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【第三章】圣武士(Paladin)
« 于: 2018-08-06, 周一 16:43:37 »
圣武士(Paladin)

你是正义的勇士,善良与秩序神祇的神圣代言人,身披准则与约束的斗篷,去为无辜者送上毋容置疑的希望。你能够自如地给予盟友与无辜群众坚不可摧的防御,而在惩戒恶徒的时刻来临时,你也能运用神圣之力终结他们的罪行。你的献身还吸引了一位神圣的灵魂,它将在你的旅途中与你并肩作战。其他人期待着你能够遵循你的行为准则,相信着你曾许下的诺言。

使用圣武士(Playing a Paladin)
圣武士角色玩家可能以如下的方式进行游戏。
引用
•在战斗中,你会直面敌人并仔细调整自己的站位以保护盟友。
•在社交遭遇中,你就是希望之声,总是尽力寻求和平的解决方式,令大家团结一致并最终产生一个对所有人来说都算圆满的结果。
•在探索模式中,你会克服精神与肉体的双重阻碍,在必要时绝不会假惺惺地指责伙伴们的缺点,而是以你的行动和指导给予他们鼓舞和激励。
•在休整期中,你会花费许多时间去进行慈善工作和实现准则中的信条,但这并不意味着你没有时间从事工艺活动或满足个人兴趣。

扮演圣武士(Roleplaying a Paladin)
圣武士是正义的守护者,担当着抗击邪恶势力的神圣代言人。
如果你是一个圣武士,你很可能……
引用
•相信希望永在,邪恶终将被彻底击溃,无论胜算有多么渺茫。
•知晓目的并不能证明行为的正当性,因为恶行自会令罪孽滋长。
•拥有强烈的正义感,而在得知政治腐败导致司法不公时会感到无比的受挫。
其他的人可能……
引用
•认为你是一个顽固不化的自律者,坚持遵循每一项规则并且丝毫不愿妥协。
•担心你会在暗地里因为不符合你那苛刻的标准而轻视他人。
•猜想你是被迫以慈善的名义去提供那些免费援助的。
•将你视作希望的道标,尤其是在紧急时刻。
•知晓你曾宣誓绝不说谎,因而能够相信你的诺言。


关键属性
力量

生命值
10加上你的体质调整值。

熟练
觉察
受训

豁免
在强韧上为专家
在反射上为受训
在意志上为专家

技能
在等于4加上你的智力调整值项技能上受训。

武器
在所有简易和军用武器上受训。

防具
在所有护甲和盾牌上受训。

标志技能
运动
手艺
交涉
宗教


劇透 -  原文,成为圣武士:
Paladin

You are a champion of justice, a holy servant of a good and lawful deity who takes up the mantle of a restrictive code to provide certainty and hope to the innocent. You have powerful defenses that you share freely with your allies and innocent bystanders, but when the time comes to punish the wicked, you use your holy power to end the threat of evil. Your devotion also attracts the attention of holy spirits who aid you on your journey. Others can count on you to adhere to your code of conduct, and they trust you at your word.


Playing a Paladin

Players of paladin characters might approach gameplay in the following ways:
• During combat, you get into the enemy’s face while carefully positioning yourself to protect your allies.
• During social encounters, you are a voice of hope, striving to reach a peaceful solution that strengthens bonds and yields good results for all.
• In exploration mode, you overcome barriers both physical and spiritual, providing inspiration to your allies through your actions and guidance when requested, rather than sanctimoniously preaching about their shortcomings.
• In downtime mode, you spend much of your time on charity work and fulfilling the tenets of your code, but that doesn’t mean there isn’t time to take up a craft or hobby.


Roleplaying a Paladin

Paladins are champions of justice, acting as agents against the forces of evil.
IF YOU’RE A PALADIN, YOU LIKELY...
• Believe there is always hope for good to triumph over evil, no matter how grim the odds.
• Know the ends don’t justify the means, since evil acts increase the power of evil.
• Have a strong sense of justice and are incredibly frustrated when political corruption leads to a miscarriage of justice.
OTHERS PROBABLY...
• Believe you an inflexible martinet devoted to every rule and unwilling to compromise.
• Worry you secretly despise them for not living up to your impossible standard.
• Assume you are forced to perform any favor free of charge in the name of charity.
• See you as a symbol of hope, especially in a time of great need.
• Know that you’ve sworn an oath not to lie and that they can take you at your word.


KEY ABILITY
Strength
HIT POINTS
10 plus your Constitution modifier
PROFICIENCIES
Perception
Trained
Saving Throws
Expert in Fortitude
Trained in Reflex
Expert in Will
Skills
Trained in a number of skills equal to
4 plus your Intelligence modifier
Weapons
Trained in all simple and martial weapons
Armor
Trained in all armor and shields
SIGNATURE SKILLS
Athletics
Crafting
Diplomacy
Religion

引述: 表3-16:圣武士成长
你的等级职业特性
1族裔专长,背景,勇士威能,行为准则,神赐武器,初始熟练,圣武士专长,报应打击
2圣武士专长,技能专长
3通用专长,正义盟军,技能提升
4圣武士专长,技能专长
5属性提升,族裔专长,技能提升,武器专家
6圣武士专长,技能专长
7坚毅装甲,通用专长,技能提升
8圣武士专长,技能专长
9族裔专长,神圣制裁,技能提升
10属性提升,圣武士专长,技能专长
11审判灵光,通用专长,技能提升
12圣武士专长,技能专长
13族裔专长,护甲大师,技能提升
14圣武士专长,技能专长
15属性提升,族裔专长,技能提升,武器大师
16圣武士专长,技能专长
17族裔专长,传奇装甲,技能提升
18圣武士专长,技能专长
19通用专长,英雄不屈,技能提升
20属性提升,圣武士专长,技能专长



职业特性(Class Features)
作为一名圣武士,你获得如下这些能力。于更高等级获得的能力会在该特性的名字之后列出所需等级。

行为准则(Code of Conduct)
圣武士乃是一名神祇的神圣勇士。你必须处于守序善良阵营,并且信仰一位接纳守序善良信徒的神祇。72页可以查阅神祇的列表。任何从根本上违背你的神祇阵营或思想的行为对你的信仰来说都属于禁忌(Anathema)。一些被视作禁忌的行为范例列举在每个神祇的相关条目中。你和你的GM共同决定其他的行为是否视作禁忌。此外,你必须遵循下面列出的圣武士准则。神祇们常常会对自己的圣武士附加额外的限制(举例而言,莎琳(Shelyn)的圣武士除非是为了保护无辜者,否则绝不会第一个发起攻击,而他们也会选择一种艺术形式并将其至臻完美。)如果你偏离了守序善良阵营,进行了对你的信仰来说被视为禁忌的行为,又或者是违背了你的行为准则,你会失去你的法术点池和公正盟友,直到你通过执行一次赎罪(Atone)仪式(参阅275页)来证明自己真心悔改,但你不会失去其他不依赖这些职业特性的圣武士能力。

