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[翻译]第三方职业&资源
« 于: 2015-12-03, 周四 20:54:45 »
龙脉术士(Dragon Disciple)
剧透 -   :
和某些现存最古老,最强烈,最变化无常的种族一样,龙族偶尔也会与毫不知情的凡人结合,甚至与其中个别优秀的个体繁衍后代。同样地,这些生物执掌的伟大力量也早已令那些穷尽所学以在体内注入龙族力量的法师与炼金术士感到好奇。因此,龙之血脉在许多种族体内流淌。对某些人来说,这份遗产昭示著术士的血统;对其他人而言,他们沈迷于其龙族祖先的力量并致力于用魔法展现它,成为一名接近真正龙类的存在。

This is a prestige archetype. A dragon disciple grows more and more like a dragon.
(简单说prestige archetype是第三方出版商出版的一系列职业,把原本的进阶职业重新设计成1~20等的职业,而且不是把原本的能力打散到各等级那么简单,还会加入一些新特色或融合其他现有职业的能力进去。)
剧透 -   :
Introduction
A prestige archetype is a prestige class turned into a normal 20-level class, similar to an archetype or alternate class. The goal when making these prestige archetypes has been to capture the flavor of the prestige class rather than to make an exact copy of how it would normally be. Attack bonuses, hit dice, class skills, spells, and class features have been unified and spread evenly over levels. This means that most prestige archetypes have their prestige abilities spread over the entire 20 level spread. Unlike how prestige classes normally work, these archetypes have a few complete class abilities rather than many abilities limited to a low level. In some cases, you get the choice of one of several class abilities rather than stymied versions of all the abilities.

A prestige archetype generally has elements of one or more regular character classes, to represent how prestige prerequisites were met and character development after the prestige class has ended. Sometimes there is more than one class that naturally leads itself to a particular prestige class, which can lead to several different prestige archetypes for different combinations. A few are not built on a regular class, instead expanding the idea behind the prestige class to a full 20 levels.

Prestige vs. Archetype
One thing about prestige classes is that you grow into them - they can represent special training opportunities that the character did not know existed. Prestige archetypes don’t do this; you play a prestige archetype from level one. In this case I’d suggest using the retraining rules - the character retrains those abilities that differ between his old class and the new prestige archetype. Or, if this feels cumbersome, simply change the class abilities and say the sudden change is a result of special training. This should generally work fine at lower levels, the more experienced the character is and the more abilities it has, the greater the disconnect when those abilities change. GMs wanting this kind of plot are advised to present such options early on in a campaign.
进阶职业起源: 龙脉术士。
混合职业: 魔战士、术士。
角色定位: 借由所掌控的魔法,龙脉术士可以成为典型的控法者角色,阻碍敌人的移动,将伤害性法术砸向他们的敌人。然而,龙脉术士的龙类能力让这些多才多艺的施法者更加难以对付,尤其当他们使用喷吐武器并以直接的战斗毁灭敌人的时候。
阵营: 龙脉术士可以是任何阵营,即使他们倾向混乱多于守序。那些选择混乱龙类特征,比如野兽一般的白龙与令人恐惧的红龙的龙脉术士,有一种邪恶的倾向。相反的,那些类似金属龙,比如斯多亚学派的黄铜龙和富有骑士精神的金龙的,通常是善良阵营。
生命骰: d10
起始资金: 4d6 x 10 (140 gp)

引用
表:龙脉术士
等级基本攻击加值强韧豁免反射豁免意志豁免职业能力1环2环3环4环5环6环
1+0+2+0+2戏法, 龙爪, 龙族奥秘, 龙族本性, 施法免材1
2+1+3+0+3龙咬2
3+2+3+1+3奖励法术, 天生护甲 (+1), 龙类抗力 (5)3
4+3+4+1+4喷吐龙息 (1/day)31
5+3+4+1+4属性增强 (力量 +2), 奖励专长, 龙爪 (魔法)42
6+4+5+2+5奖励法术, 天生护甲 (+2), 法术龙咬43
7+5+5+2+5喷吐 (2/日), 龙爪(1d6)431
8+6/+1+6+2+6属性增强 (体质 +2)442
9+6/+1+6+3+6奖励法术, 天生护甲 (+3), 龙类抗力 (10)543
10+7/+2+7+3+7盲感 30 尺, 喷吐 (3/日)5431
11+8/+3+7+3+7属性增强 (力量 +2), 奖励专长, 龙咬 (能量伤害)5442
12+9/+4+8+4+8奖励法术, 天生护甲 (+4)5543
13+9/+4+8+4+8喷吐 (4/日), 龙之型态 (1/日)55431
14+10/+5+9+4+9属性增强 (智力 +2), 龙爪 (能量伤害)55442
15+11/+6/+1+9+5+9奖励法术, 天生护甲 (+5), 龙类抗力 (15), 龙翼 (60 尺)55543
16+12/+7/+2+10+5+10喷吐 (5/day), 龙之型态 (2/日)555431
17+12/+7/+2+10+5+10属性增强 (力量 +2), 盲感 (60 尺), 奖励专长555442
18+13/+8/+3+11+6+11奖励法术, 天生护甲 (+6)555543
19+14/+9/+4+11+6+11喷吐 (6/day), 龙之型态 (3/日)555554
20+15/+10/+5+12+6+12属性增强 (魅力 +2), 龙族力量, 龙翼 (90 尺)555555

引用
表:龙脉术士已知法术
等级0环1环2环3环4环5环6环
142
253
364
4642
5643
6644
76542
86543
96544
1065542
1166543
1266544
13665542
14666543
15666544
166665542
176666543
186666544
196666554
206666555

本职技能
龙脉术士的本职技能为: 攀爬 (力量), 工艺 (智力), 交涉 (魅力), 易容 (魅力), 脱逃 (敏捷), 飞行 (敏捷), 威吓 (魅力), 知识 (所有-需分别选择,智力)(Int), 察觉 (感知), 专业 (感知), 骑术 (敏捷), 法术辨识 (智力), 游泳 (力量), 使用魔法装置 (魅力)。
升级技能点数: 2 + 智力调整值。

职业特性
武器和护甲擅长:
龙脉术士擅长所有简易和军用武器,也擅长轻型护甲。龙脉术士不擅长任何种类的盾牌。许多的龙脉术士偏好于依赖他们的天生武器。龙脉术士能够在穿着轻甲时忽视奥术失败机率地使用魔战士法术。但龙脉术士在穿着中甲、重甲或使用盾牌时施展包含姿势成分的法术会遭受奥术失败率,与其他承受奥术失败率的施法者相同。兼职的龙脉术士在施展其他职业的奥术时也正常遭受奥术失败率惩罚。

法术
龙脉术士施展术魔战士法术列表中的奥术。他无需准备即可施展任何他已知的法术。要学习或者施展法术,龙脉术士的魅力必须达到「10+法术环级」。抵抗龙脉术士法术的豁免DC为「10+法术环级+魅力修正」。和其他施法者一样,龙脉术士每天在每个法术环级上只能施展有限数量的法术。他的基本每日法术分配方案列在上表内。另外,如果他有较高的魅力值,他还可以获得每日奖励法术。

龙脉术士可选择的法术是非常有限的。在起始时龙脉术士可以根据你的选择知道4个0环法术和2个1环法术,在获得新的龙脉术士等级时,他会按照上表获得一个或几个新的法术(和每日法术不同,龙脉术士所知法术和魅力值无关,可知法术表中的数字是固定的)。达到4级时,以及之后每3个龙脉脉士等级(7,10,等等),龙脉术士可以学习一个新法术来替代之前已知的法术。实际上,龙脉术士通过丢弃一条已知法术来交换一条新法术。新法术必须和他交换的法术环级相同。龙脉术士在每个法术等级上只能交换一个法术,而且必须在该等级获得新法术的同时决定是否交换法术。

起始语言
龙脉术士在1级时习得龙语。

戏法
龙脉术士能够学习一些戏法,或者说0环法术。如同龙脉术士所知法术列表中的“所知法术”。这些法术的施展如同其他任何法术,但它们不会在施展的时候消耗掉,并且可以被再次使用。

龙爪 (Claws, Su)
1级时,龙脉术士获得爪子。这些爪视为天生武器,并允许你使用全部攻击加值作出2次爪抓。每次攻击造成1d4伤害(小体型1d3)。 5级时,这些爪在击破伤害减免时视为魔法武器。 7级开始,伤害增加至1d6(小体型1d4)。 14级时,这些爪成功命中时造成额外1d6你所选择的龙脉能量伤害。龙脉术士可以随意使用这项能力,并把爪子当正常的手使用,但他在爪子持有东西时无法用该爪子做出爪抓攻击。

龙族奥秘 (Dragon Arcana)
每当龙脉术士施展一个拥有能量描述的法术时,如果该法术的能量与你的龙脉能量种类相匹配,每一个伤害骰都获得+1的额外伤害奖励。

龙族本性 (Draconic Nature)
在成为基于生物种类的效果的目标时(如游侠的宿敌或是魅惑人类);龙脉术士同时视作类人生物和龙类。
随着等级上升,龙脉术士会越来越成长的像龙类。任何对抗揭穿龙脉术士的龙族本性的易容检定会遭受每等级1点的减值,但龙脉术士获得+10易容加值在纯粹掩饰龙族本性而没有其他目的的易容检定上。

施法免材
1级时,龙脉术士获得「施法免材」作为奖励专长。

龙咬 (Bite, Su)
2级时,龙脉术士获得囓咬主要天生攻击。这造成造成1d6伤害(小体型1d4),加上1.5倍的龙脉术士的力量加值,且在击破伤害减免时视为魔法武器。 11级时,囓咬攻击同时附加1d​​6能量伤害,这种能量伤害的类型和龙脉术士的喷吐龙气息相同。

龙脉术士可选择施展法术来替代囓咬攻击。以一个整轮动作,他可做出两次爪抓攻击或正常可做出的武器攻击,并同时释放任何魔战士法术列表中的释放时间为一个标准动作的法术。若他以防御式释放此法术,则可以选择令其攻击检定获得最高等于其魅力修正的额外减值,并在专注检定上获得等量的环境加值,但必须在宣告全力攻击时就决定。若检定失败,则法术失效,但攻击仍旧受到减值。

龙脉术士可以选择先释放法术或先采取攻击,但若他拥有多于一次的攻击能力,则无法在几次攻击之间施展法术。龙脉术士可以在同轮中同时攻击和借由爪子施展拥有姿势成分的法术。如果龙脉术士采用武器攻击,所有这轮的攻击骰都必须遭受到-2的减值同时且需要一只手空闲如果法术拥有姿势成分。

奖励法术 (Dragon Spells)
3级时,以及之后的每三级,龙脉术士可学到额外的法术。这些法术加到龙脉术士的法术列表里和已知法术里且不计入龙脉术士的已知法术数量。龙脉术士可以不受护甲的法术失败机率如同施展魔战士法术般施展这些法术。这些法术无法在高等级时被替换成其他法术。

下列的表为可学到的额外法术:3级 魔牙术(magic fang),6级 抵抗能量伤害(resist energy),9级 高等魔牙术(greater magic fang), 12级 恐惧术(fear),15级 法术抗力(spell resistance),18级 真知术(true seeing)。

龙类抗力 (Resistance, Ex)
3级时,你获得5点与你喷吐武器的能量种类相同的能量抗力。9级时,你的能量抗力增加为10点。15级时,你的能量抗力增加为15点。

天生护甲 (Natural Armor, Ex)
随着皮肤厚度的增加,龙脉术士越来越多地呈现其祖先的身体特征。在3级,以及之后的每三级,龙脉术士已有的天生护甲AC将会得到提升。

喷吐龙息 (Breath Weapon, Su)
4级时,龙脉术士获得喷吐武器。此喷吐造成每龙脉术士等级1d6点你所选择的龙脉能量伤害。喷吐范围中的生物能够通过一次成功的反射豁免使伤害减半,豁免DC为「10+1/2龙脉术士等级+魅力修正」。喷吐范围取决于你所选的龙脉类型。 4级时你能使用此能力每天1次,以及之后每4个等级可获得额外一次的使用次数,19级时达到最多每天6次。使用后需隔1d4轮才能进行下一次的喷吐。

引用
表:龙脉术士的喷吐龙息
龙的类型能量类型喷吐范围
强酸60尺线型
电击60尺线型
绿强酸30尺锥形
火焰30尺锥型
寒冷30尺锥型
黄铜火焰60尺线型
青铜电击60尺线型
红铜强酸60尺线型
火焰30尺锥型
寒冷30尺锥型

属性增强 (Ability Boost, Ex)
当龙脉术士在此职业上提升等级时,角色的属性值按表:龙脉术士 进行提升。这些提升叠加,如同升级时获得的增强。

5级和11级和17级时,龙脉术士得到+2力量加值。
8级时,龙脉术士得到+2体质加值。
14级时,龙脉术士得到+2智力加值。
20级时,龙脉术士得到+2魅力加值。

奖励专长
当到达5级,以及之后每6个等级时,龙脉术士得到一个奖励专长,该专长须从以下的奖励专长列表中选择。他必须满足专长的前置条件。
奖励专长表:盲斗,强韧加强,精通先攻,猛力攻击,法​​术瞬发,技能专攻(飞行),技能专攻(知识:神秘),健壮。

法术龙咬 (Spellbite, Su)
6级时,每当龙脉术士释放一个魔战士法术列表中距离为[接触]的法术时,作为一次囓咬攻击的一部分,他可以通过囓咬攻击传递这一法术。龙脉术士可自由进行一次囓咬攻击而非近战接触来作为施放该法术的一部份。若命中,则该次近战攻击造成正常伤害的同时造成该法术效果。这次的囓咬攻击使用正常的重击威胁范围(20,也受到包括〈锐锋〉武器附魔等其他调整),且囓咬和法术可造成双倍伤害当重击确认时。

盲感 (Blindsense, Ex)
10级时,龙脉术士得到30尺盲感。龙脉术士能通过视觉以外的感官察觉到他看不到的事物。当他与在他盲感能力范围内的生物之间有效果线时,他通常不需要通过洞察检定来注意并查明其位置。任何龙脉术士看不到的敌人对其仍保有全隐蔽,龙脉术士对全隐蔽敌人的攻击仍然有正常的失手机率。能见度依然会影响具有盲感的生物的移动。具有盲感的生物被他看不到的生物攻击时依然无法拥有任何AC上的敏捷加值。 17级时,该能力的范围提升至60尺。

龙之型态 (Form of the Dragon, Sp)
13级时,龙脉术士可以变为龙的形态。这项能力如同「巨龙形态I」法术。 16级时,这项能力如同「巨龙形态II」法术并且龙脉术士每天可以使用这项能力2次。19级时,这项能力如同「巨龙形态III」法术并且龙脉术士每天可以使用这项能力3次。他这项能力的施法者等级等同于他术士龙脉血统的等效术士等级。这项能力的施法者等级等同于他的职业等级。由这项能力赋予的喷吐龙息与龙脉术士的喷吐龙息是分开的,但两者都可以在龙型态下使用。无论何时当他使用本能力时,他必须变为与他血统能力相同类型的龙。

龙翼 (Wings, Su)
15级时,坚韧的龙翼从他的背上长出,你获得60尺飞行速度,机动性一般。这些翅膀可以在穿戴护甲时使用,并在没有使用到时折叠起来,但这翅膀醒目的难以掩饰,这特性被归入到上述的龙之光环的能力中。20级时,飞行速度提高到90尺。(译注:龙之光环原文为dragon aura,这边原本我想应该是要写龙族本性Draconic Nature,不知道为啥写成这个奇怪的东西)

龙族力量 (Power Of Wyrms, Su)
20级时,你的龙类遗传得以显现。你免疫麻痺,睡眠,以及自身能量类型。盲感进化成盲视。


可选天赋职业选项
取代每当提升龙脉术士等级时得到的额外的技能点或生命点,依据他们的种族,以下的种族拥有额外的不同选项。
矮人: 喷吐龙息的每日使用次数+1/6。
精灵: 克服法术抗力的加值+1/2。
侏儒:施展龙脉术士法术的专注检定+1。
半精灵: 与龙类生物的交涉检定+1。
半兽人: 造成火焰伤害的法术伤害+1/2。
半身人: 天武攻击的伤害+1/2。
人类: 从龙脉术士法术列表中选择一个法术加入已知法术。此法术必须比角色可以获得的最高环级的法术低一环。


