作者 主题: 【OA】催眠师(Mesmerist)  (阅读 16914 次)

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【OA】催眠师(Mesmerist)
« 于: 2015-12-01, 周二 20:06:57 »
催眠师(Mesmerist)
作为魅惑和欺诈的专家,催眠师强迫他人听从他们的言语并屈服于自己的意志。异能之力,尤其是附魔和幻术之力,给予了催眠师所需的操纵他人——通常来给自己谋取私利——的工具。同催眠师的每次目光接触能让某人跟随他的率性。催眠师经常会发起以对他们自己的个人崇拜为核心的组织,他们训练技能并制定应急计划以防自己的伎俩被他人发觉。他们从星界位面(Astral Plane)吸取魔法,许多人认为他们的心灵就是一种他人无法理解的神秘空间。

角色定位(Role):催眠师用异能支配弱小的心灵,压制敌人的意志以削弱他们。催眠师以自己的诡计和创造性为豪,他们也会使用魔法伎俩,通常是防护法术来支援他们的盟友——在更常见的情况下则用于保护自己。催眠师有着有限的治疗能力,主要提供临时生命值,所以催眠师并不是最好的主治疗者,但他们可以轻松地移除那些通常影响心灵的不良状态。

阵营(Alignment):任意

生命骰(Hit Die):d8

起始财富(Starting Wealth):3d6 x 10 gp(平均105gp)

本职技能
催眠师的本职技能是:估价(智力),唬骗(魅力),工艺(智力),交涉(魅力),易容(魅力),逃脱(敏捷),威吓(魅力),知识(奥术)(智力),知识(地城)(智力),知识(历史)(智力),知识(地方)(智力),知识(贵族)(智力),知识(宗教)(智力),语言学(智力),察觉(感知),表演(魅力),专业(感知),察言观色(感知),巧手(敏捷),法术辨识(智力),潜行(敏捷)和使用魔法装置(魅力)。
每级技能点数:6 + 智力调整值

表:催眠师
每日法术
等级      基本攻击加值      强韧豁免      反射豁免      意志豁免      特殊1级2级3级  4级  5级  6级
1级+0+0+2+2精湛骗术,催眠注视,念力
催眠师诡计,痛苦注视
1
2级+1+0+3+3催眠师诡计,强大自我2
3级+2+1+3+3深邃注视,接触疗法(次级)3
4级+3+1+4+4催眠师诡计31
5级+3+1+4+4多重诡计(2),心智潜能42
6级+4+2+5+5催眠师诡计,接触疗法(中级)43
7级+5+2+5+5深邃注视431
8级+6/+1+2+6+6催眠注视(-3),催眠师诡计442
9级+6/+1+3+6+6多重诡计(3)543
10级+7/+2+3+7+7催眠师诡计,接触疗法(高级)5431
11级+8/+3+3+7+7深邃注视,从容妄言5442
12级+9/+4+4+8+8大师诡计,催眠师诡计5543
13级+9/+4+4+8+8多重诡计(4)55431
14级+10/+5+4+9+9催眠师诡计,接触疗法(破除结界)55442
15级+11/+6/+1+5+9+9深邃注视55543
16级+12/+7/+2+5+10+10催眠师诡计555431
17级+12/+7/+2+5+10+10多重诡计(5)555442
18级+13/+8/+3+6+11+11催眠师诡计555543
19级+14/+9/+4+6+11+11深邃注视555554
20级+15/+10/+5+6+12+12催眠师诡计,精神支配555555

表:催眠师已知法术
等级    0级    1级    2级    3级    4级    5级    6级   
1级42
2级53
3级64
4级642
5级643
6级644
7级6542
8级6543
9级6544
10级65542
11级66543
12级66544
13级665542
14级666543
15级666544
16级6665542
17级6666543
18级6666544
19级6666554
20级6666655

职业能力
后述内容为催眠师的职业能力。

武器与防具擅长(Weapon and Armor Proficiency):催眠师擅长所有简易武器(simple weapons),外加手弩(hand crossbow)、闷棍(sap)、杖剑(sword cane;UE)以及长鞭(whip)。他擅长轻甲(light armor),但是不擅长盾牌。

