作者 主题: 【阿泽酱的秘密花园】堆了些奇怪的东西(部分PFS可用)  (阅读 45220 次)

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离线 阿泽

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神之干涉God-Meddled(先知诅咒)
出至 格拉里昂的英雄(Heroes of Golarion pg. 14)
艾布利多斯岛上居住着众多英雄神,他们中的一些人以把凡人卷入自己的纠纷中而闻名。神对你生活的干涉对你产生了奇怪的影响,这些不可预知的力量取决于神的突发奇想。当你被一个神术施法者的法术影响时,奇怪的事件就会发生——不管是好还是坏。每轮一次,当一个生物施展一个目标包括你在内的神术时,投掷1d20并参考下表。这一效果在该施法者的回合结束时开始。这个效果只对你有效,即使其他生物也被包括在法术的目标范围内。5级时,你在抵抗神术的豁免检定上获得+2表现加值。10级时,你免疫困惑。15级时,你在抵抗影响心灵效果的豁免检定上获得+4表现加值。
神之干涉效果
d20
效果
1
你引起了一个相邻敌人的借机攻击。如果没有相邻敌人,距离最近的敌人可以一个自由动
作,向你的方向移动等同于他正常速度的距离。如果多个敌人符合条件,GM决定哪个生
物攻击或移动。这个动作不会引发借机攻击。
2-3
你的移动速度减半1轮。
4-5
你耳聋1轮。
6-7
你被击倒。
8-10
你的体型降低一个等级1轮,如同人类缩小术。
11-13
你的体型提升一个等级1轮,如同人类变巨术。
14-15
决定法术的持续时间时施法者等级获得+1加值,持续1轮。
16-17
与你邻格的生物被推离你所占据空间10英尺。
18-19
你能听懂所有语言1轮。
20
你获得加速术效果持续1轮。
劇透 -   :
God-Meddled
(Heroes of Golarion pg. 14)
 The isle of Iblydos is populated and watched over by hero-gods, some of whom are known for entangling mortals in their own affairs. The gods’ interference in your life has left you with strange, unpredictable powers dependent on divine whim. Bizarre side effects occur whenever you are affected by a spell from a divine caster—for better or for worse. Once per round, when a creature casts a divine spell including you as a target, roll 1d20 and consult the table below. The effect resulting from this roll begins at the end of that enemy’s turn. This effect targets only you, even if other creatures were included as targets of the triggering spell. At 5th level, you gain a +2 competence bonus on saving throws to resist divine spells. At 10th level, you become immune to the confused condition. At 15th level, you gain a +4 competence bonus on saving throws to resist mind-affecting effects.
God-Meddled Effects
d20
Effect
1You provoke an attack of opportunity from one enemy adjacent to you. If no enemy is adjacent, the closest enemy can move its full movement speed in your direction as a free action. If multiple enemies qualify, the GM determines which creature attacks or moves. This movement does not trigger attacks of opportunity.
2-3Your movement speed is halved for 1 round.
4-5You are deafened for 1 round.
6-7You are knocked prone.
8-10You shrink by one size category for 1 round, as reduce person.
11-13You grow by one size category for 1 round, as enlarge person.
14-15Your caster level is treated as 1 higher for the purpose of spell durations for 1 round.
16-17Creatures in squares adjacent to you are pushed 10 feet away from the space you occupy.
18-19You are able to understand all languages for 1 round.
20You gain the benefits of haste for 1 round.
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降神术(Invoke Deity)
来源 《位面冒险》pg. 41
学派:变化系[见下文]
环位:反骑士/圣武士 4,牧师/先知 6,猎人 4,审判者 6,通灵者 4,秘学士 6,战争祭祀 6,女巫 6
施法时间:1轮
成分:语言,姿势,材料(价值1000gp的熏香),法器(价值2500gp符合你神明的宝石圣徽)
距离:个人
目标:自身
持续时间:10分钟/等级

高举圣徽,呼唤神名,神性系于汝身。当你施展这个法术时,选择一个你的神所提供的领域。你可以从下面的列表中获得领域的好处,以及其列出的性质调整;允许豁免的能力使用该法术的DC。在该法术持续期间内的任何时间,你都可以通过维持专注一轮来改变你所获得的领域奖励——这将引起藉机攻击并减少法术的剩余持续时间10分钟。如果你剩余的法术持续时间少于10分钟,你无法以这种方式改变选择的领域。如果你改变了你的领域,所有来自你之前选择领域的持续效果都将结束。
你必须信仰某个神才能施放这个法术,即使你通常并非神术施法者。如果你在这个法术的持续时间内公然违反了你信仰神的戒律,降神术立刻结束,你将被震慑相当于你HD的轮数。降神术与你的神有相同的阵营描述符([混乱],[邪恶],[善良],或[守序])。如果某项能力复制了某个法术效果,它的作用等同于该法术升阶到与你的降神术相同的环级。

气:你变得稀薄而透明。你获得60尺的飞行速度(完美),或者增加你目前的飞行速度30尺——以更高的速度为准。飞行时,你的AC获得+1闪避加值。

动物:你的形态变得兽化。你将获得昏暗视觉、灵敏嗅觉、+6天生防御加值和符合你体型的啮咬攻击。如果你已经具有啮咬攻击,那么该天武伤害所造成的伤害提升一级。你可以随意释放动物交谈。