圣武士准则(The Paladin’s Code)
下述是所有圣武士都遵循的基本准则。这些信条以重要性为标准依序列举,首个列举的是最重要的。如果某种处境下的两个信条自相矛盾,你并不会陷入必败的境地;作为代替,你应当遵循最为重要的信条。举例而言,如果邪恶的国王向你询问那些无辜的违法者是否藏在你的教堂中,好让他能够将他们处死,那么你在这时候能够欺骗他,因为禁止说谎的信条在重要性的次序上低于避免无辜者受到伤害的信条。通过设置一种允许你使用更高次序的信条来忽略较低次序信条的情景(比如告诉某人你将不会尊重合法权威,好让不能说谎的信条取代次序较低的尊重合法权威的信条)去颠覆圣武士准则的行为将被视作违背圣武士准则。
•你必须绝不自愿进行邪恶行为,例如谋杀,拷问,或是施展邪恶法术。
•你必须绝不采取那些你明知会使无辜者受到伤害的行动,或是绝不在明知你的行动可以合理地防止无辜者立即受伤时无动于衷。这一信条并不会迫使你采取行动消除会导致无辜者受伤的可能性,或是逼迫你献出生命和潜能去尝试保护一名无辜者。
•你必须依照荣誉行事,绝不作弊,说谎或是利用他人。
•你必须尊重任何一片你所在国土的正当统治者或领导阶层的合法权威,遵循他们的法律,除非这些法律违背了更高次序的信条。

神圣武器(Deific Weapon)
如果你所信奉神祇的偏好武器(参阅72页)是不常见的,你有权使用它。如果偏好武器属于简易武器,那么当你持用它时,它的伤害骰会上升一级(d4变为d6,d6变为d8,d8变为d10,d10变为d12)。

报应打击(Retributive Strike)
作为圣武士,你是伙伴们坚定的保护者。你获得报应打击反应动作。
引用
[[R]]报应打击(RETIBUTIVE STRIKE)

圣武士
触发条件 一名在你触及范围内的生物击中一名你的盟友或是友军生物。

在触发反应的生物为触发反应的命中投掷伤害骰之前,你对其进行一次承受-2减值的近战攻击。如果你的攻击命中,目标在它回合的剩余部分里承受无力(Enfeebled)1,如果你的这次攻击造成重击,那么目标在它回合的剩余部分里承受无力2。一旦该生物对你进行一次攻击,无力状态就会立即结束。如果报应打击击倒或杀死了触发反应的生物,那么触发反应的命中将不会造成伤害。

勇士威能(Champion Powers)
神能在你的身体中流淌,而你已掌握引导它们治愈他人的方法。这个能力赋予你被称作勇士威能的特殊法术。你获得一个法术点池,你能花费法术点来施展勇士威能。你的法术点上限等同于你的魅力调整值(最低为0)。每天进行准备时,你恢复自己所有的法术点。你的施法关键属性是魅力,你在守护威能法术骰和法术DC上受训。你的勇士威能属于神术。
勇士威能仅能由圣武士使用,其他角色无法掌握它们。它们被列举在法术章节(192页)。一些圣武士专长会给予你额外的勇士威能,这类专长一般也会增加你的法术点池。每个勇士威能法术的环级等同于你角色等级的一半,向下取整,并且那些提高了环级的勇士威能同样会产生处于更高环级时的效果(参阅192页)。
你获得花费1点法术点施展圣疗(Lay on Hands)勇士威能的能力。


圣武士专长(Paladin Feats)
在1级以及之后每个偶数等级,你获得一个圣武士职业专长。圣武士职业专长的描述从108页开始。

技能专长(Skill Feats) 2级
在2级以及之后每2级,你获得一个技能专长。技能专长列举于第五章并具有技能特征。你必须在技能上拥有受训或更高的熟练才能选择对应的技能专长。

正义盟军(Righteous Ally) 3级
你对善良事业的奉献引来一位神圣灵魂的注意,而它会在你的旅途中为你提供帮助。这个灵魂能够呈现多种形态,每一种都会给予你能力和优势。一旦你决定了这位盟军的形态,就不能再改变它。
下述为正义盟军的类型:
引用
利刃盟军(Blade Ally):一位英勇的灵魂寄宿于你的武器中并给予它额外的力量。在你进行每日准备的清晨时选择一把武器。只要在你的手中,这把武器就会根据你的选择获得扰乱(Disrupting),幽冥(Ghost Touch),回返(Returning)或变形(Shifting)性质(参阅370页),计算武器性质数量上限时不会将这个能力给予的性质计入其中。此外,你有权使用这把武器的重击专精效果。

坚盾盟军(Shield Ally):一位敢于献身的灵魂寄宿于你的盾牌中并给予它额外的益处。在你的手中,这面盾牌的硬度会提升2点,并且在变得破损之前能够承受2点额外的凹痕(Dent)。这与盾牌正常能够承受的任何额外凹痕叠加。

骏骑盟军(Steed Ally):一匹受过训练的坐骑为你服务,它被视作一只青年动物伙伴(Young animal companion)(参阅284页)。通常而言你只能选择拥有坐骑(mount)特殊能力的动物伙伴,例如一匹马。根据GM的决定,你也可以选择不同类型的动物伙伴以配合你的血统与文化,但它不会自动获得坐骑特殊能力。

通用专长(General Feats) 3级
在3级以及之后的每4级,你获得一个通用专长。通用专长在第5章中列出。

技能提升(Skill Increases) 3级
在3级以及之后每2级,你获得一个技能提升。你能够运用这一提升将一个未受训的技能提升至受训,或是在一个已经受训的技能上成为专家。
如果你至少达到7级,你能够运用这一提升在一个你已经是专家的标志技能上成为大师。如果你至少达到15级,你能够运用这一提升在一个你已经是大师的标志技能上成为传奇。


属性提升(Ability Boosts) 5级
在5级以及之后每5级,你在四项不同的属性值上得到提升。你可以使用这一提升使得你的属性值超过18。提升一个已经达到或超过18的属性值只会令其增加1点,而在提升时低于18的属性值则会增加2点。

族裔专长(Ancestry Feats) 5级
在你最初获得的族裔专长之外,你还在5级以及之后每4级获得一个族裔专长。可用的族裔专长列表位于第2章内你的族裔条目中。

武器专家(Weapon Expertise) 5级
选择一个特定的武器组。你对该武器内的简易与军用武器的熟练等级提升至专家。

坚毅装甲(Armored Fortitude) 7级
你对重甲与盾牌的熟练等级提升至专家,并且你对强韧豁免的熟练等级提升至大师。当你穿着重甲时,只要你在强韧豁免上获得成功,你可以将结果视为大成功。

神圣制裁(Holy Smite) 9级
你的报应打击会以正义灵光缠绕邪恶目标并惩戒他们的罪孽。成功命中目标的报应打击将会造成等同于你魅力调整值的持续(Persistent)善良伤害。

审判灵光(Aura of Justice) 11级
当你使用报应打击反应动作时,你能够将你这次攻击所承受的减值提升至-5.如果你这么做,那么无论你的攻击是否成功,你周围10尺范围内能够触及目标的盟友都能够花费一个反应动作进行一次正常的报应打击攻击目标。这些额外攻击不会导致目标陷入无力。

护甲大师(Armor Mastery) 13级
你的重甲和盾牌熟练等级提升至大师,你的轻甲和中甲熟练等级提升至专家。你因为重甲而承受的移动速度减值从10尺减少至5尺。

武器大师(Weapon Mastery) 15级
你所选择的武器组中的简易和军用武器熟练等级提升至大师,并且你所有简易和军用武器的熟练等级提升至专家。

传奇装甲(Legendary Armor) 17级
你的重甲和盾牌熟练等级提升至传奇,你的轻甲和中甲熟练等级提升至大师。减少1点护甲和盾牌造成的检定减值。

英雄不屈(Hero’s Defiance) 19级
随着神能充盈着你的躯体,你得到了违抗命运继续战斗的力量。你获得英雄不屈(Hero’s Defiance)勇士威能,你可以花费2点法力点来施展它。你的法力点池提升2点。

劇透 -  原文,职业特性:
CLASS FEATURES
You gain these abilities as a paladin. Abilities gained at higher levels list the requisite levels next to the features’ names.