法术(Spells):催眠师可以施放催眠师法术列表中的异能法术(psychic spells;见上表)。催眠师不需要事先准备即可施放任何他已知的法术。为了学习或施放法术,催眠师的魅力属性必须至少为10 + 法术的环级。催眠师的法术豁免DC为10 + 法术环级 + 催眠师的魅力调整值。
就像其他施法者,催眠师每日在每个法术环级上只能施放一定数量的法术。他的每日基础法术数量见表:催眠师(见上表)。此外,催眠师可以通过高魅力属性获得额外的每日法术,详细可见核心手册(Pathfinder Core Rulebook)第17页表1-3。
催眠师可以选择的法术数量是有限的。催眠师在开始时按照自身的选择知晓4个0环法术和2个1环法术。每当获得新的催眠师等级时,他都会按照表:催眠师已知法术(见上表)所示获得一个或更多的新法术。与每日法术不同,催眠师的已知法术数量是固定的,这不受他的魅力属性影响。
在5级以及之后每3个等级,催眠师可以选择习得一个新法术以替代一个已经知晓的法术。实际上这么做会让催眠师会失去原本已知的一个法术,并获得一个新的法术。新法术的环级必须和被替换的法术相同,并且新法术的环级必须至少比催眠师能够施放的最高环级的法术低一级。催眠师在每次选择替换法术时仅能替换单一一个法术,并且必须在他获得那一级的新已知法术的时决定是否进行更换。
催眠师不需要事先准备自己的法术。他可以在任何时候施放自身知晓的催眠师法术,不过前提是他还未用完相应法术环级上的每日法术位。

精湛骗术(Consummate Liar):催眠师的所有唬骗检定上获得相当于他催眠师等级1/2的加值(最低为1)。此外,即便催眠师没有寓守于攻(Combat Expertise)专长、智力也没有达到13点,他也有资格选取精通虚招(Improved Feint)和高等虚招(Greater Feint)专长。在选择其他将精通虚招和高等虚招专长作为先决条件的专长时,他也可以忽略寓守于攻专长和智力13这两项的前提要求。

催眠注视(Hypnotic Stare,Su):催眠师可以用迅捷动作将自己的目光聚焦在30尺内的一个生物上。使该生物在意志豁免会受到-2减值。该减值在8级时变为-3点。催眠师在同一时间只能将目光维持在一个敌人身上;该能力会一直持续到催眠师注视一个新目标、敌人死亡、敌人移动至与催眠师相距30尺之外的位置、或者催眠师昏迷(unconscious)或死亡(dies)为止。催眠师可以从目标的精神中移除受到催眠师注视的记忆;除非催眠师允许,否则目标不会记得曾经受到过该能力影响(也不会意识到自己正在被该能力影响)。催眠注视是一个异能效果(psychic effect),它在更高程度上依赖的是催眠师的意志聚焦,而非目标对受到注视产生的回应。因此无法使用通常用来对付凝视攻击(gaze attack)的方式来应对催眠注视。催眠师甚至可以在自己目盲(blinded)时使用该能力,但必须通过DC20的专注检定才能这么做。注视一个生物需要催眠师保持专注,因此如果他使用凝视攻击(gaze attack)或类似能力的话,就必须将能力的目标定为催眠注视的受术者,或者自发结束催眠注视。多个催眠师的催眠注视所带来的减值不会叠加,该能力也不会与女巫的邪眼巫术(evil eye hexes)叠加。这是一个影响心灵(mind-affecting)的效果。

念力(Knacks):催眠师能够习得一定数量的念力,或称之为0环法术,数量如表:催眠师已知法术所述。这些法术的施法方式和其他法术相同,不过它们不会消耗任何法术位且可以重复施放。使用其他法术位的念力,比如使用超魔专长(metamagic feats)的念力,会如常消耗法术位。

