約 2,836,390 件
https://w.atwiki.jp/vrising/pages/23.html
PvPのAdvanced Settingsはこちら ※初期値はStandard PvEのものです。 名称 説明 初期値※ 選択可能値 Game Settings(ゲーム設定) Allow Global Chat グローバルチャットの許可 ON -ON-OFF Server Time Zone サーバーの時間帯 Local System Time -Local System Time-UTC-PST-EST-CET Player Castle Interactions(プレイヤー・城のインタラクト) Permission to Loot Dead Player 死亡プレイヤーのルート権限 Clan Members -Anyone(誰でも)-Clan Members(クランメンバー)-Only Self(自分のみ) World Settings(ワールド設定) Soul Shards Amount ソウル・シャードのドロップ量 Plentiful -Plentiful(複数)-Unique(1つ) Garlic Strength Multiplier ニンニクの強さ倍率 1 0~5(0.01単位) Silver Strength Multiplier 銀の強さ倍率 1 0~5(0.01単位) Sun Strength Multiplier 太陽の強さ倍率 1 0~5(0.01単位) Item(アイテム) Blood-Bound Equipment ONでは死亡時にほとんどの装備を落とさなくなる ON -ON-OFF Teleport Bound Items ONでは一部のアイテムでゲートウェイを使用できなくなる ON -ON-OFF Inventory Stacks Multiplier インベントリの1スタック最大量の倍率 1 0.25~5(0.01単位) Loot Multiplier 敵・樽・箱・チェストからドロップするルート品の倍率 1 0.25~5(0.01単位) Servant Hunt Multiplier Servant Hunt成功時の戦利品量の倍率 1 0.25~5(0.01単位) Material Yield Multiplier 木・石・鉱石などの資源収穫量倍率 1 0.25~5(0.01単位) Blood Essence Multiplier 敵を倒した時に得られるBlood Essence(血精)の倍率 1 0.25~5(0.01単位) Castle(城) Decay Rate Multiplier Castle heartにBlood Essence(血精)が供給されなくなったときの劣化速度倍率 1 0~5(0.01単位) Blood Essence Drain Rate 城のBlood Essence(血精)の消化速度 1 0.1~5(0.1単位) Castle Heart Limitation 1プレイヤーが所持できるCastle Heartの上限 2 1~5(1単位) Minimum Distance Between Castles 敵の城の隣にフロアを設置できる最小距離 2 1~10(1単位) Territory Tile Limit(Castle Heart Level1) 城に設置できるBorderと階数(城レベル1) 30 9~250(1単位) Territory Tile Limit(Castle Heart Level2) 城に設置できるBorderと階数(城レベル2) 80 9~250(1単位) Territory Tile Limit(Castle Heart Level3) 城に設置できるBorderと階数(城レベル3) 150 9~250(1単位) Territory Tile Limit(Castle Heart Level4) 城に設置できるBorderと階数(城レベル4) 250 9~250(1単位) Servant Limit(Castle Heart Level1) 1つの城に設置できる使用人の棺の数(城レベル1) 3 1~20(1単位) Servant Limit(Castle Heart Level2) 1つの城に設置できる使用人の棺の数(城レベル2) 5 1~20(1単位) Servant Limit(Castle Heart Level3) 1つの城に設置できる使用人の棺の数(城レベル3) 7 1~20(1単位) Servant Limit(Castle Heart Level4) 1つの城に設置できる使用人の棺の数(城レベル4) 9 1~20(1単位) Vermin Nest Limitation 1つの城に設置できるVermin Nestの数 4 1~20(1単位) Tomb Limitation 1つの城に設置できる墓の数 12 1~20(1単位) Lockbox Limitation 1つの城に設置できるVampire Lcokboxの数 1 0~20(1単位) Crafting Building(クラフト&建築) Build Cost Multiplier 建築に使う素材消費の倍率 1 0~10(0.01単位) Crafting Cost Multiplier 建築に使う素材消費の倍率 1 0~10(0.01単位) Crafting Rate クラフトの製作速度の倍率 1 0.1~10(0.01単位) Refinement Cost Multiplier 精錬するコストの倍率 1 0.1~10(0.01単位) Refinement Rate 素材の精錬速度 1 0.1~10(0.01単位) Servant Convert Rate 人間が使用人になる速度 1 0.1~20(0.01単位) Dismantle Resource Multiplier 建築物を解体したときに戻ってくる資源量の倍率 0.75 0~1(0.01単位) Time Setting(時間設定) Day Length 昼夜のサイクルの長さ Medium(1080s) -Short(600s)-Medium(1080s)-Long(2160s)-Very Long(3600s) Day Time Length 1日に対する日中の長さ Medium -Swedish Winter-Medium-Long-Swedish Summer Vampire(ヴァンパイア) Health Multiplier 最大HPの倍率 1 0.1~5(0.01単位) Physical Power Multiplier 武器攻撃・武器スキルのダメージ増加率 1 0.1~5(0.01単位) Spell Power Multiplier 呪文攻撃のダメージと回復量の倍率 1 0.1~5(0.01単位) Resource Power Multiplier 資源オブジェクトに対するダメージ増加率 1 0.1~5(0.01単位) Damage Received Multiplier 被ダメージ増加率 1 0.1~5(0.01単位) Blood Drain Rate Feedの速度 1 0~5(0.01単位) Equipment(装備) Durability Loss Multiplier 耐久力の倍率 1 0~5(0.01単位) Health Multiplier 最大HPの倍率 1 0.1~5(0.01単位) Resource Yield Multiplier 資源採集時の素材回収量の倍率 1 0.1~5(0.01単位) Physical Power Multiplier 武器攻撃・武器スキルのダメージ量倍率 1 0.1~5(0.01単位) Spell Power Multiplier 呪文攻撃のダメージと回復量の倍率 1 0.1~5(0.01単位) Standard Units(通常の敵ユニット) Health Multiplier 最大HPの倍率 1 0.1~5(0.01単位) Damage Multiplier 敵ユニットの攻撃力倍率 1 0.1~5(0.01単位) V Blood Units(V Blood) Health Multiplier 最大HPの倍率 1 0.1~5(0.01単位) Damage Multiplier 敵ユニットの攻撃力倍率 1 0.1~5(0.01単位) BOSS SPECIFIC(ボスの詳細) Show 表示 OFF -ON-OFF Progression Starting Equipment 初期装備 None -None-Gear Level30 Copper Equipment-Gear Level50 Iron Equipment-Gear Level70 Dark Silver Equipment-Gear Level80 Sanguine Equipment Starting Resources 初期資源 None -None-Gear Level30 Supplies-Gear Level50 Supplies-Gear Level70 Supplies UNLOCKED JOURNAL Show 表示 OFF -ON-OFF UNLOCKED RESEARCH Show 表示 OFF -ON-OFF コメント 名前
https://w.atwiki.jp/wiihack/pages/26.html
インストール方法 Twilight Hackを用いて実行してください(他の方法では正常にインストールされない場合があります) 表示された文章に従ってください The Homebrew Channel Installer, version beta 8 (c) 2008 Team Twiizers Throughout this installer, you may ACCEPT prompts by pressing either the RESET button on your Wii, the START button on the first GameCube pad, or the 1 button on the first Wii Remote. To CANCEL at any prompt and return to the System Menu, pres the POWER button on your Wii, the Z button on the GameCube pad, or the HOME button on the Wii Remote. Pres ACCEPT to continue or CANCEL to exit to the Sytem Menu. The Homebrew Channel Installer, version beta 8 (c) 2008 Team Twiizers No proprietary Nintendo material (code or references) wad used to create this channel and its compronents. The source code, audiovisual resources, and the tools used to create and package the channel are all homebrew software. This product is not licensed or endorsed by Nintendo. DISCLAIMER THIS PRODUCT COMES WITH ABSOLUTELY NO WARRANTY, NEITHER EXPRESS NOR IMPLIED. THE AUTHORS OF THE PROGRAM CANNOT BE HELD RESPONSIBLE FOR ANY DAMAGE OCCURRING AS A RESULT OF ITS USE, INCLUDING BUT NOT LIMITED TO ANY HARDWARE OR SOFTWARE MALFUNCTION OF YOUR WII CONSOLE OR ANY OTHER DAMAGE CAUSED BY THE USE OF THE SOFTWARE. Please visit http //hbc.hackmii.com for more infomation. If you agreee to the above, press ACCEPT. Otherwise, press CANCEL to exit to the System Menu. The Homebrew Channel Installer, version beta 8 (c) 2008 Team Twiizers Loding installation data... Title ID 0001000148415858 Checking system... Ready to install. Press ACCEPT to continue or CANCEL to abort. The Homebrew Channel Installer, version beta 8 (c) 2008 Team Twiizers Loding installation data... Title ID 0001000148415858 Checking system... Ready to install. Press ACCEPT to continue or CANCEL to abort. Starting installation... User already has 1 tickets. Deleting them. Deleted ticket... Installing ticket... Adding title... Adding content ID 00000000 (cfd 0) ........................................ Done (0x9bdb0 bytes) Adding content ID 00000001 (cfd 0) ........................................ Done (0xb4b80 bytes) Installation complete! Pres ACCEPT or CANCEL to exit to the Wii System Menu. Returning to the Wii System Menu... フォルダ構成 apps/*/boot.elf 実行ファイルです apps/*/icon.png 表示されるアイコンです 128x48のサイズで用意してください apps/*/meta.xml ツールの詳細を記述するファイルです ?xml version="1.0" encoding="UTF-8" standalone="yes"? app version="1" name ツール名 /name coder 作者 /coder version バージョン /version release_date リリース日時 /release_date short_description ツールの簡易詳細 /short_description long_description ツールの詳細 /long_description /app アンイストール方法 システムメニューから削除してください 中指カーソル 以前にHomebrew Channelのnolomit版をインストールしているとこのようなカーソルが表示されます 一度Homebrew Channelのnolimit版をwad化したものをWAD Uninstallerを用いてアンインストールすることで解決します 注意事項 SDアダプタははずしておく事 README.txtにも書かれているようにSDGecko等のSDアダプタははずしておきましょう フロントSDからファイルを読み込めず起動しても何も表示されません The Homebrew Channel Beta 8 Wiibrew.org 2008/06/06 In this archive, you will find the following files README.txtThis file boot.elfMain channel installer wiiload/USBGecko / TCP loader client wiiload/win32/wiiload.exePrecompiled binary for Windows wiiload/lin32/wiiloadPrecompiled binary for Linux (x86) wiiload/osx/wiiloadPrecompiled binary for Mac OS X (Universal) wiiload/wiiload.tgzSource code Update instructions If you have previously installed The Homebrew Channel, you can update it. If this is the first time you are installing it, see below for Installation Instructions. The easiest way to update is using the built-in Online Update functionality. Simply configure the WiFi network settings for your Wii for proper Internet connectivity,and boot up the channel. If the connection is established, you'll see an opaque white (not semitransparent) world icon in the lower right corner, and an update prompt will automatically appear. Accept it to begin downloading the update. If you cannot or do not want to connect your Wii to the Internet, simply run the boot.elf file using any homebrew booting method. For example, you can upload it using wiiload or you can make a directory inside /apps (for example, /apps/Update) and copy boot.elf there. Then, simply run it from the previous version of the channel. Installation instructions The suggested way to install the Homebrew Channel is by using Zelda The Twilight Pricess with the Twilight Hack, which is available at http //wiibrew.org/index.php?title=Twilight_Hack. After installing the Twilight Hack savegame, format an SD card (as FAT16; must be =2GB, non-SDHC) and place the contents of this distribution in the root directory of that card. Boot.elf must be in the root directory, and you must have a directory named "apps" inside the root directory. (You can delete the wiiload files from the SD card, as they are not needed.) Execute the Twilight Hack, and it will load and run boot.elf from the SD card. You will be presented with a disclaimer screen about the dangers of installing this hack (discussed here as well, below); follow the instructions. After this process has completed, you should have a new Homebrew Channel in your System Menu. You may safely delete the boot.elf file from the SD card; it is no longer needed. Adding and customizing apps All user applications should be stored in their own subdirectory inside of apps/; some examples have been provided. Each subdirectory should have at least three files; ScummVM will be used as an example. apps/ScummVM/boot.[dol|elf] main executable to be loaded apps/ScummVM/icon.png icon to be displayed in the Homebrew Channel Menu; should be 128 x 48 apps/ScummVM/meta.xml XML description of the channel. This format will change for future releases of the Homebrew channel, but we will try to remain backwards-compatible. See the included files for information on what data should be included in this file. Staying current with new releases Relax, you will not need to do anything to keep up with new releases of the Homebrew Channel. When a new version is available, a message will appear giving you the option to download and install the new version, if your Wii is configured to connect to the Internet. Uninstallation You may uninstall the channel as you would any other channel, by using the Data Management screen of the Wii Menu. RISKS, CAUTIONS, and SYSTEM UPDATES Any persistent modification to your system (meaning, anything that does not go away when you turn off your Wii) carries some inherent risk. We have worked hard to avoid this whereever possible, but we are unable to test all possible configurations. We do, however, believe that our channel is safer to install than any other homebrew channel that has been released, and once you have installed it we hope you will never need to install another! A special note about System Updates The Homebrew Channel relies on certain security flaws (fakesigned TMD and ticket) that may eventually be fixed in future versions of the Wii System Software. When these flaws are fixed, you may not be able to install this channel for the first time. It is not clear what will happen to users who have already installed this channel. We have done extensive simulation testing with the current System Menu and the (currently dormant) IOS37, and we believe there is no danger to your system, even if you upgrade. That having been said, we are releasing this software to you in the hope that you will find it useful. We can not and will not offer you any warranty on the functionality of this software, or its impact on your Wii System. We have made our best effort to ensure its safety and to honestly explain the risks involved, but the decision (and responsibility) is ultimately up to you. We recommend that you check for news at http //wiibrew.org about com patibility with new Nintendo System Updates before installing them; we will test each update as soon as it is publicly available, and will announce whether any issues have been discovered.
