职业选项和变体职业:
牧兽者Drovier(德鲁伊变体)
牧守者把他们的同伴和动物伙伴视为需要被保护和指引的牧群。不同文化的牧兽者也会有很大的不同,例如,在贝尔克泽恩的兽人将牧兽者视为头号猎手,他们为部落战士提供动物图腾之力,来换取战士们在战斗中的服从;芒吉莽原的精灵将牧兽者视为丛林的发言人,扮演着保护领土的角色。
自然纽带Bond(ex)牧兽者必须选择动物领域,苍鹰领域或狼群领域(出自UM)作为自然纽带。该能力调整了自然纽带。
共用动物之型Communal Aspect(su):4级时,牧兽者能将野兽的一些形态灌输到他的盟友和他自己身上。以一个标准懂做,他选择一个动物图腾,并使得30尺内所有盟友都获得该图腾的能力。该效果在其他方main如同法术动物形态animal aspect UC一般运作。他每天可以使用该能力每德鲁伊等级10分钟。使用的持续时间不必连续,但必须以10分钟为单位使用。如果他使用该能力来获得新的形态,所有之前的形态马上停止。到了20级,牧兽者能随意使用该能力。6级时,牧兽者的共用动物之型能力能改为获得高等动物形态greater Animal aspect UC的好处(仍然只能选择将一个形态传输给盟友)。8级时,他可以选择传输隼之型 aspect of the falcon APG而非动物形态,10级可以选择熊之型aspect of the bearAPG ,12级可以选择雄鹿之型 aspect of the stagAPG,14级可以选择狼之型aspect of the wolf APG。该能力取代自然变身。
剧透 - :
drovIer (druId arcHetyPe) Droviers view their allies and adventuring companions as a herd or pack to be protected and directed, with variations on that theme ranging from culture to culture. The orcs of Belkzen see droviers as alpha predators, offering tribal warriors totemic power in exchange for obedience in combat. The elves of the Mwangi Expanse regard them as spokespeople for the jungle, adopting aspects that help preserve and defend the land. Nature’s Bond (Ex): A drovier must take the Animal domain with this ability, or the Eagle or Wolf animal domains from pages 34 and 36 respectively of Pathfinder RPG Ultimate Magic. This ability modifies nature’s bond.
Communal Aspect (Su): At 4th level, a drovier can imbue her allies (including herself) with an aspect of a wild animal. As a standard action, she chooses an animal totem and grants the abilities of that totem to every ally within 30 feet. This otherwise functions like the spell animal aspectUC. She can use this ability for 10 minutes per druid level each day. This duration does not need to be consecutive, but it must be used in 10-minute increments. If she uses the ability to grant a new aspect, any previous aspect immediately ends. At 20th level, the drovier can use this ability at will. At 6th level, the drovier’s communal aspect ability grants the benefits of the spell greater animal aspectUC. The drovier can still choose only one aspect to grant her allies. At 8th level, the drovier can choose to grant her allies the benefits of the spell aspect of the falconAPG instead of an animal aspect. At 10th level, the drovier can choose to grant her allies the benefits of the spell aspect of the bearAPG instead of an animal aspect. At 12th level, the drovier can choose to grant her allies the benefits of the spell aspect of the stagAPG instead of an animal aspect. At 14th level, the drovier can choose to grant her allies the benefits of the spell aspect of the wolfAPG rather than an animal aspect. This replaces wild shape.
毒物学家toxicoloist (德鲁伊变体)
德鲁伊保护世界的自然环境,有时候也需要专注于接触那些被污染,掠夺或被其他方式伤害的地区。一两次胜利不足以赢下整场战争,因此某些德鲁伊专精于隐秘的让对手品尝各类潜伏性毒药。在芒吉莽原的青翠深渊,以及天夏的瓦拉苏迈蛮林中,许多德鲁伊致力于用强有力的毒素来对付他们的敌人,相信着他们敌人恐怖的死亡能警告其他想亵渎自然世界的人。
扩展列表Expanded Repertoire (Ex):毒物学家将以下公式和法术加入到他的德鲁伊法术列表中,使用下文中列出的法术环级:poisoned egg(1环,出自PF战役设定集Inner Sea Gods),化药为毒transmute potion to poisonAPG(2环),臭云术(3环),恶毒馈赠Toxic GiftUM(4环)和死云术(5环)。毒物学家只有在每天准备法术时准备了召唤法术时,才能用自发施法将其他已准备的法术转变为那个召唤法术。该能力调整了法术,并取代了自发施法。
自然毒识Natural Poison Lore (Ex):毒理学家善于理解乃至鉴赏各类毒药。2级是,她不会在为武器上毒时意外让自己中毒,也不会在为动物伙伴或召唤生物的爪子上毒时意外让他们中毒(不过毒药通常不能被应用在生物的啮咬攻击上)。该能力取代野性认同和穿林步。
毒药专家Expert Poisoner (Su)::4级时,毒物学家在施放任何拥有毒(poison)描述符的法术时,DC增加1.该能力取代无踪步和抗自然有货。
毒性变身Toxic Shaper (Su):毒物学家永不获得使用自然变身能力变形为元素或植物的能力。8级是,毒物学家可以变形为小型或中型的虫类,如果她选择这个形态,她的自然变身如同虫类形态I vermin shape I(UM)一般运作。10级时她可以变形为超小型或大型虫类,如同虫类形态II vermin shape II(UM)一般运作。该能力调整了自然变身。
剧透 - :
toxIcologIst (druId arcHetyPe) Druids protect the natural environs of the world, and sometimes that requires forcibly expelling those who would pollute, despoil, or otherwise harm such areas. Single battles may not be enough to win the war, so some druids specialize in the stealthy application of insidious poisons to their targets. In the verdant depths of the Mwangi Expanse or the Valashmai Jungle of Tian Xia, many druids work to root out their enemies by means of powerful toxins, believing word of their foes’ horrifying deaths will deter others from attempting similar desecrations of the natural world.
Expanded Repertoire (Ex): A toxicologist adds the following extracts and spells to her druid spell list as druid spells of the listed spell level: poisoned egg (1st level, Pathfinder Campaign Setting: Inner Sea Gods 238), transmute potion to poisonAPG (2nd level), stinking cloud (3rd level), toxic giftUM (4th level), and cloudkill (5th level). A toxicologist can channel stored spell energy only into summoning spells she has prepared ahead of time. This ability alters spells and replaces spontaneous casting
Natural Poison Lore (Ex): A toxicologist has a deep understanding of and appreciation for poisons. At 2nd level, she cannot accidentally poison herself when applying poison to a weapon and cannot accidentally poison an animal companion or summoned creature when applying poison to its claws (though poison obviously should not be applied to a creature’s bite). This ability replaces wild empathy and woodland stride.
Expert Poisoner (Su): At 4th level, a toxicologist increases the DCs of any spells she casts with the poison descriptor by 1. This ability replaces trackless step and resist nature’s lure.
Toxic Shaper (Su): A toxicologist never gains the ability to use wild shape to transform into an elemental or plant. At 8th level, a toxicologist can transform into a Small or Medium vermin. When she takes this form, her wild shape functions as vermin shape IUM. At 10th level, a toxicologist can transform into a tiny or large vermin. When she takes this form, her wild shape functions as vermin shape IIUM. This ability alters wild shape.