短评
这职业把原本的进阶职业 龙脉术士重新设计成1~20等的职业,并融入了一些魔战士的能力,个人蛮喜欢的,很有特色,可以用囓咬攻击来法术打击也很有趣。职业的走向我觉得偏向战法双修,战方面可以拿武器也可以走天武流,我建议是天武流,一方面BAB只有3/4,另一方面职业本身赐予了一些有关天武的特殊能力。法方面可以参考魔战士的build方向。虽然有人可能会觉得战法双修会导致两方面都没法专精,但如果模组对战力的要求没有非常高(或是玩家本身没有几级一轮打XX伤害以上或法术DC要XX以上之类的高标准),这职业的战力我觉得应该算足够了。之前有跑一个12等的短团,用了这职业并兼职了一级混血术士选红龙&元素:火的双血统,让所有的元素法术都可以转换成火焰并得到每伤害骰+2的效果,跑完的感觉是蛮不错,近战和法术伤害方面都蛮够的。

缺点方面的话,1.近战却只能穿轻甲导致AC不足,魔战可以走敏流或是高等时穿中,重甲。这职业就要在AC方面想办法多加强,如果有打算上前咬人抓人的话。2.战法双修的话会导致专长不足,虽然有奖励专长但获取量不多,不太能弥补这问题,需要玩家好好规划。3.技能点也很少,不过原本的术士和进阶的龙脉术士也是每等2点,所以也没办法了。

Oterisk’s Guide to the Dragon Disciple-  A “How To” for the Living Myth
https://docs.google.com/document/d/1cmswe4jHDb1Vcm3oQME3mxUelX_WzKbQ8r9_1mwQS6M/edit?hl=en_US&pli=1
这篇写给原进阶职业 龙脉术士的guide非常丰富,可以参考。
« 上次编辑: 2016-03-10, 周四 03:42:18 由 白猫 »
雅各之塔(Jacob's Tower) 个人翻译的Pathfinder RPG非官方长篇系列冒险模组,一系列13个模组共17万字,每个模组皆可独立抽出使用。(已出版,商品页面) 全彩地图素材包
[PF]魔战士变体大全
Pathfinder v2.0Pathfinder RPG的规则资源合集电子书,绝赞好评废猫中。

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不亏是有点脑洞的第三方,总算有个有战力的枪剑职业
« 回帖 #1 于: 2015-12-04, 周五 01:54:45 »
游荡海贼(Swaggering Buccaneer)(暂译,Swaggering这词不知道该如何翻较恰当..orz)
游荡剑客是不断寻求与敌人一对一战斗的决斗大师。但是有些游荡剑客追求远程武器与剑术的结合。游荡海贼使用了许多的炫技去提升她们的决斗技巧和十字弓与手枪的使用。 (Original Concept by Dustyboy)
剧透 -   :
Multiclass Archetypes(MAC)为第三方出的一系列兼职变体职业,,MAC新设计的每一个变体都会包括一个主要职业和次要职业的概念。例如主要职业为魔战次要职业为铳士和主要职业为铳士次要职业为魔战代表一个是魔战的变体另一个是铳士的变体。
http://mcarchetype.wikispaces.com/Swaggering+Buccaneer
https://mcarchetype.wikispaces.com/Multiclass+Archetypes+Master+List

原网址似乎网站提供商不再提供服务,目前的转移网址 http://www.pathfindercommunity.net/classes/multiclass-archetypes

主要职业: 游荡剑客
次要职业: 铳士
阵营: 任何。
生命骰: d10

本职技能
Swaggering Buccaneer的本职技能为: 选择三个铳士的本职技能加到游荡剑客的本职技能表中,其中一个必须是法术辨识。
升级技能点数: 4 + 智力调整值

职业特性

武器和护甲擅长: 游荡海贼擅长所有的简易武器和军用武器,以及单手火器。游荡海贼擅长所有的轻甲以及小圆盾。

海贼勇猛 (Buccaneer's Bravado, Ex): 1级时,游荡海贼获得一件她所选择的手枪。她的起始武器已磨损,只有她本人了解如何恰当使用。其他生物持用该火器时被认为破损。若武器本身已处于破损状态,其他人根本无法使用。此起始武器可作为废料出售(价值4d10GP)。 除此之外,游荡海贼在使用轻型或单手穿刺类近战武器时获得武器娴熟专长的效果,而且游荡海贼可以用魅力属性代替智力满足战斗专长的前提。这个职业能力在满足其他专长的前提条件时视作“武器娴熟”专长。该能力取代巧手游荡剑客。

炫技 (Deeds): 和游荡剑客的炫技能力一样,除了每当游荡海贼获得炫技时,必须从游荡剑客或铳士的炫技里选取三个。一旦炫技被选取,就无法再更改。

除此之外,游荡海贼还可以选择下列的炫技。如果游荡海贼选择十字弓去使用她的枪剑击鸣能力,她任何所选择正常只影响火器的铳士炫技也可以应用到十字弓上。


剧透 -   :
近战射手 (Melee Shooter, Ex): 在1级时,在同时持有一把轻型或单手穿刺近战武器和一把单手火器时,用一个迅捷动作,一名游荡海贼可以花费1点时髦值来使他在本轮内用单手火器的第一次远程攻击不造成机会攻击。

零距离致命接触 (Up Close and Deadly, Ex): 在1级时,当游荡海贼用十字弓或单手火器的非霰弹类子弹射击一个目标时,她可以花费1点时髦值,当轮的下一次成功命中的单手穿刺武器攻击可额外造成1d6点伤害。额外伤害不会在重击时翻倍。此伤害在5级达到2d6,10级3d6,15级4d6,20级时变成5d6。此伤害和偷袭、其他类似的精准伤害加值叠加。

警觉装填 (Vigilant Loading, Ex): 在1级时,一名游荡海贼只要还有至少1点时髦值,他在装填弩时就不会造成敌人的机会攻击。

射手决意 (Shooter's Resolve, Ex): 在3级时,一名游荡海贼可以花费1点勇时髦值用一个标准动作使用弩进行一次攻击,并在这次攻击中忽略所有的隐蔽(除了全隐蔽)和掩蔽(除了全掩蔽)效果。

扰乱射击 (Distracting Shot, Ex): 在7级时,一名游荡海贼可以花费1点时髦值并选择故意射失一次本来正常会用弩命中敌人的远程攻击。当他这么做后,目标会在1轮内失去AC上的敏捷加值。

射击冲锋 (Fire and Charge, Ex): 在七级时,一名游荡海贼只要还有至少1点时髦值,她可以用十字弓或单手火器射击,抽出一把单手穿刺武器并冲锋。这两次攻击都使用游荡海贼的最高BAB,冲锋攻击的+2攻击加值会正常加到近战攻击上。游荡海贼无法使用这项能力当她的移动速度受到盔甲或环境的影响而降低时。

奇妙装填 (Inexplicable Reload, Ex): 在11级时,对一名游荡海贼来说,装填弩矢会成为一种不假思索的本能。只要一名游荡海贼还有至少1点时髦值,他在战斗的每一轮开始时(包括突袭轮),弩始终会处于已装填状态。另外,对于一名游荡海贼来说,装填弩箭的动作会降低一个等级:标准动作降低为移动动作,移动动作降低为迅捷动作,迅捷动作降低为自由动作,而如果他之前可以以自由动作装填,那么他装填弩矢不需要动作。

双发击倒 (Twin Shot Knockdown, Ex): 11级时,当游荡海贼在自己的回合中以短火器两次命中同一目标时,他可以花费1点时髦值将目标击倒。他能在攻击命中之后再花费时髦值。

钉刺射击 (Pinning Shot, Ex): 在15级时,一名游荡海贼可以在用弩射击时花费1点勇毅值尝试定住他所射击的目标。如果这次攻击成功命中,它能够将目标钉在一个临近物体上,一堵墙上,或是直接钉在地上,使目标受到纠缠和恍惚效果。在被击倒后,一名目标不能移动出所在的格子,除非它花费一个标准动作将自己从这只钉刺弩矢上解放出来,或是使用传送的方法离开所在位置。

派头 (Panache, Ex): 游荡海贼可把派头能力视作勇毅去满足任何铳士的炫技。除此之外,和其他游荡剑客不同,游荡海贼在使用轻型或单手穿刺近战武器或十字弓单手火器造成重击或完成击杀后都能恢复时髦值。

枪剑击鸣 (Sword and Pistol, Ex): 2级时,游荡海贼学会了毫不费力的结合近战与远程武器。她可以使用轻型或单手穿刺武器和十字弓或单手火器来使用枪剑击鸣攻击。当这样做时,游荡海贼获得双武器攻击的专长去使用任何结合轻型或单手穿刺武器与十字弓或单手火器的攻击。当使用十字弓或单手火器的攻击作为枪剑击鸣的一部份时,不会触发处于游荡海贼的轻型或单手近战武器的威胁范围里敌人的借机攻击。游荡海贼必须使用轻型或单手近战武器和十字弓或单手火器来使用枪剑击鸣能力。

游荡海贼可采用她完整的力量加值到她的枪剑击鸣中所有的近战攻击,既使是用副手武器做出的攻击。游荡海贼可使用械武、破武和绊摔战技来替代枪剑击鸣中的近战或远程攻击。拥有天生武器的游荡海贼不行用天武来使用枪剑击鸣,也不行在使用枪剑击鸣攻击后使用天武做额外的攻击。

当游荡海贼在持有单手穿刺武器和十字弓或单手火器时,他被视作有空闲手来满足十字弓或单手火器的装填。这可以与快速装填专长和闪电装填炫技一起作用。

8级时,游荡海贼使用枪剑击鸣时获得进阶双武器攻击专长。当使用手枪作为枪剑击鸣的一部份时,游荡海贼获得近距射击专长的好处。16级时游荡海贼使用枪剑击鸣时获得高等双武器攻击专长。当使用手枪作为枪剑击鸣的一部份时,游荡海贼获得贴身射击专长的好处。该能力取代二级时的三次快乐人生能力,和8级与16级的奖励专长


海贼武器训练 (Buccaneer Weapon Training, Ex): 5级时,游荡海贼在使用单手或轻型穿刺近战武器时在攻击和伤害检定时获得+1加值。这个加值在5级后的每4级会额外加1(最大在17级时达到+4)。她必须从十字弓或单手火器中选择。他在十字弓或单手火器的伤害上得到相当于敏捷修正的加值。而且,当她使用单手火器哑火时,哑火值增加2,而不是原本的4点。之后每4级,她会获得1点额外的伤害加值在十字弓或单手火器上。在13级时,游荡海贼的单手火器将永远不会哑火。

快乐人生 (Charmed Life, Ex): 与游荡剑客的快乐人生能力相同,除了游荡海贼在6级时获得每日一次的使用次数,在之后的每4级会获得1次额外的该能力使用次数,到18级时最多每天4次。

海贼武器大师 (Buccaneer Weapon Mastery, Ex): 20级时,当游荡海贼在使用轻型或单手穿刺近战武器或十字弓或单手火器造成重击威胁时,重击确认自动成功。额外地,游荡剑客重击时的伤害倍数将会额外加1(如X2会变为X3)。该能力取代游荡剑客武器大师。

引用
表:Swaggering Buccaneer
等级基本攻击加值强韧豁免反射豁免意志豁免职业能力
1+1+0+2+0海贼勇猛, 炫技, 派头
2+2+0+3+0枪剑击鸣 (双武器攻击)
3+3+1+3+1炫技, 机敏 +1
4+4+1+4+1奖励专长
5+5+1+4+1海贼武器训练 1
6+6/+1+2+5+2快乐人生 1次/日
7+7/+2+2+5+2炫技, 机敏 +2
8+8/+3+2+6+2枪剑击鸣 (精通双武器攻击)
9+9/+4+3+6+3海贼武器训练 2
10+10/+5+3+7+3快乐人生 2次/日
11+11/+6/+1+3+7+3炫技, 机敏 +3
12+12/+7/+2+4+8+4奖励专长
13+13/+8/+3+4+8+4海贼武器训练 3
14+14/+9/+4+4+9+4快乐人生 3次/日
15+15/+10/+5+5+9+5炫技, 机敏 +4
16+16/+11/+6/+1+5+10+5枪剑击鸣 (高等双武器攻击)
17+17/+12/+7/+2+5+10+5海贼武器训练 4
18+18/+13/+8/+3+6+11+6快乐人生 4次/日
19+19/+14/+9/+4+6+11+6炫技, 机敏 +5
20+20/+15/+10/+5+6+12+6奖励专长, 海贼武器大师


短评
不亏是有点脑洞的第三方,出了一个算有点战力的枪剑职业(其实也可以拿十字弓),原本PF里的枪剑职业像铳士变体的海贼或游荡剑客变体的海盗其实都偏弱且不好用(个人看法),海贼我觉得有点搞笑就不说了,海盗必须要消耗时髦点才能避免远程吃AO的问题,而且火器也无法依靠属性得到伤害,远近双修也会导致专长很吃紧,最后是枪剑玩法的最大问题,如何在双手都有武器的情况下装子弹。这问题是有解决方法,但不管是用quick darw射一发抽一把、兼职两级炼金长手臂、用胡椒罐手枪等,都是有所牺牲的方法。

现在说到这职业,它随着等级成长开始送一堆专长,五级开始火器可以敏上伤,单手武器的部分也得到武器训练的加命中伤害,再上个agile附魔就可以枪剑都靠敏来加伤害命中,最重要的职业能力直接给你远程不吃AO和双手都有武器的情况下还是可以装子弹的能力。虽然战力称不上一流职业,但跑官方模组或战力要求没有非常高的团的情况,这职业应该是都可以应付的来,最后最重要的一点,一手枪一手剑就是帅XD

缺点 1.虽然送了一堆专长还有额外专长,但毕竟是远近双修,专长还是会有点吃紧,需要好好规划。 2.要发挥全部火力必须要贴近敌人打近战,但拿了手枪或弩却还要贴脸射击感觉又有点矛盾?!实际上是真的很矛盾,但为了帅,没办法。
« 上次编辑: 2016-08-22, 周一 20:34:41 由 白猫 »
雅各之塔(Jacob's Tower) 个人翻译的Pathfinder RPG非官方长篇系列冒险模组,一系列13个模组共17万字,每个模组皆可独立抽出使用。(已出版,商品页面) 全彩地图素材包
[PF]魔战士变体大全
Pathfinder v2.0Pathfinder RPG的规则资源合集电子书,绝赞好评废猫中。

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拿来cos时间系的角色还原度不错,项目太多暂不翻译
« 回帖 #2 于: 2015-12-15, 周二 22:11:51 »
Time Thief
The time thief does just what her name suggests—she steals bits of time. Mostly she steals boring, unneeded time from her own future, saving tiny split-seconds she can use to make her life easier in the present. As her powers grow, the time thief can learn to manipulate bigger slices of time, giving her more options to enhance her actions or even alter the timeline of enemies and allies alike. Most of the time thief's effects are subtle to outside observers, seeming to be more good fortune and preternatural speed than control over time. But it's clear to anyone who seen a time thief dash past a charging horse, leap onto a narrow ledge, and flip over a guard's crossbow bolt that a time thief has some kind of temporal power.

Indeed, while the powers of the time thief are very similar to magic, they are neither arcane nor divine in nature. A time thief develops a natural power to alter time, more akin to a dragon's breath or the ability of fey than to mortal spellcasting. Rather than gathering and shaping magical energy, the time thief can take, save, change, and deal out slices of time itself. For most time thieves, this is a natural talent discovered at an early age (often at some time of great stress), and honed through years of practice. (For alternate interpretations of how a time thief might learn her abilities, see the 「Time Thieves in Your Campaign」 section.)

Unsurprisingly, many time thieves do end up with lives focused on larceny and stealth. The ability to slow, alter, and even reverse time is a powerful incentive to take risks, and flaunting the law is a seductive risk that drives many time thieves. This need not be done as a malicious act—many time thieves see their powers as a way to place checks on the power of tyrants, offer unseen aid to the downtrodden, and re-balance the scales in favor of the unfortunate. Although some use their abilities to brazenly take the things they desire simply because of the sheer thrill of being able to do so, even the most self-centered time thief is unlikely to cause direct harm to downtrodden individuals (though they often have no problem merely ignoring the plights of the world's unfortunate ones).

