作者 主题: PF1版魔战士官方奥能全表  (阅读 25230 次)

副标题: 包含所有官方书目,按等级排序,不包含种族/变体独有奥能,原文后附。更新时间19年5月。

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PF1版魔战士官方奥能全表
« 于: 2015-07-29, 周三 23:15:55 »
PF1版魔战士官方奥能全表
魔战士奥能Magus Arcana,首次出现于UM。3级和之后每3级,魔战士从下表选择一项魔战士奥能,除非特别提及否则每项魔战士奥能不得多次选择。影响法术效能的魔战士奥能仅可用于改变魔战士法术列表的法术。

剧透 -  含有魔战士奥能的书目列表、中文名、缩写、原文译者:
Pathfinder Roleplaying Game: Ultimate Magic,极限魔法,UM,翻译链接(译者傻豆)翻译链接(译者Enviless、弑君者伊恩)
Pathfinder Roleplaying Game: Ultimate Combat,极限战斗,UC,翻译链接(译者PATIBAUL)
Pathfinder Roleplaying Game: Advanced Class Guide, 进化职业手册,ACG,翻译链接(译者lichzeta)
Pathfinder Player Companion: Blood of the Moon,月之血脉,BotM,翻译链接(译者landyluo)
Pathfinder Player Companion: Ranged Tactics Toolbox,远程工具箱,RTT,翻译链接(译者月夜白雨)
Pathfinder Player Companion: Magical Marketplace,魔法集市,MM。
Pathfinder Player Companion: The Harrow Handbook,哈罗牌手册,HH。
Pathfinder Player Companion: Monster Summoner's Handbook,怪物召唤者手册,MSH。
Pathfinder Player Companion: Agents of Evil,邪恶先锋,AoE。
Pathfinder Player Companion: Disciple's Doctrine,门徒教义,DD。

检索完成度:PZO1141 PZO92113 PZO9494 完成。
译注:请自行核对PFS游戏是否允许使用某个奥能。

奥能精准 (Arcane Accuracy, Su)【UM】
     效果:魔战士可以迅捷动作从〖奥能力池〗中花费1点奥能,令其在所有攻击检定中获得等于其智力调整值的洞察加值,直到回合结束。

奥能遮蔽 (Arcane Cloak, Su)【UC】
     效果:魔战士可以从〖奥能力池〗中花费1点奥能,将他的智力调整值加到唬骗和潜行检定上,此加值持续一分钟。

奥能炫技(Arcane Deed, Ex)【ACG】
     前提:「华丽奥能」
     效果:当魔战士选择这个奥能时,他可以从游荡剑客职业能力中选择任何一个等级等同于他魔战士等级的游荡剑客可用的炫技。他使用该炫技时可用他〖奥能力池〗中的奥能作为时髦值来满足炫技的消耗需求。即使他用别的方法获得了时髦池,对于以奥能炫技能力获得的炫技,他也不会被视为至少有一点时髦点存在。在决定该炫技效果时,魔战士的有效游荡剑客等级为0。
     特殊:一个魔战士可以多次选择这个奥能,在每次都习得一个新的炫技。

奥能壁垒 (Arcane Redoubt, Su)【UC】
     效果:魔战士可以迅捷动作从〖奥能力池〗中花费1点奥能,将他盾牌所提供的AC加值(包括增强加值)加到他的接触AC上,此能力持续直到他下一轮开始。

奥能嗅觉 (Arcane Scent, Ex)【BotM】
     效果:魔战士可以从〖奥能力池〗中花费1点奥能,获得每魔战士等级1小时的「灵敏嗅觉 (Scent, Ex)」。该能力只能用来侦测有施法能力或类法术能力的生物。此外,在此期间魔战士可以以类移动作尝试法术辨识检定{DC=10+目标的施法者等级}来得知一个被侦测到的生物能释放的最高级的法术。对于每个生物,魔战士在24小时内只能尝试一次这样的法术辨识检定。

缩短距离 (Close Range, Ex)【UM】
     效果:选择本奥能的魔战士可以将远程接触攻击法术以近战接触攻击方式传递。他可利用此奥能施放目标多于一个的远程接触法术(如『灼热射线』),但他只能用一次近战攻击传递一个远程接触效果,该法术额外的远程接触攻击则被浪费掉且没有效果。这些法术可以用于〖法术打击〗职业能力。

精神集中 (Concentrate, Ex)【UM】
     效果:魔战士能够以+4加值重掷任何刚做出的专注检定。他必须在投骰后决定本次检定是否成功前使用本能力。魔战士必须接受第二次的结果,即使更糟。魔战士每日可使用此能力一次。

洞察打击 (Divinatory Strike, Su)【MM】
     效果:无论何时魔战士对一个敌人的近战攻击造成重击时,他都会不可思议地洞察被他击中的敌人的优缺点,就好像他在一个辨识该生物的知识检定中骰出自然20一样。所有作用于知识检定的加减值,包括他的智力调整值、知识技能等级和其他加减值,都适用于该能力。根据该能力最后得出的检定值和生物的CR,魔战士仍可能不了解他敌人的信息。但是即使魔战士已经在辨识该生物的知识检定上做过一次尝试,该能力仍然有效。

魔宠 (Familiar, Ex)【UM】
     效果:魔战士获得一个魔宠,使用他的魔战士等级作为法师等级决定魔宠的能力。该魔宠遵循法师〖奥术联结〗职业特性中给出的魔宠规则。

华丽奥能 (Flamboyant Arcana, Ex)【ACG】
     效果:魔战士获得游荡剑客炫技列表中的『大胆特技』和『适时格挡反击』炫技。魔战士只能使用他的〖奥能力池〗(不能使用时髦值)来满足他从这个奥能中所获得的炫技或「奥能炫技」获得的炫技的消耗,他不能用奥能力点来通过使用别的职业或专长获得的炫技,也不能使用游荡剑客恢复时髦点的方法恢复奥能力池中的奥能点。增加勇毅和时髦值的数量,或减少勇毅和时髦值的消耗,或其他影响勇毅和时髦值的效果不会因为魔战士选择该奥能而影响魔战士的〖奥能力池〗。

直觉防护 (Intuitive Protection, Sp)【MSH】
     效果:当魔战士用法术辨识检定成功辨识出一个敌人施放的咒法[召唤]法术时,他可用直觉动作从〖奥能力池〗中花费1点奥能在自己身上施放一个『防护混乱\邪恶\善良\守序』(在使用奥能时选择),每个魔战士等级持续一轮。当他7级时,他可改为施放一个『反混乱\邪恶\善良\守序法阵』(在使用奥能时选择)。