调查员与盗贼天赋Investigator and rogue talents 调查员,忍者和盗贼(包括Unchained 盗贼)可以选择以下的天赋来提升他们在魔法方面的能力。
奥法导管eldritch conduit(su):以一个整轮动作,拥有该天赋的盗贼可以使用两瓶药水,两支魔杖,或两个卷轴。每个物品都会被正常消耗或失去单发充能。盗贼选择获得其中一个物品的效果,但用另一个物品的施法者等级来计算它的效果。盗贼仍然需要通过一个成功的使用魔法装置技能检定来操作卷轴或魔杖除非其他能力允许他这么做,不过他只需一次检定来同时操作两个物品。
芸芸众生 just a face in the croud(su):当10个或更多和他相同体型的生物在盗贼30尺内时,他在易容和察觉检定上获得等同于他职业等级一般的加值。
异能冒险家Occult Dungeoneer (Su):拥有该天赋的盗贼能如同以下法术在他的职业法术列表一般使用法术触发型和法术完成型物品:侦测密门,侦测陷阱,敲击术,物品定位术和遮蔽物品。如果法术触发型装置允许装备者应用自己的施法者等级(例如一根法杖),盗贼可以将他的职业等级视为施法者等级。盗贼还能每天一次将敲击术如同超自然能力般使用,使用他的盗贼等级作为施法者等级。
储法spell storing(su):盗贼能能将一个最高2环的单目标无害法术储存在他自己身上。该法术施放时间必须是一个标准动作。每当一个符合以上要求的法术施放到盗贼身上,而他还没储存一个法术时,他就可以将该法术储存起来而不是让它立刻生效。之后的任意时间,他可以以一个标准动作使得该法术生效(如同它被正常施放在盗贼身上一般)。盗贼必须在使用魔法装置技能上有1个等级才能选择该天赋。
我刚一直在这儿!The whole time(su):拥有该能力的盗贼熟于从魔法隐蔽效果中攻击。他可以如同以下法术在他的法术列表中一般使用法术触发型和法术完成型物品:高等隐形术,隐形术和渐隐术vanishAPG。此外,如果盗贼因为使用武器或法术攻击而显型,他可以用一个自由动作将他的武器入鞘并马上扮演出一副中立的姿态。通过一个成功的唬骗或易容检定(对抗目击者的察言观色或察觉检定),不会有任何明显的痕迹来证明盗贼是攻击的来源。(不过缺乏其他合理的嫌疑人仍然会引导观察者发现正确的结果)
盗贼天赋:以下天赋可以被盗贼(包括unchains盗贼)选取。(译者注:调查员也能选取其中一部分。)
淡化身形Dampen Presence:选择该天赋的盗贼获得 同名专长Dampen Presence(出自Dungeoneer’s Handbook)作为奖励专长。盗贼无须满足该专长的先决条件。该盗贼在选取任何以淡化身形专长为先决的专长时,视为拥有技能专攻(潜行)来决定是否满足先决条件。
速查:淡化身形专长Dampen Presence:
先决条件:技能专供(潜行),潜行技能5级
好处:你可以用潜行技能避开任何想用盲视或盲感察觉你的生物,即使你已经完全进入那个生物的可察觉区域。该专长不提供对抗其他种类察觉方法的优势,例如灵敏嗅觉,视觉或震颤感知。
无辜假面Innocent Facade (Sp):每天一次,拥有该天赋的盗贼能以类法术能力使用无辜眼神innocenceAPG,使用她的盗贼等级作为施法者等级。盗贼必须拥有次级魔法盗贼才能选取这个天赋。一个调查员也能选取无辜假面盗贼天赋来取代一个调查员天赋。她必须拥有黑街灵感underworld inspirationACG(而非次等魔法天赋)才能选择该天赋。
快速察觉Rapid Perception (Su):拥有该天赋的盗贼能以一个迅捷动作而非移动动作尝试一次察觉检定来有意搜索特定的物品或生物。如果她有意搜索一个隐形的生物,那个生物因隐形而在潜行检定上获得的加值减半。一个调查员也可以选取该盗贼天赋来取代一个调查员天赋,她必须拥有发散灵感 Expanded InspirationACG调查员天赋才能选取该天赋。
探知失误 scry slip(su):每当拥有该天赋的盗贼被允许意志豁免的探知效果选为目标时,那个预言系法术的施法者必须通过一个DC为15+盗贼等级的施法者等级检定。该天赋能保护盗贼和任何她携带或持握的物品。调查员能选择该天赋取代一个调查员天赋。
卓越狙击手:拥有该天赋的盗贼获得老练狙击Expert Sniper(阴招战术工具匣Dirty Tactics Toolbox)作为奖励专长。若她已经获得该专长,则她可以改为获得任何以老练狙击为先决条件的专长,只要她满足了这个专长的先决。
速查:老练狙击 Expert Sniper(战斗专长)
你深通打一枪换一个地方的真髓。
先决条件:潜行技能3级
专长效果:你在发动狙击(Sniping)以后重新隐蔽自己的潜行技能检定减值降低10点。
正常情况:你在发动狙击以后重新隐蔽自己的潜行技能检定承受-20减值。
高等盗贼天赋:以下天赋可以被10级或以上的盗贼(包括unchains盗贼)选取。
巧言假面Glib Façade(Sp):每天一次,拥有该高等天赋的盗贼能以类法术能力使用花言巧语,使用她的盗贼等级作为施法者等级。盗贼必须拥有无辜假面盗贼天赋才能选取该天赋。
无拘气池Unlock Ki (Ex) pfs x 拥有该高等天赋的盗贼将其从气池盗贼天赋UC获得的每日气池点数增加到等同于1/2盗贼等级+她最高的心智属性调整值(智力,感知或魅力)。此外,她能迅捷动作消耗气池中的2点气,来获得她选择的一个技能的技能解放(unchained),应用她在该技能上的等级。该效果持续1分钟。盗贼必须拥有气池才能选择该高等天赋。
进阶武器训练advanced weapen training(战士)(pfs:不可)
取代扩展他们的军事技能,一些战士将他们的天赋专注于如何利用他们的魔法武器中最深处的秘密力量。进阶武器训练职业选项取代了战士在9级,13级和17级获得的额外武器训练组,并在武器大师手册Weapon Master`s Handbook中有完整的介绍。
物品掌握Item Mastery:战士获得一个物品掌握专长(见本书和武器大师手册)作为奖励专长,并作用在任何他装备的魔法武器上,哪怕该魔法武器未满足该专长的正常要求。他必须满足专长的全部前置要求。
勇士之魂Warrior Spirit (Su):战士能与属于他选择的类武器组中的一个武器建立精神上的纽带,并允许他解开武器的潜能。每天,他指定一把上述的武器并获得等同于1+他的武器训练加值的精神能量。当装备这个武器时,他可以消耗1点精神能量来使武器获得等同于他武器训练加值的增强加值。这个进阶武器训练选项提供的增强加值与武器自身的增强加值叠加,最高+5. 战士也可以不直接给予武器增强加值而是给予武器特殊属性,用特殊属性等效增强加值替换你本应给予的增强加值同额数值。在被赋予特殊属性前,目标物必须至少有+1增强加值(来自物品本身或勇士之魂能力)。一般而言,该能力的增强加值持续1分钟。
血统突变bloodline mutations(血脉狂怒者,术士)
虽然相似的血统会带来共性,术士和血脉狂怒者血系中的各种独特因素会使他们表现出各种奇异或不寻常的血统力量,也被称为突变。每当一个血脉狂怒者或者术士获得一个新的血统力量,他可以将这个血统力量换成一个他满足先决条件的血统突变。一旦他作出这个选择,就不能改变。一个血脉狂怒者或术士不能将一个已经被变体改变或取代的血统力量换为血统突变。血脉狂怒者无须进入血怒来使用他的血统突变。另外,一个血脉狂怒者或术士可以选择一个血统突变取代一个血统奖励专长,只要他的职业等级不低于该突变通常取代的血统能力的等级。
血之毁灭Blood Havoc:当你施放一个造成伤害的血脉狂怒者或术士法术时,每有一个伤害骰就增加1点伤害。这个效果只会应用在属于你用法术专攻专长选择的学派的法术,或者属于你血统的血统法术上。该能力取代术士的1级血统力量或血脉狂怒者的4级血统力量。
血之强化Blood Intensity:当你施放一个造成伤害的血脉狂怒者或术士法术时,你能增加它的最大伤害骰数量,等同于力量或魅力调整值(取其高者)。该能力在其他方面如同强化法术专长intensifeid spell APG一般运作,并不与其叠加。你在3级时每天可以使用该能力1次,每比3级多4个施法者等级就可以多使用一次,最高在19级可每天使用5次。该能力取代术士的3级血统力量,或者血脉狂怒者的8级血统力量。
穿刺之血 Blood Piercing 当你施放一个造成伤害的血脉狂怒者或术士法术时,被该法术影响的生物在对抗法术效果时,他们的能量抗性和法术抗力减少等同于你力量或魅力调整值的数值,取其高者。你在4级时每天能使用该能力一次,每比3级高5个施法者等级就可额外多使用一次,最高在18级可使用4次。该能力取代术士9级的血统力量,或者血脉狂怒者4级的血统力量。
新奥术发现(法师):
信仰魔法:选择一个属于你所认同的神祗的领域的领域法术。这个法术必须至少比你能施放的最高环级的法师法术低两级。当你每日第一次准备法术时,你可以使用一个比该法术原本环级高一环的法术位,来准备这个法术。你只能用这个方法准备该法术一次。该法术视为神术。
灵能准备:你学到了一种有限制的施放灵能魔法(异能冒险OA)的方式。当你每日第一次准备法术时,你可以准备一个法术,视其为灵能法术。该法术必须至少比你能释放的最高环级法师法术低两环,而且要占用一个比该法术原本环级高一环的法术位。当你施放这个法术时,它如同一个灵能法术一般生效,包括使用情绪和思维成分代替姿势和语言成分,和只含昂贵的材料成分。
浩劫使Havocker(女巫变体)
虽然大多数女巫都被她们神秘的庇护主指引学习精妙的诅咒与使人衰弱的巫术,某些女巫却会被教导如何利用原生的,毁灭性的元素之力的奥秘。
庇护主元素Patron Element 浩劫使得庇护主提供给她用特定元素来毁灭她敌人的能力。一级时,取代选择标准的庇护主和获得庇护主法术,女巫选择一个特定的操念使元素(出自异能冒险OA),这代表着她从他的魔宠与职业能力中获得的阴暗力量。浩劫使根据自身关联的元素获得元素念力和念袭职业能力,使用她的女巫等级作为有效操念使等级。如果浩劫使在其他获得元素念力的职业上获得了等级,专注的元素必须为同一种类,即使这意味着其中一个职业的元素念力必须做出改变。根据GM的裁决,浩劫使可以改变她以前的元素念力使得它们匹配。该能力调整了女巫的魔宠并取代了女巫的1级巫术。
注能Infusion:2级和之后的每四级,浩劫使从她选择的元素念力的可用列表中获得一项注能原力,如同操念使的同名能力般运作。浩劫使必须达到获得该项注能原力的先决条件并且不能承受超载(但请见下文法术超载能力)该能力取代女巫2级与之后的巫术,强力巫术和高等巫术。
法术超载Spellburn:从2级开始,浩劫使能引导储存的法术能量转化为念袭来强化她念袭的整体效果与力量。要使用她的注能,浩劫使必须失去一个准备好的女巫法术应用在她念袭上的注能。被牺牲的法术环级必须不低于注能的等效法术等级。浩劫使不能承受额外的超载,即使注能原本允许她这么做。