手艺:你身体的一部分被活塞和齿轮代替。你可以被影响构装体的法术影响(比如完全修复术)。你免疫流血、疾病和毒素,并且你对死亡效果、影响心灵效果和死灵系效果的豁免检定获得+4加值。

混乱:你的肉体混乱地扭曲。你免疫重击伤害和精准伤害(比如偷袭伤害),并且你所使用的武器被视为混乱武器,以克服伤害减免。

魅惑:你会变得极具魅力和说服力。你的魅力获得+6增强加值。

团队:你的声音与群众的声音相互呼应。选择30英尺内的一些生物,它们的数量等于你每3等级一个——你将对他们获得关照术和心灵连线的效果。

黑暗:你的眼睛变成坚实的黑球。你免疫目盲,在任何形式的黑暗中都能清晰视物,即使是幽深黑暗术造成的黑暗。

死亡:你的肉体变得苍白。你同时被正能量和负能量治疗,免疫能量吸取和死亡效果,当生命值被降低到0以下时自动稳定。

毁灭:你周围的空气噼啪作响。你在双手武器的伤害骰上获得+2加值。造成生命值伤害的法术(如果有的话)豁免DC加1。你在击破物品的力量检定获得+4加值,并且当你用近战武器攻击一个目标时,你忽略了该目标的前5点硬度。

土:你的肉体变成石头。你将获得Dr 10/钝击,并且免疫石化效果。

邪恶:你的外表会变得堕落且邪恶。你的重击自动确认,并且你所使用的武器会被视为邪恶武器,以克服伤害减免。

火:你的头发变成火焰。你免疫火焰。每分钟一次,以一个标准动作,你可以发射一束火焰,如同灼热射线(仅限一束)。

荣耀:你端容肃目,铁面无情;你的怒火让亡者归亡。你获得英雄气概和防护邪恶效果,并且你每一轮对不死生物的第一次成功命中的伤害将造成额外的1d6点正能量伤害。

善良:你的外表变得纯洁如同天使。你免疫恐惧与胁迫效果,并且你所使用的武器会被视为善良武器,以克服伤害减免。

医疗:你的身体变得硬朗和健壮。你获得快速医疗3,并且你恢复生命值的法术和职业特性将恢复额外的1d8点生命值。

知识:你被无数翻页的声音包围着。你的智力得到+6增强加值。

秩序:数学符号的迷雾萦绕在你周围。你免疫对敌的变化系效果和所有困惑效果,并且你所使用的武器会被视为秩序武器,以克服伤害减免。

解放:你的身体变得柔软和灵活。你的敏捷获得+6增强加值。

机运:丁丁当当的铃铛声在你周围响起。你的AC和攻击骰、属性检定、豁免检定和技能检定都获得+1的运气加值。作为一个直觉动作,你可以迫使一个10英尺内的生物重投一个d20——你必须在掷出d20的结果揭示之前使用这个能力。每次你使用这个技能时,降神术的剩余持续时间减少10分钟,如果你的法术持续时间少于10分钟,你就不能使用这个能力。

疯狂:你的声音有一种怪异、刺耳的感觉。以一个标准动作,你可以让30英尺内的一个生物陷入疯狂;该生物必须通过意志豁免否则困惑1d4轮。你不能对一个生物在一分钟里使用超过一次。

魔法:你身上散发着魔力。你在对抗敌对法术时获得11 +施法者等级的法术抗力。

高贵:你的声音变得洪亮而专横。作为一个移动动作,你可以向30英尺内的单个生物发出一个命令。该效果如同命令术。

植物:你的外表变得像植物,树叶组成的头发以及绿色皮肤。你免疫麻痹、毒素、变形、睡眠和震慑免疫。

保护:一种保护性能量的光环围绕着你。从以下法术中选择三种:延缓毒发、虚假生命、法师护甲、防护混乱、防护邪恶、防护善良、防护秩序、抵抗能量、护盾术或虔诚护盾;你获得这些法术的防护效果。

安眠:你的眼睛变得纯净、清明。你的感知获得+6增强加值。

符文:你的皮肤上有符文纹身。你的存在不会触发守卫刻纹、徽记法术和类似效果,除非你选择这样做,而且你免疫它们的有害效果。你可以随意使用阅读魔法,并且可以使用你自己的施法者等级而不是卷轴的施法者等级来使用卷轴。

鳞类:你的身体长出鳞片,你的嘴巴长出毒牙。你获得一个符合你体型的啮咬攻击。如果你已经具有啮咬攻击,那么该天武伤害所造成的伤害提升一级。每一个被你咬伤的生物必须通过强韧豁免,否则将恶心1d4轮(如果已经恶心,则反胃1轮);这是一种毒素效果。

力量:你的身体明显地肌肉勃发。你的力量得到+6增强加值。

太阳:你的身体闪耀着太阳的光芒。你免疫目盲与目眩,也不受强光的影响(如灼热光辉、阳光、或闪耀之子的致盲之光),你如同昼明术般发光。会因为阳光而受到伤害或者不适的生物对你的攻击骰会受到-2的减值,并且你对这些生物造成的效果的豁免检定会得到+2的加值。

