約 2,836,424 件
https://w.atwiki.jp/paper/pages/14.html
Arcangelo http //diskunion.net/progre/ ARC-1xxx, ARC-2xxx, ARC-3xxx and ARC-5xxx. These CDs are not papersleeve. But, as for some, only the first press is released with a papersleeve CD. 1995-08-25 ARC-1001 ANEKDOTEN "VEMOD" (first pressing only, 1500 copies) 1995-12-27 ARC-1002 ANEKDOTEN "NUCLEUS" (first pressing only) 1995-12-16 ARC-1003 KENSO "KENSO" +6 1996-04-15 ARC-1004/5 KEITH TIPPETT S ARK "FRAMES" (first pressing only) 1996-06-05 ARC-1006 DOCTOR NERVE "ARMED OBSERVATION" + "OUT TO BOMB FRESH KINGS" 1996-06-05 ARC-1007 DOCTOR NERVE "DID SPRINTING DIE ?" 1996-06-05 ARC-1008 DOCTOR NERVE "BETA 14 OK" 1996-06-15 ARC-1009 MANUEL GOTTSCHING "THE PRIVATE TAPES VOL. 1" 1996-06-15 ARC-1010 MANUEL GOTTSCHING "THE PRIVATE TAPES VOL. 2" 1996-06-15 ARC-1011 MANUEL GOTTSCHING "THE PRIVATE TAPES VOL. 3" 1996-06-15 ARC-1012 MANUEL GOTTSCHING "THE PRIVATE TAPES VOL. 4" 1996-06-15 ARC-1013 MANUEL GOTTSCHING "THE PRIVATE TAPES VOL. 5" 1996-06-15 ARC-1014 MANUEL GOTTSCHING "THE PRIVATE TAPES VOL. 6" 1996-08-21 ARC-1015 HUGH HOPPER, ALAN GOWEN "TWO RAINBOWS DAILY" +5 (first pressing only) 1996-08-21 ARC-1016 MUJICIAN "BIRDMAN" 1996-08-21 ARC-1017 ELTON DEAN QUINTET "SILENT KNOWLEDGE" (first pressing only) 1996-08-21 ARC-1018 PHILHARMONIE "RAGE" 1996-08-21 ARC-1019 5UU S "POINT OF VIEWS" 1996-10-21 ARC-1020 SOFT MACHINE "SPACED" (first pressing only) 1996-10-21 ARC-1021 RAOUL BJORKENHEIM, KRAKATAU "RITUAL" 1996-10-21 ARC-1022 PRESENT "LIVE!" 1996-10-21 ARC-1023 THE MUFFINS "185" +7 1997-02-05 ARC-1024 DOCTOR NERVE "EVERY SCREAMING EAR" 1997-02-05 ARC-1025 GARY WINDO "HIS MASTER S BONES" 1997-02-05 ARC-1026 BOUD DEUN "ASTRONOMY MADE EASY" 1997-02-05 ARC-1027 GRITS "RARE BIRDS" 1997-02-05 ARC-1028 SOFT HEAD "ROGUE ELEMENT" +2 (first pressing only) 1997-05-21 ARC-1029 ELTON DEAN "BLADIK" 1997-05-21 ARC-1030 HAPPY FAMILY "TOSCCO" 1997-05-21 ARC-1031 BLAST "STRINGY RUGS" 1997-05-21 ARC-1032 FORREST FANG "THE BLIND MESSENGER" 1997-05-21 ARC-1033 HAPPY THE MAN "LIVE" 1997-07-18 ARC-1034 BOUD DEUN "FICTION AND SEVERAL DAYS" 1997-09-30 ARC-1035 ANEKDOTEN "LIVE EP" (first pressing only, 1500 copies) 1998-02-05 ARC-1036/7 ANEKDOTEN "OFFICIAL BOOTLEG - LIVE IN JAPAN" (first pressing only) 1998-01-14 ARC-1038 SOFT MACHINE "VIRTUALLY" 1998-01-14 ARC-1039 PRESENT "CERTITUDES" 1998-02-06 ARC-1040 BIGELF "CLOSER TO DOOM" 1998-07-03 ARC-1041 BOUD DEUN "A GENERAL OBSERVATION" 1998-09-18 ARC-1042 ZOIKHEM "REQUIEM" 1998-09-18 ARC-1043 ZOIKHEM "VOX CLAMANTIS IN DESERTO" 1998-11-26 ARC-1044 MANUEL GOTTSCHING "THE BEST OF PRIVATE TAPES" +1 (2CD) 1998-11-26 ARC-1045 LAST LAUGH "MEET US WHERE WE ARE TODAY" 1999-02-19 ARC-1046 畑 亜貴 / 棺桶島 1999-02-19 ARC-1047 畑 亜貴 / 世界なんて終わりなさい 1999-03-25 ARC-1048 LOL COXHILL "LOL COXHILL ON OGUN" 1999-11-05 ARC-1049 ANEKDOTEN "FROM WITHIN" (first pressing only) 2000-09-11 ARC-1050 BIGELF "MONEY MACHINE" 2001-05-25 ARC-1051 NO-MAN "RETURNING JESUS" 2001-09-29 ARC-1052 MAGMA (VANDER TOP) "PARIS 76" 2001-09-29 ARC-1053 JANNICK TOP "SOLEIL D ORK - INEDITS 74 - 76" 2001-09-29 ARC-1054 UTOPIC SPORADIC ORCHESTRA "NANCY 75" +3 2002-03-11 ARC-1055 VANDER TOP "BEST ON TOUR 76" 2002-03-11 ARC-1056 AREA "LIVE CONCERTS BOX ("CONCERTO TEATRO UOMO" + "PARIGI - LISBONA")" (3CD papersleeve BOX SET) 2002-04-05 ARC-1057 OSANNA "TAKA BOOM" 2003-07-07 ARC-1058 21ST CENTURY SCHIZOID BAND "OFFICIAL BOOTLEG VOLUME ONE" (first pressing only) 2003-06-27 ARC-1059 SATELLITE "A STREET BETWEEN SUNRISE AND SUNSET" 2003-07-07 ARC-1060 ALL ABOUT EVE "CINEMASONIC" 2003-09-26 ARC-1061 ANEKDOTEN "GRAVITY" (first pressing only, 1500 copies) 2003-09-29 ARC-1062 CARAVAN "THE UNAUTHORISED BREAKFAST ITEM" 2003-10-24 ARC-1063 JOHN LAWTON BAND "STING IN THE TALE" 2003-11-28 ARC-1064 MOSTLY AUTUMN "PASSENGERS" 2004-02-06 ARC-1065/6 ASIA "LIVE IN BUFFALO" 2004-02-06 ARC-1067/8 ASIA "LIVE IN HYOGO" 2004-02-06 ARC-1069 BANDA SINFONICA JOVEM DO ESTADO DE SAO PAULO "THE MYTHS AND LEGENDS OF ARTHUR AND THE KNIGHTS OF THE ROUND TABLE composed by RICK WAKEMAN" 2004-05-28 ARC-1070 PAATOS "TIMELOSS" +2 (first pressing only) 2004-03-26 ARC-1071 BILL BRUFORD S EARTHWORKS featuring TIM GARLAND "RANDOM ACTS OF HAPPINESS" 2004-06-25 ARC-1072/3 SOFT MACHINE "SOMEWHERE IN SOHO" 2004-05-28 ARC-1074 ANEKDOTEN "NUCLEUS" +1 2004-07-16 ARC-1075 21ST CENTURY SCHIZOID BAND "LIVE IN ITARY" +1 (first pressing only) 2004-06-25 ARC-1076/7 ASIA "LIVE IN MASSACHUSETTS 83" 2004-08-27 ARC-1078 PICCHIO DAL POZZO "PIC_NIC@VALDAPOZZO" 2004-07-24 ARC-1079 ANEKDOTEN "GRAVITY" 2004-10-22 ARC-1080/1 KARNATAKA "STRANGE BEHAVIOUR" +2 2004-11-19 ARC-1082 PATRICK MORAZ, BILL BRUFORD "MUSIC FOR PIANO DRUMS" +3 2004-12-10 ARC-1083 STS "LIVE 2000" 2004-12-10 ARC-1084 PATRICK MORAZ, BILL BRUFORD "FLAGS" +3 2004-12-17 ARC-1085 BRUFORD BORSTLAP "EVERY STEP A DANCE, EVERY WORD A SONG" 2005-03-25 ARC-1086 SATELLITE "EVENING GAME" 2005-03-25 ARC-1087 QOPH "PYROLA" 2005-04-22 ARC-1088 DAVID CROSS "CLOSER THAN SKIN" 2005-05-27 ARC-1089/90 SOFT MACHINE "BREDA REACTOR" 2005-06-15 ARC-1091/2 FLASH LIVE IN THE USA 2005-06-24 ARC-1093 GATE "ISELILJA" 2005-09-22 ARC-1094 ANEKDOTEN "WAKING THE DEAD - LIVE IN JAPAN" (first pressing only) 2005-09-22 ARC-1095 月比古 / 弦は呪縛の指で鳴る 2005-08-26 ARC-1096 EDGAR FROESE "EPSILON IN MALAYSIAN PALE" 2005-10-21 ARC-1097 FISSION TRIP "VOLUME ONE" 2005-12-24 ARC-1098 MANUEL GOTTSCHING "CONCERT FOR MURNAU" 2005-12-24 ARC-1099 MANUEL GOTTSCHING "DIE MULDE" +1 2005-12-24 ARC-1100 THE CRIMSON JAZZ TRIO "KING CRIMSON SONGBOOK" 2005-12-24 ARC-1101 RENAISSANT "SOUTH OF WINTER" 2005-12-24 ARC-1102 TROY DONOCKLEY, DAVE BAINBRIDGE "WHEN WORDS COLLIDE" 2005-12-24 ARC-1103 GONG "I AM YOUR EGG" 2006-01-21 ARC-1104/5 NEW TROLLS " 67- 85" 2006-01-21 ARC-1106 NEW TROLLS "CONCERTO GROSSO 1 2" 2006-03-24 ARC-1108 EARTHWORKS UNDERGROUND ORCHESTRA "EARTHWORKS UNDERGROUND ORCHESTRA" (+2 tracks bonus disk first pressing only) 2006-04-21 ARC-1109 WORLD DRUMMERS EMSEMBLE "A COAT OF MANY COLORS" 2006-04-21 ARC-1110 LA MASCHERA DI CERA "LUXADE" (first pressing only) 2006-05-26 ARC-1111/2 21ST CENTURY SCHIZOID BAND "PICTURES OF A CITY - LIVE IN NEW YORK" 2006-05-26 ARC-1113 RAINBOW THEATRE "FANTASY OF HORSES" 2006-06-23 ARC-1114 月比古 / 逃避王国の伝説 2006-07-21 ARC-1115 ANNIE HASLAM "LIVE STUDIO CONCERT - PHILADELPHIA PA, USA 1997" +1 2006-08-25 ARC-1116 MANUEL GOTTSCHING "E2-E4" (The 25th anniversary remastar edition) 2006-10-20 ARC-1117 JOHN WETTON, GEOFFREY DOWNES "WETTON DOWNES" 2006-12-22 ARC-1118 る*しろう / 3.27830 2006-12-22 ARC-1119 POCHAKAITE MALKO "DOPPELGANGER" 2006-12-22 ARC-1120 RAINBOW THEATRE "THE ARMADA" 2007-05-25 ARC-1121 ANEKDOTEN "A TIME OF DAY" (+ Firefly CD-R bonus disk and papersleeve first pressing only) 2007-04-13 ARC-1122 HACO "RISKA" (first pressing only) 2007-10-05 ARC-1123 DAEVID ALLEN "GOOD MORNING!" +1 2008-01-25 ARC-1124 SATELLITE "INTO THE NIGHT" 1998-09-25 ARC-2103 ELTON DEAN "JUST US" +2 (and 1 bonus track first pressing only) 1998-05-08 ARC-2104 HUGH HOPPER "1984" +1 (and 6 bonus track first pressing only) 1999-02-24 ARC-2109 MOTHER MALLARD S PORTABLE MASTERPIECE COMPANY "1970-1973" 1999-06-01 ARC-2110 HUGHSCORE "DELTA FLORA" 1999-09-25 ARC-2111 BOUD DEUN "THE STOLEN BICYCLE" 1999-09-25 ARC-2113 THINKING PLAGUE "IN EXTREMIS" 1998-09-25 ARC-2114 GUIGOU CHENEVIER "LES RUMEURS DE LA VILLE" 1999-05-17 ARC-2115 CAROL GRIMES, DELIVERY "FOOLS MEETING" +5 1999-02-24 ARC-2116 MOTOR TOTEMIST GUILD "CITY OF MIRRORS" 1999-05-17 ARC-2117 FRED FRITH HENRY KAISER "FRIENDS ENEMIES" 1999-05-17 ARC-2119 DJAM KARET "LIVE AT ORION" 1999-09-10 ARC-2120 UNIVERS ZERO "THE HARD QUEST" 1999-09-10 ARC-2121 VON ZAMLA "1983" +1 1999-09-10 ARC-2122 THE HOSEMOBILE "WHAT CAN CAN T GO ON" 1999-09-10 ARC-2123 RICHARD PINHAS "FOSSIL CULTURE" 1999-05-17 ARC-2124 PHILHARMONIE "THE LAST WORD" 1999-09-10 ARC-2125 BLAST "A SOPHISTICATED FACE" 2000-01-27 ARC-2127 GEORGE CARTWRIGHT "THE MEMPHIS YEARS" 2000-01-27 ARC-2128 DJAM KARET "BURNING THE HARD CITY" 2000-01-27 ARC-2129 DJAM KARET "SUSPENSION AND DISPLACEMENT" 1999-12-29 ARC-2130 SOFT MACHINE "NOISETTE" 2000-01-27 ARC-2131 RICHARD PINHAS, MAURICE DANTEC "SCHIZOTROPE (THE LIFE AND DEATH OF MARIE ZORN)" 2000-08-25 ARC-2140 GILGAMESH "ARRIVING TWICE" 2000-12-25 ARC-2145 NATIONAL HEALTH "PLAYTIME" 2001-05-02 ARC-2150 MATCHING MOLE "SMOKE SIGNALS" 2001-08-31 ARC-2152 CHRIS McGREGOR S BROTHERHOOD OF BREATH "TRAVELLING SOMEWHERE" 2001-08-31 ARC-2153 PICCHIO DAL POZZO "CAMERA ZIMMER ROOMS" 2001-12-26 ARC-2154 NEBELNEST "NOVA EXPRESS" 2001-08-31 ARC-2155 UNIVERS ZERO "CRAWLING WIND" 2001-12-26 ARC-2158 5UU S "ABANDONSHIP" 2002-05-03 ARC-2159 DEUS EX MACHINA "CINQUE" 2001-12-26 ARC-2160 ARKHAM "ARKHAM" 2002-05-03 ARC-2161 THE MUFFINS "BANDWIDTH" 2001-12-25 ARC-2162 MUJICIAN "SPACETIME" 2002-05-03 ARC-2165 UNIVERS ZERO "RHYTHMIX" 2002-09-30 ARC-2166 RICHARD PINHAS "EVENTS AND REPETITIONS" 2002-05-03 ARC-2170 SOFT MACHINE "BACKWARDS" 2002-09-30 ARC-2171 PROTO-KAW "EARLY RECORDINGS FROM KANSAS 1971-73" 2002-08-23 ARC-2172 MATCHING MOLE "MARCH" 2003-05-26 ARC-2173/4 NUCLEUS "LIVE IN BREMEN" 2003-06-02 ARC-2176 BONE "USES WRIST GRAB" 2003-10-03 ARC-2177 ROBERT WYATT "SOLAR FLARES BURN FOR YOU" 2003-10-03 ARC-2178 PHIL MILLER-IN CAHOOTS "ALL THAT" 2004-01-20 ARC-2179 RICHARD PINHAS "TRANZITION" 2004-01-30 ARC-2180/1 CHRIS McGREGOR S BROTHERHOOD OF BREATH "BREMEN TO BRIDGWATER" (2CD) 2004-04-28 ARC-2181/2 SOFT MACHINE "LIVE IN PARIS 1972" (2CD) 2004-04-28 ARC-2183 UNIVERS ZERO "IMPLOSION" 2005-02-09 ARC-2184 MACHINE AND THE SYNERGETIC NUTS "LEAP SECOND NEUTRAL" 2005-01-21 ARC-2185 FAST N BULBOUS "PORK CHOP BLUE AROUND THE RIND" 2005-01-21 ARC-2186 ALEC K. REDFEARN AND THE EYESORES "THE QUIET ROOM" 2005-04-27 ARC-2187 JOHN SURMAN "WAY BACK WHEN" 2005-09-22 ARC-2188 MATS/MORGAN BAND "THANKS FOR FLYING WITH US" +4 2005-09-22 ARC-2189 THE CLAUDIA QUINTET "SEMI FORMAL" 2006-01-21 ARC-2190 UNIVERS ZERO "LIVE" 2006-04-21 ARC-2191 MUJICIAN "THERE S NO GOING BACK NOW" 2006-04-21 ARC-2192 ISIPINGO "WHICH WAY NOW" 2006-04-21 ARC-2193 ED PALERMO BIG BAND "TAKE YOUR CLOTHES OFF WHEN YOU DANCE" 2006-10-20 ARC-2194 SOFT MACHINE "MIDDLE EARTH MASTERS" 2006-10-20 ARC-2195/6 RICHARD PINHAS "METATRON" 2006-10-20 ARC-2197 NEBELNEST "ZEPTO" 1999-02-24 ARC-2515 HAPPY THE MAN "DEATH S CROWN" 1998-04-28 ARC-3001 LIFE "LIFE" +3 1998-04-28 ARC-3002 LARS HOLLMER "ANDETAG" 1998-12-28 ARC-3003 MORTE MACABRE "SYMPHONIC HOLOCAUST" 1998-12-28 ARC-3004 ENSEMBLE NIMBUS "SCAPEGOAT" 1999-11-13 ARC-3005 SAMLA MAMMAS MANNA "KAKA" (first pressing only) 2000-12-03 ARC-3006 LARS HOLLMER "UTSIKTER" 2001-05-25 ARC-3007 CIRCLES END "IN DIALOGUE WITH THE MOON" 2007-11-02 ARC-3008 LARS HOLLMER LARS HOLLMER "VIANDRA" (Japan only papersleeve) 2008-01-25 ARC-3009 SAMLA MAMMAS MANNA "SAMLA MAMMAS MANNA" +2 (Japan only papersleeve) 2008-01-25 ARC-3010 SAMLA MAMMAS MANNA "MALTID" (Japan only papersleeve) 2008-01-25 ARC-3011 SAMLA MAMMAS MANNA "KLOSSA KNAPTATET" (Japan only papersleeve) 2008-01-25 ARC-3012/3 ZAMLA MAMMAZ MANNA "FOR ALDRE NYBEGYNNARE / SCHLAGENS MYSTIK" (Japan only papersleeve) 2008-01-25 ARC-3014 ZAMLA MAMMAZ MANNA "Familespricker" (Japan only papersleeve) 2008-01-25 ARC-3015 GREGORY ALLAN FITZPATRICK "Snorungarnas Symfoni" (Japan only papersleeve) 2008-01-25 ARC-3016 GREGORY ALLAN FITZPATRICK "BILDCIRCUS" (Japan only papersleeve) 2008-01-25 ARC-3017 SAMLA MAMMAS MANNA "SAMLA BOX" (8CD Box Set Japan only papersleeve) 1998-05-01 ARC-5001 ASHRA "SAUCE HOLLANDAISE" 2002-04-19 ARC-5002 ASHRA "@shra" 2002-04-19 ARC-5003 ASHRA "@shra Vol.2" 2002-04-19 ARC-5004 ASHRA "THE MAKING OF " 2002-04-19 ARC-5005 ASHRA "Live! Open Air Festival" (VHS) 2002-04-19 ARC-5006 MANUEL GOTTSCHING "Die Mulde" (VHS) ARC-7xxx These CDs are papersleeve. 2002-04-27 ARC-7001 DEDALUS "DEDALUS" 2002-04-27 ARC-7002 TRIP "TIME OF CHANGE" 2002-04-27 ARC-7003 SEMIRAMIS "DEDICATO A FRAZZ" 2002-04-27 ARC-7004 BIGLIETTO PER L INFERNO "BIGLIETTO PER L INFERNO" 2002-04-27 ARC-7005 OPUS AVANTRA "OPUS AVANTRA" 2002-04-27 ARC-7006 DEDALUS "MATERIALE PER TRE ESECUTORI E NASTRO MAGNETICO" 2002-12-24 ARC-7007 ATOLL "MUSICIENS - MAGICIENS" +2 2002-12-24 ARC-7008 ATOLL "L ARAIGNEE-MAL" +2 2002-12-24 ARC-7009 ATOLL "TERTIO" 2002-12-24 ARC-7010 ATOLL "ROCK PUZZLE" +5 2002-12-17 ARC-7011 TRACE "TRACE" 2002-12-17 ARC-7012 TRACE "BIRDS" 2002-12-17 ARC-7013 TRACE "WHITE LADIES" 2002-09-24 ARC-7014 WARHORSE "WARHORSE" +5 2002-09-24 ARC-7015 WARHORSE "RED SEA" +6 2002-12-06 ARC-7016 RENAISSANCE "TURN OF THE CARDS" 2002-12-06 ARC-7017 RENAISSANCE "SCHEHERAZADE" 2002-12-06 ARC-7018 RENAISSANCE "LIVE AT CARNEGIE HALL" 2002-12-06 ARC-7019 CURVED AIR "CURVED AIR LIVE" 2003-04-22 ARC-7020 ALPHATAURUS "ALPHATAURUS" 2003-04-22 ARC-7021 CELESTE "CELESTE" 2003-04-22 ARC-7022 CORTE DEI MIRACOLI "CORTE DEI MIRACOLI" 2003-04-22 ARC-7023 NEW TROLLS "ATOMIC SYSTEM" +1 2003-04-22 ARC-7024 NEW TROLLS "TEMPI DISPARI" 2003-04-22 ARC-7025 NEW TROLLS "LIVE N.T." 2003-04-22 ARC-7026 PHOLAS DACTYLUS "CONCERTO DELLE MENTI" 2003-04-22 ARC-7027 PICCHIO DAL POZZO PICCHIO DAL POZZO" 2003-11-28 ARC-7029 GRYPHON "GRYPHON" 2003-11-28 ARC-7030 GRYPHON "MIDNIGHT MUSHRUMPS" 2003-11-28 ARC-7031 GRYPHON "RED QUEEN TO GRYPHON THREE" 2003-11-28 ARC-7032 GRYPHON "RAINDANCE" 2003-10-24 ARC-7033 CLAUDIO FUCCI "CLAUDIO FUCCI" 2003-08-25 ARC-7034 AMON DUUL "PSYCHEDELIC UNDERGROUND" 2003-08-25 ARC-7035 CLEARLIGHT "CLEARLIGHT SYMPHONY" 2003-08-25 ARC-7036 CLEARLIGHT "FOREVER BLOWING BUBBLES" 2003-11-28 ARC-7037/8 SALLYANGIE "CHILDREN OF THE SUN" + bonus disk(8 tracks) 2003-12-20 ARC-7039 BADGER "ONE LIVE BADGER" 2003-12-13 ARC-7040 NATIONAL HEALTH "NATIONAL HEALTH" 2003-12-13 ARC-7041 NATIONAL HEALTH "OF QUEUES AND CURES" 2003-12-13 ARC-7042 HOLDERLIN "HOELDERLIN S TRAUM" 2003-12-13 ARC-7043 EMTIDI "SAAT" 2004-01-23 ARC-7044 CAROL GRIMES DELIVERY "FOOLS MEETING" +2 2004-04-23 ARC-7045 TANGERINE DREAM "ELECTRONIC MEDITATION" 2004-04-23 ARC-7046/7 TANGERINE DREAM "ALPHA CENTAURI" + "Ultima thule part 1/2" 2004-04-23 ARC-7048/9 TANGERINE DREAM "ZEIT" 2004-04-23 ARC-7050 TANGERINE DREAM "ATEM" 2004-07-16 ARC-7051/2 HERON "HERON" + "Bye Bye / Through Time c/w Only A Hobo / I m Ready to Leave" 2004-07-16 ARC-7053/4 HERON "TWICE AS NICE HALF THE PRICE" 2004-07-16 ARC-7055/6 ATLANTIC BRIDGE "ATLANTIC BRIDGE" + "I Can t Lie To You c/w Hilary Dickson" +1 2004-07-16 ARC-7057/8 JACKIE McAULEY "JACKIE McAULEY" + "Rocking Shoes c/w One Fine Day" 2004-05-28 ARC-7059 OSANNA "L UOMO" 2004-05-28 ARC-7060 OSANNA "MILANO CALIBRO 9" 2004-05-28 ARC-7061 OSANNA "PALEPOLI" 2004-05-28 ARC-7062 OSANNA "LANDSCAPE OF LIFE" 2004-11-19 ARC-7063 NEW TROLLS "CONCERTO GROSSO" 2004-11-19 ARC-7064 NEW TROLLS "UT" 2004-11-19 ARC-7065 AREA "1978" 2004-11-19 ARC-7066 MAURO PAGANI "MAURO PAGANI" 2004-10-22 ARC-7067/8 RENAISSANCE "RENAISSANCE" + "Island(single version) c/w The Sea" 2004-10-22 ARC-7069 RENAISSANCE "ILLUSION" +4 2004-12-10 ARC-7070 FRUUPP "FUTURE LEGEND" 2004-12-10 ARC-7071 FRUUPP "SEVEN SECRETS" 2004-12-10 ARC-7072/3 FRUUPP "THE PRINCE OF HEAVEN S EYES" + "Prince of Heaven c/w Jaunting Car" 2004-12-10 ARC-7074/5 DEMON FUZZ "AFREAKA!" + "I Put A Spell On You / Message To Mankind c/w Fuzz Oriental Blues" 2004-12-10 ARC-7076 NOIR "WE HAD TO LET YOU HAVE IT" 2004-08-27 ARC-7077 GREENSLADE "GREENSLADE" 2004-08-27 ARC-7078 GREENSLADE "BEDSIDE MANNERS ARE EXTRA" 2004-12-17 ARC-7079 ASH RA TEMPEL "ASH RA TEMPEL" 2004-12-17 ARC-7080 ASH RA TEMPEL "SCHWINGUNGEN" 2004-12-17 ARC-7081 ASH RA TEMPEL "INVENTIONS FOR ELECTRIC GUITAR" 2005-01-21 ARC-7082 MAXOPHONE "MAXOPHONE" 2005-04-22 ARC-7083 COLOSSEUM "THOSE WHO ARE ABOUT TO DIE SALUTE YOU" 2005-04-22 ARC-7084 COLOSSEUM "VALENTINE SUITE" + "THE GRASS IS GREENER" 2005-04-22 ARC-7085 COLOSSEUM "DAUGHTER OF TIME" 2005-04-22 ARC-7086/7 COLOSSEUM "LIVE" + bonus disk(10 tracks) 2005-04-22 ARC-7088/9 AFTER DINNER "GLASS TUBE" + "After Dinner c/w Cymbals at Dawn" +1 2005-05-27 ARC-7090 BILL BRUFORD "FEELS GOOD TO ME" +1 2005-05-27 ARC-7091 BRUFORD "ONE OF A KIND" +1 2005-05-27 ARC-7092 BRUFORD "BRUFORD TAPES" +1 2005-05-27 ARC-7093 BRUFORD "GRADUALLY GOING TORNADO" +1 2005-06-24 ARC-7094 ALBERTO RADIUS "CHE COSA SEI" 2005-06-24 ARC-7095 CICO "NOTTE" 2005-06-24 ARC-7096 MARIO LAVEZZI "IAIA" 2005-06-24 ARC-7097 FAUSTO LEALI "AMORE DOLCE, AMORE AMARO, AMORE MIO" 2005-07-22 ARC-7098 CIRCUS "CIRCUS" 2005-07-22 ARC-7099 MARSUPILAMI "ARENA" 2005-07-22 ARC-7100 MR. FOX "MR.FOX" 2005-07-22 ARC-7101 MR. FOX "GIPSY" 2005-07-22 ARC-7102 LITTLE FREE ROCK "LITTLE FREE ROCK" 2005-07-22 ARC-7103 STRAY "STRAY" 2005-07-22 ARC-7104 DELIRIUM "DOLCE ACQUA" 2005-07-22 ARC-7105 DELIRIUM "LO SCEMO E IL VILLAGGIO" 2005-07-22 ARC-7106 DELIRIUM "III" 2005-08-25 ARC-7107 ALICE "LA MIA POCA GRANDE ETA" 2005-08-25 ARC-7108 RICCARDO FOGLI "RICCARDO FOGLI" 2005-08-25 ARC-7109 CATERINA CASELLI "PRIMAVERA" 2005-08-25 ARC-7110 IL GIARDINO DEI SEMPLICI "IL GIARDINO DEL MAGO" 2005-11-25 ARC-7111 SLAPP HAPPY "SORT OF" 2005-10-21 ARC-7112 LA DUSSELDORF "LA DUSSELDORF" 2005-10-21 ARC-7113 LA DUSSELDORF "VIVA" 2005-10-21 ARC-7114 LA DUSSELDORF "INDIVIDUELLOS" 2005-11-25 ARC-7115 ATOMIC ROOSTER "ATOMIC ROOOSTER" +5 2005-11-25 ARC-7116 ATOMIC ROOSTER "DEATH WALKS BEHIND YOU" +6 2005-11-25 ARC-7117 ATOMIC ROOSTER "IN HEARING OF" +3 2005-11-25 ARC-7118 ATOMIC ROOSTER "MADE IN ENGLAND" +8 2005-11-25 ARC-7119 ATOMIC ROOSTER "NICE N GREASY" +4 2005-12-09 ARC-7120 BRIDGET ST.JOHN "ASK ME NO QUESTIONS" +2 2005-12-09 ARC-7121 BRIDGET ST.JOHN "SONGS FOR THE GENTLE MAN" 2005-12-09 ARC-7122 BRIDGET ST.JOHN "THANK YOU FOR" +10 2005-12-24 ARC-7123/4 COMUS "FIRST UTTERANCE" + "Diana / In The Lost Queen s Eyes c/w Winter is a Coloured Bird" 2005-12-24 ARC-7125/6 TRADER HORNE "MORNING WAY" + "Here Comes The Rain c/w Goodbye Mercy Kelly" 2005-12-24 ARC-7127/8 TRIFLE "FIRST MEETING" + "Old-Fashioned Prayer Meeting c/w Dirty Old Town" 2005-12-24 ARC-7129 JOHN McLAUGHLIN, JOHN SURMAN, KARL BERGER, STU MARTIN, DAVE HOLLAND "WHERE FORTUNE SMILES" 2005-12-24 ARC-7130-2 TEMPEST "UNDER THE BLOSSOM THE ANTHOLOGY" + bonus disk(9 tracks) 2005-12-24 ARC-7133/4 COLOSSEUM II "STRANGE NEW FLESH EXPANDED EDITION" (original LP +3 and 10 tracks bonus disk) 2006-01-21 ARC-7135 NEW TROLLS "SENZA ORARIO SENZA BANDIERA" 2006-01-21 ARC-7136 NEW TROLLS "NEW TROLLS (2nd)" 2006-01-21 ARC-7137 NEW TROLLS "SEARCHING FOR A LAND" 2006-01-21 ARC-7138 NEW TROLLS "ALDEBARAN" +2 2006-01-21 ARC-7139 NEW TROLLS "NEW TROLLS (11th)" +2 2006-01-21 ARC-7140 NEW TROLLS "FS" 2006-02-22 ARC-7141 ALICE "Cosa Resta... Un Fiora" 2006-02-22 ARC-7142 ALBERTO RADIUS "Carta Straccia" 2006-02-22 ARC-7143 RICCARDO FOGLI "Il Sole L Aria La Luce Il Cielo" 2006-02-22 ARC-7144 TITO SCHIPA JR "Io Ed Io Solo" 2006-03-08 ARC-7145 NATIONAL HEALTH "D.S. AL CODA" 2006-03-08 ARC-7146 JOHN G. PERRY "SUNSET WADING" 2006-03-08 ARC-7147 2ND VISION "FIRST STEPS" 2006-03-08 ARC-7148 TOM NEWMAN "FINE OLD TOM" 2006-04-21 ARC-7149 STEELEYE SPAN "HARK! THE VILLAGE WAIT" 2006-04-21 ARC-7150/1 STEELEYE SPAN "PLEASE TO SEE THE KING" (original LP +8 and 17 tracks bonus disk) 2006-04-21 ARC-7152/3 STEELEYE SPAN "TEN MAN MOP" (original LP +4 and 14 tracks bonus disk) 2006-04-21 ARC-7154 THREE MAN ARMY "A THIRD OF A LIFETIME" 2006-06-23 ARC-7155 MAINHORSE "MAINHORSE" 2006-08-25 ARC-7156 CURVED AIR "MIDNIGHT WIRE" 2006-08-25 ARC-7157 CURVED AIR "AIR BORNE" +1 2006-09-22 ARC-7158/9 MAGNUM "KINGDOM OF MADNESS" + bonus disk(11 tracks) 2006-09-22 ARC-7160 MAGNUM "MAGUNUM II" +5 2006-09-22 ARC-7161 MAGNUM "MARAUDER" +9 2006-09-22 ARC-7162 MAGNUM "CHASE THE DRAGON" +8 2006-09-22 ARC-7163 MAGNUM "MAGNUM THE ELEVENTH HOUR!" +8 2006-09-22 ARC-7164/5 MAGNUM "ON A STORYTELLERS NIGHT" + bonus disk(9 tracks) 2006-08-25 ARC-7166 PRINCIPAL EDWARDS MAGIC THEATRE "SOUNDTRACK" 2006-08-25 ARC-7167 PRINCIPAL EDWARDS MAGIC THEATRE "THE ASMOTO RUNNING BAND" 2006-08-25 ARC-7168 MANUEL GOTTSCHING "E2-E4" (The 25th anniversary remastar edition) 2006-09-22 ARC-7169 PATRICK MORAZ "STORY OF I" +2 2006-09-22 ARC-7170 PATRICK MORAZ "OUT IN THE SUN" +1 2006-09-22 ARC-7171 PATRICK MORAZ "III" +1 2006-09-22 ARC-7172 PATRICK MORAZ "COEXISTENCE" +2 2007-03-23 ARC-7173 NIK TURNER "XITINTODAY" +1 2006-11-23 ARC-7174 LE MANI "LE MANI" 2006-12-08 ARC-7175 ABSOLUTE ELSEWHERE "IN SEARCH OF ANCIENT GODS" 2007-09-21 ARC-7177 SKY "SKY 2" 2006-12-22 ARC-7181 POCHAKAITE MALKO "POCHAKAITE MALKO" 2006-12-22 ARC-7182 POPOL VUH "AFFENSTUNDE" +1 2006-12-22 ARC-7183 POPOL VUH "IN DEN GARTEN PHARAOS" +2 2006-12-22 ARC-7184 POPOL VUH "HOSIANNA MANTRA" +1 2006-12-22 ARC-7185 POPOL VUH "SELIGPREISUNG" +1 2006-12-22 ARC-7186 POPOL VUH "EINSJAGER SIEBENJAGER" +2 2006-12-22 ARC-7187 POPOL VUH "DAS HOHELIED SALOMOS" +3 2006-12-22 ARC-7188 POPOL VUH "AGUIRRE" +1 2006-12-22 ARC-7189 POPOL VUH "LETZTE TAGE - LETZTE NACHTE" +3 2007-02-23 ARC-7190 JON ANDERSON "ANIMATION" +2 2007-01-26 ARC-7199 LUV MACHINE "LUV MACHINE" +6 2007-02-23 ARC-7201 NEW TROLLS "AMERICA O.K." 2007-02-23 ARC-7202 NEW TROLLS "TOUR" 2007-02-23 ARC-7203 NICO, GIANNI, FRANK, MAURIZIO "CANTI D INNOCENZA, CANTI D ESPERIENZA" 2007-02-23 ARC-7204 MAURO PAGANI "SOGNO DI UNA NOTTE D ESTATE" 2007-03-23 ARC-7205-16 NEW TROLLS "SINGLES BOX" (12CD BOX SET) 2007-04-20 ARC-7217/8 GOBLIN "PROFONDO ROSSO" + bonus disk(29 tracks) 2007-04-20 ARC-7219 GOBLIN "ROLLER" 2007-04-20 ARC-7220 GOBLIN "SUSPIRIA" +4 2007-04-20 ARC-7221 GOBLIN "IL FANTASTICO VIAGGIO DEL BAGARAZZO MARK" (enhanced CD) 2007-04-20 ARC-7222 GOBLIN "ZOMBI (DAWN OF THE DEAD)" +7 2007-04-20 ARC-7223 SIMONETTI, MORANTE, PIGNATELLI (GOBLIN) "TENEBRE" +10 2007-04-20 ARC-7224 CHERRY FIVE "CHERRY FIVE" 2007-05-25 ARC-7225 CHRIS McGREGOR S BROTHERHOOD OF BREATH "CHRIS McGREGOR S BROTHERHOOD OF BREATH" 2007-05-25 ARC-7226 CHRIS McGREGOR S BROTHERHOOD OF BREATH "BROTHERHOOD" 2007-07-20 ARC-7227/8 ANTHONY PHILLIPS "THE GEESE AND THE GHOST" 2007-07-20 ARC-7229/30 ANTHONY PHILLIPS "WISE AFTER THE EVENT" 2007-07-20 ARC-7231 ANTHONY PHILLIPS "SIDES" 2007-07-20 ARC-7232/3 ANTHONY PHILLIPS "1984" 2007-07-20 ARC-7234 ANTHONY PHILLIPS "INVISIBLE MAN" 2007-08-24 ARC-7235 ELTON DEAN "JUST US" +2 2007-08-24 ARC-7236 HUGH HOPPER "1984" +1 2007-08-24 ARC-7237 HUGH HOPPER HOPPER TUNITY BOX" 2007-08-24 ARC-7238 ANTHONY PHILLIPS "PRIVATE PARTS PIECES" 2007-08-24 ARC-7239 ANTHONY PHILLIPS "PRIVATE PARTS PIECES II - BACK TO PAVILLION" +1 2007-08-24 ARC-7240 ANTHONY PHILLIPS "PRIVATE PARTS PIECES III - ANTIQUES" 2007-08-24 ARC-7241 ANTHONY PHILLIPS "PRIVATE PARTS PIECES IV - A CATCH AT THE TABLES" +2 2007-08-24 ARC-7242 ANTHONY PHILLIPS "PRIVATE PARTS PIECES V - TWELVE" 2007-09-21 ARC-7243 SOLID GROUND "MADE IN ROCK" +7 2007-09-21 ARC-7244 ANTHONY PHILLIPS "PRIVATE PARTS PIECES VI - IVORY MOON" +1 2007-09-21 ARC-7245 ANTHONY PHILLIPS "PRIVATE PARTS PIECES VII - SLOW WAVES, SOFT STARS" 2007-09-21 ARC-7246 ANTHONY PHILLIPS "PRIVATE PARTS PIECES VIII - NEW ENGLAND" 2007-09-21 ARC-7247 ANTHONY PHILLIPS "PRIVATE PARTS PIECES IX - DRAGONFLY DREAMS" 2007-09-21 ARC-7248 ANTHONY PHILLIPS "PRIVATE PARTS PIECES X - SOIREE" 2007-09-21 ARC-7249/50 SKY "SKY" 2007-10-05 ARC-7251 DAEVID ALLEN "GOOD MORNING!" +1 (canceled) 2007-11-23 ARC-7252 ANTHONY PHILLIPS "MISSING LINKS VOLUME 1 FINGER PAINTING" 2007-11-23 ARC-7253 ANTHONY PHILLIPS "MISSING LINKS VOLUME 2 THE SKY ROAD" 2007-11-23 ARC-7254 ANTHONY PHILLIPS "MISSING LINKS VOLUME 3 TIME AND TIDE" 2007-12-21 ARC-7255/6 ANTHONY PHILLIPS "The Archives Collection Volume One" 2007-12-21 ARC-7257/8 ANTHONY PHILLIPS "The Archives Collection Volume II" 2007-12-21 ARC-7259 ANTHONY PHILLIPS "SLOW DANCE" 2007-12-21 ARC-7260 ANTHONY PHILLIPS "Sail the World" 2007-12-21 ARC-7261/2 ANTHONY PHILLIPS "Field Day" 2007-11-23 ARC-7263 KLAUS SCHULZE "IRRLICHT" +1 2007-11-23 ARC-7264/5 KLAUS SCHULZE "CYBORG" +1 2007-11-23 ARC-7266 KLAUS SCHULZE "BLACKDANCE" +2 2007-11-23 ARC-7267 KLAUS SCHULZE "PICTURE MUSIC" +1 2007-11-02 ARC-7268 BIG SLEEP "BLUEBELL WOOD" 2007-12-21 ARC-7269/70 KLAUS SCHULZE "TIME WIND" +3 2007-12-21 ARC-7271 KLAUS SCHULZE "MOONDAWN" +1 2007-12-21 ARC-7272 KLAUS SCHULZE "BODY LOVE" +1 2007-12-21 ARC-7273 KLAUS SCHULZE "MIRAGE" +1 2007-12-21 ARC-7274 ANTHONY PHILLIPS "WILDLIFE"
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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.
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Celestial Chastisement 魔法生物に抵抗不能なダメージを与えさらに支配を試みます Celestial Chastisement ジェム 疲労 内部ID 776 0 20 使用 水中判定 効果 効果量 戦闘 水中可 Damage 5+1/Lv 主属性 主Lv 効果発生数 射程距離 Astral 3 1 15 副属性 副Lv 効果範囲 命中補正 - 0 0 100 領域 Lv 防御判定 抵抗判定 Evocation 5 防御無視 専用国家 EA T'ien Ch'i, MA T'ien Ch'i, LA T'ien Ch'i ゲーム内説明文 The mage invokes the laws of the Celestial Bureaucracy and chastises a magical being for serving a false god. The target is wounded, regardless of armor and magic resistance and is compelled to switch sides. Powerful beings often disregard the compulsion. 和訳 魔術師は天上の官僚制の法律に基づき、魔法生物を偽りの神に貢献している罪で叱責します。標的は鎧も魔法抵抗も無視するダメージを受け、さらに術者の側につくことを強要されます。強力な存在は、その強要をしばしば無視します。 注記 対魔法生物用の攻撃魔法。おまけでEnslave Mindの効果もついてくる。 射程がやや短いが抵抗不能で防御無視、精度完璧な単体攻撃。威力は控えめになっているが、防御無視でこれだけあれば低HPの相手は十分に即死させ得る。 ダメージを与えておいて支配するというのは効果としては噛み合っていない気もするが、高HPの相手を実質即死させ、さらに味方を増やす可能性があると思えば優秀。Controlと違いGemも必要ない。 ダメージ自体は無効化されないが、支配のほうは抵抗判定を通る必要があるので、成功率を高めたければある程度は抵抗貫通ボーナスを稼いでおく必要がある。 射程に難もあるので、狙って使うには少し前に出る必要もある。事故に備えて護衛もつけておいたほうが安心できるだろう。 なお、この魔法はバージョン3.27現在だとどうやらバグがあるようで、Enslave Mind効果が出てくれない様子。ただのNext Spell設定の抜けのようだが・・・。 MODでも直せる事項なので、気になる人は適当なMODで以下を行えば機能するようになる。ID84への変更は必要かどうか分からないが、他の同効果魔法と設定値が違ったので念のために修正している。 #selectspell 776 #nextspell 84 #end #selectspell 84 #damage 999 #end コメント 名前 コメント