https://w.atwiki.jp/playstarvista/pages/25.html
欲しいアイテムがありましたらゲーム内でWISかMEMOをお願いします。 スキル/スペル共通 戦士 修道士 盗賊 聖職者 魔術師 騎士 吟遊詩人 守護動物 スキル/スペル 共通 戦士 修道士 盗賊 聖職者 魔術師 騎士 吟遊詩人 守護動物
https://w.atwiki.jp/dominions4/pages/308.html
自身に切断・打撃・刺突と火炎への耐性を与えます Temper Flesh 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 flesh of the caster is tempered with earth magic and made highly resistant to physical damage as well as fire. 和訳 術者の肉体は地の魔法により鍛えられ、物理的な損傷および火炎への耐性を得ます。 解説 火炎耐性のおまけがついた対物理三属性の防御魔法。物理耐性は強弱がないので他と同じく半減で、火炎耐性は5増加する。 単独では大きな効果は持たないものの、HPと防御力が十分に高ければ物理半減は有益な追加となる。武器による攻撃なら大半に対応できるので、腐ることはまずない。 火炎耐性も少量ではあるが、本来は地魔法の管轄外であることを思えばあるだけでも優秀。Heat能力の影響ぐらいは無効化できるし、低威力な範囲攻撃の巻き添えぐらいならかなりの軽減を期待できる。 コメント 名前 コメント
https://w.atwiki.jp/peckoltia/pages/31.html
Sleeper s Tomb Unearthed Sleeper s Tomb Unearthed 画像 アイテム名 装備部位 クラス 備考 アイテムリンク Gloust M raチャーム1イアリング1 石灰化トワイン チャーム ファイタースカウト \aITEM 794189434 1960354827 石灰化トワイン\/a すっかり縮んだドラキーンの首 チャーム ファイタースカウト \aITEM -1708534452 -603263652 すっかり縮んだドラキーンの首\/a 記念のかぎ爪のトリンケット チャーム プリーストメイジ \aITEM -1729229629 771702473 記念のかぎ爪のトリンケット\/a グルーストの手 チャーム プリーストメイジ \aITEM 138523857 -528113024 グルーストの手\/a ドラキーンのうつろ骨のイヤリング イアリング ファイター \aITEM 91285510 -589297789 ドラキーンのうつろ骨の\ri イヤリング\ earring\/r\/a ドラキーンのフープ イアリング スカウトファイター \aITEM -1439371333 20419166 ドラキーンのフープ\/a 原ベリウムのスタッド イアリング プリーストメイジ \aITEM 8284792 -1172255056 原ベリウムのスタッド\/a ドレイクかぎ爪のイアスパイク イアリング メイジプリースト \aITEM 282847607 -1454152208 ドレイクかぎ爪のイアスパイク\/a Silis On Va武器1リスト1 青のフラグメント フラグメント 必ず出る \aITEM 780724949 -910217740 青のフラグメント\/a 原ベリウムのロングソード ソード1H斬撃 プレートファイターBST除くスカウト \aITEM 417707234 1797471146 原ベリウムのロングソード\/a 原ベリウムのマーシャルスタッフ スタッフ1H打撃 ファイターBST \aITEM -975580995 -396827655 原ベリウムのマーシャルスタッフ\/a 原ベリウムのシャンク ダガー1H刺突 スカウト \aITEM 1524221891 1380146663 原ベリウムのシャンク\/a 原ベリウムのウィザードダガー ダガー1H刺突 メイジDFLMST \aITEM -646459780 140777999 原ベリウムのウィザードダガー\/a ワイバーンロードのリストレット リスト ファイター \aITEM -1802319212 1305508753 ワイバーンロードのリストレット\/a ワイバーンロードの鱗のブレイス リスト スカウトファイター \aITEM 1537024134 -1314397043 ワイバーンロードの鱗のブレイス\/a モルテインハイドのブレスレット リスト プリースト \aITEM 647526894 -1630890702 モルテインハイドのブレスレット\/a 地獄のかぎ爪のリストレット リスト メイジプリースト \aITEM -709777634 173607104 地獄のかぎ爪のリストレット\/a Sorrn Dontroイアリング1指輪1 赤のフラグメント フラグメント 必ず出る \aITEM 1156105113 -1855427921 赤のフラグメント\/a 埃をかぶった学芸員の書物 イアリング ファイター \aITEM 226482343 726117038 埃をかぶった学芸員の書物\/a 旧き指骨のイアスタッド イアリング スカウトファイター \aITEM -1032834379 -890336987 旧き指骨のイアスタッド\/a ミニチュア版原ベリウムのダガーのイヤリング イアリング プリースト \aITEM -1082823715 413808320 ミニチュア版\ri 原ベリウムの\ Primal Velium \/r\ri ダガー\ Dagger\/rの\ri イヤリング\ earring\/r\/a 識別のボーンスパイク イアリング メイジプリースト \aITEM 1281144109 1089222101 識別のボーンスパイク\/a 識別のマウンティング 指輪 ファイタースカウト \aITEM -1678099 -856713681 識別のマウンティング\/a 識別のリング 指輪 スカウトファイター \aITEM 210770511 1276835980 識別のリング\/a 識別の紋付バンド 指輪 プリーストメイジ \aITEM 1334113916 -1968400681 識別の紋付バンド\/a 識別の紋付リング 指輪 メイジプリースト \aITEM -221631042 -1485326557 識別の紋付リング\/a 森のネクサス アドーンメント \aITEM -554721472 1702092938 森のネクサス\/a いかづちのネクサス アドーンメント \aITEM -303182818 1218109580 いかづちのネクサス\/a Mazarine the Queen武器orシンボル1腰1 金のフラグメント フラグメント 必ず出る \aITEM 1619781103 -1412109799 金のフラグメント\/a 武人のスパイク付きガントレット 拳法1H斬撃 BRUMNKBST \aITEM 660287583 901101020 武人のスパイク付きガントレット\/a プライマルの彫刻ショートソード ソード1H斬撃 スカウト \aITEM 24136069 -987361610 プライマルの彫刻ショートソード\/a 古代プライムのタブレット 左手or遠隔シンボル プリーストメイジ \aITEM -71478603 -1976196849 古代プライムのタブレット\/a 物悲しく嘆く者の霊体オーブ 左手or遠隔シンボル メイジ \aITEM -1720136947 -1507023941 物悲しく嘆く者の霊体オーブ\/a バンシー・クイーンの霊体ガードル 腰 ファイター \aITEM -1268914037 -500341786 バンシー・クイーンの霊体ガードル\/a バンシー・クイーンのベルト 腰 スカウトファイター \aITEM 19030973 1175443602 バンシー・クイーンのベルト\/a バンシー・クイーンの霊体ベルト 腰 プリーストメイジ \aITEM 65387058 1950980155 バンシー・クイーンの霊体ベルト\/a バンシー・クイーンの銀張りベルト 腰 メイジプリースト \aITEM -1823866336 -1232830420 バンシー・クイーンの銀張りベルト\/a Drels Ma Gor武器1チャーム1 オーバロードのタリスマン チャレンジアイテム 必ず出る \aITEM 620003967 -2105005084 オーバロードのタリスマン\/a 原ベリウムのクレイモア グレートソード2H斬撃 プレートファイター \aITEM -1771392255 1349056140 原ベリウムのクレイモア\/a 原ベリウムのボースタッフ スタッフ2H打撃 ファイターBST \aITEM 1263982430 1730954080 原ベリウムのボースタッフ\/a 原ベリウムのブラジョナー グレートハンマー2H打撃 プリースト \aITEM 2137606306 828288369 原ベリウムのブラジョナー\/a 原ベリウムのメイジスタッフ スタッフ2H打撃 メイジプリースト \aITEM 497864986 -270786094 原ベリウムのメイジスタッフ\/a プライマルのドラコナイト製彫刻トーテム チャーム ファイタースカウト \aITEM -1393044798 -493041436 プライマルのドラコナイト製彫刻トーテム\/a プライマルのドラコナイト製オーバーロードのトーテム チャーム スカウトファイター \aITEM 1602333792 797381862 プライマルのドラコナイト製オーバーロードのトーテム\/a オーバーロードのドラコナイトのトーテム チャーム プリーストメイジ \aITEM 479543379 -1718251691 オーバーロードのドラコナイトのトーテム\/a プライマルのドラコナイト製トーテム チャーム メイジプリースト \aITEM -1579443311 2049419929 プライマルのドラコナイト製トーテム\/a 酸のネクサス アドーンメント \aITEM -239853315 -1769758829 酸のネクサス\/a Ancient Sentinel遠隔1リスト1 黒のフラグメント 必ず出る \aITEM -298046348 -1964320260 黒のフラグメント\/a 原ベリウムのロングボウ 遠隔弓 スカウトプレートファイター \aITEM -1328703646 1425782429 原ベリウムのロングボウ\/a 原ベリウム礫のサチェル 遠隔投擲 スカウトBSKBRUGRDMNK \aITEM 484791793 -215698627 原ベリウム礫のサチェル\/a 原ベリウムのショートボウ 遠隔弓 スカウト \aITEM -157172272 -1134942777 原ベリウムのショートボウ\/a 番兵のセプター 遠隔ワンド プリースト \aITEM 654595594 1569861413 番兵のセプター\/a 解体のセプター 遠隔ワンド メイジプリースト \aITEM 1690749027 2002663602 解体のセプター\/a 近衛兵の壊し屋のブレスレット リスト ファイター \aITEM -1687625671 -1910817749 近衛兵の壊し屋のブレスレット\/a 近衛兵の壊し屋のバングル リスト スカウトファイター \aITEM -1555868541 -1560388603 近衛兵の壊し屋のバングル\/a 近衛兵の壊し屋のブレイス リスト プリーストメイジ \aITEM 483402105 942582275 近衛兵の壊し屋のブレイス\/a 近衛兵の壊し屋のリストレット リスト メイジプリースト \aITEM 1762118718 366143521 近衛兵の壊し屋のリストレット\/a 森のネクサス アドーンメント \aITEM -554721472 1702092938 森のネクサス\/a Eidolon of Ventaniフラグメント - 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https://w.atwiki.jp/bemanimusicwiki/pages/1544.html
1999/04/10 発売 収録総数:16曲AC初出:11曲 AC先行:3曲 CS初出:2曲 タイトル アーティスト 備考 AC初出/移植 DanceDanceRevolution BOYS SMiLE.dk DancemaniaNORMALモード:クリア ←2ndMIX先行 butterfly SMiLE.dk Dancemania ←1st HAVE YOU NEVER BEEN MELLOW THE OLIVIA PROJECT Dancemania ←1st I believe in miracles HI-RISE DancemaniaNORMALモード:クリア ←2ndMIX先行 KUNG-FU FIGHTING BUS★STOP featuring CARL DOUGLAS Dancemania ←1st LET S GET DOWN JT PLAYAZ Dancemania ←1st LITTLE BITCH THE SPECIALS Dancemania ←1st MAKE A JAM! U1 NORMALモード:10回クリア 2ndMIX Link→ MAKE IT BETTER mitsu-O! ←1.5 MY FIRE X-TREME Dancemania ←1st PARANOiA 180 FINAL STAGE ←1st PARANOiA KCET~clean mix~ 2MB HARDモード:100回クリア 2ndMIX Link→ PARANOiA MAX~DIRTY MIX~ 190 HARDモード:500回クリア ←2ndMIX先行 STRICTLY BUSINESS MANTRONIK VS EPMD Dancemania ←1st THAT S THE WAY(I LIKE IT) KC THE SUNSHINE BAND Dancemania ←1st TRIP MACHINE DE-SIRE ←1.5
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アーケット・アケンの門(The Gates of Ahket Aken) デザート・オブ・フレイム(DoF)のレイド用インスタンス。リビング・トゥームとおなじ入り口から入る。入場すると6日間再入場できない。内部でリバイブ可能。 初期状態はすべてのMobが敵対的で、Factionのヒットはない。 Court of Trade スライム罠 GoAA内の円形の泉にはすべて、近づくとスライムが現れる罠がある。 スライムはレジェンド箱か鉄箱を出す。 greater slime scavenger x2 冷気無効、毒・病気・打撃耐性 護衛 slime scavenger x1 冷気無効、毒・病気・打撃耐性 Loremaster Viswin Court of Trade左奥にあるスロープの手前。トカゲの巡回の通り道にいる。 Loremaster Viswin 冷気無効、斬撃・毒・炎熱耐性 Swirling Cloud of Blood (毒AoE 27秒) Shock of Poison (単体毒DoT 20秒) 護衛 a raef ew mercenary x3 アサシン罠 Court of Trade奥にあるスロープ(Loremaster Viswinがいる奥)を登っていくとdarkleague assassinとfamiliarが現れる罠がある。 a darkleague assassin 斬撃・炎熱・毒耐性 Painfull Lesson (冷気AoE 27秒) Soul Rend (単体神聖DD 27秒) パワードレイン 護衛 a darkleague familiar 炎熱・打撃耐性、Mez不可 Incadescent Blaze (炎熱AoE 27秒) Ritual Mistress Cheroon スロープを登り、さらに壁を登った右手にいる。 Ritual Mistress Cheroon 冷気無効、毒・打撃耐性 Enthralling Flames (炎熱AoE 27秒) Poison Strike (単体毒DD) 護衛 a vampiric acolyte x2 Divine Calling (神聖AoE 27秒) Asaad Ahk Atum Ritual Mistress Cheroonの位置から、下の円形の泉に飛び降り、その先の斜面を登っていると現れる。 Asaad Ahk Atum 冷気無効、毒・病気・斬撃耐性 Venemous Cloud (毒AoE 25m 30-48秒) 護衛 a skeletal viper x3 毒・病気耐性 ボスより先に護衛を1体でも倒すと、a skeletal viperのエンカウンターがAddする。 Asaad Ahk Atum はGoAAで使用するアミュレットSymbol of Lect'Mun Sulの材料、Spine of Atumを落とす。 Court of Residents 巡回 an Ahket shade 斬撃無効 護衛 a Sul'Dal ravager 刺突耐性 護衛 a bloodless gatekeeper(巡回) Strike of the Massive (打撃AoE 狭範囲 60秒) Foreman Ytalzak トンネルからコートに入った先にある崖下にいる。 Foreman Ytalzak Strike of Massive (打撃AoE 27秒) Stomp of Massive (単体打撃DD 60秒) Desintegration (単体神聖DD 35秒 Foreman Ytalzakが名前をシャウトした対象) Magrick the Destroyer オイルの壁を登り、右手のスロープを上がった先にいる。 スロープを登るとスペクターが現れる罠がある。 a terrified spectre x3 刺突耐性 Magrick the Destroyer 精神無効、魔法・打撃・刺突耐性 Aura of Silence (精神AoE+沈黙 50秒) Wrath of Fury (打撃AoE 60秒 狭範囲) Brutal Bash (打撃AoE 30秒 狭範囲) 護衛 a blood wolf x2 斬撃耐性 Amenhopis Adofo オイルの壁の反対側の壁の上にいる。 Amenhopis Adofo 冷気無効、魔法・神聖・病気・打撃・刺突耐性 Chilling Mist (冷気AoE+ふっとばし 21-50秒) Touch of Corosion (単体冷気DD+アーマーダメージ) MTスタン 護衛 Amenophis Elite Guard x3 冷気無効 Earie Blast (打撃AoE) Court of Priestess 毒蛇罠 Court of Priestessへつづく水路トンネルへ降りると毒蛇が現れる罠がある。 さらに進んだ三叉路でも現れる。 greater skeletal viper 冷気無効、毒・病気耐性 Venemous Cloud (毒AoE 45-60秒) ハンドメイデン罠 Court of Priestessに入ったところにある、円形の泉の右手の登れる壁に近づくとbloodless bruiserが現れる罠がある。 a bloodless bruiser x2 打撃耐性 ふっとばし 護衛 a bloodless gatekeeper x1 Strike of the Massive (打撃AoE 狭範囲 60秒) The Dark Arbiter 円形の泉の右手の、登れる壁の上にいる。 The Dark Arbiter 冷気無効、斬撃・毒・病気耐性 Wrath of Fury (打撃AoE 60秒) Brutal Bash (打撃AoE 70秒) 護衛 Acolyte of Vindication x2 毒耐性 The Dark ArbiterはアミュレットSymbol of Lect'Mun Sulのレシピを落とす。 Dinree 円形の泉の左手のスロープを登っていった先にある、3つのオーブがある広場のWorkbenchに近づくと現れる。 Dinree 精神無効、斬撃・冷気耐性 Aura of Silence (精神AoE+沈黙 55秒) Chilling mist (冷気AoE+スタン 50秒) MTパワードレイン 護衛 Lost Spirit of the Lee x2 冷気・刺突無効 ボスの前に護衛を1体でも倒すと、a Ree Vindicatorが現れてAddする。 Workbenchで、真珠とSpine of AtumでアミュレットSymbol of Lect'Mun Sulを作成できる。 The Guardian of the Orbs スロープを登らず、道を進んだ先、3つのオーブの近くに近づくと現れる。 The Guardian of the Orbs 冷気無効、打撃・刺突・炎熱・魔法耐性 Aura of Silence (精神AoE+沈黙 55秒) Chilling mist (冷気AoE+スタン 50秒) Court of Statue Googhan 池のそばに近づくと現れる。 Googhan 打撃・刺突耐性 Venemous Cloud (毒AoE 50秒) Touch of Corosion (単体冷気DD+アーマーダメージ) 護衛 a greater slime scavenger x2 打撃・毒・病気耐性、Mez不可 Akh-Uzh Orus 北東の壁を登ると現れる。 Akh-Uzh Orus 冷気・斬撃耐性 Op Xigal (打撃AoE 45秒) 護衛 Uzh Disciple x3 冷気耐性 Akh-Mun Rhoen 南東の壁を登るとMalkonis D'Morteが現れる。Court of Priestessにある6つのオーブがすべてクリックされていれば、会話が終わると消えてAkh-Mun Rhoenが現れる。クリックされていないとMalkonis D'Morteはアタック可能状態で現れ、Akh-Mun Rhoenは現れない。 Malkonis D'Morte Lv69epic4 詳細不明 Akh-Mun Rhoen 冷気・斬撃耐性 Op Xigal (斬撃AoE 27秒) Enthralling Flames (炎熱AoE 27秒) Wind Gust (斬撃AoE 前面) 護衛 Uzh Disciple x2 護衛 ahket sentinel x1 打撃・冷気耐性 ボスの前に護衛を1体でも倒すと、別エンカウンターが現れAddする。 作成したアミュレット、the Symbol of Lect MunをAkh-Mun Rhoenに使うとHPが半減し、ゾーン全体をスタンする能力が失われる。
