作者 主题: 【Haunted Heroes Handbook】《闹鬼英雄手册》全部变体职业整理贴  (阅读 17467 次)

副标题: 挺有意思,然而一些背景词翻译得脑缺氧

离线 白药君

  • 沉迷跑团の阿斯塔特
  • 版主
  • *
  • 帖子数: 3320
  • 苹果币: 11
 :em006 颇为好玩的一本书,画风都比较有特色

继续求大佬们帮忙捉虫校对润色 :em023

私聊征得同意后将傻豆的翻译作品 巫毒祭司 整合到此贴内,并在原翻译基础之上补上了原文和附图 :em003

如果想看简洁版本的请戳【这里】

变体职业目录
杀手          鬼屠
女巫          祈求者
审判者          除灵师
炼金术师          炼魂士          PFS不可用
战士          钢魂神兵          PFS不可用
法师          密契法师          PFS不可用
通灵者          导灵修士
通灵者          巫毒祭司
唤魂师          痛苦之源
调查员          怪谈终结者

重大勘误更新
2017年3月7日,把原来所有翻译错误的“内在加值”修改成“洞察加值”
2017年3月10日,祈求者祈求庇护主职业特性里“清算”描述的“天武攻击和法术伤害”修改成“天武攻击伤害和法术伤害”

离线 白药君

  • 沉迷跑团の阿斯塔特
  • 版主
  • *
  • 帖子数: 3320
  • 苹果币: 11
【HHH】杀手变体-鬼屠(Spiritslayer)
« 回帖 #1 于: 2017-03-07, 周二 09:53:15 »
引述:闹鬼英雄手册《Haunted Heroes Handbook》

杀手变体-鬼屠(Spiritslayer)

『不要参加比赛,上场的话,你,会死』
                                                                     ——田村俊夫,《死灵猎人》


起源于精纯卫队为了避免拉哈多姆受到神术施法者染指的需要,拉哈多姆的鬼屠在清剿恶灵,影魔,和其他虚体生物的能力上有着无可估量的价值,因此其技艺也传到了内海各处乃至更遥远的土地上。讽刺的是。现在大部分鬼屠都是由法拉兹玛的教会所训练雇佣以派遣去剿灭那些邪恶灵体。

心灵感知(Spirit Sense,Ex):2级时,面对隐形生物时,鬼屠能显现出一种离奇的第六感。他获得盲斗(Blind-Fight)专长,并忽略常规条件下定位隐形生物察觉检定DC上的+20加值。如果鬼屠设法通过察觉检定知晓了隐形生物的位置,他能以一个迅捷动作研究这个生物。此外,任何时候,如果鬼屠对一个被附身的生物进行研究,他能在附身生物从宿主身上被驱逐出去时自动把研究对象从宿主切换到附身生物。鬼屠在尝试对抗来自其研究对象的附身效果时,可以把攻击上获得的杀戮目标加值加到所有的豁免检定上。这项能力替代2级时获得的杀手天赋。

鬼屠天赋(Spiritslayer Talents):鬼屠在正常的杀手天赋以外还能选择以下天赋:

打断附身(Disrupt Possession,Ex):只要拥有该天赋的鬼屠对一个被附身的宿主造成偷袭伤害,他同时也对附身实体本身造成等同于偷袭伤害的伤害。每轮一次,被受到了这种伤害的宿主能尝试一个新的意志检定以结束附身效果,并在检定上获得每偷袭骰+1的加值。这项天赋修改了鬼屠的偷袭攻击,因而无法和其他同样修改偷袭攻击的天赋其效果叠加。鬼屠必须至少要8级才能选择该能力。

高等心灵感知(Greater Spirit Sense):选择该天赋的鬼屠得到高等盲斗(Greater Blind-Fight,APG)作为奖励专长,并忽略其所有先决条件。此外,他在定位灵体生物上的察觉检定获得等同于其1/2职业等级的加值。同时,每轮一次,鬼屠无须动作就能尝试一次察觉检定以定位自己身边30尺内的所有隐形生物。鬼屠必须要达到10级而且拥有精通心灵感知的杀手天赋才能选择该天赋

精通心灵感知(Improved Spirit Sense):选择该天赋的鬼屠得到精通盲斗(Improved Blind-Fight,APG)作为奖励专长,并忽略其所有先决条件。此外,他在定位隐形生物上的察觉检定获得等同于其1/2职业等级的加值。同时,鬼屠能通过察觉检定来定位单一灵体生物,但无法在该察觉检定上获得上述加值。鬼屠必须要达到6级才能选择该天赋

鬼邪灭杀(Ghost Slayer,Ex):7级时,只要鬼屠的研究对象是拥有虚体亚种的异界生物或者不死生物。他针对该生物的攻击视作魔法武器,尽管鬼屠并不能因此在攻击上得到附魔加值。同时他能对该生物造成基于精准的伤害,然而该精准伤害依然要减少50%,除非该有形伤害的来源能无视该生物的伤害减少,比如幽冥武器等。在14级时,鬼屠在对抗拥有虚体亚种的异界生物和不死生物时能无视其面对有形魔法武器50%的伤害减少,而且能对虚体生物造成基于精准的伤害。这项能力替代追踪者。


剧透 -  原文:
Spiritslayer(Slayer Archetype)
Originally trained and employed by the enforcers of the Pure Legion seeking to defend Rahadoum from divine spellcasters, Rahadoumi spiritslayers have proven so invaluable in culling ghosts, shadow demons, and other incorporeal creatures that their techniques have spread across the Inner Sea region and beyond. Ironically, most now are trained and employed by the church of Pharasma to cull wicked spirits.

Spirit Sense (Ex): At 2nd level, a spiritslayer manifests an uncanny sixth sense regarding the presence of invisible creatures. He gains Blind-Fight as a bonus feat and ignores the usual +20 bonus to the DC of any Perception check to pinpoint the location of an invisible creature. If the spiritslayer manages to pinpoint an invisible creature’s location using a Perception check, he can study that creature with his studied target ability as a swift action. In addition, whenever the spiritslayer studies a possessed creature, he can automatically switch his studied target from the possessed creature to the possessing entity should that entity be expelled from his studied target. A spiritslayer adds his studied target bonus on attack rolls to all saving throws he attempts against possession effects used by his studied targets. This ability replaces the slayer talent gained at 2nd level.

Spiritslayer Talents: A spiritslayer can select the following slayer talents, in addition to general slayer talents.

Disrupt Possession (Ex): Whenever a spiritslayer with this talent deals sneak attack damage to a creature that is being possessed, he also deals his sneak attack damage to the possessing entity. Once per round, a possessed creature that is damaged by disrupt possession can attempt a new Will saving throw to end the possession, gaining a +1 bonus on its save for each sneak attack damage die the spiritslayer rolled. This talent alters the spiritslayer’s sneak attack, and doesn’t stack with other talents that alter sneak attack. A spiritslayer must be at least 8th level before selecting this talent.