Code of Conduct
Paladins are divine champions of a deity. You must be lawful good and worship a deity that allows lawful good clerics. See the list of deities on page 72. Actions fundamentally opposed to your deity’s alignment or ideals are anathema to your faith. A few examples of acts that would be considered anathema appear in each deity’s entry. You and your GM will determine whether other acts count as anathema. In addition, you must follow the paladin’s code below. Deities often add additional strictures for their own paladins (for instance, Shelyn’s paladins never attack first except to protect an innocent, and they choose and perfect an art form). If you stray from lawful good, perform acts anathema to your deity, or violate your code of conduct, you lose your Spell Point pool and righteous ally until you demonstrate your repentance by conducting an atone ritual (see page 275), but keep any other paladin abilities that don’t require those class features.


The Paladin’s Code
The following is the fundamental code all paladins follow. The tenets are listed in order of importance, starting with the most important. If a situation places two tenets in conflict, you aren’t in a no-win situation; instead, follow the most important tenet. For instance, if an evil king asked you if innocent lawbreakers were hiding in your church so he could execute them, you could lie to him, since the tenet forbidding you to lie is less important than the tenet prohibiting the harm of an innocent. An attempt to subvert the paladin code by engineering a situation allowing you to use a higher tenet to ignore a lower tenet (telling someone that you won’t respect lawful authorities so that the tenet of not lying supersedes the tenet of respecting lawful authorities, for example) is a violation of the paladin code.
• You must never willingly commit an evil act, such as murder, torture, or the casting an evil spell.
• You must not use actions that you know will harm an innocent, or through inaction cause an innocent immediate harm when you knew your action could reasonably prevent it. This tenet doesn’t force you to take action against possible harm to innocents or to sacrifice your life and potential to attempt to protect an innocent.
• You must act with honor, never cheating, lying, or taking advantage of others.
• You must respect the lawful authority of the legitimate ruler or leadership in whichever land you may be, following their laws unless they violate a higher tenet.


Deific Weapon
If your deity’s favored weapon (see page 72) is uncommon, you gain access to it. If the weapon is simple, increase the damage die by one step when you wield it (d4 to d6, d6 to d8, d8 to d10, d10 to d12).   


Retributive Strike
As a paladin, you are a stalwart protector of those under your charge. You gain the Retributive Strike reaction.

[[R]]RETRIBUTIVE STRIKE
Trigger A creature within your reach hits an ally or friendly creature.
Make a melee Strike against the triggering creature at a –2 penalty before the opponent rolls the damage for the triggering hit. If your attack hits, the target is enfeebled 1 for the remainder of its turn, or enfeebled 2 for the remainder of its turn if your Strike was a critical hit. The enfeebled condition ends immediately if the creature makes a Strike against you. If Retributive Strike incapacitates or kills the triggering creature, the triggering hit deals no damage.


Champion Powers
Divine power flows through you, and you have learned to channel it to heal others. This grants you special spells called champion powers. You gain a pool of Spell Points you can spend to cast champion powers. Your maximum number of Spell Points is equal to your Charisma modifier (minimum 0). You regain all your Spell Points when you prepare each day. Your key spellcasting ability score is Charisma, and you’re trained in spell rolls and spell DCs for your champion powers. Your champion powers are divine spells.
Champion powers are available only to paladins, and they can’t be learned by other characters. They appear in the Spells chapter (page 192). Some paladin feats grant you additional champion powers, and such feats typically increase your pool of Spell Points. The spell level of each of your champion powers is equal to half your character level, rounded down, and produces heightened effects (see page 192) for those champion powers that have heightened entries.
You gain the ability to cast the lay on hands champion power by spending 1 Spell Point.


Paladin Feats
At 1st level and every even-numbered level thereafter, you gain a paladin class feat. Paladin class feats are described beginning on page 108.


Skill Feats 2nd
At 2nd level and every 2 levels thereafter, you gain a skill feat. Skill feats can be found in Chapter 5 and have the skill trait. You must be trained or better in the corresponding skill to select a skill feat.


Righteous Ally 3rd
Your devotion to the cause of good attracts the attention of a holy spirit to aid you on your journey. This spirit can take many forms, each granting you abilities and advantages. Once you have chosen the ally’s form, it cannot be changed.
The following are righteous allies:
• Blade Ally: A spirit of valor inhabits your weapon, granting it additional power. Select one weapon each morning when you make your daily preparations. In your hands, the weapon gains your choice of the disrupting, ghost touch, returning, or shifting property (see page 370), without it counting against the weapon’s maximum number of properties. In addition, you gain access to the weapon’s critical specialization effect.
• Shield Ally: A spirit of dedication inhabits your shield, granting it additional benefits. In your hands, the shield increases its Hardness by 2 and gains the ability to take 2 additional Dents before becoming broken. This stacks with any extra Dents the shield can normally take.
• Steed Ally: You gain the service of a trained mount, which is treated as a young animal companion (see page 284). Normally you can select only an animal companion with the mount special ability, such as a horse. At the GM’s discretion, you can select a different type of animal companion appropriate to your ancestry and culture, but it doesn’t gain the mount special ability.


General Feats 3rd
At 3rd level and every 4 levels thereafter, you gain a general feat. General feats are listed in Chapter 5.


Skill Increases 3rd
At 3rd level and every 2 levels thereafter, you gain a skill increase. You can use this increase to either become trained in one skill you’re untrained in, or become an expert in one skill in which you’re already trained.
If you are at least 7th level, you can use this increase to become a master in a signature skill in which you’re already an expert. If you are at least 15th level, you can use this increase to become legendary in a signature skill in which you’re already a master.


Ability Boosts 5th
At 5th level and every 5 levels thereafter, you boost four different ability scores. You can use these ability boosts to increase your ability scores above 18. Boosting an ability score increases it by 1 if it’s already 18 or above, or by 2 if it starts out below 18.


Ancestry Feats 5th
In addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter. The list of ancestry feats available to you can be found in your ancestry’s entry in Chapter 2.


Weapon Expertise 5th
Select a specific weapon group. Your proficiency rank for simple and martial weapons in that group increases to expert.


Armored Fortitude 7th
Your proficiency rank for heavy armor and shields increases to expert, and your proficiency rank for Fortitude saves increases to master. While wearing heavy armor, when you succeed at a Fortitude save, treat your result as a critical success instead.


Holy Smite 9th
Your Retributive Strike surrounds evil targets in a righteous aura that punishes their transgressions. The target of a successful Retributive Strike takes persistent good damage equal to your Charisma modifier.


Aura of Justice 11th
When you use the Retributive Strike reaction, you can increase the penalty on your attack to –5. If you do so, whether or not your attack is a success, all allies within 10 feet of you who can reach the target can also spend a reaction to make a normal Retributive Strike against the target. These additional attacks do not cause the target to become enfeebled.


Armor Mastery 13th
Your proficiency rank for heavy armor and shields increases to master, and your proficiency rank for light and medium armor increases to expert. Reduce the penalty to movement due to heavy armor from 10 feet to 5 feet.