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Humorously Speaking The Entertaining Speaker Speaking to Inform Public Relations Facilitating Discussion Specialty Speeches Speech By Management The Professional Speaker Technical Presentations Persuasive Speaking Communicating On Television Storytelling Interpretive Reading Interpersonal Communication Special Occasions Speech Humorously Speaking 1. Warm Up Your Audience • Prepare a speech that opens with a humorous story • Personalize the story • Deliver the story smoothly and effectively Time 5-7 minutes 2. Leave Them with a Smile • Prepare a serious speech that opens and closes with a humorous story. • Prepare a closing story that reemphasizes the speech s main point. • Deliver the stories smoothly and effectively Time 5-7 minutes 3. Make Them Laugh • Prepare a speech that opens and closes with humorous stories • Include jokes in the speech body to illustrate points or maintain audience interest • Deliver the jokes and stories smoothly and effectively Time 5-7 minutes 4. Keep Them Laughing • Prepare a speech that opens with a self-deprecating joke. • String together two or three related jokes in the speech body. • Close the speech with a humorous story. Time 5-7 minutes 5. The Humorous Speech • Use exaggeration to tell a humorous story. • Entertain the audience. • Effectively use body language and voice to enhance the story. Time 5-7 minutes The Entertaining Speaker 1. The Entertaining Speech • Entertain the audience through use of humor and/or drama drawn from your personal experience • Organize an entertaining speech for maximum audience impact Time 5-7 minutes 2. Resources for Entertainment • Draw humorous and/or dramatic material from sources other than your own personal experience • Adapt your material to suit your topic, your own personality and the audience. Use entertaining material as a means of conveying a serious message Time 5-7 minutes 3. Make Them Laugh • Prepare a humorous speech drawn from your own experience • Strengthen the speech by adapting and personalizing humorous material from outside sources • Deliver the speech in a way that makes the humor effective Time 5-7 minutes 4. A Dramatic Talk • Develop an entertaining dramatic talk about an experience or incident, or give a dramatic reading • Include vivid imagery, characters and dialogue • Deliver the talk in an interpretative manner Time 5-7 minutes 5. Speaking After Dinner • Prepare an entertaining after-dinner talk on a specific theme • Deliver the talk extemporaneously, using the skills developed in the preceding entertainment projects Time 8-10 minutes Speaking to Inform 1. The Speech to Inform • Select new and useful information for presentation to the audience • Organize the information for easy understandability and retention • Present the information in a way that will help motivate the audience to learn Time 5-7 minutes 2. Resources for Informing • Analyze the knowledge level of your audience regarding your chosen subject • Focus your presentation at the audience s level of knowledge • Build a supporting case for each major point through use of explanation, examples and information gathered in research • Effectively use at least one visual aid to enhance the audience s understanding Time 5-7 minutes 3. The Demonstration Talk • Prepare a demonstration speech to clearly explain a process, product, or activity • Conduct the demonstration as part of a speech delivered without notes Time 5-7 minutes 4. A Fact Finding Report • Prepare a report on a situation, event, or problem of interest to the audience • Deliver sufficient factual information in your report so the audience can base valid conclusions or a sound decision on it Time 5-7 minutes 5. The Abstract Concept • Research and organize the thought of experts on an abstract concept, theory, historical force, or social/political issue • Present the ideas in a clear and interesting manner Time 6-8 minutes Public Relations 1. The Goodwill Speech • Prepare a talk that will build goodwill for your organization by supplying useful information of interest to the audience • Favorably influence the audience by skillful and friendly delivery of your talk Time 5-7 minutes 2. The Radio Talk Show • Prepare a talk designed to build goodwill toward it by presenting factual information • Understand the dynamics of a successful talk show • Prepare for the questions that may be asked of you during the radio interview Time 3-5 minutes for presentation, plus 2-3 minutes for Q A 3. The Persuasive Approach • Direct a persuasive appeal to the audience s self-interests using a combination of fact and emotion in a speech delivered in such a manner that it appears extemporaneous. Persuade the audience to adopt your viewpoint by the use of standard persuasive techniques • Use at least one visual aid to enhance the audience’s understanding Time 5-7 minutes 4. Speaking Under Fire • Prepare a talk to persuade a hostile audience at least to consider your position on a controversial issue • Demonstrate sincerity when presenting your viewpoint Time 3-5 minutes for presentation, plus 2-3 minutes for Q A 5. The Crisis Management Speech • Learn strategies for communicating to the media about a company crisis • Prepare a speech for the media about a company crisis that builds and maintains a positive image for the company Time 4-6 minutes, and 3-5 minutes for the Q A Facilitating Discussion 1. The Panel Moderator Objectives • Select a topic for a panel discussion Identify differing viewpoints to be addressed by panelists • Organize and moderate a panel discussion Recommended Time 20 -30 Optional Time 22 ~ 26 2. The Brainstorming Session Objectives • Select a problem for a brainstorming session for which you serves facilitator • Conduct a brainstorming session • Have participants reduce the list of ides to the three best Recommended Time 31 ~ 33 Optional Time 20 ~ 22 3. The Problem-solving Discussion Objectives • Discuss the three ideas generated in Project 2 • Determine which one best resolves the problem Recommended Time 26 ~ 31 Optional Time 19 ~ 23 4. Handling Challenging Situations Objectives • Select a problem and ask club members to discuss and resolve it by either a majority vote or by compromise • Serve as facilitator for the discussion Effectively handle any member s behavioral problems that may interfere with the discussion Recommended Time 22 ~ 32 Optional Time 12 ~ 21 5. Reaching a Consensus Objectives • To select a problem for the group to discuss and resolve • As facilitator, help the group reach a consensus Recommended Time 31 ~ 37 Optional Time 20 ~ 26 Specialty Speeches 1. Speak Off the Cuff Objectives • Develop an awareness of situations in which you might be called upon to deliver an impromptu speech • Understand how to prepare for impromptu speaking • Develop skill as a speaker in the impromptu situation by using one or more patterns to approach a topic under discussion; for example, comparing a past, present, and future situation or before and after Time 5-7 minutes 2. Uplift the Spirit Objectives • Identify and understand the basic differences and similarities between inspirational speeches and other kind of speeches • Learn how to evaluate audience feeling and establish emotional rapport • Develop a speech style and delivery that effectively expresses inspirational content by moving the audience to adopt your views Time 8-10 minutes 3 Sell a Product Objectives • Understand the relationship of sales technique to persuasion • Skillfully use the four steps in a sales presentation attention, interest, desire, action • Identify and promote a unique selling proposition in a sales presentation • Be able to handle objections and close a prospective buyer Time 10-12 minutes 4. Read Out Loud Objectives • Arrive at an understanding of the elements that comprise oral interpretation and how it differs from preparing and giving a speech • Learn the preparation or planning techniques of effective interpretation • Learn the principles of presentation and develop skill in interpretive reading with regard to voice and body as instruments of communication Time 12-15 minutes 5. Introduce the Speaker Objectives • Focus on the special occasion talk from the standpoint of the introducer (function chairman, toastmaster, master of ceremonies) • Become knowledgeable and skilled in the functions associated with the master of ceremonies • Handle the introduction of other speakers at a club meeting. Time Duration of a club meeting. (To be arranged with the EVP) Speech By Management 1. The Briefing Objectives • Apply the key steps in the preparation of a briefing and the organization of material • Give a briefing according to a specific objective so the audience will have an understanding of the information • Effectively handle a question-and-answer session following the briefing Time 8-10 minutes for speech, 5 minutes for question period 2. The Technical Speech Objectives • Convert a technical paper or technical material and information into a technical speech • Organize a technical speech according to the inverted-pyramid approach • Write a technical speech as "spoken language," not as an article • Give the speech by effectively reading out loud Time 8-10 minutes 3. Manage and Motivate Objectives • Understand the concept and nature of motivational method in management. • Apply a four step motivational method with the Objectives to persuade and inspire. • Deliver a motivational speech to persuade an audience to agree with your management proposal. Time 10-12 minutes 4. The Status Report Objectives • Organize and prepare a status report involving the overall condition of a plan or program, or performance of a department or company in relation to goals. • Construct the report according to a four-step pattern. • Give an effective presentation of the report. Time 10-12 minutes 5. Confrontation The Adversary Relationship Objectives • Understand the definition and nature of the adversary relationship. • Prepare for an adversary confrontation on a controversial management issue. • Employing appropriate preparation methods, strategy, and techniques, for communicating with an adversary group as the representative of your company or corporation. Time 5 minutes for speech,10 minutes for question period The Professional Speaker 1. The Keynote Address Objectives • Identify the basic differences between keynotes speeches and other kinds of speeches. • Learn how to evaluate audience feeling and establish emotional rapport. • Learn and use the professional techniques necessary for a successful keynote presentation. • Develop a speech style and delivery that effectively inspires and moves the audience to adopt your views as a collective reaffirmation of its own. Time 15-20 minutes 2, Speaking to Entertain Objectives • Entertain the audience through the use of humor drawn from personal experience and from other material that you have personalized. • Deliver the speech in a way that makes the humor effective. • Establish personal rapport with your audience for maximum impact. Time 15-20 minutes 3. The Sales Training Speech Objectives • Tell a sales audience how to sell a product by using a planned presentation. Inform a sales training audience about the human experience of the buyer-seller relationship. • Use entertaining stories and dynamic examples of sales situations. Inspire salespeople to want succeed in selling. Time 15-20 minutes 4. The Professional Seminar Objectives • Plan and present a seminar with specific learning Objectives. • Relate to the audience by using a seminar presentation style. • Use seminar presentation techniques to promote group participation, learning and personal growth. Time 20-40 minutes 5. The Motivational Speech Objectives • Understand the concept and nature of motivational speaking. • Apply a four-step motivational method with the purpose of persuading and inspiring. Deliver a motivational speech to persuade an audience to emotionally commit to an action. Time 15-20 minutes Technical Presentations 1. The Technical Briefing Objectives • Using a systematic approach, organize technical material into a concise presentation. • Tailor the presentation to the audience s needs, interests and knowledge levels. Time 8-10 minutes 2. The Proposal Objectives • To prepare a technical presentation advocating a product, service, idea or course of action. • To present your viewpoint logically and convincingly, using an inverted-pyramid approach. • To effectively use Microsoft PowerPoint with a laptop computer to illustrate your message. • To effectively handle a question-and-answer period. Time 8-10 minutes for speech; 3-5 minute for question period. 