Greater Spirit Sense: A spiritslayer who selects this talent gains Greater Blind-Fight APG as a bonus feat, ignoring its prerequisites. In addition, he adds 1/2 his slayer level to his Perception checks to pinpoint the location of ethereal creatures, and once per round he can attempt a Perception check to pinpoint the locations of all invisible creatures within 30 feet of him without needing to take an action. A spiritslayer must be at least 10th level and have the improved spirit sense spiritslayer talent before selecting this talent.

Improved Spirit Sense: A spiritslayer who selects this talent gains Improved Blind-Fight APG as a bonus feat, ignoring its prerequisites. In addition, he adds 1/2 his slayer level on Perception checks to pinpoint the location of an invisible creature. He can use Perception to pinpoint the location of an ethereal creature, but he doesn’t gain this bonus on Perception checks when doing so. A spiritslayer must be at least 6th level before selecting this talent.

Ghost Slayer (Ex): At 7th level, whenever a spiritslayer makes an outsider or undead creature with the incorporeal subtype his studied target, his attacks count as magic for the purpose of striking that creature (though this doesn’t give his attacks an enhancement bonus) and he can deal precision-based damage to such creatures (though his precision damage is reduced by 50% unless he has a means to bypass the creature’s reduction in damage from corporeal sources, such as a ghost touch weapon). At 14th level, the spiritslayer’s attacks against outsiders or undead creatures with the incorporeal subtype ignore the 50% reduction in damage from magical corporeal sources that such creatures have and can deal precision-based damage to incorporeal creatures. This ability replaces stalker.

离线 白药君

  • 沉迷跑团の阿斯塔特
  • 版主
  • *
  • 帖子数: 3320
  • 苹果币: 11
【HHH】女巫变体-祈求者(Invoker)
« 回帖 #2 于: 2017-03-07, 周二 09:53:39 »
引述:闹鬼英雄手册《Haunted Heroes Handbook》

女巫变体-祈求者(Invoker)

『记下我的咒语,因为你不会听到下一次了』
                                                                     ——卡尔,《DOTA2》


祈求者通过其魔宠来把神秘庇护主的面相召唤至体内,在提高自身技艺的同时获得强大的能力。无论这种灵类强化的源泉是来自单一存在还是成群精魂,女巫庇护主的力量来源多种多样。大部分情况下,祈求者可能永远也搞不懂这背后的真相。

祈求庇护主(Invoke Patron,Su):1级时,祈求者能以一个迅捷动作邀请与其庇护主主旨相关的精魂进入自己的身心。该能力如同猎人的动物之力(Animal Focus)一般运作,只不过祈求者模仿的是其庇护主的面相,并从以下列表中选择效果。祈求者每日能够使用该能力的分钟数等同于她的等级。这些时间不需要连续,但是必须以1分钟为单位来使用。这项能力替代了女巫1级,8级,和16级时获得的巫术。

奴役(Bondage):祈求者在力量上获得+2增强加值,该加值在8级的时候提升到+4,在16级的时候提升到+6。

桥接(Bridge):其他生物在面对来自祈求者的效果时其伤害减免和法术抗力均视作降低2点,在8级的时候降低5点,16级的时候降低10点。

危难(Crisis):祈求者在体质上获得+2增强加值,该加值在8级的时候提升到+4,在16级的时候提升到+6。

好奇(Curiosity):祈求者的巫术和庇护主法术DC增加1,而在8级和16级的时候分别额外再+1。

决心(Decision):祈求者在敏捷上获得+2增强加值,该加值在8级的时候提升到+4,在16级的时候提升到+6。

幸运(Fortune):祈求者在豁免上获得+1抗力加值,该加值在8级的时候提升到+3,在16级的时候提升到+5。

乐园(Paradise):祈求者在特技和专注检定上获得+3表现加值,该加值在8级的时候提升到+6,在16级的时候提升到+9。

狂喜(Rapture):祈求者能使任何自己施展到自身的法术其持续时间增加1轮,这只对持续时间并非立即的法术生效。在8级的时候延长时间提升到2轮,在16级的时候提升到3轮。

清算(Reckoning):祈求者在所有天武攻击伤害和法术伤害上获得每伤害骰1点的洞察加值。8级时,祈求者在确认天武攻击和法术伤害的重击威胁时得到+4加值。16级时,其天武攻击和法术的重击范围翻倍,如同精通重击(Improved Critical)专长好处一般。

启示(Revelation):祈求者在用武器攻击的攻击骰上获得+1洞察加值,该加值在8级的时候提升到+2,在16级的时候提升到+3。

第二祈求(Second Invocation,Su):10级时,只要祈求者使用了其祈求庇护主能力,她能选择两种不同的庇护者面相而不是一种。除此之外,该能力如同猎人的第二动物之力一般运作。这项能力替代女巫10级时的巫术。


剧透 -  原文:
Invoker(Witch Archetype)
The invoker uses her familiar to summon facets of her mysterious patron directly into her body, enhancing her skills and granting her powerful abilities. Whether these spiritual enhancements come from a single entity or a host of spiritual forces associated with the witch’s patron can vary, and in many cases, a particular invoker never learns the truth of this matter.

Invoke Patron (Su): At 1st level, an invoker can invite spirits associated with her patron’s themes into her body and mind as a swift action. This functions like a hunter’s animal focus (Pathfinder RPG Advanced Class Guide 27), except she emulates facets of her patron, chosen from the list below. The invoker can use this ability for a number of minutes per day equal to her level; this duration need not be consecutive, but it must be spent in 1-minute increments. This replaces the witch’s 1st-, 8th-, and 16th-level hexes.

Bondage: The invoker gains a +2 enhancement bonus to her Strength. This bonus increases to +4 at 8th level and +6 at 16th level.

Bridge: The invoker treats other creatures as if their damage reduction and spell resistance were 2 lower. This increases to 5 lower at 8th level and 10 lower at 16th level.

Crisis: The invoker gains a +2 enhancement bonus to her Constitution. This bonus increases to +4 at 8th level and +6 at 16th level.

Curiosity: The DCs of the invoker’s hexes and patron spells increase by 1. These DCs increase by an additional 1 at 8th level and 16th level.

Decisions: The invoker gains a +2 enhancement bonus to Dexterity. This bonus increases to +4 at 8th level and +6 at 16th level.

Fortune: The invoker gains a +1 resistance bonus on saving throws. This bonus increases to +3 at 8th level and +5 at 16th level.

Paradise: The invoker gains a +3 competence bonus on Acrobatics checks and concentration checks. This bonus increases to +6 at 8th level and +9 at 16th level.

Rapture: The invoker can increase the duration of any spell she casts on herself by 1 round. This applies only to spells with a duration other than instantaneous. This increases to 2 rounds at 8th level and 3 rounds at 16th level.

