of the trade. A number of witches are masters of poison, receiving toxic gifts that allow them and their familiars to use poison in unparalleled manners. Poisonous Familiar(変則)/Poisonous Familiar:The venom siphoner chooses either her familiar’s bite attack or its claw attacks; once chosen, this selection can’t be changed. The chosen natural attack gains the following poison ability Siphoner Poison Natural attack—injury; save Fort DC 10 + half the witch’s level + the witch’s Intelligence modifier; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save. Familiars without an appropriate natural attack instead gain the ability to spit the poison as a ranged touch attack. This spit attack deals no damage, but it exposes the struck creature to the poison, forcing it to attempt a saving throw to resist the poison as normal. If the familiar already has a poison, the witch can instead empower its poison. An empowered poison’s frequency increases by 50%. If the witch ever replaces her familiar, she must choose how this ability applies to her new familiar as soon as she receives it. This replaces the hex gained at 1st level and the familiar’s alertness special ability. Venom Expert(変則)/Venom Expert:At 2nd level, a venom siphoner does not risk exposure to her familiar’s poison when attempting to milk venom from it (see page 142 of Pathfinder RPG Ultimate Wilderness). This replaces the hex gained at 2nd level. Toxic Blood(変則)/Toxic Blood:At 6th level, the venom siphoner’s blood becomes toxic, empowering her abilities. Any creature that deals bleed damage to her with a natural, light, or one-handed weapon is automatically exposed to the same poison granted to her familiar and must succeed at the save or be affected by the poison. Additionally, when casting spells that have a single target and require a Fortitude save, she can cause the spell to deliver this poison as a free action; a target who succeeds at the save against the spell also avoids being affected by the poison. She can cause spells to deliver poison in this way a number of times per day equal to 3 + her Intelligence modifier. This ability refreshes when the venom siphoner communes with her familiar to prepare her daily spells. This replaces the hex gained at 6th level. White-Haired Witch White-Haired Witch 出典 Dragon Empires Primer 23ページ A white-haired witch concentrates her mysterious powers on improving her prowess in melee, using feats of agility and her prehensile hair to deal extreme damage. Rogue talents and advanced rogue talents marked with an asterisk (*) can be found in the Pathfinder RPG Advanced Player’s Guide. The white-haired witch is an archetype of the witch class. White Hair(超常)/White Hair:At 1st level, a white-haired witch gains the ability to use her hair as a weapon. This functions as a primary natural attack with a reach of 5 feet. The hair deals 1d4 points of damage (1d3 for a Small witch) plus the witch’s Intelligence modifier. In addition, whenever the hair strikes a foe, the witch can attempt to grapple that foe with her hair as a free action without provoking an attack of opportunity, using her Intelligence modifier in place of her Strength modifier when making the combat maneuver check. When a white-haired witch grapples a foe in this way, she does not gain the grappled condition. At 4th level and every four levels thereafter, a whitehaired witch’s hair adds 5 feet to its reach, to a maximum of 30 feet at 20th level. The hair cannot be sundered or attacked as a separate creature. In addition, a white-haired witch further improves her ability to control her hair as she progresses in level, gaining the following abilities. Constrict(変則)/Constrict:At 2nd level, when the white-haired witch’s hair successfully grapples an opponent, it can begin constricting her victim as a free action, dealing damage equal to that of its attack. Trip(変則)/Trip:At 4th level, a white-haired witch who successfully strikes a foe with her hair can attempt a combat maneuver check to trip the creature as a free action. Pull(変則)/Pull:At 6th level, a white-haired witch who successfully strikes a foe with her hair can attempt a combat maneuver check to pull the creature 5 feet closer to her as a free action. Strangle(変則)/Strangle:At 8th level, when the white-haired witch’s hair is grappling with an opponent, that creature is considered strangled, and cannot speak or cast spells with verbal components. This ability replaces hex. Rogue Talents/Rogue Talents:At 10th level, a white-haired witch learns a rogue talent, using her white-haired witch level in place of her rogue level. At 12th level and for every two levels thereafter, she gains an additional rogue talent. A whitehaired witch cannot select an individual rogue talent more than once, and can select from among the following assault leader*, combat trick, finesse rogue, major magic, minor magic, positioning attack*, resiliency, surprise attack, and weapon training. At 18th level and 20th level, a white-haired witch can choose from among the following advanced rogue talents another day*, defensive roll, improved evasion, opportunist, redirect attack*, slippery mind, and thoughtful reexamining*. This ability replaces major hex and grand hex. Witch-Watcher Witch-Watcher 出典 Heroes of the High Court 9ページ For reasons known only to them, witch-watchers offer protection to nobles across Golarion. While they serve openly in Irrisen and Varisia, they watch from the shadows in courts in Brevoy, Mendev, the River Kingdoms, and Ustalav, where their presence is barely tolerated. Diminished Spellcasting/Diminished Spellcasting:A witch-watcher gains one fewer spell of each level than normal. If this reduces the number to zero, she can cast spells of that level only if her Intelligence score is high enough to grant bonus spells of that level. This alters the witch’s spellcasting. Covenant Ally(超常)/Covenant Ally:Once per day when preparing her spells, a witch-watcher makes a covenant with her