3. The Nontechnical Audience Objectives • Understand the principles of communicating complex information to non-technical listeners. • Build and deliver an interesting talk based on these principles. • Answer audience questions that arise during the presentation. • Use a Microsoft PowerPoint slideshow to illustrate your message. Time 10-12 minutes 4. Presenting a Technical Paper • Deliver an interesting speech based on a technical paper or article. • Effectively use a Microsoft PowerPoint slideshow to illustrate your theme. • Provide additional information, such as answers to questions, using a flipchart. Time 10-12 minutes 5. Enhancing a Technical Talk with the Internet • Understand the nature and process of a technical presentation supported with professional-level visual aids. • Arrange pre-meeting communications via e-mail • Find or create a post-meeting Web site for further dissemination of information supporting or enhancing your verbal presentation. You may create a web page and add it to your club s Web site, making use of podcasting, webcasting or a basic internet template Time 12-15 minutes Persuasive Speaking 1. The Effective Salesperson • Learn a technique for selling an inexpensive product in a retail store. • Recognize a buyer s thought processes in making a purchase. • Elicit information from a prospective buyer through questions. • Match a buyer s situation with the most appropriate product. Time 8-12 minutes 2. Conquering the Cold Call • Learn a technique for “cold call” selling of expensive products or services. • Recognize the risks buyers assume in purchasing. • Use questions to help the buyer discover problems with his or her current situation. • Successfully handle buyer s objections and concerns. Time 10-14 minutes 3. The Winning Proposal • Prepare a proposal advocating an idea or course of action • Organize the proposal using the six-step method provided. Time 5-7 minutes 4. Addressing the Opposition • Prepare a talk on a controversial subject that persuades an audience to accept or at least consider your viewpoint. • Construct the speech to appeal to the audience s logic and emotions. Time 7-9 minutes for the speech; 2-3 minutes for the Q A period. 5. The Persuasive Leader • Communicate your vision and mission to an audience. • Convince your audience to work toward achieving your vision and mission. Communicating On Television 1. Straight Talk • To effectively present an opinion or viewpoint in a short time • To stimulate giving a presentation as part of a television broadcast Time 3 minutes plus or minus 30 seconds 3. The Talk Show • To understand the dynamics of a television interview or "talk" show • To prepare for the questions that may be asked of you during a television interview program • To present a positive image on the television camera. • To appear as a guest on a simulated television talk show Time 10 minutes plus or minus 30 seconds 4. When You re the Host • To conduct a successful television interview • To understand the dynamics of a successful television interview or "talk" show • To prepare questions to ask during the interview program • To present a positive, confident image on the television camera Time 10 minutes plus or minus 30 seconds 5. The Press Conference • To understand the nature of a television press conference • To prepare for an adversary confrontation on a controversial or sensitive issue • To employ appropriate preparation methods and strategies for your organizations viewpoint • To present and maintain a positive image on television Time 4-6 minutes for presentation 8-10 minutes for question period 6. Training On Television • To learn how to develop and present an effective training program on television • To receive personal feedback through the videotaping of your presentation Time 5-7 minutes for the presentation, plus 5-7 minutes for playback of the videotape Storytelling 1. The Folk Tale • To tell a folk tale that is entertaining and enjoyable for a specific age group • To use vivid imaginary and voice to enhance the tale Time 7-9 minutes 2. Let’s Get Personal • To learn the elements of a good story • To create and tell an original story based on a personal experience Time 6-8 minutes 3. The Moral of the Story • To understand that a story can be entertaining yet display moral values. • To create a new story that offers a lesson or moral • To tell the story, using the skills developed in the previous two projects Time 4-6 minutes 4. The Touching Story •To understand the techniques available to arouse emotion •To become skilled in arousing emotions while telling a story Time 6-8 minutes 5. Bringing History to Life • To understand the purpose of stories about historical events or people • To use the storytelling skills developed in the preceding projects to tell a story about a historical event or person Time 7-9 minutes Interpretive Reading 1. Read A Story • To understand the elements of interpretive reading • To learn how to analyze a narrative and plan for effective interpretation • To learn and apply vocal techniques that will aid in the effectiveness of the reading Time 8-10 minutes 2. Interpreting Poetry • To understand the differences between poetry and prose • To recognize how poets use imaginary, rhythm, meter, cadence and rhyme to convey the meanings and emotions of their poetry • To apply vocal techniques that will aid in the effectiveness of the reading Time 6-8 minutes 3. The Monodrama • To understand the concept and nature of the monodrama • To assume the identity of a character and to portray the physical and emotional aspects of this character to an audience Time 5-7 minutes 4. The Play • To adapt a play for interpretive reading • To portray several characters in one reading, identifying them to the audience through voice changes and movement. Time 12-15 minutes 5. The Oratorical Speech • To understand the structure of an effective speech. • To interpret and present a famous speech. Time 8-10 minutes Interpersonal Communication 1. Conversing with Ease • Identify techniques to use in conversing with strangers • Recognize different levels of conversation. Initiate a conversation with a stranger • Initiate a conversation with a stranger • Use open-ended questions to solicit information for further conversation Time 10-14 minutes 2. The Successful Negotiator • Employ win/win negotiating strategies to achieve your goals. • Enjoy the benefits of win/win negotiating. • To apply vocal techniques that will aid in the effectiveness of the reading Time 10-14 minutes 3. Diffusing Verbal Criticism • Respond non-defensively to verbal criticism. • Employ a five-step method to identify the problem, diffuse the attack and arrive at a solution Time 10-14 minutes 4. The Coach • Determine reasons for someone s substandard performance • Coach the person to improved performance Time 10-14 minutes 5. Asserting Yourself Effectively • Enjoy the mental and physical benefits of being assertive • Employ the four-step method for addressing a problem and asking for help • Overcome resistance to your requests Time 10-14 minutes Special Occasions Speech 1. Mastering the Toast • Recognize the characteristics of a toast • Present a toast honoring an occasion or person Time 2-3 minutes 2. Speaking in Praise • Prepare a speech praising or honoring someone, either living or dead • Address five areas concerning the individual and his/her accomplishments • Include anecdotes illustrating points within the speech Time 5-7 minutes 3. The Roast • Poke fun at a particular individual in a good-natured way • Adapt and personalize humorous material from other sources • Deliver jokes and humorous stories effectively Time 3-5 minutes 4. Presenting an Award • Present an award with dignity and grace • Acknowledge the contributions of the recipient Time 3-4 minutes 5. Accepting an Award • Accept an award with dignity, grace and sincerity • Acknowledge the presenting organization Time 5-7 minutes
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クレリックのアーキタイプ Cleric Archetypes Angelfire Apostle Angelfire Apostle 出典 Healer's Handbook 7ページ Angelfire apostles use the powers of good to avoid violence when possible and cleanse both maladies and evil creatures with blinding flames. Angelfire apostles typically follow Sarenrae, but a few serve empyreal lords such as Ragathiel. Armor Proficiency:Angelfire apostles are not proficient with medium armor. This ability alters the cleric’s armor proficiency. Diminished Spellcasting/Diminished Spellcasting:An angelfire apostle is less concerned with the traditional divine magic that many religious adherents receive. The angelfire apostle receives one fewer spell slot at each spell level. When an angelfire apostle gets no spells per day at a spell level, he can cast domain spells of that level normally, but can only cast nondomain spells of that level if he gets them as bonus spells. This ability alters the cleric’s spellcasting. Extra Channel/Extra Channel:At 1st level, the angelfire apostle gains Extra Channel as a bonus feat. Channel Angelfire(超常)/Channel Angelfire:An angelfire apostle must be of good or neutral alignment and must choose to channel positive energy, even if his deity is neutral or if he is not devoted to a particular deity. When an angelfire apostle channels positive energy, affected nongood creatures are dazzled for 1 round, with no saving throw for this effect, in addition to experiencing the normal effects of channel energy. This ability alters channel energy. Versatile Healing Channel(擬呪)/Versatile Healing Channel:At 5th level, the angelfire apostle can spend two uses of his channel energy ability to cast remove blindness/deafness or lesser restoration as a spell-like ability. At 7th level, he can choose remove disease or remove paralysis. At 9th level, he can choose neutralize poison. At 11th level, he can choose breath of life. At 13th level, he can choose heal. At 15th level, he can choose regenerate. At 17th level, he can choose restoration but cannot affect permanent negative levels. At 19th level, he can choose resurrection but can affect only a target that has been dead no more than 1 round per his cleric level. Cleansing Flames(超常)/Cleansing Flames:At 9th level, the angelfire apostle becomes a direct conduit for the righteous power of his deity. Whenever the angelfire apostle casts a spell that belongs to the healing subschool that is a lower spell level than the highest spell he can cast, he can unleash a blast of flames as a swift action by expending one use of his channel energy ability. The flames last for 1 round and fill a contiguous area equal to one 10-foot cube per level of the healing spell cast (at least one side of the cube must be adjacent to the angelfire apostle’s space). The flames deal 1d4 points of damage per spell level. Half of the damage is fire damage, and half is raw divine power not subject to fire resistance or immunity. Any creature in the area can halve the damage with a successful Reflex saving throw against the spell’s DC. The angelfire