Reckoning: The invoker adds an insight bonus on damage rolls from attacks made with spells and natural attacks, gaining 1 point of damage per die rolled. At 8th level, the invoker gains a +4 bonus to confirm critical hits threatened with spells and natural attacks. At 16th level, the critical threat range of the invoker’s spells and natural attacks doubles, as if from Improved Critical.

Revelation: The invoker gains a +1 insight bonus on attack rolls made with weapons. This bonus increases to +2 at 8th level and +3 at 16th level.

Second Invocation (Su): At 10th level, whenever an invoker uses her invoke patron ability, she selects two different facets of her patron for herself instead of one. Otherwise, this functions like a hunter’s second animal focus ability. This ability replaces the witch’s 10th-level hex.

离线 白药君

  • 沉迷跑团の阿斯塔特
  • 版主
  • *
  • 帖子数: 3320
  • 苹果币: 11
【HHH】审判者变体-除灵师(Expulsionist)
« 回帖 #3 于: 2017-03-07, 周二 09:54:11 »
引述:闹鬼英雄手册《Haunted Heroes Handbook》

审判者变体-除灵师(Expulsionist)

『信仰的缺失乃是堕落之徽记』
                                                     ——伊芙利欧·斯坦恩,殉道女士战斗修女会,《驱魔者》


虽然大部分除灵师是法拉兹玛的信徒,但他们有时也会出现在其他仇视不死和邪恶灵体信仰的追随者之中。除灵师致力于将邪恶灵体的腐化影响乃及它们自身从现实世界驱逐殆尽

除灵(Expel Spirit,Su):1级时,除灵师获得阵营导能(Alignment Channel)和驱散死灵(Turn Undead)作为奖励专长。并且每天可以进行3+魅力修正次数引导能量,确定效果时将其职业等级视作牧师等级,但该能力仅能用来伤害或驱散邪恶异界生物或者不死生物,并将邪恶异界生物视作不死生物以决定驱散死灵的效果。同时除灵师也能选择其他专长以提高该能力,诸如额外导能(Extra Channel)或者精通引导(Improved Channel)等,但不能选择那些会对该能力造成根本性调整的专长,比如元素导能(Elemental Channel)等。另外他也不能多次重复选择阵营导能专长。对抗该能力的DC等同于10+1/2除灵师职业等级+魅力修正。

8级时,除灵师能消耗一次导能次数以尝试把一只附身生物从宿主中驱逐出去。除灵师必须对被附体的生物进行一次近战接触攻击。如果攻击命中,则除灵师对附身生物造成伤害,视作这只生物成为了引导能量的目标,不管该附身生物是什么种类都是如此,同时附身生物被从宿主身上驱逐出去,宿主的附身状态结束。成功通过等同于除灵师引导能量DC的意志豁免可以使伤害减半并忽略被驱逐的效果。

这项能力替代领域。

除灵学识(Spirit Sleuth,Ex):1级时,除灵师在发现作祟和虚体生物的技能检定上,以及判断作祟和虚体生物其能力和弱点时的知识(宗教)上,还有决定是否能发现生物被附身,受到诅咒,惑控类影响,或其他受控于魔法的察言观色检定上,都能得到等同于其1/2职业等级的加值(至少为1)。这项能力替代怪物学识。

灵异寻源(Spirit Sleuth,Ex):5级时,在首次和幽灵等拥有返魂(rejuvenate)能力的不死生物或者作祟进行互动时,包括攻击幽灵或者引导能量伤害作祟,除灵师都能以自由动作进行一次察言观色检定来判断作祟及灵体出现的特殊诱因及永久消除其影响的方法,检定DC=20+目标CR。这项能力替代辨识谎言。


剧透 -  原文:
Expulsionist(Inquisitor Archetype)
Most common among Pharasmins but found within any faith that loathes undead or evil spirits, expulsionists are inquisitors who seek to rid the material world of the  corrupting  influences of wicked spirits that twist mortals to their own ends.

Expel Spirit (Su): At 1st level, an expulsionist receives Alignment Channel and Turn Undead as bonus feats. She can channel energy a number of times per day equal to 3 + her Charisma modifier as per a cleric with an effective level equal to her inquisitor level, but only to harm or turn evil outsiders or undead (treating all evil outsiders as undead creatures for the purpose of determining whether they can be affected by Turn Undead). She can take other feats that add to this ability, such as Extra Channel or Improved Channel, but not other feats that fundamentally alter this ability, such as Elemental Channel, and she cannot select Alignment Channel multiple times. The DC to save against this ability is equal to 10 + 1/2 the expulsionist’s inquisitor level + her Charisma modifier. At 8th level, an expulsionist can expend one use of her channel energy ability to attempt to force a possessing creature from its host body. The expulsionist must make a melee touch attack against the possessed creature; if successful, the expulsionist deals damage to the possessing creature as if it were targeted by the expulsionist’s channel energy ability (regardless of the possessing creature’s creature type), and the possession effect ceases as the possessing creature is ejected from the host body. A successful Will save (DC = the expulsionist’s channel energy DC) halves the damage taken and negates the expulsion. This ability replaces domain.

Expulsionist Lore (Ex): At 1st level, an expulsionist gains a bonus equal to 1/2 her inquisitor level (minimum +1) on skill checks to notice haunts and incorporeal creatures; on Knowledge (religion) checks to identify the abilities and weaknesses of haunts and incorporeal creatures; and on Sense Motive checks to determine whether a creature is possessed, under the effects of an enchantment or curse, or otherwise magically controlled. This ability replaces monster lore.

Spirit Sleuth (Ex): At 5th level, upon interacting with a rejuvenating undead (such as a ghost) or haunt for the first time (such as by attacking the ghost or channeling energy to damage the haunt), an expulsionist can attempt a Sense Motive check as a free action to determine the specific course of action required to permanently neutralize the spirit of haunt (DC = 20 + the target’s CR). This ability replaces discern lies.