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Code Geass 10. Guren Dances Lelouch, a young outcast prince of Britannia, possesses two great powers. One of them is Geass, the absolute ability to compel any person to do whatever he commands. The other is the Black Knights, his military force assembled with the intent of destroying the Britannian Empire ruled by his father. Veiling his true identity behind a mask and the codename Zero, Lelouch has made his move to avenge his mother's murder and to create a world in which his younger sister Nunnally can find happiness. What will be the final outcome of these actions...? At this point, no one can predict. [OP] Lelouch Hm, a Britannian? Looks too confident to be a spy. An extremist? C.C Isn't it wonderful? How the number of recruits keeps growing. Lelouch And it was simpler than I ever expected. "While I bitterly hate the Britannians, I refused to condone terrorism." That's the prevailing view of most Elevens. C.C Then basically elevens support the Black Knights for the most part. Lelouch Which in turn makes it easier for us to operate as a whole. It's a huge help that people don't report our activities to the Britannians. Plus, I hear some group called Kyoto offer to send us some Knightmares. The number of informants has been increasing quickly, too. The Japanese can't resist jumping on the bandwagon. They hear well grounded buzzword enough they go. C.C Hence the "Knights for Justice" act. Lelouch Yeah, well everybody loves a hero, and what better hero than a knight. C.C I kind of doubt that's what a real knight for justice would say. Lelouch You don't thinks so? Diethard Yes, I was demoted from my position. In very much the same way that you were. Villetta We have no intention of letting the situation end this way. And we have the sneaking suspicion that you don't either. Diethard That's so? Well, who can say. Jeremiah We have a lead that might help us find zero. Villetta You're familiar with Ashford Private Academy? I want to investigate a male student attending there. I think he may be working with zero. Jeremiah Villetta and I are going to be shipping out with the military soon for duty. And will be stationed in the Narita mountains. Therefore... Diethard Narita? Isn't that where the Japan Liberation Front headquarters are rumored to be located? Jeremiah You may be a bit too clever for your own good. Diethard You overestimate me. Soldier Wow, it's amazing Soldier These are Glassgows, aren't they? Soldier Burais, a Japanese modification. Soldier I've never seen these before. Soldier Man, the Black Knights have gotta some serious muscle. Soldier It wasn't easy to sign up with the BK. Soldier So that makes us special. huh? We're elites. [I'm totally up.] Sugiyama Those guys from Kyoto, They believed in us. They sent us this. Soldier A completely made Japanese Knightmare. Kallen A Guren MK2. Minami Did you check up the manual? Tamaki I'm really love in this. The big shots in Kyoto are recognizing us. We've got their approval. Soldier Tamaki san, would you show me how to use this equipment here. Tamaki Oh sure. hang on, I'll be right there. Inoue Newbies, what are you gonna do? Lelouch First Tamaki and now Inoue and the rest are treating this like a party. Kyoto is backing multiple resistance groups, correct? Kallen Yes. Which means that we finally made it in. They know that we're worthy. Lelouch No, you're wrong there Kallen. This is merely a test they put to us. Kallen So, what if it is. This is still incredible. Lelouch You're an optimist. Kallen What's this? Lelouch The Guren Mk-II is yours now, Kallen. Kallen Mine? but we have a lot more people now, and we can't afford to lose you. We need the Guren's defense to protect you. Lelouch You're a top notch pilot. I'm a commander. I'll use a Burai. But you're our only ace to play during a battle. Besides. You have a reason to fight. Kallen Right. Ohgi Zero. you got a second? We got some weird intel here from a Britannian who wants to join up with the Black Knights. Ohgi This maybe a trap to draw us out. I'd say even if we wanna confirm the information it's too risky to contact him directly. But news like this isn't something we can just ignore. What should we do? Lelouch This weekend, we're going hiking. Ohgi What? Lelouch To the Narita mounts. Ohgi Very well, then. Nunnally Sayoko, we won't need any breakfast for my brother this morning. Sayoko He's going out? Nunnally He'll be leaving on a three day trip starting today. Sayoko Oh, I see. My, your brother's been going out quite a bit recently. Think it's a girlfriend? Nunnally Maybe it is. Soldier Sector five, nothing to report. Right. The next scheduled report will be in two hours. Soldier Of course, there's nothing to report. This area's controlled by the Japan Liberation Front. No one can just stroll in... Zero! Lelouch Relax, I only came to talk. I want you to ignore any unusual activity during your watch. Soldier Sure, no problem. Soldier Come on, it's your turn. Soldier What's the rush. We're just on regular duty, you know. Soldier I've confirmed the signal from Zero. We're now moving to way point 2. Tamaki Hey, why doesn't Zero just use the radio in his Burai. Inoue And what do you suppose he meant when he said hiking? Minami Ah... military training, right? Tamaki Only with Zero in another location? Sugiyama Maybe we'll dig a hot spring. Soldier Is that why we brought those excavators. Soldier Then, hell, I'm all for it. Tamaki Kallen, you heard anything about this? Kallen I haven't Tamaki You, Ohgi? Ohgi Nope, not a word. Ohgi Zero wasn't using the radio to avoid being traced. Is he serious about this? Lelouch The day I've waited for has finally come, Cornelia. Darlton We're certain that the Japan Liberation Front headquarters are in this area. We've already split 4 battalions into seven units and hidden them in the vicinity. We've only to wait for the viceroy signal then we'll surround them in one fell swoop and wipe them out Euphemia And are you confident that the enemy won't show up outside the encirclement line? Cornelia You mean Zero? Darlton Have no fear about that. As the operation begins, we'll be blocking off the surrounding highways and mountain routes also. Cornelia Plus, we have reserve units. If zero is stupid enough to show up, it'll be the end of him. Milly What? You wanna meet her? Are you kidding? Do you know who you're talking about? She's a princess and you're just a citizen. What do you have in common aside from that hotel jacking. Nina Yes, but... as for Princess Euphemia, I never got to thank her. Milly Hm, there was a time when my family name had the influence to arrange that. So, tell me Nina, do you know what the social status is of a principal's grand daughter? Nina Um, not a very high one? Milly Correct, not very. Lelouch C.C., what are you doing here? C.C I said that I would protect you, didn't I? Lelouch Aren't you overdoing it? C.C I've been wondering about something Lelouch, Why are you Lelouch. Lelouch I don't have time to discuss philosophy with you. C.C You changed your family sir name to Lamperouge but you kept Lelouch the name that was given to you at birth. How sentimental. You can't let go of the past. Lelouch Well, C.C. swings to the other extreme, doesn't it? It's not a human name. C.C Lelouch, do you know why snow is white? Snow is white because it's forgotten what color it's supposed to be. Soldier All units are in position. Cornelia Understood. Euphemia will provide logistical support From G1 as planned. Have her command medical group. Soldier Yes, Your Highness. Guilford Princess Cornelia. Cornelia Guilford, let me guess. This is about Euphie, isn't it? Guilford Yes. she really should be in a government agency, not... Lelouch But she's being unusually stubborn about this. She told me she wanted to see actual combat for herself. Euphemia What's that unit there holding to the rear. Soldier Our reserve force with an Eleven pilot. Euphemia What? You mean that's the Lancelot? Soldier As a rule, Numbers aren't permitted to operate Knightmares but that particular unit is an exception. Soldier The second prince is the patron of that unit. We have no say over their personal selection. But he said he wants them to have as many chances at real combat as possible. Ohgi Are you really going through with this? Lelouch Our opponent is Cornelia, whose forces are among the best Britannia has to offer. Ohgi Then why don't we cooperate with the Japan Liberation Front? Lelouch What was that? Ohgi, don't you believe in me anymore? Ohgi What do you mean? I was the one who asked you to be our leader, don't you remember? Lelouch Then there's only one answer to give. Ohgi Right. Darlton Viceroy, it's time. Cornelia Right. Commence operation. You, the Japan Liberation Front. You, who time has left behind. You, who have forgotten basic human decency. You and your dream of a bygone golden age shall fall and rot to nothingness. Katase We're under enemy attack? Soldier Yes sir. the Britannian forces has completely encircled the Narita mountains. We've counted over a hundred units. Lelouch It's begun. Tamaki Huh? What the hell? You've gotta be kidding, Zero. Those troops coming in have this whole area totally surrounded. There's no way out. Lelouch We've already been cut off. Our only chance of surviving now is to fight. Inoue What? We can't fight the Britannians. Tamaki Let me get this straight. We're surrounded and you want us to fight them head-on? Sugiyama And we'll be fighting against Cornelia. Her forces are far stronger than any we've encountered. Lelouch Correct. It would be a miracle if we win this. Ohgi Zero, what are you saying. Lelouch Even Messiahs need to perform miracles if they're to be acknowledged. Therefore, we have to produce our own miracle, don't we? Tamaki Now look, pulling this off isn't gonna be cheap! The price could be our lives! I knew it wasn't sane to make you our leader! It should be me! Lelouch Our path of retreat has been cut off. If you think you can win without me then shoot me! Someone, anyone. Since you've joined the Black Knights, you have only two choices. You may either live with me or you may perish with me. Soldier We're completely surrounded and our underground reserve forces were captured all at once. Soldier General Katase. we've received the message from Cornelia's forces demanding our surrender. Katase Imbecile. If we fall here then we've lost and the whole resistant movement falls with us. Soldier Then general, do we engage the enemy in battle or do we dig in? Katase What about Tohdoh. Where is he? Soldier He's gone to Kyoto. To get the custom Burais. Soldier The four holy swords are traveling with him, too. Soldier If they're on schedule, they should be returning soon. but.. Soldier Tohdoh won't make it in time. Katase Prepare to send out the Burais. We'll break the encirclement on one side and evacuate. We'll show them the Japanese spirit and pride. This is our moment of truth. Soldier We believe that the enemy's main base is located in a mountains here, but we haven't pinpointed at yet. However until we obtain a list of their corroborators, we can't burn down everything with our aerial bombing. Soldier The enemy is engaging our encirclement, now try to breakthrough with some point. From there we'll be able to ascertain where their base is. Soldier Our forces are divided into three fronts. The units let by General Darlton here, General Alex here, and Viceroy Cornelia here. As for our flanking forces... what? Soldier It's enemy ECM. Darlton The main enemy force should be coming out anytime now. We're switching to ECCM mode, link up on channel alfa four. The enemy what are we calling them again? Soldier Burais, sir. Darlton Right, the rather like pseudo Glasgow, so watchout for them. Soldier Yes, my Lord. Cornelia How clever, they turned this whole mountain into a fortress. Guilford Your Highness, Please fallback. Cornelia Guilford, don't treat me as though I'm another one of your women. Guilford Princess Cornelia. Soldier It's Cornelia. Soldier Don't panic. Take out their leader. Cornelia Insolent worms! Guilford Right, well then I'll cover you from the rear. Cornelia Hm, well Cornelia is here. Is there no one who will challenge me? Lelouch What's wrong? Challenge me and try to take me down. Tamaki All right, fine. Do what you want. Sugiyama We acknowledge you as our leader, Zero. Lelouch Thank you very much. I appreciate it. Announcement An evacuation order has been issued for this area. Anyone remaining must evacuate at once. I repeat. An evacuation order has been... Researcher Why did they choose this place... Researcher If the military should find the experimental data on Code R, it's all over. Researcher Oh my. Being inside the terrorist area, we thought it would be difficult for them to discover us. Researcher This was all General Bartley's decision, so there's no use in complaining about it. Cornelia They're too fragile. Darlton The enemy seems to be concentrated over here. This maybe the target. Split up now. Soldier No good. Our second attack wave had no effect. Katase Their sheer dominance is insurmountable. Guilford General Darlton, based on the analysis of the enemy's movements, I've determined that the entrance to the JLF main base is that lodge located up on the mountain. Darlton I believe the proper word for this situation is "Bingo". Soldier Well, to be more precise sir.... Darlton Oh just call it and already, Mr. Literal. Cornelia Is that... Darlton? Guilford So, that's where the main enemy base is located? Cornelia Right. We'll be securing our position here. Guilford Are you sure about this? Cornelia I don't need to steal achievements from my subordinates. Send reserve force to back up Darlton. Looks like he'll be getting another medal. Lelouch Impressive as always Cornelia, a very logical deployment. However excellent though it is, it's also easy to read as is your location. Jeremiah I thought the reserve units were supposed to be assigned to General Darlton.. Villetta That's right, they were, but our unit has to secure the rear line of Viceroy Cornelia. Jeremiah You mean this is the rear line? You can't get any further away from the battlefield. How am I going to redeem my reputation out here if I'm not even near the fighting? Soldier We've lost contact with Nakamura's unit. Soldier No response from sector three. Soldier Major Tabata has been killed. Soldier Kurota and Kurata are gone, too. Soldier What about Nagai? Katase Where's Tohdoh. If only he were here the divine wind would blow. We'd have another miracle of Itsukushima. Soldier Look out! Asahina Sir, don't you think this is a little extreme? Tohdoh Asahina, Chiba, prep the custom Burais ASAP. Tell Urabe and Senba behind us to do the same. Traffic is blocked off all around Narita. They've already begun to attack. I just pray that we are in time. Darlton Now any resistance still remaining in Area 11... Cornelia ... will soon be finished. Lelouch Right, all preparations have now been completed. Black Knights. prepare to move out. Soldier Damn it, we have no choice. Soldier I don't wanna die. Soldier We'll make a miracle happen. Soldier Yeah, we'll have Zero with us. Lelouch We the Black Knights are going to launch a surprise attack on the Britannians from the summit of the mountain. Per my instructions, you will charge on most down toward point three. And the intent of this operation is to capture Cornelia, second Princess of Britannia. Our breakthrough route will be opened by the Guren Mk-II. Kallen, use penetrating electrode number three, settle things with one blow. Kallen Got it. Output confirmed. Wave surger level is ready and holding. Activating gun bullet now. Kallen It worked! Soldier Ooh... What's happening? Soldier Is this an earthquake? Soldier At a time like this? Aah! Soldier What the hell? Euphemia What's happening? Soldier Impossible. How could a landslide come out of nowhere. Soldier Alex and Darlton's units are getting wiped out! Soldier Climb. Get to higher ground. Cornelia Status report. Soldier We're still trying to confirm. Guilford Your highness, fall back. You're in danger there. Cornelia I don't care. Forget about me. Find out about Darlton. and where's Alex? Soldier Will this place hold together? Soldier This center area should make it through. Lloyd Oh my, at this rate they'll be swept all the way to the bottom. Cecile These heat readings are abnormal. Do you believe a hydrovolcanic eruption was artificially induced? Lloyd Impossible. Unless of course, someone's used Rakshata's Radiant Wave surger. Suzaku Hey, has something happened? Lloyd Aha. But it is has nothings to do with us. So just relax and continue waiting. Lelouch Heh. It's even more destructive than I anticipated. We did succeed in isolating Cornelia's unit but we could've been a bit more accurate. Perhaps I should've consulted a physics teacher or ask Nina to tutor me in probability. Soldier New enemy force confirmed moving in from the summit. Carius unit is moving to engage them. Cornelia Hoping to take advantage of all the confusion, are they? Soldier Emergency call from Carius unit. Cornelia What's wrong? Soldier It's not the Japan liberation Front, they think it's the Black Knights. Cornelia What? Then it's? Jeremiah Zero. How dare he show up here, Zero! Villetta Lord Jeremiah, you can't just abandon your post. Jeremiah This requires drastic measures. If you want glory in life, then follow me! Lelouch Cornelia has only limited reinforcements headed her way. Smash right through them. Soldier Yeah, we can do this now. Inoue All right everybody? You know the game plan. Our job is to watch their backs. Get ready? Fire! Jeremiah The enemy's taken out Carius's unit? If I can finish this before Zero reaches Princess Cornelia, then I'll be golden. Villetta Lord Jeremiah. Jeremiah Villetta you came. I knew that you would. Lelouch Burn the bridges behind you and keep your back to the wall. Classical strategies remain effective ones, don't they? Jeremiah Zero. Soldier Ugh, damn it. Jeremiah Is Zero here? If he is, then face me. Come forward and fight Jeremiah Gottwald! Lelouch Well, well, it's been a while Jeremiah. So you're still in the army? I'd love to stay and catch up but I'm afraid I don't have time right this minute, Orange Boy. Jeremiah Orange? Die! Villetta Lord Jeremiah. Jeremiah Stay out of this. This is my duel. Villetta But look at it, I've never seen a Knightmare like that before. Is it possible that the Elevens have... Jeremiah You think Elevens are capable of such technology? Jeremiah It's fast. This thing, is this what destroyed Carius's unit? Kallen Yeah that's right Britannia. We can finally go up against you on equal footing head on. And our counter attack begins with this baby the Guren Mk-II...Uuugh! Jeremiah Oh hell! There's something on its right hand. But if I keep my distance? What's this? Kallen Sorry. Jeremiah Ah... What-- What the hell's happening?! Villetta Lord Jeremiah, eject. Jeremiah I can't run now. Zero's right in front of me. He's standing right here. Damn it! The auto-eject! Don't you dare activate! I can still get Zero! I know it! I know I can still get him! Aah! Kallen I won't lose! Not with this... Guren Mk-II! Villetta They defeated Lord Jeremiah! Who are the Black Knights? Who are they, these warriors? Lelouch All our tasks at hand have been cleared. The pieces are in position. The only thing left to do is check my opponent's stronghold. Cornelia Uh... Decision time! Even Cornelia will lose with only limited allied reinforcements. Plus we have the Guren Mk-II. I'll capture her, then at last I'll learn the truth about my mother's death. And once she's my prisoner, I win! Barring any unforeseen events, my Black Knights will claim victory!
https://w.atwiki.jp/dominions3/pages/616.html
Dome of Arcane Warding 余分に使ったGemターン50%の確率で敵の魔法から土地を守るドームを展開します Dome of Arcane Warding ジェム 疲労 内部ID 598 10 使用 水中判定 効果 効果量 儀式 水中可 Dome 主属性 主Lv 効果発生数 射程距離 Astral 4 1 副属性 副Lv 効果範囲 命中補正 - 0 0 領域 Lv 防御判定 抵抗判定 Enchantment 6 専用国家 ゲーム内説明文 An astral dome is created over the entire province that the mage is located in. The dome will protect the province from many spells that originate from outside the warded province. The more magic gems put into the spell, the longer it will last. If the mage dies, the dome dissolves instantly. The dome has a 50 percent chance of stopping each spell that tries to pass through it. 和訳 星のドームを魔術師の居る州を覆うように展開します。ドームは、保護された州の外部から放たれた呪文の大半から州を護ります。詠唱の際により多くのGemを費やすことで、より長い間持続します。魔術師が死ぬと、ドームは即座に消失します。ドームは、それを通過しようとする呪文をそれぞれ50%の確率で阻止します。 注記 対魔法ドーム星担当。シリーズで一番癖が無い。 ドームは儀式を発動した州に固定され、他の州から発動された魔法に反応する。このドームは50%で魔法を阻止することができる。 ドームが魔法を阻止した場合、ドーム所有側には「A report from (攻撃された州)」というタイトルで報告される。魔法を発動した側には魔法使用の報告に直接記載されるので注意。 ドーム所有側の報告では、阻止したという旨が報告される。阻止できなかった場合は何の報告もされないので、ランダムイベント発生タイプの魔法だと敵の魔法の影響なのかの参考にはならない。 逆に魔法を発動した側には、阻止された場合に限り「The spell was destroyed by a dome that protects the province of ○○.」と記述される。通過した場合は何も変化がなく、ドームがあったのかどうかもわからない。 単純に見て半分は防いでくれる阻止率と、他に妙な特徴が無いことから一番わかりやすい魔法ではある。どんな状況でも魔法を防ぐ役に立つが、逆にこれぞという特徴もない。 時間経過で解除されてしまうため、継続的な保護を期待するには大量のGemを費やさねばならないのが難点。とはいえ永続するのは風と緑のドームのみで、しかも両者とも運次第では一瞬で消えるので明らかに劣るとは言えない。 敵の魔法攻めが継続的に行われ、あまりに鬱陶しい場合などに妨害のために利用することになるだろう。保険として先に使っておく用途には永続タイプのほうが都合が良い。 各種ドームは併用できるので、他のドームと併用してみるのも面白い。反撃タイプの火や水と併用し、両者の迎撃能力の乏しさを補いつつ相手に反撃することもできる。 ただしドームは土地探査などの一部の魔法を除くと、味方が他の州から発動した遠隔召喚魔法などにまで反応してしまう。このドームなら防ぐだけだが、他のドームだとドームか術者が残念なことになりかねないので注意。 また過剰な防御率になることを防ぐためか、重ねられたドームによる魔法阻止はどれか1つのドームしか判定してくれない。何らかの理由でドームが消えると次に引き継ぐので無駄にはならないが、完璧な防御は望めない。 例外は先に挙げた反撃タイプで、これだけは阻止とは無関係に常に発生する。火、水、血を重ねてやれば火炎、冷気、発狂の三段攻撃で報復するという凄まじいことになる。 なお、ドームの持続期間はGemの追加数により延長される。追加なしでも発動したターン+次のターンの間効果がある。追加すると1個ごとにさらに1ターン消えるのが遅れる。 ただし儀式魔法の発動順序はランダムに決定されるため、発動したターンで先に順番が来た魔法には反応できない点に注意すること。 コメント 名前 コメント
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血脈 Bloodlines アストラル Astral Bloodline 出典 Distant Realms 62ページ Whether you were raised on the Astral Plane, had an ancestor with a strong connection to the Astral, or simply had a freak brush with an astral conduit in your youth, you have an unusual connection to both time and space. Your senses extend through the Astral Plane to the far reaches of the multiverse, allowing you to perceive and manipulate the timeless potential that binds the multiverse together. Your ancestors may have also held a connection to one of the astral isles or conduits, or like you, may have plied this cosmic ocean—and some may even survive there to this day. クラス技能:Knowledge (planes). ボーナス呪文:true strike (3rd), false life (5th), sands of time (7th), wandering star motes (9th), permanency (11th), contingency (13th), ethereal jaunt (15th), create demiplane (17th), time stop (19th). ボーナス特技:Combat Reflexes, Dodge, Forge Ring, Improved Initiative, Lightning Reflexes, Quicken Spell, Skill Focus (Knowledge [planes]), Weapon Finesse. 血脈の秘法:When you cast a spell, you can choose to enhance the next spell you cast before the end of your next turn, increasing the enhanced spell’s saving throw DC by 1. The level of the enhanced spell must be lower than that of the spell used to activate this ability. 血脈の力:You can warp time and project your senses into the Astral Plane. Astral Warp(擬呪)/Astral Warp:At 1st level, you can create a sparkling field within 30 feet that distorts time within a 5-foot cube. This field lasts until the beginning of your next turn. Any creature that enters the area or that starts its turn within the cube takes 1d4 points of force damage + 1 point of force damage per 2 sorcerer levels you have (Fortitude negates). While within the area, a creature takes a –1 penalty on Reflex saves and to AC. You can use this ability a number of times per day equal to 3 + your Charisma modifier. Peerless Speed(超常)/Peerless Speed:At 3rd level, you can tap into the power of the Astral’s enhanced magical nature to gain the ability to accelerate your spellcasting dramatically. Once per day as a swift action, you can cast one cantrip you know as though it were augmented by the Quicken Spell metamagic feat, without altering the cantrip’s level. At 5th level and every 2 levels thereafter, the maximum level of the spell you can augment with this ability increases by 1, to a maximum of an 8th-level spell at 19th level. If you use this ability while on the Astral Plane or on any plane whose enhanced magic trait allows you to cast a spell as if augmented by Quicken Spell, you can instead choose to augment the spell as though you had applied the Empower Spell or Maximize Spell metamagic feats instead. Astral Voyager(擬呪)/Astral Voyager:At 9th level, you can send your consciousness to the Astral Plane once per day. This functions as lesser astral projection and allows you to bring with you up to one additional willing creature for every 2 sorcerer levels you have. At 13th level, you can cast plane shift once per day, but only on yourself and willing targets that accompany you, and only from the Material Plane to the Astral Plane and vice versa. At 17th level, the lesser astral projection ability instead functions as astral projection. Arrest the Flow(超常)/Arrest the Flow:At 15th level, once per day as an immediate action, you can attune yourself to the Astral’s timeless nature to halt the effects of one condition or affliction (such as paralyzed, stunned, a poison, or a curse), including permanent and instantaneous conditions, until the end of your next turn. You can use this ability even when a condition or affliction would normally prevent you from doing so, regardless of whether you’re targeting that prevention effect’s source. At the end of your next turn the condition or affliction resumes its normal effect and the round delayed by this ability does not count toward the condition or affliction’s duration. This ability has no effect on hit point damage, ability damage, or the dead condition. Alternatively, you can use this ability to extend the duration of any one effect affecting you until the end of your next turn; this does not extend the duration for any other creatures under the effect. At 19th level, you can use this ability twice per day. Timeless Soul(変則)/Timeless Soul:At 20th level, the silver skies and conduits of the Astral Plane are permanently connected to you. You become immune to the retroactive aging side effects incurred when leaving a plane with the timeless planar trait. You do not gain negative levels when slain on the Astral Plane while using astral projection, and any effect that would sever your silver cord instead returns you to your physical body if you succeed at a Will save (DC = 10 + the CR of the creature or caster level of the effect that severed the cord). In addition, when applying the Quicken Spell metamagic feat to a spell, it uses up a spell slot only 3 levels higher than the spell’s actual level. This ability does not stack with other abilities that would reduce the spell’s final adjusted level. Daemon Daemon Bloodline 出典 Blood of Fiends 29ページ A daemon lurks somewhere along your family tree. Your powers derive from these soul-devouring fiends, who take pleasure and gain power from manipulating mortal frailties like aging, pestilence, famine, and the horrors of war. Your lineage gives you great insight into how to exploit the weaknesses of living beings and how to use leeched soul energy to enhance your wicked abilities. Bonus feats marked with an asterisk (*) are detailed in the Advanced Player’s Guide. クラス技能:Heal. ボーナス呪文:ray of enfeeblement (3rd), touch of idiocy (5th), vampiric touch (7th), contagion (9th), blight (11th), circle of death (13th), waves of exhaustion (15th), horrid wilting (17th), soul bind (19th). ボーナス呪文:Diehard, Endurance, Fast Healer*, Great Fortitude, Heroic Defiance*, Heroic Recovery*, Sickening Spell*, Toughness. 