角色定位: The time thief is an unusual class. It doesn't excel at dealing or taking damage in combat, draw on either arcane or divine spells, or summon companions or familiars to assist it. In many ways, this is an intentional design choice. Because the time thief doesn't fill any of the common roles of a Pathfinder RPG player character, it doesn't overlap any either. While a time thief can act like a rogue (almost a necessity for a class with 「thief」 in the title), for the most part its unique abilities fall outside the realm of most classes. This both makes it a new challenge for players who may feel unchallenged by the existing base classes, and allows a character to work with a group of more traditional characters without being forced to share their specialties.
阵营: Time thieves may be of any alignment. Because of the confusion that manipulating time often generates, many time thieves are chaotic.
生命骰: d8

本职技能
Time Thief的本职技能为:  Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (local) (Int), Knowledge (history) (Int), Knowledge (the planes) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), and Swim (Str).
升级技能点数: 6 + 智力调整值

职业特性

武器和护甲擅长: A time thief is proficient in all simple and martial weapons, light armor*, and all shields except tower shields.

Mote of Time (Su): A mote is a tiny split-second of time that a time thief steals from her own future. The motes taken are inconsequential slivers of continuance that even the time thief will not notice being missing from her activities. However, a time thief can use these motes to affect her present timeline, allowing her to re-try actions and slow down time around her so she can act more carefully and alertly in fast-moving situations.

Each day, the time thief has a pool of motes equal three plus her class level. Once a round, as a free action, a time thief can expend a mote to do any one of the following things:

●Gain a bonus to one attack roll, skill check, ability check, or saving throw. The roll must represent a single action that occurs entirely within a single round. (A time thief could use a mote to add a bonus to an Acrobatics check to leap over a chasm, but not to a Craft check made to determine how much progress was made after a day of work.) The bonus gained is equal to +1d4. This increases to +2d4 at 8th level, and +3d4 at 16th level. The time thief can decide to add this bonus immediately after seeing the result of the original die roll.
●Take a swift action that does not count against the time thief's normal limit of one swift action per round.
●Act in the surprise round when the time thief would not normally be able to do so.

At 3rd level, a time thief gains the ability to add the bonus from spending a mote of time to a single damage roll, or to her armor class (as a dodge bonus) until the beginning of her next turn.

At 7th level, the time thief may spend a mote to reduce the duration of any negative condition or effect she is suffering. By accelerating the speed with which only the negative influences on her travel through time, the time thief can reduce the duration of any one condition, affliction, or spell effect by 1d6 rounds (to a minimum of 0). This increased to a 2d6 round reduction at 15th level.

At 11th level, the time thief may spend a mote to take a move action as a swift action.

At 19th level, the time thief may use a mote to grant any ally within 60 feet that she can see an additional move action on that ally's next turn.

A time thief may gain additional options for use of a mote by taking temporal talents, though she is still restricted to spending motes only once each round.

Temporal Talents : As a time thief gains experience, she learns a number of talents that aid her and confound her foes. Starting at 2nd level, a time thief gains one temporal talent. She gains an additional temporal talent every even level except 20. A time thief cannot select an individual talent more than once.

Talents marked with an asterisk require a time thief to spend motes, which she may do only once per round. The evasion talent is not marked with an asterisk because its use does not require the use of a mote, despite the fact that it does allow a time thief to spend a mote to enhance its effect.

剧透 -   :
Evasion (Ex): The time thief can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the time thief is wearing light armor or no armor. A helpless time thief does not gain the benefit of evasion. A time thief with this talent may also choose to spend a mote when making a Reflex save. If she does so, she takes no damage on a successful saving throw, and only half damage even if she misses her save. A time thief must decide to spend a mote prior to making the Reflex saving throw roll.

Improved Uncanny Dodge (Ex): A time thief with this talent can no longer be flanked. This defense denies a rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more levels in a class that grants sneak attack than the time thief's class level. If a character already has uncanny dodge from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum level in a class that grants sneak attack required to flank the character.

A time thief must already have uncanny dodge from some source before selecting this talent.

Old Wounds* (Su): As a standard action, the time thief can channel time into a wound, causing it to experience rapid healing, as if many days had passed. The time thief may spend a mote to heal her own wounds, or the wounds of an ally touched. The wounds heal for 1d8 damage +1 per class level of the time thief.

Steady Hand* (Su): The time thief can rewind time by small amounts to erase any minor mistakes she makes as a result of distraction around her. By spending a mote, the time thief may use skills reliably even under adverse conditions. Once she spends the mote, she may take 10 on any single skill check made before the end of her next round, even if stress and distractions would normally prevent her from doing so.

Steal Fate* (Su) : As a standard action, the time thief can attempt to steal a crucial moment from a target's future, reducing the chance the target will enjoy a happy and prosperous future. The time thief spends a mote to make a melee touch attack that deals no damage. This may be done in place of an attack taken as part of a full attack action. If hit, the target must make a Fortitude save (DC 10 + 1/2 the time thief's level + the time thief's Charisma modifier) or suffer a penalty to all attack and damage rolls, skill checks, and saving throws. This effect lasts for 5 minutes for every level of time thief the attacker has. The penalty suffered is equal to –1, and increases to –2 at 8th level, and –3 at 16th level.

Steal Time* (Su): With this talent, a time thief can steal time from a target. The time thief spends a mote as an immediate reaction after damaging a target with a melee attack. The target must make a Will save (DC 10 + 1/2 the time thief's level + the time thief's Charisma modifier) or be staggered for one round per two class levels of the time thief. While one or more targets are staggered by the time thief's use of this ability, she gains a +1 bonus to all attack, damage, and skill rolls as she uses the stolen time to carefully plan each action she takes.

Trapfinding (Ex): he time thief adds 1/2 her class level (minimum +1) to Perception skill checks made to locate traps and to Disable Device skill checks. She can use Disable Device to disarm magic traps.

Trap Spotter (Ex): Whenever a time thief with this talent comes within 10 feet of a trap, she receives an immediate Perception skill check to notice the trap. This check should be made in secret by the GM.

Uncanny Dodge (Ex): A time thief with this talent can react to danger before her senses would normally allow her to do so. She cannot be caught flat footed, even if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A time thief with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.

Aevum: At 5th level, the time thief gains the ability to control aevum—distinct moments of important time, stolen from the future and used to power the time thief's abilities. Unlike a mote, which is a very minor split second of time, an aevum is a more noteworthy moment, a crucial instance when something important happened. While a time thief has a ready supply of motes to spend on minor effects, aevum represent more major manipulations of time and are thereby a rarer commodity.

When first gained, the time thief must select a single power from the list below, and has a single aevum per day to spend. She gains additional aevum powers at 9th, 13th, and 17th level, and also increases her daily aevum pool by +1 at each of the levels. Spending an aevum is a standard action unless the ability description says otherwise.
剧透 -   :
Bolt Time (Su): By spending an aevum, the time thief can accelerate her movements to a speed that allows her to easily see and react to the movement of a crossbow bolt or other projectile as it flies toward a target. The time thief remains in bolt time for one round per class level. This ability counts as a haste effect. While in bolt time, the time thief gains the following benefits:

●When making a full attack action, the time thief may make one extra attack with any weapon she is holding. The attack is made using her full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by haste or a speed weapon, nor does it actually grant an extra action, so you can't use it to cast a second spell or otherwise take an extra action in the round.)
●The time thief gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves.
●All of the time thief's modes of movement (including land movement, burrow, climb, fly, and swim) increase by 30 feet, to a maximum of twice her normal speed using that form of movement. This increase counts as an enhancement bonus and it affects the time thief's jumping distance as normal for increased speed.
●Each round, the time thief may automatically dodge the first ranged attack she is aware of that would otherwise strike her.

Entropy (Su): The time thief can force a target to suddenly feel the effects of aging, which damages and weakens it. She spends an aevum and makes a ranged touch attack as a standard action against any target she can see within 100 ft. + 10 ft./time thief level*. If she hits the target, it takes 1d8 points of damage per class level of the time thief (to a maximum of 15d8). This damage bypasses hardness and DR.

Personal Time (Su):
The time thief can take risky actions and, if things go badly, simply reverse her personal timeline to before she made the effort. At the beginning of her turn, the time thief spends an aevum as a free action. She then takes one normal round of actions, with all results noted temporarily. After her round of activity, before the next creature's turn begins, the time thief must decide if she is going to keep the round of activity she just took, or rewind herself.

If she keeps the round of activity, any changes made to any character during her turn become permanent. If she decides to reverse her timeline, she goes back to the moment she spent the aevum, and all changes that occurred during her round are erased from all creatures and items. The time thief is left with a standard action, but is considered to have spent an aevum and made use of her move action already. No one but the time thief remembers actions that took place during a round of time she reverses, and only divination spells of 6th level or higher can reveal such events. If a time thief is killed or knocked unconscious during a round of personal time, she automatically reverses back to the beginning of melee range of her.
剧透 -   :
For example, Veronic is a 9th-level time thief with personal time. She is fleeing from a sultan's guards across the rooftops of a major bazaar. She comes upon a wide alley, and isn't sure she can leap across it to continue her flight. At the beginning of her turn she spends an aevum and begins a round of personal time. She runs and leaps, but fails to make her Acrobatics check by enough to cross the distance. She falls, landing on a mule. She and the mule both take 14 hit points, wounding Veronic and killing the mule (both Veronic's player and the GM make notes, but keep track of this information separately as it may be reversed). From the ground, Veronic can see two more squads of guards rushing up side streets, closing on her new position.

Given how poorly her round has gone, Veronic decides to rewind back to the beginning of her turn. She is no longer damaged from the fall (and the mule is no longer dead), and while the guards have no idea she attempted the leap or know there are more guards coming, Veronic remembers those facts perfectly. However, she now has only a standard action left for her new round of action. Things look a bit grim for Veronic, as she readies to attack the first guard who gets in melee range of her.
Shatter Time (Su): The time thief can break up the bigger, more important moments of stolen time under her control into smaller, more easily manipulated pieces. By spending an aevum, the time thief can recharge her daily uses of motes. She regains a number of motes of time equal to 1d4 + her Charisma modifier. This cannot increase the number of motes available to above her daily mote total.

Temporal Stasis (Sp): Once per day, the time thief can spend an aevum to attempt to inflict temporal stasis (as the spell of the same name) on one touched creature. The time thief uses her class level as her caster level for this ability. If the time thief's initial touch attack fails, she can attempt this again as a standard action until she succeeds or six rounds pass. Once she successfully touches a target she loses the ability to try again, even if the target makes its Fortitude save.

A time thief must be at least 17th level to select this aevum ability.

Time Cross (Su): The time thief can focus her timeline-stealing powers on a target, and steal from it a moment of success. She spends an aevum to make a ranged touch attack against any target she can see within 100 ft. + 10 ft./time thief level. If the time thief misses with this ranged attack she can try again (with each new attempt being its own standard action) for up to one minute per level. Once a target is hit, as an immediate reaction, the time thief can force the target to re-roll a single attack roll, damage roll, skill check, or saving throw she is aware of that occurs while the time cross is active (a time period equal to one minute per time thief level). The target must take the result of the second roll. After the target re-rolls once, the ability is discharged regardless of the outcome of the re-roll.

Time Stop (Sp): Once per day, the time thief can spend an aevum to create a time stop effect (as the spell of the same name) on herself. A time thief must be at least 17th level to select this aevum ability.

Advanced Talents: Beginning at 10th level, a time thief adds the following advanced temporal talents to her choices when picking a new temporal talent. Many advanced talents require a time thief to spend two of her daily uses of her mote of time ability. This still qualifies as spending a mote once during her turn, even though multiple motes are spent.
剧透 -   :
Back to the Future (Su): The time thief can spend two motes to fling herself briefly into the future to observe the results of proposed acts or decisions in her present. Since the time thief is only in her future for a moment, she is not certain to receive meaningful information. The base chance for receiving meaningful information is 70% + 1% per class level. This roll is made secretly by the GM. If the ability succeeds, the time thief gets one of the following four results:

●Weal (if the action will probably bring good results).
●Woe (for bad results)
●Weal and woe (for both).
●Nothing (for actions that don't have especially good or bad results).
If the ability fails, the time thief gets the 「nothing」 result. There is no way to tell if a 「nothing」 result is the consequence of an action with no particular results or a failed use of this ability. This ability can see into the future only about ten minutes per level of the time thief, so anything that might happen after that does not affect the result. Thus, the result might not take into account the long term consequences of a contemplated action. All efforts to use this ability by the same person about the same topic use the same die result as the first use of the ability.

Butterfly Effect (Su): As a reaction, the time thief can make minor changes in her past, which creates a cascade of minor changes in the timeline to generate brief favorable circumstances for an ally in her present. The time thief can spend two motes to add a bonus to one attack roll, skill check, ability check, or saving throw made by an ally within 30 feet. The roll must represent a single action that occurs entirely within a single round. (A time thief could use a mote to add a bonus to an ally's Acrobatics check to leap over a chasm, but not to his Craft check made to determine how much progress was made after a day of work.) The bonus gained is equal to +2d4. This increased to +3d4 at 16th level. The time thief can decide to add this bonus immediately after seeing the result of the original die roll.

Déjà Vu (Su): By spending two motes, a time thief can draw information from her future or past, allowing her to instantly gain the benefits of considerable study and reflection. She can even peer briefly into the future to see how others react to her various attempts at negotiation or subterfuge. The time thief can make a single Intelligence-, Wisdom- or Charisma-based skill check with a result equal to 20 + her total skill bonus.

A time thief must take steady hand before she can take déjà vu.

Retroactive (Su): By spending two motes, a time thief can attempt the same physical action over and over, hopping back to her starting point each time if things don't work out for her. The time thief can make a single Strength-, Dexterity- or Constitution-based skill check with a result equal to 20 + her total skill bonus.

A time thief must take steady hand before she can take retroactive.

Time After Time (Su): The time thief gains advanced ability to manipulate time. The time thief may now spend motes twice per round, if she wishes.

Time Bandit (Su): The time thief's access to motes increases. The time thief can spend an additional number of motes per day equal to her Charisma bonus. This talent may be taken more than once, adding the same number of additional motes per day each time it is selected.

Time to Kill (Su): The time thief spends two motes to set up a perfect weapon blow. The next attack the time thief makes before the end of her next turn gains sneak attack dice equal to one-third the time thief's level. The time thief does not need to be flanking a target or have the target be denied its Dexterity bonus to AC to use these sneak attack dice, but creatures immune to sneak attacks still suffer no extra damage from this attack.

Time Runner (Su): The time thief can move briefly through time, taking an action that does not exist in the normal sequence of reality. The time thief spends two motes to gain an additional move action. The time thief does not set off traps during this move action (though she may cause them to be triggered if, at the end of her run, the proper triggering situation still exists). She does not provoke attacks of opportunity during this move action, nor may other characters make Perception checks to notice the time thief during this move action. After the move action time catches up to the time thief, allowing triggered traps to go off and other creatures to immediately notice the time thief where she now stands.

剧透 -   :
For example, Veronic is a time thief trying to sneak into a caliph's fortress. There are two guards standing to either side of the building's entrance. The area is brightly lit and the only cover ends ten feet from the guards. Veronic spends an aevum to active her time runner ability, allowing her to dash from cover, through the entrance, and back to cover on the far side. If there was a pit trap in the entrance, her movement would not set it off. However, if she could not find cover to get back in on the far side of the entrance, the guards would be allowed to make a Perception check to notice her at the end of her extra move action (before she takes any other action she has left). If she ends her move standing on a pit trap she does not see, it opens beneath her as soon as her move ends. Similarly if she opened a door to get out of sight, and the door had a crossbow trap attacked to the handle, it goes off after her move action (no longer a threat to her, but certainly raising suspicions of the guards).


Time Killer (Su): The ultimate expression of the time thief's power is the ability to eliminate time and age from her personal time line. The time thief no longer ages physically, preventing her from dying of age or suffering any reduction to her ability scores due to age. If she is older than middle age for her race she reverts to a physical form at the prime of her health, gaining back any Strength, Dexterity, or Constitution lost due to aging. She is now immune to age effects.

Additionally, the time thief's daily pool of aevum increases by an amount equal to her Charisma bonus, and can spending aevum now counts as a move action (unless a power specifies otherwise). The time thief can spend a maximum of two aevum in a single round.

引用
表:Time Thief
等级基本攻击加值强韧豁免反射豁免意志豁免职业能力
1+0+0+2+2Mote of time
2+1+0+3+3Temporal talent
3+2+1+3+3Mote of time (damage, dodge)
4+3+1+4+4Temporal talent
5+3+1+4+4Aevum
6+4+2+5+5Temporal talent
7+5+2+5+5Mote of time (conditions)
8+6/+1+2+6+6Temporal talent
9+6/+1+3+6+6Aevum
10+7/+2+3+7+7Advanced talents, temporal talent
11+8/+3+3+7+7Mote of time (move action)
12+9/+4+4+8+8Temporal talent
13+9/+4+4+8+8Aevum
14+10/+5+4+9+9Temporal talent
15+11/+6/+1+5+9+9Mote of time (conditions, improved)
16+12/+7/+2+5+10+10Temporal talent
17+12/+7/+2+5+10+10Aevum
18+13/+8/+3+6+11+11Temporal talent
19+14/+9/+4+6+11+11Mote of time (allies move)
20+15/+10/+5+6+12+12Time killer



可选天赋职业选项
Instead of receiving an additional skill rank or hit point whenever they gain a level in a Favored Class, some races have the option of choosing from a number of other bonuses, depending upon their Favored Classes. The following options are available to the listed race who have time thief as their Favored Class, and unless otherwise stated, the bonus applies each time you select the listed Favored Class reward.
 