离线 白药君

  • 沉迷跑团の阿斯塔特
  • 版主
  • *
  • 帖子数: 3320
  • 苹果币: 11
【HHH】炼金术师变体-炼魂士(Ectoplasm Master)
« 回帖 #4 于: 2017-03-07, 周二 09:54:41 »
引述:闹鬼英雄手册《Haunted Heroes Handbook》

炼金术师变体-炼魂士(Ectoplasm Master)

『....开什么玩笑!...炼成贤者之石的原料...居然是活人的灵魂.....』
                                                                             ——爱德华·艾尔利克《钢之炼金术师》


炼魂士拥有把可怖幽灵蒸馏成炼金试剂的奇异能力,这种怪异技术的起源乃是来自默语魔道的特工们。然而自从被叛逃到巴拉丁之眼秘会之中的成员把这个秘密暴露出去后,该技艺就风一样地传遍了各地。如今,炼魂士已经不会像以前那样被自动当作是心术不正的危险分子了。

炼灵合成(Ectoplasmic Extracts,Su):炼魂士并非通过炼金试剂来制造炼金物品,包括炸弹,化合炼成和突变药剂等,而是利用诸如骨灰,灵质晶体,以及类似炼金催化剂那样的试剂作为原料。就跟标准炼金术师一样,这些材料的花费可以忽略不计,这点和大部分法术的廉价施法材料一样。由于这种技术本身和涉及的炼金原料都相当诡异,炼魂士的公式列表得到了拓展。他可以把所有术士/法师6环及以下死灵学派的法术加到自己的公式列表里,但仍需对应进行学习抄写后才能使用。如果有法术同时出现在炼金术师公式列表和术士/法师法术列表里面,则炼魂士使用两者间环级较低的那个版本。这项能力调整了化合炼成并替代制造药水。

炼灵科研(Ectoplasm Master Discoveries,Su):炼魂士除了正常的炼金术师科研发现外,能选择下列科研:

灵质突变(Ectoplasmic Mutagen):任何时候,炼魂士在服用突变药剂后,他的肉胎凡躯转化成了灵界异质,因此身体呈现半流质的形态,此时他没法获得天生护甲加值。然而在突变药剂生效期间,炼魂士对重击和偷袭等精准伤害免疫。至少需要6级炼魂士等级才能选择这一科研发现。

灵质仆从(Ectoplasmic Servant):选择该科研的炼魂士可以把所有6环及以下的召唤怪物法术加入到公式列表里面,并作为炼灵合成使用。任何适合,只要他通过炼灵合成召唤单一生物,该生物必须出现在与他邻接的方块之中,并且获得灵质生物模板(Pathfinder RPG Bestiary 4 82页)。通过炼灵合成召唤而来的生物除灵质生物模板外无法获得其他生物模板。

虹吸炸弹(Siphon Bomb):炼魂士能调整炸弹,可以使作祟和虚体不死生物的灵质能量结晶无力化。虹吸炸弹对虚体生物造成全额伤害,就像力场效果一样,但是对实体生物只能造成非致命伤害。虹吸炸弹同样能对作祟造成伤害,但爆炸点必须在作祟区域内才能生效。这项科研调整了炼金术师的炸弹,并且无法和其他调整了炸弹效果的科研叠加。


剧透 -  原文:
Ectoplasm Master(Alchemist Archetype)
Able to distill spectral horrors into alchemical reagents, the eccentric techniques of the ectoplasm master originated among agents of the Whispering Way, though their secrets have since been exposed and spread to the winds by their rivals in the Esoteric Order of the Palatine Eye. Today, the ectoplasm master is not automatically regarded as an agent of sinister evil as a result.

Ectoplasmic Extracts (Su): Instead of using alchemical reagents in order to create alchemical items (including his bombs, extracts, and mutagens), an ectoplasm master uses reagents such as corpse dust, crystallized ectoplasm, and similar reagents as alchemical catalysts. Just as with standard alchemists, the costs of these materials are insignificant and are comparable to the costs of the valueless material components of most spells. As a result of his eccentric techniques and use of odd alchemical components, an ectoplasm master has an expanded formula list. He adds all sorcerer/wizard spells of 6th level or lower from the necromancy school to his alchemist formula list (but must still learn each of these spells normally). If a spell appears on both the alchemist formula list and the sorcerer/wizard spell list, the ectoplasm master uses the lower of the two spell levels listed for the spell. This ability alters extracts and replaces Brew Potion.

Ectoplasm  Master Discoveries  (Su):  An ectoplasm  master  is able to select the following alchemist discoveries, in addition to general discoveries.

Ectoplasmic Mutagen: Whenever the ectoplasm master imbibes a mutagen, his living flesh transmutes into ectoplasm, causing him to take on a semiliquid form. He no longer gains a natural armor bonus from his mutagen, but instead becomes immune to critical hits and precision damage (such as sneak attacks) while under the mutagen’s effects. An ectoplasm master must be at least 6th level to learn this discovery.

Ectoplasmic Servant: An ectoplasm master who selects this discovery adds all summon monster spells of 6th level or lower to his alchemist formula list as ectoplasmic extracts. Whenever he summons a creature using an ectoplasmic extract, the creature must appear in a square adjacent to his own, and it gains the ectoplasmic creature template (Pathfinder RPG Bestiary 4 82). Creatures summoned using ectoplasmic extracts cannot have templates other than the ectoplasmic creature template.

Siphon Bomb: The ectoplasm master’s bombs can be modified to neutralize and crystallize the ectoplasmic energy of haunts and incorporeal undead. A siphon bomb deals full damage to incorporeal creatures as if it were a force effect, but deals only nonlethal damage to corporeal creatures. A siphon bomb also damages haunts, provided the siphon bomb explodes within a haunt’s area of effect. This discovery modifies the alchemist’s bombs and doesn’t stack with other discoveries that modify bombs.

离线 白药君

  • 沉迷跑团の阿斯塔特
  • 版主
  • *
  • 帖子数: 3320
  • 苹果币: 11
【HHH】战士变体-钢魂神兵(Steelbound Fighter)
« 回帖 #5 于: 2017-03-07, 周二 09:55:07 »
引述:闹鬼英雄手册《Haunted Heroes Handbook》

战士变体-钢魂神兵(Steelbound Fighter)

『老子叫德鲁弗林加,多指教,伙伴』
                                                    ——智慧之剑德鲁弗林加,《零之使魔》


一柄有着强大影响的智能武器只要能被其主人使用足够久的时间,其英魂回响也可以和持有者的后世血脉产生奇异共鸣。钢魂神兵有时可能就是以下传奇的产物:因为其先祖与特定兵刃有着强力联系,某位有着高超武艺的战士因此也会手持类似武器冲锋陷阵。

钢魂武器(Steelbound Weapon,Ex):1级时,钢魂神兵选择一种武器,比如短剑,长弓,或者重型连枷等。他在使用该类武器时获得武器专攻专长。只要他不再手持或携带至少一把该种武器——武器状态可以是破损但不能是被摧毁——那么钢魂神兵在其感知属性上受到-2减值,并且无法得到除了从战士奖励专长以外的所有战士职业能力好处。一旦钢魂神兵的武器觉醒(参照下文的钢魂觉醒能力),上述惩罚只要在钢魂神兵没携带或者手持那柄特定武器时就会生效。这项能力替代1级战士的奖励专长。

钢魂觉醒(Steelbound Awakening,Su):5级时,钢魂神兵所携带的一柄无智能武器被依附在他灵魂内的潜藏精魄能量所浸染,并被转化成一柄智能武器。该武器必须和钢魂神兵1级时所选择的武器类型相一致。钢魂武器只要处于被握持的状态就能让持有者获得警戒(Alertness)专长。钢魂神兵在使用钢魂武器攻击时其攻击及伤害均获得+1加值,该加值在9级的时候提升到+2,13级的时候提升到+3,17级的时候提升到+4,20级的时候提升到+5。