血脈の秘法:Whenever you cast a spell that kills one or more living creatures with an Intelligence score of 3 or higher, the caster level of any spell you cast in the next round increases by +1 for each creature your first spell killed. This ability does not stack with other effects that increase your effective caster level, and you cannot gain a bonus greater than 1/2 your Charisma modifier (minimum 1). The second spell you cast must be of an equal or lower level than the first one. 血脈の力:Like that of a daemon, your magic derives from painful and lingering death. Wasting Ray(擬呪)/Wasting Ray:At 1st level, as a standard action, you can impose either starvation or thirst upon a living creature you can see within 30 feet. This requires the creature to make a Constitution check each round (DC 10 + 1 for each previous check) to avoid taking 1d6 points of nonlethal damage. The creature must continue to make these checks until, as a full-round action, it quenches its thirst or sates its hunger (see pages 444–445 of the Pathfinder RPG Core Rulebook for more information on starvation and thirst). You can use this ability a number of times per day equal to 3 + your Charisma modifier, but can only apply it once every 24 hours to any given creature. Creatures that do not need to eat are immune to this effect. Daemonic Resistances(変則)/Daemonic Resistances:At 3rd level, you gain resist acid 5 and a +2 bonus on saving throws made against poison and death effects. At 9th level, your resistance to acid increases to 10 and your bonus on saving throws against poison and death effects increases to +4. Age Out(超常)/Age Out:At 9th level, you gain the ability to instantly recover from most harmful effects by temporarily aging yourself decades in a matter of moments. As a standard action, you can shift your effective age to the next highest aging step (for example, from adulthood to middle age). Each time you do this, any debilitating condition or effect currently affecting you that initially allowed a Will or Fortitude saving throw immediately ends. When you age yourself in this way, you take the normal penalties associated with growing older (see page 169 of the Core Rulebook) but gain none of the benefits. You cannot use this power to age beyond venerable, recover hit point damage, or remove effects that did not or do not allow a Will or Fortitude saving throw to negate. You return to your actual age 24 hours after the last time you used this ability, and all penalties to ability scores as a result of advanced age are then removed. Wound Warp(擬呪)/Wound Warp:At 15th level, you gain the ability to travel across the battlefield by literally erupting from the fatal wounds of deceased creatures. As a standard action once per day, you can teleport to an unoccupied square adjacent to any dead creature within 10 feet per caster level. Any creatures adjacent to the square you teleport to take 4d6 points of acid damage as you burst into being and shower them with acidic bile. Creatures that make successful Reflex saves (DC 10 + 1/2 your sorcerer level + your Charisma modifier) take half damage. This ability otherwise functions like dimension door. At 20th level, you can use this ability twice per day. One with Abaddon(超常)/One with Abaddon:At 20th level, your body embraces the unspeakable power of your daemon lineage. You gain immunity to acid, death effects, and poison. You also gain DR 5/good or silver and resistance to cold 10, electricity 10, and fire 10. Div Div Bloodline 出典 People of the Sands 23ページ You can trace your ancestry to one of the foul, corrupted genies known as divs. クラス技能:Knowledge (planes). ボーナス呪文:disguise self (3rd), touch of idiocy (5th), deeper darkness (7th), bestow curse (9th), insect plague (11th), disintegrate (13th), insanity (15th), earthquake (17th), wish (19th). ボーナス特技:Blind-Fight, Deceitful, Empower Spell, Improved Initiative, Iron Will, Lightning Reflexes, Persuasive, Power Attack. 血脈の秘法:Whenever you deal damage to more than one creature with a spell that affects an area, the save DCs of your spells increase by 1 for 1d4 rounds. 血脈の力: The corrupt blood within you grants you powers to devastate the works and bonds of mortals. Spoiling Touch(超常)/Spoiling Touch:At 1st level, you can impose the broken condition upon one Medium or smaller object by making a successful melee touch attack. Magical items or objects carried or worn by a creature are allowed a Fortitude save to resist this effect. Multiple uses of this effect do not stack. You can use this ability a number of times per day equal to 3 + your Charisma modifier. Div Resistances(変則)/Div Resistances:At 3rd level, you gain fire resistance 5 and a +2 bonus on saving throws against poison. At 9th level, your resistance to fire increases to 10 and your bonus on saving throws against poison increases to +4. Corrupting Aura(変則)/Corrupting Aura:At 9th level, you can surround yourself with an aura of corrupting energy for a number of rounds per day equal to your sorcerer level. Any creature within 10 feet of you takes 1d6 points of nonlethal damage + 1 for every 2 sorcerer levels you possess, and it is sickened for 1 round. In addition, any creature within the aura that attempts casting a divine spell must succeed at a caster level check (DC 15 + double the level of the spell) or lose the spell. You can use this ability once per day at 9th level, twice per day at 17th, and three times per day at 20th. Squander(超常)/Squander:At 15th level, you gain the ability to force others to waste the opportunities they are given. Once per day as a standard action, you can cause a target within 30 feet to gain the staggered condition for a number of rounds equal to your sorcerer level. The duration is halved if the target makes a successful Will save (DC 10 + 1/2 your sorcerer level + your Cha modifier). Ahriman’s Favor(超常)/Ahriman’s Favor:At 20th level, you are filled with Ahriman’s wickedness. You gain immunity to fire and poison. You also gain acid resistance 10 and electricity resistance 10, and the ability to see perfectly in darkness of any kind to a range of 60 feet. Harrow Harrow Bloodline 出典 The Harrow Handbook 28ページ Just as knowledge of the harrow has passed from generation to generation since time immemorial, so too has a deep spiritual connection to the otherworldly forces bound by the harrow passed through the ages. Your family line might trace back to a branch of the ancient Imlios clan (see History of the Harrow on pages 6–7), or one of your ancestors might have once escaped the Harrowed Realm, carrying its inf luence back in his blood. Perhaps you are descended from exceptionally powerful harrowers, and their skill naturally resonates within you. Regardless, your connection to the mysterious deck grants you magical power over the cards of the harrow, visions of the future, and the ability to call down ephemeral forces. クラス技能: Knowledge (history). ボーナス呪文:ill omen (3rd), augury (5th), harrowing (7th), shadow conjuration (9th), contact other plane (11th), legend lore (13th), greater harrowing (15th), moment of prescience (17th), weird (19th). ボーナス特技:Alertness, Craft Wondrous Item, Extend Spell, Fortune TellerISWG, HarrowedISWG, Skill Focus (Knowledge [history]), Varisian TattooISWG. 血脈の秘法:Whenever you cast a divination spell that requires a percentage roll, add 5 to the result of your roll. In addition, you can roll the percentage dice twice and use the result you prefer. Your maximum percentage chance of receiving a meaningful and accurate reply for divination spells is 100%, instead of the usual 90%. 血脈の力: Your connection to the harrow gives you uncanny insight into both the future and the motivations of mortals. Twisted Fortune(擬呪)/Twisted Fortune:At 1st level, you can use your supernatural insight to hijack the fortunes of a single target within 30 feet. For 1 round, the target becomes confused and cannot directly control its actions (Will negates). Once a creature has been affected by twisted fortune, it is immune to the ability’s effects for 24 hours. You can use this ability a number of times per day equal to 3 + your Cha modifier. See It Coming(超常)/See It Coming:At 3rd level, you gain a +1 luck bonus on the saving throw type of your choice (Fortitude, Reflex, or Will). As a full-round action, you can change which saving throw your luck bonus applies to. At 7th level and every 4 levels thereafter, this bonus increases by 1, to a maximum of +5 at 19th level. Invoke the Harrow(超常)/Invoke the Harrow:At 9th level, you can draw a random harrow card from a complete harrow deck you own as a standard action and channel the aspects of the card into your body. You take on superficial traits featured on the card and gain a +4 enhancement bonus to the ability score associated with the card’s suit. You can invoke the harrow for a number of minutes per day equal to your sorcerer level; the duration need not be continuous, but it must be used in 1-minute increments. Harrowed Home(擬呪)/Harrowed Home:At 15th level, your otherworldly connection is so strong that your subconscious cleaves off a small portion of the Harrowed Realm for use as your own private sanctuary. Your harrowed home is created the first time you use this ability, and is decorated as a garish ref lection of your personality. Thereafter, you always visit this same home. You can place a portal to your harrowed home once every 24 hours, but placing a new portal destroys the previous one, and you can not move the entrance while you are inside. As long as you are not in your harrowed home, time ceases to pass for anything and anyone still in your pocket dimension; creatures cannot move, objects do not decay, and everything remains exactly the same as you left it the last time you visited the plane. Time continues as normal whenever you are inside your harrowed home. This ability is otherwise identical to mage’s magnificent mansion. Kin to the Old Tales(超常)/Kin to the Old Tales:At 20th level, your soul becomes host to the otherworldly energies of the harrow. You gain DR 10/cold iron and immunity to curses, paralysis, and sleep. You can always act in the surprise round of combat, and you cannot be caught flat-footed. You gain unlimited use of your invoke the harrow ability. Impossible Impossible Bloodline 出典 Champions of Balance 21ページ You can see beyond the mundane, and are capable of visualizing the improbable, and even the impossible. This ability derives from an equally unlikely source, such as the godmind of the axiomites or the monad of aeons. If this expanded perception doesn’t drive you mad, you may learn to make the impossible into reality. クラス技能:Knowledge (engineering). ボーナス呪文:lesser confusion (3rd), make whole (5th), shrink item (7th), confusion (9th), fabricate (11th), animate objects (13th), insanity (15th), polymorph any object (17th), wish (19th). ボーナス特技:Craft Construct, Craft Magic Arms and Armor, Deft Hands, Exotic Weapon Proficiency, Far Shot, Iron Will, Point-Blank Shot, Skill Focus (Knowledge [engineering]). 血脈の秘法:Constructs are susceptible to your enchantment (compulsion) spells as if they were not mindaffecting. Constructs are treated as living creatures for the purposes of determining which spells affect them. 血脈の力: You see the world differently from others, and can mold it to suit your needs. Disorienting Touch(擬呪)/Disorienting Touch:At 1st level, as a melee touch attack, you can cause a creature to doubt its sense of depth and direction. The target is sickened for a number of rounds equal to 1/2 your sorcerer level (minimum 1). Multiple touches do not stack, but they do add to the duration. You can use this ability a number of times per day equal to 3 + your Charisma modifier. Spontaneous Generation/Spontaneous Generation:At 3rd level, you gain Craft Wondrous Item as a bonus feat. In addition, when you craft a magic item (except a potion, a spell-trigger item, or a spellcompletion item), you may ignore one spell prerequisite without increasing the creation DC. You can ignore an additional spell prerequisite at 9th, 15th, and 20th levels. Distracting Pattern(超常)/Distracting Pattern:At 9th level, you can distort the scenery around you for a number of rounds equal to your sorcerer level. This ability provides a 20% miss chance on ranged attacks made against you and grants you a bonus on Stealth checks equal to 1/2 your sorcerer level. You can use this ability once per day at 9th level, twice per day at 17th level, and three times per day at 20th level. Relativity(超常)/Relativity:At 15th level, you can traverse vertical surfaces as easily as you walk on the ground. When climbing, you move at your normal land speed and take none of the penalties associated with climbing. The surface must be able to support your weight, and difficult terrain affects your speed as normal. You are also immune to reverse gravity and similar effects. Living Paradox(変則)/Living Paradox:At 20th level, your outward appearance remains the same, but beneath your skin lies not flesh and blood but clockwork gears, miniature galaxies, or something equally uncanny. You gain immunity to disease and poison. You take no additional damage from bleed effects, critical hits, and sneak attacks. Martyred Martyred Bloodline 出典 Blood of Angels 29ページ One of your ancestors paid the ultimate price for her beliefs. This distant relative martyred herself out of her devout belief in a cause, and that sacrifice echoed down to her descendants, infusing them with arcane power. Your bloodline confers abilities that allow you to endure pain, resist torture, and inspire others. Spells and feats marked with an asterisk (*) can be found in the Pathfinder RPG Advanced Player’s Guide. Two asterisks (**) indicate a spell or feat from Pathfinder RPG Ultimate Magic. クラス技能:Perform (oratory). ボーナス呪文:endure elements (3rd), surmount affliction** (5th), heroism (7th), blessing of fervor* (9th), death ward (11th), greater heroism (13th), joyful rapture** (15th), mind blank (17th), overwhelming presence** (19th). ボーナス特技:Diehard, Endurance, Heroic Defiance*, Heroic Recovery*, Leadership, Persuasive, Skill Focus (Perform), Toughness. 血脈の秘法:Whenever you take damage in battle, your effective caster level increases by 1 during your next turn. This effect does not apply more than once per round. 血脈の力: You draw upon the power of your ancestor’s self-sacrifice. Sacrificial Boon(超常)/Sacrificial Boon:At 1st level, as an immediate action, you can sacrifice 1 hit point in exchange for a +1 sacred bonus on the next damage roll, saving throw, or skill check you make. This bonus only applies as long as you use it by or during your next turn—otherwise both your sacrificed hit point and the bonus are wasted. You can use this ability a number of times per day equal to 3 + your Charisma modifier. Rallying Cry(超常)/Rallying Cry:At 3rd level, as a standard action once per day, you can shout a cry instilled with the noble sacrifices of your ancestor. You and any allies within 30 feet who can hear you gain a +1 morale bonus on attack and damage rolls for a number of rounds equal to half your sorcerer level (minimum 1). At 7th level and every four levels thereafter, this bonus increases by +1, to a maximum of +5 at 19th level. Gift of Blood(超常)/Gift of Blood:At 9th level, as a standard action, you can choose to sacrifice some of your hit points to grant an ally double that number in temporary hit points. You can sacrifice up to your character level in hit points when using this ability. These temporary hit points last up to 1 minute per sorcerer level. You cannot heal your sacrificed hit points until your target has lost its temporary hit points. At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day. Sacrificial Exchange(超常)/Sacrificial Exchange:At 15th level, as a swift action once per day, you can take 2 points of temporary ability damage to one of your ability scores and add a temporary +2 inherent bonus to any other ability score. This bonus lasts for a maximum of 1 hour per sorcerer level or until you choose to prematurely dismiss it (a free action), during which time the temporary ability damage cannot be healed by any means. After this effect ends, you can heal the ability damage normally. At 20th level, you can use this ability twice per day. Eternal Martyr(超常)/Eternal Martyr:At 20th level, your ancestor’s act of martyrdom infuses your spirit. You become immune to death effects. Material components for spells and effects to bring you back to life (such as raise dead or resurrection) cost half as much as normal. Your body cannot be turned into an undead creature, as though you were affected by a permanent hallow effect (caster level equal to your sorcerer level). Naga Naga Bloodline 出典 Blood of the Beast 16ページ Naga blood flows within your veins. Perhaps a curious naga experimented upon one of your ancestors in an attempt to create the perfect servant, or maybe one of your ancestors was a shapeshifting naga. Either way, you boast powers similar to those of true nagas. クラス技能:Knowledge (dungeoneering) ボーナス呪文:ray of enfeeblement (3rd), invisibility (5th), lightning bolt (7th), poison (9th), dominate person (11th), veil (13th), limited wish (15th), mass charm monster (17th), shapechange (19th). ボーナス特技:Alertness, Blind-Fight, Combat Casting, Dodge, Improved Initiative, Lightning Reflexes, Skill Focus (Knowledge [dungeoneering]), Stealthy. 血脈の秘法:Whenever you cast a spell with the poison descriptor, increase the spell’s DC by 2. 血脈の力: You can draw upon the ancient magic of the nagas to ensnare the minds of lesser creatures and destroy those who would defy your will. Vanishing(擬呪)/Vanishing:At 1st level, you can cloak yourself in illusory magic as a standard action, making you invisible (as per invisibility) for a number of rounds per day equal to your sorcerer level + your Charisma bonus (if any). These rounds need not be used consecutively. Naga Resistances(変則)/Naga Resistances:At 3rd level, you gain a +2 bonus on saving throws against mind-affecting effects and poison effects. At 9th level, this bonus increases to +4. Ensnaring Eyes(超常)/Ensnaring Eyes:At 9th level, add 2 to the save DC of any spell, spell-like ability, or supernatural ability you use that causes a target to become fascinated or that belongs to the charm subschool. Cast without Hands(超常)/Cast without Hands:At 15th level, you learn to eschew the use of your hands when casting spells, as a naga would. Whenever you cast an arcane spell with a somatic component, you can do so even with your hands full, by twisting and gyrating your body. This doubles the arcane spell failure chance from your armor (if any), and you can’t use this ability if you are pinned or immobile. Power of the Naga(超常)/Power of the Naga:At 20th level, your form becomes enhanced by the power of the naga. You gain immunity to charm effects, mind-reading effects, and poison. In addition, you can also assume the shape of a naga at will as if using naga shape III. Nanite Nanite Bloodline 出典 People of the River 19ページ Your conception was marked by the alien influence of Numeria. Either you were born from one of the forgewombs scattered throughout the wastelands, or you were infected by nanites, which now course through your blood. クラス技能:Knowledge (engineering). ボーナス呪文:disguise self (3rd), defensive shock (5th), gaseous form (7th), miasmatic form (9th), echolocation (11th), fluid form (13th), magnetic field (15th), iron body (17th), shapechange (19th). ボーナス特技:Blind-Fight, Combat Expertise, Dodge, Eldritch HeritageUM, Expanded Arcana, Improved Disarm, Lightning Reflexes, Skill Focus (Knowledge [engineering]). 血脈の秘法:Whenever you cast a spell from the transmutation school and target only yourself, increase the spell’s duration by 50%. This does not stack with metamagic feats or abilities such as Extend Spell. 血脈の力: The microscopic nanites in your blood grant you incredible powers and alien magic. Nanite Strike(変則)/Nanite Strike:At 1st level as a free action, you can cause nanites to flow from your body and coat the striking end of any manufactured melee weapon you wield. When you hit with a melee attack using this weapon, some of the nanites infect the blood of the victim (Poison—injury; save Fort DC 10 + 1/2 your sorcerer level + your Con modifier; frequency 1/round for 6 rounds; effect 1 Str damage; cure 1 save). At 5th level, weapons you use with this ability are treated as magical for the purposes of overcoming DR, and the poison also deals 1 point of Constitution damage. At 7th level, the damage increases to 1d2 points of Constitution damage and 1d2 points of Strength damage. At 11th level, the cure becomes two successful saves. You can use this ability for a number of rounds per day equal to 3 + your Charisma modifier; these rounds need not be consecutive. Nanite Surge(変則)/Nanite Surge:At 3rd level, once per day as an immediate action, you can cause your nanites to surge, granting you a bonus equal to 3 + your sorcerer level on any one d20 roll; this ability must be activated before the roll is made. If you already possess the nanite surge ability from another source (such as from being an android), you can use your nanite surge an additional time per day. At 9th level, you can use this ability an additional time per day. Nanite Resurgence(変則)/Nanite Resurgence:At 9th level, once per day as an immediate action upon being reduced to one-quarter your maximum hit points, you can force the mechanical swarm living inside you to keep you alive. This ability functions like a resurgent transformation spell (Pathfinder RPG Advanced Player’s Guide 239) using your sorcerer level as the caster level, except it is an extraordinary ability and cannot be dispelled. At 17th level, you can use this ability twice per day (though using this ability twice in one 24-hour period entails a chance of system shock and death; see the spell’s description for more details). At 20th level, you never die of system shock from using this ability. Distributed Body(変則)/Distributed Body:At 15th level, anytime you are struck by a critical hit or a sneak attack, there is a 25% chance that your nanites scatter and reincorporate around the attack, negating the extra damage and causing the attack to deal damage as normal instead. Living Swarm(超常)/Living Swarm:At 20th level, you and the machines within you become one. Your nanites consume and replicate your body, allowing swift and radical physical alterations with little more than a thought. You become immune to bleed effects, diseases, and poisons, and gain DR 5/—. At will, you can break down your body and move in a shimmering stream of flying nanites, as if affected by gaseous form. Oni Oni Bloodline 出典 Dragon Empires Primer 28ページ As slaves of capricious oni lords, your ancestors were forced to yield to their masters’ hedonistic desires, inevitably tainting their descendents with oni blood. Now, you wield the powers of the oni thanks to your vile heritage. The oni bloodline is an additional bloodline for the sorcerer class. クラス技能:Intimidate. ボーナス呪文:ray of enfeeblement (3rd), invisibility (5th), fly (7th), charm monster (9th), cone of cold (11th), greater dispel magic (13th), waves of exhaustion (15th), trap the soul (17th), dominate monster (19th). ボーナス特技:Combat Expertise, Combat Reflexes, Enforcer*, Fast Healer*, Improved Initiative, Iron Will, Power Attack, Skill Focus (Intimidate), Weapon Proficiency (katana [see Pathfinder RPG Ultimate Combat]) 血脈の秘法:Whenever you cast a spell of the charm or compulsion subschool, you gain a bonus on Bluff, Diplomacy, and Intimidate skill checks equal to the level of the spell for 1d4 rounds. 