疼痛滞留 (Lingering Pain, Su)【UC】
     效果:当魔战士用他的武器击中敌人时,他可以直觉动作从〖奥能力池〗中花费1点奥能,直到魔战士下一轮开始前,对方进行任何专注检定时那次攻击的伤害(包括用〖法术打击〗造成的法术伤害)都被视作持续伤害。

战技精通 (Maneuver Mastery, Ex)【UM】
     效果:魔战士在选择本奥能时需选择一项战技。每当他尝试该战技时,他用他的魔战士等级作为其基本攻击加值(与其他职业带来的基本攻击加值合计)。
     特殊:魔战士可以多次选择本奥能,效果不叠加。每次选择此奥能时,魔战士需选择一种新的战技。

天生法术战斗 (Natural Spell Combat, Ex)【BotM】
     效果:魔战士可以用他选择的一种天生武器攻击来使用〖法术战斗〗职业能力。若他如此做,他的专注检定获得+2加值。若此天生武器攻击使用了一个平常握持武器的肢体(例如爪击),他无法在用此肢体发动天生武器攻击时握持武器。如果他有任何攻击时不需要肢体的天生武器(例如啮咬),他可以在正常武器攻击之外使用本能力进行〖法术战斗〗。
     特殊:魔战士可以多次选择本奥能,专注加值不叠加。每次选择此奥能时,魔战士需选择一种不同的天生武器。例如,魔战士可以选择爪击和啮咬,这样魔战士就可以在施放一次法术之外,用空手爪击和啮咬做全回合攻击。除此之外,本奥能的效果与〖法术战斗〗职业能力一致。

力池打击 (Pool Strike, Su)【UM】
     效果:魔战士可以用标准动作从〖奥能力池〗中花费1点奥能令其手掌充满元素能量。作为使用本能力的一部分,他可以自由动作进行一次近战接触攻击。若攻击命中,则充能释放并造成2d6点元素伤害(强酸、冰冷、电击或火焰,在从〖奥能力池〗中花费奥能时选择)。他可用本能力使用〖法术战斗〗职业能力。若该次攻击未命中,则在能量消散前,该充能效果可保持最多1分钟。6级及之后的每3级,力池打击造成的伤害值增加1d6。

力池射线 (Pool Ray, Su)【RTT】
     效果:魔战士可以用标准动作从〖奥能力池〗中花费1点奥能令其一件远程武器充满元素能量。作为使用本能力的一部分,他可以自由动作用充能的远程武器进行一次攻击。在投骰之后DM宣布结果之前,魔战士可消耗掉充能使该次攻击造成1d6点能量伤害(强酸、冰冷、电击或火焰,在从〖奥能力池〗中花费奥能时选择)。若该次攻击未命中,则充能正常消耗,效果将被浪费掉。若魔战士有〖远程法术打击〗职业能力(比如重装魔战变体),他在使用〖远程法术打击〗能力时若同时消耗「力池射线」的元素充能,则可使该次攻击成为远程接触攻击。6级及之后每3级,力池射线造成的伤害增加1d6。

权杖掌握 (Rod Mastery, Su)【UC】
     效果:当魔战士使用权杖时,用他的智力调整值(最少是0)取代使用该法术需要的最低属性调整值计算任何权杖内法术的DC。

权杖支配 (Rod Wielder, Su)【UC】
     效果:当魔战士使用权杖或是以权杖作为〖法术打击〗渠道时,将他的智力调整值(最少是0)加在用于突破法术抗性的施法者等级检定上。

及远法术 (Reach Magic, Su)【RTT】
     效果:魔战士每天可以释放一个法术,如同该法术被「法术及远Reach SpellAPG」所增强。这不会增加施法时间或是法术等级。

默发法术 (Silent Magic, Su)【UM】
     效果:魔战士每天可以释放一个法术,如同该法术被「法术默发Silent SpellCRB」所增强。这不会增加施法时间或是法术等级。

定发法术 (Still Magic, Su)【UM】
     效果:魔战士每天可以释放一个法术,如同该法术被「法术定发Still SpellCRB」所增强。这不会增加施法时间或是法术等级。

法术混合 (Spell Blending, Ex)【UM】
     效果:当魔战士选择本奥能时,他从法师法术列表中选择一个法术等级不超过魔战士最高可施展法术等级的法术。他将此法术添加进他的法术书中,并以法师法术列表中的法术等级加进他的已知魔战士法术列表中。他也可选择添加两个法术取代添加一个法术,但这样添加的两个法术的法术等级必须都比魔战士最高可施展法术等级低至少一级。
     特殊:魔战士可以多次选择此奥能。

法术护盾 (Spell Shield, Su)【UM】
     效果:魔战士可以用迅捷动作从〖奥能力池〗中花费1点奥能,直到他下一轮回合结束前在AC上获得等于其智力调整值的盾牌加值。

法痕 (Spell-Scars, Ex)【BotM】
     效果:魔战士可以使用一种被称为法痕的基于疤痕的特殊皮肤刺青来施放或者准备法术。魔战士可以像使用卷轴一样使用法痕,在施法时墨水和疤痕同时消失。他也可以不消耗法痕,而用它们准备法术,如同使用「法术熟稔Spell MasteryCRB」的法师。魔战士使用自己的法痕时不需要看见它们。魔战士身上总共可以容纳法术等级合计为18的法痕,他可以用抄录卷轴的规则来创造这些法痕,但不需要「抄录卷轴Scribe ScrollCRB」专长。

魔战投手 (Throwing Magus)【RTT】
     效果:当魔战士使用〖奥能力池〗增强武器时,他可以额外消耗1点奥能将〈回力〉和〈投掷〉两个特性添加到他的可用列表上。当魔战士投掷一个被〖奥能力池〗增强的武器并命中时,他可以回复1点奥能。魔战士每日最多可用此法回复他的智力调整值点奥能。若魔战士在同一回合投掷一把武器并拔出另一把,他可以自由动作使用〖奥能力池〗增强这把新的武器,而非迅捷动作。

魔杖掌握 (Wand Mastery, Su)【UM】
     效果:当魔战士使用魔杖时,用他的智力调整值(最少是0)取代使用该法术需要的最低属性调整值计算任何魔杖内法术的DC。