钢魂武器在觉醒时各获得智力,感知和魅力属性10点,而且阵营和持有者相一致。其能通过情感连接和主人沟通,同时获得30尺的感知范围。另外钢魂武器可以根据钢魂神兵自己的选择在某项技能上获得5个等级。

9级时,钢魂武器的属性上升到12,并且得到能以母语和主人沟通的能力。另外,钢魂武器每天可以施放一次3环法术(参照下文应该是以类法术能力的形式),其施法者等级等同于钢铁神兵的职业等级,而法术的豁免DC则基于钢魂武器自己的魅力属性。能施放的具体法术由钢魂神兵自己选择,但必须经由GM首肯,一旦做出选择就无法再次改变。

13级时,钢魂武器的属性上升到14,同时感知范围上升到120尺。武器自身产生一个特定的目标或意图,由钢魂神兵自己选择,但必须经由GM首肯。17级时,钢魂武器的属性上升到16,同时获得心灵感应能力和60尺黑暗视觉,每天能使用类法术能力的次数上升到3次。此外能额外选择另一个3环法术,并获得每天1次的使用次数。

钢魂神兵在携带另一把与钢魂武器同类型的武器24小时后,其钢魂觉醒的效果自动转移到新武器上,但任何时候获得钢魂觉醒效果的武器只能存在1柄。

这项能力替代武器训练。


剧透 -  原文:
Steelbound Fighter(Fighter Archetype)
Whenever a particularly imposing intelligent weapon controls the mind of its wielder for long enough, spiritual echoes of this dominance can have strange resonances throughout that wielder’s bloodline for generations to come. The steelbound fighter is sometimes the result of such a legacy: a fighter who has impressive martial resolve and technique with a specific weapon as the result of a powerful relationship a similar weapon had with one of his ancestors.

Steelbound Weapon (Ex): At 1st level, a steelbound fighter selects one type of weapon (such as shortswords, longbows, or heavy flails). He gains Weapon Focus with that specific weapon. Whenever he isn’t wielding or carrying at least one weapon of this type (the weapon can be broken but not destroyed), a steelbound fighter takes a –2 penalty to his Wisdom score and can’t benefit from his fighter class abilities (excluding bonus feats gained from fighter levels). Once the steelbound fighter’s weapon awakens (see steelbound awakening below), these penalties apply whenever the fighter isn’t carrying or wielding that particular weapon.  This ability replaces the fighter’s 1st-level bonus feat.

Steelbound Awakening (Su): At 5th level, one non- intelligent weapon carried by the steelbound fighter becomes possessed by the latent spiritual energies that cling to his soul, transforming that weapon into an intelligent weapon. The weapon must be of the type the fighter chose at 1st level as his steelbound weapon. The steelbound weapon grants its wielder Alertness as a bonus feat as long as the weapon is wielded. A steelbound fighter gains a +1 bonus on attack rolls and damage rolls with his steelbound weapon. This bonus increases to +2 at 9th level, +3 at 13th level, +4 at 17th level, and +5 at 20th level. 、

A steelbound weapon gains Intelligence, Wisdom, and Charisma scores of 10 when it awakens, and has the same alignment as its wielder. It communicates via empathy, and has senses that extend 30 feet. It has 5 ranks in a skill of the steelbound fighter’s choice.

At 9th level, the steelbound weapon’s ability scores increase to 12 and it gains the ability to speak in its wielder’s native tongue. The weapon gains the ability to cast a 3rd-level spell once per day (the choice of the spell is made by the steelbound fighter, but is subject to GM approval, and once chosen, it can’t be changed), with a caster level equal to the steelbound fighter’s level. The spell’s save DC is based off of the item’s Charisma.

At 13th level, the steelbound weapon’s ability scores increase to 14 and its senses extend to 120 feet. The weapon gains a special purpose of the steelbound fighter’s choice (subject to GM approval).

At 17th level, the steelbound weapon’s ability scores increase to 16 and it gains telepathy as well as darkvision with a range of 60 feet. The weapon can now use its spell- like ability three times a day, and can select a second 3rd- level spell that it can use once per day.

A steelbound fighter transfers the effects of his steelbound awakening to a new weapon of the proper type automatically after carrying that weapon on his person for 24 hours, but can have only one weapon under the effects of steelbound awakening at any given time. This ability replaces weapon training.

离线 白药君

  • 沉迷跑团の阿斯塔特
  • 版主
  • *
  • 帖子数: 3320
  • 苹果币: 11
【HHH】法师变体-密契法师(Pact wizard)
« 回帖 #6 于: 2017-03-07, 周二 09:55:39 »
引述:闹鬼英雄手册《Haunted Heroes Handbook》

法师变体-密契法师(Pact wizard)

『对于我们而言,没有任何不可知的知识,不存在任何隐匿难寻的秘密或是纷乱无绪的道路,因为正是这些引领我们得到启迪』
                                                                                                                                 ——猩红之王马格努斯,《千子》


法师之艺经常和不懈的学术追求挂钩,然而也存在一些无须进行枯燥学习和单调研究就能精通奥秘之力的人物。被愚蠢的野心所驱动,这些家伙转而向宇宙中无以理解的伟力敞开怀抱,以求获得更强的能力。尽管能成功吸引到此等大能注意的人士少而又少,但是他们在努力换来非凡玄奥之力的同时,自己也成为了这些强大存在身侧的忠实仆从和听话玩物。

自如备法(Effortless Magic,Ex):尽管密契法师依然使用法术书去准备法术,但他与异界庇护主的紧密联系让其能几乎易如反掌地完成这项工作。密契法师仅需15分钟就能准备好所有法术,而他准备法术的最短时间仅需要1分钟。这调整了法师的施法。

庇护密咒(Patron Spells):1级时,密契法师必须选择一个庇护主,这如同女巫的同名职业能力一般运作,除了密契法师会自动将庇护主法术加入到法术书中而不是魔宠之中。此外,密契法师能消耗任何一个以非学派法术位准备好的法术,并同时施放一个同环或更低级的庇护主法术。这项能力替代了抄写卷轴。

得千失万(Great Power, Greater Expense,Ex):在密契法师能力日渐强大的同时,其选择的庇护主也开始逐渐影响其凡胎肉躯。5级时,密契法师选择一项先知诅咒,并将其1/2职业等级视作有效先知等级以决定诅咒的效果。如果该先知诅咒能为先知的已知法术列表增加新的法术,那么密契法师同样也能将那些法术同时加入到法术列表和法术书之中。

10级时,密契法师能祈求其庇护主的力量,并得以在尝试任何施法者检定,专注检定,先攻检定以及豁免检定时双骰取高。他能在尝试该检定前以自由动作启动该能力,即使在自己的回合外也可以这么做。密契法师每天能使用该能力的次数等同于3+1/2智力修正。

15级时,当密契法师祈求庇护主的力量进行双骰取高时,他把自己的智力修正作为洞察加值加到结果之上。当对从庇护主或诅咒处学来的任意法术应用超魔专长时,在决定法术的最后环级时视作低1级,然而最低不能超过法术的原始环级。

20级时,只要密契法师祈求了庇护主的力量双骰取高时,如果其中一个骰子出现自然20,则视作他自动成功,无论该类检定正常是否允许自动成功都是如此。

这项能力替代了法师在5级,10级,15级和20级时获得的奖励专长。

剧透 -  原文:
Pact Wizard(Wizard Archetype)
While the art of wizardry is usually a scholar’s pursuit, there are those who seek mastery of arcane power without tedious study and monotonous research. Motivated by foolish ambition, such individuals turn to the greatest enigmas of the cosmos in the hopes of attaining greater power. Though few successfully attract the attention of these forces, those who do receive phenomenal arcane power for their efforts, but become the dutiful playthings and servants of the forces with which they consort.