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HavocKer (wItcH arcHetyPe) Although most witches are guided to subtle curses and debilitating hexes by their mysterious patrons, some are instead taught the secrets of harnessing raw, destructive elemental power.
Patron Element: A havocker’s patron grants her the ability to devastate her foes with a specific element. At 1st level, rather than selecting a standard patron and gaining patron spells, the witch selects a specific kineticist element (Pathfinder RPG Occult Adventures 14), which represents the shadowy forces from which she gains her familiar and class powers. The havocker gains the elemental focus and kinetic blast class features with the associated element, using her witch level as her effective kineticist level. If the havocker takes levels in another class that grants an elemental focus, the elemental focuses must be the same type, even if that means that the elemental focus of one of the classes must change. Subject to GM discretion, the havocker can change her former elemental focus to make them conform. This ability alters the witch’s familiar and replaces the witch’s 1st-level hex.
Infusion: At 2nd level and every 4 witch levels thereafter, the havocker gains an infusion wild talent from the list of options available based on her elemental focus, functioning as the kineticist ability of the same name. A havocker must meet the prerequisites of the infusion wild talent and can’t accept burn (but see the spellburn ability below). This ability replaces the witch’s hexes from 2nd level on, major hex, and grand hex.
Spellburn: Beginning at 2nd level, a havocker can channel stored spell energy into her kinetic blast to increase the blast’s overall utility and power. To use her infusions, the havocker must lose a prepared witch spell to apply the infusion to her kinetic blast. Any spell sacrificed is required to have a spell level equal to or greater than the infusion’s effective spell level. The havocker cannot accept additional burn if the infusion would allow her to do so.
次元挖掘者Dimensional excavator(炼金术师变体)
炼金术师常被吸引到法力废墟(Mana waste)去学习那里奇异的能量与反应。虽然许多过于急切的炼金术师在研究中突然消失,更多在阿肯斯塔德的谨慎学者选择仅仅去阅读他们更加有冒险精神的亲属留下的笔记。他们中的一些人发现并记录下让他们的炼金炸弹制造出在物质界中的微小裂缝,形成异次元的坑洞来带给他们敌人麻烦。
异次元炼成 Extradimensional Extract (Su):次元挖掘者对次元之力的细致研究让他在计算获得炼金术士科研发现(除了那些在险峻发现能力中获得的能力)时视为比他职业等级低2级。4级时,次元挖掘者将造坑术 create pit APG加入他的已知公式,视为一个2环的炼金术师公式。他能制造一份该法术的化学炼成,并能以一个生物或格子作为目标用远程攻击将其投掷出去。如果它击中了方格,坑会出现在这个区域并且所有邻近的生物都被被正常影响;如果一个生物被击中,坑会出现在这个生物占据的空间,被击中的生物必须通过一个有-2罚值的反射豁免检定否则会掉入坑中。该能力调整了科研发现能力,取代了在4级获得的科研发现。
险峻发现Precipitous Discoveries (Su):到了6级,次元挖掘者能选择学会一个额外的坑类法术(pit spell)来取代学习一个新的科研发现。炼金术师必须能使用与其环级匹配的化学练成才能选择将一个坑类法术加入公式。他能选择以下的法术加入他已知公式,并如同使用异次元炼成能力般使用他们:刺坑术spiked pit APG(3环公式),酸液坑 acid pit APG(4环公式),饥饿坑hungry pitAPG(5环公式)。该能力调整了科研发现能力。
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dIMensIonal excavator (alcHeMIst arcHetyPe) Alchemists are often drawn to the Mana Wastes to study the strange energies and interactions that can be found there. Though many overeager alchemists ultimately disappear during research expeditions, more cautious scholars of alchemy in Alkenstar are content to simply read the notes left behind by their more adventurous kindred. Some of these scholars have discovered and recorded ways to cause their bombs to create minor tears in the fabric of reality, forming extradimensional pits to vex their foes.
Extradimensional Extract (Su): The intense study a dimensional excavator applies to dimensional forces causes him to treat his class level as 2 lower when qualifying for alchemist discoveries other than those granted by Precipitous Discoveries (see below). At 4th level, the dimensional excavator adds create pitAPG to his list of extracts known, treating it as a 2nd-level alchemist extract. He can create an extract of this spell, which can then be thrown as a ranged attack, targeting a creature or square. If it strikes a square, the pit manifests in that area and all nearby creatures are affected normally. If a creature is struck, the pit manifests in the creature’s location, and the struck creature must succeed at a Reflex save with a –2 penalty or fall into the pit. This alters the discovery ability, and replaces the discovery gained at 4th level.
Precipitous Discoveries (Su): At 6th level, a dimensional excavator can choose to learn an additional pit spell in place of learning a new discovery. The alchemist must be able to use an extract of the appropriate level to select a pit spell as an extract. He can add the following spells to his extracts known, and use them as per the extradimensional extract ability: spiked pitAPG (3rd-level extract), acid pitAPG (4th-level extract), hungry pitAPG (5th-level extract). This alters the discovery ability.