旅行:当你移动时,你身后会留下模糊的残像。你的体质获得+6增强加值。

诡计:你可以随意改变你的外貌(如隐匿之纱,除了只影响你自己)。改变你的外表是一个迅捷动作。你在唬骗、易容、巧手和潜行检定上获得+4加值。

虚空:你的衣服和头发似乎漂浮在你周围,就好像你漂浮在失重的环境中。你免疫寒冷,不再需要呼吸。你可以舒适地生活在外层空间的深处。

战争:你被战争的声音环绕。你使用你的神祇偏好武器的攻击检定上获得+2洞察加值,并且每次使用你的神祇偏好武器击中敌人时造成的额外1d6点伤害。你可以使用你的神祇偏好武器作为法器或圣徽。

水:你长出鳃、蹼状的手指和其他鱼鳞特征。你获得40尺的游泳速度,可以在水下呼吸,并忽视通常水下战斗带来的伤害与命中惩罚。

天气:你的头发和衣服经常被风吹动,环绕你的闪电发出噼啪声。你不会由于自然天气而承受惩罚、伤害、能见度下降或其他效果。你免疫闪电伤害,并且你的召雷术和召唤雷暴法术效果上视为你正身处室外,且处于风雨交加的区域。
劇透 -   :
Invoke Deity
Source Planar Adventures pg. 41
School:transmutation [see text]
Level :antipaladin 4, cleric 6, hunter 4, inquisitor 6, medium 4, occultist 6, oracle 6, paladin 4, ranger 4, warpriest 6, witch 6
Casting Time: 1 round
Components:V, S, M (incense worth 1,000 gp), F (a bejeweled holy symbol of your patron deity worth 2,500 gp)
Range:personal
Target:you
Duration:10 minutes/level

By holding aloft a holy symbol and calling your deity’s name, you take on an aspect of that divinity. When you cast this spell, choose a domain offered by your deity. You gain that domain’s benefits from the list below, along with the listed physical changes; abilities that allow a saving throw use this spell’s DC. At any point during the duration of this spell, you can change which domain benefit you gain by concentrating for 1 round—this provokes attacks of opportunity and reduces the remaining duration of the spell by 10 minutes. If you have less than 10 minutes of the spell’s duration remaining, you cannot change the selected domain in this way. If you change your domain, all ongoing effects from your previously chosen domain end.

You must worship a single divinity in order to cast this spell, even if you do not normally cast divine spells. If you perform an action that blatantly violates your deity’s precepts while under this spell’s effects, invoke deity immediately ends and you are stunned for a number of rounds equal to your Hit Dice. Invoke deity has the same alignment descriptors ([chaotic], [evil], [good], or [lawful]) as your deity’s alignment. If an ability duplicates a spell, it functions as that spell heightened to a level equal to your invoke deity spell.

Air: You become wispy and translucent. You gain a fly speed of 60 feet with perfect maneuverability, or you increase your current fly speed by 30 feet—whichever results in a faster speed. While flying, you gain a +1 dodge bonus to your AC.

Animal: Your form becomes bestial with animalistic features. You gain low-light vision, scent, a +6 natural armor bonus, and a bite attack that deals damage as normal for a creature of your size. If you already have a bite attack, the damage increases as if you increased one size category. You can use speak with animals at will.

Artifice: Parts of your body are replaced by pistons and gears. You can be affected by spells that specifically affect constructs (such as make whole). You are immune to bleed, disease, and poison effects, and you gain a +4 bonus on saving throws against death effects, mind-affecting effects, and necromancy effects.

Chaos: Your flesh churns and swirls chaotically. You are immune to additional damage from critical hits and precision damage (such as sneak attack damage), and weapons you wield count as chaotic for the purpose of overcoming damage reduction.

Charm: You become overwhelmingly attractive and persuasive. You gain a +6 enhancement bonus to Charisma.

Community: Your voice echoes with the sound of multitudes. Select a number of creatures within 30 feet equal to your level divided by three—you gain the effects of status and telepathic bond with those creatures.

Darkness: Your eyes become solid black orbs. You become immune to blindness and can see perfectly in darkness of any kind, even that created by a deeper darkness spell.

Death: Your flesh becomes pallid. You are healed by both positive and negative energy, are immune to energy drain and death effects, and automatically stabilize when reduced below 0 hit points.

Destruction: The air around you crackles. You gain a +2 bonus on damage rolls with two-handed melee weapons. Spells you cast that cause hit point damage have their save DCs (if any) increased by 1. You gain a +4 bonus on Strength checks to break objects, and you ignore the first 5 points of hardness any object has when you attack it with a melee weapon.

Earth: Your flesh becomes stony. You gain DR 10/bludgeoning and are immune to petrification effects.

Evil: Your appearance becomes corrupted and fiendish. You automatically confirm critical hits, and weapons you wield count as evil for the purpose of overcoming damage reduction.

Fire: Your hair ignites into flames. You are immune to fire. As a standard action once per minute, you can fire a ray of flame, as per scorching ray (limit one ray).

Glory: Your countenance becomes stern and implacable, and your wrath devastates the undead. You gain the benefits of heroism and protection from evil, and your first successful attack each round against an undead target deals an additional 1d6 points of positive energy damage.

Good: Your appearance becomes pristine and angelic. You are immune to fear and compulsion effects, and weapons you wield count as good for the purpose of overcoming damage reduction.