Effortless Magic (Ex): Although a pact wizard still uses a spellbook to prepare his wizard spells, his close ties with his otherworldly patron allow him to do so nearly effortlessly. A pact wizard can prepare all of his spells in only 15 minutes, and his minimum preparation time is only 1 minute. This alters the wizard’s spellcasting.

Patron Spells: At 1st level, a pact wizard must select a patron. This functions like the witch class ability of the same name, except the pact wizard automatically adds his patron’s spells to his spellbook instead of to his familiar. In addition, the pact wizard can expend any prepared spell that isn’t a spell prepared using the additional spell slot the wizard receives from his arcane school in order to spontaneously cast one of his patron’s spells of the same level or lower. This ability replaces Scribe Scroll.

Great Power, Greater Expense (Ex): As a pact wizard grows in power, his choice of patron begins to affect his physical body. At 5th level, the pact wizard chooses one oracle curse, using 1/2 his character level as his effective oracle level when determining the effects of this curse. If an oracle curse would add spells to the oracle’s list of spells known, the pact wizard instead add those spells to the wizard’s spell list as well as to his spellbook. At 10th level, the pact wizard can invoke his patron’s power to roll twice and take the better result when  attempting any caster level check, concentration check, initiative check, or saving throw. He can activate this ability as a free action before attempting the check, even if it isn’t his turn. He can use this ability a number of times per day equal to 3 + 1/2 his Intelligence modifier. At 15th level, when the pact wizard invokes his patron’s power to roll twice on a check, he adds his Intelligence bonus to the result as an insight bonus. When he applies metamagic feats to any spells he learned via his patron or curse, he treats that spell’s final effective level as 1 lower (to a minimum level equal to the spell’s original level). At 20th level, whenever the pact wizard invokes his patron’s power to roll twice on a check and his result is a natural 20, he automatically succeeds, regardless of whether or not a check of that type would normally allow an automatic success. This ability replaces the bonus feats a wizard gains at 5th, 10th, 15th, and 20th level.

离线 白药君

  • 沉迷跑团の阿斯塔特
  • 版主
  • *
  • 帖子数: 3320
  • 苹果币: 11
【HHH】通灵者变体-导灵修士(Rivethun spirit channeler)
« 回帖 #7 于: 2017-03-07, 周二 09:56:06 »
引述:闹鬼英雄手册《Haunted Heroes Handbook》

通灵者变体-导灵修士(Rivethun spirit channeler)

『小时候身为魔女的奶奶教过我,古物里面会寄宿着精灵』
                                                                                           ——洛蒂·杨森,《小魔女学园》


导灵修士乃是践行古老矮人哲学钉魂门(Rivethun)的通灵者,钉魂门解释了凡胎肉体和缥缈灵魂之间的联系所能产生的力量。大部分导灵修士都是该古老哲学的矮人信徒,但是对于其他种族的通灵者他们都能满怀热情地接纳,毕竟钉魂门的理念认为不谐和多样乃是开启个体对灵魂世界感知的不二法门。导灵修士充当着自然和超自然居民之间的使节以及沟通的渠道。

心与魂(Mind and Soul,Ex):导灵修士必须选择以感知或者魅力来决定所有通灵者的职业相关能力,包括但不限于变体职业能力,学习并施放通灵者法术的最低相关属性,通灵者法术的豁免DC,由高属性带来的奖励法术数量,通灵者能力的每日可用次数,以及其英灵能力的效果等。这样的选择在1级时作出,之后无法更改。导灵修士每法术等级能施放的可知法术数量比《异能冒险》33页中表格1-33列出来的通灵者可知法术少1个。这调整了通灵者的施法能力。

祈灵上身(Spiritual Invocation,Su):取代降灵某个职阶的英灵到自己身上24小时,导灵修士能邀请附近的本地精魂进入自己身体,持续24小时。这如同灵舞士变体(《异能冒险》,94页)的降灵之舞(Spirit Dance)能力一般运作,然而导灵修士无须寻找合适地点进行降灵,因为其邀请的是附近的精魂而非英灵。这项能力调整了英灵能力以及替代了英灵同调和灵力奔涌。

精魂会谈(Spiritual Parley,Ex):2级时,导灵修士在面对精类,元素,除了本地亚种外的异界生物,以及不死生物的交涉检定上获得1/2职业等级加值。同样在禊术(见下文)的交涉检定上也能得到同样加值。这项能力替代禁忌。

禊术(Wrangle Condition,Su):3级时,导灵修士能看见并和附着在自己和盟友身上,导致其陷入异常状态的不净之灵交谈,这如同御灵巫的禊术能力一般运作.

制祟者(Haunt Channeler,Su):导灵修士在7级而不是3级才能获得该能力。这项能力替代呼唤浮游灵。


剧透 -  原文:
Rivethun Spirit Channeler(Medium Archetype)
Rivethun spirit channelers are mediums who practice the ancient dwarven philosophy of the rivethun, which teaches that power lies in the connection between physical bodies and immaterial souls. Most rivethun spirit channelers are dwarven adherents of this ancient philosophy, but mediums of other races are accepted with equal fervor, for the rivethun teachings state that discord and heterogeneousness are the most surefire way to open one’s senses to the spiritual world. Rivethun spirit channelers act as ambassadors and negotiators between the denizens of the natural and supernatural worlds.

Mind and Soul (Ex): A rivethun spirit channeler chooses whether she uses her Wisdom or Charisma score to determine the effects of her medium class abilities (including this archetype’s abilities). This includes (but is not limited to) the minimum ability score needed to learn or cast a medium spell, the save DC of her medium spells, the number of bonus spells (if any) she receives for having a high ability score, the number of times per day she can use her medium abilities, and the effects of her spirit’s abilities. This choice is made at 1st level, and once made, it can’t be changed. A rivethun spirit channeler knows one fewer spell of each spell level that she can cast than is indicated on Table 1–3: Medium Spells Known (Pathfinder RPG Occult Adventures 33). This alters the medium’s spellcasting.