耐心伏击者 patient ambusher(猎人变体)
在格拉利昂的荒野中游荡的猎人中,有些人舍弃了他们与动物伙伴间与生俱来的团队联系;取而代之的是,这些猎人精通制造和设置复杂的游侠陷阱(见UM游侠变体),并经常用他自己或他的动物伙伴来引诱对手走进圈套。
本职技能class skill:耐心伏击者将解除装置加入本职技能。这调整了猎人的本职技能。
寻找陷阱Trapfinding:耐心伏击者可以在定位陷阱的察觉检定和解除装置检定中得到相当于自己等级一半的加值,并可以使用解除装置来解除魔法陷阱。该能力取代自然训练。
设置陷阱 Trap:3级时,耐心伏击者学会如何制造一个圈套陷阱。他每天可以使用该陷阱和其他已知陷阱总计数量等同于1/2他的耐心伏击者等级+他的感知调整值。该能力取代猎人的猎人战术职业能力。
已知陷阱Learned Traps:3级和之后每3级,耐心伏击者能学习一种新的陷阱。一旦一个陷阱被学习,它就不能被忘记或被不同种类的陷阱所取代。耐心伏击者不能重复选择特定的陷阱。该能力取代团队专长。
发射陷阱(Launch Trap):10级时,耐心伏击者学会了使用箭矢或投掷武器发射游侠魔法陷阱,这允许他将陷阱设置在远离他自己的地方,或是使用陷阱直接攻击。发射附加陷阱的弹丸视为设置陷阱整轮动作中的一环。附加陷阱的弹药射击的方式和原本一样。如果这个陷阱被射到一个区域中,那么就如同耐心伏击者本人在该区域设置陷阱,不过豁免DC比通常低5。要是他把陷阱发射到一个生物身上,那么该生物除了受到远程攻击的正常伤害之外,还会受到陷阱的效果影响,就如同他触发了该陷阱。陷阱的最大射程为60尺,此射程增量适用于攻击检定。陷阱的持续时间由弹丸被创造之后开始计算,而不是在使用时。该能力取代复活动物伙伴。
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PatIent aMbusHer (Hunter arcHetyPe) Wandering the wilds of Golarion, some hunters eschew the bond of innate teamwork with their animal companions. Instead, these hunters master the creation and deployment of intricate ranger traps (Pathfinder RPG Ultimate Magic 64), often using themselves or their animal companions to lure foes into their snares.
Class Skills: A patient ambusher adds Disable Device to her list of class skills. This alters the hunter’s class skills.
Trapfinding: A patient ambusher adds 1/2 her hunter level on Perception checks to locate traps and on Disable Device skill checks (minimum +1). A patient hunter can use Disable Device to disarm magic traps. This ability replaces nature training.
Trap: At 3rd level, a patient ambusher learns how to create a snare trap. The patient ambusher can use this and other learned traps a total number of times per day equal to 1/2 her patient ambusher level + her Wisdom modifier. This ability replaces the hunter tactics class feature.
Learned Traps: At 3rd level and every 3 hunter levels thereafter, a patient ambusher can learn a new type of trap. Once a trap is learned, it can’t be unlearned and replaced with a different type of trap. The patient ambusher cannot select an individual trap more than once. This ability replaces teamwork feats.
Launch Trap: At 10th level, a patient ambusher can affix a magical ranger trap to an arrow, a crossbow bolt, or a thrown weapon, allowing her to set the trap remotely or use it as a direct attack. Attaching the trap to the projectile is part of the full-round action of creating a new trap. The trapped projectile is fired or thrown in the normal manner. If fired at a square, the trap is treated as if the hunter had set the trap in that square, except the DC is 5 lower than normal. If the trap is fired at a creature, the target takes damage from the ranged weapon and is treated as if it had triggered the trap (attempting a saving throw, if any). The attack has a maximum range of 60 feet, and range increments apply to the attack roll. The duration of the trap starts when it is created, not when it is used. This ability replaces raise animal companion
法术捕猎者 spell trapper(魔战士变体)
法术捕猎者常见于那些充满了狩猎与魔法的地区,尤其是像苏比亚的沙漠,以及盖布和奈克斯严酷的土地上。他们抛弃了许多奥术技巧与军事知识,来换取布置魔法陷阱阻碍敌人的能力。
本职技能class skill:法术捕猎者将解除装置加入到他的本职技能,取代知识(位面)。这调整了魔战士的本职技能。
缩减奥能Diminished Arcana:法术捕猎者在决定哪些奥能可以选取时,将他的等效魔战士等级视为降低3级。他可以选择学习一个新陷阱(见法术陷阱能力)来取代学习一个新魔战士奥能。这调正了魔战士奥能能力
法术陷阱Spell Traps (Sp):4级时,法术捕猎者学会了如何献祭法术位来制造魔法陷阱。这些陷阱如同游侠陷阱(UM)般工作,不过他们总被视为类法术能力。法术陷阱永远被视为魔法陷阱(magical),并且被视为一个法术环级等同于1/3法术捕猎者等级的法术。魔法陷阱只持续1小时/等级或者直到被触发,取其先者。陷阱自被设置起每经过1小时,DC就减少1.在获得该能力时,法术捕猎者自动学会圈套陷阱。设置一个法术陷阱是一个引发借机攻击的整轮动作。如果在施放陷阱的过程中被攻击击中,法术捕猎者必须通过一个专注检定,如同在施放法术时被伤害一般。一个陷阱占据单一个5尺方格,并且不能与另一个法术陷阱或者一个魔法性陷阱,例如守卫刻文,放置在同一格。法术捕猎者需要带着一个施法材料包才能制造陷阱(除非他拥有施法免材专长),并且需要献祭一个法术位来创造这个陷阱。用于发现陷阱的察觉检定,解除它的解除装置检定以及避免被它影响的豁免检定的DC都等于10+1/2法术捕猎者等级+用于创造该陷阱而献祭的法术位的环级。所有法术陷阱都是位置型触发并且无法复位。该能力取代法术唤回。
远程陷阱Distant Trapping (Sp):10级时,法术捕猎者能远距离创造法术陷阱。他能在近距范围内以一个引发借机攻击的整轮动作创造他的陷阱。该能力取代战斗训练能力。
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sPell traPPer (Magus arcHetyPe) Spell trappers are found in lands where hunting and magic are abundant, particularly the deserts of Thuvia and the harsh lands of Geb and Nex. They forsake much of their arcane skill and martial knowledge in exchange for the ability to conjure magical traps to hinder their foes.
Class Skills: A spell trapper adds Disable Device to his list of class skills in place of Knowledge (planes). This alters the magus’s class skills.
Diminished Arcana: A spell trapper treats his effective magus level as 3 lower when determining which arcana he can select. A spell trapper can choose to learn a new trap (see Spell Traps below) in place of learning a new magus arcana. This modifies the magus arcana ability.
Spell Traps (Sp): At 4th level, a spell trapper learns how to craft magical traps in exchange for the use of spell slots. These traps work as ranger traps (Ultimate Magic 64), except they always count as spell-like abilities. A spell trap is always considered magical, and is treated as a spell with a spell level equal to 1/3 the spell trapper’s class level. A magical trap lasts only 1 hour per level or until triggered, whichever comes first. A trap’s DC decreases by 1 for each full hour that passes after it is set. Upon gaining this ability, the spell trapper automatically knows the snare trap. Setting a spell trap is a full-round action that provokes attacks of opportunity. If attacked during the course of conjuring a trap, the spell trapper must attempt a concentration check, as though damaged while casting a spell. A trap fills a single 5-foot square, and cannot be placed in the same area as another spell trapper trap or a magical trap such as a glyph of warding. Spell trappers need access to a material component pouch to craft spell traps (unless they have the Eschew Materials feat) and must sacrifice a spell slot to create the trap. The DCs for Perception checks to notice the trap, Disable Device checks to disable it, and saving throws to avoid it are equal to 10 + 1/2 the spell trapper’s magus level + the spell slot level sacrificed to create the trap. All spell traps are Trigger location, and Reset none. This ability replaces spell recall.
Distant Trapping (Sp): At 10th level, a spell trapper can create spell traps at a distance. She can create her traps at close range (25 feet + 5 feet per 2 caster levels) as a full-round action that provokes attacks of opportunity. This replaces the fighter training ability.
