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随手自翻的资源
« 于: 2017-01-05, 周四 03:12:24 »
背景

引用
内疚
描述:你从痛苦中苏醒后,有一种挥之不去的感觉萦绕你身,好似你参与过什么违反你道德底线的事情。无论你是在过去某一个时间点腐化堕落过,或是被迫执行一些你已经忘记的行动,这种内疚驱使你去对抗那些致力于猎杀世界上的善良邪恶力量。你认清你现在的状态,并认为这是一个能找回自己并消除这种令人不安的情绪的机会。

效果:你在对抗邪恶生物施展的任何法术或类法术效果的豁免上获得+1背景加值。除此之外;每天一次以一个迅捷动作,你可以将你的魅力调整值加到你的攻击骰,并且在对抗邪恶生物时,造成每一个你拥有的职业等级1点的额外伤害,持续一轮。你必须是善良阵营才能选择此背景。

出自:STRANGE AEONS PLAYER’S GUIDE

原文
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Driven By Guilt: You awake after your ordeal with a lingering feeling that you have
taken part in something outside the normal bounds of your morals.

Whether you were corrupted at one point or compelled to perform some forgotten actions, this guilt drives you to fight against those forces in the world that prey upon the good.

You see your present condition as a chance to redeem yourself and banish this unsettling emotion.

You gain a +1 trait bonus on saving throws against any spells or spell-like abilities cast by evil creatures.

In addition, once per day as a swift action, you can add your Charisma bonus to your attack rolls and deal 1 additional point of damage for each class level you have against evil creatures for 1 round.

You must have a good alignment to take this trait.
引用
坚忍不拔
描述:当你从收容所苏醒时,你非常的不知所措,即使你的脉搏不断的冲击你的耳朵。你可以认识到你当前的遭遇是极其恐怖的,但你拒绝让那股恐惧控制住你。
它感觉起来并不值得你为其担心太多。你知道当你面对无法名状的力量时,保持冷静会让你活下去。

效果:你在对抗具有恐惧或情感描述符的法术或类似效果时,在所有豁免上获得+2背景加值。除此之外,由于你这令人生畏的存在,你在威吓检定上获得+1背景加值,因为人们根本不知道能对你期望什么。

出自:STRANGE AEONS PLAYER’S GUIDE

原文
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Enduring Stoicism: Even though your pulse is pounding in your ears when you awake in the asylum, you feel strangely nonplussed.

You can recognize that the situation you find yourself in is horrific, but you refuse to let that fear control you.

It doesn’t feel like it’s worth worrying over too much.

You know that when you face unspeakable forces, keeping your cool will keep you alive.

You gain a +2 trait bonus on all saving throws against spells or effects with the fear or emotion descriptors.

In addition, you gain a +1 trait bonus on Intimidate checks due to your intimidating presence, as people don’t know what to expect from you.
引用
陌生的敌人
描述:你在一个可怕的噩梦之后苏醒,胆子大了许多。这些经验令你不再被那些从你恶梦中来的异乎寻常的生物们惊吓,并且使你下定决心对抗这些外来生物。你明白你是奇异事件和可怕力量的受害者,但你拒绝屈服于这种缓慢逼近的无助感。相反的,你发誓要让你落到这步田地的任何该为此负责的人嚐嚐苦头。你噩梦里的生物再也无法拿恐惧来愚弄你。你将会与他们正面对决。

效果:你在对抗异怪的特异能力(EX)、类法术能力以及超自然能力上获得+1背景加值(举例来说,一个惧噬体语无伦次或著心智吞噬者困惑术)。除此之外,无论何时,当你陷入困惑并且要骰掷骰子决定该轮的行为时,从结果减去10。

出自:STRANGE AEONS PLAYER’S GUIDE
原文
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Foe of the Strange:

You awake feeling emboldened after a terrifying nightmare.

Instead of being frightened by the bizarre creatures from your nightmares, these
experiences have steeled you against these startling alien beings.

You know that you fell victim to strange circumstances and loathsome forces, but you refuse to give in to a creeping sense of helplessness.