Spiritual Invocation (Su): Rather than channel the legend of a single spirit for 24 hours, a rivethun spirit channeler can invite a nearby local spirit into her body for 24 hours. This functions exactly like the spirit dance ability of the spirit dancer medium archetype (Occult Adventures 94), except the rivethun spirit channeler doesn’t need to find an appropriate location to channel her spirits since she invites nearby spirits into her body instead of channeling a legend. This alters spirit and replaces spirit bonus and spirit surge.

Spiritual Parley (Ex): At 2nd level, a rivethun spirit channeler adds 1/2 her medium level to Diplomacy checks attempted against fey, elementals, outsiders (except native outsiders), and undead creatures, as well as on Diplomacy checks attempted as part of the wrangle condition ability (see below). This ability replaces taboo.

Wrangle Condition (Su): At 3rd level, a rivethun spirit channeler can interact directly with unwholesome spirits of the ills that trouble her or her allies. This functions like the animist shaman’s wrangle condition ability (Pathfinder RPG Advanced Class Guide 110).

Haunt Channeler (Su): A rivethun spirit channeler receives this ability at 7th level instead of at 3rd level. This ability replaces connection channel.

离线 白药君

  • 沉迷跑团の阿斯塔特
  • 版主
  • *
  • 帖子数: 3320
  • 苹果币: 11
【HHH】通灵者变体-巫毒祭司(Uda Wendo)
« 回帖 #8 于: 2017-03-07, 周二 10:07:45 »
引述:闹鬼英雄手册《Haunted Heroes Handbook》

通灵者变体-巫毒祭司(Uda Wendo)

『听,是否耳闻躁动声,寂静空中飞来魂,添火更焚香,诸灵且来相聚火焰旁』
                                                                                                ——巫医,《巫师3狂猎》


这些通灵者常常出身于居住在浩瀚的莽吉丛林的无数原始部落民中。巫毒祭司可以感应到巫毒精魂——漫游于格拉利昂,拥有扭曲运势与指点命运的神秘存在——的现身与它们的想法。和先知与萨满简单的沟通精魂不同,巫毒祭司敞开自己的躯体迎接巫毒精魂的驾凌,即使这需要他们用尽自己全部的体能和意志力来勉强控制附身精魂强悍的力量。

本职技能:巫毒祭司将知识(地理)和知识(自然)加入自己的本职技能列表,但他的本职技能列表将移除表演。这调整了通灵者的本职技能。

巫毒精魂(Wendo):巫毒祭司不降灵传说中的英灵,而是寻找行走于凡间的巫毒精魂附身。这个能力和通灵者的英灵能力类似,但在降灵时巫毒祭司并不需要为巫毒精魂寻找偏好的降灵场所,而是必须为精魂献上价值相当于50GP/巫毒祭司的每个HD的祭品来吸引它们。或者,取而代之,巫毒祭司可以承受1点超载(如同操念使OA的同名职业能力),用生命力而不是物质财富让巫毒精魂前来。如果他降灵巫毒精魂,那么巫毒祭司可以获得一个德鲁伊的动物或地形领域UM的1级领域能力,或是以下一个牧师领域的1级领域能力(气,动物,社群,黑暗,死亡,毁灭,土,火,医疗,知识,保护,符文,力量,太阳,诡术,战争,水,天气。巫毒祭司使用这些能力的有效牧师或德鲁伊等级相当于他的通灵者等级的一半(至少1级)。最后,巫毒祭司可以将他所选领域的所有他可以施放的环级(包括他通过大法师英灵和大祭司英灵的英灵之力获得的额外施法环级)的领域法术加入他的通灵者法术列表以及已知法术中。

但是,巫毒祭司不能邀请任何盟友加入他降灵的过程,除此之外,降灵巫毒精魂一定会对巫毒祭司造成2点共鸣。如果任何不是巫毒信仰的智慧生物目击了巫毒祭司降灵的过程,那么他和巫毒祭司都会被永久性诅咒,在所有的d20投骰和检定上承受-2减值(如同法术降咒[Bestow Curse]的效果),并且降灵失败。

本能力调整了英灵。

巫毒智慧(Wendo`s Secrets,Ex):在2级时,巫毒祭司从巫毒精魂的低语中了解了许许多多不为凡人所知的秘密智慧和传说。他可以将他的魅力加值(如果有)加到所有的知识检定上,和他的智力调整值提供的加值叠加。本能力取代降灵会。

鬼话(Wendo Tongue,Su):在3级时,巫毒祭司可以唤出巫毒精魂,让它帮忙和附近的游魂交流,每天最多等同于他的等级分钟时间,这些时间不必连续使用,但每次至少需要持续1分钟。在3级时,巫毒精魂可以和死人说话(如同法术死者交谈[Speak with Dead]);在5级时,它可以和动物交流(如同法术动物交谈[Speak with Animals]),在7级时,任何人都可以和它说话(如同法术巧言术[Tongues])。本能力取代制祟者,呼唤地缚灵和呼唤浮游灵。


剧透 -  原文:
Uda Wendo(Medium Archetype)
Primarily found among the various tribes of the Mwangi Expanse, uda wendo are powerful mediums who are sensitive to the presence and desires of the wendo, powerful and mysterious entities that walk Golarion while shaping fate and guiding destiny. Rather than simply communing with the wendo like some oracles do, an uda wendo invites the wendo to use his body as a vessel, gaining fantastic powers even while struggling to maintain control of his body against the crushing might of the wendo’s presence.

Class Skills: An uda wendo adds Knowledge (geography) and Knowledge (nature) to his list of class skills, instead of Perform.  This alters the medium’s class skills.

Wendo (Su): Rather than channeling spirits, an uda wendo channels the wendo, otherworldly entities that walk among mortals. This functions like channeling a spirit, except instead of requiring a favored location to channel a wendo, an uda wendo must offer the wendo a sacrifice worth at least 50 gp per Hit Die the uda wendo has. Alternatively, the uda wendo can instead accept 1 point of burn, as per the kineticist class ability (Pathfinder RPG Occult Adventures 11), instead of sacrificing material wealth. While channeling a wendo, the uda wendo gains the 1st-level domain power of one druid animal or terrain domain (Pathfinder RPG Ultimate Magic 33), or the 1st-level domain power of one of the following cleric domains: Air, Animal, Community, Darkness, Death, Destruction, Earth, Fire, Healing, Knowledge, Protection, Rune, Strength, Sun, Trickery, War, Water, or Weather. The uda wendo has an effective cleric or druid level equal to 1/2 his medium level (minimum 1st) for the purpose of this ability. In addition, he adds all spells from his chosen domain that are of a spell level he can cast (including modifications to the uda wendo’s spellcasting from the archmage arcana or divine surge lesser spirit powers) to his medium spell list and medium spells known as medium spells of their domain spell level.