Healing: Your appearance becomes hale and hearty. You gain fast healing 3, and your spells and class features that restore hit points each restore an additional 1d8 hit points.

Knowledge: You are surrounded by the sound of numerous turning pages. You gain a +6 enhancement bonus to Intelligence.

Law: A haze of mathematical symbols hovers around you. You are immune to hostile transmutation effects and all confusion effects, and weapons you wield count as lawful for the purpose of overcoming damage reduction.

Liberation: Your form becomes lithe and flexible. You gain a +6 enhancement bonus to Dexterity.

Luck: The faint sound of tinkling bells plays around you. You gain a +1 luck bonus to your Armor Class and on attack rolls, ability checks, saving throws, and skill checks. As an immediate action, you can force a single creature within 10 feet to reroll a single d20 it just rolled—you must use this ability before the results of the d20 roll are known. Each time you use this ability, the remaining duration of invoke deity decreases by 10 minutes, and you can’t use this ability if you have less than 10 minutes remaining of the spell’s duration.

Madness: Your voice takes on an eerie, grating quality. As a standard action, you can inflict madness on a creature within 30 feet; that creature must succeed at a Will save or become confused for 1d4 rounds. You cannot target a creature more than once a minute with this effect.

Magic: You shimmer with magical power. You gain spell resistance equal to 11 + your caster level against hostile spells.

Nobility: Your voice becomes resonant and imperious. As a move action, you can issue one order to a single creature within 30 feet. This effect functions as if you had cast the spell command.

Plant: Your appearance becomes plantlike, with leafy hair and green skin. You become immune to paralysis, poison, polymorph effects, sleep effects, and stunning.

Protection: An aura of protective energy surrounds you. Select three of the following spells: delay poison, false life, mage armor, protection from chaos, protection from evil, protection from good, protection from law, resist energy, shield, or shield of faith; you gain the protective benefits of those spells.

Repose: Your eyes become pure, bleak white. You gain a +6 enhancement bonus to Wisdom.

Rune: Your skin is marked with runic tattoos. Your presence does not trigger the effects of glyphs of warding, symbol spells, and similar effects unless you choose to, and you are immune to their harmful effects. You can use read magic at will and can resolve the effects of scrolls using your own caster level rather than the scroll’s caster level.

Scalykind: Your flesh becomes squamous, and your mouth grows venomous fangs. You gain a bite attack that deals damage as normal for a creature of your size; if you already have a bite attack, the damage increases as if you had increased one size category. Each creature you bite must succeed at a Fortitude save or become sickened for 1d4 rounds (or if already sickened, staggered for 1 round); this is a poison effect.

Strength: Your body visibly ripples with muscle. You gain a +6 enhancement bonus to Strength.

Sun: Your form blazes with solar light. You are immune to blindness, the dazzled condition, and all effects generated by powerful light (such as searing light, sunray, or the blinding light of a shining child), and you radiate light as the daylight spell. Creatures that are harmed or hindered by sunlight take a –2 penalty on attack rolls against you, and you gain a +2 bonus on saving throws against effects originating from such creatures.

Travel: Faint afterimages trail behind you when you move. You gain a +6 enhancement bonus to Constitution.

Trickery: Your appearance changes as you desire (as veil, except affecting only yourself). Changing your appearance is a swift action. You gain a +4 bonus on Bluff, Disguise, Sleight of Hand, and Stealth checks.

Void: Your clothes and hair seem to float about you, as if you were adrift in a weightless environment. You are immune to cold damage and no longer need to breathe. You can exist comfortably in the depths of outer space.

War: You are surrounded by the sounds of battle. You gain a +2 insight bonus on attack rolls with your deity’s favored weapon and deal an additional 1d6 points of damage with your deity’s favored weapon each time you hit a foe. You can use your deity’s favored weapon as a divine focus or holy symbol.

Water: You gain gills, webbed fingers, and other ichthyic features. You gain a swim speed of 40 feet, can breathe water, and ignore the usual penalties on weapon attack and damage rolls from fighting underwater.

Weather: Your hair and clothing are constantly wind-tossed, and you crackle with electricity. You do not take penalties or damage or suffer from reduced visibility or other effects due to natural weather. You are immune to electricity damage, and your call lightning and call lightning storm spells and effects always function as though called outdoors in stormy weather.
« 上次编辑: 2020-11-30, 周一 11:09:13 由 阿泽 »

           地 出     大 自 能
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【海洋之血】先知诅咒选项
« 回帖 #12 于: 2020-04-22, 周三 17:50:58 »
歌之誓缚(Song-Bound)人鱼限定
来源海洋之血 pg. 12
当你说话时,你会被迫大声唱出来。即使简短的话语也要由一段旋律或简单和弦表达。你不能高声言语,尽管你可以选择不说话。你每日能够进行破咒曲吟游表演(仅可使用表演[演唱] )等同于你先知等级的轮数。如果你获得了吟游表演职业特性,这些轮数独立于你获得的任何其他吟游表演轮数之外,但是它们只能用于破咒曲吟游表演。在第5级,将命令术(command)以及暗示术(suggestion)加入到你的已知法术列表中。10级时,所有你创造的基于语言的法术效果额外+1DC。在第15级,将高等命令术(greater command)以及群体暗示术(mass suggestion)加入到你的已知法术列表中。
劇透 -  原文:
Song-Bound(Merfolk only)
Source Blood of the Sea pg. 12
Whenever you speak, you are compelled to sing loudly, and you draw out even short utterances with vocal scales or simple melodies. You cannot speak in less than a loud voice, although you may choose not to speak. You can perform the countersong bardic performance (using Perform [sing] only) for a number of rounds per day equal to your oracle level. If you gain the bardic performance class feature, these rounds are in addition to any other bardic performance rounds you gain, but they can be used only for the countersong bardic performance. At 5th level, add command and suggestion to your list of spells known. At 10th level, add 1 to the difficulty class of saving throws against language-dependent spells you cast. At 15th level, add greater command and mass suggestion to your list of spells known.
« 上次编辑: 2020-04-22, 周三 17:53:36 由 阿泽 »