Instead, you vow to fight back against whoever or whatever is responsible for your current situation.

The creatures of your nightmares won’t hold fear over your head.

You’ll take the fight to them.

You gain a +1 trait bonus on saving throws against extraordinary, spell-like, and supernatural abilities of aberrations (for example, a gibbering mouther’s gibbering or an intellect devourer’s confusion).

In addition, whenever you’re confused and roll to determine behavior in a given round, subtract 10 from the result.
引用
心灵交换经历
描述:随着一股奇异的感觉,你醒了过来,这股感觉超越了你因为丢失大部分记忆所带来的恐惧。过去的全部记忆─就像其他人一般─已经从你的脑海中消散了,但在你过去的某个时刻里,你的意识曾与一个伊斯人(yithian)交换过,一个超越时间和空间的外星物种。你已经记不清在那具陌生的身体上时,徘徊在一座奇异城市内的详细经历了─甚至担心这是否只是一个幻觉─但每隔一段时间,你总会因这个经验而灵光乍现。当你在调查当前的情况时,你知道你可以倚靠这些外星记忆的片段,因为它能让你在这令人困惑的世界中,给予你更为广大的视角。

效果:一天一次,你可以重骰一个你刚刚失败的知识检定。除此之外,你可以尝试DC20的未受训的知识检定,而非原来的10。

出自:STRANGE AEONS PLAYER’S GUIDE
原文
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Formerly Mind-Swapped:

You awake with a strange sensation beyond the frightening experience of extensive
memory loss.

Full recollections of the experience—like so many others—have been wiped from your mind, but at some point in your past your mind was swapped with that of a yithian, an alien being from beyond time and space.

You don’t remember details of your experiences wandering the yithians’ peculiar city in a foreign body— and even worry whether this might be some strange hallucination— but every so often, a flash of insight strikes you as a result of this experience.

You know that you can rely on these alien flashbacks during your investigation into your current situation, as it gives you greater perspective into an otherwise confusing world.

Once per day, you can reroll one Knowledge check that you have just failed.

In addition, you can attempt untrained Knowledge checks with DCs up to 20 instead of 10.
引用
有条有理
描述:当你醒来时,你只有朦胧的记忆,你开始仔细整理起自己的思绪,好确定为什么你现在会处于这种状况,以及你现在可能在哪里。
这使你舒适,并且你深知你一直都是倚靠你有序的思维与务实的手段来面对挑战。你使用这种专注力以及敏感力,来当作你在调查现在这可怕情况时的优势。

效果:选择三个知识技能。你在些知识的检定上获得+1背景加值,并且在专注检定上也获得+1背景加值。除此之外,选择一个知识技能。
当进行研究时,你被视为在这样知识上拥有技能专攻,以此来决定你在减少图书馆知识点数(Kp)时你所投的骰子。更多有关研究研究规则的讯息
,请参阅PF:极限诡道(Pathfinder RPG Ultimate Intrigue)

出自:STRANGE AEONS PLAYER’S GUIDE
原文
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Methodical Mind:

When you awake with nothing but hazy memories, you begin carefully cataloging your thoughts to determine the reasons for your condition and where you might be.

This comforts you, and you know deep down that you have always relied on your ordered mind and pragmatic approach to face challenges.

You use this focus and sensibility to your advantage as you investigate your current dire situation.

Choose three Knowledge skills.

You gain a +1 trait bonus on Knowledge checks of these kinds and on concentration checks.

In addition, choose one Knowledge skill.

When researching, you are considered to have Skill Focus for that Knowledge skill when determining what die you roll to reduce a library’s knowledge points (kp).