apostle can use this ability a number of times per day equal to his Charisma modifier. Appeaser Appeaser 出典 Agents of Evil 15ページ A rare few seek the power of dark forces for brighter ends by focusing on the utilitarian aspects of a god’s portfolio, appeasing their deities through high praise and glorifying their chosen gods’ unaligned aspects. Aura(変則)/Aura:An appeaser always has an evil aura regardless of his actual alignment. This alters aura. Channel Utility(超常)/Channel Utility:An appeaser channels negative energy, but also gains limited access to positive energy. At 5th level, an appeaser can channel positive energy as a full-round action, but he treats his cleric level as if it were 4 lower when determining the amount of damage he can deal to undead and the amount of hit points he can restore to living creatures. This ability alters channel energy. Divine Apologist(変則)/Divine Apologist:An appeaser must worship an evil god. His alignment must be within one step of his deity’s, but he himself cannot have an evil alignment. An appeaser cannot cast any spells with the good or evil descriptor. This alters the cleric’s alignment and spells. Mollified Domain(超常)/Mollified Domain:At 1st level, an appeaser gains no domain or domain bonus spells. Once per day as a standard action, he can sacrifice his own force of will to gain divine providence. Doing so deals 1d3 points of Charisma damage to the appeaser, and allows him to select a single domain offered by his deity (except the Evil domain or its subdomains). The appeaser gains access to any granted powers offered by the domain he would otherwise qualify for, and can sacrifice a prepared spell to cast a domain spell from that domain just as if he were spontaneously casting a cure or inflict spell. He retains access to this domain for a number of minutes equal to 1/2 the appeaser’s cleric level + plus his Wisdom modifier. Any domain abilities that can be used a limited number of times per day can be used only once each time that particular domain is invoked. An appeaser can gain a mollified domain one additional time per day (taking Charisma damage each time) at 4th level and every 3 levels thereafter, to a maximum of seven times per day at 19th level. An appeaser can invoke only a single mollified domain at a time. This ability modifies the cleric’s domains class feature. アスモデウス派弁護士 Asmodean Advocate 出典 Dirty Tactics Toolbox 16ページ アスモデウス信者にとって、交渉や契約で使われる言葉は彼らの意図よりも重要である。法の言葉は尊重されるべきだが、抜け穴と漠然とした言葉遣いはすべての法律の一部である。アスモデウス派弁護士は、言葉の達人であり、彼らの言葉のように些細に見えても裏切り者のクリーチャーと手を組んでいる。 契約の縛り(変則)/Pact-Bound:アスモデウス派弁護士は、自身の神格としてアスモデウスを選択し、欺きの領域を選択しなければならない。2番目の領域を得ない。神格を変更するとこのアーキタイプを失い、通常の元クレリックとなる。この能力は領域を変更する。 蛇(超常)/Serpent:アスモデウス派弁護士は、ヴァイパーの使い魔を選択しなければならない。ヴァイパーは超常能力としてアスモデウス派弁護士が選択した言語1つを話す。 悪魔は細部に宿る(変則)/Devil in the Details:1レベルの時点で、アスモデウス派弁護士は自分の言葉を慎重に選ぶことを学び、聴衆者を欺くようなことを言ったとしても、その言葉は技術的に真実であるかのように言い表せる。〈はったり〉と〈交渉〉判定で〈職能:法律家〉技能を使用できる。この利益は自身の使い魔にも及ぶ。アスモデウス派弁護士は偽造に関連する〈言語学〉判定と全ての〈職能:法律家〉判定に、クレリック・レベルの半分に等しい洞察ボーナスを得る(最低+1)。 肩の上のデヴィル(超常)/Shoulder Devil:8レベルの時点で、アスモデウス派の弁護士は、《上級使い魔》特技を持っているかのようにインプの使い魔を選択できる。 Channeler of the Unknown Channeler of the Unknown 出典 Antihero's Handbook 12ページ While most clerics who fall out of favor with their deities simply lose their divine connection and the powers it granted, a few continue to go through the motions of prayer and obedience, persisting in the habits of faith even when their faith itself has faded. Among these, an even smaller number find that while their original deity no longer answers their prayers, something else does an unknown entity or force of the universe channeling its power through a trained and practicing vessel. This is an ex-class archetype and can be taken by a character immediately upon becoming an ex-cleric. EX-CLASS ARCHETYPES The following archetype can be taken by an ex-cleric immediately upon becoming an ex-cleric, regardless of character level, replacing some or all of the lost class abilities. If another archetype the character had before she became an ex-cleric replaces the same ability as the ex-class archetype, she loses the old archetype in favor of the new one; otherwise, she can retain both archetypes as normal. Channelers of the unknown can gain further levels in the cleric class, even though becoming an ex-cleric normally prohibits further advancement in the class. While an ex-member of a class can recant her failings and atone for her fall from her original class (typically involving an atonement spell), her acceptance of her ex-class archetype means she must atone both for her initial fall and for further straying from the path. As a result, such a character must be the target of two atonement spells or a similar effect to regain her lost class features. Upon doing so, she immediately loses this archetype and regains her original class (and archetype, if she had one). Weapon and Armor Proficiency:A channeler of the unknown loses proficiency with her deity’s favored weapon. She instead gains proficiency with one martial or exotic weapon, chosen when she first takes this archetype, which thereafter effectively functions as her holy or unholy symbol for the purposes of class abilities and spellcasting. The weapon chosen cannot be one associated with her former deity. Once she makes this choice, she can’t later change it. This alters the cleric’s weapon and armor proficiency. 呪文:A channeler of the unknown has one fewer spell slot per spell level in which she can prepare spells than normal. She is no longer restricted by alignment descriptors, and she gains access to all spells on the cleric spell list, even spells her alignment would normally prohibit. This alters the cleric’s spells. Unknown Aura(超常)/Unknown Aura:A channeler of the unknown never radiates an alignment aura, as if under the effect of a permanent undetectable alignment spell. This replaces the cleric’s aura. Channel Entropy(超常)/Channel Entropy:A channeler of the unknown can channel entropy as a cleric channels negative or positive energy, releasing a wave of twisting void that harms creatures in the area of effect. The amount of damage dealt is equal to that an evil cleric of her level would deal by channeling negative energy, except it affects living, unliving, and undead creatures alike. This functions in all other ways as a cleric’s channel energy class feature, including benefiting from feats that affect channel energy (such as Selective Channeling). This alters channel energy. Power of the Unknown/Power of the Unknown:A channeler of the unknown has lost the benefit of the domains granted by her deity, but the unknown entity that answers her supplications instead grants her the benefits of one domain from the following list Darkness, Destruction, Luck, Madness, or Void. Instead of a single domain spell slot, the channeler of the unknown gains two domain spell slots per spell level she can cast. A channeler of the unknown cannot select a subdomain in place of the domain available to her. This alters the cleric’s domains. Spontaneous Casting/Spontaneous Casting:Instead of converting prepared spells into cure or inflict spells, a channeler of the unknown can channel stored spell energy into her domain spells. She can lose a prepared spell, including a domain spell, to spontaneously cast a domain spell of the same spell level or lower. This alters spontaneous casting. Crashing Wave Crashing Wave 出典 Blood of the Sea 23ページ A crashing wave cleric can take other feats to augment her balanced channel ability as if it were channel energy, such as Extra Channel and Improved Channel, but not feats that alter this ability, such as Elemental Channel and Alignment Channel. Clerics of Gozreh revere their deity as the embodiment of nature and the incarnation of wind and waves. Clerics who live in or near the sea sometimes embrace the watery aspect of Gozreh over the deity’s other dimensions and take the title of crashing wave. In aquatic communities, a crashing wave is often a healer and spiritual leader. Such clerics understand the tempestuousness and cruelty of the sea, but also its generosity and bounty. Among aquatic creatures, cecaelias, locathahs, and merfolk are the most likely to walk the path of the crashing wave. Gnomes, halflings, and humans living on coastlines or working aboard ships may also answer the call to become crashing waves. Sworn to the Sea/Sworn to the Sea:A crashing wave must select Gozreh as her deity. Speech of the Sea/Speech of the Sea:A crashing wave’s bonus language options include Aquan in addition to the bonus languages available to the character from her race. The crashing wave does not gain Abyssal, Celestial, or Infernal as bonus language options. This ability alters bonus languages. Balanced Channel(超常)/Balanced Channel: At 1st level, a crashing wave can channel the pure balance of the ocean—its wildness, its calm, its cruelty, and its gentleness. This energy can be used to harm or heal creatures, as the crashing wave chooses. Channeling this energy causes a 30-foot-radius burst centered on the cleric. Using balanced channel is a standard action that does not provoke attacks of opportunity. A crashing wave can choose whether to include herself in the effect. The cleric must be able to present her holy symbol to use this ability, and she can channel energy a number of times equal to 3 + her Charisma modifier. If the crashing wave chooses to harm, creatures within the burst that are chaotic good, chaotic evil, lawful good, or lawful evil take 1d6 points of damage plus 1d6 points of damage for every 2 levels the cleric has beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures with a neutral alignment component are unaffected by this energy. Creatures that take damage from the channeled energy can attempt a Fortitude save (DC = 10 + half the crashing wave’s level + her Charisma modifier) for half damage. This damage is neither negative nor positive energy, so a creature’s resistance to positive or negative energy does not reduce this damage. (However, resistance to channeled energy in particular, such as that provided by channel resistance, applies normally.) If the crashing wave chooses to heal, creatures within the burst that have any neutral alignment component are healed 1d6 points of damage plus 1d6 points of damage for every 2 levels the cleric has beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). This healing does not affect creatures that are chaotic good, chaotic evil, lawful good, or lawful evil. This healing is positive energy, so any creatures not healed by positive energy (such as undead) receive no healing from this effect, even if they have a neutral alignment. This ability replaces channel energy. Spontaneous Casting:A crashing wave does not gain the ability to spontaneously cast cure or inflict spells by sacrificing prepared spells. However, a crashing wave can spontaneously cast the following spells by sacrificing a prepared spell of the noted level or higher. This ability alters spontaneous casting. Spell Level Sponantious Spell 1 Bless water 2 SlipstreamAPG 3 Water breathing 4 Control water 5 GeyserAPG 6 Fluid formAPG 7 Elemental body IV (water only) 8 SeamantleAPG 9 Elemental swarm (water only) Divine