城市渗透者 urban infiltrator(审判者变体)
作为秘密收集情报的大师,城市渗透者精于在不友善的社群中行动,或潜入敌对教派,来进一步推动他们信仰的发展。这个变体流行于在塔尔多活动的的晨花密教Cult of the Dawnflower审判者,不过任何愿意更喜欢隐蔽的调查而非直率的狂热的审判者都可以选取这个变体。
本职技能class skills:城市渗透者将解除装置,知识(历史),知识(本地)和知识(贵族)加入到他的本职技能中,取代知识(地下城)和知识(自然)。这调整了审判者的本职技能。
天才侦探GiftedDetective(EX):城市渗透者将他的感知调整值额外加到他的唬骗和易容技能检定,以及用于收集信息的交涉技能检定。尝试用交涉技能检定来收集信息永远不会花费城市渗透者超过一个小时的时间。该能力取代怪物学识。
千面万相A Thousand Faces (Su):11级时,城市渗透者获得随意改变他外表的能力,如同使用了变身术法术。该能力取代坚定。
SAGAS萨迦(歌者职业选项)
萨迦是常见于林诺姆诸国和依莉森的一种保存知识与讲述故事的形式。作为一种歌者战怒之歌的特殊应用,萨迦和吟游诗人的传世名作UM相似,不过只可被歌者使用。萨迦绝对不是单纯的艺术概念。它们被设计来保存知识或者纪念历史事件,并通常基于史实。因此,学习萨迦也需要知识(历史)等级作为先决条件。吟游诗人也可以学习萨迦,用他们的诗人表演能力而非战怒之歌。
Pfs:萨迦只能被歌者选取。
(译者注:saga萨迦原意特指古代挪威或冰岛讲述冒险经历和英雄业绩的长篇故事。)
学者王之叙事诗 lay of schlar-king(演讲,歌唱)
学者王的故事让你更加睿智,不过也让其他人蔑视你。
先决条件:知识(历史)2级,表演(演讲)或表演(歌唱)4级
代价:专长或2环歌者已知法术
效果:你讲述了关于那个勤奋好学而又善于反思的国王,ethered之子jarguut的悲伤故事。jarguut国王曾统治林诺姆王国,但他的王国因领主们藐视他的睿智而分崩离析。当你完成表演,你可以将你的魅力调整值(最少+1)额外追加到智力决定的技能鉴定上,但要在你所有魅力决定的技能检定上承受等同于你智力调整值的罚值(最少-1)
使用:1轮战怒之歌
动作:1分钟
女巫女王之歌 saga of the witch queen(演讲,歌唱)
你的关于芭芭雅嘎(Baba Yaga)无情归来的故事让你准确地定位你的目标。
先决条件:知识(历史)7级,表演(演讲)或表演(歌唱)15级
代价:专长或5环歌者已知法术
效果:你讲述芭芭雅嘎,女巫之王的传奇故事,她赢得冬日战争并建立了依莉森。每一个百年,她会派出她的一个女儿接替上一个女儿出任依莉森的女王。在1400年里,每一任女王都知道她们的母亲必将归来。当你完成这个表演,你念出一个你曾见过,或曾拥有过你现在正掌握的道具的生物的名字。你会立即知道该生物的位置,如同感知位置法术。与此同时,该生物会得知你的姓名并知道你已经得知它当前所在位置。
使用:10轮战怒之歌
动作:10分钟
剧透 - :
saga of tHe wItcH queen (oratory, sIng) Your tale of Baba Yaga’s inexorable return allows you to unerringly locate your target. Prerequisites: Knowledge (history) 7 ranks, Perform (oratory) or Perform (sing) 15 ranks. Cost: Feat or 5th-level skald spell known. Effect: You tell the epic tale of the Baba Yaga, the Queen of Witches, who founded Irrisen after winning the Winter War. Once each century, she deposes one of her daughters as queen of Irrisen to install another daughter in her place. For 1,400 years, each reigning queen has known that her mother’s return was a certainty. When you complete the performance, you name a creature you have seen or who once owned an item you have in your possession, and you immediately know the creature’s location, as per discern location. At the same time, the creature learns your name and that you have determined its current whereabouts. Use: 10 raging song rounds. Action: 10 minutes.
诅咒祝福curse(战斗祭司祝福)神祗: Andirifkhu,卡莉丝翠,黛丝娜,Graffiacane,Magdh
巫术攻击Hexing Attack(次级祝福):你可以接触一个武器,并让它在击中下一个目标时引发一个小型诅咒。被击中的目标必须成功通过一个意志豁免,否则会在攻击骰,豁免骰,技能检定或能力检定中受到-2罚值(由战斗祭祀选择),持续1分钟。
报应诅咒Retributive Curse(高等祝福)到了10级,以一个迅捷或直觉动作,你能对任何相邻的对你造成重击(scores a critical hit)或者对你造成精准伤害的生物施加诅咒。目标必须通过一个成功的意志豁免检定,否则会被诅咒。选择以下效果中的一个:目标在1项属性点(由你选择)承受-2罚值(不能降到低于1点);目标在攻击骰,豁免骰,属性检定和技能检定中承受-2罚值;目标每轮有25%几率无法进行动作(但其他方面如常)。该诅咒持续1小时。一个生物一次只能被一种诅咒影响。该能力在其他方面如同降咒法术一般运作。
剧透 - :
curse (warPrIest blessIng) Deities: Andirifkhu, Calistria, Desna, Graffiacane, Magdh.
Hexing Attack (minor): You can touch one weapon and enhance it to inflict a minor curse on the next target it strikes. The struck target must succeed at a Will saving throw or take a –2 penalty on attack rolls, saving throws, skill checks, or ability checks (warpriest’s choice) for 1 minute.
Retributive Curse (major): At 10th level, as a swift or immediate action, you can inflict a curse on any adjacent creature that scores a critical hit against you or deals precision damage to you. The target must succeed at a Will saving throw or be cursed. Select one of the following effects: the target takes a –2 penalty to one ability score of your choice (the ability cannot be reduced below 1); the target takes a –2 penalty on attack rolls, saving throws, ability checks, and skill checks; each turn, the target has a 25% chance of taking no action (otherwise, it acts normally). This curse lasts for 1 hour. A creature can be subjected to only one instance of retributive curse at a time. This otherwise functions as bestow curse
神圣鞭笞者DivIne scourge (牧师变体)
某些神仆扮演了代表他们的神祗降下惩罚的角色,并在执行他们不可侵犯的任务时获得愉悦。这类神圣鞭笞者最常见于阿巴达尔(与当地法院共同对违法者实施制裁),卡莉丝翠(惩罚那些真正值得复仇的人)和宗-库山(将惩罚视为接受痛苦与磨难的一种方法)的信徒。神圣鞭笞者精于对那些在其所在教派的教义中值得接受如此命运的家伙施加长期性的疾病与诅咒。
诅咒者Curser(EX):神圣鞭笞者必须选择诅咒子域(APG)作为领域,而无视他的神祗实际提供的领域。他不会获得第二个领域。该能力调整了领域。
神圣巫术Divine Hexes:在3级和之后每4级,神圣鞭笞者能在女巫职业巫术列表中选择一个下列的巫术,最多能在19级获得5个巫术:凋零,cursed wound(出自月之血脉blood of the moon),邪眼,降祸,瘢痕UM,沉眠和狂兽UM。11级时,他还可以从下列强力巫术中选择:苦咒,白霜UM,感染UM,噩梦和报偿。神圣鞭笞者使用他的感知调整值取代智力调整值来决定他巫术的豁免DC,并用他的魅力调整值取代智力调整值来决定巫术的效果或持续时间。该能力取代引导能量。
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dIvIne scourge (clerIc arcHetyPe) Some divine servants take on the role of dealing out unique punishments on behalf of their deities, taking pleasure in carrying out their sacrosanct duties. Such divine scourges are most common among worshipers of Abadar (meting out punishment to lawbreakers in concert with local courts), Calistria (punishing those truly deserving of vengeance), and Zon-Kuthon (seeing punishment as an applied form of pain and suffering). Divine scourges make a point of inflicting long-lasting maladies and curses on those deserving of such fates under the tenets of the scourges’ religions.
Curser (Ex): A divine scourge must take the curse subdomain (Pathfinder RPG Advanced Player’s Guide 88) as a domain, regardless of the actual domains offered by her deity. The divine scourge does not receive a second domain. This ability alters domains.