See Pathfinder RPG Ultimate Intrigue for more information on research rules.
引用
好斗

描述:你从收容所醒来,并感到肌肉痠痛,指掌关节上还留有丝丝的血迹,就好像你才刚打完架。你甚至有一种模糊的感觉,你赢了。你不知该如何解释,但你知道你是个容易冲动的人,当你被推压到角落时,你的第一本能反应就是打过去。被困在收容所激怒了你,你不仅想知道发生了什么事情,你想要自由并找出那些胆敢对你这么做的家伙─并让他们付出代价。

效果:当你被两个或是更多的敌人所威胁时,你在攻击检定上获得+1背景加值。除此之外,一天一次,你可以以一个直觉动作(又译作即时动作)获得下述其中之一的效果:
你可以增加你的近战武器的触及距离5呎,维持1轮,或着你可以在决定伤害时,将你的武器的级数视作比实际的大小大上一级,持续1轮。

出自:STRANGE AEONS PLAYER’S GUIDE
原文
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Pugnacious:

You awake in the asylum with sore muscles and bloody knuckles, as if you were recently in a fight.

You even have a vague feeling that you won.

You can’t explain it, but you know that you’ve always been easy to set off, and your first instinct when pressed into a corner is to lash out.

Stuck in the asylum sets you on edge, and you not only want to figure out what happened to you, you want to free yourself and find whoever did this to you—and make them pay.

You gain a +1 trait bonus on attack rolls when threatened by two or more enemies.

In addition, once per day you can gain one of the following effects as an immediate action:

You can increase the reach of your melee attacks by 5 feet for 1 round, or you can treat your weapon as one size category larger than it actually is for purposes of determining damage for 1 round.
引用
固守仪式

描述:伴随着一股使命感与神秘力量的刺痛,你醒了过来。虽然因为不记得自己的过去令你感到不安,但你有个预感,就是如果你跟你的同伴做的每件事都是对的─跟随着正确的步骤与顺序─
那答案将会自动显现并且你也能从你的制约中脱离。你有一种感觉,你在过去总是依赖缜密的计划与经过时间考验的证据,但也有一种令你烦心的感觉,告诉着你,在最近你用不那么好的方法使用这些技能。

效果:选择一个0环法术。每天一次,你可以使用类法术能力般的施展此法术,施法者等级等同于你的角色等级。此类法术能力的豁免DC是基于魅力的。
除此之外,当你在进行神祕仪式(occult rituals)时,你在所有技能检定上获得+2背景加值。

出自:STRANGE AEONS PLAYER’S GUIDE
原文
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Ritualistic:

You awake with a sense of purpose and a tingle of magical power.

Though it’s unsettling that you can’t recall your past, you have a hunch that if you and your companions do everything just right—follow the correct steps and order—the answers will reveal themselves and you will be free of your condition.

You get the feeling that you’ve always fallen back on careful planning and time-tested evidence in the past, but a nagging sensation also tells you that you used these skills in less-than-kind ways all too recently.


Choose one 0-level spell.

You can cast this spell once per day as a spell-like ability with a caster level equal to your character level.

The spell-like ability’s save DC is Charisma-based. In addition, you gain a +2 trait bonus on all skill checks when performing occult rituals.
引用
敏感思维

描述:你怀着恐惧在收容所里醒来,你意识到有许多危险就潜伏在附近。虽然你的记忆朦胧与模糊,但周围的一切看来似乎明亮且清晰。
你有一种模糊的感觉,就是你极具洞察力,就算是在一个简短会议中你也能告诉一个人许多的讯息。这种能力有时几乎能毁掉你,特别是在你当前的情况。

效果:你在估价、专注与察言观色的检定上获得+1背景加值,其中之一(由你选择)成为你的本职技能。除此之外,一周一次,你可以使用神秘技能解放感灵,即使你没有能力施放异能法术或是拥有异能敏感专长。想知道更多有关感灵与其他相关的神秘技能解放的资讯,请见异能冒险(Pathfinder RPG Occult Adventures)。

出自:STRANGE AEONS PLAYER’S GUIDE
原文
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Sensitive Mind:

You awake in the asylum horribly aware of dangers lurking nearby.

While your memories are hazy and indistinct, everything around you looks vibrant and clear.

You have an inkling that you have always been perceptive and can tell a lot about a person even in a quick meeting.

This sensitivity can overwhelm you at times, especially in your current situation.


You gain a +1 trait bonus on Appraise, Perception, and Sense Motive checks, and one of these (your choice) is a class skill for you.