Paragon Divine Paragon 出典 Divine Anthology 15ページ Divine paragons strive to emulate their god’s ideals as closely as possible. They might see themselves as an incarnation of their deity in the flesh, or they could simply seek to embody the physical and spiritual ideals set forth by their deity. Many divine paragons go as far as to alter their appearance, as best as possible, to look similar to their chosen deity, but such a level of devotion is not required by the archetype. Devoted Domain:A divine paragon is intensely devoted to a single deity, and her alignment must be identical to her deity’s alignment. She gains Deific ObedienceISG as a bonus feat, even if she doesn’t meet the feat’s prerequisites. She gains access to her boons at an accelerated rate (see below) rather than the standard HD-based rate granted by Deific Obedience (and as such cannot benefit from the accelerated rate granted by the Diverse Obedience feat). When the divine paragon selects her domains, she must designate one of the two domains she gains as her devoted domain. She gains all of this domain’s granted powers and domain spells normally. For her other domain, she gains only its domain spells—she does not gain any of the granted powers of that domain. Instead, she must choose from the evangelist, exalted, or sentinel boons granted by her deity (as detailed in Pathfinder Campaign Setting Inner Sea Gods). At 5th level, she gains access to the first boon granted by her deity. At 11th level, she gains access to the second boon. At 14th level, she gains access to the third boon. In order to retain access to her domain spells, the domain powers of her devoted domain, and the boons granted by Deific Obedience, the divine paragon must perform her obedience daily. If she fails to do so, she loses access to these abilities until she next performs her obedience (but she can still cast spells, channel energy, and perform other abilities granted by her cleric levels). This ability alters domains. Divine Brand(変則)/Divine Brand:At 1st level, a mark appears somewhere on the divine paragon’s body. The mark’s location varies by individual and faith, but takes the form of the deity’s holy symbol and generally appears in a location easy to display, such as on the hand, forearm, chest, or face. An uncovered divine brand functions as a holy (or unholy) symbol and as a divine focus for spellcasting. The divine paragon’s aura is even more powerful than a typical cleric’s as a result of her devotion, and her cleric level is treated as 1 higher for the purpose of determining the strength of her aura when it is viewed by spells like detect good. This ability alters aura. Divine Scourge Divine Scourge 出典 Magic Tactics Toolbox 23ページ Some divine servants take on the role of dealing out unique punishments on behalf of their deities, taking pleasure in carrying out their sacrosanct duties. Such divine scourges are most common among worshipers of Abadar (meting out punishment to lawbreakers in concert with local courts), Calistria (punishing those truly deserving of vengeance), and Zon-Kuthon (seeing punishment as an applied form of pain and suffering). Divine scourges make a point of inflicting long-lasting maladies and curses on those deserving of such fates under the tenets of the scourges’ religions. Curser(変則)/Curser:A divine scourge must take the curse subdomain (Pathfinder RPG Advanced Player’s Guide 88) as a domain, regardless of the actual domains offered by her deity. The divine scourge does not receive a second domain. This ability alters domains. Divine Hexes/Divine Hexes:At 3rd level and every 4 cleric levels thereafter, a divine scourge can select the following hexes from the witchAPG class hex list, up to a maximum of five hexes at 19th level blight, cursed wound (Pathfinder Player Companion Blood of the Moon 15), evil eye, misfortune, scarUM, slumber, and unnerve beastsUM. At 11th level, a divine scourge can instead select from the following list of major hexes agony, hoarfrostUM, infected woundsUM, nightmares, and retributions. The divine scourge uses her Wisdom modifier instead of her Intelligence modifier to determine the save DCs of her hexes. Any hex that refers to using her Intelligence modifier to determine its duration or effect instead uses her Charisma modifier for that purpose. This ability replaces channel energy. Foundation of Faith Foundation of Faith 出典 Elemental Master's Handbook 8ページ Whether aiding the faithful or defending against the depredations of unbelievers, a foundation of faith is unshakable in her convictions. These clerics are most common among worshipers of deities of earth or protection, such as Abadar or Torag, but any religion might count foundations of faith among its priests. Channel Energy:A foundation of faith does not gain the channel energy ability. Bastion(変則)/Bastion:A foundation of faith is an unbreakable obstacle, unmoved by threats and violence alike. At 1st level, the foundation of faith adds her Constitution bonus to her CMD and to the DC of attempts to use the Intimidate skill against her. Granite Focus(変則)/Granite Focus:A foundation of faith’s focus is truly impressive. At 3rd level, the foundation of faith can take a move action to center herself. If she does, she adds her Constitution modifier to any concentration checks attempted as part of casting cleric spells until the end of her turn. Rooted Vitality(超常)/Rooted Vitality:At 5th level, a foundation of faith draws healing from the earth. As a swift action while standing on natural or worked stone, the foundation of faith can gain fast healing 1. This effect lasts for a number of rounds equal to the foundation of faith’s Constitution modifier or until the foundation of faith loses contact with the natural or worked stone. At 7th level, this ability increases to fast healing 2, and it increases by an additional point every 2 levels thereafter (to a maximum of fast healing 8 at 19th level). Instead of gaining this fast healing herself, a foundation of faith can expend a use of this ability to instead touch up to six other creatures as a standard action to grant each creature half of the fast healing that the foundation of faith would receive (minimum fast healing 1). A recipient must be standing on natural or worked stone to receive this fast healing, and the fast healing lasts for a number of rounds equal to the foundation of faith’s Constitution modifier or until the recipient leaves contact with natural or worked stone. If one recipient loses this fast healing early, it does not affect the duration for the other targets. This ability is usable once per day at 5th level, plus an additional time per day for every 5 levels beyond 5th. Herald Caller Herald Caller 出典 Monster Summoner's Handbook 7ページ Unlike warpriests or paladins, who charge headlong into battle in the name of their patron deities, herald callers are adept at calling powerful outsiders to aid their brethren in battle. Skill Ranks per Level:4 + Int modifier. This alters the cleric’s class skills. Dedicated Summoner/Dedicated Summoner:A herald caller depends on summoned allies to overcome her foes, which affords her little experience with the martial pursuits typical of other clerics and a narrower spiritual focus. A herald caller can choose only one domain from her deity’s list of domains, rather than the normal two domains, and she doesn’t gain proficiency with medium armor or shields. This ability alters the cleric’s domains and armor proficiencies. Call Heralds(超常)/Call Heralds:A herald caller can channel stored spell energy into summoning spells that she hasn’t prepared ahead of time. She can lose a prepared spell in order to cast any summon monster spell of the same level or lower. She gains a +1 bonus on concentration checks to cast a summon monster spell defensively. This bonus increases to +2 at 5th level, and increases by 1 every 5 cleric levels thereafter. Divine Heralds(超常)/Divine Heralds:A herald caller can use summon monster spells only to summon creatures particularly appropriate to her deity. This includes all creatures listed as summon monster options for priests of her deity (see Expanded Summoning for Priests on page 30), creatures whose alignment matches at least one aspect of her deity’s alignment, and creatures of an elemental subtype that matches a domain granted by the deity (if any). When summoning a creature that is normally summoned with the celestial or fiendish template, a herald caller of a chaotic deity can instead summon it with the entropic template, and a herald caller of a lawful deity can instead summon it with the resolute template (see pages 292–293 of Pathfinder RPG Bestiary 2 for more information on these simple templates). Because of these summoned monsters’ strong ties to the herald caller’s deity, the herald caller also gains specific benefits with creatures she summons with summon monster spells gained from her cleric spell list. The herald caller and her summoned monsters can understand each other’s spoken words as if they shared a common language (though this doesn’t give summoned monsters the ability to speak if they normally lack it). Whenever the herald caller uses channel energy to heal, she can include all of her summoned monsters, even if they are out of her normal channel energy radius or of a creature type that would not normally be affected. If she channels energy to deal damage, she can exclude any of her summoned monsters that would normally be affected. Mighty Heralds/Mighty Heralds:At 4th level, a herald caller receives Augment Summoning as a bonus feat, and is considered to have Spell Focus (conjuration) for the purposes of prerequisites for feats that have Augment Summoning as a prerequisite (such as Evolved Summoned Monster on page 146 of the Pathfinder RPG Advanced Class Guide). At 8th level, she gains Superior Summoning (Pathfinder RPG Ultimate Magic 157) as a bonus feat. Hidden Priest Hidden Priest 出典 Inner Sea Magic 35ページ Practicing one’s religion is not always legal. For example, most lands outlaw worshiping fiends. Taldor has banned the faith of Sarenrae from being openly worshiped. Rahadoum flat-out forbids all religions within its borders. But as time has shown again and again, mere laws are poor deterrents to the worship of dedicated members of such faiths, whether the zealous wish to subvert authority, free the spirits of the oppressed, or merely enjoy the right to practice their beliefs. Clerics in these circumstances must conceal their true natures, practice their magic in secret, and always be on guard for betrayal and discovery. A hidden priest has the following class features. False Arcanist(変則)/False Arcanist:At 1st level, a hidden priest is able to disguise his cleric spellcasting, presenting it as arcane magic of some kind. Typically, this is as alchemist, bard, sorcerer, or wizard magic, and the cleric disguises the words and gestures of the cleric spell with accoutrements appropriate to his apparent profession. He must make a skill check (DC 10 + twice the level of the spell) to disguise his casting and successfully cast the spell. The type of skill check depends on the type of caster he pretends to be Craft (alchemy) for