Dwarves   Add 1/6 of an additional d4 added to armor class when you spend a mote to boost your AC. (+1d4 for every six times you select this option.)    
Elves   +1/2 mote/day. (One additional mote for every two times you select this option.)   
Gnomes   Add 1/6 of a temporal talent. (One additional temporal talent for every six times you select this option.)   
Half-Elves   Add 1/6 of an additional d4 to one attack roll when you spend a mote to boost your attack roll. (+1d4 for every six times you select this option.)   
Half-Orcs   Add 1/6 of an additional d4 to one damage roll when you spend a mote to boost damage. (+1d4 for every six times you select this option.)   
Halflings   Add 1/6 of an additional d4 to one saving throw when you spend a mote to boost a saving throw. (+1d4 for every six times you select this option.)   
Humans   Add 1/6 of an additional d4 to one skill check or ability check when you spend a mote to boost such a check. (+1d4 for every six times you select this option.
Pipers    Add +1/2 level to all Disguise and Sense Motive checks. (+1 to these checks for every two times you select this option.)   
Dhampir   Add +1/6 of an additional d4 to one damage roll when the time thief spends a mote to boost her damage roll.   
Drow   When using the steal time temporal talent, add +1/2 to the effective class level of the time thief, but only to determine the ability's duration.   
Duergar   Add +1 to the fighter's CMD when resisting a bull rush or steal attempt.   
Fetchling   Add +1/6 of an additional d4 to one skill check or ability check when you spend a mote to boost such a check.   
Hobgoblin   Add a +1/2 circumstance bonus on critical hit confirmation rolls with a weapon of the time thief's choice (maximum bonus +4). This bonus does not stack with Critical Focus.   
Orc   Add +1/6 of an additional d4 to one skill check or ability check when you spend a mote to boost such a check.   
Ratfolk   Add a +1/2 bonus on Escape Artist checks with the outsider type when spending a mote to increase damage.   
Tiefling   Add +1/2 bonus to damage dealt to creatures    
Wayang   The time thief gains +1/6 of a new temporal talent.

The Time Thief in Your Campaign
Beyond the mechanical issues of a time thief, a GM must also decide how to represent them in a game world. In keeping with the flavor text of this product, one use for the time thief is to have it represent a new and exotic option for characters that hail from lands distant from the campaign's central geography. Adding new classes (as player or NPC options) that operate differently from what players are used to can help emphasize the foreign, alien aspect of a far away land. If a campaign mostly takes place in lands of knights and yeomen, time thieves probably come from the realms of the monk, fakir, eunuch, or samurai.

The social role of a time thief is up to the GM to decide, but they are essentially anti-monks. Whereas monks represent law, order, and devotion to self-improvement, the time thief thrives on chaos, coincidence, and changing the rest of the universe to better fit her personal needs. As time thieves are encouraged to be risk takers, they fall easily into the roles of rebels against unjust authority, thrill-seekers, and career criminal. How locals treat time thieves is likely to be based on how well their abilities are understood. To an outside observer, much of what a time thief does is going to look like nothing but good luck and amazing timing. In a culture where the existence of time-manipulating rascals is well known, any person who has an especially lucky turn of events may be viewed with suspicion (especially by gamblers and the authorities).

Even a heroic time thief does not need to be a Robin Hood type of local benefactor, though it plays that part very well. Rather than being brigands of chronology, time thieves could be recast as guardians of time, making sure that events play out the way they are 「supposed」 to. They might be associated with a god of time and history, taking the role paladins occupy for gods of good and justice. On the other hand, their role could be more clandestine—a cabal of hidden time-manipulators who battle behind the scenes to ensure time is undisturbed by fate-eating demons or chronal necromancers who wish to resurrect dead timelines. Such an organization could easily become patron to a group of adventures, guiding player characters to face threats that time guardians have defeated over and over in replayed histories.

Finally, the ability of time thieves could be as well understood and taught as the combat abilities of fighters and monks. Academies might exist, taking in students who wished to learn the strange art of time-twisting the same way others teach the wizardly and clerical arts. This option removes much of the sense of mystery from a time thief, but in some campaigns that might be the best (and most realistic) option. In games of this type, a time thief is seen as being similar to the monk or bard—someone with odd abilities that are neither more nor less amazing than sorcerers and druids, though in all likelihood they will be somewhat less common.
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[PF]魔战士变体大全
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 【Faces of the Tarnished Souk: Jubal D'tirn, The Fool's Champion】 魔战士变体
原能魔战 (魔战士变体)
Primagus (Magus Archetype)
魔战士的力量并不只侷限于那些携带着法术书的博学战士们。与术士有更多的共同之处,原能魔战从他们古老的泉源中汲取奥能。

本职技能:原能魔战将生存和知识(位面)加入其本职技能列表中。

法术:原能魔战施展魔战士法术列表中的奥术。他无需准备即可施展任何他已知的法术。要学习或者施展法术,原能魔战的魅力必须达到「10+法术环级」。抵抗原能魔战法术的豁免DC为「10+法术环级+魅力修正」。

和其他施法者一样,原能魔战每天在每个法术环级上只能施展有限数量的法术。他的基本每日法术分配方案列在下表内。另外,如果他有较高的魅力值,他还可以获得每日奖励法术。

原能魔战可选择的法术是非常有限的。在起始时原能魔战可以根据你的选择知道4个0环法术和2个1环法术,在获得新的原能魔战等级时,他会按照下表获得一个或几个新的法术(和每日法术不同,原能魔战所知法术和魅力值无关,已知法术表中的数字是固定的)。

达到5级时,以及之后每3个原能魔战等级(8,11,等等),原能魔战可以学习一个新法术来替代之前已知的法术。实际上,原能魔战通过丢弃一条已知法术来交换一条新法术。新法术必须和他交换的法术环级相同。原能魔战在每个法术等级上只能交换一个法术,而且必须在该等级获得新法术的同时决定是否交换法术。

原能魔战不需要事先准备法术。只要他还没有​​用完该等级上他的每日法术数,他就可以在任何时候施展任何已知法术。该能力替换魔战士原本的施法职业能力。

引述: 原能魔战 每日法术量
等级        法术环数
      1级 2级 3级 4级 5级 6级   
1st   1   —   —   —   —   —   
2nd   2   —   —   —   —   —   
3rd   3   —   —   —   —   —   
4th   3   1   —   —   —   —   
5th   4   2   —   —   —   —   
6th   4   3   —   —   —   —   
7th   4   3   1   —   —   —   
8th   4   4   2   —   —   —   
9th   5   4   3   —   —   —   
10th   5   4   3   1   —   —   
11th   5   4   4   2   —   —   
12th   5   5   4   3   —   —   
13th   5   5   4   3   1   —   
14th   5   5   4   4   2   —   
15th   5   5   5   4   3   —   
16th   5   5   5   4   3   1   
17th   5   5   5   4   4   2   
18th   5   5   5   5   4   3   
19th   5   5   5   5   5   4   
20th   5   5   5   5   5   5   

引述: 原能魔战 已知法术量
等级        法术环数
      0级 1级 2级 3级 4级 5级 6级
1st   4   2   —   —   —   —   —
2nd   5   3   —   —   —   —   —
3rd   6   4   —   —   —   —   —
4th   6   4   2   —   —   —   —
5th   6   4   3   —   —   —   —
6th   6   4   4   —   —   —   —
7th   6   5   4   2   —   —   —
8th   6   5   4   3   —   —   —
9th   6   5   4   4   —   —   —
10th   6   5   5   4   2   —   —
11th   6   6   5   4   3   —   —
12th   6   6   5   4   4   —   —
13th   6   6   5   5   4   2   —
14th   6   6   6   5   4   3   —
15th   6   6   6   5   4   4   —
16th   6   6   6   5   5   4   2
17th   6   6   6   6   5   4   3
18th   6   6   6   6   5   4   4
19th   6   6   6   6   5   5   4
20th   6   6   6   6   6   5   5

戏法:原能魔战能够学习一些戏法,或者说0环法术。如同原能魔战已知法术列表中的“已知法术”。这些法术的施展如同其他任何法术,但它们不会在施展的时候消耗掉,并且可以被再次使用。该能力替换魔战士原本的戏法。

奥能力池(Arcane Pool, Su):原能魔战从他的魅力修正值获得奥能力池点数而不是智力修正值。这能力修改了魔战士的奥能力池。(译注:虽然原文没有说用魅力修正值来决定魔战士奥能的相关能力,但我觉得应该是漏掉了。)

法术战斗(Spell Combat, Ex):1级时,原能魔战学会了如何同时施放法术和运用武器的战术。这与双武器战斗很像,但副手武器是正在释放的法术。要使用此能力,原能魔战须有一只手空闲(即使该法术并不需要动作成份),而另一只手持用轻型或单手近战武器,或者持用双手近战武器。以一个整轮动作,他可以​​在-2减值下使用其武器做出所有攻击,并同时释放任何魔战士法术列表中的释放时间为一个标准动作的法术。若他以防御式释放此法术,则可以选择令其攻击检定获得最高等于其魅力修正的额外减值,并在专注检定上获得等量的环境加值。若检定失败,则法术失效,但攻击仍旧受到减值。原能魔战可以选择先释放法术或先使用武器攻击,但若他拥有多于一次的攻击能力,则无法在几次武器攻击之间施展法术。这能力修改了魔战士的法术战斗能力。

额外专长:原能魔战无法选取造物专长作为额外专长。

超魔专擅(Metamagic Adept, Ex):七级时,原能魔战能使用超魔专长强化法术而无需额外时间。你仍然需要付出高级的奥术位。

你能够在每天使用此能力2次,在七级之后的每4级增加1次,在19级时达到每天4次。这能力取代了知识力池。(译注:19级应该是5次,原文算错。)

狂暴(Rage, Ex):七级时,原能魔战获得野蛮人的狂暴能力,野蛮人等级视为原能魔战等级的一半。这能力取代了魔战士的中甲擅长职业能力。

狂暴之力: 从七级开始,原能魔战获得魔战士奥能时可选择狂暴之力来取代,他也可学习额外狂暴之力专长。

大狂暴(Greater Rage, Ex):十三级时,原能魔战的狂暴能力强化,与野蛮人的大狂暴能力相同,野蛮人等级视为原能魔战等级的一半。这能力取代了魔战士的重甲擅长职业能力。
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女武神
« 回帖 #4 于: 2016-03-25, 周五 01:29:15 »
女武神(Valkyrie)

  凶猛不屈,女武神拥有在战斗中强大的实力。然而,她们真正的力量在她们挥舞着手中的长柄武器时才显现,无论是长矛、斩矛,或类似的武器。这些武器在女武神的手中非常致命,让她们能善用自己真正的实力从远方攻击她们的敌人。不同于圣武士,女武神都是通过神授被选择去服务她们的女神并代表她们战斗,获得了施放少量神术的能力作为她们忠诚的奖励。然而,这是她们最有力的天赋让她们与众不同,能战胜轻易杀死他人的伤口和魔法的能力。正是这种不惧死亡让女武神成为一个真正强大的对手。在男性战士被视为更优越的世界里,女武神彻底改变了这刻板印象,证明女性可以轻易地带给敌人死亡如同她们的男性战友般。

角色: 女武神是亚马逊战士中被授予神圣力量的一部分。强大的前线战士,女武神用她们强力的技巧挥舞着长柄武器,让她们能保持距离战斗,无论是步行还是骑马。在激烈的战斗中,女武神全力地挥舞手中的武器,依靠自己的抗力不陷入困境中。

性别:女武神必须为女性。

阵营: 任何非守序阵营。

生命骰:d10

起始资金:5d6 × 10 gp (平均 175 gp.) 另外,每个角色在游戏开始时可以拿到一套低于10gp的套装。

本职技能

  女武神的本职技能包含:特技 (敏捷), 唬骗 (魅力), 工艺 (魅力), 交涉 (魅力), 驯养动物 (魅力), 医疗 (感知), 威吓 (魅力), 知识 (宗教) (智力), 知识(位面) (智力), 察觉 (感知), 专业 (感知), 骑术 (敏捷), 察言观色 (感知), 法术辨识 (智力), 生存 (感知)。

  技能点数: 4+智力调整值

引用
表:女武神
等级    基本攻击加值      强韧  反射  意志 职业能力          1级 2级 3级 4级
1       +1        +2  +0  +2 战斗训练,专擅武器           -  -  -  -
2       +2        +3  +0  +3 祝福视觉,生命守护 +1    -  -  -  -
3       +3        +3  +1  +3 无惧,即刻备矛           -  -  -  -
4       +4        +4  +1  +4 女武神坐骑             0  -  -  -
5       +5        +4  +1  +4 长武训练            1  -  -  -
6      +6/+1      +5  +2  +5 生命守护 +2          1  -  -  -
7      +7/+2      +5  +2  +5 旋风长武            1  0  -  -
8      +8/+3      +6  +2  +6 神圣狂热                        1  1  -  -
9      +9/+4      +6  +3  +6 灵活夹击者               2  1  -  -
10     +10/+5     +7  +3  +7 生命守护 +3                   2  1  0  -
11   +11/+6/+1    +7  +3  +7 强大武器            2  1  1  -
12   +12/+7/+2    +8  +4  +8 女武神战吼           2  2  1  -
13   +13/+8/+3    +8  +4  +8 无惧防御              3  2  1  0
14   +14/+9/+4    +9  +4  +9 生命守护 +4         3  2  1  1
15   +15/+10/+5   +9  +5  +9 横扫击退            3  2  2  1
16 +16/+11/+6/+1  +10 +5 +10 神圣恩惠              3  3  2  1
17 +17/+12/+7/+2  +10 +5 +10 灵敏让位            4  3  2  1
18 +18/+13/+8/+3  +11 +6 +11 生命守护 +5                       4  3  2  2
19 +19/+14/+9/+4  +11 +6 +11 大难不死              4  3  3  2
20 +20/+15/+10/+5 +12 +6 +12 英灵殿勇士                 4  4  3  3

职业特性

以下为女武神的职业特性

  武器与盔甲擅长: 女武神擅长所有简单和军用武器,来自矛类和长兵器类武器组的所有武器(参见长武训练),她也擅长所有盔甲(轻型,中型和重型)和盾牌(除了塔盾)。

  战斗训练 (Battle Trained, Ex): 盔甲不会影响女武神的基础速度也不会为她们的骑乘检定带来减值。

  专擅武器 (Chosen Weapon, Ex): 一级时,女武神获得一件精制品武器但不行为任何特殊材质,必须从矛类武器组或长兵器类武器组中选择(见下方)。当女武神持盾时,她可把适合她体型的专擅武器视同单手武器使用。她在持用这把武器时在对抗冲撞、拖拽、闯越和绊摔战技的CMD获得+1加值。此加值同样作用在对抗践踏攻击的豁免上。

矛类和长兵器类武器组如以下所叙述:

长兵器类: 新月战斧, 鸦啄战锤, 戈刀, 舰斗勾(boarding gaff), 矮人长战斧(dwarven longaxe), 矮人长战锤(dwarven longhammer), 斩矛(fauchard), 长柄连枷(flailpole), 大砍刀, 尖刺大砍刀, 长勾刀, 戟, 钩镰枪, 苜蓿战锤, 捕人叉, 禅杖, 薙刀, 野太刀, 刺叉, 长柄逆刃刀, 锯刃大砍刀(sawblade glaive), 石刃战棍, 三股叉.