In addition, once per week you can use the psychometry occult skill unlock even if you are not capable of casting psychic spells or have the Psychic Sensitivity feat.

See Pathfinder RPG Occult Adventures for more information on psychometry and other relevant occult skill unlocks.
引用
无私奉献

描述:你带着一股最近且痛苦的耻辱感醒来,就好像你对你的道德与信念犯下了罪过。但是,你感到了一点点的安慰,如同你的神给了你第二次的机会。你感到一股驱动力,不仅令你想赶快弄清楚你究竟发生了什么事,也是一股让你对付无可名状邪恶的冲动。如果,在你调查的过程中,你发现你曾参与过不道德的活动,通常是那种与你的信仰或阵营大相迳庭的活动,这事情不会冲击到你在神眼中的立场,因你已经重获新生。

效果:每天一次,当你施展一个神术时,你可以尝试让施展这次神术不消耗你的法术位,或是不列入你每天可用的法术次数。 这种尝试有20%的成功率。除此之外,选择一个你有的领域或是裁决域。你可以使用你领域或裁决域的第一个神授力量,每天额外一次。你必须是善良阵营并且要有能够施展神术能力的职业才可以选择此背景。

出自:STRANGE AEONS PLAYER’S GUIDE
原文
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True Devotion:

You wake from your recent ordeal with a sense of shame, as if you had sinned deeply against your morals and beliefs.

However, you feel a bit of relief as well, as if your god had granted you a second chance.

You not only have a drive to figure out what happened to you, but an urge to fight back against the unspeakable forces of evil.

If, during the course of your investigation, you discover that you took part in unsavory activities that would normally be opposed to your faith or alignment, this event no longer has any impact with your standing in the eyes of your god due to your renewed righteous convictions.


Once per day when casting a divine spell, you can attempt to cast the spell without losing the spell from its spell slot or using one of your allotted spells per day.

There is a 20% chance that this attempt is successful.

In addition, select one domain or inquisition you have.

You can use the first granted power of that domain or inquisition one additional time per day.

You must have a good alignment and be class capable of casting divine spells in order to select this trait.
引用
焦虑症
描述:当你从收容所清醒时,第一个念头不是困惑为何你的思绪朦胧模糊─而是急切的想确保安全。你觉得你周围的一切,包括你的同伴,都有可能会威胁到你,你随时都做好准备应对各种情况。你难以保持平静,并且你经常都在打量著自己的周围环境。也许你是个偏执狂,也许只是你想太多,但无论如何,你知道保持这些感觉的敏锐能帮助你活下去。

效果:你在先攻上获得+2背景加值,以及在反射豁免上获得+1背景加值。

出自:STRANGE AEONS PLAYER’S GUIDE
原文
剧透 -   :
Twitchy: Your first thought upon awaking in the asylum isn’t confusion over why you can’t remember anything clearly—it’s a sudden urge to find safety. You feel like everything around you, aside from your companions, might threaten you and you’re always ready to react. You have a hard time staying still, and you’re constantly surveying your surroundings. Maybe you are paranoid, or maybe it’s just an overactive imagination, but whatever it is, you know that keeping these feelings honed will help you stay alive.

You gain a +2 trait bonus on initiative checks and a +1 trait bonus on Reflex saves
« 上次编辑: 2017-01-10, 周二 18:40:55 由 笨哈 »

离线 笨哈

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变体
« 回帖 #1 于: 2017-01-05, 周四 16:31:40 »
变体


邪教猎人
引用
剧透 -   :
邪教猎人寻找异端的秘密结社,净化他们思想中的污秽以及消灭受召唤而来的仆从。

疯狂感知(Ex):邪教猎人将等同他1/2职业等级(最少+1)的加值加到察言观色的检定上,或是双倍加于用来判断一个生物是否受害于自然或魔法的精神错乱。

此能力取代寻找陷阱

净化身心(Ex):2级时,邪教猎人在对抗困惑与毒素的豁免检定上获得+1加值。此加值在5级时增加为+2,于8级时增加为+3。11级时,邪教猎人若是在对抗困惑与毒素的豁免检定失败,可以花费1点灵感点数来重骰此豁免(以及他的灵感骰,如果他有将之增加到豁免上)。他必须接受重骰后的结果,即使结果更糟。