血脈の力: While some would call you cursed, you have learned to unlock the powers of your oni heritage. Your emergent cruelty becomes more dominant as your power increases. Touch of Agony(擬呪)/Touch of Agony:At 1st level, you can make a melee touch attack as a standard action that wracks a living creature with agonizing pain. The target takes 1d4 points of nonlethal damage each round for a number of rounds equal to 1/2 your sorcerer level (minimum 1). You can use this ability a number of times per day equal to 3 + your Charisma modifier. Altered Form(擬呪)/Altered Form:At 3rd level, you gain the ability to change shape (as the spell alter self ) for a number of minutes per day equal to your sorcerer level. These rounds need not be consecutive. At 17th level, the duration of this effect is no longer limited, and you may remain in your chosen form as long as you want. Windborne(擬呪)/Windborne:At 9th level, you can turn gaseous (as the spell gaseous form) for a number of rounds per day equal to your sorcerer level. These rounds need not be consecutive. At 11th level and every two levels thereafter, your speed while gaseous increases by +10 feet, to a maximum speed of 60 feet at 19th level. Oni Healing(超常)/Oni Healing:At 15th level, if your hit points drop below 0, you automatically stabilize and begin regenerating 2 hit points per round for a number of rounds per day equal to your sorcerer level. While regenerating in this way, you are not affected by spells or effects that would cause you to continue dying, such as bleed, but if you take any acid or fire damage, you stop regenerating for the rest of the day (but remain stabilized) and you are affected by such effects as normal. You still die if your hit points reach a negative number equal to your Constitution score, regardless of whether you are regenerating. This ability only works once per day—if you drop below 0 hit points a second time, you do not benefit from this ability. Hedonistic Master(超常)/Hedonistic Master:At 20th level, you fully embrace your oni heritage to unlock its maximum potential. You gain the ability to change your shape between your natural form and that of any one Large humanoid creature of the giant subtype at will (as the spell giant form I). You must choose which creature you wish to be able to change into when you reach 20th level; once you make this decision, you cannot change it. You can switch between your forms at will, and can assume your giant form for as long as you want. In addition, you gain SR equal to 6 + your sorcerer level, and whenever you cast a spell of the charm or compulsion subschool, the spell’s DC increases by +2. Orc Orc Bloodline 出典 Orcs of Golarion 14ページ The rage of your ancestors burns within you, and the taint of savage orc blood flows through your veins. Your anger is never far from the surface, giving you strength and driving you to seek greater power. クラス技能:Survival. ボーナス呪文:burning hands (3rd), bull's strength (5th), rage (7th), wall of fire (9th), cloudkill (11th), transformation (13th), delayed blast fireball (15th), iron body (17th), meteor swarm (19th). ボーナス特技:Diehard, Endurance, Great Fortitude, Intimidating Prowess, Improved Overrun, Power Attack, Toughness, Widen Spell. 血脈の秘法:You gain the orc subtype, including darkvision 60 feet and light sensitivity. If you already have darkvision, its range increases to 90 feet. Whenever you cast a spell that deals damage, that spell deals +1 point of damage per die rolled. 血脈の力: You are heir to the bestial power of the great orc warlords of the past. You feel their rage in your blood, and must take care lest the urge to despoil and destroy consumes you. Touch of Rage(擬呪)/Touch of Rage:At 1st level, you can touch a creature as a standard action, giving it a morale bonus on attack rolls, damage rolls, and Will saving throws equal to 1/2 your sorcerer level (minimum 1) for 1 round. You can use this ability a number of times per day equal to 3 + your Charisma modifier. Fearless(変則)/Fearless:At 3rd level, you gain a +4 bonus on saving throws made against fear and a +1 natural armor bonus. At 9th level, you lose your light sensitivity, gain immunity to fear, and your natural armor bonus increases to +2. Strength of the Beast(変則)/Strength of the Beast:At 9th level, you gain a +2 inherent bonus to your Strength. This bonus increases to +4 at 13th level, and to +6 at 17th level. Power of Giants(擬呪)/Power of Giants:At 15th level, you may grow to Large size as a standard action. At this size you gain a +6 size bonus to Strength, a –2 penalty to Dexterity, a +4 size bonus to Constitution, and a +4 natural armor bonus. You may return to your normal size as a standard action. You may remain in this size for up to 1 minute per character level per day; this duration does not need to be consecutive, but it must be used in 1 minute increments. Warlord Reborn(超常)/Warlord Reborn:At 20th level, you become a true orc warlord of legend. You gain immunity to fire and DR 5/—. Once per day, you can cast transformation as a spell-like ability using your sorcerer level as your caster level. Pestilence Pestilence Bloodline 出典 Pathfinder #29 Mother of Flies 29ページ You were born during the height of a great magical plague, to a mother suffering from an eldritch disease, or you suffered an eldritch pox as a child, such that your very soul now carries a blight of pestilence within it. クラス技能:Heal. ボーナス呪文:charm animal (3rd), summon swarm (5th), contagion (7th), repel vermin (9th), insect plague (11th), eyebite (13th), creeping doom (15th), horrid wilting (17th), power word kill (19th). ボーナス特技:Brew Potion, Diehard, Endurance, Great Fortitude, Self Sufficient, Skill Focus (Knowledge [nature]), Silent Spell, Toughness. 血脈の秘法:Vermin are susceptible to your mind-affecting spells. They are treated as animals for the purposes of determining which mind-affecting spells affect them. 血脈の力: You awaken and quicken the lurking pestilence in your own body or the surrounding world to wreak hideous malice, or to command and commune with agents of such plagues. Plague's Caress(擬呪)/Plague's Caress:At 1st level, you can make a melee touch attack as a standard action that causes a living creature’s flesh to break out into rancid-smelling pustules and sores for a number of rounds equal to 1/2 your sorcerer level (minimum 1 round). These sores cause the victim to become sickened for the duration of the effect; this is a disease effect. You can use this ability a number of times per day equal to 3 + your Charisma modifier. Accustomed to Awfulness(変則)/Accustomed to Awfulness:At 3rd level, you become immune to the sickened condition and gain a +4 bonus on all saving throws against effects that cause nausea or disease. At 9th level, you become immune to the nauseated condition and to the debilitating effects of disease (but you can still be a carrier of diseases). Shroud of Vermin(超常)/Shroud of Vermin:At 9th level, swarms no longer see you as prey. You can walk among swarms without fear of being harmed by them at all, and by taking a standard action to mentally command a swarm in which you stand, you can direct that swarm’s attacks and movements as long as you have more Hit Dice than the swarm. Even when you aren’t standing amid a swarm, your body crawls with vermin, and their chitinous bodies increase your natural armor bonus by +1. At 11th level, this bonus increases to +2, and at 17th level it increases to +3. Pestilential Breath(超常)/Pestilential Breath:At 15th level, the sickness within your body finally becomes so potent that your very breath is deadly. Once per day as a standard action, you can exhale a cloud of pestilence in a 30-foot cone. Those caught in the area of this miasmic cloud receive a single Fortitude save to avoid suffering the effects of two different diseases. The DC of this save is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. You can choose what two diseases you inflict on each target that succumbs to your plague breath, but they must be two different diseases chosen from the following list blinding sickness, bubonic plague, cackle fever, filth fever, leprosy, mindfire, red ache, shakes, or slimy doom. The victim suffers the initial effects of these two diseases immediately — use the diseases’ frequency and save DC normally to determine further effects as detailed on page 557 of the Pathfinder RPG Core Rulebook. At 17th level, you can use this ability twice per day. At 20th level you can use this ability three times per day. Plague Carrier(超常)/Plague Carrier:At 20th level, your touch inflicts mummy rot on those you strike. You can choose to suppress this ability for 1 round as a swift action. You can make a touch attack to inflict this disease on a target, or transfer it as part of an attack with any melee weapon or touch-based spell. The creature touched can resist contracting mummy rot by making a Fortitude save - the DC is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. Phoenix Phoenix Bloodline 出典 Heroes of Golarion 24ページ One of your ancestors bore witness to a phoenix’s resurrection and formed a bond with the magical creature. The resurrecting flames still course through your veins, surging with power. クラス技能:Knowledge (Arcana) ボーナス呪文:color spray (3rd), see invisibility (5th), magic circle against evil (7th), wall of fire (9th), break enchantment (11th), path of the winds (13th), firebrand (15th), prismatic wall (17th), fiery body (19th). ボーナス特技:Dodge, Elemental Focus (fire), Fast Healer, Improved Initiative, Iron Will, Mobility, Quicken Spell, Skill Focus (Knowledge [arcana]). 血脈の秘法:When casting any spell that deals fire damage, you can instead heal your targets. The spell deals no damage, and living creatures affected by the spell instead regain a number of hit points equal to half the fire damage the spell would normally deal. 血脈の力: The phoenix is an elemental creature of sky and primal fire, and its blood within you sings with a similar power. The Unseen World(超常)/The Unseen World:At 1st level, you gain detect magic and read magic as spells known. At 5th level, the phoenix’s blood drives you to find and save lost knowledge and magical items. As a swift action, you can automatically identify the properties of a non-cursed magic item you hold; you must still identify a cursed item as normal to correctly identify it as cursed. You can use this ability a number of times equal to your Charisma modifier per day. Immolation(超常)/Immolation:At 3rd level, you gain the ability to surround yourself in fire as a swift action. This fire burns for a number of rounds per day equal to your character level plus your Charisma bonus. These rounds do not have to be consecutive. Any unarmed attacks you make while affected by immolation deal an additional 1d6 points of fire damage, and any creature that ends its turn adjacent to you while you’re affected by immolation also takes 1d6 points of fire damage. Vermilion Wings(超常)/Vermilion Wings:At 9th level, you gain the ability to grow a pair of phoenix wings from your back as a standard action. The wings grant you a fly speed of 60 feet with good maneuverability. You can dismiss the wings as a free action. Restoring Flames(擬呪)/Restoring Flames:At 15th level, you can cast greater restoration once per day as a spell-like ability. Rebirth(超常)/Rebirth:At 20th level, the full power of a phoenix erupts from within you if you perish. When you die, you are brought back to life, as true resurrection, after 1 minute. This ability can be used only once every 24 hours, and if you are slain again within this period, your death is permanent. Possessed Possessed Bloodline 出典 Haunted Heroes Handbook 19ページ Possessed sorcerers channel their magic potential through a unique bond with a possessing spirit rather than through blood alone. These spirits take numerous forms, but such is their tenaciousness that they bond in a way that prevents their banishment from the host. Instead, both possessor and sorcerer work together, their joint nature allowing the sorcerer to unlock many unnatural abilities. Outsider-rich nations such as Cheliax and the Worldwound are common places for possessed sorcerers to appear, though anyplace where an outsider could possess another living being would be equally suitable. The magical nature of a sorcerer’s bloodline means the sorcerer herself does not even need to be the creature initially possessed to have this particular bloodline. It may be that one of your ancestors was possessed by a powerful spirit, one whose presence was so overwhelming that it sends ripples of power down through the generations. クラス技能:Knowledge (religion) ボーナス呪文:Anticipate perilUM (3rd), share memoryUM (5th), pure spiritOA (7th), entrap spiritOA (9th), possessionOA (11th), telepathyOA (13th), insanity (15th), bilocationOA (17th), divide mindOA (19th). ボーナス特技:Combat Casting, Deceitful, Fearsome SpellOA, Improved Iron Will, Iron Will, Persuasive, Selective SpellAPG, Skill Focus (Bluff), Spell Focus, Traumatic SpellOA 血脈の秘法:Whenever you cast a non-cantrip spell, you can roll the next Will save you attempt against a mind-affecting effect before your next turn twice and take the better result. If you have already failed a save against a mind-affecting effect, you can instead attempt another Will save against that ongoing mind-affecting effect after successfully casting your spell. You can use this ability only once against a given mind-affecting effect. You can use this ability a number of times per day equal to 3 + your Charisma modifier. 血脈の力: The mystical connection with your possessing spirit allows you to gain more control over your body and mind. Aggressive Possession(擬呪)/Aggressive Possession:At 1st level, you can make a melee touch attack as a standard action. The target must succeed at a Will save or be confused for 1 round. The save DC is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. You can use this ability a number of times per day equal to 3 + your Charisma modifier. Sight Unseen(擬呪)/Sight Unseen:At 3rd level, you gain darkvision with a range of up to 30 feet. If you already have darkvision, its range instead increases by 30 feet. At 9th level, you gain lifesense with a range of 30 feet (lifesense allowsyou to sense and locate living creatures as if you had the blindsight ability). Inside Agent(擬呪)/Inside Agent:At 9th level, you can reroll any Perception check you just attempted by allowing your possessing spirit to take further control. You take a –2 penalty on all other skill checks for the following minute as the spirit interferes with your concentration. At 13th level, you can reroll any other skill check, but the penalty for using the ability in this way increases to –4 for the following 10 minutes. You must reroll the check before you learn the result of your original check, and cannot use this power while the skill check penalty associated with inside agent is imposed on you. One Body, Two Minds(擬呪)/One Body, Two Minds:At 15th level, once per day, you can improve the effectiveness of a single spell by havingyour possessing spirit channel that spell. The spell acts as though it were affected by both the Silent Spell and Still Spell metamagic feats. If the spell chosen is a mindaffecting spell, it also benefits from the Extend Spell metamagic feat. This ability does not use up a spell slot higher than the level of the base spell, nor does it increase the level of the base spell. Dual Spirit(超常)/Dual Spirit:At 20th level, you gain immunity to mind-affecting effects. Whenever you successfully employ a possession effect (such as magic jar or possessionOA), you remain in complete control of your body and the body of your possessed target. Salamander Salamander Bloodline 出典 Elemental Master's Handbook 6ページ You are descended from the elemental outsiders known as salamanders. You wield flame as a weapon and a tool, and your smithing skills are unrivaled. クラス技能:Acrobatics ボーナス呪文:magic weapon (3rd), molten orbACG (5th), magic vestment (7th), fire shield (warm shield) (9th), fire snakeAPG (11th), tar poolUC (13th), firebrandAPG (15th), wall of lavaAPG (17th), meteor swarm (19th). ボーナス特技:Cleave, Craft Wondrous Item, Iron Will, Power Attack, ProdigyUM, Skill Focus (Acrobatics), Skill Focus (Perception), Toughness. 血脈の秘法:The DCs of your sorcerer spells increase by 2 against creatures that are suffering ongoing fire damage. 血脈の力: Your salamander blood gives you great skill at crafting, even as it reshapes your form. Ember(超常)/Ember:At 1st level, when making a Craft check involving metal, you can expend any number of uses of this ability (up to half your sorcerer level, minimum one use) to gain a circumstance bonus on the check equal to twice the number of uses expended. You can use this ability a number of times per day equal to 3 + your Charisma modifier. Forge and Fire(超常)/Forge and Fire:At 3rd level, you gain Craft Magic Arms and Armor as a bonus feat. In addition, whenever you cast a nonpermanent, noninstantaneous spell that improves or enhances a manufactured weapon, you can also give that weapon the flaming special ability for the spell’s duration. (This has no effect if the weapon already has the flaming special ability.) Serpent’s Tail(超常)/Serpent’s Tail:At 9th level, you can transform your legs into a slithering serpentine tail as a free action. Your speed is reduced by 10 feet (to a minimum of 5 feet), and you can’t be tripped. Your footwear melds into your body and is nonfunctional unless it provides a constant bonus and does not need to be activated. You also gain a tail slap natural attack that deals 1d8 points of damage (1d6 if you are Small) + your Strength modifier. At 15th level, your reach with your tail slap increases by 5 feet. These effects last a number of minutes per day equal to your sorcerer level; the duration does not need to be consecutive, but it must be used in 1-minute increments. Searing Heat(超常)/Searing Heat:At 15th level, your body becomes as hot as a salamander’s. You deal 1d6 additional points of fire damage with natural weapons and melee attacks made with metal weapons. In addition, you deal 2d6 points of fire damage per round to any creature you grapple. This heat does not damage your equipment. You can activate or deactivate this effect as a free action. Reforged Flesh(変則)/Reforged Flesh:At 20th level, you become immune to fire damage and gain DR 10/adamantine and magic. Scorpion Scorpion Bloodline 出典 Potions and Poisons 7ページ Whether your ancestors served a scorpion goddess or simply worked closely with more mundane members of the species, the venom from these arachnids has seeped down through generations into your blood. クラス技能:Climb. ボーナス呪文:thorn javelin (3rd), spider climb (5th), poison (7th), giant vermin (scorpions only) (9th), vermin shap II (11th), sirocco (13th), creeping doom (15th), horrid wilting (17th), transmute blood to acid (19th). ボーナス特技:Arcane Strike, Blind-Fight, Combat Reflexes, Disruptive Spell, Improved Initiative, Nimble Moves, Skill Focus (Climb), Stealthy. 血脈の秘法:You are trained in the use of poison and cannot accidentally poison yourself when applying poison to a weapon. 血脈の力: Wherever your lineage hails from now, the desert is in your blood. Your ancestors may have worshiped the power of the scorpion or learned to channel it to survive. Progenitor’s Sting(擬呪)/Progenitor’s Sting:You can magically apply your toxic essence onto your weapon or onto the weapon of a willing ally within 30 feet as a standard action. (Poison—injury; save Fort DC 10 + half your sorcerer level + your Charisma modifier; frequency 1/round for 6 rounds; effect 1 Str, Dex, or Con damage [chosen when this ability is used]; cure 1 save). You can use this ability a number of times per day equal to 3 + your Charisma modifier. At 5th level, the ability damage of your poison increases to 1d3. At 7th level, each time you apply your progenitor’s sting, you can choose two ability scores for your bloodline poison to affect. At 11th level, whenever you apply your progenitor’s sting to a weapon, you can magically apply it onto all willing allies’ weapons within 20 feet as well. This counts as one use of your bloodline ability. Modify Onset(超常)/Modify Onset:At 3rd level, you can increase the onset time of poisons you use by up to 1 hour per level. At 9th level, you can alter a poison so that it does not have an onset time, but you can trigger it as a swift action to take effect at any time, regardless of distance. If you do not trigger this poison within 1 week of poisoning a target, the poison dissipates harmlessly. The poison can be detected and removed before it is triggered using any normal methods of detecting and removing poison. Sudden Sting(変則、擬呪)/Sudden Sting:At 9th level, when you are able to act in the surprise round, you can take a full round’s worth of actions rather than just a single standard action. You can also cast accelerate poison and delay poison as spell-like abilities a total of three times per day. Sandwalker(変則)/Sandwalker:At 15th level, you gain you gain a burrow speed of 30 feet and tremorsense with a range of 60 feet. It Is My Nature(超常)/It Is My Nature:At 20th level, your poisoned blood protects you, reflexively conjuring an ethereal stinger to lash out at foes who come too close. Three times per day when an enemy moves into a square adjacent to you, you can make a melee touch attack against the creature as an immediate action. On a hit, the creature must succeed at a Fortitude save (DC = 10 + half your sorcerer level + your Charisma modifier) or die. A creature that succeeds at this Fortitude save is immune to this effect for 24 hours. This is a poison and death effect. You can use this ability even when you are surprised or flat-footed. Shapechanger Shapechanger Bloodline 出典 Legacy of the First World 21ページ Channeling the power of your shapeshifting ancestors that you carry in your blood, you gain powers that allow you to change your shape and alter your appearance and physical abilities. クラス技能:Disguise. ボーナス呪文:disguise self (3rd), alter self (5th), fly (7th), beast shape II (9th), polymorph (11th), transformation (13th), greater polymorph (15th), frightful aspectUC (17th), shapechange (19th). ボーナス特技:Combat Casting, Dodge, Extend Spell, Great Fortitude, Improved Initiative, Lightning Reflexes, Skill Focus (Disguise), Toughness. 血脈の秘法:You are very skilled with magic that transforms you. Transmutation spells you cast only on yourself affect you as though your caster level were 1 higher. 血脈の力: Your bloodline grants you the following powers. Hardened Fists(超常)/Hardened Fists:At 1st level, you can make your fists grow large, callused, and gnarled as a free action. Your unarmed strikes deal damage as though you were one size category larger, deal lethal damage, and do not provoke attacks of opportunity. If you have claws, they are affected instead, and they deal damage as though you were one size category larger. You can use this ability for a number of rounds per day equal to 3 + your Charisma modifier. These rounds do not need to be consecutive. Mutable Flesh(超常)/Mutable Flesh:At 3rd level, once per day when you cast a transmutation spell with a duration of 1 minute per level that affects only you, you can increase its duration to 10 minutes per level. At 9th level, you can increase the duration to 1 hour per level. Vortex of Flesh(超常)/Vortex of Flesh:At 9th level, you can momentarily change into an amalgam of erratic geometric shapes once per day, lashing out at every creature in a 20-foot-radius spread around you as a standard action. This attack deals 1d6 points of bludgeoning, piercing, and slashing damage per sorcerer level. If you benefit from a spell or effect that allows you to overcome damage resistance with your natural attacks (such as magic fang), this attack ignores DR of the same type. Those caught in the area can attempt a Reflex saving throw (DC = 10 + half your sorcerer level + your Charisma modifier) for half damage. At 17th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day. Superior Transformation(超常)/Superior Transformation:At 15th level, you become master of your own shape and you fully understand the intricacies of all shapechanging magic. You are immune to polymorph effects unless you are a willing target. Once per day when you cast a polymorph spell on yourself, in addition to the normal effects of the spell, you can choose to gain a fly speed of 60 feet (average maneuverability), a swim speed of 60 feet, or an increase to your base land speed of 30 feet. Amorphous Anatomy(超常)/Amorphous Anatomy:At 20th level, your vital organs shift position, and as a rule they are constantly changing their shape and size to best protect you. You gain immunity to critical hits and sneak attacks. In addition, you gain blindsight with a range of 60 feet and damage reduction 5/—. You automatically recover from physical blindness or deafness after 1 round by growing new sensory organs to replace the compromised ones; you cannot otherwise regenerate lost body parts. Solar Solar Bloodline 出典 Qadira, Jewel of the East 19ページ Sorcerers who serve in the sun goddess’s court display powers infused with the glory of the sun itself. クラス技能:Perception ボーナス呪文:searing light (3rd), fury of the sunARG (5th), daylight (7th), shield of dawnISG (9th), flame strike (11th), true seeing (13th), sunbeam (15th), sunburst (17th), overwhelming presenceUM (19th). ボーナス特技:Alertness, Combat Casting, Empower Spell, Improved Initiative, Lightning Reflexes, Quicken Spell, Spell Focus, Spell Penetration. 血脈の秘法:Whenever you cast a spell with the fire descriptor, if it deals damage, it deals +1 point of damage per die rolled. 血脈の力: The solar power that infuses your being alters the way you interact with the world, searing through your spells. Sunsight(超常)/Sunsight:At 1st level, you gain low-light vision and cannot be dazzled. If you already have lowlight vision, you instead gain a +4 bonus on saving throws against blindness effects. Friend of Fire(超常)/Friend of Fire:At 3rd level, you gain fire resistance 10. At 5th level, when in contact with flame or a burning object (including a flaming weapon, lantern, or torch), add 1 per die to any healing effect of which you are the target. At 9th level, your fire resistance increases to 20. At 20th level, you gain immunity to fire. Cleansing Flame(超常)/Cleansing Flame:At 9th level, twice per day, you can use fire to restore the health of yourself or your allies. As a standard action, you can wreathe your hand in a halo of flame and touch yourself or another creature. The touch heals 2d8 + your character level points of damage. You can also remove one of the following conditions affecting the target 1d6 points of ability damage, blinded, confused, dazzled, deafened, diseased, exhausted, fatigued, nauseated, poisoned, or sickened. At 20th level, you can use this ability three times per day. Healing Fire(超常)/Healing Fire:At 15th level, you can channel energy twice per day as a cleric of half your level. Instead of using this ability to damage undead, you can convert the positive energy to flame and deal an equivalent amount of fire damage instead. Solar Ascension(超常)/Solar Ascension:At 20th level, as a full-round action, you can become an incorporeal being of light for 1 round per sorcerer level. While in this form, you gain the incorporeal subtype and take half the normal damage from corporeal magic attacks (you take no damage from nonmagical weapons and objects). Your spells deal half damage to corporeal creatures, but spells and abilities that do not deal damage function normally. The duration need not be continuous, but it must be used in 1-round increments. While in this form, any creature you move through (as the overrun combat maneuver) takes 2d6 points of fire damage. Unicorn Unicorn Bloodline 出典 Heroes of Golarion 10ページ The deep forests of Avistan, such as those found in Molthune and Nirmathas, are a haven for one of Golarion’s most fabled creatures unicorns. Deeply empathetic and fiercely protective, unicorns on occasion form close bonds with humans, often young and noble-hearted women. When the two have a particularly strong bond, the unicorn’s magic can become a part of the bonded human, and sometimes is even passed on to her children. These children, blessed by their parent’s connection to that force of true good, grow up to become sorcerers of the unicorn bloodline. クラス技能:Heal ボーナス呪文:cure light wounds (3rd), cure moderate wounds (5th), cure serious wounds (7th), neutralize poison (9th), atonement (11th), heal (13th), greater restoration (15th), mass cure critical wounds (17th), mass heal (19th). ボーナス特技:Alertness, Animal Affinity, Brew Potion, Fleet, Greater Fortitude, Improved Counterspell, Self-Sufficient, Skill Focus (Heal). 