魔杖支配 (Wand Wielder, Su)【UM】
     效果:魔战士在使用〖法术战斗〗职业能力时,可使用魔杖或法杖替代自己施展法术。

书籍联结 (Book-Bound, Su)【DD】
     效果:魔战士在副手持有他的法术书时,他可用直觉动作使其下一轮内的一个专注检定获得+4加值。该加值可与其他加值叠加,包括魔战士奥能精神集中 (Concentrate, Ex)【UM】。该能力每天可用三次。

水之灵动 (Aquatic Agility, Su)【BotM】
     前提:魔战士等级6
     效果:魔战士可以迅捷动作从〖奥能力池〗中花费1点奥能,获得『水下呼吸』的效果。这个效果持续每魔战士等级一轮。在此时间内,他还忽略激流(Rough Water)和水下战斗(Underwater Combat)对攻击和移动的影响。

奥能发牌 (Arcane Dealer, Su)【HH】
     前提:魔战士等级6
     效果:魔战士获得「致命发牌Deadly DealerHH」专长,无论他是否满足前提。他可以用他的〖奥能力池〗给牌组附魔,就好像它是一把具有54发弹药的远程武器一样。魔战士必须使用「奥术打击」专长或者他的〖奥能力池〗增强卡牌才能将其用作武器。
引用
致命发牌 (Deadly Dealer)【HH】
你操控卡牌的技巧和你的奥术天赋使你把平凡的卡牌转化为武器。
     前提:「奥术打击Arcane StrikeCRB」专长;巧手 5级
     效果:你能像飞镖一样投掷出一张卡牌,有和飞镖一样的伤害、距离和其他特性。你必须在这样投掷卡牌的同时使用你的「奥术打击」专长,否则卡牌缺乏足以造成致命伤害的魔法冲击力和穿透力。这样投掷出的卡牌会被摧毁。
     当用这个专长投掷卡牌时,哈罗牌被视为精制武器,但投掷后仍会被摧毁。只要有一张哈罗牌被掷出,这套哈罗牌组就不能再作为占卜器材。拥有这个专长的施法者可以给一套牌组附魔,就好像它是一把拥有54发弹药的远程武器。这样附魔的牌组只有和该专长一同使用时才有效果,用其他任何方式使用这套哈罗牌组都不享有附魔的效果。
     只有拥有该专长的人物才可以给牌组附魔,他仍旧必须使用「奥术打击Arcane StrikeCRB」专长启动卡牌的附魔效果。

拓展学习 (Broad Study, Ex)【UM】
     前提:魔战士等级6;在其他施法职业上拥有等级
     效果:魔战士必须选择另一个他有的施法职业。他可在施展或使用该职业法术列表中的法术时使用〖法术战斗〗或〖法术打击〗能力。这并不会允许他在施展该职业法术列表中的奥术时忽视正常的奥术失败几率,除非这个法术本身没有姿势成分。

黑暗挪移 (Dark Shifter, Su)【RTT】
     前提:魔战士等级6
     效果:魔战士可以移动动作从〖奥能力池〗中花费1点奥能来改变一个有[黑暗]描述符的持续法术的目标。该法术的新目标必须在法术的原始范围内,使用魔战士等级作为有效施法者等级来决定以魔战士为原点该法术最大可被移动的距离。若被尝试移动的法术效果出自于另一个生物,魔战士必须通过施法者检定才能移动该法术{DC=11+效果的施法者等级}。检定失败会消耗掉移动动作,但不消耗奥能点。

扰法者 (Disruptive, Ex)【UC】
     前提:魔战士等级6
     效果:魔战士得到「扰法者DisruptiveCRB」作为奖励专长。

持久刀锋 (Enduring Blade, Su)【UC】
     前提:魔战士等级6
     效果:当魔战士使用〖奥能力池〗强化武器时,他可以额外花费一点奥能让强化的持续时间增加到每个魔战士等级一分钟。

强效法术 (Empowered Magic, Su)【UC】
     前提:魔战士等级6
     效果:魔战士每天可以释放一个法术,如同该法术被「法术强效Empower SpellCRB」所增强。这不会增加施法时间或是法术等级。

奥能真气 (Ki Arcana, Ex)【MM】
     前提:魔战士等级6;须在提供〖气运丹田(Ki Pool, Su)〗的职业上拥有等级
     效果:魔战士可将〖奥能力池〗中的奥能点和另一个职业提供的〖气运丹田〗中的气交换使用。

雷鸣力池打击 (Pool Strike, Thunderous, Su)【UC】
     前提:魔战士等级6;「力池打击」
     效果:魔战士在进行「力池打击」时,可从〖奥能力池〗中额外花费1点奥能,使该次攻击造成音波伤害并且震聋单个目标一轮,目标可通过{DC=10+魔战士等级一半+魔战士智力调整值}的豁免检定免受耳聋的影响。

远见打击 (Prescient Attack, Su)【UC】
     前提:魔战士等级6
     效果:在魔战士用武器击中一个敌人之后,他可以直觉动作从〖奥能力池〗中花费1点奥能预判对手的行动。直到魔战士下一轮结束前,目标面对魔战士的攻击失去AC上的敏捷加值。

卷轴掌握 (Scroll Mastery, Su)【MM】
     前提:魔战士等级6
     效果:当魔战士使用卷轴时,他可从〖奥能力池〗中花费1点奥能用他的智力调整值取代使用该法术需要的最低属性调整值计算任何卷轴内法术的DC。

凌波微步 (Tabris’s Step, Sp)【DD】
     前提:魔战士等级6
     效果:魔战士可用迅捷动作从〖奥能力池〗中花费1点奥能获得『水上行走(Water Walk)』法术效果,持续10分钟每魔战士等级。若他花费2点奥能,则他可使他接触到的最多魔战士等级个生物同样获得该效果。

精确打击 (Accurate Strike, Ex)【UC】
     前提:魔战士等级9
     效果:魔战士可以迅捷动作从〖奥能力池〗中花费2点奥能来使他该轮所有的近战武器攻击变成近战接触攻击。

奥能刀锋 (Arcane Edge, Su)【UC】
     前提:魔战士等级9
     效果:魔战士可在他的穿刺或挥砍武器击中对手之后以直觉动作从〖奥能力池〗中花费1点奥能,对目标造成相当于魔战士智力调整值(最少是0)的流血伤害。

驱散打击 (Dispelling Strike, Su)【UM】
     前提:魔战士等级9
     效果:魔战士可以迅捷动作从〖奥能力池〗中花费1点或更多点奥能向武器中灌输一股特殊的力量。若武器在接下来的一分钟内击中一个生物,则该生物立即受到一个目标为它的『解除魔法』影响,『解除魔法』的施法者等级等同于魔战士的等级,但该效果无法解除法术等级高于启动本能力时花费的奥能点数的法术(将更高等级法术视同不存在,从剩下的最高施法者等级法术开始进行解除尝试)。一旦做出攻击,该奥能的力量就会消散,即使解除尝试失败也一样。