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监察者仪典(Monitor Obedience)
来源均衡之敌 pg. 3
你以每日的祈祷和祭献侍奉某位半神监察者,而祂则赋予你特殊的恩宠。
先决条件:知识(位面)3级,信仰某位半神监察者(monitor demigod)
专长效果:每位monitor demigod都要求不同的遵从方式,但都只花费1小时。完成了该仪式便能享受对应的益处。如果你拥有12个HD,你获得该monitor demigod的第一重赐福,16个HD时获得第二重,20个HD时获得第三重。除非特别注明,赐福是恒效的。
如果未能执行遵从仪式,你失去其益处和赐福直至下次执行该仪式。
劇透 -  原文:
Monitor Obedience
Source Concordance of Rivals pg. 3
Your daily prayer and minor sacrifices to a particular monitor demigod grant you special boons.
Prerequisites: Knowledge (planes) 3 ranks, must worship a monitor demigod.
Benefit: Each monitor demigod requires a different obedience, but all obediences take only 1 hour to perform. Once you've performed the obedience, you gain the benefit of a special ability or resistance as indicated in the Obedience entry for the demigod.
If you have at least 12 Hit Dice, you also gain the first boon granted by your monitor demigod upon undertaking your obedience. If you have at least 16 Hit Dice, you also gain the monitor demigod's second boon. If you have 20 Hit Dice or more, you also gain the monitor demigod's third boon. Unless a boon lists a specific duration or number of uses per day, its effects are constant.
If you ever fail to perform a daily obedience, you lose access to the benefits and boons granted by this feat until you next perform the obedience.
« 上次编辑: 2020-04-27, 周一 20:10:54 由 阿泽 »

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宝座琉璃(Throneglass)
来源   尘蒙昔日之后 pg. 49

阿兹兰特皇宫(the Imperial Palace)是一座传说中的建筑,有着经典的阿兹兰蒂式建筑构造,包括一个著名的天窗,它由一层魔法特制的玻璃制成,坚如钢铁。虽然这种绿色的物质坚固异常,但它仍然无法抵挡星陨(Earthfall)的冲击。当流星把整个大陆撕成碎片的时候,一颗流星直接击中了那座建筑,天窗化作无数碎片。多年后,当幸存者调查这些残骸时,他们发现这些材料仍能保持其耐久性,一些人将这些绿色的碎片制成武器,称这种材料为宝座琉璃。

The Knights of the Ioun Star尤其擅长将这些残余制成强力的武器,特别是在他们获取并了解了宝座琉璃的能力之后。这种材料通常被锻造成近战武器,尽管理论上可以用于其他用途。

宝座琉璃是一种特殊的材料,和钢铁一样坚固,同时也为持有者提供了对抗敌人心灵能力的保护。当一个生物使用由宝座琉璃制造的近战武器,并成功豁免生物的心灵或影响心灵的效果时,该武器将储存部分能量并为未来的攻击保存。宝座琉璃武器可以储存的轮数等同于该法术环级的能量,如果该效果不是法术或类法术能力,则可以储存该生物CR的一半的轮数。如果该武器在仍充盈此能量的情况下击中目标,它将向目标注入一股毁灭性的能量场,持续1轮。在重击时,能量场的影响效果将持续等于武器暴击倍数的轮数。当目标受到该力场的影响时,他必须通过一次专注检定(DC = 15 +法术等级的两倍)才能施展使用任何法术或类法术能力(以及其他需要的专注检定的能力)。如果检定失败,受影响生物的法术或类法术能力将被浪费。用宝座琉璃制作的小型或中型武器需要额外支付13000金币。
劇透 -   :
Throneglass
Source Pathfinder #126: Beyond the Veiled Past pg. 49

The Imperial Palace in Azlant was a fabulous building that featured classic Azlanti architecture, including a famous skylight made of a single sheet of magically treated glass as durable as steel. Though the green-tinted substance was sturdy, it was still no match for the onslaught of Earthfall. As the meteors tore the continent to pieces, a direct hit razed the building, shattering the skylight. Years later, as survivors surveyed the damage, they discovered that the material had retained its durability and some manufactured the green shards into weapons, calling the material throneglass.

The Knights of the Ioun Star were the most proficient in turning these remnants into potent weapons, especially after they unlocked and understood throneglass’s abilities. The material is typically forged into melee weapons, though it theoretically could be used for other functions.