血脈の秘法:Every time you cast a spell, you can restore a number of hit points equal to double the level of the spell you cast to one target of your choice that you can see. A creature at its maximum hit points cannot be affected by this ability. Healing a dying creature with this ability does not automatically stabilize the creature unless its hit points are brought to 0 or above. 血脈の力: Your connection to the unicorns’ blessing shapes you as you grow, empowering you with the forces of good and restoration. Safekeeping(超常)/Safekeeping:At 1st level, you can touch a creature as a standard action, granting it a +2 insight bonus to AC for 1 round. You can use this ability a number of times per day equal to 3 + your Charisma modifier. Pure of Mind(超常)/Pure of Mind:At 3rd level, you gain a +2 bonus on saving throws against charm effects and a +4 bonus on saving throws against spells with the evil descriptor. At 9th level, your bonus on saving throws against charm effects increases to +4 and your bonus on saving throws against spells with the evil descriptor increases to +6. Righteous Fury(超常)/Righteous Fury:At 9th level, once per day you can create a spear of pure light and throw it at a creature within 60 feet as a standard action. This is a ranged touch attack that uses your Charisma modifier in place of your Dexterity modifier to determine the attack bonus. The spear deals 1d6 points of damage per sorcerer level and ignores all damage reduction and hardness. This damage increases to 1d8 points of damage per sorcerer level against an evil creature. At 13th level, you can use this ability twice per day. At 17th level, you can use this ability three times per day. Friend to Nature(超常)/Friend to Nature:At 15th level, creatures with the animal or magical beast type and a nonevil alignment instinctually trust you. Such creatures automatically have a starting attitude of indifferent or better toward you unless you or a creature allied with you has attacked or otherwise threatened violence against such a creature. Blessing(超常)/Blessing:At 20th level, you gain immunity to poison, to charm effects, and to spells and weapons with the evil descriptor. You can also cast magic circle against evil at will with a caster level equal to your sorcerer level. Vestige Vestige Bloodline 出典 Blood of the Ancients 4ページ You trace your ancestry to a bygone civilization and can call upon its forgotten people or places for power. クラス技能:Knowledge (history). ボーナス呪文:identify (3rd), share memory (5th), arcane sight (7th), hypercognition (9th), telepathic bond (11th), analyze dweomer (13th), vision (15th), discern location (17th), foresight (19th). ボーナス特技:Arcane Strike, Augment Summoning, Craft Wondrous Item, Echoing Spell, Iron Will, Leadership, Skill Focus (Knowledge [history]), Spell Focus. 血脈の秘法:Whenever you cast a spell of the divination school, you see into the past. You gain an insight bonus equal to the divination spell’s level on the next Appraise, Craft, or Knowledge skill check you attempt within 24 hours. 血脈の力: Your connection to your past allows you to tap into ancient secrets and power. Bonded Object(擬呪)/Bonded Object:At 1st level, you gain an arcane bond, per a wizard equal to your sorcerer level, with an object constructed by a long-lost civilization. Your sorcerer levels stack with any wizard levels you have when determining the powers of your bonded object. This ability does not allow you to have both a familiar and a bonded object. Once per day, your bonded object allows you to cast any one of your spells known and increase the save DC of that spell by 1. Restored Glory(超常)/Restored Glory:At 3rd level, objects in your possession with the broken condition function as if they did not have the broken condition, though if they reach 0 hit points they are destroyed as normal. At 9th level, destroyed objects (objects with 0 hit points) in your possession function and appear as if they had only the broken condition, though if they reach a number of negative hit points equal to your level, they become fully destroyed and don’t function at all, even in your possession. At 15th level, destroyed objects in your possession function and appear as if fully repaired, though they can become fully destroyed as described above. Destroyed objects must have physical pieces left to be affected by this ability. Objects that leave your possession are affected normally by these conditions. This ability does not affect artifacts. Call Ancestor(擬呪)/Call Ancestor:At 9th level, once per day, you can spend a standard action to grant a long-dead relative a brief facsimile of life. This functions as the lesser simulacrum spell, except the simulacrum lasts only 1 round per sorcerer level you have, has the same statistics as you, and always has the likeness of an ancestor. In addition, the simulacrum has lost knowledge from the past. When summoning the simulacrum, select one Knowledge skill. The simulacrum is considered trained in that skill and has a bonus on Knowledge checks of this type equal to twice your level plus your Intelligence modifier. The simulacrum is under your control, but it cannot attack or take hostile actions. At 17th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day. You cannot have more than one ancestor simulacrum active at any one time. Eternal Past(超常)/Eternal Past:At 15th level, you gain an immersive mindscape (Pathfinder RPG Occult Adventures 235). This functions as a permanent greater create mindscape spell, except it must appear as a lost civilization, and you do not target any other creatures when the mindscape is created. You can open a conduit to your mindscape as a standard action at will (per the mindscape door spell), allowing you or other creatures to enter or leave. The mindscape is only as detailed as your knowledge of the lost civilization but still holds valuable secrets. The mindscape functions as a library for all Knowledge skills; while within your mindscape, you can spend 1d4 hours researching to use a Knowledge (history) check in place of any other Knowledge check. Manifest Memory(超常)/Manifest Memory:At 20th level, you can overlay portions of your mindscape onto the world around you. This functions as the mirage arcana spell, except all structures and terrain created must be places appearing within your mindscape. You can use this ability at will, but you can maintain only a single manifest memory at any one time. You can allow any creature you can see who has previously entered your mindscape to automatically disbelieve the illusion as a free action. サードパーティー製の領域 カッパ Kappa Bloodline 出典 In the Company of Kappa 62ページ 多くのカッパのソーサラーは元素の血統(一般的に水)を持つが、しばしばカッパのソーサラーは防御の強さと水、ヨウカイの技の組み合わせを強調した以下のユニークな血脈を持つ。 クラス技能:カッパの血脈のソーサラーは彼のクラス技能のリストに〈知識:自然〉を加える。 クラス特徴 カッパの血脈のソーサラーは以下のクラス特徴を持つ: ボーナス呪文:スピーク・ウィズ・アニマルズ(3レベル)、フォッグ・クラウド(5レベル)、スロー(7レベル)、ポイズン(9レベル)、エレメンタル・ボディII(水)(13レベル)、エレメンタル・ボディIV(15レベル)、アイアン・ボディ(17レベル)、シェイプチェンジ(19レベル)。 ボーナス特技:《不屈の闘志》、《回避》、《持久力》、《鋼の意志》、《頑健無比》、《強打》、《呪文高速化》、《技能熟練:知識(自然)》。 血脈の秘法:君が[火炎]ダメージを与える呪文を発動するとき、君はそのダメージを[氷雪]ダメージに変更するとができる。君が[氷雪]ダメージを与える呪文を発動するとき、そのダイス・ロール毎に1ポイントのダメージを増加させる。 血脈の力: 甲羅の子(変則)/Child of the Shell:1レベルで君の外皮ボーナスは+1増加する。9、15、20レベルでさらに+1増加する。20レベルで君はDR 5/-を得る。5レベルで君の爪攻撃はダメージ減少を克服する目的で魔法の武器としてみなされる。 水の子(変則)/Child of the Water:3レベルで君は抵抗 [氷雪]5を得、君の水泳移動速度は5フィート増加する。5レベルで君は水中で息ができるようになる。9レベルで君の氷雪に対する抵抗は10に増加する。11レベルで君の爪攻撃は氷雪の武器となり、1d6ポイントの追加の[氷雪]ダメージを与える。15レベルで君の水泳移動速はさらに5フィート増加する。 地の子(変則)/Child of the Earth:9レベルで君は抵抗 [酸]5を得る。この抵抗は20レベルで10に増加する。12レベルで君は回数無制限にスピーク・ウィズ・アニマルズを使用できる。 アンティマジックの甲羅(擬呪)/Antimagic Shell:15レベルで君のソーサラー・レベル+10に等しい呪文抵抗を得る。 川の竜の子(擬呪)/Child of the River-Dragon:20レベルで君は[氷雪]と睡眠に対する完全耐性を得る。水棲の動物は、魔法によって強制されない限り君を攻撃することはない。最終的に君は水面を回数無制限にウォーター・ウォークとして歩くことができる(この力は油、溶岩、その他の水でない液体の上では機能しない)。 炉生まれ Forgeborn Bloodline 出典 Path of Iron Your bloodline has been imparted with the fires of creation. Perhaps your ancestors were blessed by a god of artifice, or you were exposed to the animating forces used to power constructs. You often feel more at home at a forge or among a priceless collection than among other people. クラス技能:Knowledge (engineering). ボーナス呪文:alter weapon (3rd), make whole (5th), greater magic weapon (7th), grasping steel (9th), major creation (11th), animate objects (13th), control construct (15th), iron body (17th), field of blades (19th). ボーナス特技:Craft Construct, Extend Spell, Forge Ring, Great Fortitude, Improved Unarmed Strike, Iron Will, Prodigy, Skill Focus (Knowledge [engineering]) 血脈の秘法:The DC of any spells you cast with the metal descriptor are increased by +1. You may treat constructs as living creatures and humanoids for the purpose of affecting them with your spells. 血脈の力:You slowly feel yourself becoming more artificial than alive. Restructure(擬呪)/Restructure:At 1st level, you can alter the structural integrity of an object within 30 feet as a standard action. You choose to either repair or destroy the object. If you repair the object, it is restored of 1d6 + 1 hit point per two sorcerer levels; this otherwise functions as mending. If you destroy the object, it instead loses 1d6 + 1 hit point per two sorcerer levels; this damage ignores hardness. A Fortitude save negates the damage. The save DC is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. You may use this ability a number of times per day equal to 3 + your Charisma modifier. Smith’s Insight(変則)/Smith’s Insight:At 3rd level, you gain your choice of either Craft Magic Arms and Armor or Craft Wondrous Item as a bonus feat. You gain a bonus equal to half your sorcerer level to all Craft checks and to Spellcraft checks made to identify or create a magical item. You also only lose half your materials if you fail a check to craft a magic item and only one-quarter the materials if you fail a check to craft a mundane item. Steel Skin(変則)/Steel Skin:At 9th level, your flesh begins to harden like metal. You gain a 25% chance to ignore any critical hit or sneak attack used against you. This chance increases to 50% at 13th level. Meltdown(擬呪)/Meltdown:At 15th level, you can reduce multiple objects near you to slag. You can target one object per two sorcerer levels, and no two objects can be further than 30 feet apart. Each object you target melts, as the spell quicksilver. Any object that melts is reduced to a superheated slag for 1 round; any creature in the same space as a melted object or that was holding or wearing a now-melted object takes 1d6 fire damage per sorcerer level (max 20d6). A Reflex save halves the damage. The DC of both the quicksilver effect and the Reflex save to avoid damage is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. After the 1 round passes, the objects remains destroyed, but are no longer hot enough to harm creatures. The damage from multiple objects does not stack. You can use this ability once per day. Wrought in Iron(変則)/Wrought in Iron:At 20th level, your body becomes more metal than flesh. You become immune to critical hits, sneak attacks, bleed damage, and gain DR 5/–. Any metal you create with spells such as wall of iron has its hardness increased by 10. キツネ Kitsune Bloodline 出典 Kitsune Compendium One of your ancestors was a kitsune who achieved the apex of their race’s mystical powers. Your sorcerous abilities stem from the same font of mystic power, allowing you to effortlessly dominate the minds of your enemies with powerful enchantments and illusions. クラス技能:Disguise ボーナス呪文:silent image (3rd), invisibility (5th), major image (7th), charm monster (9th), magic jar (11th), mislead (13th), project image (15th), mass charm monster (17th), wish (19th). ボーナス特技:Alertness, Craft Wondrous Item, Dodge, Lightning Reflexes, Improved Initiative, Skill Focus (Disguise) 血脈の秘法:Whenever you cast an enchantment or illusion spell, creatures targeted by or that interact with your spell suffer a –2 penalty on their saving throw if you have won them over with Diplomacy or fooled them with Bluff in the past 24 hours. 血脈の力:You manifest mystical powers that allow you to befuddle and outwit your enemies with magic. Foxfire(擬呪)/Foxfire:At 1st level, as a standard action, you can create up to four eerie spheres of light that function as dancing lights. While in possession of one or more of these spheres, you can attack one target within 30 feet as a ranged touch attack by directing a sphere at it. This sphere deals 1d6 points of fire damage. Whether or not the sphere hits, it disappears as if its duration ended. You can use this ability a number of times per day equal to 3 + your Charisma modifier. Shift Form(超常)/Shift Form:At 3rd level, you gain the ability to change shape (as the spell alter self) for a number of minutes per day equal to your sorcerer level. These minutes need not be consecutive. At 7th level, you can also change shape into any animal allowed by beast shape I. At 11th level, you can also change shape into any animal allowed by beast shape II. At 15th level, you can also change shape into any animal allowed by beast shape III. At 19th level, you can also change shape into any natural, inanimate object (such as a rock or a tree) as the spell statue except this ability is a polymorph effect and grants you a +10 racial bonus on Disguise checks to appear as an ordinary object. Potent Illusions(超常)/Potent Illusions:At 9th level, any illusion spell that you cast with a duration of concentration lasts an additional number of rounds equal to half your sorcerer level. Additionally, when casting an illusion spell you can expend two spell slots of the spell’s level (including level adjustments from metamagic) as a free action in order to imbed an illusion within your illusion. Effectively, if a creature disbelieves the illusion, it sees a second, identical illusion in its place, which it must attempt to disbelieve separately. You cannot imbed more than two illusions into a spell using this ability or any similar one. Formless Casting(超常)/Formless Casting:At 15th level, you can complete the verbal and somatic components of spells while polymorphed into any creature allowed by greater polymorph or while possessing a living creature with magic jar by substituting various noises and gestures for the normal verbal and somatic components of a spell. You can also use any material components or focuses you possess, even if such items are melded within your current form. At 20th level, you gain this benefit while under any polymorph effect, even if the form you take cannot normally make any noise or gestures. Master Manipulator(超常)/Master Manipulator:At 20th level, you no longer need to make concentration checks to cast enchantment spells and can concentrate on illusion spells as a swift action, rather than a standard action. Additionally, you can expend a spell slot as a free action in order to regain a number of minutes of your shift form ability equal to the spell’s level. This ability does not allow you to exceed the ability’s maximum minutes per day–any excess minutes are lost. Deck-Touched Deck-Touched Bloodline 出典 Call to Arms Decks of Cards Maybe your father was actually generated by the Knight card, maybe you grew up in a keep generated by the Throne card, or maybe your mother had the misfortune of drawing the Donjon card while she was pregnant with you. In any case, you have been infused with the power of the Deck of Many Things itself, and it has granted you a portion of its magical power. クラス技能:Sleight of Hand ボーナス呪文:anticipate peril (1st), touch of idiocy (5th), tiny hut (7th ), minor creation (9th), mirage arcana (11th), circle of death (13th), prismatic spray (15th), temporal stasis (17th), wish (19th) ボーナス特技:Alertness, Agile Maneuvers, Arcane Strike, Augment Summoning, Combat Casting, Deceitful, Heighten Spell, Improved Counterspell, Magical Aptitude, Spell Penetration. 血脈の秘法:Whenever you cast a spell, or use a magic item which has a chance for a random outcome (Such as the spell prismatic spray or using a rod of wonder), you have a chance to affect the outcome. The base percent chance of this is 10%, but increases by another 10% every 3 levels, to a maximum of 60% at 16th level. When the item is rolled, roll percentile dice (d%), if it is within the casters success rate, then they roll twice on the random outcome (or draw multiple cards in case of a magical deck of cards), and may choose which outcome they receive. The percent is lowered by 20% when used on artifact level magic items. 血脈の力:Having been touched by the power of the Deck of Many Things, you possess powers and abilities which imitate the powers of that fabled deck. While your abilities are but a pale shadow of the actual deck’s magic, they are formidable nonetheless. Talons(超常)/Talons:At first level, you gain a natural affinity for relieving others of their items, in particular their magic items. Three times plus your Charisma modifier per day, you may add your sorcerer level to a sleight of hand roll to steal an item from someone else. If this item is a magical item, then you add an additional +1 to the roll. At 7th level, the bonus for stealing magical items increases to +3, and at 11th level it becomes +5. Knight(超常)/Knight:At 3rd level, you gain the ability to summon a ghostly, spectral image of a warrior, similar to the one summoned by the Knight Card of the Deck of Many Things. This knight persists for 3 plus your Charisma modifiers rounds (which do not be to be consecutive). This image is obviously an illusion and cannot actually attack, but it can be used to flank opponents. Balance(超常)/Balance:At 9th level, you can temporarily change a target’s alignment with a touch. This is a mind-affecting enchantment effect, which requires a touch attack and permits a Will save (DC 10 + your Charisma modifier plus half your class level). If the saving throw fails then the subject is shifted to a radically different alignment than his own and is compelled to act within his new alignment for one hour per sorcerer level. Note this does not actually give you any control over the subject, you merely change his alignment. This ability can be used three times plus your Charisma modifier per day. The Void(超常)/The Void:at 15th level, you gain the ability to cast a victim’s mind into the void. This is a mind-affecting ability with a range of 40 feet plus 10 feet per level. The Will save is 10 Plus your Charisma Modifier plus half your class level.) Failure of the save sends the victim’s mind into the void, leaving his body an empty vessel for one round per Charisma modifier bonus. When they return to their body, the victim is immediately shaken. Avatar of the Deck(変則)/Avatar of the Deck:At 20th level, you become a personification of one of the cards of the Deck of Many Things. Whether you become a skeletal grim reaper as depicted by the Skull card, the Demon depicted on the Flames card, or bronze clawed gorgon like the Euryale card. You gain a pair of wings (flight speed 40 ft. With average maneuverability), +4 natural AC, and you become immune to poisons and disease. You also gain a +4 to Intimidate checks due to your new, horrific appearance. キツネ Exiled Bloodline 出典 Fields of Blood A powerful ruler or otherworldly being cast your family out of their homeland and condemned your ancestors to a life of exile. You get the sense that you never fit in no matter where you go and are constantly on the run. Your magic draws strength from this sense of desperation to grant you the ability to escape those who hunt you and consign them to the same fate. クラス技能:Disguise. ボーナス呪文:disguise self (3rd), darkness (5th), nondetection (7th), lesser geas (9th), dismissal (11th), geas/quest (13th), banishment (15th), maze (17th), freedom (19th). ボーナス特技:Agile Maneuvers, Alertness, Deceitful, Defensive Combat Training, Dodge, Lightning Reflexes, Mobility, Quick Draw, Skill Focus (Disguise), Stealthy. 血脈の秘法:Whenever you cast a spell with a range of personal, your resolve hardens, granting you a morale bonus on Will saves equal to the spell’s level for 1d4 rounds. 血脈の力:You long for others to experience the pain and loneliness of being an exile. Touch of the Shunned(擬呪)/Touch of the Shunned:At 1st level, you can make a melee touch attack as a standard action to temporarily sever the target’s bonds of friendship. On a successful hit, the target gains immunity to spells and effects that target allies. Furthermore, it must succeed on a Will save to be affected by any conjuration (healing) spells cast upon it. These effects last for 1 minute per sorcerer level. The target receives a Will save to negate both of these effects. The save DC is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. You can use this ability a number of times per day equal to 3 + your Charisma modifier. Otherworldly Alliances(超常)/Otherworldly Alliances:At 3rd level and every four levels thereafter, you gain a +1 insight bonus to AC against outsiders and on saving throws made to resist spells and effects created by outsiders. Isolate(擬呪)/Isolate:At 9th level, you point your finger and fire an invisible ray at any target within 60 feet. You must succeed on a ranged touch attack to hit. If you hit, the subject is invisible to all creatures except for you and your allies. This effect functions as the greater invisibility spell. In addition, the creature is affected by silence (as the spell), though the effect does not extend beyond the target. While the target is aware of the silence effect, it is generally unaware that it is invisible to other creatures. These effects last for 1 round per sorcerer level. A successful Will save negates these effects. The DC of this save is 10 + 1/2 your sorcerer level + your Charisma modifier. You can use this ability once per day at 9th level. At 17th level you can use this ability twice per day, and at 20th, three times per day. Exile(擬呪)/Exile:At 15th level, once per day, you can force an extraplanar creature out of your home plane or force a creature from your home plane to return to its birthplace. Otherwise, this ability functions as banishment. This effect uses your sorcerer level as the caster level. At 20th level, you can use this ability twice per day. Stay Put(変則)/Stay Put:At 20th level, you gain spell resistance equal to your sorcerer level + 5. You gain immunity to enchantment (compulsion) spells, as well as spells and effects that displace you from your current location and attempt to move you to another location. These spells include, but are not limited to banishment, imprisonment and maze. You are also immune to bull rush, drag and reposition maneuvers. Nomad Nomad Bloodline 出典 Fields of Blood You were born on the open road, and it is your destiny to travel to farflung locales in search of adventure. The blood of nomads courses through your veins and wanderlust roams in the deepest reaches of your soul. Your magic reflects your innate desire to seek out new experiences and visit foreign lands. クラス技能:Survival. ボーナス呪文:expeditious retreat (3rd), whispering wind (5th), fly (7th), dimension door (9th), teleport (11th), shadow walk (13th), greater teleport (15th), discern location (17th), etherealness (19th). ボーナス特技:Acrobatic Steps, Dodge, Endurance, Fleet, Mobility, Nimble Moves, Run, Skill Focus (Survival), Step Up, Strike Back. 血脈の秘法:Whenever you cast a spell that increases your speed or grants you a mode of movement that you normally do not have, such as burrow, climb, fly or swim, you treat your caster level as if it were one higher. 血脈の力:Your burning desire to see the world allows you to move faster than normal. Fast Movement(擬呪)/Fast Movement:At 1st level, you can touch a creature as a standard action, increasing its base land speed by +10 feet for a number of rounds equal to 1/2 your sorcerer level (minimum 1). This adjustment is treated as an enhancement bonus. You can use this ability a number of times per day equal to 3 + your Charisma modifier. Woodland Strike(変則)/Woodland Strike:At 3rd level, you can move through any sort of undergrowth (such as natural thorns, briars, overgrown areas and similar terrain) at your normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect you. Seen the World(変則)/Seen the World:At 9th level, whenever you teleport to another location, treat the destination as one step more familiar to you. In addition, when determining whether you successfully teleported to your intended destination, you may roll your percentile dice twice and use either result. The preceding benefits apply to all conjuration spells from the teleportation subschool. In addition, whenever you scry on a subject, treat the subject as one step more familiar to you. Wanderlust(変則)/Wanderlust:At 15th level, your base land speed increases by +30 feet. Unfettered(擬呪)/Unfettered:At 20th level, you can teleport once per day as the spell as a standard action. In addition you gain immunity to all effects that impede your movement. This ability duplicates the effects of the freedom of movement spell.