alchemist, Perform for bard, Knowledge (arcana) for sorcerer or wizard. Using Spellcraft to identify the spell works normally, though unless the observer beats the DC by 10 or more, she doesn’t suspect the source of the magic is divine. For example, a hidden priest pretending to be an alchemist wants to cast cure light wounds on a wounded townsperson. If he makes a DC 12 Craft (alchemy) check, he disguises his spellcasting as the mixing of an alchemical extract or potion (perhaps with the words disguised as reciting an obscure formula or talking herself through the list of ingredients), which he gives to the target. An observer making a DC 16 Spellcraft check can identify his spell as cure light wounds, but doesn’t realize his “alchemical” methods are a sham unless her check result is 26 or higher. When the hidden priest uses this ability, he must still provide any divine focus components for the spells he casts. However, the divine focus doesn’t need to be an obvious symbol of his faith. It could be a small coin, tattoo, or garment bearing the symbol, whether presented openly, disguised, or hidden within a larger picture. For example, a hidden priest of Sarenrae may use a coin with an ankh or sunburst, a complex tattoo or scar that has an ankh shape hidden within it, a glove with an ankh stitched on the inside of the palm, and so on. He must use this replacement divine focus just as he would his true one (for example, he couldn’t leave the coin in his shoe). If a spell requires a divine focus with a specific or minimum cost, the replacement divine focus must be of similar value to be used as the divine focus. A hidden priest adds half his class level (minimum +1) on all Bluff skill checks to send secret messages about religious matters, and on all Sense Motive checks to recognize similar messages. He also adds this bonus on Perception and Sense Motive checks relating to agents of the laws against his religion (including city guards in lands where these laws are in effect). This ability replaces one of the cleric’s two 1st-level domain powers (her choice). Unseen Devotion(超常)/Unseen Devotion:At 8th level, a hidden priest can apply the Silent Spell and Still Spell feats to a spell he is about to cast. This does not alter the level of the spell or the casting time. He can use this ability once per day at 8th level and one additional time per day for every four additional cleric levels beyond 8th. Even though this ability does not modify the spell’s actual level, he cannot use this ability to cast a spell whose modified spell level would be above the level of the highest-level spell that he is capable of casting. This ability always applies both feats (the cleric cannot use it to just apply one or the other). This ability replaces one of the cleric’s two 8th-level domain powers (his choice). Lawspeaker Lawspeaker 出典 Blood of the Ancients 9ページ The Umani priest-judges presided over justice in ancient Yamasa, driven by a zeal for discovering the truth. After the fall of Yamasa and the rise of hostile Koboto tribes in its place, the surviving Umani spread their philosophy of certain and unwavering justice throughout the Inner Sea region. 属性:A lawspeaker must be lawful. Divine Judgment/Divine Judgment:A lawspeaker must select the Law domain or any subdomain of Law offered by her deity. She does not gain a second domain. This alters domains. Circumvent Obfuscation(擬呪)/Circumvent Obfuscation:As a standard action, a lawspeaker can expend two uses of channel energy to expose truths and banish falsehoods. The energy manifests as a spell-like ability, and this action does not count as channeling for the purposes of abilities and feats. Unless listed otherwise, the resulting abilities use the lawspeaker’s cleric level as her caster level and have the same range and required components as the corresponding spell. The spell-like abilities available are cumulative and are listed below at the level at which the lawspeaker can first access them. Level 1:Calm emotions. Level 3:Zone of truth. Level 5:Invisibility purge. Level 7:Discern lies. Level 9:True seeing (self only). Level 11:Greater dispel magic (30-foot burst; targets only illusion spells, polymorph effects, and spells granting a bonus on Bluff and Disguise checks). Level 13:Communal tongues. Level 15:Discern location. Level 17:Antimagic field (30-foot radius). Mendevian Priest Mendevian Priest 出典 Inner Sea Magic 36ページ People of high and low character flock to Mendev for glory, plunder, or the desire to slay demons from the Worldwound. Crusade-minded clerics of Iomedae, Gorum, and other churches come to Mendev, learn battlefield tactics and the weaknesses of demons, and strike out to make a name for themselves. A Mendevian priest has the following class features. Weapon and Armor Proficiency:A Mendevian priest is proficient with all simple weapons, light armor, medium armor, heavy armor, shields (except tower shields), and the favored weapon of her deity. Diminished Spellcasting:A Mendevian priest chooses only one domain from her deity’s list of domains rather than the normal two domains. In all other respects, this works like and replaces the standard cleric domain ability. Demonic Knowledge(変則)/Demonic Knowledge:At 1st level, when making Knowledge (planes) checks regarding demons, demonic cults, and their magic, a Mendevian priest gains a bonus on the check equal to half her class level (minimum +1) and can make these Knowledge skill checks untrained. チームワーク特技:At 4th level and 8th level, the Mendevian priest gains a bonus feat. This must be a teamwork feat, Alignment Channel, Greater Spell Penetration, Leadership, or Spell Penetration. The cleric must meet the prerequisites of the selected bonus feat. Roaming Exorcist Roaming Exorcist 出典 Undead Slayer's Handbook 18ページ The roaming exorcist travels far and wide to root out possessions, hauntings, and hidden evils. The roaming exorcist extracts unruly spirits from not only victims of possession, but also haunted sites and accursed items. Skill Ranks per Level:4 + Int modifier. Dedicated Wanderer/Dedicated Wanderer:A roaming exorcist is dedicated to her cause and affords no time to other pursuits typical of clerics. A roaming exorcist must choose to channel positive energy. She may choose only one domain from her deity’s list of domains, rather than the normal two domains, and she does not gain Medium Armor Proficiency or Shield Proficiency. Unseen Revealed(変則)/Unseen Revealed:At 1st level, a roaming exorcist gains a bonus equal to 1/2 her cleric level (minimum +1) on Perception checks to detect haunts and incorporeal creatures and on Sense Motive checks to determine whether a creature is possessed, under the effects of an enchantment or curse, or otherwise magically controlled. Spirit Sleuth(変則)/Spirit Sleuth:At 2nd level, upon interacting with a rejuvenating spirit or haunt for the first time (such as by attacking the spirit or channeling energy to damage the haunt), a roaming exorcist can attempt a Sense Motive check as a free action to determine the specific course of action required to permanently neutralize the spirit or haunt (DC = 10 + the undead creature’s Hit Dice or the haunt’s CR). Curse Seeker(超常)/Curse Seeker:At 5th level, a roaming exorcist can more readily identify cursed items. When identifying a magic item, the roaming exorcist needs to exceed the item’s DC by only 5 (instead of by 10) in order to determine whether the item is cursed. Dispossession(超常)/Dispossession:At 8th level, a roaming exorcist can expend one use of her channel energy ability to force a possessing creature from its host body. The exorcist must make a melee touch attack against the possessed creature; if successful, the roaming exorcist deals damage to the possessing creature as if it were targeted by the roaming exorcist’s channel energy ability (regardless of the possessing creature’s creature type), and the possession effect ceases as the possessing creature is ejected from the host body. A successful Will save (DC = the roaming exorcist’s channel energy DC) halves the damage taken, and the possessing creature resists being ejected from its host. Curse Eater(超常)/Curse Eater:At 11th level, a roaming exorcist gains Improved Disarm as a bonus feat, regardless of whether she meets the feat’s prerequisites. The roaming exorcist gains a +2 bonus on combat maneuver checks to disarm a creature of a magic item she knows to be cursed. If the roaming exorcist successfully disarms a creature of a cursed item without using a weapon, she may automatically pick up the disarmed cursed item without immediately succumbing to the item’s curse. She may wield or hold this cursed item for a number of rounds equal to her Charisma modifier (minimum 1 round)—during which time she may use the item normally, as if it were not cursed—before the item’s curse manifests again. Sacred Attendant Sacred Attendant 出典 Healer's Handbook 4ページ Sacred attendants bring out the varied beauty in everyone they help, and they typically worship deities of beauty, love, and sex. Channel Beauty(超常)/Channel Beauty:Whenever a sacred attendant channels energy to heal, she can opt to reduce the number of dice she rolls by 1 or more. For every die the sacred attendant subtracts, each of the targets of the channeled energy is healed of 1 point of Charisma damage. This ability alters channel energy. 領域:The sacred attendant can choose only one domain from those belonging to her deity. This ability alters domains. Nimble(変則)/Nimble:The sacred attendant gains a +1 dodge bonus to AC and CMD when unarmored, unencumbered, and not denied her Dexterity bonus to AC (regardless of whether she has a Dexterity bonus). At 2nd level and every 4 cleric levels thereafter, the dodge bonus increases by 1 (to a maximum of +6 at 18th level). This ability replaces the cleric’s proficiency with light and medium armor. Nurture Grace(超常)/Nurture Grace:The sacred attendant can coax forth the charm and beauty within a willing, touched creature as a standard action. For 1 round, the subject gains an enhancement bonus equal to 1/2 the sacred attendant’s cleric level (minimum +1) on Charisma checks and Charismabased skill checks. The sacred attendant can spend two uses of this ability to instead counsel a subject for 10 minutes; in this case, the ability’s duration lasts for 1 day. The sacred attendant can use this ability a number of times per day equal to 3 + her Wisdom modifier. Inspiring Camaraderie(擬呪)/Inspiring Camaraderie:At 8th level, as a swift action whenever a sacred attendant casts a cure spell (a spell with “cure” in its name) that targets a single ally, the sacred attendant can infuse that ally with inspired vigor. For a number of rounds equal to 1/2 the sacred attendant’s cleric level, the ally’s attack rolls gain a competence bonus equal to the sacred attendant’s cleric level. These rounds begin as soon as the sacred attendant uses this ability and elapse consecutively. The sacred attendant can use this ability once per day at 8th level, and an additional time per day for every 4 cleric levels beyond 8th. Scroll Scholar Scroll Scholar 出典 Pathfinder Society Field Guide 26ページ A scroll scholar values knowledge and