Weapon Mastery 15th
Your proficiency rank for simple and martial weapons in your chosen weapon group increases to master, and your proficiency rank for all other simple and martial weapons increases to expert.


Legendary Armor 17th
Your proficiency rank for heavy armor and shields increases to legendary, and your proficiency rank for light and medium armor increases to master. Reduce the check penalty from armor and shields by 1.


Hero’s Defiance 19th
You gain the power to defy fate and continue fighting as long as you have divine energy. You gain the hero’s defiance champion power, which you can cast by spending 2 Spell Points. Increase your Spell Point pool by 2.
引述: 关键术语
你会在许多圣武士能力中看到如下关键术语。
祷言(Litany):一些圣武士专长会给予被称为祷言的特殊勇士威能,它们会拥有祷言特征。这些威能通常仅要求使用一个单独的动作去施展,但绝大多数都会使得目标对你所有具有祷言特征的威能产生耐受(Bolstered)。
超魔(Metamagic):具有超魔特征的专长允许你调整法术的性能。这些专长可以在你开始施展一个法术时触发,通常会要求你花费额外的施法动作去改变法术的效果。如果增加的额外施法动作会使得法术需求的动作超过你该回合剩余的动作,你就不能使用超魔专长。因为大多数超魔专长都拥有相同的触发条件,你通常无法为每个法术使用超过一个超魔专长。
誓约(Oath):具有誓约特性的专长总是会为你的圣武士准则添加额外的信条,而一位圣武士通常也只能选择一个誓约专长。
劇透 -  关键术语,原文:
KEY TERMS
You’ll see the following key terms in many paladin abilities.
Litany: Some paladin feats grant special champion powers called litanies, which have the litany trait. These powers usually require only a single action to cast, but most bolster their target against all of your powers that have the litany trait.
Metamagic: Feats with the metamagic trait allow you to tweak the properties of your spells. These feats are triggered when you begin casting a spell, and typically require you to spend an additional spellcasting action to alter the spell’s effects. You can’t use metamagic feats if adding an action to the spell would make the spell require more actions than you have remaining on your turn. Because most metamagic feats have the same trigger, you usually can’t use more than one metamagic feat per spell.
Oath: Feats with the oath trait always add an additional tenet to the paladin’s code, and a paladin can usually have only one such feat.

引述: 圣武士专长
如果你需要通过名字而不是等级查找圣武士专长,使用本表格。
名称名称等级
Advanced Domain进阶领域8
Affliction Mercy苦难救济12
Anchoring Aura锚定灵光14
Angelic Form天使形态18
Attack of Opportunity借机攻击6
Aura of Courage勇气灵光4
Aura of Faith信仰灵光12
Aura of Life生命灵光14
Aura of Righteousness公正灵光14
Aura of Vengeance复仇灵光14
Auspicious Mount祥瑞坐骑16
Blade of Justice审判之剑6
Celestial Mount天界坐骑20
Channel Life引导生命8
Deity’s Domain神授领域1
Divine Grace神圣恩典2
Divine Health神圣强健4
Divine Will神圣意志10
Dragonslayer Oath屠龙誓约2
Fiendsbane Oath驱魔誓约2
Greater Mercy高等救济8
Heal Mount医疗坐骑8
Holy Wall圣洁壁垒12
Hospice Knight救济骑士1
Imposing Destrier凛凛军骑10
Instrument of Zeal热诚之器16
Lasting Reprisal恒久报应6
Litany against Sloth反懒惰祷言10
Litany against Wrath反愤怒祷言6
Litany of Righteousness正义祷言14
Loyal Warhorse忠贞战骑6
Mercy救济1
Paladin’s Sacrifice圣武士的献身12
Radiant Blade Master闪耀利刃大师20
Radiant Blade Spirit闪耀利刃之魂10
Second Ally第二盟军8
Sense Evil感知邪恶8
Shield Champion坚盾勇士20
Shield of Grace恩典之盾16
Shield of Reckoning清算之盾10
Shield Warden坚盾守望者6
Shining Oath光辉誓约2
Ultimate Mercy最终救济18
Vengeful Oath复仇誓约2
Warded Touch守护之触1
Warding Aura守护灵光14


圣武士专长(Paladin Feats)
在你获得圣武士专长的每个等级,你都能从下列专长中选择一个。在选择专长时,你必须满足选取专长的任何先决条件。

等级1

神授领域(DEITY’S DOMAIN) 专长1级

圣武士

你是神祇某一面相的具现。选择你的神祇领域中的一个(参阅72页的神祇列表)。你能够花费1点法术点将该领域的首个领域威能作为勇士威能来施展。你的法术点池提升1点。

救济骑士(HOSPICE KINGHT) 专长1级

圣武士

长期的救济院工作教会了你治愈伤痛的额外技巧。你在医疗技能的熟练等级提升至受训,并且医疗被视作你的标志技能。将圣疗(Lay on Hands)的治疗量从d4每骰提升至d6每骰。

守护之触(WARDED TOUCH) 专长1级

圣武士
先决条件 勇士威能(圣疗(Lay on Hands)

无需任何复杂的手势,以一个简单的动作你就能施展圣疗(Lay on Hands)圣疗的姿势(Somatic)施法动作失去操纵(Manipulate)特征。
更新1.0(8/13/2018):108页——在圣武士的守护之触(Warded Touch)专长中,于末尾的句号后添加“你还能够用你持有(Hold)武器或盾牌的手来施展圣疗(Lay on Hands)并传递你的触碰。”

等级2

[[R]]神圣恩典(DIVINE GRACE) 专长2级

圣武士
触发条件 你被一个允许进行豁免的法术选为目标

你呼唤神的恩典庇护你不受伤害。你在豁免骰上获得+2的环境加值。

屠龙誓约(DRAGONSLAYER OATH) 专长2级

誓约 圣武士

你立下誓约,屠尽邪龙。将下述信条添加到圣武士准则的其他信条之后:“只要你有合理的机会取得成功,你就必须杀死你所遭遇的邪恶龙类。”
每当一只在你触及范围内的邪恶龙类击中你的盟友或者友军生物,并且你以此为触发条件使用你的报应打击反应动作时,你的报应打击不会承受-2的减值。你不会将邪恶龙类视作合法权威,哪怕你正身处一个由邪恶龙类统治的国家。

驱魔誓约(FIENDSBANE OATH) 专长2级

誓约 圣武士

你立下誓约,要将堕落的魔族(Fiends)逐回被他们称为家园的黑暗位面。将下述信条添加到圣武士准则的其他信条之后:“只要你有合理的机会取得成功,你就必须驱逐或杀死你所遭遇的魔族;如果你在某种令人难以置信的情境下发现了一位善良的魔族,你可以不必驱逐或杀死它。”
每当一只在你触及范围内的魔族击中你的盟友或者友军生物,并且你以此为触发条件使用你的报应打击反应动作时,你的报应打击不会承受-2的减值。你不会将魔族视作合法权威,哪怕你正身处一个由魔族统治的国家。

光辉誓约(SHINING OATH) 专长2级

誓约 圣武士

你立下誓约,终结不死的疫病。将下述信条添加到圣武士准则的其他信条之后:“只要有合理的机会取得成功,你就必须摧毁你所遭遇的不死生物存在;如果你在某种令人难以置信的情境下发现了一位善良的不死生物,你可以尝试找到一种更为和平的方式让它从它的不死身躯中解脱,而不是通过战斗摧毁它,比如帮助它完成未完的遗愿。”
每当一只在你触及范围内的不死生物击中你的盟友或者友军生物,并且你以此为触发条件使用你的报应打击反应动作时,你的报应打击不会承受-2的减值。你不会将不死生物视作合法权威,哪怕你正身处一个由不死生物统治的国家。