幽冥刀锋 (Ghost Blade, Su)【UC】
     前提:魔战士等级9
     效果:当魔战士使用〖奥能力池〗强化武器时,他可额外花费一点奥能将〈光能〉和〈幽冥〉两个特性添加到他的可用列表上。

急速袭击 (Hasted Assault, Su)【UM】
     前提:魔战士等级9
     效果:魔战士可以迅捷动作从〖奥能力池〗中花费1点来加快其行动。本效果同『加速术』,但仅对魔战士生效且持续等于魔战士智力调整值的轮数。

位面猎手 (Planar Hunter, Su)【MSH】
     前提:魔战士等级9
     效果:当魔战士使用〖奥能力池〗强化武器时,他可额外花费一点奥能将〈位面〉特性加在他的武器上,或是额外花费2点奥能将〈闭锁〉特性加在他的武器上。

黏着力池打击 (Pool Strike, Clinging, Su)【UC】
     前提:魔战士等级9;「力池打击」
     效果:魔战士在进行「力池打击」时,可从〖奥能力池〗中额外花费1点奥能,若该次攻击击中目标,那么除了正常造成「力池打击」的能量伤害外,目标下一轮开始时还需承受这次伤害值一半的额外伤害。

远见防御 (Prescient Defense, Su)【UC】
     前提:魔战士等级9
     效果:在魔战士用武器击中一个敌人之后,他可以直觉动作从〖奥能力池〗中花费1点奥能预判对手的行动。直到魔战士下一轮开始前,对于来自该对手的攻击,魔战士获得等同于智力调整值(最少是0)的AC加值和反射加值。

罗刹时运 (Rakshasa's Fortune, Su)【HH】
     前提:魔战士等级9
     效果:当魔战士以自己为目标施放一个[变形]子学派法术时,他可用自由动作从一个完整的哈罗牌组中抽一张牌。
     如果这张牌的阵营和魔战士的阵营完全相同,那么法术持续时间会加倍且魔战士可以从变形法术提供的怪物能力(如『野兽形态 II 』中的灵敏嗅觉或攫抓)中额外选择两个,即使魔战士所处的形态不具备那个怪物能力。如果这张牌的阵营和魔战士的阵营部分相同,那么魔战士可以从变形法术提供的怪物能力中额外选择一个,即使魔战士所处的形态不具备那个怪物能力。如果这张牌的阵营和魔战士的阵营是对立阵营,那么法术持续时间会减半且魔战士必须从他当前形态获得的怪物能力中放弃一个。

破法者 (Spellbreaker, Ex)【UC】
     前提:魔战士等级9
     效果:魔战士得到「破法者SpellbreakerCRB」做为奖励专长。

命令法阵 (Circle of Order, Su)【DD】
     前提:魔战士等级9
     效果:对抗混乱攻击时,魔战士可用迅捷动作从〖奥能力池〗中花费一点奥能强化他的防御。在对抗混乱阵营攻击和效果以及混乱亚种的异界生物时,他获得魔战士等级一半(20级时达到最大值+10)的AC闪避加值直到其下回合开始。(例:该闪避加值可用于对抗混乱anarchic武器 或 迷诱魔glabrezu的螯钳攻击。)

掩目打击 (Vision-Clouding Strike)【AoE】
     前提:魔战士等级9
     效果:魔战士可用迅捷动作从〖奥能力池〗中花费1点或更多的奥能用阴影能量强化他的武器1分钟。被武器击中的生物需通过DC为「1/2魔战士等级+智力调整」的意志检定,否则将在「1d4+额外花费的奥能点」轮内将魔战士所在区域视为昏暗(dim light)环境。「真知术」可以看破该效果,但「黑暗视觉」和类似的看破黑暗效果无用。

游侠陷阱 (Ranger Trap)【RTT】
     前提:魔战士等级10
     效果:魔战士习得一个游侠陷阱。

高等奥能壁垒 (Arcane Redoubt, Greater, Su)【UC】
     前提:魔战士等级12;「奥能壁垒」
     效果:当魔战士使用「奥能壁垒」时,他可额外花费一点奥能将他盾牌所提供的AC加值(包括增强加值)加到他的反射豁免上,此能力持续直到他下一轮开始。若在此能力持续期间,魔战士成为一个需要反射检定的效果的目标,他可以直觉动作从〖奥能力池〗中花费2点奥能给自己〖反射闪避〗,或者花费4点奥能给自己〖精通反射闪避〗。

重击施法 (Critical Strike, Su)【UM】
     前提:魔战士等级12
     效果:每当魔战士以近战武器造成重击时,他可用迅捷动作释放一个距离为接触的法术,然后用自由动作对被重击的目标进行一次接触攻击。魔战士每日可用此能力一次。

虔诚刀锋 (Devoted Blade, Su)【UC】
     前提:魔战士等级12
     效果:当魔战士使用〖奥能力池〗强化武器时,他可额外花费一点奥能将〈混沌〉、〈公理〉、〈神圣〉、〈邪恶〉特性之一添加到他的可用列表上。魔战士只能选择添加其中一个和他自身阵营相符的阵营效果。

极效法术 (Maximized Magic, Su)【UM】
     前提:魔战士等级12
     效果:魔战士每天可以释放一个法术,如同该法术被「法术极效Maximize SpellCRB」所增强。这不会增加施法时间或是法术等级。

弧光力池打击 (Pool Strike, Arcing, Su)【UC】
     前提:魔战士等级12;「力池打击」
     效果:魔战士在进行「力池打击」时,可从〖奥能力池〗中额外花费1点奥能,若该次攻击击中目标,那么他可自由动作对目标15尺范围内最多相当于他智力调整值个数(最少是0)的目标进行远程攻击。这些目标承受和「力池打击」的第一目标一样的能量伤害,即使那次伤害是重击也一样。

法术诡计 (Spell Trickery, Ex)【BotM】
     前提:魔战士等级12
     效果:每当魔战士成功使用一次阴招战技,他可用迅捷动作施放一个他已经准备的、施法时间为标准动作或更低的惑控系或幻术系法术。魔战士每日可用此能力一次。

破敌刀锋 (Bane Blade, Su)【UC】
     前提:魔战士等级15
     效果:当魔战士使用〖奥能力池〗强化武器时,他可额外花费一点奥能将〈破敌〉特性加在他的武器上。