Throneglass is a special material as strong as steel that also provides the bearer with protection against an opponent’s psychic abilities. When a creature wielding a melee weapon made of throneglass succeeds at a saving throw against a psychic or mind-affecting effect from a creature, the weapon stores some of that energy and holds it for a future attack. A throneglass weapon can store this energy for a number of rounds equal to the level of the spell, or half the creature’s CR if the effect wasn’t a spell or spell-like ability. If the weapon hits a creature while still holding this energy, it suffuses the target with a disruptive field for 1 round. On a critical hit, the disruptive field effect instead lasts for a number of rounds equal to the weapon’s critical multiplier. While affected by this field, a target must succeed at a concentration check (DC = 15 + twice the spell’s level) to cast any spell or spell-like ability (in addition to any other required concentration checks). If the check is failed, the affected creature’s spell or spell-like ability is wasted. A Small or Medium weapon made of throneglass costs an additional 13,000 gp.

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圣银(Sunsilver)
来源   《冒险家的武器库2》 pg. 29
使用圣银制成的的武器任何情况下都视为炼银武器。并且免疫锈蚀效果,这包括锈蚀怪的特殊能力、锈蚀爪法术和其他类似的效果。亮银武器总是视为精制品——常见的亮银武器一般是弯刀或长剑。列出价格中已经包含了精制品部分。

圣银是一种高级的炼金术银,是帕迪沙帝国战争铁匠们的骄傲。使用圣银制成的的武器任何情况下都视为炼银武器。非金属制的或只有部分是金属制的物品 不能使用圣银制造 。(例如,弯刀或胸甲可以用圣银制成,而木棍或革甲则不可。)此外,由sunsilver圣银制作的物品免疫锈蚀效果(如锈蚀爪)。当在明亮的光照环境下时,一个由圣银制成的盾牌或盔甲会发出明亮的光,穿戴者可以一个移动动作将光反射到附近的敌人身上。当她这么做时,与穿戴者相邻的生物必须在通过DC 12强韧豁免,否则将被目眩一轮。

圣银武器和防具始终为精制品。要确定一个圣银物品的价格,在该物品的精制品的价格上增加每磅25金币。每英寸厚的圣银有10点生命值和硬度为8。
劇透 -   :
Sunsilver
Source Source Adventurer's Armory 2 pg. 29

An advanced form of alchemical silver, sunsilver is the pride of the Padishah Empire’s war smiths. A weapon made of sunsilver counts as alchemical silver for all purposes. Items not primarily made of metal are not meaningfully affected by being partially made of sunsilver. (For example, a scimitar or breastplate can be made of sunsilver, while a quarterstaff or hide armor cannot.) In addition, items made of sunsilver are immune to rust effects (such as rusting grasp). While in an area of bright light, a shield or suit of armor made of sunsilver shines brightly, allowing the wearer to reflect light at nearby foes as a move action. When she does so, creatures adjacent to the wearer must succeed at a DC 12 Fortitude save or be dazzled for 1 round.

Armor and weapons made of sunsilver are always masterwork. To determine the price of a sunsilver item, add 25 gp per pound to the price of a masterwork version of that item. Sunsilver has 10 hit points per inch of thickness and hardness 8.

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魅惑精类(Charm Fey)
来源 《第一世界,精类国度》 pg.12
学派:惑控系 (魅惑) [影响心灵]
环位:奥能师/术士/法师 1,吟游诗人/歌者 1
施法时间:1个标准动作
成分:语言,姿势
距离:近距
目标:一个精类
持续时间:1小时/等级
豁免:
法术抗力:
该法术的功能如同‘魅惑人类 (Charm Person)’一般,不过它影响的是一只精类生物。

劇透 -  原文:
Charm Fey
Source The First World, Realm of the Fey pg. 12
School enchantment (charm) [mind-affecting];Level arcanist 1, bard 1, skald 1, sorcerer 1, wizard 1

Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target one fey creature
Duration 1 hour/level
Saving Throw Will negates; Spell Resistance yes

This spell functions as charm person, except it affects a fey instead of a humanoid.

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呵斥(Chastise)
来源 《派系指南》 pg.61
学派:变化系
环位:奥能师/术士/法师 1,吟游诗人/歌者 1,红螳螂杀手 1
施法时间:1个标准动作
成分:语言
距离:个人
目标:自身
持续时间:1分钟/等级

你在唬骗、交涉和威吓检定上获得+5加值,以让听众相信,如果他们不按照你的要求去做,他们的上司或法律会给他们带来麻烦。

这个咒语常被鹰骑士们使用,虽然该法术并非由他们创造;地狱骑士们也广泛使用它来收集信息和促进合作。
劇透 -  原文:
Chastise
Source Faction Guide pg. 61
School transmutation;Level arcanist 1, bard 1, red mantis assassin 1, skald 1, sorcerer 1, wizard 1

Casting Time 1 standard action
Components V
Range personal
Target you
Duration 1 minute/level


You gain a +5 bonus on Bluff, Diplomacy, and Intimidate checks to convince a listener that they will get in trouble with their superiors or with the law if they don’t do what you ask.

This spell is primarily used by the Eagle Knights, though they did not create it; Hellknights also use it extensively to gather information and foster cooperation.