矛类: 投枪索, 猎猪矛, 登舰矛(boarding pike), 链枪, 标枪, 鱼叉, 长枪, 长矛, 重标枪, 短矛, 倒钩矛, 矛, 注射长矛(syringe spear), 三股叉, 图腾矛(totem spear), 三叉戟。

  生命守护 (Guarded Life, Ex): 2级起,女武神在对抗能量吸取和死亡效果的豁免骰上获得+1加值。此加值在2级后每4级再+1。

  祝福视觉 (Blessed Vision, Ex):  3级开始,女武神获得60尺黑暗视觉。如果女武神已经拥有黑暗视觉,那么距离将增加30尺。

  无惧 (Fearless, Ex): 3级起,女武神对恐惧免疫(不论魔法或其他因素造成的)。

  即刻备矛(Ready Pike, Ex):3级开始,每天一次,女武神能以直觉动作准备一个带有反冲锋特性的武器,并在攻击和伤害骰上获得+2加值。3级后每3级,此能力使用次数增加每天一次。不能在措手不及时使用此能力。

  英灵殿坐骑 (Mount of Valhalla, Su): 四级时,女武神获得一匹具有非凡智力,强壮而且忠诚的坐骑在战斗中为她服务。该坐骑永远是重型战马。此能力类似于德鲁伊的动物伙伴(自然纽带职业特性的一部份),并使用女武神的职业等级作为她的有效德鲁伊等级。女武神的坐骑拥有10的智力值。

一天一次,女武神能以一个整轮动作通过魔法呼唤让坐骑前来。该能力相当于一个法术环级为女武神等级1/3的法术。坐骑会立刻出现在女武神身边。 4级的女武神每天可以使用1次此能力。在4级之后的每5级,女武神都会多获得一次使用次数,19级时达到最多每日4次。

 7级时女武神可以一个整轮动作让她的坐骑长出老鹰般的翅膀。这让坐骑看起来像飞马并获得40尺飞行速度(不良)。这效果在每天持续每等级一分钟。10级时此能力降为移动动作,坐骑的飞行速度增加到50尺(平均),且持续时间增加到每等级10分钟。13级时,此能力降为迅捷动作,坐骑的飞行速度增加到60尺(良好),且持续时间增加到每等级1小时。16级时,此能力可随意使用且无持续时间限制。此能力等同于女武神等级1/3的变形法术。

11级时,坐骑获得简易进阶模版。

一但女武神的坐骑死了,在之后30天内,或者直到她在女武神职业上提升了等级, 女武神将无法召唤另外一匹坐骑。在此30天期间内, 女武神在攻击和伤害检定上都要受到-1减值。

  施法: 从4级开始,女武神可以施展少量神术,见女武神法术列表。女武神必须提前选择并准备法术。

  要准备施展某个法术,女武神的魅力值必须达到「10+神法术的豁免DC等于「10+法术环级+魅力修正」。

  和其他施法者一样,女武神每天可以使用的法术有限。她的基本每日法术分配可见上表。另外,如果有较高的魅力值,她还可以获得额外奖励每日法术。如果上表指出女武神在给定的法术环级上有0个法术,那么她只能获得高魅力值提供的额外法术。

  每个女武神每天内都必须花费一个小时来安静的祈祷和冥想、从而获得她的每日法术。只要达到了施法要求,女武神可以准备和施展任何女武神法术列表上的法术,但是必须在每日冥想中选择法术进行准备。直到3级为止,女武神都没有施法者等级。在4级或者更高等级时,她的施法者等级视为「女武神等级-3」。

  长武训练 (Polearm Training, Ex): 5级起女武神使用矛类和长兵器类武器组时攻击和伤害骰获得+1加值,此加值在5级后每4级再+1。女武神同时在使用这类武器的战技上获得此加值。此加值同样作用在女武神使用此类武器对抗械武或破武时的CMD。此加值与专擅武器能力获得的加值叠加。

  旋风长武 (Whirling Polearm, Ex): 7级时,女武神可以用她的专擅武器的双头攻击,以穿刺或挥砍的尖刃端作为长武器,并以枪身攻击近身的敌人(伤害如同木棒)。和一般双头武器不同的是,武器的精制品特性和附魔加值将会作用在武器的两头,除非该属性只会在锐器上出现。

  神圣狂热 (Holy Zeal, Su): 8级时,女武神可以将她的魅力调整值作为偏斜加值加在防御等级上。

  灵活夹击者 (Flexible Flanker, Ex): 9级时,女武神可选择任何一格与她临接的格子来决定夹击位置,既使那格被生物、物体或坚固障碍物占据。

  强大武器 (Mighty Weapon, Ex): 11级时,女武神可以使用为体型大一级的生物设计的武器而不受减值。但她的占据和触及仍然维持她生物的实际体型。本能力的效果可以与其他改变体型大小的力量,能力和法术叠加。译注:此能力的叙述我觉得写的不好,作者的意思应该是说此能力和3r的powerful build能力类似,可让中体型生物正常的拿大体型的双手武器。

  女武神战吼 (Cry of Valhalla, Sp): 12级时,女武神可借由表演战斗咏叹复制出英灵号角(horn of Valhalla)的效果。此能力需要10轮连续的表演,而呼唤出的野蛮人战士在12级时等同于银号角(silver horn),14级起如同黄铜号角(brass horn),16级起如同青铜号角(bronze horn),18级起如同铁号角(iron horn)。20级时可召唤出一只八足驹(Sleipnir)或女武神(valkyrie)(参见怪物图鑑3)。用这种方式召唤出的生物持续每女武神等级1轮。此能力依赖声音成分生效。女武神每礼拜可使用此能力一次。

  无惧防御 (Dauntless Defense, Ex): 13级时,女武神获得等同于她职业等级的法术抗力。要把法术作用到女武神身上,施法者必须在施法者等级检定(1d20+施法者等级)中的结果等于或大于女武神的法术抗力。

  横扫击退 (Sweeping Fend, Ex): 15级时,女武神可使用任何在矛类或长兵器类武器组中的武器做出冲撞战技,虽然使用这种方式会让她在战技检定上遭受-4减值。当使用长枪、矛或长兵器做出绊摔战技时(译注:原文为a lance, spear, or polearm,感觉应该是要写武器组。),视同她使用的武器具有绊摔特性。

  神圣恩惠 (Holy Grace, Su): 16级时,女武神获得伤害减免 5/寒铁和守序,无视她的阵营。 她在对抗寒冷、闪电和毒素法术或效果的豁免上获得+4加值。此能力在女武神神智清醒时发挥作用,当她失去知觉或者死亡时将失去作用。

  灵敏让位 (Step Aside, Ex): 17级时,被女武神威胁的生物进行5尺快步进入到临接她的格子时,女武神也可用直觉动作进行5尺快步。她下一轮中的移动距离必须扣掉这个5尺快步。她同样获得+2闪避AC在对抗该对手上持续至她下一轮结束。

  大难不死 (Cheat Death, Ex): 19级时,当女武神的生命值被降到0或更低时,一天一次她可使用直觉动作来通过一个DC23的强韧检定,当此豁免通过时可把生命值降至1点而不是原本的数值。

  英灵殿勇士 (Champion of Valhalla, Ex): 20级时,女武神成为英灵殿领域的魔法生物。她永远被视作异界生物而不是类人生物(或她原本生物种类)来决定法术和魔法效果。她的伤害抗力增加到10/寒铁和守序,且获得10点的寒冷和闪电抗力并免疫毒素。不同于其他异界生物,女武神可视作先前的生物种类般从死亡中复活。


女武神法术列表
女武神获得以下法术 (译注:作为支援资源有限的第三方职业,可考虑把圣武士的法术也列进列表中。)

一环女武神法术:—隼之型, 祝福武器, 祝福术, 治疗轻伤, 观命术, 侦测魔法, 神恩, 忍受环境, 优雅步伐, 重压之箭, 集结号, 造成轻伤, 跳跃术, 知己知彼, 长距射击, 大步奔行, 魔化武器, 坐骑术, 阅读魔法, 次等复原术, 回力武器, 尸体圣化, 召唤怪物I, 战术敏锐, 追人不倦, 恩赐, 战斗坐骑, 决意真言。

二环女武神法术:—援助术, 恩典, 赋予武器熟练, 生存勇气祝福, 牛之力量, 进击号角, 减缓毒发, 鹰之威仪, 轻便盔甲, 遗体防腐, 群星的引导, 圣盾术, 临时盔甲, 光之枪, 枭之睿智, 守护之灵, 移除麻痹, 移除恶心, 抵抗能量伤害, 正义狂热, 神圣连结, 护卫他人,召唤怪物 II, 隐匿阵营, 武器幻化, 斗士法衣, 敬畏武器, 诚实之域。

三环女武神法术:—熊之型, 獾之凶暴, 速度爆发, 治疗中伤, 破晓之箭, 昼明术, 死亡化身, 解除魔法, 元素光环, 医疗坐骑, 造成中伤, 反秩序法阵, 狂暴术, 移除诅咒, 神圣护甲, 圣化武器, 召唤怪物 III, 群追不舍, 巧言术, 侵扰巨人, 狂怒斗篷。

四环女武神法术:—雄鹿之型, 复仇血誓, 破除结界, 生命之息, 荣耀光环, 召雷术, 异界探知, 治疗重伤, 防死结界, 任意门, 反制秩序, 神能, 恐惧术, 行动自如, 造成重伤, 王车易位, 中和毒性, 友伴复活, 轰鸣击, 永恒安眠, 牺牲誓言, 咆哮术, 止刃咒, 召唤怪物IV。
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[PF]魔战士变体大全
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战法师(Warmage)
The surging power of the arcane draws some spellcasters to hone their craft for battle just as a blacksmith forges a weapon. A warmage wields the raw energies of the elements on the battlefield as deftly as a warrior wields his sword. Drafted into arcane war colleges at a young age, a warmage becomes an adept master of evocation and abjuration magic; through rote repetition each warmage can command his arcane abilities without need of spell books or preparation.
Warmages are often exemplified as heroes and are readily identified by common folk. Since most war colleges are under the patronage of local nobility, most warmages end up serving as arcane artillery in an invading army or as prized keepers of the peace within their city's walls. A warmage with more wanderlust in his heart can easily find employment on the road with bounty hunters, local mercenary bands,  or even as a lawman in a smaller settlement. Few warmages find themselves comfortable living within the confines of scholarly mages' guilds, since their hearts often yearn for conflict and martial challenge.


角色定位(Role):A warmage's home is on the field of battle. Stunningly powerful evocations do massive damage to his foes while his vigilant  use of abjurations defends his allies. Outside of combat a warmage's talents are limited, but his tenacity and cleverness can be useful in surmounting seemingly impassible obstacles.

阵营(Alignment):Warmages of all alignments are found throughout the world. As a result of the highly regimented nature of their training, their alignments often match the attitudes of the local government.

生命骰(Hit Die):d8

起始财富(Starting Wealth):3d6 x 10gp (平均 105gp)

起始年龄(Starting Age):训练有素 (trained)

本职技能
战法师的本职技能是:Climb (Str), Craft (Int), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (engineering) (Int), Knowledge (history) (Int), Knowledge (planes) (Int), Perception (Wis), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha)。
每级技能点数:2 + 智力调整值。

表:战法师
每日法术
等级      基本攻击加值      强韧豁免      反射豁免      意志豁免      特殊1级2级3级  4级  5级  6级  7级  8级  9级
1级+0+2+0+2 Arcane blast, cantrips, energy resistance, warmage’s edge      3
2级+1+3+0+3 Energy substitution 4
3级+2+3+1+3 Solo tactics, teamwork feat 5
4级+3+4+1+4 Circle spell 63
5级+3+4+1+4 Empower spell 64
6级+4+5+2+5 653
7级+5+5+2+5 Arcane evolution, medium armour 664
8级+6/+1+6+2+6 Circle spel 6653
9级 +6/+1 +6+3+6 Evasion, teamwork feat 6664
10级+7/+2+7+3+7 Enlarge spell 66653
11级+8/+3+7+3+7 66664
12级+9/+4+8+4+8 Circle spell 666653
13级+9/+4+8+4+8 Arcane evolution, heavy armour 666664
14级+10/+5+9+4+9 6666653
15级+11/+6/+1+9+5+9 Teamwork feat 6666664
16级+12/+7/+2+10+5+10 Circle spell 66666653
17级 +12/+7/+2 +10+5+10 Improved evasion 66666664
18级+13/+8/+3+11+6+11 666666653
19级+14/+9/+4+11+6+11 Arcane evolution 666666664
20级+15/+10/+5+12+6+12 Champion of the circle, circle spell, elemental dynamism 666666666



职业能力
后述内容为战法师的职业能力。

武器与防具擅长(Weapon and Armor Proficiency):A warmage is proficient with all simple weapons, light armour, and shields (except tower shields). He is also proficient with the short sword, and long sword. He can cast warmage spells while wearing light armour and using a shield without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a warmage wearing medium armour, or heavy armour incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass warmage still incurs the normal arcane spell failure  chance  for  arcane  spells  received from
other classes.

法术(Spells):A warmage casts arcane spells, which are drawn from the warmage spell list. When he gains access to a new level of spells, he automatically knows all the spells for that level on the warmage’s spell list. He can cast  any spell he knows without preparing it ahead of time. To cast a spell, a warmage must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a warmage’s spell is 10 + the spell level
+ the warmage’s Intelligence modifier.
Like other spellcasters, a warmage can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table 4: Warmage. In addition, he receives bonus spells per day if he has a high Intelligence score (see Table: Ability Modifiers and Bonus Spells).
A warmage need not prepare spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level.
Due to the focused nature of his magical studies, the spellcasting abilities provided by his warmage levels does not qualify him for feats or traits which add spells or cantrips from another class’ spell list to his own.

(Arcane Blast, Sp):A warmage may harness his elemental power into a single blast of arcane energy. Every 1d4 rounds, as a standard action, a warmage can make a ranged touch attack against a creature within 60 feet dealing 1d10 points of elemental damage; the type of this damage is tied to the favoured energy of a warmage’s circle. The target of an arcane blast receives no saving throw. The warmage requires one free hand to use his arcane blast
At 2nd level, and every three warmage levels thereafter, the damage inflicted by an arcane blast increases by 1d10 to a maximum of 8d10  at 20th level.
For all effects relating to spell level (such as spell turning), an arcane blast is considered to have a spell level equal to the number of d10’s rolled for damage. Unlike most spell-like abilities, a warmage may apply any metamagic feat he knows to an arcane blast; he must sacrifice a number of d10 damage dice equal to the spell level adjustment of the feat (though it must still be able to deal a minimum of 1d10 damage). Applying metamagic to an arcane blast does not increase its casting time.

(Bonus Languages):A warmage may substitute Draconic for one of the bonus languages available to the character because of his race.

(Cantrips):Warmages know all of the  cantrips, or 0-level spells, listed on the warmage spell list. These spells are cast like any other spell, but they do not consume any slots and may be used again.

(Circle Enrollment):All initiates enrolled  in the war college are sorted into elementally aligned circles. Each circle exhibits a strong affinity to one of the four elements; all warmage spells cast with the favoured descriptors of a warmage’s circle are done so at +1 caster level. Furthermore each circle is not well attuned to a conflicting element; all warmage spells cast with the opposed descriptors of a warmage’s circle are done so at -1 caster level (minimum 1).
A warmage must select one circle upon taking his first level of warmage. Once made, this choice cannot be changed.
At 4th level, and every four levels thereafter,  a warmage can choose to learn a new spell, derived from his circle’s spell list. This spell can be of a level no higher than that of the highest- level spell he already knows. Instead of learning a spell from his circle’s list, a warmage may also elect to complete his own independent research to learn a new spell of his choosing. He may select any spell from the abjuration or evocation schools on the wizard/sorcerer spell list and add it to his own. Once a new spell is learned, it is forever added to his spell list and can be cast just like any other spell on the warmage spell list.
At 7th, and every six levels thereafter, a warmage gains an arcane evolution unique to  his circle. These evolutions allow the warmage  to apply various powerful effects to his arcane blast. The warmage can apply any number of these evolutions to his arcane blast.
At 20th level, a warmage gains a versatile movement form known as elemental dynamism. These movement forms also usually offer the warmage additional boons to his senses or abilities while in use.

(Energy Resistance, Ex):A warmage gains resistance 5 to his circle’s favoured energy. At 5th level, and every five levels thereafter, this resistance increases by 5 (to a maximum of 20  at 15th level).

(Warmage’s Edge, Su):A warmage is a master of dealing damage with his spells. Whenever he casts a warmage spell that deals hit point damage, he adds his Intelligence bonus to the amount of damage dealt (minimum  0). This extra damage is not applied to an opponent who successfully saves against the warmage’s spell (even if saving only halves the spell’s damage), nor is it multiplied on a successful critical hit. A single spell can never gain  this extra damage more than once per casting. For instance, a fireball deals this extra damage to all creatures in the area it affects. However, if a 3rd- level warmage casts magic missile  and produces two missiles, only one of them (of the warmage’s choosing) gains the extra damage. If a spell deals damage for more than 1 round, it deals this extra damage in each round. This extra damage is also applied to the warmage’s arcane blast.
Scrolls scribed by a warmage do not gain any benefit from warmage’s edge. Scrolls activated by a warmage also gain no benefit from warmage’s edge. The same is true for most  other magic items, such as wands and potions. However, staves activated by a warmage use  not only his caster level, but also gain the benefits of warmage’s edge (if applicable).
At 8th level, a warmage names one primary target per round for his warmage’s edge from those creatures affected by one of his damaging spells. This foe must be named before any attack or save rolls are resolved. For this primary target, the additional damage from warmage’s edge is multiplied by 1/2 the spell’s level (round before multiplying, minimum 1).