此能力取代毒素抗力毒素免疫

众界学徒(Ex):2等时,邪教猎人将等同他1/2职业等级的加值加至用以辨认呼唤与召唤法术、传送门、裂隙与位面旅行的知识以及法术辨识检定上。

此能力取代毒剂学识

防御伏击(Ex):3级时,邪教猎人在由他的敌人所引发的突袭轮中,于反射豁免以及他的AC上获得+1内在加值。此加值在3等之后的每3个调查员等级增加1。

此能力取代陷阱感知

邪教研究(Ex):邪教猎人可以花费8小时来研究一位神或是一个宗教,对该神或宗教的追随者,以及跨位面生物在唬骗、威吓、知识、察觉以及察言观色的检定上获得+1加值。这些加值在4等之后每4个调查员等级增加1。如果邪教猎人研究一个新的神或宗教,此加值取代先前的加值。

此能力取代迅捷鍊金

邪教战策(Ex):邪教猎人在对抗他使用邪教研究能力所选择的邪教追随者们时,战斗策略的攻击与伤害骰增加1,并且在对抗其他目标时减少1。

此能力改变了战斗策略

制裁邪教(Ex):邪教猎人在对抗他使用邪教研究能力所研究的邪教目标们时,策士之击的伤害使用d8。对抗其他目标时,邪教猎人的策士之击使用d4。

此能力改变了策士之击

召唤感知(Su):7级时,邪教猎人在对抗召唤生物时,获得直觉闪避以及精通直觉闪避的好处。

此能力取代了7级的调查员天赋

跨位面驱逐(Sp):13级时,邪教猎人可以获得使用反制混乱反制邪恶反制善良或是反制秩序(使用他的调查员等级做为他的施法者等级,并使用他的智力决定DC)的能力,他可以如同使用类法术能力般的使用它们,牺牲一个今天未使用的5环或是6环的化合练成。他能够任意使用此能力,但这只有他仍然有5环或6环的化合练成位可以花费才可持续。

此能力取代了13级的调查员天赋

出自:Horror Adventure

原文
剧透 -   :
Cult hunters seek out heretical secret societies, purging their ideological taint and banishing summoned servants.

Sense Madness (Ex): A cult hunter adds a bonus equal to 1/2 his class level (minimum +1) on Sense Motive checks, or double that bonus to determine whether a creature suffers from natural or magical insanity.

This ability replaces trapfinding.

Purify Body and Mind (Ex): At 2nd level, a cult hunter gains a +1 bonus on saving throws against compulsions and poisons. This bonus increases to +2 at 5th level and +3 at 8th level. At 11th level, a cult hunter who fails a saving throw against a compulsion or poison can expend 1 use of his inspiration to reroll the saving throw (and his inspiration die, if added to the save). He must accept the result of this second roll, even if it is worse.

This ability replaces poison resistance and poison immunity.

Student of the Beyond (Ex): At 2nd level, a cult hunter gains a bonus equal to 1/2 his class level on Knowledge and Spellcraft checks made to recognize any calling and summoning spells, portals, rifts, and planar travel.

This ability replaces poison lore.

Ambush Defenses (Ex): At 3rd level, a cult hunter gains a +1 insight bonus during a surprise round triggered by his enemies on Reflex saves and to his AC. This bonus increases by 1 for every 3 investigator levels beyond 3rd.

This ability replaces trap sense.

Cultic Study (Ex): A cult hunter can spend 8 hours studying a specific deity or religion to gain a +1 bonus on Bluff, Intimidate, Knowledge, Perception, and Sense Motive checks against followers of that deity or religion and against extraplanar creatures. These bonuses increase by 1 for every 4 investigator levels beyond 4th. If he studies a new deity or religion, the bonuses replace the former bonuses.