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普及魔法 Pervasive Magic 出典 Secrets of Magic 216ページ While the majority of Golarion has a substantial amount of magic, it is not ubiquitous. In other worlds, though, magic could be everywhere—a part of everyday life. Creatures on these worlds have an affinity with at least one of the magic traditions, and most are capable of at least simple spellcasting. 稀少度:レア GMs can use the pervasive magic rules found here to create worlds where magic flows freely (or to alter only parts of a setting to be especially high in magic; see page 222 for ideas on how to incorporate pervasive magic rules into the Lost Omens setting). Adding magical traits to a campaign can enrich the setting and make it more memorable. Perhaps a cataclysmic, magical event turned part of the world into a barren wasteland—those desolated plains might still hold enough residual magic to apply the pervasive magic rules. Creatures and characters in an area might all have the arcane trait, or mountain lakes tied to the Elemental Plane of Water might infuse the nearby terrain and its inhabitants with primal magic. The constant efforts of secretive cults might cause occult power to leak into the sewers and tunnels beneath a bustling city. The GM must decide when first creating a campaign if it uses the pervasive magic rules. In pervasive magic campaigns, players choose their characters' associated magic trait and can select from the pervasive magic backgrounds and feats. Because pervasive magic represents a slight power increase overall, it's recommended that if some characters in the setting have access to pervasive magic, then all characters should to maintain balance. Limiting Pervasive Magic Limiting Pervasive Magic This section assumes that pervasive magic is an option the GM chooses to help make a memorable high-magic campaign with a unique feel, but these rules can still be used in a way that doesn't have to be quite as... pervasive. Using these rules only in specific parts of the world can help make adventures feel special and allows you to introduce the pervasive magic a campaign that's already in progress. You can imbue a location of any size with pervasive magic, from a nation where everyone is imbued with an affinity for fire magic to a lonely forest glade where certain spells are more powerful. Tradition Traits Tradition Traits 出典 Secrets of Magic 218ページ Every creature in a pervasive magic campaign, including PCs, has a trait associated with one of the magical traditions. Note that this trait is inherent and a circumstance of nature, independent of class choice—a character with the primal tradition trait can still study to be a wizard and cast arcane spells. See Creature Adjustments for how to adjust creature stats in areas of pervasive magic. You might see primal manticores, arcane ogres, occult gold dragons, or divine flesh golems. Creatures (including PCs) gain the following A trait associated with one of the magic traditions arcane, divine, occult, or primal. The ability to cast a cantrip (PCs choose one upon character creation) from the tradition associated with that trait. The Cast a Spell activity. Proficiency rank in spell DCs and spell attack rolls with the chosen tradition equal to their class DC or their highest proficiency rank in spell DCs, whichever is higher. They can choose any mental ability score (Intelligence, Wisdom, or Charisma) to be associated with their innate spells granted by pervasive magic. Access to backgrounds and feats with the pervasive magic trait. Magical Backgrounds Magical Backgrounds 出典 Secrets of Magic 219ページ Characters in pervasive magic campaigns choose backgrounds normally, but they also have access to backgrounds that represent the influence of constant and powerful magic during their lives. Some of these backgrounds determine your innate magical trait. Energy Scarred 来歴 Energy Scarred レア 普及魔法 出典 Secrets of Magic 219ページ Exposure to a significant magical event overloaded you with magical energy. Perhaps you were exposed to dangerous levels of magical energy that left you near death, or it built up over long-term exposure to a powerful source of magic. Choose two ability boosts. One must be Constitution and one is a free ability boost. Your innate magical trait is primal. Choose acid, cold, electricity, fire, force, negative, positive, or sonic. You are trained in a Lore skill associated with the chosen energy (such as Fire Lore) and you gain resistance to that energy type equal to half your level (minimum 1). Mystic Tutor 来歴 Mystic Tutor レア 普及魔法 出典 Secrets of Magic 219ページ You spent years predicting, identifying, and harnessing the innate magical talents of those around you. A magic-rich world has taught you that you can never have too much training when everyone around you is capable of magic. Choose two ability boosts. One must be Intelligence or Wisdom and one is a free ability boost. Your innate magical trait is arcane or occult. You're trained in either Arcana or Occultism, depending on your innate magical trait, and the Academia Lore skill. You gain the Recognize Spell skill feat. Surge Investigator 来歴 Surge Investigator レア 普及魔法 出典 Secrets of Magic 219ページ From rivers that charm all who come near to forests that speak through dream messages, you have seen and studied many kinds of magical terrain. The world is so rich in magic that it can affect the land itself, and you have traveled extensively to learn the ways of identifying the oddities of magical terrain wherever it arises. Choose two ability boosts. One must be Constitution or Wisdom and one is a free ability boost. You're trained in your choice of Nature or Occultism and the Magical Terrain Lore skill. You gain the Terrain Expertise skill feat. 特技 Feats 出典 Secrets of Magic 219ページ 本項では、普及魔法キャンペーンのクリーチャーまたはキャラクターのみが使用できる新しい特技を紹介する。これらの特技はすべてクラス特技だが、どのクラスでも取ることができる。特技を得る際、特技はクラスに対応した特性を得る。 《キャントリップ発動》 特技2 Cantrip Casting レア 普及魔法 出典 Secrets of Magic 219ページ 君は単純な呪文を発動する能力を増加させる。君は自分の特性に対応する体系からキャントリップを追加で2つ得る。 《基本呪文発動》 特技4 Basic Spellcasting レア 普及魔法 出典 Secrets of Magic 219ページ 前提条件 《キャントリップ発動》 君は呪文を発動する能力を高める。君は呪文発動アーキタイプによって与えられる基本呪文発動の利益を得て、呪文のレパートリーを得る。君が広範囲魔法の偉業から基本呪文発動の利益、熟練呪文発動の利益、達人呪文発動の利益から新しいレベルの呪文スロットを得るたびに、君の特性に対応する魔法体系にあるコモンの呪文、あるいは君が身につけるか発見するかしたその体系の別の呪文から、適切な呪文レベルの呪文を君のレパートリーに追加する。 《熟練呪文発動》 特技12 Expert Spellcasting レア 普及魔法 出典 Secrets of Magic 219ページ 前提条件 《基本呪文発動》 君は熟練呪文発動アーキタイプの利益を得る。 《達人呪文発動》 特技18 Master Spellcasting レア 普及魔法 出典 Secrets of Magic 219ページ 前提条件 《熟練呪文発動》 君は達人呪文発動アーキタイプの利益を得る。 Creature Adjustments Creature Adjustments 出典 Secrets of Magic 219ページ In a world of pervasive magic, creatures gain at least one trait associated with a magical tradition. These traits reflect the creature's innate magical nature. In areas of localized pervasive magic, these traits represent the area itself. 秘術の調整 Arcane Adjustments 出典 Secrets of Magic 219ページ The creature gains the arcane trait and can cast a single innate spell from the arcane spell list once per day. Use the creature's level (see the table below) to determine the spell's level. Use the spell DC and spell attack roll on the table if the creature does not already have those statistics. クリーチャー・レベル 呪文レベル(データ) 推奨される呪文 -1~2 キャントリップ(DC15、攻撃+7) Daze, detect magic, shield, telekinetic projectile 3~4 1レベル(DC18、攻撃+10) Charm, fleet step, grim tendrils, magic missile, sleep 5~6 2レベル (DC21、攻撃+13) Blur, invisibility, mirror image, see invisibility, spider climb 7~8 3レベル (DC23、攻撃+15) Blindness, fireball, haste, hypnotic pattern, lightning bolt, wall of wind 9~10 4レベル (DC26、攻撃+18) Blink, confusion, fire shield, freedom of movement, wall of fire 11~12 5レベル (DC29、攻撃+21) Cloak of colors, cloudkill, cone of cold, tongues 13~14 6レベル(DC31、攻撃+23) Chain lightning, spellwrack, true seeing 15~16 7レベル(DC34、攻撃+26) Fiery body, prismatic spray, true target 17~18 8レベル(DC35、攻撃+27) Disappearance, horrid wilting, maze 19~20 9レベル(DC38、攻撃+30) Meteor swarm, prismatic sphere 21~ 10レベル(DC42、攻撃+34) Time stop, wish 信仰の調整 Divine Adjustments 出典 Secrets of Magic 219ページ The creature gains the divine trait and can cast a single innate spell from the divine spell list once per day. Use the creature's level (see the table below) to determine the spell's level. Use the spell DC and spell attack roll on the table if the creature does not already have those statistics. クリーチャー・レベル 呪文レベル(データ) 推奨される呪文 -1~2 キャントリップ(DC15、攻撃+7) Detect magic, divine lance, guidance, light 3~4 1レベル(DC18、攻撃+10) Bane, bless, heal, sanctuary 5~6 2レベル (DC21、攻撃+13) Death knell, restoration, silence, spiritual weapon 7~8 3レベル (DC23、攻撃+15) Chilling darkness, heroism, sanctified ground, searing light 9~10 4レベル (DC26、攻撃+18) Divine wrath, spell immunity 11~12 5レベル (DC29、攻撃+21) Abyssal plague, flame strike, sending, spiritual guardian 13~14 6レベル(DC31、攻撃+23) Blade barrier, righteous might 15~16 7レベル(DC34、攻撃+26) Eclipse burst, energy aegis, sunburst 17~18 8レベル(DC35、攻撃+27) Divine aura, spiritual epidemic 19~20 9レベル(DC38、攻撃+30) Overwhelming presence, wail of the banshee 21~ 10レベル(DC42、攻撃+34) Miracle, revival 伝承の調整 Occult Adjustments 出典 Secrets of Magic 219ページ The creature gains the occult trait and can cast a single innate spell from the occult spell list once per day. Use the creature's level (see the table below) to determine the spell's level. Use the spell DC and spell attack roll on the table if the creature does not already have those statistics クリーチャー・レベル 呪文レベル(データ) 推奨される呪文 -1~2 キャントリップ(DC15、攻撃+7) Chill touch, guidance, ghost sound, shield 3~4 1レベル(DC18、攻撃+10) Bane, charm, fear, grim tendrils, ray of enfeeblement 5~6 2レベル (DC21、攻撃+13) Darkness, false life, paranoia 7~8 3レベル (DC23、攻撃+15) Enthrall, haste, slow 9~10 4レベル (DC26、攻撃+18) Confusion, phantasmal killer, suggestion 11~12 5レベル (DC29、攻撃+21) Abyssal plague, black tentacles, crushing despair 13~14 6レベル(DC31、攻撃+23) Feeblemind, repulsion, spirit blast 15~16 7レベル(DC34、攻撃+26) Mask of terror, visions of danger, warp mind 17~18 8レベル(DC35、攻撃+27) Maze, mind, spirit song, uncontrollable dance 19~20 9レベル(DC38、攻撃+30) Telepathic demand, unfathomable song 21~ 10レベル(DC42、攻撃+34) Alter reality, fabricated truth 始原の調整 Primal Adjustments 出典 Secrets of Magic 219ページ The creature gains the primal trait and can cast a single innate spell from the primal spell list once per day. Use the creature's level (see the table below) to determine the spell's level. Use the spell DC and spell attack roll on the table if the creature does not already have those statistics. クリーチャー・レベル 呪文レベル(データ) 推奨される呪文 -1~2 キャントリップ(DC15、攻撃+7) Electric arc, produce flame 3~4 1レベル(DC18、攻撃+10) Heal, jump, magic fang, pass without trace 5~6 2レベル (DC21、攻撃+13) Barkskin, enlarge, resist energy, shatter 7~8 3レベル (DC23、攻撃+15) Blindness, slow, stinking cloud 9~10 4レベル (DC26、攻撃+18) Air walk, freedom of movement, solid fog 11~12 5レベル (DC29、攻撃+21) Cloudkill, elemental form, wall of ice 13~14 6レベル(DC31、攻撃+23) Baleful polymorph, field of life, tangling creepers 15~16 7レベル(DC34、攻撃+26) Eclipse burst, regenerate, sunburst, volcanic eruption 17~18 8レベル(DC35、攻撃+27) Earthquake, horrid wilting, punishing winds 19~20 9レベル(DC38、攻撃+30) Nature's enmity, storm of vengeance 21~ 10レベル(DC42、攻撃+34) Cataclysm, primal phenomenon Magical Terrain Magical Terrain 出典 Secrets of Magic 220ページ From a city where strange lights flit from street to street, a cavern that can't be found by scrying, or a bog where illusions frolic, magical terrain can create memorable locations and challenges. This section describes several types of magical terrain that the GM can use in a pervasive magic setting. The size and location of each type of terrain is entirely up to the GM. The effects of magical terrain can be constant, or they might occur only under certain circumstances, such as a forest that becomes home to potent arcane magic only at night, or every century an eclipse on the winter solstice subjects a nearby city to ghoulish hunger. Magical terrain fits well into pervasive magic campaigns, but can be used in any campaign as a way to help create unique and memorable encounters. Example Pervasive Magic Locations Example Pervasive Magic Locations Use the following list as inspiration when thinking of places in your campaign where the pervasive magic rules might apply. A waterfall that grants heroism to anyone who survives a plunge from its heights. A cavern that casts hallucinatory terrain, preventing spelunkers from finding the exit. A remote spring that removes a curse or disease once per year for those who bathe in its waters. An impassable forest that frequently casts tanglefoot and entangle on creatures not native to its reaches. A tavern where one patron each night is the target of a hideous laughter spell. Energy Surge Terrain Energy Surge Terrain 出典 Secrets of Magic 220ページ Choose an energy type (acid, cold, electricity, fire, force, negative, positive, or sonic). Whenever a magic effect does damage of that type, it does additional damage (usually 1d6 additional damage, but the GM might increase or decrease the amount to depict stronger or weaker areas of surging energy). Heightened Terrain Heightened Terrain 出典 Secrets of Magic 220ページ This type of terrain heightens spells cast within it. An area of heightened terrain could alter anything from a single spell to an entire school of magic or magical tradition. These areas vary greatly in appearance, evincing the influence of the specific type of magic heightened. Spells that match the criteria are heightened 1 level above the spell level they were cast at. Metamagic Terrain Metamagic Terrain 出典 Secrets of Magic 220ページ Any eligible spell cast in this terrain has a particular metamagic effect added to it—typically Reach Spell or Widen Spell. If the caster uses a metamagic action before casting a spell, that action overrides the terrain's metamagic effect. These areas usually appear fairly normal, but fountains of magical energy spring up around a caster when they begin Casting a Spell. Occult Magic Terrain Occult Magic Terrain 出典 Secrets of Magic 220ページ In areas of occult magic, emotions run hotter, passions flare, and a mysterious intent permeates. Any creature casting an occult spell gains a +1 circumstance bonus to Will saves, Deception checks, Diplomacy checks, Intimidation checks, and Performance checks until the end of its next turn. Primal Magic Terrain Primal Magic Terrain 出典 Secrets of Magic 220ページ In areas of primal magic, plant life is lusher, experiences are more vivid, and instincts are sharper—the land itself seems vibrant and alive. Creatures who cast a primal spell here gain a +10- foot status bonus to Speeds until the end of their next turn. Spell-Touched Terrain Spell-Touched Terrain 出典 Secrets of Magic 220ページ Spell-touched terrain is enchanted with either a permanent spell effect or cast spells periodically. Permanent Spell Effects This terrain, or all creatures in it, is affected by a certain spell. For example, all creatures in an area might be affected by blink, or any creature that attempts to jump is automatically affected by a jump spell. There might be a condition required before a creature gains the effects. Periodic Spell Casting The terrain itself casts spells at set intervals. These spells can affect all creatures, random creatures, or certain subcategories of creatures at the GM's discretion, and they might require a specific condition before they occur.