(Energy Substitution, Su):At 2nd level, a warmage’s  mastery  over  his  chosen   element extends across his spell list. He is able to modify any evocation spell that deals damage of his circle’s attuned energy to use his favoured energy instead. The spell’s descriptor  changes to the new energy type—for example, a fireball composed of electricity energy is an evocation [electricity] spell.
At 11th level, a warmage may also  modify any evocation spell that deals damage of his circle’s neutral energy to use his favoured  energy instead.
At 18th level, a warmage may also  modify any evocation spell he knows that deals acid, cold, electricity, or fire damage to use any other energy type.

(Solo Tactics, Ex):At 3rd level, all of the warmage’s allies are treated as if they  possessed the same teamwork feats as the warmage for the purpose of determining whether the warmage receives a bonus from his teamwork feats. His allies do not receive any bonus from these feats unless they actually possess the feats themselves. The allies’ positioning and actions must still meet the prerequisites listed in the teamwork feat for the warmage to receive the listed bonus.

(Teamwork Feat):At 3rd level, and every six levels thereafter, the warmage gains a  bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as teamwork feats. The warmage must meet the prerequisites of the selected bonus feat.

(Empower Spell):A warmage gains Empower Spell as a bonus feat at 5th level. He also no longer suffers increased casting time when applying the Empower Spell metamagic feat on his warmage spells.

(Medium Armour, Ex):At 7th level, a warmage gains proficiency with medium armour. He can cast warmage spells while wearing medium armour without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a warmage wearing heavy armour incurs a chance of arcane spell failure if the spell in question has a somatic component.

(Evasion, Ex):At 9th level, a warmage can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the warmage is wearing light armour, medium armour, or no armour. A helpless warmage does not gain the benefit of evasion.

(Enlarge Spell):A warmage gains Enlarge Spell as a bonus feat at 10th level. He also no longer suffers increased casting time when applying the Enlarge Spell metamagic feat on  his warmage spells.

(Heavy Armour, Ex):At 13th level, a warmage gains proficiency with heavy armour. He can cast warmage spells while wearing heavy armour without incurring the normal arcane spell failure chance.

(Improved Evasion, Ex   ):At 17th level, a warmage’s evasion improves. This ability works like evasion, except that while the warmage still takes no damage on a successful Reflex saving throw against attacks, he henceforth takes only half damage on a failed save. As with evasion, improved evasion can be used only if the warmage is wearing light armour, medium armour, or no armour. A helpless warmage does not gain the benefit of improved evasion.

(Champion of the Circle, Su):At 20th level,  a warmage is named a champion of his circle, as he undergoes a metamorphosis; his body sizzles with energy and his eyes glow bright with arcane power. The warmage’s type changes to outsider with both the native subtype and the subtype of his favoured element (air, earth, fire, or water), and his energy resistance improves to immunity. He gains darkvision to a distance of 60 feet; if  the warmage already has darkvision, its range is extended by 60 feet. He also gains constant benefits similar to an elemental aura spell cast upon him; this protection is always of his favoured energy type and a creature who makes a successful Reflex save (DC 20 + the warmage’s Intelligence modifier) negates all effects of the spell. This protection can be raised or lowered with a swift action. In addition to  these protections, any time the warmage is subject to a poison, paralysis, sleep, or stunning effect, he has a 25% chance to avoid it.



(The War College)
Those who choose to enter the war college do so in full knowledge that they are entering into a far more harrowing training program than the apprenticeship of other spellcasters. An initiate warmage is put through trials which push him to his mental and physical limits; it bares more similarity to a military boot camp than a wizards' college. By constantly drilling with spells that are often too high in level to be safely cast by the initiates under the weight of armour the warmage's magic is instilled within his unconscious mind; as he progresses in his training these spells become instinctual, cast as easily as a master swordsman strikes and parries.

(Circles and the Elements)
All warmages produced by the war college are members of a group known as a circle. Each circle is strongly devoted to one of the four basic elements (air, earth, fire, and water). It is believed that each warmage’s personality represents the most fundamental aspects of his circle’s element.  Each circle also has an opposed element; warmages often find spells related to their opposed element are the most difficult to master. Among the other two elements one is typically easier to control; these so called aligned elements are connected and classified as the dynamic elements (air and fire) and the stable elements (earth and water). These affinities are summarized in Table 5: Warmage Circles.

(Life in the Circles)
Once an initiate is accepted into the war college, he is brought before a panel of elders. These elders set upon the initiate with fierce interrogations and challenging tasks in an attempt to determine which of the four elements most strongly guides his spirit. Once this discernment is completed, the initiate is welcomed into his circle by his new brothers. All of an initiate's schooling is done alongside his circle; he eats, trains, and bunks with this small, tight-knit group.
Strong rivalries tend to rise up between the circles. In their downtime, initiates often engage in organized sporting events against the other circles. The college's instructors encourage these rivalries as it fosters greater competition among their ranks and challenges the initiates to always try to outperform all of their peers. These rivalries, alongside the rigours of training, forge an unbreakable bond between an initiate and his circle.
Even after an initiate is named a full warmage, he maintains a strong bond to his circle. In their barracks, warmages tend to bunk exclusively with members of their circle. They often operate in squadrons populated entirely by warmages from their circle. Even though they offer the due respect to any commander, they usually have more loyalty to one who is a member of their circle.

(College Governance)
While warmages on the battlefield defer to standard military hierarchies, the war colleges are typically self governed. In these cases, the governing body consists of a council of eight appointed masters (two from each circle), and is overseen by a praetor who casts the deciding vote in the case of deadlock. The praetor is usually democratically elected by all of the masters in the war college, though he will occasionally be appointed by local political or military authorities, or (in rare instances) the praetorship may be decided by arena combat.
War colleges tend to be built in major urban centers. As such they have a large pool of senior and retired military warmages to draw from for their instructors and masters. Since the war college's council typically owes its patronage to the local royals and nobles, the only close relationships which are usually seen between war colleges occurs in large kingdoms or countries.

(Dragons and the College)
Warmages feel a deep connection to dragons. This bond is particularly strong with chromatic dragons, which have a similar link to the elemental forces of the world. It is a badge of honour and a mark of  great skill for a circle to possess the skull of an adult dragon of a colour appropriate to their favoured element. Colleges in which all four circles have dragon skulls are typically considered amongst the best in the world. Individual warmages exhibit a strong affinity for weapons and armour made from slain chromatic dragons. Such weapons are prized possessions of a warmage; they are treasured above all of  his other items and are meticulously cared for and maintained.



战法师法术(Warmage Spell List)
Warmages gain access to the following spells. While most of these spells are found in the Core Rulebook, those marked with  1   appear in the Advanced Player’s Guide, those  marked with 2 appear in Ultimate Magic, and those marked  with 3 appear in Ultimate Combat. Spells marked with 4  appear in the Advanced Race Guide and are only available to warmages of the appropriate race. Finally, spells marked with † are unique to the warmage and are described in a later section.



剧透 -   :
0级战法师法术
acid splash, bleed, disrupt undead, flare, light, mage hand, ray of frost, read magic, resistance, spark 1.



1级战法师法术
abundant ammunition 3, adjuring step 3, air bubble 3, alarm, alter winds 1, burning hands, endure elements, feather fall, grease, hydraulic push 1, interrogation 2, lesser elemental orb †, mage armour, magic missile, peacebond 3, shock shield 3, stone fist 1, true strike, undine's curse 4.



2级战法师法术
acid arrow, badger's ferocity 2, blur, bull's strength, burning gaze 1, cat's grace, continual flame, darkness, death from below 4, defensive shock 2, detect thoughts, flaming sphere, frost fall 3, glide 1, groundswell 4, kinetic reverberation 3, protection from arrows, savage maw 4, steal breath 4, stone call 1, warding weapon 3.



3级战法师法术
ablative barrier 3, agonizing rebuke 4, blinding ray 4, chain of perdition 3, daylight, dispel magic, distracting cacophony 2, draconic reservoir 1, elemental aura 1, fireball, healing thief 3, hydraulic torrent 1, lightning bolt, locate weakness 3, protection from energy, rage, sleet storm, strangling hair 2, twilight knife 1, wind wall.



4级战法师法术
arcane eye, ball lightning 1, black tentacles, detonate 1, dragon's breath 1, elemental orb †, fear, fire shield, healing warmth 4, ice storm, lesser globe of invulnerability, locate creature, obsidian flow 3,
resilient sphere ,shout, stoneskin, volcanic storm 2, wall of fire, ward of the season 4.



5级战法师法术
cloudkill, cone of cold, fickle winds 2, fire snake 1, icy prison 2, interposing hand, lightning arc 2, mage's faithful hound, shadow evocation, suffocation 1, telekinesis, wall of stone, wreath of blades 3.



6级战法师法术
antimagic field, battlemind link 2, chain lightning, chains of fire 4, circle of death, control water,    disintegrate, forceful hand, freezing sphere, greater dispel, magic, globe of invulnerability, ice crystal, teleport  , leashed shackles  , move earth, path of the winds 4.



7级战法师法术
arcane cannon ,banishment, caustic eruption, deflection , delayed blast fireball, expend  , finger of death, firebrand 1, grasping hand, mage's sword, prismatic spray, scouring winds 2, spell turning, vortex 1.



8级战法师法术
clenched fist, dimensional lock, discern location, greater shout, incendiary cloud, polar ray, prismatic wall, orb of the void 2, protection from spells, scintillating pattern, seamantle 1, sunburst,  telekinetic sphere, wall of lava 1.



9级战法师法术
crushing hand, elemental swarm, mage's disjunction, mass icy prison 2, meteor swarm, prismatic sphere, tsunami 1, wail of the banshee, weird, world wave 1.



引述: Table 5: Warmage Circles
CircleFavoured Element (Energy)[Descriptors]Opposed Element (Energy)[Descriptors]Attuned EnergyNeutral Energy
Crashing Wavewater (cold) [cold, water]fire (fire) [fire, light]AcidElectricity
Raging Infernofire (fire) [fire, light]water (cold) [cold, water]ElectricityAcid
Rolling Thunderair (electricity) [air, electricity]earth (acid) [acid, earth]FireCold
Standing Stoneearth (acid) [acid, earth]air (electricity) [air, electricity]ColdFire

(Warmage Circles)
The following circles are each dedicated to one of the four fundamental elements (air, earth, fire, and water). While most war colleges have representatives from all four circles, there are parts of the world where war colleges focus on empowering one particular element.


(Circle of the Crashing Wave)
The circle of the crashing wave carefully studies the element of water. Like their patron element crashing wave warmages often have a placid demeanor, but can turn into a crushing tidal wave if pushed too far. These warmages prize patience above all other virtues, for all obstacles give way to water in due course.

本职技能(Class Skill):游泳
奖励法术(Bonus Spells):1st—Icicle Dagger 2, 2nd— Chill Metal, 3rd—Aqueous Orb 1, 4th—Spit Venom 2, 5th—Holy/Unholy Ice 2, 6th—Fluid Form 1, 7th—Control Weather, 8th—Destruction, 9th—Mass Suffocation 1.
奖励语言(Bonus Languages):A crashing wave warmage may substitute Aquan for one of the bonus languages available to the character because of his race.
(Arcane Evolutions):The crashing wave warmage can turn his arcane blast into a powerful shard of ice which can foil his foe’s attempts to move around the battlefield.
(Shape Evolution):At 7th level, a warmage can choose to shape his arcane blast into an 80 foot line. This shape evolved arcane blast no longer requires a successful ranged touch attack, however all creatures along this line can make a Reflex saving throw which, if successful,  reduces the arcane blast’s damage by half. The DC of this save is equal to 10 + 1/2 his warmage level + his Intelligence modifier.
(Rime Blast):At 13th level, a warmage can choose to cause frost to cling to the target of his arcane blast.  A target  who takes damage   from such an arcane blast becomes entangled for a number of rounds equal to the arcane blast’s spell level. If this evolution is used in conjunction with the crashing wave’s shape evolution, a successful Reflex save also negates this effect.
(Toppling Blast):At 19th level, a warmage can choose to make the impact of his arcane blast strong enough to knock its targets prone. The warmage makes trip checks against all targets hit by his arcane blast, using his caster level plus his Intelligence bonus as his CMB. If the check fails, the target cannot attempt to trip the warmage in response. If this evolution is used in conjunction with the crashing wave’s shape evolution, a successful Reflex save also negates this effect.
(Elemental Dynamism, Su):At 20th level, a crashing wave warmage gains a swim speed of 30 feet, and can move in water without making Swim checks. If he uses this swim movement during his turn, he does not need to breathe until the beginning of his next turn. As a result, he is immune to drowning, suffocation, and attacks that require inhalation (such as some types of poisons) for this duration.


(Circle of the Raging Inferno)
The circle of the raging inferno intensely studies the element of fire. Like their patron element raging inferno warmages tend to be wild and unpredictable. These warmages prize ambition above all other virtues, for the hunger of fire is insatiable.

本职技能(Class Skill):特技
奖励法术(Bonus Spells):1st—Sun Metal 3, 2nd— Spontaneous Immolation 3, 3rd—Flame Arrow, 4th—Firetrap, 5th—Wall of Fire, 6th— Contagious Flame 1, 7th—Waves of Exhaustion, 8th—Fire Storm, 9th—Wall of Suppression.
奖励语言(Bonus Languages):A crashing wave warmage may substitute Ignan for one of the bonus languages available to the character because of his race.
(Arcane Evolutions):The raging inferno warmage can turn his arcane blast into a burst which can engulf his foes in licking flames.
(Shape Evolution):At 7th level, a warmage can choose to shape his arcane blast into an area 20 feet in radius centered on any point within 60  feet of his position. This shape evolved arcane blast no longer requires a successful ranged touch attack, however all creatures in this area can make a Reflex saving throw which, if successful, reduces the arcane blast’s damage by half. The DC of this save is equal to 10 + 1/2 his warmage level + his Intelligence modifier.
(Selective Blast):At 13th level, a warmage can choose a number of creatures affected by his shape evolved arcane blast equal to his Intelligence modifier. These targets are excluded from the effects of the arcane blast.
(Widened Blast):At 19th level, a warmage can choose to increase the radius of his shape evolved arcane blast up to 40 feet or to increase the range of his standard arcane blast to 120 feet.
(Elemental Dynamism, Su):At 20th level, a raging inferno warmage’s base speed increases by 30 feet. Any time he uses this additional movement, he gains the benefit of the see invisibility spell until the beginning of his next turn.


(Circle of the Rolling Thunder)
The circle of the rolling thunder diligently studies the element of air. Like their patron element rolling thunder warmages are often seen to be aloof and brash. These warmages prize daring above all other virtues, for the wind guides all adventurers to their destiny.