Divine Hexes: At 3rd level and every 4 cleric levels thereafter, a divine scourge can select the following hexes from the witchAPG class hex list, up to a maximum of five hexes at 19th level: blight, cursed wound (Pathfinder Player Companion: Blood of the Moon 15), evil eye, misfortune, scarUM, slumber, and unnerve beastsUM. At 11th level, a divine scourge can instead select from the following list of major hexes: agony, hoarfrostUM, infected woundsUM, nightmares, and retributions. The divine scourge uses her Wisdom modifier instead of her Intelligence modifier to determine the save DCs of her hexes. Any hex that refers to using her Intelligence modifier to determine its duration or effect instead uses her Charisma modifier for that purpose. This ability replaces channel energy.
监督者overseer(萨满变体)
当所有其他萨满都用他们与世上的精魂的链接来获得来自其他世界的魔法力量时,那些在林诺姆诸国的萨满则有一种特殊的传统:他们会使用庇护主精魂的力量直接控制他们的敌人。这些监督者有的会扮演起它们部落的保护者与宗教领袖,并为了部落的长远利益将敌人转化短期的盟友。其他监督者则会成为为了个人利益而将自身意愿强加于弱者的暴君。在战斗中,监督者通过用巫术与专门的法术削弱敌人来掌控战场。
控制魔法Controlling Magic (Su):监督者将下列法术加到她的魂术列表中:魅惑人类(1环),狂笑术(2环),人类定身术(3环),极度绝望(4环),弱智术(5环),群体暗示术(6环),真言术:盲(7环),迷舞(8环),和支配怪物(9环)。该能力取代了萨满魂域提供的魂术。
汹涌之魂Spirit Surge(ex):3级时,监督者获得通过他的魂兽施放他的任何目标为一个生物的影响心灵类法术。当他使用该能力时,所选择的法术的范围变为接触,而且他必须通过魂兽的传递接触法术能力将该法术传递过去。萨满用这种方法施放的法术的施法者等级比他的正常施法者等级高2.监督者能正常将任何其他法术通过魂兽的传递接触法术能力来传递出去。这调整了魂兽的传递接触法术能力。
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overseer (sHaMan arcHetyPe) While all shamans use their connection to the spirits of the world to draw upon otherworldly magic powers, the shamans of the Lands of the Linnorm Kings have a unique tradition in which they use the power of patron spirits to directly control their enemies. Such overseers may assume roles as religious leaders and protectors of their tribes, turning foes into short-term allies for the tribe’s greater good. Other overseers become tyrants who enforce their will upon the weak for personal gain. In combat, an overseer manages the battlefield by debilitating foes using her hexes and specialized spells.
Controlling Magic (Su): The overseer adds the following spells to the list of spells she can cast using spirit magic: charm person (1st), hideous laughter (2nd), hold person (3rd), crushing despair (4th), feeblemind (5th), mass suggestion (6th), power word blind (7th), irresistible dance (8th), and dominate monster (9th). This ability replaces the spirit magic spells gained from the shaman’s spirit.
Spirit Surge (Ex): At 3rd level, an overseer gains the ability to cast any of her mind-affecting spells that target a single creature through her spirit animal. When she’s using this ability, the selected spell’s range becomes touch, and she must deliver the spell through the spirit animal via the spirit animal’s deliver touch spells supernatural ability. The shaman’s effective caster level for these spells is 2 higher than her normal caster level. The overseer can deliver any other spells via the deliver touch spells spirit animal ability. This alters the deliver touch spells spirit animal ability.
秘兽学者cryptid scholar (调查员变体)
秘兽学者研究那些潜伏在文明边缘的怪兽,并在它们的解剖学结构,习性和生态等方面有着极深的专业知识。大部分秘兽学者隶属于勒彼斯塔德大学,不过比起和大学中的同事结伴(这些人通常非常怀疑秘兽学者的特殊专业学识的真伪),他们更喜好在外参加现场工作。虽然秘兽学者能胜任作为独行怪物猎手的工作,他们也擅长在与同伴出行时分享自己的见解。
直觉怪物学识Intuitive Monster Lore (Ex):秘兽学者在试图辨别生物的能力与弱点的知识检定上,在智力调整的基础上额外增加他的感知调整值。5级时,他可以在这类检定10,即便是他被威胁或分心。该能力取代毒剂学识和毒素抗性。
适时建议Opportune Advice (Ex):4级时,当秘兽学者成功通过一个知识检定来辨别怪物的特殊能力或弱点时,他可以以一个移动动作将他的见解告诉同伴。30尺内所有能听见秘兽学者的盟友在对抗被辨别的怪物同种族且亚种完全相同的生物使用的特异能力,超自然能力和类法术能力时,AC和豁免骰上获得+1洞察加值。这个加值持续等同于秘兽学者智力调整值得轮数(最少1轮),或直到他使用博学之击(见下文),取其先者。这个加值在8级和之后每4个调查员等级会再+1(最高在20级达到+5)。生物在同一时间内只能受益于对抗一种特殊种类的怪物的适时建议。一旦秘兽学者使用了该能力在对抗一种特定类别的怪物时获得了加值,他在24小时内无法再次对同种怪物获得加值,除非他以一个移动动作消耗一点灵感点数来使用这个能力。该能力取代战斗策略,并且秘兽学者无法选择为战斗策略或策士之击增加效果的调查员天赋。
博学之击Knowledgeable Strike (Ex):4级时,秘兽学者能引导盟友利用怪物的弱点进行战斗。如果秘兽学者选择用一个移动动作提前终止他的适时建议, 1轮内30尺内所有能听到秘兽学者的盟友在他对抗该种特定类别的怪物时,下一次的成功的徒手击打,天武攻击和武器攻击会造成额外伤害。4级时该额外伤害为1d6,之后每4个调查员等级再增加1d6(最高在20级为5d6)。博学之击的伤害为精准伤害,不会因重击而翻倍,免疫偷袭的生物也免疫博学之击。远程攻击只在攻击30尺内的目标时获得此额外伤害。盟友必须够充分地看到目标以找到一个要害并必须能够触到该要害。博学之击不能对拥有隐蔽的生物使用。该能力取代策士之击。
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cryPtId scHolar (InvestIgator arcHetyPe) Cryptid scholars research monsters that lurk secretly at the edge of civilization, developing a deep expertise regarding their anatomy, habits, and ecology. Most cryptid scholars are affiliated with the University of Lepidstadt, but spend more time away performing field work than they do consorting with their fellow scholars (many of whom find a cryptid scholar’s peculiar specialty suspicious at best). Although competent as lone monster hunters, cryptid scholars excel when they have associates with whom to share their insights.
Intuitive Monster Lore (Ex): A cryptid scholar adds his Wisdom modifier on Knowledge skill checks in addition to his Intelligence modifier when attempting skill checks to identify the abilities and weaknesses of creatures. At 5th level, a cryptid scholar can take 10 on such checks, even when threatened or distracted. This ability replaces poison lore and poison resistance.
Opportune Advice (Ex): At 4th level, when the cryptid scholar succeeds at a Knowledge check to identify a monster’s special powers or vulnerabilities, he can take a move action to share his insights with his allies. Allies within 30 feet who can hear the cryptid scholar gain a +1 insight bonus to their ACs and on saving throws against extraordinary, supernatural, and spell-like abilities used by creatures of the same type and all the same subtypes as the monster identified. This bonus lasts for a number of rounds equal to the cryptid scholar’s Intelligence modifier (minimum 1) or until he uses knowledgeable strike (see below), whichever comes first. This bonus increases by 1 at 8th level and every 4 investigator levels thereafter (to a maximum of +5 at 20th level). A creature cannot benefit from opportune advice regarding more than one specific kind of monster at a time. Once the cryptid scholar has used this ability to provide a bonus against a specific kind of monster, he can’t grant a bonus against that same kind of monster again for 24 hours, unless he expends one use of inspiration when taking a move action to use this ability. This ability replaces studied combat, and the cryptid scholar cannot choose investigator talents that add effects to studied combat or studied strike.