瞬发法术 (Quickened Magic, Su)【UM】
     前提:魔战士等级15
     效果:魔战士每天可以释放一个法术,如同该法术被「法术瞬发Quicken SpellCRB」所增强。这不会增加施法时间或是法术等级。

法术反弹 (Reflection, Su)【UM】
     前提:魔战士等级15
     效果:魔战士可以直觉动作从〖奥能力池〗中花费1点或更多点奥能将一个法术反射回其施法者。这个效果如同『法术反转Spell Turning』,但仅限目标法术等级等于或低于所消耗的奥能点数。若消耗点数不足,则改为在任何该法术允许的豁免检定上提供等同于消耗点数的洞察加值。

« 上次编辑: 2019-05-27, 周一 18:22:23 由 旅法师 紫渊 »

离线 旅法师 紫渊

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    • 迁跃船 · 末日浩劫号
Re: 魔战士官方奥能全表
« 回帖 #1 于: 2015-07-30, 周四 14:03:56 »
Updated——07.30.2015,修正多处前人错误。
Updated——07.30.2015完成,OA包含,ACG勘误包含。合计58个。
Updated——11.02.2015增补,HotS包含。
Updated——01.01.2017,新年快乐,索引更新。
Updated——01.31.2018,索引更新。
Updated——09.29.2018,索引更新。
Updated——05.27.2019,补遗,索引更新。

剧透 -  Magus Arcana:
Arcane Accuracy (Su)【UM】
Benefit: The magus can expend 1 point from his arcane pool as a swift action to grant himself an insight bonus equal to his Intelligence bonus on all attack rolls until the end of his turn.

Arcane Cloak (Su)【UC】
Benefit: The magus can expend 1 point from his arcane pool to add his Intelligence bonus to Stealth checks and Bluff checks to create a diversion in order to hide. This bonus lasts for 1 minute.

Arcane Deed (Ex)【ACG】
Prerequisite(s) Flamboyant arcana
Benefit(s) When a magus takes this arcana, he can pick any one deed from the swashbuckler class feature as long as that deed can be used by a swashbuckler of his magus level. The magus can use that deed by using points from his arcane pool as the panache points required for that deed. Even if he gains a panache pool through another means, the magus is not considered to have at least 1 point in his panache pool for the purpose of deeds selected with arcane deed, and his effective swashbuckler level for determining such a deed's effect is 0.
A magus can take this arcana multiple times, each time gaining a new deed.

Arcane Redoubt (Su)【UC】
Benefit: As a swift action, the magus can expend 1 point from his arcane pool to treat his shield bonus to AC (including any enhancement bonus) as a bonus to touch AC until the beginning of his next turn.

Arcane Scent (Ex)【BotM】
Benefit: The magus can sniff out other spellcasters. By spending 1 point from his arcane pool, the magus gains the scent special quality for 1 hour per magus level. This scent can only detect creatures capable of casting spells or using spell-like abilities. Additionally, while this effect persists, the magus can attempt a Spellcraft check as a move action to determine the highest level spell a detected creature is capable of casting (DC = 10 + the creature's caster level). The magus can only attempt this Spellcraft check once per creature per 24 hours.

Close Range (Ex)【UM】
Benefit: The magus can deliver ray spells that feature a ranged touch attack as melee touch spells. He can use a ranged touch attack spell that targets more than one creature (such as scorching ray), but he makes only one melee touch attack to deliver one of these ranged touch effects; additional ranged touch attacks from that spell are wasted and have no effect. These spells can be used with the spellstrike class feature.

Concentrate (Ex)【UM】
Benefit: The magus can reroll any concentration check he has just made with a +4 bonus. He must use this ability after the roll is made, but before the roll’s outcome is determined. The magus must take the second roll, even if it is worse. The magus can use this ability once per day.

Divinatory Strike (Su)【MM】
Benefit: Whenever the magus scores a critical hit against an opponent with a melee attack, he can gain preternatural insight into his foe's strengths and weaknesses as though he had rolled a natural 20 on a Knowledge check to identify the creature struck. Any bonuses or penalties the magus normally applies to such a Knowledge check are applied to this ability, including his Intelligence modifier, ranks in the requisite Knowledge skill, and other applicable modifiers. Depending on the final calculated outcome of this ability and the CR of the creature struck, the magus may still be unable to glean information about his enemy. This ability works even if the magus has already attempted a Knowledge check to identify the creature.

Familiar (Ex)【UM】
Benefit: The magus gains a familiar, using his magus level as his effective wizard level. This familiar follows the rules for familiars presented in the arcane bond wizard class feature.

Flamboyant Arcana (Ex)【ACG】
A magus gains the derring-do and opportune parry and riposte deeds from the swashbuckler's list of deeds. The magus can spend only points from his arcane pool (not panache points) to use these deeds and any other deeds he gains from the deed arcana. He can't use points from his arcane pool to use deeds from other classes or those gained by feats, nor can he regain points to his arcane pool as a swashbuckler would regain panache points.
Derring-Do (Ex): At 1st level, a magus can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. She can do this after she makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can continue to do this as long as she rolls natural 6s, up to a number of times equal to her Dexterity modifier (minimum 1).
Opportune Parry and Riposte (Ex): At 1st level, when an opponent makes a melee attack against the magus, she can spend 1 panache point and expend a use of an attack of opportunity to attempt to parry that attack. The magus makes an attack roll as if she were making an attack of opportunity; for each size category the attacking creature is larger than the magus, the magus takes a –2 penalty on this roll. If her result is greater than the attacking creature's result, the creature's attack automatically misses. The magus must declare the use of this ability after the creature's attack is announced, but before its attack roll is made. Upon performing a successful parry and if she has at least 1 panache point, the magus can as an immediate action make an attack against the creature whose attack she parried, provided that creature is within her reach.

Intuitive Protection (Sp)【MSH】
When a conjuration (summoning) spell is cast by an opponent and the magus successfully identifies the spell with a Spellcraft check, he can spend 1 point form his arcane pool as an immediate action to cast protection from chaos, evil, good, or law (chosen when using this ability) on himself; this lasts a number of rounds equal to his magus level. At 7th level, he can instead cast magic circle against chaos, evil, good, or law when using this ability. The magus must be at least 3rd level before selecting this arcana.

Lingering Pain (Su)【UC】
Benefit: The magus can expend 1 point from his arcane pool as an immediate action after hitting a target with a weapon attack. All damage from that attack (including damage from a spell cast using the spellstrike ability) is considered continuous damage for the purposes of any concentration checks made by the target prior to the beginning of the magus’s next turn.