This ability replaces swift alchemy.

Cult Combat (Ex): A cult hunter’s bonuses on attack and damage rolls when using studied combat increase by 1 against followers of the cult he chose with his cultic study ability and decrease by 1 against other targets.

This ability alters studied combat.

Cult Strike (Ex): A cult hunter’s studied strike uses d8s for the bonus damage against targets that belong to the cult he’s studied. Against other targets, his studied strike uses d4s for the bonus damage.

This ability alters studied strike.

Summoning Sense (Su): At 7th level, a cult hunter gains the benefits of uncanny dodge and improved uncanny dodge against summoned creatures.

This ability replaces the 7th-level investigator talent.

Extraplanar Expulsion (Sp): At 13th level, a cult hunter can grant himself the ability to use dispel chaos, dispel evil, dispel good, or dispel law as a spell-like ability (using his investigator level as his caster level and his Intelligence to determine the DCs) by sacrificing an unused 5th- or 6th-level extract for the day. He is able to use this ability as many times as he likes, but only so long as he continues to have unused 5thor 6th-level extract slots to expend.

This replaces the 13th-level investigator talent.

巨龙之歌(Wyrm Singer)
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出自:Legacy of Dragons pg. 14

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Wyrm singers spin fragments of the story of the ongoing struggle between noble Apsu and wicked Dahak.

Wyrm Song (Su): A wyrm singer gains the following raging songs.

Draconic Rage (Su): At 1st level, a wyrm singer can kindle an echo of ancient rage felt between warring dragon clans in his allies. This ability acts as inspired rage, except those affected gain a +2 morale bonus on melee attack and damage rolls and a +2 morale bonus on saving throws against paralysis and sleep effects (but they still take a –1 penalty to their AC), rather than inspired rage's normal bonuses. At 4th level and every 4 skald levels thereafter, the song's bonuses on saves against paralysis and sleep effects increase by 1. At 8th and 16th levels, the song's bonus on melee attack and damage rolls increases by 1.

This ability replaces inspired rage.


Wyrm Saga (Su): At 14th level, a wyrm singer embraces the essence of the draconic histories, allowing his allies to manifest aspects of a dragon in their physical forms. The wyrm singer selects a single ally within 60 feet to take on a draconic aspect (as per form of the dragon I) of a type of the wyrm singer's choice. The ally cannot use the breath weapon attack provided by form of the dragon. The wyrm singer must expend 1 round of raging song each round to maintain wyrm saga, and can affect only a single ally at a time.

This ability replaces song of the fallen.


Breath Weapon (Su): At 12th level, once per day as a swift action, a wyrm singer can grant a breath weapon attack to himself or an ally affected by his draconic rage raging song. Using the breath weapon is a standard action, and it affects creatures in a 30-foot cone or a 60-foot line. The breath weapons deals 1d6 points of damage per 2 skald levels the wyrm singer has, and is of an energy type of the wyrm singer's choice (acid, cold, electricity, or fire). Creatures caught in the area can attempt a Reflex save (DC = 10 + 1/2 the wyrm singer's skald level + his Charisma modifier) to halve the damage.

This ability replaces the rage power gained at 12th level.

战争绘师(War Painter)
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出自:Blood of the Beast P.10-11

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The gripplis of the Valashmai Jungle exhibit savage strength for their size—attributed in part to the frightful magical pigments applied to their skin by the tribes’ mystical lore keepers.

Furious Paint (Su): By spending 10 minutes preparing and applying special paints to his or an ally’s skin, a war painter can create patterns that store the effects of one of his raging songs. The war painter must expend 1 or more rounds of his raging song class ability while anointing the ally, and the paint retains its potency until the war painter recovers his daily uses of raging song. The ally can activate the paint as a move action, gaining the benefits of the raging song, including any rage powers as appropriate.

This effect lasts a number of rounds equal to the rounds of raging song the war painter expended + the war painter’s ranks in Craft (calligraphy, paintings, or tattoos)—but no more than double the number of rounds of raging song expended. By halving the remaining number of rounds of raging song, an ally can suspend the paint’s effects as a free action and activate the paint again later as a move action.