Knowledgeable Strike (Ex): At 4th level, the cryptid scholar can direct allies to exploit a monster’s weaknesses. If the cryptid scholar ends his opportune advice early as a move action, each ally within 30 feet who can hear the cryptid scholar deals additional damage on its next successful unarmed, natural, or weapon attack against that specific kind of monster within 1 round. The additional damage is 1d6 at 4th level and increases by 1d6 for every 4 investigator levels thereafter (to a maximum of 5d6 at 20th level). The damage of knowledgeable strike is precision damage and is not multiplied on a critical hit; creatures that are immune to sneak attacks are also immune to knowledgeable strike. Ranged attacks gain this additional damage only against a target within 30 feet. The ally must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. Knowledgeable strike cannot be used against a creature with concealment. This ability replaces studied strike.
发问者questioner(调查员变体)
作为奥术魔法的半桶水以及潜行与欺诈的大师,发问者是那些经常要在和不怎么友好的客户打交道,或那些需要多一点狡诈的生活中混日子的调查员。虽然发问者在内海地区的各大城市均有出没,但乌斯塔拉夫的还是最为知名;他们中许多隶属于著名的无眠侦探,其他则接受了训练以躲避那些著名组织的注意。
诡计灵感Inspiration for Subterfuge (Ex):发问者能在尝试进行任何知识,语言学以及隐匿检定时使用灵感能力而无须消耗灵感点数,只要他在该技能受训。该能力调整了灵感。
法术:发问者能施放吟游诗人法术列表中的法术。他能无须准备施放任何他的已知法术。要学习或施放一个法术,他必须拥有至少10+法术环级的智力属性。对抗发文者法术的豁免DC为10+法术环级+发问者智力调整值。如同其他施法者,发问者每天只能在每个环级施放特定数量的法术。他使用吟游诗人的每日法术数量以及可知法术数量,包括戏法。他也会因为更高的智力属性而获得额外每日法术。5级和之后每3个调查员等级,发问者可以学习一个新的法术来取代一个他的已知法术,使用和吟游诗人相同的规则。新的法术必须和被交换的法术的环级相同,且必须比发问者能施放的最高环级法术低一环。发问者无须准备法术。他能施放任何他已知的吟游诗人法术,只要他没用完所有他该环级的每日法术数量。该能力取代炼金术。
百事通Know-It-All (Ex):2级时,发问者在所有他已受训的知识技能检定上获得+1加值。这个加值在5级和之后每3个调查员等级就再+1,最高在17级为+6。如果他拥有侦搜perceptive trackingACG调查员天赋,他也将这个加值加在用于循迹和追踪的察觉检定上。5级时,发问者获得离奇回忆eidetic recollectionACG调查员天赋作为奖励天赋,无视其先决条件。该能力取代毒剂学识。
受限天赋Restricted Talents::发问者如常选择调查员天赋,不过他不能选择炼金术师发现调查员天赋。该能力调整了调查员天赋。
推荐调查员天赋:额外灵感,解说灵感,侦搜,盗贼天赋和黑街灵感(全部出自ACG)
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questIoner (InvestIgator arcHetyPe) Dabblers in arcane magic and masters of stealth and guile, questioners are investigators who often find themselves mucking about in cases for less-than-savory clientele or that require an extra bit of subtlety. Although questioners are found in nearly every major city in the Inner Sea region, Ustalav has the highest concentration; many belong to the famed Sleepless Detectives, while others have trained to evade the notice of that acclaimed agency.
Inspiration for Subterfuge (Ex): A questioner can use inspiration on any Knowledge, Linguistics, or Stealth checks he attempts without expending a use of inspiration, provided he’s trained in that skill. This ability alters inspiration.
Spells: A questioner casts arcane spells drawn from the bard spell list. He can cast any spell he knows without preparing it ahead of time. To learn or cast a spell, a questioner must have an Intelligence score equal to at least 10 + the spell’s level. The saving throw DC against a questioner’s spell is equal to 10 + the spell’s level + the questioner’s Intelligence modifier. Like other spellcasters, a questioner can cast only a certain number of spells of each spell level per day. He knows the same number of spells and receives the same number of spell slots per day as a bard of his investigator level, including for cantrips. In addition, he receives bonus spells per day if he has a high Intelligence score. At 5th level and every 3 investigator levels thereafter, a questioner can learn a new spell in place of one he already knows, using the same rules as a bard. In effect, the questioner loses the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least 1 level lower than the highest-level spell the questioner can cast. A questioner need not prepare his spells in advance. He can cast any bard spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level. This ability replaces alchemy.
Know-It-All (Ex): At 2nd level, a questioner receives a +1 bonus on skill checks for all Knowledge skills in which he is trained. This bonus increases by 1 at 5th level and every 3 investigator levels thereafter, to a maximum of +6 at 17th level. If he has the perceptive trackingACG investigator talent, he also adds this bonus on Perception checks to find and follow tracks. At 5th level, the questioner gains the eidetic recollectionACG investigator talent as a bonus talent, ignoring its prerequisites. This ability replaces poison lore.
血巫术 Blood Hexes(全职业;萨满和女巫巫术)
满溢的鲜血能释放出显著的魔力,因此许多格拉利昂的文明都开发出利用这种力量的方法。例如,伊莉森的冬女巫以及卡斯马隆的苦行僧能通过造成明显的伤口来用魔力诅咒敌人。大多数这些尤为不详的巫术能在耐多的阴影朝廷,以及天夏的criminal blood magicians中找到。虽然这些不同的魔法习俗采取了各类战术,血巫术最广为人知的特点仍然是用被害者自己失去的血液来引发诅咒的力量。
血巫术有很多形式,不过都服从几条基本规则,它们被应用到以下每一个血巫术专长。血巫术专长能被任何满足先决条件的角色选取。血巫术专长只会对近期内你曾对其造成过生命值伤害的目标生效,具体的时间间隔和如何造成伤害的要求会在专长中列举。一个血巫术的豁免DC总等于10+1/2角色等级+你的智力,感知或魅力调整(取其高者)。你24小时内只能用同一个血巫术指定一个目标一次,无论它是否被这个血巫术影响。你每天能使用血巫术的次数等同于你拥有的血巫术专长的数量,在4级和之后每4角色等级就再+1每日使用次数。你能多次使用同一个血巫术,只要没超出你的每日血巫术数量。
萨满和女巫可以在获得巫术时,选择一个血巫术专长作为替代,而且有时会在使用血巫术时获得额外效果,不过他们也必须对生物造成过生命值伤害才能对其使用血巫术。萨满或女巫每天能无限次使用血巫术,但还是不能在24小时内对同一个生物使用同一个血巫术超过1次。所有持续时间为1轮的血巫术能被尖笑或禅唱巫术正常地延长。
一个血巫术的效果不与其自身叠加,即使那个血巫术来自不同来源,不过生物能被任意数量的不同血巫术同时影响。血巫术是一个超自然诅咒UM效果,并在计算对巫术起效的能力时也视为巫术。
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BloodH exes The spilling of blood can unleash significant magic power, and many cultures on Golarion have developed ways of accessing that power. Some among the winter witches of Irrisen and the dervishes of Casmaron can use magic powered by inflicting significant wounds to curse their enemies. More sinister versions of these hexes can be found in the shadowy realms of Nidal and among the criminal blood magicians of Tian Xia. While these disparate magical traditions employ different terms for the tactic, a curse powered by the subject’s own blood loss is commonly known as a blood hex.
Blood hexes take many forms, but all obey some basic rules that apply to each blood hex feat. Blood hex feats are available to any character who meets the feat’s prerequisites. Blood hex feats work only against targets you have dealt hit point damage to recently, with the exact time frame and any requirements for how you deal the damage outlined in each feat. The saving throw DC of a blood hex is always equal to 10 + 1/2 your character level + your Intelligence, Wisdom, or Charisma modifier (whichever is highest). You can target a creature with the same blood hex at most once every 24 hours, whether it is affected by the blood hex or not. You can use a number of blood hexes per day equal to the number of blood hex feats you have, plus one additional use per day at 4th level and every 4 character levels thereafter. You can use the same blood hex multiple times, as long as you don’t exceed your total uses of blood hexes for the day.
Shamans and witches can take a blood hex feat in place of a regular hex and sometimes gain additional effects when they use a blood hex, but must still deal hit point damage to a creature in order to use the blood hex. A shaman or witch can use blood hexes an unlimited number of times per day, but still cannot target the same creature with the same blood hex more than once every 24 hours. All blood hexes with a duration of 1 round can be extended normally using the cackle hex or the chant hex. The effects of a given blood hex doesn’t stack with themselves, even if the blood hex is used by different sources, but a creature can be cursed with any number of different blood hexes at one time. A blood hex is a supernatural curseUM effect, and counts as a hex for the purposes of abilities that work against hexes.