Maneuver Mastery (Ex)【UM】
Benefit: The magus has mastered one combat maneuver. He selects one maneuver when selecting this arcana.  Whenever he is attempting the selected maneuver, he uses his magus level in place of his base attack bonus (in addition to any base attack bonus gained from other classes).
Special: A magus can select this magus arcana more than once. Its effects do not stack. Each time he selects this arcana, he selects another combat maneuver.

Natural Spell Combat (Ex)【BotM】
Benefit: The magus can use his spell combat class feature with a natural attack of his choice. If he does, he gains a +2 bonus on concentration checks. If the natural attack is made with an appendage that would normally hold a weapon (such as a claw attack), the magus cannot wield a weapon in that appendage while making natural attacks with it. If the natural attack is a bite or other attack that does not require a free appendage to make, the magus can use the natural attack in addition to all of the attacks he could make with his melee weapon, if he has one.
A magus can select this arcana more than once. The bonus on concentration checks does not stack. Each time he selects this arcana, he selects another natural weapon. For example, a magus could select this arcana twice, choosing claw attacks and bite attacks. This would allow him to use a full-round action to make all of his claw attacks with his free hand and all of his bite attacks in addition to casting a spell. This arcana otherwise functions exactly like the spell combat class feature.

Pool Ray【RTT】
Benefit(s) The magus can expend 1 point from his arcane pool as a standard action to infuse a ranged weapon with elemental power. As a free action while making an attack roll with the infused ranged weapon, after the attack roll has been made but before the results are revealed by the GM, the magus can release the charge and cause his attack to deal 1d6 points of energy damage (acid, cold, electricity, or fire, chosen when he spends the arcane pool point to activate this ability). If he misses with this attack, the charge is lost and the effect is wasted. If the magus has the ranged spellstrike class feature (such as through the myrmidarch archetype), he can use this ability with ranged spellstrike to treat it as its own ranged touch attack. At 6th level and every 3 levels thereafter, the amount of damage dealt by this attack increases by 1d6.

Pool Strike (Su)【UM】
Benefit: The magus can expend 1 point from his arcane pool as a standard action to charge his free hand with energy. He can make a melee touch attack with that hand as a free action as part of activating this ability. If the touch attack hits, it releases the charge and deals 2d6 points of energy damage (acid, cold, electricity, or fire, chosen when he spends the arcane pool point to activate this ability). He can use this ability with the spellstrike class feature. If he misses with this attack, he can hold the charge for up to 1 minute before it dissipates. At 6th level, and every three levels thereafter, the amount of damage dealt by this attack increases by 1d6.

Reach Magic【RTT】
Benefit(s) The magus can cast one spell per day as if it were modified by the Reach Spell feat. This doesn't increase the spell's casting time or level.

Rod Mastery (Su)【UC】
Benefit: Whenever the magus uses a rod, he calculates the DC for any spell it contains using his Intelligence modifier (minimum 0) instead of the minimum modifier needed to cast a spell of that level.

Rod Wielder (Su)【UC】
Benefit: The magus adds his Intelligence bonus (minimum 0) on caster level checks made to overcome spell resistance when using a spell contained within a rod or when making a spellstrike attack channeled through a rod.

Silent Magic (Su)【UM】
Benefit: The magus can cast one spell per day as if it were modified by the Silent Spell feat. This does not increase the casting time or the level of the spell.

Spell Blending (Ex)【UM】
Benefit: When a magus selects this arcana, he must select one spell from the wizard spell list that is of a magus spell level he can cast. He adds this spell to his spellbook and list of magus spells known as a magus spell of its wizard spell level. He can instead select two spells to add in this way, but both must be at least one level lower than the highest-level magus spell he can cast.
Special: A magus can select this magus arcana more than once.

Spell Shield (Su)【UM】
Benefit: The magus can expend a point from his arcane pool as an immediate action to grant himself a shield bonus to AC equal to his Intelligence bonus until the end of his next turn.

Spell-Scars (Ex)【BotM】
Benefit: The magus can use special scar-based tattoos called spell-scars on his skin to cast or prepare spells, much like scrolls. He can cast a spell from a spell-scar exactly like casting from a scroll; the ink and scars vanish when the spell is cast. The magus can also prepare spells from his spell-scars without expending them, similar to a wizard using the Spell Mastery feat.
The magus does not need to be able to see his spell-scar to use it. A magus has room on his skin for 18 total spell levels of spell-scars, which he can create using the rules for scribing scrolls (although they do not require the Scribe Scroll feat).

Still Magic (Su)【UM】
Benefit: The magus can cast one spell per day as if it were modified by the Still Spell feat. This does not increase the casting time or the level of the spell.

Throwing Magus【RTT】
Benefit(s) Whenever the magus enhances his weapon using his arcane pool, he can spend 1 additional point from his arcane pool to add the returning and throwing abilities to the list of available weapon special abilities.
When the magus throws a weapon enhanced by his arcane pool and hits a foe, he regains 1 arcane pool point. The magus can regain a number of arcane pool points per day equal to his Intelligence modifier in this way. If he throws his held weapon and draws another in the same round, he can enhance the newly drawn weapon with his arcane pool as a free action instead of a swift action.

Wand Mastery (Su)【UM】
Benefit: Whenever the magus uses a wand, he calculates the DC for any spell it contains using his Intelligence modifier, instead of the minimum modifier needed to cast a spell of that level.

Wand Wielder (Su)【UM】
Benefit: The magus can activate a wand or staff in place of casting a spell when using spell combat.

Book-Bound (Su)【DD】
Benefit: As long as he wields his spellbook in his off hand, the magus can take an immediate action to gain a +4 bonus on a concentration check he attempts within the next round. This bonus stacks with other bonuses, including the bonus from the concentrate arcana (Pathfinder RPG Ultimate Magic 11). The magus can use this ability three times per day.

==================================================================
Aquatic Agility (Su)【BotM】
Prerequisite: Magus 6
Benefit: As an immediate action, the magus can spend 1 point from his arcane pool to gain the benefits of water breathing for 1 round per level. During this time, he can ignore the effects of rough water and underwater combat on his attacks and movement.