A war painter cab apply the effects of any feats that affect bardic performance to his furious paint, except effects that extend the effects of performances, such as the Lingering SongAPG feat. A creature can be subject to only one application of furious paint at a time.

This ability modifies the raging song class feature and does not prevent a war painter from performing other raging songs.


Thousand Totems (Su): At 5th level, a war painter can channel a powerful totem into his furious paints while applying the pigments on an ally. This grants the painted ally the benefits of one additional rage power when the ally activates the furious paints. The war painter does not need to know the rage power, but it must be one for which he qualifies. Furthermore, the war painter can select only a blood rage power (Pathfinder RPG Advanced Class Guide 80) or a totem rage power (Pathfinder RPG Advanced Player’s Guide 74). If the war painter already has a different blood rage or totem rage power that would be applied to the painted ally, this new rage power replaces it and any other rage powers that require it as a prerequisite.

A war painter can use this ability once per day at 5th level, and he gains one additional use at 11th and 17th levels. He can apply this ability multiple times to the same creature, though only to give it rage powers that use the granted rage power as a prerequisite (such as beast totem and greater beast totem).

This ability replaces spell kenning.


Arcane Flourish (Su): At 7th level, once per day as he finishes applying his furious paint to a creature, a war painter can cast one skald spell with a casting time of no more than 1 standard action and infuse the spell into the paint. Once while benefiting from the paint’s raging song, the painted ally can use a standard action to cast the infused spell on herself as if the war painter had cast it. The spell ends when the paint’s other effects end.

A war painter can infuse only a skald spell whose level is at least 2 levels lower than the highest-level skald spell he can cast. He can infuse any targeted spell in a painted ally, even if its range is personal.The war painter can use this ability twice per day at 13th level and three times per day at 19th level.

This ability replaces lore master.

激情政论家(Red Tongue)
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出自:Blood of the Beast P.26

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In the young tengu nation of Kwanlai, politicos argue endlessly over how best to rule and guide a peoplewho have been parasites and vassals to other nationsfor millennia. The tengu tendency toward dramaticf lourishes and rhetoric only complicates this debate,creating an environment in which political clubs ledby hot-blooded firebrands—referred to as red tonguesin polite company—dominate the political scene byswaying emotions in the moment and wielding magic inthe shadows. Many political debates in Hisuikarasu endin violent brawls or daring duels.

Great Orator: A red tongue can activate his raging song performances only by using the Perform (oratory) skill. He must select Perform (oratory) as his versatile performance choice at 2nd level.

This ability modifies the raging song and versatile performance abilities.


Seed of Discord (Su): The fiery outlook of the red tongue imparts instinctual knowledge to invest arcane energy into his proclamations and denouncements. The red tongue gains the following bonus spells known as he reaches the appropriate level to cast each spell: doomAPG (1st), castigateAPG (2nd), charm monster (3rd), denounceAPG (4th), greater command (5th), mass eagle’s splendor (6th).


Rile (Ex): The red tongue is particularly skilled at provoking others to action, even when ignorant on a subject. He adds 1/2 his skald level on Bluff checks to deceive or conceal his motives and on Intimidate checks to improve a creature’s attitude.

This ability replaces bardic knowledge.


Rogue Talents (Ex): At 7th level, the red tongue learns a rogue talent of his choice, treating his skald level as his rogue level. He cannot select a talent that requires or modif ies a class feature he does not have (such as sneak attack), and he must meet all other prerequisites.

For every 5 skald levels beyond 7th, he gains a new rogue talent.

This ability replaces the versatile performance selections normally gained at 7th, 12th, and 17th levels.


Duplicitous Rhetoric (Su): At 7th level, when a redtongue begins a raging song, he can select a singlerogue talent he knows and grant it to all creatures underthe inf luence of his inspired rage. If a rogue talentis limited to a certain number of uses per day, eachcreature affected is limited to a single use and cannotgain additional uses from a raging song for 24hours, even if the red tongue ends his ragingsong and starts again.
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