复仇誓约(VENGEFUL OATH) 专长2级

誓约 圣武士

你立下誓约,无论那些穷凶极恶的罪人藏身于何处,你定要追至天涯海角,将他们送往天堂接受审判。将下述信条添加到圣武士准则的其他信条之后:“只要有合理的机会取得成功,你就必须尽力追捕并消灭那些已犯下不可饶恕之罪的邪恶生物,并且绝不参与那些可能会阻止你进行这一行动的任务。”
你能够使用圣疗(Lay on Hands)去伤害邪恶生物,就好像他们是不死生物一般;在这种情况下,圣疗会取代正能量伤害而造成善良伤害,并获得善良特征。这并不禁止你用圣疗治愈邪恶生物,在你不确定的情况下,你也不能用圣疗来判断一个生物的阵营。

等级4

勇气灵光(AURA OF COURAGE) 专长4级

圣武士

当你陷入恐惧(Frightened)时,状态值(Condition Value)减少1层(最低为0)。在你的恐惧状态值减少1层的那个回合结束时,你周围10尺范围内的所有盟友的恐惧状态值也减少1层。

引导生命(CHANNEL LIFE) 专长4级

圣武士
先决条件 勇士威能(圣疗(Lay on Hands)

你能够花费1点法术点来施展提升至与你勇士威能相同环级的医疗术(Heal)。你的法术点池提升1点。

神圣强健(DIVINE HEALTH) 专长4级

圣武士

你的信仰令你能够抵御疾病,给予你照顾和救助病人的力量。你在对抗疾病的豁免骰上获得+1的状态加值(Conditional Bonus)。此外,如果你在对抗疾病的豁免骰上取得成功,那么你可以将这个结果视为大成功。

[[F]]救济(MERCY) 专长4级

超魔 圣武士
先决条件 勇士威能(圣疗(Lay on Hands)
触发条件 你开始施展圣疗以恢复一名生物的生命值。

增加一个语言(Verbal)施法动作并提升1点法术点消耗。你能够尝试反制(Counteract)圣疗目标生物身上的恐惧(Fear)或麻痹(Paralysis)效果。

等级6

[[R]]借机攻击(ATTACK OF OPPORTUNITY) 专长6级

圣武士
触发条件 一名在你触及范围内的生物进行了一个操纵(Manipulate)动作或移动(Move)动作,又或是进行了一次远程攻击,又或者在进行移动动作的过程中从方格中离开。

对触发反应动作的生物进行一次承受-2减值的近战攻击。如果攻击命中并且满足触发条件的是一次操纵动作,那么你会打断(Disrupt)这次动作。这次攻击不会增加你的多次攻击减值,而你的多次攻击减值也不适用于这次攻击。

[[A]]审判之剑(BLADE OF JUSTICE) 专长6级

起手式(Open) 圣武士
先决条件 正义盟军(利刃)

你那寄宿正义的武器成为了对抗恶徒的有力工具。选择一名你能够看到的敌人,命令他前来接受审判。直到你下个回合开始为止,你在使用正义武器对抗这名敌人时的伤害获得等同于武器伤害骰数量的状态加值。这个额外伤害只有在敌人是邪恶阵营时才适用。这个额外伤害是善良伤害。

恒久报应(LASTING REPRISAL) 专长6级

圣武士

你的报应打击使得目标陷入无力2。由报应打击造成的重击将使得目标陷入无力3。这个状态值会在目标每次尝试以一个攻击动作对抗你时减少1层,并且在它的回合结束时减少1层(代替原本的自动消失)。

反愤怒祷言(LITANY AGAINST WRATH) 专长6级

圣武士

你能够花费1点法术点来施展反愤怒祷言(Litany Against Wrath)勇士威能。你的法术点池提升1点

忠贞战骑(LOYAL WARHORSE) 专长6级

圣武士
先决条件 报应打击,正义盟军(骏骑)

你和你的坐骑变得亲密无间,你们对彼此的忠诚是牢不可破的。你通过正义盟军职业能力获得的坐骑现在被视作发育完全的动物伙伴(Full-grown Animal Companion)(参阅284页)。此外,即使受到魔法的逼迫,你的坐骑也绝不会攻击你。最后,你能够对任何一个用攻击命中你坐骑的人使出报应打击,即使这次攻击并不是一次重击(Critical Hit)。

注:报应打击原文的触发条件是命中(Hit)而非重击(Critical Hit)。

坚盾守望者(SHIELD WARDEN) 专长6级

圣武士
先决条件 正义盟军(坚盾)

你运用你的盾牌自如地保护自己和伙伴。当你使用一面盾牌并举起(Raised)它时,你能够在邻接你的盟友被攻击时触发你的盾牌格挡(Shield Block)反应动作。如果你这么做,取代原本的效果,现在这面盾牌会阻挡盟友受到的伤害。除了上述的变化之外,这个能力仍需遵循盾牌格挡的正常规则。

等级8

进阶领域(ADVANCED DOMAIN) 专长8级

圣武士
先决条件 神授领域

你获得你其中一个领域中的进阶领域威能。你的法术点池提升等同于这个新的领域威能所需要消耗的法术点数量的点数。

高等救济(GREATER MERCY) 专长8级

圣武士
先决条件 救济

你给予的救济愈发深厚,这增强了你移除负面状态的能力。每当你使用救济时,你能够尝试反制(Counteract)目盲(Blinded),耳聋(Deafened),恶心(Sickened)或缓慢(Slowed)状态。

[[F]]医疗坐骑(HEAL MOUNT) 专长8级

圣武士
先决条件 正义盟军(骏骑)

每当你对坐骑施展圣疗(Lay on Hands)时,你能够取代原本的数值,转而恢复坐骑等同于8 × 法术环级的生命值。

第二盟军(SCEOND ALLY) 专长8级

圣武士

正义之魂如同飞蛾扑火般融入你的体内。选择第二种类型的正义盟军并获得它的好处。

感知邪恶(SENSE EVIL) 专长8级

圣武士

当现场有强大(Powerful)或更强烈的邪恶灵光(参阅214页)存在时,你会侦测到灵光,尽管你可能不会立即发现,并且你也无法准确的定位其所在。一名使用伪装或其他手段试图隐藏自己存在的邪恶生物必须尝试一个欺骗(Deception)检定以对抗你的察觉(Perception)DC,否则你最终也会感知到它的灵光。如果该生物的欺骗检定取得成功,那么它会对你的感知邪恶产生耐受(Bolstered)。

等级10

神圣意志(DIVINE WILL) 专长10级

圣武士
先决条件 在意志豁免上成为专家

你的信仰令你成为掌控自我意志的大师。你的意志豁免熟练等级提升至大师。每当你在意志豁免上取得成功时,你将结果视为大成功。

凛凛军骑(IMPOSING DESTRIER) 专长10级

圣武士
先决条件 正义盟军(骏骑),忠贞战骑

你通过正义盟军职业特性获得的坐骑现在成为灵敏(Nimble)或残暴(Savage)动物伙伴(参阅284页)。在一场遭遇期间,即使你不使用命令动物(Command an Animal)动作,你的坐骑仍然会在轮到你的回合时花费一个动作去进行移动或攻击。