Arcane Dealer (Su)【HH】
Prerequisite(s) Magus 6
Benefit(s) The magus gains the Deadly Dealer feat, even if he does not meet the prerequisites. He can use his arcane pool to grant a deck of cards an enhancement bonus as though it were a ranged weapon with 54 pieces of ammunition. The magus must use either Arcane Strike or his arcane pool to enhance the cards in order to use them as weapons.
引用
DEADLY DEALER
Your skill with handling a deck and your arcane talents allow you to turn mundane cards into weapons .
Prerequisites : Arcane Strike, Sleight of Hand 5 ranks .
Benefit: You can throw a card as though it were a dart, with the same damage, range, and other features . You must use the Arcane Strike feat when throwing a card in this way, or else the card lacks the magical force and precision to deal lethal damage . A card is destroyed when thrown in this way. Harrow cards are treated as masterwork weapons when thrown using this feat, but are still destroyed after they are thrown . A harrow deck can no longer be used as a fortune-telling device after even a single card is thrown .
A spellcaster with this feat can enhance a deck of cards as though it were a ranged weapon with 54 pieces of ammunition . This enhancement functions only when used in tandem with this feat, and has no affect on any other way the cards might be used.
Only a character who possesses this feat can use an enhanced deck of cards; she must still use the Arcane Strike feat to activate the cards' enhancement.

Broad Study (Ex)【UM】
Prerequisite: Magus 6, levels in another spellcasting class Benefit: The magus selects another one of his spellcasting classes. The magus can use his spellstrike and spell combat abilities while casting or using spells from the spell list of that class. This does not allow him to cast arcane spells from that class’s spell list without suffering the normal chances of arcane spell failure, unless the spell lacks somatic components.

Dark Shifter (Su)【RTT】
Prerequisite(s) Magus 6
Benefit(s) The magus can expend 1 point from his arcane pool as a move action to change the target of an ongoing spell effect with the darkness descriptor.
The new target must be within the spell's original range, and uses the magus's level as the effective caster level for the purpose of determining the maximum distance the effect can be moved from the magus. If the spell effect the magus is moving originated from another creature, the magus must succeed at a caster level check to reposition the effect (DC = 11 + the effect's caster level). Failure wastes the magus's move action, but doesn't expend the point from his arcane pool.

Disruptive (Ex)【UC】
Prerequisite: Magus 6
Benefit: The magus gains Disruptive as a bonus feat.

Enduring Blade (Su)【UC】
Prerequisite: Magus 6
Benefit: Whenever the magus enchants his weapon using his arcane pool, he may spend 1 additional point from his arcane pool to increase the duration to 1 minute per magus level.

Empowered Magic (Su)【UM】
Prerequisite: Magus 6
Benefit: The magus can cast one spell per day as if it were modified by the Empower Spell feat. This does not increase the casting time or the level of the spell.

Ki Arcana (Ex)【MM】
Prerequisite: Magus 6, must also have levels in a class that grants a ki pool
Benefit: The magus may use points from his arcana pool and ki points from a ki pool granted by another class interchangeably.

Pool Strike, Thunderous (Su)【UC】
Prerequisite: Magus 6, pool strike magus arcana
Benefit: The magus can expend 1 additional point from his arcane pool when making a pool strike. His pool strike deals sonic damage and deafens a single target for 1 round (DC 10 + 1/2 magus level + Intelligence modifier).

Prescient Attack (Su)【UC】
Prerequisite: Magus 6
Benefit: The magus can expend 1 point from his arcane pool as an immediate action after hitting a target with a weapon attack, allowing him to anticipate his opponent’s defenses. The target is denied its Dexterity bonus against the magus’s attacks until the end of the magus’s next turn.

Scroll Mastery (Su)【MM】
Prerequisite: Magus 6
Benefit: Whenever the magus uses a scroll, he may expend 1 point from his arcane pool to allow him to calculate the DC for any spell contained on the scroll using his Intelligence modifier, instead of the minimum modifier needed cast a spell of that level.

Tabris’s Step (Sp)【DD】
Prerequisite: Magus 6
Benefit: As a swift action, a magus can spend 1 point from his arcane pool and gain the effects of a water walk spell for 10 minutes per magus level. If he expends 2 points from his arcane pool, he can affect a total number of touched creatures equal to his magus level.

==================================================================
Accurate Strike (Ex)【UC】
Prerequisite: Magus 9
Benefit: The magus can expend 2 points from his arcane pool as a swift action to resolve all of his melee weapon attacks until the end of his turn as melee touch attacks.

Arcane Edge (Su)【UC】
Prerequisite: Magus 9
Benefit: The magus can expend 1 point from his arcane pool as an immediate action after hitting a target with a slashing or piercing weapon in order to deal an amount of bleed damage equal to his Intelligence modifier (minimum 0).

Dispelling Strike (Su)【UM】
Prerequisite: Magus 9
Benefit: The magus can spend 1 or more points from his arcane pool as a swift action to imbue his weapon with a special power. If the weapon strikes a creature within the next minute, that creature is the subject of a targeted dispel magic using the magus’s level as the caster level, except that this effect cannot dispel a spell of a level higher than the number of arcane pool points expended to activate this ability (treat higher-level spells as if they do not exist and apply the dispel attempt to the remaining spells with the highest caster level). Once the strike is made, the power dissipates, even if the dispel attempt is unsuccessful.

Ghost Blade (Su)【UC】
Prerequisite: Magus 9
Benefit: Whenever the magus enchants his weapon using his arcane pool, he may spend 1 additional point from his arcane pool to add the brilliant energy and ghost touch special abilities to the list of available options.

Hasted Assault (Su)【UM】
Prerequisite: Magus 9
Benefit: The magus can expend 1 point from his arcane pool as a swift action to move more quickly. This functions as haste, but only targets the magus and lasts for a number of rounds equal to the magus’s Intelligence bonus.

Planar Hunter (Su)【MSH】
Prerequisite(s): Magus 9
Benefit(s): Whenever the magus enhances his weapon using his arcane pool, he can spend 1 additional point from his arcane pool to add the planar special ability to his weapon, or 2 additional points to add the phase locking special ability.

Pool Strike, Clinging (Su)【UC】
Prerequisite: Magus 9, pool strike magus arcana
Benefit: The magus can expend 1 additional point from his arcane pool when making a pool strike. A single target of his pool strike takes energy damage as normal from the pool strike and also takes half this amount of damage at the beginning of its turn on the following round.

Prescient Defense (Su)【UC】
Prerequisite: Magus 9
Benefit: The magus can expend 1 point from his arcane pool as an immediate action after hitting a target with a weapon attack, granting him a premonition of his enemy’s intentions. The magus gains a bonus to his AC and on Reflex saves equal to his Intelligence modifier (minimum 0) against attacks by that opponent until the beginning of his next turn.