催眠师诡计(Mesmerist Tricks,Su):催眠师可以与他的盟友之间设立催眠联结,在他们的意识中植入可以在稍后触发的魔法暗示。催眠师每日可以植入的催眠师诡计数量等同于1/2他的催眠师等级(最低为1)外加他的魅力加值(若有的话)。催眠师在同时只能保有一个被植入的催眠师诡计,植入一个新诡计会结束已经植入的诡计(催眠师仍旧会失去植入先前那个诡计时所花费的使用次数)。
为了植入一个催眠师诡计,催眠师必须用一个标准动作接触自己或一名自愿的生物。同一时间,一个生物仅能成为一个催眠师诡计的受术者。催眠师能以自由动作在满足诡计的触发条件(见各催眠师诡计的描述)时触发一个已植入的诡计,即使此时并非催眠师的回合也可以。催眠师在触发诡计时,受术者必须位于中距范围内(100尺 + 每等级10尺)。催眠师能通过一种敏锐的心灵感应联系来监察诡计的触发条件,因此他不需要有视觉线相连就能触发催眠师诡计——但任何会阻碍心灵感应的情况也能阻止诡计的发动。一个已经植入的催眠师诡计会持续至催眠师再次恢复每日法术为止。
被触发的催眠师诡计不再处于植入状态,直至催眠师再次植入诡计为止,它便无法被再次触发。被触发的诡计所带来的效果之持续时间为立即(instantaneous)或者标注在诡计的描述中。催眠师诡计(mesmerist trick)或大师诡计(masterful trick)的豁免检定DC或技能检定DC为10 + 1/2催眠师等级 + 催眠师的魅力调整值。
催眠师在1级时知晓一个催眠师诡计,在2级以及之后的每2级均学会另一个诡计(最高为20级的11个)。催眠师诡计的每个每日使用次数可以用于植入任意一个催眠师已知的诡计。除非在催眠师诡计的具体描述中另有说明,否则每个催眠师诡计仅能被催眠师选取一次。
引述: 催眠师诡计
惊奇回避(Astounding Avoidance):受术者能回避来自魔法和非常规攻击的伤害。当受术者尝试一次豁免检定来对抗一个攻击或法术时,而且在豁免成功时可以将伤害减半的话,催眠师能够在受术者投掷豁免之前触发该项诡计。若受术者豁免成功,那么她就不会受到伤害。若催眠师的等级为12级或更高的话,受术者在豁免失败时也仅会受到一半伤害。该诡计不会与反射闪避(Evasion)或坚定(Stalwart)职业能力叠加。

受迫疾奔(Compel Alacrity):一种精神上的压迫感使得目标超越了自己的身体极限来回避敌人。当受术者开始自己的回合时,如果身处在敌人的触及范围内的话,催眠师能够触发该项诡计。受术者能够以自由动作移动10尺,而且不会引发敌人的借机攻击。催眠师每具有5个等级,受术者的移动距离便能够增加5尺,最高为20级时的30尺。受术者在以此方式移动时,移动的距离不能超过自身的速度。但通过该诡计而进行的移动不会计入该轮内受术者的移动速度内。

虚假夹击者(False Flanker):催眠师的虚影突然出现,就好像他在和受术者共同战斗一般。当受术者移动进入的方格或者回合开始时所在的方格会威胁到一个敌人时,催眠师能够触发该项诡计。催眠师的幻术复制体会出现在与该名敌人相邻、且未被占用的空间内。在判断夹击时,这个幻象被视为威胁到该名敌人,但它其实并不能真正做出攻击。幻象会在诡计被触发的那回合结束后消失。这是一个幻术系(illusion)虚假幻觉(figment)效果,而且与虚假夹击者产生相互作用的生物能够尝试一次豁免检定,成功则不相信该效果。

恐怖幻象(Fearsome Guise):受术者被罩上了一层幻影,使其呈现出他人的样貌,之后还可以在合适的时候呈现出可怖怪物的形态。在这项诡计被植入时,受术者的外观会如同易容术(Disguise Self)一般得到改变。当受术者攻击一个生物时,催眠师能够触发该项诡计。幻象会让受术者短暂呈现出怪物的容貌,之后便会结束。催眠师能够尝试一次威吓检定以挫败士气(demoralize),挫败的目标为触发诡计的攻击目标。对目标进行挫败士气的尝试所需要承受的限制(目标要位于30尺范围内,而且要能够看和听到尝试威吓检定的生物)也适用于诡计的受术者。这是一个幻术系(illusion)五官幻觉(glamer)效果。