暂停Abeyance(血巫术) PFS X 你能干扰对手与他自己的魔力间的联系。
先决条件:智力13,法术辨识5级,,使用魔法装置1级
效果:以一个标准动作,你选取一个自你上一轮开始以来被你用金属武器造成过伤害的敌人,你能吸取他内在的魔法能力。这个生物必须通过一个成功的意志豁免检定,否则会无法使用任何它原本可以每天使用超过一次的类法术能力,直到它身上所有的伤害都被治疗,或者直到1分钟的最大持续时间结束。
特殊:如果萨满或女巫使用该血巫术,目标在巫术持续时间内无法使用任何类法术能力。
钝刃blunt blade(血巫术)你用一次诅咒让你的对手在战斗中变得不再可怕。
先决条件:智力13,基础攻击加值+6,使用魔法装置1级
效果:以一个标准动作,你诅咒一个你在上一分钟内曾对其造成过伤害的敌人,让他的精准度下降。目标必须通过一个成功的强韧检定,否则他会在确认所有重击威胁时自动失败。该效果持续一轮。
特殊:如果一个萨满或女巫使用这个血巫术,目标在巫术持续时间内也不能造成精准伤害或偷袭攻击伤害。
牛眼bull’s eye(血巫术)你的远程攻击准确地追踪被你诅咒过的人。
先决条件:敏捷13,智力13,闪避,灵活移动,近距射击,移动射击,基础攻击加值+4,使用魔法装置1级
效果:以一个标准动作,你诅咒一个自你上一轮开始以来被你用远程武器攻击造成过伤害的敌人。目标必须通过一个成功的反射豁免检定,否则你在用远程武器攻击它时无须承受第一个射程增量的罚值,也无视生物从掩蔽中获得的任何AC加值。生物仍然从全掩蔽中获得全部好处。该效果持续1分钟。
特殊:拥有该血巫术的萨满或女巫能对自他上一轮开始以来被他用远程攻击伤害过的生物使用这个血巫术,并将该巫术的好处应用到他对被影响生物作出的任何远程攻击。
剧透 - :
bull’s eye (blood Hex) Your ranged attacks unerringly seek those you have cursed. Prerequisites: Dex 13, Int 13, Dodge, Mobility, Point-Blank Shot, Shot on the Run, base attack bonus +4, Use Magic Device 1 rank. Benefit: As a standard action, you can curse a creature you’ve dealt damage to with a ranged weapon attack since the beginning of your last turn. The target must succeed at a Reflex save, or you don’t take penalties on ranged weapon attacks against the creature for the first range increment and you ignore any bonus to the creature’s Armor Class from cover. The creature still benefits from total cover. This effect lasts for 1 minute. Special: A shaman or witch with this blood hex can use it against a target she has damaged with any ranged attack since her last turn, and applies its benefits to any ranged attack she makes against an affected creature.
白内障 cataract (血巫术)你能诅咒受伤敌人的眼睛。
先决:智力13,察觉5级,使用魔法装置1级
好处:以一个整轮动作,你能诅咒一个自你上一轮开始以来被你造成过伤害的敌人。该生物必须通过一个成功的强韧检定,否则它的眼睛变得浑浊,它的视野被遮蔽。一轮内,它远程接触攻击的目标在判定这次攻击时视为拥有隐蔽。
特殊:拥有该血巫术的萨满或女巫能将该巫术施加到在上一分钟内被他造成过伤害的敌人,并能以一个标准动作使用该巫术。
耗尽Consumption(血巫术)你让你的对手在受伤时消耗更多战斗资源。
先决条件:智力13,使用魔法装置5级
好处:以一个整轮动作,你诅咒一个自你上一轮开始以来被你造成过伤害的敌人,使他更快的消耗特定的力量。该生物必须通过一个成功的强韧豁免检定,否则如果它在接下来1min内使用了下列的职业能力,他必须消耗至少2发每日使用次数或2轮能力:奥能池UM,奥能源泉ACG,诗人表演,血怒ACG,炼金炸弹APG,灵感ACG气池,心智点OA,催眠师诡计OA,精神力池OA,狂暴,或者战怒之歌ACG。
特殊:萨满或女巫能以一个标准动作使用该血巫术。
剧透 - :
consuMPtIon (blood Hex) You cause your rivals to spend additional precious resources while wounded. Prerequisites: Int 13, Use Magic Device 5 ranks. Benefit: As a full-round action, you can curse a creature you’ve dealt damage to since the beginning of your last round to use certain powers quickly. The creature must succeed at a Fortitude save or if it uses any of the following class abilities during the next minute, it must spend at least two daily uses or rounds of that ability: arcane poolUM, arcane reservoirACG, bardic performance, bloodrageACG, bombAPG, inspirationACG, ki pool, mental focusOA, mesmerist trickOA, phrenic poolOA, rage, or raging songACG. Special: A shaman or witch can use this blood hex as a standard action.
额外血巫术 extra blood hex 跟大多数人相比,你与血巫术的联系更加紧密。
先决条件:智力15,2个或以上血巫术专长,法术辨识5级,使用魔法装置5级
效果:你每天能多使用2次血巫术。
特殊:你能多次选取该专长,每选取一次就能每天额外多使用2次血巫术。拥有该专长的角色在获得萨满或女巫等级时能立即用其他满足先决条件的血巫术专长取代该专长。
颤抖Falter(血巫术)你诅咒敌人的鲜血,强迫它们在接下来的行动中颤抖。
先决条件:智力13,法术辨识5级,使用魔法装置5级
效果:以一个标准动作,你能诅咒一个自你上一轮开始以来被你造成过伤害的敌人。目标必须通过一个成功的意志坚定,否则会无法进行五尺快步,延迟行动或准备动作,持续1轮。
特殊:拥有该血巫术的萨满或女巫能对在上一分钟内被他造成过伤害的敌人的生物施放该血巫术。被萨满或女巫施放的该血巫术影响的生物,在其持续时间内,移动速度也会减半。
阻碍 hinder(血巫术)你用不确定性诅咒一个流血的敌人。
先决条件:智力13,使用魔法装置5级
效果:以一个标准动作,你能诅咒一个在上一分钟内被你用近战攻击造成过伤害的敌人,让它变得犹豫不决。目标必须通过一个成功的反射豁免检定,否则会在接下来的1分钟内在其作出的任何先攻检定上承受-10罚值。
特殊:如果一个萨满或女巫使用了这个血巫术,目标在1轮内不能进行全回合攻击。该效果能被尖笑巫术延长。
不确定性uncertaInty (血巫术)当你在战斗中汲取了敌人的血液,它会对自己的技能产生怀疑。
先决条件:智力13,唬骗,交涉和威吓5级
效果:以一个整轮动作,你能挫败一个在上一分钟内被你造成过伤害的敌人的自信。该生物必须通过一个成功的意志检定,否则会在以下一项你所选定的技能检定中承受-6罚值:唬骗,交涉,或威吓。该效果最多持续1小时,或直到目标受到的所有伤害都被治疗。
特殊:一个萨满或女巫能用标准动作使用该血巫术。另外,如果一个萨满或女巫使用了该血巫术,目标在唬骗,交涉和威吓技能上同时承受罚值。
剧透 - :
uncertaInty (blood Hex) When you draw a foe’s blood in combat, that creature begins to doubt its skills. Prerequisites: Int 13; Bluff, Diplomacy, and Intimidate 5 ranks. Benefit: As a full-round action, you can diminish the confidence of a creature you’ve dealt damage to within the last minute. That creature must succeed at a Will save or take a –6 penalty on skill checks for one of the following skills of your choice: Bluff, Diplomacy, or Intimidate. This ability lasts until the subject is healed of all hit point damage, up to a maximum of 1 hour. Special: A shaman or witch with this blood hex can use it as a standard action. Additionally, if a shaman or witch uses this blood hex, the target takes the penalty on Bluff, Diplomacy, and Intimidate checks.