Rakshasa's Fortune (Su)【HH】
Prerequisite(s) Magus 9
Benefit(s) Whenever the magus casts a spell of the polymorph subschool on himself, he can draw a card from a complete harrow deck he owns as a free action.
If the card's alignment and the magus's alignment are a true match, the spell's duration is doubled and the magus can select two additional monster abilities granted by the polymorph spell (such as scent or grab for beast shape II), even if the form assumed by the magus doesn't normally grant that ability. On a partial match, the magus can select an additional ability granted by the polymorph spell, even if the form assumed by the magus doesn't normally grant that ability. On an opposite match, the duration of the spell is halved and the magus must forgo one of the abilities granted by his form.

Ranger Trap【RTT】
Prerequisite(s) Magus 10
Benefit(s) The magus learns a ranger trap.

Spellbreaker (Ex)【UC】
Prerequisite: Magus 9
Benefit: The magus gains Spellbreaker as a bonus feat.

Circle of Order (Su)【DD】
Prerequisite: Magus 9
Benefit: As a swift action, the magus can spend 1 point from his arcane pool to fortify his defenses against chaotic attacks. This grants him a dodge bonus to his AC equal to half his magus level (maximum +10 at 20th level) against chaotic-aligned attacks and effects and outsiders with the chaotic subtype until the beginning of his next turn. (For example, the magus would gain the dodge bonus against attacks from an anarchic weapon or a glabrezu’s pincers.)

Vision-Clouding Strike【AoE】
Prerequisite: Magus 9
Benefit: The magus can expend 1 or more points from his arcane pool as a swift action to empower his weapon with shadowy energy that dissipates within 1 minute. A creature struck with the weapon must succeed at a Will save (DC = 1/2 the magus’s level + his Intelligence modifier) or treat the magus as being in an area of dim light for 1d4 rounds, plus 1 additional round for each arcane pool point expended. True seeing penetrates this effect, but darkvision and similar darkness-penetrating effects do not.

==================================================================
Arcane Redoubt, Greater (Su)【UC】
Prerequisite: Magus 12, arcane redoubt magus arcana
Benefit: Whenever the magus uses his arcane redoubt magus arcana, he may spend an additional point from his arcane pool in order to apply his shield bonus to AC (including any enhancement bonus) as a bonus on Reflex saves until the beginning of his next turn. If he is targeted with an effect requiring a Reflex save while using this power, he may spend 2 points from his arcane pool as an immediate action to grant himself evasion, or 4 points to grant himself improved evasion.

Critical Strike (Su)【UM】
Prerequisite: Magus 12
Benefit: Whenever the magus scores a critical hit with a melee weapon, he may cast a spell with a range of touch as a swift action, then make a touch attack with that spell against the target of the critical hit as a free action. The magus can use this ability once per day.

Devoted Blade (Su)【UC】
Prerequisite: Magus 12
Benefit: Whenever the magus enhances his weapon using his arcane pool, he may spend 1 additional point from his arcane pool to add either the anarchic, axiomatic, holy, or unholy special ability to the list of available options. A magus may only add one of these abilities if it matches his own alignment.

Maximized Magic (Su)【UM】
Prerequisite: Magus 12
Benefit: The magus can cast one spell per day as if it were modified by the Maximize Spell feat. This does not increase the casting time or the level of the spell.

Pool Strike, Arcing (Su)【UC】
Prerequisite: Magus 12, pool strike magus arcana
Benefit: The magus can expend 1 additional point from his arcane pool when using the pool strike arcana. If his attack hits, the magus can target a number of enemies within 15 feet equal to his Intelligence modifier (minimum 0) with a ranged touch attack as a free action. Those struck take the same energy damage as the primary target of the pool strike, including increased damage on a critical hit.

Spell Trickery (Ex)【BotM】
Prerequisite: Magus 12
Benefit: When the magus successfully performs a dirty trick combat maneuver, he can cast an illusion or enchantment spell he has prepared with a casting time of 1 standard action or less as a swift action.
The magus can use this ability once per day.

==================================================================
Bane Blade (Su)【UC】
Prerequisite: Magus 15
Benefit: Whenever the magus enhances his weapon using his arcane pool, he may spend 1 additional point from his arcane pool to add the bane special ability to the weapon.

Quickened Magic (Su)【UM】
Prerequisite: Magus 15
Benefit: The magus can cast one spell per day as if it were modified by the Quicken Spell feat. This does not increase the level of the spell.

Reflection (Su)【UM】
Prerequisite: Magus 15
Benefit: The magus can sacrifice 1 or more points from his arcane pool as an immediate action to reflect a spell back at its caster. This functions as spell turning, but only if the targeted spell is of a level equal to or lower than the number of points expended. If insufficient points are expended, they instead grant an insight bonus on any saving throws allowed by the spell, equal to the number of points spent.

« 上次编辑: 2019-05-27, 周一 18:11:26 由 旅法师 紫渊 »

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Re: 魔战士官方奥能全表
« 回帖 #2 于: 2016-11-24, 周四 18:11:09 »
紫渊好像许久没上线了,我补充一个Agents of Evil里出现的Vision-Clouding Strike

下列魔战士奥能可被任意窃影鬼魔战士选取
遮目打击 (Vision-Clouding Strike)【AOE】
     前提:魔战士等级9
     效果:魔战士可以迅捷动作从〖奥能力池〗中花费1点或更多点奥能,用暗影能量来增强他的武器1分钟。被击中的生物必须通过意志豁免(DC = 1/2魔战士等级 + 智力调整值) 否则会视为魔战士处于昏暗光照下,持续1d4轮加每花1点奥能额外持续1轮。真知术可看穿此效果,但黑暗视觉或类似的看穿黑暗效果对此无效。

原文
剧透 -   :
The following arcana can be selected by any fetchling magus.

Vision-Clouding Strike (Agents of Evil pg. 25): The magus can expend 1 or more points from his arcane pool as a swift action to empower his weapon with shadowy energy that dissipates within 1 minute. A creature struck with the weapon must succeed at a Will save (DC = 1/2 the magus's level + his Intelligence modifier) or treat the magus as being in an area of dim light for 1d4 rounds, plus 1 additional round for each arcane pool point expended. True seeing penetrates this effect, but darkvision and similar darkness-penetrating effects do not. The magus must be at least 9th level before selecting this arcana.

严重怀疑DC少了一个基底10,因为就算是28智力的15等魔战 ,DC也才16,15等角色的能力DC16?=_= ,不过看了pdf,原文确实是如此.. 我觉得应该还是漏打了
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