意志赠礼(Gift of Will):催眠师从强大的精神力量分出了一部分用于强化盟友的心智。当受术者尝试一次意志豁免检定或者一次察言观色检定、或者受术者成为了一次用于挫败士气的威吓检定的目标时,催眠师能够触发该项诡计。在豁免豁免检定的情况下,受术者能够使用催眠师的意志豁免加值,以取代自身的加值。在察言观色检定或威吓检定的情况下,受术者能够将催眠师的魅力加值作为士气加值加到检定或DC上。催眠师不能为自己植入该项诡计。

念力救援(Levitation Buffer):催眠师的念力会突然袭向受术者周边的敌人,从而让她避开威胁。当一名敌人移动至与受术者相邻的位置、或者当受术者的回合开始时有一个或更多敌人与其相邻时,催眠师能够触发该项诡计。催眠师能够让受术者身边相邻的所有敌人漂浮到空中,或者把敌人推离受术者。抬起敌人会让他们的移动速度减半,并且在对抗冲撞(rush)、拖拽(drag)和移位(reposition)的尝试时CMD受到-4减值(意志豁免,通过则无效)。移动速度的减少和CMD受到的减值不会与恶意浮空(Hostile Levitation;UC)法术带来的惩罚叠加。推离敌人需要催眠师尝试一次冲撞战技检定,使用他的等级 + 他的魅力调整值作为该次检定的CMB。成功以该诡计从受术者身边推开的任何敌人都按照冲撞的正常规则进行判定。

应激联结(Linked Reaction):一种集体意识联通了催眠师和一名盟友,让他们能够共享彼此的反应力。当受术者或者催眠师被突袭(surprised)且另一方没有被突袭时,催眠师能够触发该项诡计(即便在通常情况下催眠师由于被突袭而无法执行动作,他也能触发这项诡计)。催眠师以及受术者都可以在这个突袭轮(surprise round)中行动。催眠师不能为自己植入该项诡计。

掩饰苦难(Mask Misery):受术者能够在承受一个状态之前短暂忽视它。当受术者受到接触疗法(Touch Treatment)能力中列出的一个次级状态(Minor Conditions)影响时,催眠师能够触发该项诡计。受术者能够在1d4轮内忽略该状态带来的效果,在此之后受术者会承受完整的效果。除了触发该项诡计的状态以外,该能力对任何正在影响受术者的状态没有效果,即便这些效果也在接触疗法职业能力中列出了也一样。受术者忽略触发诡计的效果的轮数也被算在效果的持续时间内;如果掩饰苦难的持续时间比效果还长,那么受术者就完全不会受到该状态的影响。若一个产生多重状态的效果触发了该项诡计,那么受术者会忽略所有合适的状态。若催眠师的等级为6级或更高的话,则可以将中级状态(Moderate Conditions)加到掩饰苦难可以忽略的状态中,而且该项诡计会完全终止次级状态(Minor Conditions),以取代原本的暂时压制。催眠师不需要具有接触疗法(Touch Treatment)就能使用或选取该项催眠师诡计。

怯弱表象(Meek Facade):受术者会由于魔法而看起来弱小异常,由此驱使敌人对她发动攻击。当受术者对一个生物做出一次攻击并且失手(即便这是在全力攻击中的一次攻击,而且其他攻击都命中了也可以)时,催眠师能够触发该项诡计。该名敌人必须攻击受术者,而且受术者在对抗触发诡计的那次攻击的敌人时,AC会获得+2闪避加值。这些效果都仅会持续1轮。催眠师每拥有5个等级,AC的加值便会增加1点。这是一个影响心灵(mind-affecting)的胁迫(compulsion)效果。

催眠镜像(Mesmeric Mirror):一个幻象出现在受术者周围,让她能够摆脱攻击。当受术者被攻击(attacked)或者成为了一个需要攻击检定的法术的目标时,催眠师能够触发该项诡计。一个受术者的复制体会出现,攻击者必须随机决定击中哪个目标,就如同镜影术(Mirror Image)一般。催眠师每拥有5个职业等级,就能够额外产生一个幻象,最高为20级时的5个幻象。每个幻象均会持续每个催眠师等级1分钟,或者直至被摧毁为止。这是一个幻术系(illusion)虚假幻觉(figment)效果。