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XIX Sun Arcana การเติบโตของstatus ค่าใดค่าหนึ่ง // MA, AG ลักษณะเฉพาะ สายArcanaจอมเวทย์ที่มีพลังเวทย์อยู่อย่างไม่จำกัด โดดเด่นที่การฟื้นฟูSPและการลดทอนการใช้SP ทำให้Arcanaนี้มีSPอยู่อย่างเหลือเฟือ และยังสามารถแบ่งSPไปใช้คนอื่นใช้ได้อีกต่างหาก ซึ่งเป็นที่ต้องการมากสำหรับบางArcana อย่าง Fool หรือ High Priestess โดยเฉพาะในการต่อสู้ที่ยืดเยื้อ นอกจากนี้Arcanaนี้ยังสามารถใช้เวทย์ธาตุ เวทย์แสง และเวทย์รักษาได้ ข้อเสียของSunคือ ไม่ค่อยมีskillพลิกแพลงในด้านอื่นๆมากนัก และถึงจะมี่ป้องกันเวทย์แสงมืด แต่กว่าจะได้ก็ต้องรอถึงช่วงหลังสุด lv1 [ 4P] Agi SP 4สร้างความเสียหายธาตุไฟอย่างเบา ใส่ศัตรูเป้าหมายเดี่ยว [ 4P] Zio SP 4สร้างความเสียหายธาตุไฟฟ้าอย่างเบา ใส่ศัตรูเป้าหมายเดี่ยว [ 4P] Dia SP 3 ฟื้นฟูHPปริมาณน้อย ให้กับฝ่ายเดียวกันเป้าหมายเดี่ยว [ 2P] Evade Slash เพิ่มโอกาสหลบการโจมตีประเภทSlash 20% lv5 [ 5P] Hama SP 8การโจมตีธาตุแสง มีโอกาส25% ที่จะทำลายศัตรูเป้าหมายเดี่ยว ในทันที [ 2P] Evade Fire เพิ่มโอกาสหลบการโจมตีประเภท Fire 20% [ 2P] Evade Elec เพิ่มโอกาสหลบการโจมตีประเภท Elec 20% [ 2P] Evade Earth เพิ่มโอกาสหลบการโจมตีประเภท Earth 20% lv10 [ 6P] Maragi SP 10สร้างความเสียหายธาตุไฟอย่างเบา ใส่ศัตรูทั้งกลุ่ม [ 6P] Mazio SP 10สร้างความเสียหายธาตุไฟฟ้าอย่างเบา ใส่ศัตรูทั้งหมด [ 6P] Media SP 7 ฟื้นฟูHPปริมาณน้อย ให้กับฝ่ายเดียวกันทุกคน [ 2P] Evade Pierce เพิ่มโอกาสหลบการโจมตีประเภทPierce 20% lv15 [ 8P] Mahama SP 18 การโจมตีธาตุแสง มีโอกาส20% ที่จะทำลายศัตรูทั้งหมด ในทันที (แยกคิดโอกาสติดของศัตรูแต่ละตัว) [ 2P] Evade Stirke เพิ่มโอกาสหลบการโจมตีประเภท Strike 20% [ 8P] Rebellion SP 10 เพิ่มโอกาสติดคริติคอล 40% ของทั้งฝ่ายเดียวกันและศัตรูทั้งหมด [ 4P] ManaPool 1 เพิ่มMaxSp50 (เพิ่มได้ไม่เกินค่าสูงสุดที่999) lv20 [10P] Agilao SP 8สร้างความเสียหายธาตุไฟปานกลาง ใส่ศัตรูเป้าหมายเดี่ยว [10P] Zionga SP 8สร้างความเสียหายธาตุไฟฟ้าปานกลาง ใส่ศัตรูเป้าหมายเดี่ยว [ 3P] Resist Panic ลดโอกาสติด Panic เหลือครึ่งเดียวของโอกาสติดเดิม [ 4P] Invigorate 1 ฟื้นฟูSPของตัวเอง 9หน่วย ทุกๆเทิร์นในระหว่างการต่อสู้ lv25 [ 5P] Rakunda SP 12 ลดค่าพลัง Def ของศัตรูเป้าหมายเดี่ยว เป็นเวลา ไป30% 6steps [10P] Diarama SP 6 ฟื้นฟูHPปานกลาง ให้กับฝ่ายเดียวกันเป้าหมายเดี่ยว [ 3P] Resist Fear ลดโอกาสติด Fear เหลือครึ่งเดียวของโอกาสติดเดิม [ 8P] Dekunda SP 10 ลบผลของสกิลลดค่าพลังทุกชนิด ที่ส่งผลกับฝ่ายเดียวกันทั้งหมด lv30 [14P] Maragion SP 16สร้างความเสียหายธาตุไฟปานกลาง ใส่ศัตรูทั้งหมด [14P] Mazionga SP 16สร้างความเสียหายธาตุไฟฟ้าปานกลาง ใส่ศัตรูทั้งหมด [ 3P] Resist Poison ลดโอกาสติด Poison เหลือครึ่งเดียวของโอกาสติดเดิม [ 5P] Counter มีโอกาส15%ที่จะสะท้อนการโจมตีทางกายภาพกลับไปหาผู้ที่โจมตี และไม่ได้รับDamageใดๆจากการโจมตีนั้น lv35 [14P] Mediarama SP 12 ฟื้นฟูHPปานกลาง ให้กับฝ่ายเดียวกันทุกคน [ 3P] Red Wall SP 15 เป้าหมายเดี่ยวได้รับคุณสมบัติ Fire Resist ชั่วคราวเป็นเวลา 6steps หรือลบผลของFire Breakแล้วเปลี่ยนคุณสมบัติด้านไฟให้เป็นดั่งเดิม [ 3P] White Wall SP 15 เป้าหมายเดี่ยวได้รับคุณสมบัติ Elec Resist ชั่วคราวเป็นเวลา 6steps หรือลบผลของElect Breakแล้วเปลี่ยนคุณสมบัติด้านไฟฟ้าให้เป็นดั่งเดิม [ 8P] ManaPool 2 เพิ่มMaxSp100 (เพิ่มได้ไม่เกินค่าสูงสุดที่999) lv40 [10P] *Solar Power SP 10 โอนย้ายค่าSP40หน่วยของตัวเอง ไปให้ฝ่ายเดียวกันเป้าหมายเดี่ยว และฟื้นฟูHpให้กับเป้าหมายด้วยพลังฟื้นฟูเท่ากับDiarama [12P] Hamaon SP 15การโจมตีธาตุแสง มีโอกาส40% ที่จะทำลายศัตรูเป้าหมายเดี่ยว ในทันที [ 8P] Invigorate 2 ฟื้นฟูSPของตัวเอง 15หน่วย ทุกๆเทิร์นในระหว่างการต่อสู้ [ 7P] Fire Boost เพิ่มพลังโจมตีของสกิลธาตุไฟของPersonaตัวนี้ 25% [ 7P] Elec Boost เพิ่มพลังโจมตีของสกิลธาตุไฟฟ้าของPersonaตัวนี้ 25% lv45 [20P] Agidyne SP 12สร้างความเสียหายธาตุไฟอย่างหนัก ใส่ศัตรูเป้าหมายเดี่ยว [20P] Ziodyne SP 12สร้างความเสียหายธาตุไฟฟ้าอย่างหนัก ใส่ศัตรูเป้าหมายเดี่ยว [ 2P] Resist Fire ได้รับคุณสมบัติ Fire Resistance (ลดDamageที่ได้รับจากการโจมตีแบบFire50%) [ 2P] Resist Elec ได้รับคุณสมบัติ Elec Resistance (ลดDamageที่ได้รับจากการโจมตีแบบElec50%) lv50 [20P] Diarahan SP 18 ฟื้นฟูHPปริมาณมาก ให้กับฝ่ายเดียวกันเป้าหมายเดี่ยว [ 3P] Resist Faint ลดโอกาสติด Faint เหลือ50% [ 2P] Resist Earth ได้รับคุณสมบัติ Earth Resistance (ลดDamageที่ได้รับจากการโจมตีแบบEarth50%) [ 2P] Resist Wind ได้รับคุณสมบัติ Wind Resistance (ลดDamageที่ได้รับจากการโจมตีแบบWind50%) lv55 [16P] Mahamaon SP 34 การโจมตีธาตุแสง มีโอกาส35% ที่จะทำลายศัตรูทั้งหมด ในทันที (แยกคิดโอกาสติดของศัตรูแต่ละตัว) [ 5P] Fire Break SP 25 ลบคุณสมบัติ Fire Resistance,Null,Repel,Absorb ของเป้าหมาย ชั่วคราวเป็นเวลา 6steps (ลบMakarakamไม่ได้) [ 5P] Elect Break SP 25 ลบคุณสมบัติ Elec Resistance,Null,Repel,Absorb ของเป้าหมาย ชั่วคราวเป็นเวลา 6steps (ลบMakarakamไม่ได้) [12P] ManaPool 3 เพิ่มMaxSp200 (เพิ่มได้ไม่เกินค่าสูงสุดที่999) lv60 [24P] Maragidyne SP 22สร้างความเสียหายธาตุไฟอย่างอย่างหนัก ใส่ศัตรูทั้งหมด [24P] Maziondyne SP 22สร้างความเสียหายธาตุไฟฟ้าอย่างหนัก ใส่ศัตรูทั้งหมด [ 2P] Resist Ice ได้รับคุณสมบัติ Ice Resistance (ลดDamageที่ได้รับจากการโจมตีแบบIce50%) lv65 [14P] Charge SP 15 เพิ่มDamageโดยรวมของการโจมตีปกติและการใช้สกิลโจมตีทางกายภาพ ของฝ่ายเดียวกัน1คน ขึ้นเป็น2เท่า ในการโจมตีของคนๆนั้นครั้งถัดไป [ 2P] Resist Slash ได้รับคุณสมบัติ Slash Resistance (ลดDamageที่ได้รับจากการโจมตีแบบSlash50%) [12P] Invigorate 3 ฟื้นฟูSPของตัวเอง 21หน่วย ทุกๆเทิร์นในระหว่างการต่อสู้ lv70 [14P] *Energizing SP 20 โอนย้ายค่าSP80หน่วยของตัวเอง ไปให้ฝ่ายเดียวกันเป้าหมายเดี่ยว แต่ไม่ฟื้นฟูHPให้เป้าหมาย [14P] Cool Breeze ฟื้นฟูHP12%และSP18หน่วย ของตัวเอง ทุกๆเทิร์นในระหว่างการต่อสู้ [ 2P] Resist Pierce ได้รับคุณสมบัติ Pierce Resistance (ลดDamageที่ได้รับจากการโจมตีแบบPierce50%) [ 2P] Resist Strike ได้รับคุณสมบัติ Strike Resistance (ลดDamageที่ได้รับจากการโจมตีแบบStrike50%) lv75 [15P] Spell Master ลดค่าSPที่ต้องใช้ เมื่อใช้สกิลประเภทMagic Skillลง ครึ่งหนึ่ง เศษปัดขึ้น [ 4P] Resist Light ลดโอกาสสำเร็จที่จะได้รับผลจากสกิลธาตุแสงลง20% [ 4P] Resist Dark ลดโอกาสสำเร็จที่จะได้รับผลจากสกิลธาตุความมืดลง20%
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名人芸 Masterpieces Ancients Flight (Oratory) Ancients Flight (Oratory) 出典 Dragonslayer s Handbook 11ページ You compel dragons to recite an epic poem telling the story of their race’s creation. 前提条件:Perform (oratory) 13 ranks, ability to speak Draconic. コスト:Feat or 5th-level bard spell known. 効果:This urgent verse tugs at the racial arrogance of dragonkind, compelling dragons, both true and lesser, to perform the epic alongside you. Any creatures of the dragon type that can hear this masterpiece must succeed at a Will save or be compelled to join in the performance. Affected dragons cannot use their mouths to attack or even speak except to recite Ancients’ Flight, preventing them from using their bite attacks and breath weapons, casting spells with vocal components, or otherwise communicating vocally for the duration of the performance. The effect ceases as soon as you end your bardic performance. 使用:2 bardic performance rounds per round. 動作:1全ラウンド・アクション。 Anthem of Pageantry (String, Wind) Anthem of Pageantry (String, Wind) 出典 Heroes of the High Court 7ページ This lengthy piece gradually increases in power and gravity, conjuring magnificent furnishings and outfits out of thin air. 前提条件:Perform (string instruments) or Perform (wind instruments) 7 ranks. コスト:Feat or 3rd-level bard spell known. 効果:This piece, developed from ancient Azlanti musical records about the just rewards of honest striving, consists of a series of complicated crescendos, each culminating in a stirring, lengthy refrain. When you complete the performance, a single room or chamber you occupy appears to be swathed in silks and opulent furnishings you envision. You and up to one ally per bard level within the room who can hear you are clothed in illusory exotic fabrics, furs, and jewels while in the room. If you or an affected ally leave the room before the effect’s duration expires, the illusion ends. A creature can attempt a Will save to disbelieve the illusion. 使用:1 bardic performance round per 10 minutes of the effect’s duration. 動作:1分 Arrowsong s Lament (Oratory) Arrowsong s Lament (Oratory) 出典 Arcane Anthology 31ページ This collection of brooding poetry, all in pentatonic verse, expresses Arrowsong’s frustration over her overbearing parents’ desire for her to become a spellcaster. Her in-depth analysis of their struggles and failings provides great insight into reading and memorizing spells from a spellbook. 前提条件:Perform (oratory) 3 ranks. コスト:Feat or 1st-level spell known or higher (see text). 効果:Rather than a single work, this masterpiece is a collection of poems from Arrowsong’s days living under her scholarly parents, who both desperately wanted their daughter to pursue the art of wizardry. Despite the poems’ wry tone and the overall distaste for book-learning they proclaim, Arrowsong’s verse perfectly documents the process of memorizing arcane spells. When you gain this masterpiece, it becomes associated with your bard spells of a specific spell level. If you paid the masterpiece’s cost by spending a bard spell you know, the masterpiece is associated with spells of the spent spell’s level. If you paid the masterpiece’s cost by spending a feat, you choose one bard spell level that you are able to cast with which to associate the masterpiece. In order to perform this masterpiece, you must be holding a spellbook, scroll, or a similar piece of arcane writing to consult. After completing the masterpiece, choose one arcane spell from your bard spell list or from the sorcerer/wizard spell list that is written on the arcane writing that you consulted during the masterpiece. If the spell is on your bard spell list, it must be of the same level (or lower) as the spell level associated with this masterpiece. If the spell is not on your bard spell list, its level must be at least 2 spell levels lower than the spell level associated with this masterpiece. Add the chosen spell to the bard spell list and to your list of bard spells known until the next time that you rest and regain spells. If you use a spellbook with a preparation ritual to perform the masterpiece, you also gain the boon associated with that spellbook, as if you had prepared a spell from it. You can add up to one spell per spell level that you have selected with this masterpiece to your list of bard spells known each day. You can gain this masterpiece multiple times. Each time, you must apply it to a different bard spell level. 使用:3 rounds of bardic performance per level of the spell. 動作:1 hour of meditation. Ballad of the Homesick Wanderer Ballad of the Homesick Wanderer 出典 Monster Summoner s Handbook 15ページ This poem of sadness and longing was developed by a Riftwarden bard seeking a way to fight summoned creatures without violence. Its otherworldly lyrics drive outsiders to return to their planes of origin. 前提条件:Perform (oratory) or Perform (sing) 5 ranks; ability to speak Abyssal, Aquan, Auran, Celestial, Ignan, Infernal, or Terran. コスト:Feat or 2nd-level bard spell known. 効果:This mournful poem beckons outsiders back to the plane on which they were spawned, making them pine for their true home. Any summoned non-native outsiders who can hear this performance must each succeed at a Will save or feel compelled to return to their home plane. If an outsider fails its save, each round of the performance expends 2 rounds of the remaining duration of any spell or effect that summoned that creature to the current plane (in addition to the normal duration that passes each round). Called outsiders who fail their Will saves against this masterpiece take a –2 penalty on attack rolls, skill checks, and saving throws for the performance’s duration. If the performer can’t speak the native tongue of the outsider’s home plane, the outsider gains a +4 bonus on its Will save against this effect. 使用:1 bardic performance round per round. 動作:1全ラウンド・アクション。 Ballad of the Warding Princess (Oratory, Sing) Ballad of the Warding Princess (Oratory, Sing) 出典 Lost Treasures 54ページ The words of your poem weave around your allies and deflect attacks. 前提条件:Perform (oratory) or Perform (sing) 10 ranks. コスト:Feat or 4th-level bard spell known. 効果:The soothing words of this ballad tell of a benevolent genie princess and the shelter she extended to her allies from mundane and magical depredations. The refrain seems to hang in the air each time it is repeated. When you complete the performance, the words whirl around you like an invisible cloying buffer for the next 10 minutes, reducing your base movement to half your normal speed but providing you with soft cover against all attacks. You can additionally affect up to one willing creature per bard level within 30 feet of you with this masterpiece, but you must expend 1 round of bardic performance for each creature other than yourself to receive the cloying buffer. Creatures that leave the area lose this bonus, and do not regain it by moving back within the area. 使用:5 bardic performance rounds, +1 round per additional creature affected. 動作:1分。 Banshee’s Requiem (Sing) Banshee’s Requiem (Sing) 出典 Horror Realms 8ページ By filling your performance with the mournful angst of a lost love, your song evokes the inexorable pull of the grave upon every living thing. 前提条件:Perform (sing) 17 ranks. コスト:Feat or 6th-level bard spell known. 効果:All living creatures you select within 30 feet at the start of your turn each round gain 2 negative levels unless they succeed at a Fortitude saving throw (DC = 10 + 1/2 your bard level + your Charisma bonus). This is a death effect and a sonic effect. This performance has audible components. 使用:3 rounds of bardic performance per round. 動作:1全ラウンド・アクション。 Battle Song of the People s Revolt Battle Song of the People s Revolt 出典 Melee Tactics Toolbox 11ページ This song for fife and drum is found in many folios filled with music intended to unite the people of Andoran in their secession from Cheliax. 前提条件:Perform (percussion) or Perform (wind) 4 ranks. コスト:Feat or 2nd-level bard spell known. 効果:When you learn this masterpiece, choose a teamwork feat for which you meet the prerequisites. Once the feat is chosen, it can’t be changed. This performance grants the chosen feat to all allies within 30 feet who can see and hear you. Your allies don’t need to meet the prerequisites of this feat. Abilities that extend the duration of a bardic performance, such as Lingering Performance, affect this masterpiece. 使用:1 bardic performance round per round. 動作:1標準アクション。 特殊:You can gain this masterpiece multiple times. Each time you take this masterpiece, it grants a different teamwork feat. Blazing Rondo (Oratory, Percussion) Blazing Rondo (Oratory, Percussion) 出典 Elemental Master s Handbook 5ページ Thundering rhythms quicken your allies’ movements, but the effort of keeping up with the beat is wearying. 前提条件:Perform (oratory) 7 ranks or Perform (percussion) 7 ranks. コスト:Feat or 3rd-level bard spell known. 効果:Up to one ally per bard level gains the benefits of haste while you maintain this masterpiece, except the bonus to AC and on attack rolls and Reflex saves is one-fifth of your bard level. These allies must be within 60 feet of you to receive this benefit. When you cease performing this masterpiece, any creature that received this benefit for at least 3 rounds must succeed at a Fortitude save at this masterpiece’s DC or be fatigued for twice as many rounds as they were affected. 使用:1 round of bardic performance per round. 動作:1標準アクション。 Clamor of the Heavens (Percussion, Sing) Clamor of the Heavens (Percussion, Sing) 出典 Champions of Purity 25ページ This confusing dirge of melody and counter-melody was composed for choirs celebrating the various martyrs of Ragathiel. It is intended to praise and magnify the glory of the empyreal lord, but to the uninitiated it sounds like a battle hymn. In fact, in Varisia, this is what the song has become to many. 前提条件:Perform (percussion or sing) 10 ranks. コスト:5th-level bard spell known. 効果:Evil creatures that hear the performance and fail a Will save against the effect are blinded and deafened for the duration. On a successful save, they are shaken instead. Undead or creatures with the evil subtype that fail their saves are stunned for the duration, while those that succeed are staggered. 使用:3 bardic performance rounds, +1 round per additional round of duration. 動作:3 full rounds. Dance of Captivating Desire (Dance) Dance of Captivating Desire (Dance) 出典 Elemental Master s Handbook 5ページ A creation of Calistria’s priesthood, this swaying, sensuous dance fans the fires of lust. 前提条件:Perform (dance) 5 ranks. コスト:Feat or 2nd-level bard spell known. 効果:When you begin this performance, select one creature within 30 feet to become overwhelmed by lustful feelings toward you. Each round, the target must attempt a Will save. If the target would not normally be attracted to you, it receives a +4 bonus on its saving throws. For each failure, the DCs of your Bluff and Diplomacy checks against that creature are reduced by 2 (to a maximum reduction of 10) and the target takes a –1 penalty on Will saving throws against enchantment effects that you create (to a maximum of –5). These penalties last for 1 minute after the performance ends. 使用:1 round of bardic performance per round. 動作:1標準アクション。. Death of Heroes (Oratory, Sing) Death of Heroes (Oratory, Sing) 出典 Blood of the Ancients 30ページ You speak of the Worldwound’s horrors, retelling tales of helpless warriors watching their loved ones die. 前提条件:Perform (oratory) or Perform (sing) 7 ranks. コスト:Feat or 3rd-level bard spell known. 効果:You force one target within 30 feet to perceive his allies as being dragged into Abyssal pits. When you complete the performance, the target must attempt a Will save. On a failed save, the target gains the shaken condition and can’t see or hear any allied creature for the duration of the performance. All of the target’s allies function as if invisible to it, making conversation impossible and preventing the target from gaining benefits from any effects that require hearing or seeing an ally. This is a fear and illusion (glamer) effect. 使用:1 bardic performance round per round. 動作:1ラウンド・アクション。 Dirge of the Torn Sail (Sing, String) Dirge of the Torn Sail (Sing, String) 出典 Blood of the Sea 13ページ Your ominous refrain warns away those who would trespass in your domain. 前提条件:Perform (sing) or Perform (string instruments) 7 ranks. コスト:Feat or 2nd-level spell known. 効果:Your song warns of the terrible fate awaiting anyone entering your territory. All creatures within 30 feet who can hear your performance must succeed at a Will saving throw or be compelled to flee from you, as per greater command. For creatures on a ship, this effect means taking efforts to alter course and sail away. An affected creature continues its efforts for as long as the performance continues, and it reacts with violence to anyone attempting to prevent it from fleeing. Abilities that extend the duration of a bardic performance (such as Lingering Performance) affect this masterpiece. 使用:1 bardic performance round per round. 動作:1標準アクション。 Endless Waltz of the Eldest (Dance, String) Endless Waltz of the Eldest (Dance, String) 出典 Healer s Handbook 19ページ This elegant but dizzyingly fast gnome waltz calls for rapidly changing roles inspired by the many faces that the legendary Eldest of the First World wear. 前提条件:Perform (dance or string) 4 ranks. コスト:Feat or 2nd-level bard spell known. 効果:One ally within 30 feet regains 3 hit points when you activate this performance and each round that you maintain it. Whenever the target casts a healing spell while you maintain your performance, one of the spell’s targets regains 3 additional hit points (whether or not the spell normally heals damage). This performance relies on audible and visual components. You cannot change the targeted ally without ending the performance. 使用:1 bardic performance round per round. 動作:1標準アクション。 Exhilarating Prayer of Grace (Dance) Exhilarating Prayer of Grace (Dance) 出典 Divine Anthology 8ページ You lead your audience through a series of stretches and exercises designed to warm the muscles and increase blood circulation. 前提条件:Perform (dance) 4 ranks. コスト:Feat or 2nd-level bard spell known. 効果:After completing the series of exercises, anyone who observed the performance (including yourself ) gains a circumstance bonus on all Acrobatics checks and to CMD equal to 1/5 of your bard level (minimum +1). This bonus persists for 10 minutes. 使用:1 round of bardic performance. 動作:3 rounds. Fafnheir and the First King (String, Wind) Fafnheir and the First King (String, Wind) 出典 Dragonslayer s Handbook 11ページ You affect the mood of listeners by celebrating the defeat of the First Linnorm King at the claws of Fafnheir, the Father of All Linnorms. 前提条件:Perform (string) or Perform (wind) 6 ranks. コスト:Feat or 2nd-level bard spell known. 効果:This stirring pibroch reminds dragons of a significant victory by one of the legendary heroes of their kind and fills lesser races with a feeling of frustration and rage. Any creature of the dragon type that hears the entire performance must succeed at a Will save to avoid having her attitude toward the performer and his allies improved by two steps (from Hostile to Indifferent, for example). A creature of any other type (apart from the bard and his allies) must succeed at a Will save to avoid having her attitude toward the performer and his allies worsened by two steps (from Indifferent to Hostile, for example). These effects last for 1 minute per bard level, or until he or his comrades do anything to worsen the mood of the dragon, or improve the mood of those affected otherwise. Multiple uses of this masterpiece cannot improve or worsen attitudes more than two steps. 使用:2 bardic performance rounds. 動作:2 full rounds. Findelalara s Refuge (Dance, Oratory) Findelalara s Refuge (Dance, Oratory) 出典 Heroes from the Fringe 15ページ Praying to the Guiding Hand for assistance, you invoke shelter from ice and snow. 前提条件:Perform (dance) 10 ranks or Perform (oratory) 10 ranks. コスト:Feat or 4th-level bard spell known. 効果:This masterpiece can be performed only at or after dusk, or in weather conditions stormy enough to affect visibility. When completed, this masterpiece conjures a frozen shelter. This acts as the hemisphere form of wall of ice centered on you, except that the radius is 20 feet, the hemisphere has a single doorway large enough for a Medium creature, and the shelter lasts until the next sunrise or until you leave the shelter. 使用:5 rounds of bardic performance. 動作:5 full rounds. Fugue de Rue d Auseil Fugue de Rue d Auseil 出典 Pathfinder #114 Black Stars Beckon 63ページ Your music provides a bastion that hedges out horrors and fiends. 前提条件:Perform (string instruments) 15 ranks. コスト:Feat or 6th-level bard spell known. 効果:This piece of music combines two discordant melodies one that represents humanity, and another that represents the unsettling horror of the places between the stars. When you activate this performance, you create a hemispherical field that hedges out outsiders, aberrations, and undead. When you begin this performance, roll a Perform (string instruments) check; the radius of the hemisphere may be any size, measured in feet, up to the result of your check. This effect can be used only defensively. Forcing the hemispherical barrier against creatures that the effect keeps at bay immediately collapses the barrier. 使用:1 bardic performance round per minute. 動作:1 full round. Hymn of Restorative Harmonics (Sing, Wind) Hymn of Restorative Harmonics (Sing, Wind) 出典 Divine Anthology 8ページ You perform a song of such beauty that it touches the soul of any who hear it, allowing them to recover from any adverse conditions. 前提条件:Perform (sing) or Perform (wind) 6 ranks. コスト:Feat or 3rd-level bard spell known. 効果:At the end of the round on which you complete this song, all allies within 30 feet who observed your performance gain a new saving throw to end the ongoing effects of certain debilitating conditions. An ally who is exhausted, fatigued, nauseated, sickened, staggered, or stunned as the result of a previously failed saving throw can attempt a new saving throw to immediately end one of the above effects. Characters under multiple effects must choose which effect they wish to attempt to end prematurely. Effects that did not grant a save to resist (such as the stun effect of power word stun) can’t be ended by this masterpiece. In addition, anyone who observed this performance gains the effects of delay poison at a caster level equal to your bard level. 使用:3 bardic performance rounds. 動作:1 full round. Hymn of Sacred Lands (Oratory, Sing) Hymn of Sacred Lands (Oratory, Sing) 出典 Heroes from the Fringe 15ページ You cherish and love your home with such strength that your words weave protective magic around your dwelling. 前提条件:Perform (oratory) 16 ranks or Perform (sing) 16 ranks. コスト:Feat or 5th-level bard spell known. 効果:You can perform this masterpiece only within 1 mile of a location where you’ve lived for at least 1 uninterrupted month. When you complete the performance, the area within 1,000 feet of your home is protected by the effects of guards and wards for 1 week. This masterpiece’s effects do not affect or hinder other residents who have a home, no matter how small or neglected, within the affected area. 使用:30 rounds of bardic performance. 動作:30 minutes. Illusion’s Decree (Comedy, Oratory) Illusion’s Decree (Comedy, Oratory) 出典 The Harrow Handbook 21ページ These stories of wiliness and mystery inspire listeners to see through deceptions. 前提条件:Perform (comedy) 5 ranks or Perform (oratory) 5 ranks. コスト:Feat or 2nd-level bard spell known. 効果:These tales include the stories of The Marriage, The Queen Mother, and The Rakshasa, among others. While performing this masterpiece, you gain a +4 bonus on saving throws to disbelieve illusions. You can expend 1 round of bardic performance for each ally other than yourself whom you want to gain this bonus. 使用:1 bardic performance round per round, +1 round per ally affected. 動作:1 full round. Kaminari Drums (Percussion) Kaminari Drums (Percussion) 出典 Disciple s Doctrine 27ページ You beat a thunderous cacophony that strikes your foes with the fury of the kami of storms. 前提条件:Perform (percussion) 10 ranks. コスト:Feat or 4th-level bard spell known. 効果:You produce a thunderous, rolling clamor in imitation of a storm kami’s drums, culminating in a resounding blow akin to a massive thunderclap. At the completion of this performance, you call down a smiting bolt of lightning and thunder to strike your enemies. This functions as flame strike, with a caster level equal to your bard level, but half the damage is electricity damage and the other half is not subject to any energy resistance. 使用:5 rounds of bardic performance. 動作:5 full rounds. Life Budding in Salted Earth (Sing, String, Wind) Life Budding in Salted Earth (Sing, String, Wind) 出典 Champions of Purity 25ページ This delicate tune suggests the determined sprouting of seedlings through barren, rocky soil. Both its motif and effects are popular in Rahadoum, where the tune is also known as “Spring Inside.” 前提条件:Perform (sing), Perform (string), or Perform (wind) 4 ranks. コスト:Feat or 3rd-level bard spell known. 効果:This masterpiece grants all allies within 30 feet fast healing 1 for as long as the bard maintains the performance. He may increase the cost per round of the performance up to a total number equal to half his bard level to increase the fast healing by 1 for each additional round expended. 使用:1 bardic performance round per round, plus 1 or more additional uses per round to increase the duration of this effect. 動作:1 standard action. Lingering Leitmotif (Oratory, Sing) Lingering Leitmotif (Oratory, Sing) 出典 Merchant s Manifest 31ページ Your clever turn of words or catchy musical jingle sticks in people’s heads long after they have heard it. 前提条件:Perform (sing) or Perform (oratory) 4 ranks. コスト:Feat or 2nd-level bard spell known. 効果:You sing or chant simple phrases or a distinctive series of notes that you associate with a specific trade good or service. While you perform these jingles, allies within 30 feet are affected by this performance’s effects and are treated as being affected by your inspire confidence bardic performance. Furthermore, if an affected creature purchases the associated good or service, that creature immediately gains a number of temporary hit points equal to half your bard level. 使用:3 bardic performance rounds, plus 1 round per additional person affected. 動作:1 standard action. Melody of Frightful Death (String) Melody of Frightful Death (String) 出典 Blood of Fiends 28ページ The pain and horror of the Abyss shrieks through your instrument to make a listener experience the death she dreads most. 前提条件:Perform (string) 7 ranks. コスト:Feat or 3rd-level bard spell known. 