« 上次编辑: 2021-01-22, 周五 15:38:05 由 阿泽 »

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莺歌燕舞(Songbird)
来源 《位面冒险》 pg.44
学派:咒法系[善良]
环位:奥能师/术士/法师 1,吟游诗人/歌者 1,战争祭祀 1,异能者 1,牧师/先知 1 ,催眠术 1,圣武士 1
施法时间:1个迅捷动作
成分:姿势
距离:个人
目标:自身
持续时间:1轮
你召唤出来自极乐园野、七重天堂或涅槃桃源的令人振奋的音乐来配合你的表演。

如果您在尝试表演检定的同一轮中使用了该法术, 它将作为伴奏并在该次检定上给予+3加值。

如果你在激活一个吟游诗人表演的同一回合中使用了该法术,那么这一回合的吟游诗人表演不计入你当天可用的全部吟游诗人表演轮数中。

如果你在施放一个具有音波描述符的法术的同一回合中施放了该法术,这个法术的豁免DC增加1。
劇透 -  原文:
Chastise
Source Planar Adventures pg. 44
School conjuration [good];Level arcanist 1, bard 1, cleric 1, mesmerist 1, oracle 1, paladin 1, psychic 1, skald 1, sorcerer 1, warpriest 1, wizard 1

Casting Time 1 swift action
Components S
Range personal
Target you
Duration 1 round

You conjure uplifting music from the wilds of Elysium, Heaven, or Nirvana to bolster other musical activities.

If you cast songbird during the same round in which you attempt a Perform check, songbird acts as accompaniment and grants a +3 bonus on that Perform check.

If you cast songbird in the same round in which you activate a bardic performance, that round of bardic performance does not count against your total rounds of bardic performance available for the day.

If you cast songbird in the same round in which you cast a spell with the sonic descriptor, that spell’s save DC increases by 1.
« 上次编辑: 2020-08-16, 周日 16:07:15 由 阿泽 »

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爆裂幽影(Blast Shadow)
爆裂幽影 CR 5
来源 探索者#122 进入破碎之地,pg.21;探索者#15 末日回响,pg.82
XP 1,600
混乱邪恶 中型不死生物 (火系亚种)
先攻 +9; 感官 黑暗视觉 60 尺; 察觉 +12

防御能力
AC 18, 接触 14, 措手不及 14 (+4 敏捷, +4 天生)
hp 60 (8d8+24)
强韧 +5, 反射 +6, 意志 +7
免疫 火焰, 不死生物特性
弱点 寒冷易伤

攻击能力
速度 40 ft.
近战 2 爪抓 +11 (1d8+2 附带 1d6 火焰)
特殊攻击 烟火缭绕, 死亡爆裂

属性
力量 15, 敏捷 18, 体质 —, 智力 10, 感知 13, 魅力 16
基础攻击 +6; CMB +8; CMD 22
专长 战斗反射, 精通先攻, 武器娴熟, 武器专攻 (爪抓)
技能 特技 +12, 攀爬 +13, 察觉 +12, 隐匿 +15
语言 阿兹兰特语

特殊能力
烟火缭绕(Su,Cloud of Smoke and Fire) 以一个迅捷动作,爆裂幽影让灼烧生者的烟云环绕自己。当该能力生效时,爆裂幽影获得隐蔽效果,所有5尺内的生物每轮受到1d6点火焰伤害。如果爆裂幽影受到寒冷伤害,此烟云将被驱散,并且在1d6轮内无法再次激活。

死亡爆裂 (Su,Death Burst) 当爆裂幽影的生命值降低到0或更少时,它会爆发出火焰冲击波。所有30尺内的生物受到5d6点火焰伤害(反射DC17减半)。豁免DC基于魅力。

Nethys注: 爆裂幽影没有描述。以下转摘至探索者#15 末日回响(Pathfinder #15: The Armageddon Echo)

被火烧死是一种可怕的命运,但更糟糕的是死于一场炙焰天灾。虽然大多数生物都会被这样的大火焚毁,但其中的部分则被注入了可怕力量得以苏醒,并再次站起化作爆裂幽影。这些不死生物在历经地狱之后继续徘徊于世,试图将他们的痛苦传播给活着的人。爆裂幽影停留在孕育它们的废墟之中,等待着受害者的到来和灾难的消息。只有这样,他们才会从阴影中走出,让他们近距离感受它们的恐怖。

爆裂幽影通常拥有着其生前的外貌,尽管它们因为死亡变得焦黑且枯萎。爆裂幽影的重量通常不超过60磅,身高与其生前种族相类似,和带有肉屑和毛发粘连在焦骨上的人形骨架差不多。

创建爆裂幽影
爆裂幽影通常诞生于魔法灾祸之中,但也可以人为制造。火焰魔法的使用者,火焰邪神的崇拜者,以及渴望通过燔祭获取力量的人都喜欢这些恐怖的不死生物。一个14级或等级更高的施法者可以使用 唤起死灵 (Create Undead)来制造一个爆裂幽影。除了法术的正常成分外,施法者必须使用因火焰法术或效果而死亡的生物的身体。该法术必须能影响某个区域,灼热射线 (Scorching Ray)不行,但火球术 (Fireball)可以。该生物在被施放唤起死灵前死亡时间不超过24小时。以这种方式制造的爆裂幽影忠于他们的创造者,但那些由死亡爆裂产生的爆裂幽影不受任何人控制。