催眠哑剧(Mesmeric Pantomime):通过精心编排盟友的身体运作,催眠师能够将自己的身体技巧赋予盟友。当受术者尝试一次基于力量或基于敏捷的技能检定时,催眠师能够触发该项诡计。受术者可以使用催眠师在技能检定上的加值来取代自己的加值,或者获得相当于催眠师魅力调整值的士气加值,以能为结果带来较高调整的一方为准。催眠师不能为自己植入该项诡计。

方向误导(Misdirection):你让受术者的攻击产生了偏移,敌人因为对攻击轨迹的误判而难以招架。当受术者作出一次攻击或者使用了一个需要攻击检定的法术时,催眠师能够触发该项诡计。催眠师要尝试一次唬骗检定来进行虚招(feint),对抗受术者攻击的单个目标。和普通的虚招不同,该能力可以用于非近战攻击。若虚招成功,目标在对抗触发诡计的攻击时会失去AC上的敏捷加值。目标不会由于该能力而承受催眠师或受术者在通常的虚招或唬骗检定上能附加的任何额外效果。这是一个幻术系(illusion)五官幻觉(glamer)效果。

以心疗身(Psychosomatic Surge):精神魔法抚慰着受术者,暂时性地缓解了她所受到的创伤。当受术者受到伤害时,催眠师能够触发该项诡计。受术者会获得临时生命值,数值相当于1d8 + 1/2催眠师的等级。若触发诡计的攻击所造成的伤害让受术者的生命值降至0点或更低的话,该项诡计能额外赋予1d8点临时生命值。这些临时生命值持续1小时或者直至耗散为止。

衰弱映射(Reflection of Weakness):当敌人将弱化效果强行加诸于受术者身上时,精神反馈会让敌人自身也受到弱化。当一个敌人进行的攻击或法术导致受术者受到属性伤害(ability damage)、属性吸取(ability drain)、出血伤害(bleed damage)、或者接触疗法(Touch Treatment)职业能力中列出的次级或中级状态(minor or moderate condition)时,催眠师能够触发该项诡计。当诡计被属性伤害、属性吸取或出血伤害触发时,受术者承受的伤害或吸取量降低2点(最低降至0点),而进行攻击或施放法术的生物会承受2点属性伤害,哪个属性受到伤害则由催眠师进行选择。敌人能够尝试一次意志豁免来免受属性伤害。若攻击者是通过诅咒(curse)、疾病(disease)或毒素(poison)来对受术者承受属性伤害或吸取的话,该项诡计也能生效,不过仅限于上述效果能立即造成伤害且没有潜伏期的情况。当诡计是由于受术者承受了一个状态而被触发时,受术者仍会受到状态影响,但是攻击者也会按照催眠师的选择承受一个状态,持续1轮。该状态必须为接触疗法(Touch Treatment)职业能力中列出的次级状态(Minor Conditions)或中级状态(Moderate Conditions)。敌人能够尝试一次意志豁免来抵御这个状态。催眠师不需要具有接触疗法(Touch Treatment)就能使用或选取该项催眠师诡计。

嫁祸之影(Shadow Splinter):催眠师能够保护受术者对抗一次攻击,并将伤害转嫁至他人。当受术者由一次攻击而受到伤害时,催眠师能够触发该项诡计。受术者承受的伤害会被降低,降低的量为3 + 催眠师的魅力调整值(最高为攻击造成的总伤害量)。在原始攻击的攻击范围之内,且不是攻击者的一个其他生物会受到幽影幻象的攻击,这看起来就好像是攻击者在攻击该生物一般。该生物所承受的伤害数值相当于先前所减少的数额。幽影幻象并不需要投掷攻击检定便能命中,而且它也能忽视掩蔽(cover)和隐蔽(concealment),不过幽影的目标能够尝试一次意志豁免,成功则不相信该效果。若豁免成功,该生物就不会受到伤害,而且也不会相信是攻击者对它发动了攻击。如果攻击范围内没有合适的第二个生物成为被转嫁的伤害的目标,那么该项诡计就无法被触发。这是一个幻术系(illusion)幽影幻觉(shadow)效果。