効果:You produce a sound that causes creatures to believe they are suffering a particularly ghastly and terrifying death, such as immolation, freezing to death, or being eaten alive by insects. When you complete this performance, all creatures within 30 feet who can hear your performance must make a successful Will saving throw or take 1d6 points of energy damage. The energy type can be either acid, cold, or fire (your choice, chosen when you begin performing the masterpiece). Affected creatures that fail their saving throws take damage on the round you begin the performance and each round you continue the performance as long as they remain in range. Abilities that extend the duration of a bardic performance affect this masterpiece. 使用:1 bardic performance round per round. 動作:1 standard action. Melody of Surrender (Sing, Wind) Melody of Surrender (Sing, Wind) 出典 Heroes of the High Court 7ページ This gentle, relaxing tune makes its listeners calm and receptive. 前提条件:Perform (sing) or Perform (wind instruments) 4 ranks. コスト:Feat or 2nd-level bard spell known. 効果:This lilting tune is soothing and repetitive. When you activate the performance, choose one creature per bard level within close range. Any targeted creature must succeed at a Will save or take a –2 penalty on saving throws against enchantment effects and on Sense Motive checks. This effect lasts for as long as you maintain the performance. Although this performance does have words, it is not a language-dependent effect. 使用:1 bardic performance round per round. 動作:1 round. Music Beyond the Spheres (Dance, Sing, String) Music Beyond the Spheres (Dance, Sing, String) 出典 Horror Realms 8ページ You use your own life force to create a phantasmagorical impression of eldritch vibrations with your wild, flailing dance and erratic tones. The performance unravels and remakes the fabric of reality around you according to your designs. 前提条件:Perform (dance, sing, or string) 13 ranks. コスト:Feat or 5th-level bard spell known. 効果:When you enact this unnerving bardic performance, you take 2 points of Constitution drain or 2 points of Wisdom drain (your choice) to create an effect similar to limited wish, except that the effect is interpreted by an alien entity of the Dark Tapestry. If you have at least 17 ranks in Perform (dance, sing, or string), and you destroy a magic or technological item worth at least 25,000 gp as a material component and take 4 points of Constitution drain or Wisdom drain, you can instead produce the effects of a wish with this performance. The GM interprets how precisely the effects of this bardic performance are granted by the entity that you contact. This performance has audible and visual components. 使用:1 round of bardic performance. 動作:1 full round action. Night Queen s Fury (Act, Oratory) Night Queen s Fury (Act, Oratory) 出典 Distant Realms 23ページ You lay a curse on those who have wronged you. 前提条件:Perform (act) or Perform (oratory) 7 ranks. コスト:Feat or 3rd-level bard spell known. 効果:You scream out a litany of every way you have been harmed by others, from physical abuse, to verbal insults, to subtle harassment, to any other number of contemptuous actions that denied you something you were rightfully due. When you complete the performance, you fall prone, the emotion or power behind your speech driving you to your knees. Any creature that damaged you within the last round must succeed at a Will save or be cursed, as per the bestow curse spell. Once per day, if you are reduced to fewer than 0 hit points, you can activate this bardic masterpiece as an immediate action before you become dying or dead as long as you have at least 3 rounds of bardic performance remaining. 使用:3 rounds of bardic performance. 動作:1 full-round action (see text). Pageant of the Peacock (Act, Dance) Pageant of the Peacock (Act, Dance) 出典 Dragonslayer s Handbook 11ページ Your elegant movements cause you to seem to be more than you are. 前提条件:Perform (act) or Perform (dance) 4 ranks. コスト:Feat or 2nd-level spell known. 効果:By gracefully weaving your body through subtle forms and postures you can convince others of your breeding, eloquence, and refinement. For the duration of the effect, you gain a +4 circumstance bonus on Bluff checks, and may attempt a Bluff check in place of an Intelligence check or Intelligence-based skill check. The subtle changes in your movements also confer a +4 circumstance bonus on Disguise checks to appear to be someone of a higher station (an aristocrat, merchant prince, or even a queen). 使用:1 bardic performance round per 10 minutes of the effect’s duration. 動作:1 standard action. Pallavi of Nirvana’s Blossoming (Dance) Pallavi of Nirvana’s Blossoming (Dance) 出典 Blood of Angels 28ページ The divine sunlight caused by this dance banishes darkness and causes flowers to bloom. 前提条件:Perform (dance) 11 ranks. コスト:Feat or 4th-level bard spell known. 効果:You begin your dance slowly, focusing on exact posture, the position of your limbs, even the direction of your gaze, then build to a blur of motion. Upon completing the performance, you summon a fixed aura of divine sunlight that glows in a 100-foot-radius circle centered on you. The divine sunlight acts as true daylight and affects creatures damaged or destroyed by such light. The light is as bright as sunlight at full noon and counters or dispels any darkness spells of 4th level or lower. If the dance is performed in an area of more powerful magical darkness, both the divine sunlight and darkness are temporarily negated so that otherwise prevailing light conditions exist in the overlapping areas of effect. Within the area of the sunlight, plants grow and blossom rapidly, becoming a overgrown tangle. This effect mimics the overgrowth version of plant growth. You and one ally per three bard levels are immune to the movement-impairing effects of the overgrowth. The divine sunlight and all its associated effects last for 1 minute per bard level you possess. 使用:3 bardic performance rounds. 動作:3 full rounds. Ragadahn s Raqs Beledi (Dance) Ragadahn s Raqs Beledi (Dance) 出典 Legacy of the First World 29ページ Your expressive dance makes your allies much more limber. 前提条件:Perform (dance) 5 ranks. コスト:Feat or 2nd-level bard spell known. 効果:When you complete this performance, choose one target per bard level to gain the benefits of this masterpiece. An affected creature can move through areas at least half its width with no penalty for squeezing, and can move through a space at least one-quarter its width using the normal penalties for squeezing. This is a polymorph effect. 使用:1 round of bardic performance per minute of the effect’s duration. 動作:1 minute. Ragadahn s Spiraling Ascent (Act, Dance) Ragadahn s Spiraling Ascent (Act, Dance) 出典 Legacy of the First World 29ページ You can hurl your allies into battle by directing swift winds. 前提条件:Perform (act) or Perform (dance) 7 ranks. コスト:Feat or 3rd-level bard spell known. 効果:Your whirling motions summon a 15-foot-high cyclone into an empty space adjacent to you. This cyclone persists until you stop using bardic performance to sustain it, and extends an additional 15 feet in height each round you sustain it until it reaches a ceiling or other obstacle. As a move action, you can direct the cyclone to harmlessly flow around one willing creature adjacent to the cyclone and move the creature to any other square adjacent to the cyclone at any height the cyclone has reached. This movement provokes attacks of opportunity. The cyclone is immobile once created. Abilities that extend the duration of a bardic performance (such as Lingering Performance) affect this masterpiece. 使用:1 round of bardic performance per round. 動作:1 standard action. Rat Quadrille (Percussion, Sing) Rat Quadrille (Percussion, Sing) 出典 Magical Marketplace 30ページ This repetitive, distracting melody wears down foes. 前提条件:Perform (percussion) or Perform (sing) 4 ranks. コスト:Feat or 2nd-level bard spell known. 効果:You tap out or sing a diverting tune that sticks in the mind of the target, causing the target to take a –2 penalty on attack rolls and a –4 penalty on concentration checks for 10 minutes. A successful Will save halves the penalties and reduces the duration to 1 minute. This ability is a mind-affecting compulsion effect and relies on audible components. 使用:3 bardic performance rounds. 動作:1 standard action Relentless Reprise (Keyboard, Sing, String, Wind) Relentless Reprise (Keyboard, Sing, String, Wind) 出典 Horror Realms 8ページ Your song replays endlessly in your target’s mind, sapping resolve and sanity. 前提条件:Perform (keyboard, sing, string, or wind) 4 ranks. コスト:Feat or 2nd-level bard spell known. 効果:Whenever you end a bardic performance, you can add a quick reprise that makes it unnaturally catchy. Any creature within 30 feet of you when you finish your performance will run the risk of having your tune replaying endlessly in its mind. Unless the creature succeeds on a Will saving throw (DC = 10 + 1/2 your bard level + your Charisma modifier), the tune distracts it for 1 day per bard level. The creature takes a –4 penalty on concentration checks, initiative checks, and Perception checks as long as it remains distracted. The creature’s sleep also becomes fitful, requiring half again as long for the usual benefit and entirely negating the benefits of full bed rest beyond a normal rest. Once per day upon waking after rest, the creature can attempt a new Will saving throw to shake off the relentless reprise. If it fails, the creature takes 1d2 points of Wisdom damage (or 1d4 points of sanity damage if using the sanity rules from Horror Adventures). This is a curse effect with audible components. 使用:1 round of bardic performance. 動作:1 immediate action. Rondeau of Heavenly Order (Sing) Rondeau of Heavenly Order (Sing) 出典 Blood of Angels 8ページ Your carefully structured song imposes rigid order on your listeners. 前提条件:Perform (sing) 4 ranks. コスト:Feat or 2nd-level bard spell known. 効果:This song follows a set repetition of verses and refrains with a pattern of syllables that remains constant from line to line. As you sing, listeners find their actions bound by your song’s relentless order. One enemy per bard level within listening range must make a successful Will save or find its movements hampered. A creature that fails its save can move only in a straight line each turn. The creature can choose which direction it wishes to move each turn, but it can move only along a straight line in that direction, and cannot move around corners or otherwise deviate from this line until its next turn. This effect lasts as long as you maintain the performance. Although this song has words, it is not language-dependent. 使用:1 bardic performance round per round. 動作:1 round. Song of Extinction (Sing, String, Wind) Song of Extinction (Sing, String, Wind) 出典 Artifacts and Legends pg. 49ページ 注:This masterpiece can only be learned from the Song of Extinction (Music Box) artifact. The clarion of the end times, this masterpiece is a meticulous cacophony that ends all life. 前提条件:Perform (sing, string, or wind) 15 ranks. コスト:Feat or 6th-level bard spell known. 効果:The area within 100 feet of the performer begins quaking and moaning as if the earth itself were in pain. The affected area is treated as per the spell earthquake. In addition, all creatures in the area except for the performer must make DC 25 Reflex saves, as individual earthen maws open beneath each. Those who fail fall into a 100-foot-deep pit that quickly grinds shut, trapping them as if they were in the bury zone of an avalanche and trapped without air. If any living, sentient creature is killed by the Song of Extinction’s effects, the performer ceases to age for 1 year. 使用:All of the performer’s uses of bardic performance for that day. 動作:5 full rounds. Song of Sarkoris (Oratory, Sing) Song of Sarkoris (Oratory, Sing) 出典 Blood of the Ancients 31ページ You recite inspirational lines from this epic poem commemorating the final stand at Storasta, keeping defiance alive even in the face of certain death. 前提条件:Perform (oratory) or Perform (sing) 10 ranks. コスト:Feat or 4th-level bard spell known. 効果:When you complete the performance, all allies within 30 feet gain an attack of opportunity when reduced to negative hit points, or whenever a foe deals hit point damage equal to or greater than its Hit Dice, for the duration of the performance. The attack of opportunity can be made against any enemy within reach; it does not have to be against the source of the damage, and does not count toward your allies’ maximum attacks of opportunity per round. This attack of opportunity is resolved prior to the enemy’s attack, but the triggering attack is still resolved even if the enemy is killed or incapacitated. 使用:2 bardic performance rounds per round. 動作:1 full round. Song of the Stonebearers (Percussion, Sing) Song of the Stonebearers (Percussion, Sing) 出典 Merchant s Manifest 31ページ This working song consists of a strong rhythm and boneshaking drum beats. 前提条件:Perform (sing) or Perform (percussion) 7 ranks. コスト:Feat or 3rd-level bard spell known. 効果:By singing or beating a drum, you set up a good rhythm for manual labor, helping those who hear it push against the limits of their strength more easily. Up to one creature per bard level that can see and hear you can ignore the effects of encumbrance and armor on its skill checks and movement while you engage in this performance. This does not allow affected creatures to exceed their maximum carrying capacity. 使用:2 bardic performance rounds per creature for every 10 minutes of duration. 動作:1 minute. Spirit of the Horse (Strings) Spirit of the Horse (Strings) 出典 Disciple s Doctrine 27ページ This mournful song, which is typically played upon a traditional instrument known as a morin khuur, empowers animal companions. 前提条件:Perform (strings) 7 ranks. コスト:Feat or 3rd-level bard spell known. 効果:You play a soulful melody inspired by the legend in which a boy’s prized horse, slain by a wicked lord, returns in spirit form and instructs the boy to construct an instrument from its body so that neither boy nor horse would be lonely. Upon the completion of this performance, you inspire the animal (or similar) companions, familiars, and mounts of allies who can hear the performance to avoid a similar fate, granting them the benefits of greater magic fang with a caster level equal to your bard level. 使用:1 round of bardic performance per creature affected. 動作:1 round. Stirring Discourse of the Mind (Oratory) Stirring Discourse of the Mind (Oratory) 出典 Divine Anthology 8ページ You lecture your audience on the merits of studious endeavors and inspire them with new insights into the subject matter. As a result of your discourse, those who listen become more receptive to knowledge. 前提条件:Perform (oratory) 4 ranks. コスト:Feat or 2nd-level bard spell known. 効果:Upon completion of your lecture, anyone who listened to your performance gains a +4 insight bonus on Knowledge checks to perform research in a library, and on Spellcraft checks to identify the properties of magic items. This bonus lasts for 10 minutes. 使用:2 rounds of bardic performance. 動作:1 minute. Symphony of Sylandurla’s Ascent (Percussion, Wind) Symphony of Sylandurla’s Ascent (Percussion, Wind) 出典 Healer s Handbook 19ページ This elaborate arrangement for traditional elven instruments evokes Sylandurla’s heroic climb up the spire from the planar city of Axis to the Boneyard, where it’s said that she sang 8,008 tales to win elves their immunity to magical sleep. 前提条件:Perform (percussion or wind) 7 ranks. コスト:Feat or 3rd-level bard spell known. 効果:All allies within 30 feet become immune to one of the following (your choice) while they can hear your performance charm effects, the dazed condition, fear effects, magical sleep, paralysis, the staggered condition, or the stunned condition. You must choose the condition before activating the performance and can’t change your choice during the performance. If any affected ally currently has the chosen condition, she can attempt a new saving throw against it each round she can hear your song. Success on this saving throw has its usual benefit, but failure has no effect at all. This performance relies on audible components. 使用:1 bardic performance round per round. 動作:1 full round. Symphony of the Dark Prince (Sing) Symphony of the Dark Prince (Sing) 出典 Distant Realms 23ページ You contort your vocal cords to produce an eerie, melodious song about the wonders of Dispater’s court. 前提条件:Perform (sing) 15 ranks. コスト:Feat or 5th-level bard spell known. 効果:The sinisterly seductive song bores its way into the target’s flesh, levitating it as per reverse gravity as long as the bard maintains the performance. Although the symphony does have words—and is often sung in Infernal—this is not a language-dependent effect. 使用:1 round of bardic performance per round. 動作:1 standard action. Symphony of the Elysian Heart (Keyboard, Wind) Symphony of the Elysian Heart (Keyboard, Wind) 出典 Blood of Angels 28ページ You spark notes of joy and freedom in your listeners. 前提条件:Perform (keyboard) or Perform (wind) 7 ranks. コスト:Feat or 3rd-level bard spell known. 効果:The complex arpeggios in this piece follow each other so quickly that the music can sound jumbled and disjointed at first. As the piece progresses, however, distinct phrases emerge, creating a wild but harmonious piece that inspires feelings of unfettered freedom. You and up to one ally per bard level within 30 feet who can hear you can move and attack normally for the duration of your performance, even if under the influence of magic that usually impedes movement. This effect is identical to that of freedom of movement, except that this masterpiece does not allow subjects to move and attack normally while underwater unless these creatures would already be able to do so, and only lasts as long as you continue the performance. 使用:1 bardic performance round per round. 動作:1 round. Tales of Twisting Steel (Act, Oratory) Tales of Twisting Steel (Act, Oratory) 出典 The Harrow Handbook 21ページ This medley of tales inspires listeners to new heights of bravery and self sacrifice. 前提条件:Perform (act) 3 ranks or Perform (oratory) 3 ranks. コスト:Feat or 2nd-level bard spell known. 効果:This collection includes the stories of The Big Sky, The Rabbit Prince, and The Sickness, among others. When you complete the performance, choose one adjacent creature. You and that creature are affected as if you had cast shield other. 使用:3 bardic performance rounds. 動作:3 rounds. The Bear s Jig (String, Wing) The Bear s Jig (String, Wing) 出典 People of the River 13ページ Your music makes animals act like people. 前提条件:Perform (string) or Perform (wind) 11 ranks. コスト:Feat or 4th-level bard spell known. 効果:In the Varisian musical The Bear, a lively tune plays whenever the eponymous animal tumbles onto stage. When played with skill, the song actually has the power to grant an animal temporary intelligence. Choose a non-hostile animal within line of sight that can see and hear you perform. This masterpiece affects the target as the awaken spell for as long as you maintain the performance. Abilities that extend the duration of a bardic performance (such as Lingering Performance) affect this masterpiece. 使用:1 round of bardic performance per round. 動作:1 full round. The Canticle of Joy (Sing) The Canticle of Joy (Sing) 出典 Bastards of Golarion 27ページ Your haunting melody is capable of shattering the very minds of those who hear it. 前提条件:Perform (sing) 7 ranks. コスト:Feat or 3rd-level bard spell known. 効果:This agonizing eulogy gets into a listener’s blood, and bestows on him the phantom sensation of all the agonies suffered by Zon-Kuthon’s most pious worshipers. One target within range is cursed as though affected by bestow curse as long as the bard maintains the performance. Although this lullaby does have words, it is not a language-dependent effect. 使用:1 bardic performance round per round. 動作:1 round. The Dance of Kindled Desires (Dance) The Dance of Kindled Desires (Dance) 出典 Blood of Fiends 28ページ Each sway and shake of your hips calls up another temptation from the depths of Hell until your spectator, hapless and drooling, finally succumbs and freely offers up his life, honor, or very soul for just a taste of what you have proffered. 前提条件:Perform (dance) 5 ranks. コスト:Feat or 2nd-level bard spell known. 効果:Your dance entices one creature within 30 feet that is able to see you, invoking every imaginable vice and craving until finally the desire the creature personally finds most appealing overwhelms its thoughts. You always know what your target wants, and, if you have the means to provide it, can offer it to the creature in exchange for a specific service. The creature can resist this effect with a successful Will saving throw, and creatures never agree if you offer services that are physically impossible or obviously suicidal, or if you lie about having the means to fulfill the desire in question. The service can never take more than a day to complete, and the affected creature gains a +2 bonus on its saving throw if the service requires more than an hour to complete. 使用:3 bardic performance rounds. 動作:3 full rounds. The Rheumy Refrain (Sing) The Rheumy Refrain (Sing) 出典 Blood of Fiends 28ページ Your strange melody of hacking gasps and pained wheezes draws upon the dark powers of Abaddon to fill a witness with debilitating and distracting phlegm. 前提条件:Perform (sing) 5 ranks. コスト:Feat or 2nd-level bard spell known. 効果:Your song emulates the sounds of a terrible illness, causing one creature you are aware of who can hear your song to develop a psychosomatic flu. If the target fails its Will save, whenever it attempts any action other than moving up to its base speed or making a single melee attack (but not both) in a single round, it must succeed at a concentration check (DC 10 + your Charisma modifier) to avoid wasting its action because of a fit of coughing and sneezing. 使用:1 bardic performance round per round. 動作:1 standard action. The Sea Is Now My Sky (Sing, String) The Sea Is Now My Sky (Sing, String) 出典 Blood of the Sea 13ページ Your thrilling tune causes you and your allies to fly through the water as easily as a bird soars through the air. 前提条件:Perform (sing) or Perform (string instruments) 9 ranks. コスト:Feat or 3rd-level bard spell known. 効果:You and a number of allies (up to one creature per bard level) who can see and hear you gain a swim speed of 40 feet and a bonus on Swim checks equal to half your caster level. When using this masterpiece for long-distance travel, you and your affected allies can hustle without taking nonlethal damage (a forced march still requires Constitution checks). This means you and affected allies can cover 8 miles underwater in an hour of swimming. If an ally can no longer see or hear you, she loses this benefit. 使用:1 round of bardic performance per creature affected for each hour of the effect’s duration. 動作:1 full round. The Tragedy of False Hope (Oratory, Sing) The Tragedy of False Hope (Oratory, Sing) 出典 Blood of the Ancients 31ページ You remind those around you of the mystic’s warning and how danger was ignored in expectation of Aroden’s return. 前提条件:Perform (oratory) or Perform (sing) 4 ranks. コスト:Feat or 2nd-level bard spell known. 効果:You create a feeling of deceptive confidence in an enemy. When you activate this performance, one target within 30 feet becomes flat-footed for as long as you maintain the performance (Will negates). If you target a creature that has not yet acted in a surprise round, the creature does not get to act in the surprise round. Any target with the uncanny dodge class feature or an ability with a similar effect is immune to this performance. This is a mind-affecting emotion effect. 使用:1 bardic performance round per round. 動作:1 standard action. 漸減のボレロ(舞踏) The Waning Bolero (Dance) 出典 Pathfinder #134 It Came from Hollow Mountain 73ページ 君の意図的なダンスは、敵のステップを自分のステップに合わせて狂わせる。 前提条件:〈芸能:舞踏〉10ランク コスト:特技か修得した4レベル・バード呪文。 効果:君は、敵がまねせざるを得ない一連の優雅で慎重なステップを成立させる。呪芸が完了すると、60フィート以内にいる敵は、減速化する(スロー呪文として)。意志セーヴィング・スローはこの効果を無効化する。 呪芸を持続させるラウンド毎に、60フィート以内の減速化した各クリーチャー(この名人芸あるいは別の効果によって減速化したかどうかに関係なく)は、別の意志セーヴィング・スローに成功しなければならず、そうでなければ減速下の舞踏の動きに追いつかれ、攻撃ロール、AC反応セーヴへのペナルティが1ずつ増加する。この増加したペナルティは呪芸を維持する限り持続する。この意志セーヴィング・スローに成功したクリーチャーは、そのラウンドのペナルティの像会を回避するだけである;成功しても減速化の効果は取り除かれない。 使用:ラウンド毎に呪芸1ラウンド。 動作:1全ラウンド Vindictive Soliloquy (Act, Oratory, Sing) Vindictive Soliloquy (Act, Oratory, Sing) 出典 Magical Marketplace 30ページ Your bombastic speech creates booming reverberations of sound. 前提条件:Perform (act), Perform (oratory), or Perform (sing) 10 ranks. コスト:Feat or 4th-level bard spell known. 効果:You provide an impassioned monologue from the point of view of a noble queen, voicing her inner turmoil at being betrayed by her own sister and calling for justice to strike from the heavens. If you perform this masterpiece with the Perform (sing) skill, it is a tempestuous aria instead of a rousing soliloquy. Upon completing the performance, you may conjure bolts of lightning as though you had cast call lightning storm, except the bolts are made of elemental thunder and deal sonic damage rather than electricity damage. The bolts do not increase in damage if outdoors in a stormy area. Instead, in any environment, you may attempt a DC 25 Perform check as part of the standard action to call a bolt. If your Perform check is successful, that bolt deals 5d10 points of sonic damage instead of 5d6. 使用:5 bardic performance rounds. 動作:5 full rounds. Wildsoul Aria (Sing, Wind) Wildsoul Aria (Sing, Wind) 出典 Heroes from the Fringe 19ページ Channeling the mysterious power of the First World, you grant the listener the gift—or curse—of an animal’s shape. 前提条件:Perform (sing) 7 ranks or Perform (wind instruments) 7 ranks. コスト:Feat or 4th-level bard spell known. 効果:When you complete the performance, one creature within 30 feet is affected by beast shape I. If your caster level is at least 10th, you can affect that creature with baleful polymorph instead; an affected creature automatically succeeds at the spell’s secondary save. If your caster level is at least 15th and you spend 10 additional rounds of bardic performance, you can affect up to one creature per 3 bard levels with beast shape II instead. This performance allows a Fortitude save instead of a Will save to resist its effects. 使用:10 rounds of bardic performance. 動作:3 full rounds. Wise King’s Saga (Oratory, Sing) Wise King’s Saga (Oratory, Sing) 出典 Heroes of the High Court 7ページ Your saga magically weaves the counsel of sagacious ancestors into the telling. 前提条件:Perform (oratory) or Perform (sing) 15 ranks. コスト:Feat or 5th-level bard spell known. 効果:You begin an epic tale of kings and queens in ages past, recounting their lineages and sage deeds. The epic has no fixed form and has substantial room for improvisation; many bards include tales of their own wise ancestors, or the ancestors of noteworthy members of their audience. When you activate the performance, one target creature other than you within close range (25 feet + 5 feet/2 levels) gains the benefit of a commune spell. You must continue the performance for the target to receive answers, as your retelling is magically guided to include relevant responses. If you cease the performance before the target has asked all of its questions, or if you run out of bardic performance rounds, any remaining questions are lost. 使用:10 bardic performance rounds, plus 1 bardic performance round per question. 動作:10 minutes.
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Whenever Wednesday Dance with Camera Cinema Program wed feb 17 @ 7pm With iconic dance films, ranging from Busby Berkeley s Hollywood musicals to Maya Deren s avant-garde films, the screenings in this cinema program exemplify the ways dance has compelled visual artists to record bodies moving in time and space. Screenings Martha Graham A Dancer s World (Peter Glushanok, 1957) / Hilary Harris, Nine Variations on a Dance Theme, 1966 / Yvonne Rainer, Hand Movie, 1966 / Amy Greenfield, Transport, 1971 / James Byrne and Victoria Marks, Inside Eyes, 1987 / Blood Wedding (Carlos Saura, 1981, 72 Minutes) Poet, essayist and video/filmmaker Amy Greenfield will be present at this evening s screening. Screenings will take place at International House, 3701 Chestnut Street. $8 general public; $5 ICA and International House members Whenever Wednesday Dance with Camera Cinema Program wed mar 17 @ 7pm With iconic dance films, ranging from Busby Berkeley s Hollywood musicals to Maya Deren s avant-garde films, the screenings in this cinema program exemplify the ways dance has compelled visual artists to record bodies moving in time and space. Screening Sidney Peterson and Hy Hirsh, Clinic of Stumble, 1947 / Ed Emshwiller, Thanatopsis, 1962 / Norman McLaren, Pas de Deux, 1968 / Frank Moore and Jim Self, Beehive, 1985 / The Red Shoes (Michael Powell and Emeric Pressburger, 1948, 133 minutes). Read about "The Red Shoes" now newly restored in the recent article "A Tragic Ballerina Dances Again, Her Shoes Now Redder Than Ever" from The New York Times (November 5, 2009). Screenings will take place at International House, 3701 Chestnut Street. $8 general public; $5 ICA and International House members