patron to provide protection to a single creature, known as her covenant ally. As a standard action when her covenant ally is within 30 feet, a witch-watcher can grant it one of the abilities listed below. Unless otherwise noted, each ability lasts for a number of minutes equal to the witch-watcher’s Intelligence modifier. She can grant a number of abilities per day equal to 1/2 her witch level (minimum 1). Health/Health:The covenant ally gains a number of temporary hit points equal to the witch-watcher’s witch level + her Intelligence modifier (minimum 1). The temporary hit points from this ability do not stack with themselves, but additional uses cause the total number of temporary hit points and the duration to reset. Safeguard/Safeguard:The covenant ally gains a deflection bonus to AC or a resistance bonus on saving throws equal to 1/2 the witch-watcher’s witch level (minimum 1). When given, this bonus can be divided between the AC and saving throws as the witch-watcher wishes, up to a maximum of +5 for either. Solace/Solace:The witch-watcher temporarily disrupts a spell affecting her covenant ally by succeeding at a dispel check against the spell, as per dispel magic. The ability suppresses a spell effect for a number of rounds equal to the witchwatcher’s Intelligence modifier (minimum 1). If the spell affects multiple creatures, this ability suppresses the spell effect only for the covenant ally. At the end of this duration, the spell resumes and the suppressed rounds do not count against its total duration. This ability has no effect on spells that are instantaneous or have a duration of permanent. Spell Resistance/Spell Resistance:The covenant ally gains spell resistance equal to 6 + the witch-watcher’s witch level for a number of rounds equal to the witch-watcher’s Intelligence modifier. At 10th level, the spell resistance increases to 11 + the witch-watcher’s witch level. The spell resistance cannot be suppressed, but it doesn’t affect spells cast by the witch-watcher. Wyrm Witch Wyrm Witch 出典 Legacy of Dragons 15ページ Though a dragon derives no power from accumulating precious metals and gems, its desire to acquire and maintain vast piles of valuables is an important part of its personality. Some witch covens, particularly those in rich mercantile nations like Druma or Katapesh, have learned to use treasure to access other draconic powers. Draconic Patronage/Draconic Patronage:A wyrmwitch must select one of the following patrons when he gains this archetype. Only witches with the wyrmwitch archetype can select these patrons Chromatic/Chromatic:2nd - cause fear, 4th - hold person, 6th - suggestion, 8th - aura of doomUM, 10th - dominate person, 12th - geas/quest, 14th - mass hold person, 16th - frightful aspectUC, 18th - overwhelming presence Esoteric/Esoteric:2nd - memory lapseAPG, 4th - psychic readingOA, 6th - nondetection, 8th - hypercognitionOA, 10th - mind probeOA, 12th - telepathy, 14th - insanity, 16th - screen, 18th - bilocationOA Imperial/Imperial:2nd - endure elements, 4th - gust of wind, 6th - hyraulic torrentAPG, 8th - obsidian flowUC, 10th - fickle windsUM, 12th - move earth, 14th - reverse gravity, 16th - wall of laveAPG, 18th - world waveAPG Metallic/Metallic:2nd - protection from evil, 4th - weapon of aweAPG, 6th - heroism, 8th - dispel evil, 10th - commune, 12th - greater herosim, 14th - limited wish, 16th - holy aura, 18th - miracle Outer/Outer:2nd - deja vuOA, 4th - darkness, 6th - blink, 8th - black tentacles, 10th - mindwipeOA, 12th - shadow walk, 14th - lunar veilUM, 16th - orb of the voidUM, 18th - weird Primal/Primal:2nd - burning hands, 4th - elemental touchAPG, 6th - elemental auraAPG, 8th - planar adaptationAPG, 10th - elemental body II, 12th - chain lightning, 14th - vortexAPG, 16th - polar ray, 18th - fiery bodyAPG Wyrmwitch's Hoard/Wyrmwitch's Hoard:Unlike traditional witches, a wyrmwitch does not have a familiar. Instead, a wyrmwitch develops a metaphysical link with a bonded hoard of treasure that serves as a conduit to the wyrmwitch’s patron. A wyrmwitch’s hoard must have a value of 50 gp plus 100 gp for every character level he has beyond 1st. Only nonmagical objects that are not alchemical items, weapons, armor, or useful tools can be part of a wyrmwitch’s hoard. If the hoard falls below this value, the wyrmwitch cannot sleep on his hoard (see below) or add new spells to it until its value is restored. A wyrmwitch’s spells come from this link with his hoard, and its ability to hold spells functions in a manner identical to the way a witch’s spells are normally granted by a familiar. A wyrmwitch can add spells to his hoard in a similar fashion to the way conventional witches store spells in their familiars. A witch’s familiar and a wyrmwitch’s hoard can exchange spells in the same way two normal witch familiars do. Also, a witch can add a spell to his hoard from a wizard’s spellbook, if the spellbook is kept in the hoard and the spell is on the witch’s class spell list. The wyrmwitch must sleep on the spellbook in his hoard for a number of days equal to the spell’s level, after which he must succeed at a Spellcraft check (DC = 15 + spell level) to learn the spell. No matter the result, the spell is erased from the spellbook. A wyrmwitch must commune with his hoard to ready his body and mind for casting spells. If he does not spend at least 8 hours resting atop his hoard prior to preparing spells, he must attempt a concentration check anytime he attempts to cast a spell (DC = 20 + the spell’s level). If the wyrmwitch does prepare spells after properly sleeping on his hoard, he gains the ability to call on his hoard to cast any one spell it is holding and that he is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wyrmwitch, including when determining casting time, duration, and other effects dependent on the wyrmwitch’s level. This spell cannot be modified by metamagic feats or other abilities. This ability replaces witch’s familiar.