反懒惰祷言(LITANY AGAINST SLOTH) 专长10级

圣武士

你能够花费1点法术点来施展反懒惰祷言(Litany Against Sloth)勇士威能。你的法术点池提升1点。

闪耀利刃之魂(RADIANT BLADE SPIRIT) 专长10级

圣武士
先决条件 正义盟军(利刃)

正义盟军闪耀的光辉令你所选择的武器变得愈发强大。当你在每日准备期间为你的利刃正义盟军选择武器时,你可以将下述的性质添加到你的可选列表中:公理(Axiomatic),炽焰(Flaming)和神圣(Holy)。

清算之盾(SHIELD OF RECKONING) 专长10级

圣武士
先决条件 报应打击,正义盟军(坚盾),坚盾守望者

在你使用盾牌格挡(Shield Block)反应动作去阻挡将要对盟友造成的伤害时,你也可以使用报应打击反应动作去对抗攻击你盟友的敌人,并假定这名敌人触发盾牌格挡的攻击同样也满足报应打击的触发条件。

等级12

苦难救济(AFFLICTION MERCY) 专长12级

圣武士
先决条件 救济

当你使用救济时,你也能尝试反制(Counteract)诅咒(Curse),疾病(Disease)或毒素(Poison)。

信仰灵光(AURA OF FAITH) 专长12级

圣武士

你散发出一片由纯粹信念构成的灵光,以圣洁之力浸染你和附近盟友们作出的攻击。你的攻击对邪恶生物造成1点额外的善良伤害。你周围10尺范围内的善良阵营盟友在每轮第一次命中邪恶生物的攻击中获得上述好处。

圣洁壁垒(HOLY WALL) 专长12级

圣武士
先决条件 你正在持用一面盾牌

你使用手中的盾牌侵扰你的敌人,阻碍他们离开你的身旁或绕开你的防御。所有邻接你的区域对你的敌人来说都视作困难地形。

圣武士的献身(PALADIN’S SACRIFICE) 专长12级

圣武士

你能够花费1点法术点来施展圣武士的献身(Paladin’s Sacrifice)勇士威能。你的法术点池提升1点。

等级14

锚定灵光(ANCHORING AURA) 专长14级

圣武士
先决条件 驱魔誓约

你的灵光能够阻碍魔族(Fiends)的传送。你的灵光会尝试解除(Dispel)周围10尺范围内由魔族施展的传送法术。这种解除尝试使用与你勇士威能相同的法术环级。

生命灵光(AURA OF LIFE) 专长14级

圣武士
先决条件 光辉誓约

你的灵光能够提供针对死灵系效果的防护。你和周围10尺范围内的盟友获得5点负能量抗力,并在针对死灵系效果的豁免上获得+1状态加值。

公正灵光(AURA OF RIGHTEOUSENESS) 专长14级

圣武士

你的公正灵光能够抑制邪恶的蔓延。你和周围10尺范围内的盟友获得5点邪恶抗力。

复仇灵光(AURA OF VENGEANCE) 专长14级

圣武士
先决条件 审判灵光,复仇誓约

当你使用审判灵光时,你不会在你的攻击骰上承受来自该能力的减值。

正义祷言(LITANY OF RIGHTEOUSNESS) 专长14级

圣武士

你呼唤正义以揭露恶徒的弱点。你能够花费1点法术点来施展正义祷言(Litany of Righteousness)勇士威能。你的法术点池提升1点。

守护灵光(WARDING AURA) 专长14级

圣武士
先决条件 屠龙誓约

你的灵光能够提供对有害能量和龙息的防护。你和周围10尺范围内的盟友获得2点酸液(Acid)、寒冷(Cold)、闪电(Electricity)、火焰(Fire)和毒素(Poison)抗力。如果这些类型的伤害来源于龙息,那么上述抗力提升至5点。

等级16

祥瑞坐骑(AUSPICIOUS MOUNT) 专长16级

圣武士
先决条件 正义盟军(骏骑),凛凛军骑

你通过正义盟军职业特性获得的坐骑现在成为特化(Specialized)动物伙伴(参阅284页)。你能够从通常的特化中选择其一,或是选择祥瑞特化(Auspice Specialization)。祥瑞特化给予如下好处:你的动物伙伴作为圣兽而铭印上你所信仰神祇的宗教象征。它在宗教(Religion)技能的熟练等级提升至专家,它能够说天界语(Celestial),并且它的智力调整值提升2点,感知调整值提升1点。

热诚之器(INSTRUMENT OF ZEAL) 专长16级

圣武士
先决条件 正义盟军(利刃)

你的正义之刃成为了寄宿神圣热诚的利器。每当你的审判之刃或是报应打击造成重击时,你的攻击会增加一个额外的伤害骰,并且目标会在它的下一回合中承受缓慢(Slowed)1。

恩典之盾(SHIELD OF GRACE) 专长16级

圣武士
先决条件 正义盟军(坚盾),坚盾守望者

每当你使用盾牌格挡(Shield Block)反应动作去阻止盟友受到的伤害时,你能够将盾牌格挡后剩下的伤害在你自己和盟友之间均分。

等级18

天使形态(ANGELIC FORM) 专长18级

圣武士

你呈现天使般的面容,散发出光环并长出生有羽毛的双翼,这给予你等同于你原本速度的飞行速度。如果你尚未获得黑暗视觉和昏暗视觉,那么你会获得他们,你也会得到天使(Angel)和天界(Celestial)特征。

最终救济(ULTIAMTE MERCY) 专长18级

圣武士
先决条件 救济

你的救济跨越了生与死的边界。每当你使用救济时,你能够在一名你的上一回合结束后死亡的生物身上施展圣疗(Lay on Hands)令其重获生命。这名生物失去死亡状态并代之以濒死(Dying)3(若有必要的话,可以减少它当前的濒死状态值),并且在恢复豁免骰(Recovery Saving Throw)上获得+2的状态加值。如果导致该生物死亡的效果是解离(Disintegrate)或死亡(Death)的话,你不能对其使用最终救济。

等级20

天界坐骑(CELESTIAL MOUNT) 专长20级

圣武士
先决条件 正义盟军(骏骑)

你的骏骑由神祇给予了难以置信的天堂之力。它获得黑暗视觉以及10点寒冷(Cold)和酸液(Acid)抗力。此外,它还会生出一对长满羽毛的双翼,这给予它等同于原本速度的飞行速度。

闪耀利刃大师(RADIANT BLADE MASTER) 专长20级

圣武士
先决条件 正义盟军(利刃),闪耀利刃之魂

你的正义盟军现在是受选武器的大师。当你在每日准备期间为你的利刃正义盟军选择武器时,你可以将下述的性质添加到你的可选列表中:舞空(Dancing),高等扰乱(Greater Disrupting)和锐锋(Keen)。

坚盾勇士(SHIELD CHAMPION) 专长20级

圣武士
先决条件 正义盟军(坚盾)

当你持用你所选择的盾牌时,它总是被视作已经举起,即使你并没有使用举起盾牌(Raise a Shield)动作。如果你的盾牌将要被摧毁,作为代替,它会遁入天界之中,而你的正义盟军会为你修理它。在你下次每日准备期间,这面盾牌会以被完全修好的状态回到你手中。

劇透 -  原文,未排版。:
PALADIN FEATS
Every level at which you gain a paladin feat, you can select one of the following feats. You must satisfy any prerequisites before taking the feat.