本职技能(Class Skill):飞行
奖励法术(Bonus Spells):1st—Shocking Grasp, 2nd— Gust of Wind, 3rd—Hostile Levitation 3, 4th— Cape of Wasps 3, 5th—Wall of Force,  6th—Dust
Form 3, 7th—Jolting Portent 3, 8th—Stormbolts 1, 9th—Storm of Vengeance.
奖励语言(Bonus Languages):A crashing wave warmage may substitute Auran for one of the bonus languages available to the character because of his race.
(Arcane Evolutions):The rolling thunder warmage can split his arcane blast into two ricocheting bolts of lightning.
(Shape Evolution):At 7th level, a warmage with two free hands can choose to split his arcane blast to strike two foes, or strike one foe for twice the damage (still requiring two successful attack rolls). Unlike spells which target multiple creatures, each foe struck by a shape evolved blast suffers the extra damage from the warmage’s edge; however a single foe targeted by two blasts does not receive double the damage. Using this shape evolved arcane blast provides penalties to attack rolls like two- weapon fighting (treating both blasts as light weapons), including the effects of the Two- Weapon Fighting feat.
At 8th level, a warmage who possesses the Improved Two-Weapon Fighting feat can make a second shape evolved arcane blast (with a -5 penalty to attack) as a part of a full-round action. At 15th level, a warmage who possesses the Greater Two-Weapon Fighting feat can make a third shape evolved arcane blast (with a -10 penalty to attack) as part of a full-round action.
These extra attacks need not target the same foes, however only one target can be named a primary target of his warmage’s edge ability.
(Razor Blast):At 13th level, a warmage can name two targets of his shape evolved arcane blast as primary targets of his warmage’s edge ability in a single round. Furthermore, he is able to wait until after his touch attack is rolled before naming each enemy as a primary target.
(Chained Blast):At 19th level, a warmage can choose to cause his shape evolved arcane blast to arc from foe to the next. Each arc can make a ranged touch attack at a -2 penalty against another foe who is within 30 feet of the original target and who has not been targeted by an arcane blast this round. If this attack is successful it deals half the number of d10 damage dice of the parent blast (minimum 1d10). These arcs can be chained from one foe to the next (with additional -2 penalties to attack) until the attack roll fails or until the chained blast deals 1d10 damage. For instance, a 14th-level warmage hits his first target for 6d10 damage, can arc the blast to a second target with a -2 penalty to attack for 3d10 damage, and can arc the blast to a third target with a -4 penalty to attack for 1d10 damage. All targets in the chain suffer the extra damage from warmage’s edge, but only the first foe in the chain can be named a primary target.
If a shape evolved arcane blast which deals double damage to a single foe is chained, two arcs can be made dealing half the number of  d10 damage dice of a single arcane blast, although the attack penalties from two-weapon fighting are applied to subsequent arcs. For example,  a  14th-level  warmage  with  the Two-Weapon fighting feat hits his first target with a -2 penalty to attack for 12d10 damage, can arc the blast to two secondary targets with a -4 penalty to attack for 3d10 damage each, and can arc the blast to two tertiary targets with a -6 penalty to attack for 1d10 damage each.
(Elemental Dynamism, Su):At 20th level, a rolling thunder warmage gains a fly speed of 60 feet (average). If he uses this flight during his turn he gains a +10 competence bonus to Fly checks until the beginning of his next turn.


(Circle of the Standing Stone)
The circle of the standing stone diligently studies the element of earth. Like their patron element standing stone warmages are usually shrewd and slow to act. These warmages prize consistency above all other virtues, for the stability of bedrock is the foundation of the earth.

本职技能(Class Skill):生存
奖励法术(Bonus Spells):1st—Entangle, 2nd—Shatter, 3rd—Burst of Nettles 2, 4th—Acid Pit 1, 5th— Acidic Spray 2, 6th—Acid Fog, 7th—Forcecage, 8th—Earthquake, 9th—Implosion.
奖励语言(Bonus Languages):A crashing wave warmage may substitute Terran for one of the bonus languages available to the character because of his race.
(Arcane Evolutions):The standing stone warmage can produce an incredibly damaging cone of acid which is adept at piercing his foes’ spell resistance.
(Shape Evolution):At 7th level, a warmage can choose to shape his arcane blast into a 40 foot cone. This shape evolved arcane blast no longer requires a successful ranged touch attack, however all creatures in this cone can make a Reflex saving throw which, if successful,  reduces the arcane blast’s damage by half. The DC of this save is equal to 10 + 1/2 his warmage level + his Intelligence modifier.
(Piercing Blast):At 13th level, when a warmage’s arcane blast strikes a target he can choose to treat the spell resistance of the target as 5 lower than its actual SR.
(Maximized Blast):At 19th level, a warmage can choose to maximize the damage to all creatures struck by his arcane blast.
(Elemental Dynamism, Su):At 20th level, a standing stone warmage gains a  burrow speed of 30 feet. If he uses this burrow during his turn he gains tremorsense out to 60 feet until the beginning of his next turn.


(Favoured Class Options)
The following options are available to members of the listed races who have selected warmage as their favoured class, and unless otherwise stated, the bonus applies each time you select the class reward.

剧透 -   :
Dhampir: Add +1/4 to the warmage's caster level when casting spells of the necromancy school.
Drow: Choose the disarm or reposition combat maneuver. Add +1/3 to the warmage's CMB when attempting this maneuver (maximum bonus of +4).
Dwarf: Add +1/2 to acid and earth spell or spell-like ability damage.
Elf: The warmage gains 1/6 of a new circle spell.
Gnome: The warmage gains 1/6 of a bonus feat from the following list, so long as he meets the requirements: eschew materials, intensified spell, spell focus (abjuration), spell focus (evocation), or spell penetration.
Half-Elf: When casting warmage abjuration spells, add +1/3 to the effective caster level of the spell, but only to determine the spell's duration.
Half-Orc: Add +1/2 to fire and light spell or spell-like ability damage.
Halfling: Add +1 to the warmage's CMD when resisting a trip or grapple attempt.
Hobgoblin: Add +1/2 to cold and water spell or spell-like ability damage.
Human: Add a +1 bonus on caster level checks made to overcome the spell resistance of outsiders.
Ifrit: A raging inferno warmage gains +1/8 of an extra d10 damage die for his arcane blast.
Kitsune: Add +1/4 to the DC of evocation spells.
Kobold: Add +1/2 to air and electricity spell  or spell-like ability damage.
Oread:  A  standing  stone warmage gains +1/8 of an extra d10 damage die for his arcane blast.
Strix: Add +1/6 to the attack roll bonus from the strix's hated racial trait.
Suli: Add +1 to acid resistance, cold resistance, electricity resistance, or fire resistance.
Sylph: A rolling thunder warmage gains +1/8 of an extra d10 damage die for his arcane blast.
Tiefling: Add +1/3 to the save DC of an evolved arcane blast.
Undine:  A  crashing  wave  warmage   gains +1/8 of an extra d10 damage die for his arcane blast.


(Class Archetypes)
Small enclaves of warmages are trained outside of the war college. With a similar combination of physical and mental training as the college offers these warmages are just as devastating combatants, but their battle tactics are often dramatically different.

(Shadowdrake Adept)
剧透 -   :
Centuries ago, numerous war colleges were infiltrated by devotees of Nethys and  generations of the most talented warmages were lured into the cult society known as the Shadowdrake League. The colleges were eventually freed from the cult's clutches and the league was nearly wiped off of the map, but small pockets remained. Over the ages these groups have moved away from their religious beginnings, now bearing little resemblance  to the trappings of the cult that spawned them. To this day the motives of the league are just as mysterious as the purpose of the initial invasion of the war colleges.
The league still trains warmages, known as shadowdrake adepts, who specialize in the most powerful abjurations; using their magic in place of heavier armour allows them unparalleled battlefield mobility for a spellcaster. These defenses combined with a shadowdrake adept's ability to strike out at opponents with magical force make him a feared combatant in all  corners of the world.

(Erudite Arcana):A shadowdrake adept’s magic stems from ages of wisdom, handed  down throughout the ages. As such, he uses his Wisdom score and modifier (rather than Intelligence) to determine the spells he can cast, the Difficulty Class for his spells’ saving throws and his allotment of bonus spells.
The shadowdrake adept’s magic is far more focused on abjuration than most warmages’. As a result his known spells are drawn from the smaller shadowdrake adept spell list.

(Bonus Languages):A shadowdrake adept may substitute Protean for one of the bonus languages available to the character because of his race. This bonus is granted in addition to Draconic which is provided to all warmages, not in lieu of it.

本职技能 :A shadowdrake adept adds Intimidate, and Knowledge (Religion) to his class skills.

武器与防具擅长(Weapon and Armor Proficiency):A shadowdrake adept adds the scimitar, and whip to his weapon proficiencies. This replaces his shield proficiency.

(Forceful Blast, Sp):A shadowdrake adept can focus his arcane power into a potent blast. Every 1d4 rounds, as a standard action, he can strike all creatures within a 40 foot cone or 80 foot line (warmage’s choice), dealing 1d8 points of damage; this is a force effect and deals full damage to incorporeal creatures. All foes within the area of the blast can make a Reflex saving throw (DC 10 + 1/2 the warmage’s level + his Wisdom modifier) which reduces this damage by half. A warmage must have at least one hand free to cast a forceful blast.
At 2nd level, and every three warmage levels thereafter, the damage inflicted by a forceful blast increases by 1d8 to a maximum of 8d8 at 20th level.
For all effects relating to spell level (such as spell turning), a forceful blast is considered to have a spell level equal to the number of d8’s rolled for damage. Unlike most spell-like abilities, a warmage may apply any metamagic feat he knows to a forceful; he must sacrifice a number of d8 damage dice equal to the spell level adjustment of the feat (though it must still be  able to deal a minimum of 1d8 damage). Applying metamagic to a forceful blast does not increase its casting time. This ability replaces arcane blast.

(Attuned to Harm):All inflict spells cast from the shadowdrake adept spell list are done at +1 caster level.

(Versatile Resistance, Ex):A shadowdrake adept gains resistance 5 to an energy type of his choice, chosen each day when his spells per  day are replenished. At 6th level, and every five levels thereafter, this resistance increases by 5 (to a maximum of 20 at 16th level). This ability replaces energy resistance.

(Domain):At 2nd level, a shadowdrake adept gains his choice of either the destruction  domain, or protection domain. He gains access to all domain powers and spells his level entitles him to. This ability replaces energy substitution.

(Agile Maneuvers):At 4th level, a shadowdrake adept gains Agile Maneuvers as a bonus feat. This ability replaces circle enrollment (spells).

(Fast Movement, Ex):At 4th level, a shadowdrake   adept   gains   an   enhancement bonus to his land speed of 10 feet. At 8th level, and every four levels thereafter, this bonus increases by 10 feet (to a maximum of 50 feet at 20th level). A warmage wearing medium or heavy armour, carrying a shield, or carrying a heavy load loses this extra speed. This ability replaces warmage’s edge.

(Abjurant Wards, Sp):At 5th level, a shadowdrake adept can surround himself with powerful magic. While this protection is active, he gains a +1 deflection bonus to his AC. At  10th level, and every five levels thereafter, this bonus increases by 1 (to a maximum of +4 at 20th level). Maintaining these wards occupies a portion of the warmage’s attention, thus any concentration checks made while under this protection are done at a -5 penalty. Suspending this protection is a free action, however  resuming it is a full round action which requires concentration. This ability replaces the medium and heavy armour abilities.

(Nimble Blast Forms, Ex):A shadowdrake adept can learn to focus the unbridled strength  of his forceful blast onto his enemies to provide him with advantage on the field of battle. Starting at 7th level, and every six levels thereafter, a warmage learns one nimble blast form. These forms allow him to execute one of the following combat maneuvers on any foe struck by his forceful blast (using the warmage’s CMB). This ability replaces circle enrollment (arcane evolutions).
Each maneuver requires a specific shape of blast and only one can be applied to a single forceful blast. While some of these maneuvers are negated by a successful Reflex save, some will strike all creatures within the blast area regardless of their save.
Combat ManeuverBlast ShapeSave Negates?
Bull rushConeno
Dirty trickConeno
DisarmConeyes
DragLineyes
StealLineyes
TripLineno

(Parry Spell):At 10th level, a shadowdrake adept gains Parry Spell as a bonus feat, even if he does not meet the feat’s prerequisites. This ability replaces Enlarge Spell bonus feat.

(Dynamic Defense, Su):At 20th level, a shadowdrake adept gains the benefits of a constant blink spell cast upon him. He can suspend or restore this protection as a  standard action. This ability replaces circle enrollment (elemental dynamism).

(Shadowdrake Legionnaire, Su):At 20th level, a shadowdrake adept is named a legionnaire of the league, as he undergoes a powerful apotheosis; his eyes blacken and his skin scintillates with abjuring power. He no  longer suffers a penalty to concentration checks when using the abjurant wards ability. The warmage becomes immune to sneak attacks  and critical hits, as well as gaining spell resistance 19. He also gains constant benefits similar to an elemental aura spell cast upon him; this protection is of the same energy type as his versatile resistance ability and a creature who makes a successful Reflex save (DC 20 + the warmage’s Wisdom modifier) negates all effects of the spell. This protection can be raised or lowered with a swift action. This ability replaces champion of the circle.

(Shadowdrake Adept Spell List)
Shadowdrake adepts gain access to the following spells.



剧透 -   :
0级法术
bleed, disrupt undead, light, mage hand, read magic, resistance.



1级法术
adjuring step 3, air bubble 3, alarm, elemental speech 1, feather fall, inflict light wounds,interrogation 2, mage armour, magic missile, magic weapon, true strike.



2级法术
badger's ferocity 2, bear's endurance, blur, cat's grace, cushioning bands 2, darkness, detect thoughts,    inflict moderate wounds, kinetic reverberation 3, protection from arrows, savage maw 4, shatter, steal breath 4, tactical acumen 3, warding weapon 3.



3级法术
ablative barrier 3, agonizing rebuke 4, arcane sight, dispel magic, elemental aura 1, force punch 2,    gloomblind bolts 4, greater magic weapon, inflict serious wounds, keen edge, locate weakness 3, protection from energy, rage, strangling hair 2, twilight knife 1, vampiric touch.



4级法术
arcane eye, black tentacles, contageon, fear, inflict critical wounds, lesser globe of invulnerability, locate creature, phantasmal killer, resilient sphere, shout, spell immunity.



5级法术
dismissal, interposing hand, mage's faithful hound, mass inflict light wounds,shadow evocation, suffocation 1, telekinesis, telepathic bond, wall of force.



6级法术
antimagic field, battlemind link 2, disintegrate, enemy hammer 1, forceful hand, greater dispel magic, globe of invulnerability, guards and wards, leashed shackles 2, mass inflict moderate wounds, transformation.



7级法术
banishment, deflection 1, expend 1, finger of death, firebrand 1, forcecage, grasping hand, mage's sword, mass inflict serious wounds, spell turning, waves of exhaustion.



8级法术
clenched fist, dimensional lock, discern location, greater shout, greater spell immunity, mass inflict critical wounds, orb of the void 2, protection from spells, scintillating pattern, telekinetic sphere.



9级法术
crushing hand, implosion, mage's disjunction, wail of the banshee, wall of suppression, weird.

战法师装备(Warmage Equipment)
剧透 -   :
The following items are just some of the pieces of equipment used by warmages.

Ebonglass Core: An ebonglass core is a pearlescent rod made from carefully stabilized shards of the elemental planes. These cores can be embedded in the grip of a melee weapon. A weapon with such a core becomes a conduit which is able to channel significant arcane power; while wielding a weapon with an ebonglass core, the warmage is treated as having an extra free hand for the purposes of his arcane blast or forceful blast. This allows him to use his arcane blast while wielding a weapon with two hands or fighting with two weapons.
While an ebonglass core does not cause the weapon in which it is embedded to become fragile, the core itself is fragile. If the wielder of a weapon with an ebonglass core rolls a natural 1 on an attack roll, the core is damaged and no longer functions; however a broken ebonglass core is not destroyed by a subsequent roll of a natural 1. Masterwork and magical weapons are designed with sufficient quality to isolate the  core from damage due to a roll of a natural 1.

Flashstone: A warmage can throw this stone as a ranged attack with a range increment of 20 feet. When it strikes a hard surface (or is struck hard), it creates a blinding flash that is treated as a light attack. Each creature within a 20-foot- radius spread and line of sight of the stone must make a DC 15 Fortitude save or be blinded for 1 hour. The save DC increases to 20 if the  creature has the light sensitivity racial trait.

Forcestone: A warmage can throw this  stone as a ranged attack with a range increment of 20 feet. When it strikes a hard surface (or is struck hard), it explodes in a forceful blast. Each creature within a 10-foot radius of the stone is subject to a bull rush attempt (CMB 13).

Quakestone: A warmage can throw this stone as a ranged attack with a range increment of 20 feet. When it strikes a hard surface (or is struck hard), it causes the ground to shift violently. Each creature within a 10-foot radius of the stone is subject to a trip attempt (CMB 13).

物品花费重量制作DC
Ebonglass core (light)50gp10
Ebonglass core (one- handed)250gp20
Ebonglass core (two- handed)1000gp30
Flashstone30gp1磅25
Forcestone30gp1磅25
Quakestone30gp1磅25

战法师专长(Warmage Feats)
剧透 -   :
Warmages have access to the following feats.

Double Wand Form
A warmage can activate two wands at the same time.
Prerequisites: Spellcraft 5 ranks, Two- Weapon Fighting, warmage.
Benefit: As a full-round action, the warmage can activate a wand in each hand (if he has both hands free).
Special: If the spells cast by the wands have different casting times, the warmage activates both wands in the time required for the longest  of the casting times.