An uda wendo cannot invite allies to a seance to summon a wendo, and by channeling a wendo, the uda wendo allows the entity to gain 2 points of influence over him. If any sentient creature that doesn’t practice juju witnesses the uda wendo’s seance, both creatures become permanently cursed with a –2 penalty on all d20 rolls and checks (as per bestow curse) and the attempt fails.

This ability alters spirit.

Wendo’s Secrets (Ex): At 2nd level, an uda wendo learns most of his information through tales and secrets whispered to him by the wendo. He adds his Charisma bonus (if any) to all Knowledge checks that he attempts in addition to his Intelligence modifier. This ability replaces shared seance.

Wendo Tongue (Su): At 3rd level, an uda wendo can invoke the wendo to commune with nearby spirits for a number of minutes per day equal to his level. These minutes don’t need to be used consecutively, but they must be spent in 1-minute increments. The uda wendo can use this ability to speak with corpses (as per speak with dead) at 3rd level, with animals and plants (as per speak with animals or speak with plants) at 5th level, and with humanoids (as per tongues) at 7th level. This ability replaces haunt channeler, location channel, and connection channel.

离线 白药君

  • 沉迷跑团の阿斯塔特
  • 版主
  • *
  • 帖子数: 3320
  • 苹果币: 11
【HHH】唤魂师变体-痛苦之源(Scourges)
« 回帖 #9 于: 2017-03-07, 周二 10:10:57 »
引述:闹鬼英雄手册《Haunted Heroes Handbook》

唤魂师变体-痛苦之源(Scourges)

『你们想象中的痛苦不过是某种阴影,而真正的苦痛是有面孔的,先生们,请容我向你们介绍,我,即,痛苦』
                                                                                                                                      ——钉子头,《猛鬼追魂4,血统》


痛苦之源醉心学习苦痛,而且和饱受折磨以及蹂躏的灵魂建立了罕见的联系。大部分痛苦之源的崇拜对象都是宗库山,但相较其暗夜领主的身份而言则更关注其作为痛苦之神的一面。结果,痛苦之源不仅仅只出现在奈多,在切利亚斯盖布伊利森等地也时有分布。午夜领主的忠实信徒经常宣称每个紧缚在痛苦之源身上的受虐灵魂都曾向宗库山乞求些许恩赐,于是他们都得到了至死无休的折磨——作为他们的奖励而非惩罚。痛苦之源希望向周围一切分享其魅影所受的苦难,并把灵魂的痛苦作为武器。痛苦之源的魅影深受蹂躏,支离破碎,其身上幽魂般的灵质外表满布骇人伤口,恐怖疤痕,怪异畸变,和褴褛衣衫,无声地诉说着其生涯中经受的种种折磨。

苦难扰法(Spell Scourge,Su):4级时,当痛苦之源的魅影成功给目标造成伤害时,同时也会为目标带来极大的痛楚。目标在在释放法术,类法术能力和任何需要专注的能力时,都必须通过DC=20+施法者等级的专注检定才能正常施放,该效果持续1轮。魅影在进行借机攻击时在攻击和伤害上得到+2加值。任何处于痛苦之源魅影威胁范围内的生物在专注检定上都必须承受-2减值。这项能力替代魅影加护。

忍受折磨(Endure Torment,Ex):6级时,痛苦之源的魅影对痛苦(pain)效果免疫,并且在对抗会导致其恍惚或震慑的效果豁免上获得+4加值。这项能力替代魅影能力的忠诚。

强加痛苦(Inflict Pain,Sp):7级时,痛苦之源每天能以类法术能力释放一次苦痛刑罚(inflict pain,OA),并且每天可用次数在7级后的每4个职业等级额外+1。如果其魅影完全显形,魅影同样也能使用该能力,然而这样做需要花费魅影一个整轮动作,而且仍然要把该次使用算入痛苦之源的每天可用次数当中。这项能力替代安灵法。

灵肉横飞(Ectoplasmic Swarm,Su):12级时,当其魅影处于灵质态显形时,痛苦之源能以一个标准动作命令魅影让其痛苦地四分五裂,并转变成一团阴森可怖的灵质器官内脏微型集群。此时魅影得到集群亚种特性,而集群攻击的伤害则使用未修正过的挥击伤害骰进行结算。其扰乱心神(Distraction)能力的DC等同于10+1/2魅影HD+其体质修正。该形态下,魅影无法使用苦痛刑罚(inflict pain,OA)或者其他任何需要情绪集中的能力,包括被动能力。这项能力替代高等魅影加护。


剧透 -  原文:
Scourges(Spiritualist Archetype)
Scourges are students of pain and have a rare connection to tormented and wracked spirits. Most are worshipers of Zon-Kuthon who are more attracted to his mastery of pain than his lordship over darkness. As a result, scourges are found not only in Nidal, but also in Cheliax, Geb, and Irrisen. Faithful of the Midnight Lord often claim the spirits bound to scourges are tortured souls who begged to be given some boon by their deity, and that having their torment extend into death is a reward, rather than a punishment. Scourges seek to share their phantoms’ miseries with all around them, using the spirit’s pain as a weapon. A scourge’s phantom is a broken and wretched creature, and the torments it suffered in life are reflected in its ghostly or ectoplasmic appearance as wounds, scars, grotesque malformations, and tattered garments.

Spell Scourge (Su): At 4th level, when a scourge’s phantom damages a creature, it causes severe pain, requiring that creature to succeed at a concentration check (DC = 20 + spell level) to use spells, spell-like abilities, and other abilities that require concentration for 1 round.  The phantom gains a +2 bonus on attack and damage rolls when making attacks of opportunity. Any creature threatened by the scourge’s phantom takes a –2 penalty on concentration checks. This ability replaces spiritual interference.

Endure Torment (Ex): At 6th level, a scourge’s phantom gains immunity to pain effects and gains a +4 bonus on saving throws against effects that could cause it to become staggered or stunned. This ability replaces devotion.

Inflict Pain (Sp): At 7th level, a scourge can use inflict pain OA as a spell-like ability once per day, plus one additional use per day for every 4 spiritualist levels beyond 7th. If her phantom is fully manifested, it can also use this ability, though doing so takes the phantom a full-round action, and it still counts against the scourge’s daily uses of this ability. This ability replaces calm spirit.

Ectoplasmic Swarm (Su): At 12th level, as a standard action, a scourge with a phantom manifested in ectoplasmic form can command it to break apart in a gruesome display of gore and agony, transforming it into a swarm of Diminutive ectoplasmic organs and viscera. The phantom gains the swarm subtype, dealing its unmodified slam damage die as damage for its swarm attack. Its distraction DC is equal to 10 + 1/2 the phantom’s Hit Dice + its Constitution modifier. In this form, the phantom is too diffuse to use inflict pain OA  or any of its abilities from emotional focus (even passive abilities). This ability replaces greater spiritual interference.