1st Level
DEITY’S DOMAIN FEAT 1
Paladin
You embody an aspect of your deity. Choose one of your deity’s domains (see the Deity table on page 72). You gain the ability to cast the domain’s initial domain power as a champion power by spending 1 Spell Point. Increase your Spell Point pool by 1.


HOSPICE KNIGHT FEAT 1
Paladin
Your long hours in the hospice have taught you additional techniques for treating wounds. Your proficiency rank in Medicine increases to trained, and Medicine is a signature skill for you. Increase the healing from lay on hands from d4s to d6s.


WARDED TOUCH FEAT 1
Paladin
Prerequisites champion power (lay on hands)
You cast lay on hands in a simple motion without any complicated gestures. The Somatic Spellcasting action for lay on hands loses the manipulate trait.
Update:Page 108—In the paladin’s Warded Touch feat, just before the final period, add, “, and you can cast it and deliver your touch with a hand holding a weapon or shield.”


2nd Level
[[R]]DIVINE GRACE FEAT 2
Paladin
Trigger You are targeted by a spell that allows a saving throw.
You call upon your deity’s grace to protect you from harm. You gain a +2 circumstance bonus to the saving throw.


DRAGONSLAYER OATH FEAT 2
Oath Paladin
You’ve sworn an oath to slay evil dragons. Add the following tenet to your paladin’s code after the other tenets: “You must slay evil dragons you come across as long as you have a reasonable chance of success.”
Whenever an evil dragon within your reach hits an ally or friendly creature and you use that action as a trigger for your Retributive Strike reaction, your Retrributive Strike does not take the –2 penalty. You don’t ever consider evil dragons to be legitimate authorities, even in nations ruled by evil dragons.


FIENDSBANE OATH FEAT 2
Oath Paladin
You’ve sworn an oath to banish the corruption of fiends to the dark planes they call home. Add the following tenet to your paladin’s code after the other tenets: “You must banish or slay fiends you come across as long as you have a reasonable chance of success; in the incredibly unlikely event you find a good fiend, you don’t have to banish or kill it.”
Whenever a fiend within your reach hits an ally or friendly creature and you use that action as a trigger for your Retributive Strike reaction, your Retrributive Strike does no take the –2 penalty. You don’t ever consider fiends to be legitimate authorities, even in nations ruled by fiends.


SHINING OATH FEAT 2
Oath Paladin
You’ve sworn an oath to end the plague of undead. Add the following tenet to your paladin’s code after the other tenets: “You must end the existence of undead you come across as long as you have a reasonable chance of success; in the unlikely event you find a good undead, you can try to work out a more peaceful way to help it recover from its undead state rather than destroying it in combat, such as helping it complete its unfinished business.”
Whenever an undead within your reach hits an ally or friendly creature and you use that action as a trigger for your Retributive Strike reaction, your Retrributive Strike does not take the –2 penalty. You don’t ever consider undead to be legitimate authorities, even in nations ruled by undead.


VENGEFUL OATH FEAT 2
Oath Paladin
You’ve sworn an oath to hunt down the most heinous evildoers and bring them to celestial judgment, no matter where they hide. Add the following tenet to your paladin’s code after the other tenets: “You must hunt down and exterminate evil creatures that have committed heinous
atrocities as long as you have a reasonable chance of success and aren’t engaged in a mission that would prevent your doing so.”
You can use lay on hands to damage an evil creature as if it were undead; in this case, it deals good damage instead of positive damage and gains the good trait. This doesn’t prevent you from healing an evil creature with lay on hands, and you can’t use it to determine a creature’s alignment if you aren’t sure.


4th Level
AURA OF COURAGE FEAT 4
Paladin
Whenever you become frightened, reduce the condition value by 1 (to a minimum of 0). At the end of your turn when you would reduce your frightened condition value by 1, you also reduce the value by 1 for all allies within 10 feet.


CHANNEL LIFE FEAT 4
Paladin
Prerequisites champion power (lay on hands)
You can cast heal heightened to the same level as your champion powers by spending 1 Spell Point. Increase your Spell Point pool by 1.


DIVINE HEALTH FEAT 4
Paladin
Your faith makes you resistant to disease, allowing you to treat and offer succor to the ill. You gain a +1 conditional bonus to saving throws against diseases. In addition, if you succeed at a saving throw against a disease, you treat the result as if it were a critical success.


[[F]]MERCY FEAT 4
Metamagic Paladin
Prerequisites champion power (lay on hands)
Trigger You start to cast lay on hands to restore Hit Points to a creature.
Add a Verbal Casting action and increase the Spell Point cost by 1. You can attempt to counteract a fear or paralysis effect on the target creature of your lay on hands.


6th Level
[[R]]ATTACK OF OPPORTUNITY FEAT 6
Paladin
Trigger A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it’s using.
Make a melee Strike against the triggering creature at a –2 penalty. If the attack hits and the trigger was a manipulate action, you disrupt that action. This Strike doesn’t count toward your multiple attack penalty, and your multiple attack penalty doesn’t apply to this Strike.


[[A]]BLADE OF JUSTICE FEAT 6
Open Paladin
Prerequisites righteous ally (blade)
Your righteous weapon becomes a powerful tool against evildoers. Select one foe that you can see, calling that enemy to face judgment. Until the start of your next turn, your damage rolls with your righteous weapon against that foe gain a conditional bonus equal to the number of weapon damage dice. This damage applies only if the foe is evil. This bonus damage is good damage.


LASTING REPRISAL FEAT 6
Paladin
Prerequisites retributive strike
Your Retributive Strike causes the target to become enfeebled 2. Critically hitting with a Retributive Strike causes the target to become enfeebled 3. This condition value is reduced by 1 each time the target attempts an attack action against you, and by 1 at the end of its turn (instead of ending automatically).


LITANY AGAINST WRATH FEAT 6
Paladin
You can cast the litany against wrath champion power by spending 1 Spell Point. Increase your Spell Point pool by 1.


LOYAL WARHORSE FEAT 6
Paladin
Prerequisites retributive strike, righteous ally (steed)
You and your mount have grown closer, and your loyalty to each other is unbreakable. The mount you gained through the righteous ally class feature is now treated as a full-grown animal companion (see page 284). In addition, your mount never attacks you, even if it is magically compelled to do so. Finally, you can make a Retributive Strike against anyone who hits your mount with a Strike, even if the attack was not a critical hit.


SHIELD WARDEN FEAT 6
Paladin
Prerequisites righteous ally (shield)
You use your shield to protect your allies as well as yourself. When you are using a shield and you have it raised, you can trigger your Shield Block reaction when an attack is made against an ally adjacent to you. If you do, the shield prevents the ally from taking damage instead of you. Apart from these alterations, this follows the normal rules for a Shield Block.


8th Level
ADVANCED DOMAIN FEAT 8
Paladin
Prerequisites Deity’s Domain
You gain an advanced domain power from one of your domains. Increase your Spell Point pool by the number of Spell Points this new domain power costs to cast.


GREATER MERCY FEAT 8
Paladin
Prerequisites Mercy
The depths of your mercy enhance your ability to remove conditions. When you use Mercy, you can also attempt to counteract the blinded, deafened, sickened, or slowed conditions.


HEAL MOUNT FEAT 8
Paladin
Prerequisites righteous ally (steed)
When you cast lay on hands on your mount, you can choose to restore Hit Points equal to 8 × the spell level instead of the usual amount.


SECOND ALLY FEAT 8
Paladin
You draw holy spirits to you like moths to a flame. Choose a second type of righteous ally and gain its benefits.