Maximized Wand Form
The warmage can increase the effectiveness of spells cast from a wand.
Prerequisites: Maximize Spell, Use Magic Device 10 ranks, warmage.
Benefit: By expending an additional charge as part of a full-round action, the warmage    can automatically maximize all variable numeric effects of a spell cast by a wand.

Prepared Metafocus
Through careful preparation, the warmage can apply metamagic feats to his spells ahead  of time to prevent an increase in casting time.
Prerequisites: Int or Wis 13, at least one metamagic feat, warmage.
Benefit: Each day, the warmage can  use one of more of his spell slots to prepare spells  he knows for the purpose of applying a metamagic feat to the spell. Preparing a spell uses a spell slot of the appropriate level, and once prepared, that slot can’t be used for anything else until the prepared spell is cast. Casting a spell so prepared does not increase the warmage’s casting time.

Sharpened Edge
The warmage’s ability to deal spell damage is particularly striking.
Prerequisites: Character level 15th, warmage.
Benefit: When applying the extra damage provided by warmage’s edge to the designated primary target of his spell, his bonus damage is now multiplied by the spell’s level (rather  than 1/2 the spell’s level).

Slay the Arcane
Having studied the ways and weaknesses of other arcane spellcasters, the warmage is able  to time his attacks against them expertly.
Prerequisites: Base attack bonus +3, Spellcraft 4 ranks, warmage.
Benefit: Arcane spellcasters may not cast on the defensive while they are threatened by the warmage (they automatically fail their concentration check to do so). The spellcaster is aware of this limitation while being threatened by a warmage with this feat.

战法师魔法物品(Warmage Magic Items)
剧透 -   :
Warmages have access to the following magic items.

Dragontooth Razor
Aura moderate evocation; CL 10th
Price 33,000 gp; Weight 2-4 lbs.   
DESCRIPTION   
Carved from the teeth of adult chromatic dragons, the dragontooth razor is one of the most  sought after weapons for a warmage's arsenal. This weapon takes the form of a +1 keen shortsword or +1 keen longsword. Aside from the enhancement bonus and keen ability, each weapon possesses an additional ability which taps into energy drawn from the innate draconic magic; each colour of chromatic dragon produces a differing burst of elemental or arcane energy.
引用
武器龙的颜色Burst Ability破敌种类
Azure razorShocking BrustOutsider(earth)
Emerald razor绿Corrosive burstOutsider(air)
Ivory razorIcy burstOutsider(fire)
Obsidian razorDispelling burstOutsider(native)
Ruby razorFlaming burstOutsider(water)
Three times per day a warmage can focus this energy and cause the weapon to act like a bane weapon against a particular type of foe or a single attack as a free action.   
CONSTRUCTION   
Requirements Craft Magic Arms and Armour, keen edge; Cost 28,500 gp

Ebonshard Plates
Aura moderate abjuration; CL 8
Price 17,500 gp; Weight 5 lbs.   
DESCRIPTION   
Made from the same material as ebonglass cores, these crystalline spikes can be embedded into any medium or heavy armour. The crystals can be used as +2 armour spikes, however when subjected to a ray attack they act as though they have the defending ability. In addition, once per day, a warmage can deflect a single ray attack targeted at him as if he was using the Deflect Arrows feat. Unlike the fragile ebonglass cores, these spikes are made incredibly hard by the stabilized earth contained within; these spikes have hit points and  thickness as if they were made from  adamantine, but are not considered to be made of  adamantine for  the purposes  of  overcoming DR.   
CONSTRUCTION   
Requirements Craft Magic Arms and Armour, shield, spell turning; Cost 8,750 gp

Feasting Band of the Arcane
Aura strong abjuration; CL 16
Slot ring; Price 9,000 gp; Weight -   
DESCRIPTION   
This silver ring is usually forged into the shape of a dragon coiled around the wearer's finger with eight brilliant jewels set along its spine. It instantly grants its wearer SR 13, and the magical energy from any spell that targets the wearer and fails to overcome this spell resistance is devoured by the ring. This consumed spell energy grants the wearer 1d8 temporary hit points (to a maximum of 8 temporary hit points at any time, no matter how many spells  the  ring  consumes);  temporary hit points gained in this fashion last for up to 1 hour.   
CONSTRUCTION   
Requirements Forge ring, spell resistance; Cost 4,500 gp

Thorn of Spell Battle
Aura moderate evocation; CL 10
Price 32,000 gp; Weight 3 lbs.   
DESCRIPTION   
The grip of this +2 adamantine shortspear is actually a magical rod, etched with intricate patterns and representations of the four fundamental elements. When held, it  confers   a
+2 morale bonus on ranged touch attack rolls made through the ebonglass core contained in the weapon. In addition, a warmage can choose to spend charges from the rod to increase the amount of damage his arcane blast deals.


The rod's wielder can expend up to 5 charges per day. It is created with 50 charges; after all charges are used, the rod remains a +2 adamantine shortspear, but no longer provides a bonus on ranged touch attack rolls. These charges can be replenished for materials worth 21,000 gp (this cost is cut in half if the bearer has the Craft Rod feat and spends twelve  hours of work on it).
CONSTRUCTION   
Requirements Craft Rod, Craft Magic Arms and Armour, greater magic weapon; Cost 16,000 gp

Wand Coronet
Aura faint evocation; CL 1
Slot none; Price 2,000 gp; Weight -      
DESCRIPTION   
A wand coronet can be built into to any  crossbow with an enhancement bonus of at least
+1, allowing the wielder to affix a wand to it. The coronet creates a strong magical connection between the crossbow and the wand; while the wand is attached to the coronet, the wielder can activate it without removing his hands from the crossbow. As a full round action, a  warmage with the Double Wand Form feat can choose to simultaneously activate the wand and fire a single shot from  the crossbow, so long as the bolt and spell target the same creature.   
CONSTRUCTION   
Requirements Craft Wondrous Item, mage hand; Cost 1,000 gp

战法师法术(Warmage Spells)
剧透 -   :
Warmages have access to the following spells.

Elemental Orb
School evocation [acid, cold, electricity, or  fire];
Level warmage 3
Casting Time 1 standard action
Components V, S
Range close (25 feet + 5 feet/2 levels)
Target creature or object
Duration Instantaneous
Saving Throw   Fortitude   partial;   
Spell Resistance yes
A glowing orb about 3 inches across shoots from the warmage’s palm at its target. Choose an energy type: acid, cold, electricity, or fire. If the warmage makes a successful ranged touch attack to hit the target, she takes 1d6 points of damage per caster level (maximum 15d6) of the selected type.
A creature struck by the orb takes damage and gains an adverse condition (depending on the chosen energy type) for 1 round. A successful fortitude save negates this condition, but does not reduce the damage

Lesser Elemental Orb
School evocation [acid, cold, electricity, or fire];
Level warmage 1
Casting Time 1 standard action
Components V, S
Range close (25 feet + 5 feet/2 levels)
Target creature or object
Duration Instantaneous
Saving Throw none; Spell Resistance yes
A glowing orb about 1 inch across shoots from the warmage’s palm at its target. Choose an energy type: acid, cold, electricity, or fire. If the warmage makes a successful ranged touch attack to hit the target, she takes 1d8 points of damage per caster level of the selected type.
For every two caster levels beyond 1st, a warmage’s orb deals an additional 1d8 points of damage to a maximum of 5d8 at 9th level.
« 上次编辑: 2016-04-20, 周三 01:28:33 由 白猫 »
雅各之塔(Jacob's Tower) 个人翻译的Pathfinder RPG非官方长篇系列冒险模组,一系列13个模组共17万字,每个模组皆可独立抽出使用。(已出版,商品页面) 全彩地图素材包
[PF]魔战士变体大全
Pathfinder v2.0Pathfinder RPG的规则资源合集电子书,绝赞好评废猫中。

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Anointed Guardian(圣爹召爹飒爽合体)
« 回帖 #6 于: 2017-03-24, 周五 19:58:10 »
正式版之前出了,但是懒得翻了,大概总结一下。
1.源职业是圣爹和掉链招爹,满BAB,4环自己的表,2+技能,强强韧意志,为了平衡(?)有六个死等级。
2.擅长简易军用轻中甲盾牌,善良灵光,侦测邪恶,圣幻灵(Divine Eidolon),生命连结,有个叫Grace的魅力勇毅点,可以拿来开破邪和圣疗(随等级提升也有恩惠),圣幻灵也可以同样花点使用,只要你点够。五等时至少有一点,自身和圣幻灵就会保有神恩效果。有战术(和骑士同名)能力,额外专长(只能选团队),20等大招叙述太长,和圣幻灵合体之类的。
3.圣幻灵的基础数据大部分和掉链幻灵一样,用一样的进化列表,有额外新增几个进化,新的基础型态,新的亚种。
4.一个叫Profane Marauder的替代职业,其实就是和反圣武士一样,邪恶化,圣幻灵变邪灵(Fiendish Eidolon),职业能力都相反,然后也是有新的亚种。
5.美术图大概是最大看点

剧透 -  测试版资讯:
Hey, gamers. Jeff here. Louis asked me to put together a preview of the paladin/summoner hybrid I'm writing for LPJ Design. Below you'll find a parĕally completed build that will be released for open playtesting in the near future.

The divine eidolon will use the unchained summoner build and evolution rules, allowing the player to select from the agathion, angel, archon, azata subtypes. Also, I'll be adding in builds for lamassu, shedu, and celestial beast divine eidolons, because I love the first two as mythological creatures, and the laĥer because someone might want to play a holy warrior who fights alongside Aslan. In addiĕon, there will be other abilities gained at higher levels reflecting the growing bond between the character and her divine eidolon, like the divine eidolon being able to remain if the character is knocked unconscious or falls asleep, sĕcking around to protect the fallen hero unĕl a companion can revive her.

Spells follow the paladin progression, and the spell list will feature a mixture of paladin and summoner spells which best complement the character's design.

I hope you enjoy this little preview, and that you'll be back to check out the playtest version of the class and provide us with feedback before the final version is released for sale.

Jeff Lee

测试版免费下载网址

Anointed Guardian

The heavenly hosts do not often interfere in the affairs of mortals. Some, however, are given the duty to be bound as partners to people of pure heart and strong faith. These people are trained in the art of war, honed as instruments of the gods against the forces of evil upon the material plane. They are then given a divine eidolon that can be summoned to fight by their side. Together, celestial and mortal fight as one: the anointed guardian.

Role: The anointed guardian and her divine eidolon form an elite fighĕng unit, using their teamwork feats to provide formidable offense, especially against evil foes.

Alignment: Any good.

Hit Die: d10.

Parent Classes: Paladin and summoner (unchained).

Starting Wealth: 4d6 x 10 gp (average 140 gp).

Class Skills

The anointed guardian's class skills are Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Spellcraft (Int).

Skill Ranks per Level: 2 + Int modifier.

Class Features

The following are class features of the anointed guardian.

Weapon and Armor Proficiency: Anointed guardians are proficient with all simple and matrial weapons. They are also proficient with light and medium armor and shields (except tower shields).

Aura of Good (Ex): The power of a anointed guardian's aura of good (see the detect good spell) is equal to her anointed guardian level.

Detect Evil (Sp): At will, a anointed guardian can use detect evil, as the spell. An anointed guardian can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the anointed guardian does not detect evil in any other object or individual within range.

Divine Eidolon: An anointed guardian begins play with the ability to summon to her side a powerful good outsider. The divine eidolon forms a link with the anointed guardian, who forever a├er summons an aspect of the same creature. Each divine eidolon has a subtype, chosen when the divine eidolon is first summoned, that determines its origin and many of its abilities. A divine eidolon is always good, but may be within one alignment step away along the law‐chaos axis from the anointed guardian who summoned it (so a neutral good anointed guardian can call a lawful good, neutral good, or chaos good divine eidolon) and can speak all of her languages. A divine eidolon is treated as a summoned creature, except it is not sent back to its home plane unĕl reduced to a number of negative hit points equal to or greater than its Consĕtuĕon score. In addition, due to its ties to its anointed guardian, a divine eidolon can touch and attack creatures warded by protection from good and similar effects that prevent contact with summoned creatures.

An anointed guardian can summon her divine eidolon in a ritual that takes 1 minute to perform. When summoned this way, the divine eidolon's hit points are unchanged from the last time it was summoned. The only exception to this is if the divine eidolon was slain, in which case it returns with half its normal hit points. The divine eidolon does not heal naturally. The divine eidolon remains until dismissed by the anointed guardian (a standard action). If the divine eidolon is sent back to its home plane due to death, it cannot be summoned again until the following day. The divine eidolon cannot be sent back to its home plane by means of dispel magic, but spells such as dismissal and banishment funcĕon normally. If the anointed guardian is unconscious, asleep, or killed, her divine eidolon is immediately banished.

The divine eidolon takes a form shaped by the anointed guardian's desires. The divine eidolon's Hit Dice, saving throws, skills, and abilities are tied to the anointed guardian's level and increase as the anointed guardian gains levels. In addition, each divine eidolon gains a pool of evoluĕon points based on the anointed guardian's class level that can be used to give the divine eidolon different abilities and powers. Whenever the anointed guardian gains a level, she must decide how these points are spent, and they are set unĕl she gains another level of anointed guardian.

The divine eidolon's physical appearance is up to the anointed guardian, but it always appears as some sort of celestial creature appropriate to its subtype. This control is not fine enough to make the divine eidolon appear like a specific creature. The divine eidolon also bears a glowing celestial symbol that is identical to a symbol that appears on the anointed guardian's forehead as long as the divine eidolon is summoned. While this symbol can be hidden through mundane means, it cannot be concealed through magic that changes appearance, such as alter self or polymorph (although invisibility does conceal it for as long as the spell lasts).

Life Link (Su): At 1st level, an anointed guardian forms a close bond with her divine eidolon. Whenever the divine eidolon takes enough damage to send it back to its home plane, as a reacĕon to the damage, the anointed guardian can sacrifice any number of hit points she has without using an action. Each hit point sacrificed in this way prevents 1 point of damage to the divine eidolon. This can prevent the divine eidolon from being sent back to its home plane.

In addition, the divine eidolon and the anointed guardian must remain within 100 feet of one another for the divine eidolon to remain at full strength. If the divine eidolon is beyond 100 feet but closer than 1,000 feet, its current and maximum hit point totals are reduced by 50%. If the divine eidolon is more than 1,000 feet away but closer than 10,000 feet away, its current and maximum hit point totals are reduced by 75%. If the eidolon is more than 10,000 feet away, it is immediately returned to its home plane. Current hit points lost in this way are not restored when the divine eidolon gets closer to its anointed guardian, but its maximum hit point total does climb to the levels indicated and eventually returns to normal.

Smite Evil (Su): At 2nd level, once per day, an anointed guardian can call out to the powers of good to aid her in her struggle against evil. As a swift action, the anointed guardian chooses one target within sight to smite. If the target is evil, the anointed guardian adds her Charisma bonus (if any) to her aĥack rolls and adds her anointed guardian level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil‐aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the anointed guardian possesses. Regardless of the target, smite evil aĥacks automaĕcally bypass any DR the creature might possess.

In addition, while smite evil is in effect, the anointed guardian gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the anointed guardian targets a creature that is not evil, the smite is wasted with no effect.

The smite evil effect remains unĕl the target of the smite is dead or the next ĕme the anointed guardian rests and regains her uses of this ability. At 5th level, and at every three levels thereafter, the anointed guardian may smite evil one additional time per day, to a maximum of seven ĕmes per day at 20th level.

Tactician (Ex): At 4th level, an anointed guardian receives a teamwork feat as a bonus feat. She must meet the prerequisites for this feat. As a swift action, the anointed guardian can grant any teamwork feat she possesses to her divine eidolon, so long as it is within 30 feet of the anointed guardian. The divine eidolon retains the use of this bonus feat for 3 rounds plus 1 round for every two levels the anointed guardian possesses. The divine eidolon does not need to meet the prerequisites of any teamwork feat granted to it by its anointed guardian.

The anointed guardian can use this ability once per day at 4th level, plus one additional time per day at 7th level and for every 3 levels thereafter.

Bonus Feat: At 7th level, and every three levels therea├er, an anointed guardian gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as teamwork feats. The anointed guardian must meet the prerequisites for these bonus feats.

Ex‐Anointed Guardians

An anointed guardian who ceases to be good, who willfully commits an evil act, or who violates the code of conduct loses all anointed guardian spells and class features (including the service of her divine eidolon, but not weapon, armor, and shield proficiencies. She may not progress any further in levels as a anointed guardian. She regains her abiliĕes and advancement potential if she atones for her violaĕons (see the atonement spell descripĕon) as appropriate.
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