learning as much as her other abilities, trading a portion of her potential in her chosen class for greater breadth of skill at deciphering old texts, piecing together strange fragments of esoteric lore, and deciphering the hidden qualities of strange and unusual magical items. The scroll scholar archetype can be taken by either clerics or wizards—they give up different class abilities for the new abilities granted by this archetype. A wizard must either be a universalist wizard or a diviner wizard in order to take this archetype—other types of school specializations are not suited to this archetype’s focus. A scroll scholar has the following class features. Diligent Student(変則)/Diligent Student:At 1st level, a scroll scholar chooses one Knowledge skill. This becomes a class skill if it is not already one. The scroll scholar adds half her class level to all Knowledge checks of this type (minimum 1). At 5th level and every five levels thereafter, a scroll scholar chooses 1 additional Knowledge skill to receive this bonus. For clerics, this ability replaces one of the 1st-level granted powers from her domains—the character gets to choose which of her two 1st-level granted powers it replaces. For wizards, this ability replaces diviner’s fortune (if a diviner) or hand of the apprentice (if a universalist). Secrets Revealed(擬呪)/Secrets Revealed:At 5th level, a scroll scholar gains the ability to cast comprehend languages and identify as spelllike abilities. Her caster level is equal to her character level in whatever class she took the scroll scholar archetype for. She can cast these spells once per day each at 5th level, twice per day each at 7th level, and three times per day each at 9th level. At 11th level, one of these spell-like abilities (scholar’s choice) becomes a constant spell-like ability, and at 13th level, the second one becomes a constant spell-like ability. If the scholar is a cleric, this ability replaces the increase to her channel energy damage normally gained at 5th level—her channel energy damage increases to 3d6 at 7th level instead, and for the rest of her career as a cleric lags 1d6 behind normal. If the scholar is a wizard, this ability replaces her bonus feat for 5th level. Flash of Insight(超常)/Flash of Insight:At 10th level, once per day, a scroll scholar can gain a +5 bonus on a single attack roll, caster level check, or saving throw as an immediate action. This decision must be made before the results of the roll are known, but can be made after the die is rolled. This ability can be used twice per day at 15th level, and 3 times per day at 20th level. This ability replaces the normal addition of a new 4th-level spell slot to the character’s spells per day— from this point on, the cleric or wizard has one fewer 4thlevel spell slot than other clerics or wizards. Stoic Caregiver Stoic Caregiver 出典 Healer's Handbook 6ページ Stoic caregivers are champions of life in defiance of untimely death as well as undeath. Stoic caregivers are sent to protect and help those who find themselves in dangerous situations, especially children and expectant mothers, and they provide aid and comfort to individuals acting to fulfill prophecy. Positive Channeler(超常)/Positive Channeler:A stoic caregiver must choose to channel positive energy, even if she worships a deity who is neutral or if she is not devoted to a particular deity. A stoic caregiver cannot worship a deity who is evil. This ability alters channel energy. 領域:A stoic caregiver chooses only one domain. This ability alters domains. Midwife Training(超常)/Midwife Training:A stoic caregiver is an expert at caring for lives that are in the process of being formed as well as the bodies of those who expect to usher new life into the world. The stoic caregiver gains a +2 bonus on Heal checks to treat expectant mothers and children. Any Heal check by the stoic caregiver that deals damage to the patient always deals the minimum amount of damage. Whenever a stoic caregiver stops bleeding with the Heal skill or magical healing, or restores hit points with a healing spell or channeled positive energy, the healed creature gains partial resistance to bleed damage and negative energy for a number of minutes equal to 1/2 the stoic caregiver’s cleric level. Any bleed damage a target takes during that time is halved. Additionally, when protected creatures take negative energy damage (such as from an evil cleric’s or an antipaladin’s negative channeled energy, or spells such as inflict light wounds), the amount of that damage is reduced by 5. Fated Cures(超常)/Fated Cures:Creatures must roll twice and take the lower result when they make any saving throws against a stoic caregiver’s spells of the healing subschool. Three-Aspect Channel(超常)/Three-Aspect Channel:At 6th level, a stoic caregiver can channel positive energy to heal and harm simultaneously. When she does so, she restores only 1/2 the usual amount of hit points and deals only 1/2 the usual number of points of damage (or 1/4 on a successful saving throw). Triadic Priest Triadic Priest 出典 Blood of the Coven 19ページ Power comes not just from communion with one’s deity, but also from the formation of divine triumvirates. At the head of these groups are triadic priests. Although witch covens and changelings are the most likely to pursue this tradition, the practice sometimes appears among other faiths. Triadic Bond(超常)/Triadic Bond:A triadic priest can perform a 10-minute ritual with exactly two allies in order to create an enduring bond between them that lasts until the triadic priest either dissolves the bond (a process that takes 1 minute of concentration) or creates a new bond. When performing the bonding ritual, the triadic priest can also include any of her allies’ familiars or spirit animals; these creatures gain the benefits of the bonded channeler ability and the drawbacks of being in the bond, but they are not treated as bonded allies for the purpose of the triadic priest’s bonded domain. Only intelligent and fully independent creatures can serve as her two bonded companions. Animal companions, eidolons, familiars, phantoms, and similar nonsentient or dependent creatures are not suitable. The bonded allies gain numerous benefits and can help empower the triadic priest’s spellcasting, as noted in the abilities below. However, if a bonded ally dies, the other members of the bond must each succeed at a Fortitude save (DC = 10 + the triadic priest’s class level) or gain 1 permanent negative level. Bonded Channeler(超常)/Bonded Channeler:When a triadic priest uses her channel energy ability, she must choose to affect either only her bonded allies or everyone except her bonded allies. Bonded Domain(超常)/Bonded Domain:A triadic priest selects only one domain granted by her deity. However, while she is within 10 feet of least one of her bonded allies, she gains the following benefits. This alters the domains class feature. Bonded Power(超常)/Bonded Power:A triadic priest gains either a witch’s coven hex or the Allied Spellcaster feat as a bonus feat. Bonded Unity(超常)/Bonded Unity:As a move action, a triadic priest can share one teamwork feat she has with up to two bonded companions that are within 10 feet of her. Her bonded companions do not need to meet the feat’s prerequisites and gain the benefits of the feat for 1 round plus 1 additional round for every 5 class levels the triadic priest has. A bonded companion can gain only one teamwork feat in this way at a time. The triadic priest can use this ability a number of times per day equal to 3 + her Wisdom modifier. Bonded Ritual/Bonded Ritual:A triadic priest can prepare any of the spells below as though they were domain spells, though she can cast these domain spells only while she is within 10 feet of one of her bonded allies. At 8th level, once per day while within 10 feet of both her bonded allies, a triadic priest can cast any one of her domain spells of a spell level she can cast, whether she has prepared the spell or not, without expending a spell slot. If one of these domain spells has a casting time of more than one standard action, the triadic priest must succeed at a concentration check (DC = 20 + double the spell’s level) or lose the spell if at any point during the casting she does not have a bonded ally within 10 feet. 領域呪文:1レベル—ill omen、2レベル—blindness/deafness、3レベル—bestow curse、4レベルcharm monster、5レベル—baleful polymorph、6レベル—control weather、7レベル—forcecage、8レベル—mind blank、9レベルastral projection。 Varisian Pilgrim Varisian Pilgrim 出典 Inner Sea Magic 42ページ While most clerics are associated with a particular temple, adventuring clerics spend much of their time away from their favored place of worship, and there are those who worship primarily on the road and during the journey. These clerics see the act of travel and the arrival at sites sacred to their religion as valuable, and perhaps more so than time spent sequestered inside a church. Relatively common in Varisia, these pilgrims love to travel, typically on foot or with caravans. While the archetype is called the “Varisian pilgrim,” this archetype can be selected by any cleric who prefers to worship while on the move. Whether or not they are Varisian, these clerics learn a little about fortune-telling and a lot about people. A Varisian pilgrim has the following class features. Fortunate Road/Fortunate Road:At 1st level, a Varisian pilgrim must select the Chaos, Community, Liberation, Luck, Travel, or Weather domain (or the Exploration, Fate, Freedom, Trade, or Seasons subdomains from the Advanced Player’s Guide, if available in the campaign) as one of her domains. If the cleric worships a deity that doesn’t normally grant one of these domains, she gains access to this domain but can only pick this one domain—she effectively loses the option to pick a second domain. As a result, very few clerics who worship deities who don’t grant access to one of the domains or subdomains listed above opt to become Varisian pilgrims. In all other respects, this works like and replaces the standard cleric’s domain ability. Caravan Bond(超常)/Caravan Bond:At 1st level, by leading a group prayer for 1 minute, a Varisian pilgrim can select a number of traveling companions equal to her cleric level + her Wisdom bonus. She may use her domain-granted powers on any of these traveling companions as if they were her. She can use these abilities on her traveling companions at a range of up to 30 feet, even if the ability normally requires her touch. This ability replaces the cleric’s proficiency with medium armor and shields— she retains proficiency with light armor only. Blessing of the Harrow(超常)/Blessing of the Harrow:At 8th level, once per day the pilgrim may perform a harrowing for herself or another creature. This is otherwise identical to the blessing of the harrow from the harrower prestige class (Inner Sea World Guide 276). This replaces an 8th-level domain power of the Varisian pilgrim’s choice.
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Dance Drill 6 STAGE 曲名 BPM NOTES / FRE LV 1st SOUL CRASH(楽) 142 / 6 2nd Why not(楽) 175 / 6 3rd un deux trois(踊) 70-140 / 6 final SUNKiSS ♥ DROP(踊) 185 233 / 7 7 解説 名前 コメント コメント(私的なことや感想はこちら) 名前 コメント