爆裂幽影变体
虽然大多数爆裂幽影是通过火焰产生的,但也有一些是特别的存在。下面的变种与标准的爆裂幽影有着不同的能力。

酸蚀幽影(Acid Shadow): 用酸雾术(acid fog)或类似效果制造而成,酸蚀幽影的爪抓、云雾与死亡爆裂能力造成强酸伤害而不是火焰伤害。并且酸蚀幽影的云雾不会提供掩蔽效果,但是如何攻击酸蚀幽影的武器都会受到2d6点强酸伤害。

冻寒幽影(Freezing Shadow): 那些死于超自然寒冷的人,比如由控制天气(control weather)造成的寒冷,有时会变成冻寒幽影。冻寒幽影的爪抓、云雾和死亡爆裂造成的是寒冷伤害而不是火焰伤害。冻寒幽影可以在冰雪中移动而不受惩罚。

电爆幽影(Lightning Shadow): 这些亡灵诞生于可怕的闪电风暴之中,比如那些通过召唤雷暴 (Call Lightning Storm)和复仇风暴 (Storm of Vengeance)而显现的亡灵。电爆幽影的爪爪、云雾和死亡爆裂造成闪电伤害而不是火焰伤害。电爆幽影的云雾不提供隐藏效果,但任何使用金属武器攻击电爆幽影的人将受到1d6点闪电伤害。
劇透 -  原文:
Blast Shadow
Blast Shadow CR 5
Source Pathfinder #122: Into the Shattered Continent pg. 21, Pathfinder #15: The Armageddon Echo pg. 82
XP 1,600
CE Medium undead (fire)
Init +9; Senses darkvision 60 ft.; Perception +12

Defense

AC 18, touch 14, flat-footed 14 (+4 Dex, +4 natural)
hp 60 (8d8+24)
Fort +5, Ref +6, Will +7
Immune fire, undead traits
Weaknesses vulnerable to cold

Offense

Speed 40 ft.
Melee 2 claws +11 (1d8+2 plus 1d6 fire)
Special Attacks cloud of smoke and fire, death burst

Statistics

Str 15, Dex 18, Con —, Int 10, Wis 13, Cha 16
Base Atk +6; CMB +8; CMD 22
Feats Combat Reflexes, Improved Initiative, Weapon Finesse, Weapon Focus (claw)
Skills Acrobatics +12, Climb +13, Perception +12, Stealth +15
Languages Azlanti

Special Abilities

Cloud of Smoke and Fire (Su) As a swift action, a blast shadow can surround itself with a cloud of smoke that burns living flesh. While this ability is active, the blast shadow gains concealment, and all living creatures within 5 feet take 1d6 points of fire damage per round. If the blast shadow takes any cold damage, this cloud is dispelled and can’t be activated again for 1d6 rounds.

Death Burst (Su) When a blast shadow is reduced to 0 or fewer hit points, it explodes in a blast of flame. All creatures within 30 feet take 5d6 points of fire damage (Reflex DC 17 half). The save DC is Charisma-based.
Description
Nethys Note: The blast shadow was not given a description. The following is reprinted from its entry in Pathfinder #15: The Armageddon Echo

Death by fire is a horrible fate, but far worse is death by a fiery apocalypse. While most are incinerated by such conflagrations, others are infused with the energy of that terrible act and rise again as blast shadows. These undead creatures linger on after the inferno, seeking to spread their pain to the living. Blast shadows haunt the wastelands that spawned them, waiting for victims to come and learn of the catastrophe. Only then do they strike out from the shadows to show them the horrors up close.

Blast shadows typically have the form of the creatures they were in life, though scorched and withered by their fiery deaths. Little more than humanoid skeletons with bits of flesh and hair fused to charred bones, blast shadows usually weigh little more than 60 pounds, and stand at a height typical for the race of which they were formerly members.

Creating a Blast Shadow
Blast shadows usually spawn as the result of a magical catastrophe, but can also be artificially created. Pyromaniac magic users, worshipers of evil fire deities, and the servants of powers that crave burnt offerings favor these undead horrors. A spellcaster of 14th level or higher can create a blast shadow using create undead. In addition to the normal components of the spell, the spellcaster must use the body of a creature that died as a result of a fire spell or effect. The spell must be one that affects an area. Scorching ray is not sufficient, but fireball is. The creature must have died within 24 hours of the casting of create undead. Blast shadows created in this way are loyal to their creator, but those created by a death burst are beholden to no one.

Variant Blast Shadows
Although most blast shadows are created through fire, others are known to exist. The following variants have different abilities than the standard blast shadow.

Acid Shadow: Created using an acid fog or similar effect, the claws, cloud, and death burst of an acid shadow deal acid damage instead of fire damage. The cloud of an acid shadow does not grant concealment, but any weapon that strikes an acid shadow takes 2d6 points of acid damage.

Freezing Shadow: Those who die from supernatural cold, such as the cold created by control weather, sometimes rise as freezing shadows. The claws, cloud, and death burst of a freezing shadow deal cold damage instead of fire damage. A freezing shadow can move across ice and snow without penalty.

Lightning Shadow: These undead are created through terrible lightning storms, such as those manifested by call lightning storm and storm of vengeance. The claws, cloud, and death burst of a lightning shadow deal electricity damage instead of fire damage. The cloud of a lightning shadow does not grant concealment, but anyone who strikes a lightning shadow with a metal weapon takes 1d6 points of electricity damage.
« 上次编辑: 2020-07-07, 周二 21:29:57 由 阿泽 »

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