SENSE EVIL FEAT 8
Paladin
When in the presence of an aura of evil that is powerful or stronger (see page 214), you detect the aura, though you might not do so instantly and you can’t pinpoint the location. An evil creature using a disguise or otherwise trying to hide its presence must attempt a Deception check against your Perception DC or you eventually feel its aura as well. If the creature’s Deception check is a success, it is bolstered against your Sense Evil. 


10th Level
DIVINE WILL FEAT 10
Paladin
Prerequisites expert in Will saving throws
Your faith grants you mastery of your own will. Your proficiency rank in Will saves increases to master. When you succeed at a Will save, treat your result as a critical success.


IMPOSING DESTRIER FEAT 10
Paladin
Prerequisites righteous ally (steed), Loyal Warhorse
The mount you gained through the righteous ally class feature is now a nimble or savage animal companion (see page 284). During an encounter, even if you don’t use the Command an Animal action, your mount can still spend an action that round on your turn to Stride or Strike.


LITANY AGAINST SLOTH FEAT 10
Paladin
You can cast the litany against sloth champion power by spending 1 Spell Point. Increase your Spell Point pool by 1.


RADIANT BLADE SPIRIT FEAT 10
Paladin
Prerequisites righteous ally (blade)
Your righteous ally’s radiance enhances your chosen weapon. When you choose the weapon for your blade righteous ally during your daily preparations, add the following properties to the list of those you can choose from: axiomatic, flaming, and holy.


SHIELD OF RECKONING FEAT 10
Paladin
Prerequisites retributive strike, righteous ally (shield), Shield Warden
When you use the Shield Block reaction to prevent damage to an ally, you can also use a Retributive Strike reaction against the foe that attacked your ally, assuming the foe’s attack that triggered Shield Block also qualifies as a trigger for Retributive Strike.


12th Level
AFFLICTION MERCY FEAT 12
Paladin
Prerequisites Mercy
When you use Mercy, you can also attempt to counteract a curse, disease, or poison.


AURA OF FAITH FEAT 12
Paladin
You radiate an aura of pure belief that imbues your attacks and those of nearby allies with holy power. Your Strikes deal 1 additional good damage against evil creatures. Goodaligned allies within 10 feet also gain this benefit on the first Strike that hits a given creature each round.


HOLY WALL FEAT 12
Paladin
Requirements You are wielding a shield.
You use your shield to harry your enemies, preventing them from stepping away from or around you. All spaces adjacent to you count as difficult terrain for your enemies.


PALADIN’S SACRIFICE FEAT 12
Paladin
You can cast the paladin’s sacrifice champion power by spending 1 Spell Point. Increase your Spell Point pool by 1.


14th Level
ANCHORING AURA FEAT 14
Paladin
Requirements Fiendsbane Oath
Your aura hampers fiends’ teleportation. Your aura attempts to dispel all teleportation spells cast by fiends within 10 feet of you. This dispel attempt uses the spell level of your champion powers.


AURA OF LIFE FEAT 14
Paladin
Requirements Shining Oath
Your aura protects against necromantic effects. You and all allies within 10 feet gain resistance 5 to negative energy and a +1 conditional bonus to saves against necromancy.


AURA OF RIGHTEOUSNESS FEAT 14
Paladin
Your righteous aura dampens evil’s might. You and all allies within 10 feet gain evil resistance 5.


AURA OF VENGEANCE FEAT 14
Paladin
Requirements aura of justice, Vengeful Oath
When you use aura of justice, you don’t take a penalty on your attack roll.


LITANY OF RIGHTEOUSNESS FEAT 14
Paladin
You call upon righteousness to expose an evil foe’s weakness. You can cast the litany of righteousness champion power by spending 1 Spell Point. Increase your Spell Point pool by 1.


WARDING AURA FEAT 14
Paladin
Requirements Dragonslayer Oath
Your aura protects against destructive energies and dragon breath. You and all allies within 10 feet gain resistance 2 to acid, cold, electricity, fire, and poison. If the source of one of these types of damage is a dragon’s breath, increase the resistance to 5.


16th Level
AUSPICIOUS MOUNT FEAT 16
Paladin
Prerequisites righteous ally (steed), Imposing Destrier
The mount you gained through the righteous ally class feature is now a specialized animal companion (see page 284). You can select one of the usual specializations or the auspice specialization. Auspices gain the following benefits: Your companion is marked by your deity’s religious symbol as a sacred creature. Its proficiency rank in Religion increases to expert, it can speak Celestial, and it increases its Intelligence modifier by 2 and Wisdom modifier by 1.


INSTRUMENT OF ZEAL FEAT 16
Paladin
Prerequisites righteous ally (blade)
Your righteous blade becomes an instrument of divine zeal. Whenever you critically hit a foe with Blade of Justice or a Retributive Strike, your attack adds an extra damage die, and the target is slowed 1 on its next turn.


SHIELD OF GRACE FEAT 16
Paladin
Prerequisites righteous ally (shield), Shield Warden
Whenever you use the Shield Block reaction to prevent damage to an ally, you can evenly split the remaining damage after the Shield Block between yourself and the ally.


18th Level
ANGELIC FORM FEAT 18
Paladin
You take on an angelic countenance, with a halo and feathery wings that grant you a fly Speed equal to your Speed. You gain darkvision and low-light vision if you don’t already have them, and you gain the angel and celestial traits.


ULTIMATE MERCY FEAT 18
Paladin
Prerequisites Mercy
Your mercy transcends the boundary of life and death. When you use Mercy, you can use lay on hands on a creature that died since your last turn to return it to life. The target loses the dead condition and instead gains dying 3 (reducing its current dying condition value if necessary), and it gains a +2 conditional bonus to its next recovery saving throw. You can’t use Ultimate Mercy if the triggering effect was disintegrate or a death effect.


20th Level
CELESTIAL MOUNT FEAT 20
Paladin
Prerequisites righteous ally (steed)
Your steed gains incredible celestial powers granted by your deity. It gains darkvision and resistance 10 to acid and cold. Additionally, it grows feathery wings, granting it a fly Speed equal to its Speed.


RADIANT BLADE MASTER FEAT 20
Paladin
Prerequisites righteous ally (blade), Radiant Blade Spirit
Your righteous ally is a paragon of the chosen weapon. When you choose the weapon for your blade righteous ally during daily preparations, add the following properties to the list of those you can choose from: dancing, greater disrupting, and keen.


SHIELD CHAMPION FEAT 20
Paladin
Prerequisites righteous ally (shield)
When wielding your chosen shield, it always counts as raised, even without using the Raise a Shield action. If your shield would be destroyed, it vanishes to the celestial realms instead, where your righteous ally repairs it. During your next daily preparations, the shield returns to you fully repaired.


« 上次编辑: 2018-09-01, 周六 03:37:59 由 炼金术士卡莉 »
不要在意这个很弱的家伙。

离线 炼金术士卡莉

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Re: 【PF2 Playtest】圣武士(Paladin)
« 回帖 #1 于: 2018-08-06, 周一 16:48:47 »
占楼
不要在意这个很弱的家伙。

离线 炼金术士卡莉

  • 某个自称为面包的人。
  • Hero
  • ****
  • 帖子数: 733
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Re: 【PF2 Playtest】圣武士(Paladin)
« 回帖 #2 于: 2018-08-06, 周一 16:49:02 »
占楼 :em016
不要在意这个很弱的家伙。