鬼魅烟云(Spectral Smoke):一片烟云突然笼罩在受术者的身边妨碍他人攻击。当受术者成为了一个攻击或者需要攻击检定的法术的目标时,催眠师能够触发该项诡计。烟云会出现在受术者所占据的方格,并延伸出半径10尺的范围围绕着她。这些烟云的持续时间为每催眠师等级1轮。烟云的作用就如同云雾术(Fog Cloud)一般,不过这是一个幻术系(illusion)虚假幻觉(figment)效果,因此不会被风吹散,而且可以在水下使用。与烟云产生互动的生物能够尝试一次豁免检定来不相信该效果。催眠师每有5个施法者等级,烟云的半径便能够增加5尺,至多为20级时的30尺。

巧取敌箭(Vanish Arrow):挥舞一次手臂,催眠师便在敌人开火之前夺走了一发射弹。当受术者成为了远程武器攻击的目标,但是攻击检定还未投掷的时候,催眠师能够触发该项诡计。催眠师尝试一起巧手检定对抗攻击者的察觉检定。若催眠师检定成功,那么该次远程攻击会自动失手,而且弹药会出现在催眠师的随身物品里。若攻击者做出的是全力攻击(full attack),那么该能力仅会影响一次攻击(由催眠师进行选择)。若攻击是用标枪(javelin)或者其他投掷武器做出的话,攻击者会在察觉检定中获得+4加值。极大的远程武器(比如巨石或者弩炮)以及由天生攻击或法术效果引发的远程攻击不受该能力的影响。

痛苦注视(Painful Stare,Su):若催眠师的催眠注视(Hypnotic Stare)的目标被一次造成伤害的攻击命中的话,催眠师能够让目标承受额外的伤害,数值相当于催眠师的职业等级的一半(最低为1点)。催眠师能够以自由动作使用该能力,而且即便不在自己的回合内也可以使用。若催眠师使用该能力增加自身造成的伤害,那么额外伤害会增加,增加量为催眠师每拥有3个职业等级增加1d6点。该伤害为精准伤害(precision damage)而且不会随着重击而翻倍。催眠师每轮仅能触发一次该能力,不过单个生物可能会在一轮内被多个催眠师的痛苦注视所伤害。

强大自我(Towering Ego,Su):2级起,催眠师的意志豁免检定会获得加值,数值等同于他的魅力加值(最低为0点)。若催眠师正受到任何可能会防止他为异能法术(psychic spells)提供情绪成分(emotional component)的效果影响的话,他便会失去这些豁免检定上的加值。

深邃注视(Bold Stare,Su):在3级以及之后的每4个等级,催眠师的催眠注视(Hypnotic Stare)都能够将更进一步的效果强加于目标。每当催眠师达到上述等级获得新的深邃注视的增强项目时,可以从后述内容中选择一个选项,这种选择一经决定就无法更改。除非另有说明,否则每种深邃注视的增强项目都仅能被选取一次。只要目标受到了催眠师的催眠注视(Hypnotic Stare)影响,所有深邃注视的增强项目都会影响到目标。
  • 诱引(Allure):催眠注视的减值还能应用至先攻检定以及察觉检定上。
  • 迷失(Disorientation):催眠注视的减值还能应用至攻击检定上。
  • 开启心智(Psychic Inception):催眠注视以及它所带来的惩罚还能影响无心智(mindless)或者免疫影响心灵(mind-affecting)效果的生物(比如不死生物或虫类)。当此类生物受到催眠注视的影响时,催眠师还能够用影响心灵的法术和能力对其产生一定的作用;目标会在豁免检定中获得+2加值(若允许豁免的话),而且就算受到影响,此类生物每轮还有50%的概率能够忽略效果。忽略效果并不意味着效果的结束,但这让目标生物能够在该轮内正常行动。
  • 魔力衰减(Sapped Magic):催眠注视的减值还能应用至目标所使用的法术和类法术能力(spell-like abilities)的DC上,此外还可以对目标的法术抗力(spell resistance)生效(若有的话)。
  • 迟钝(Sluggishness):催眠注视的目标所拥有的所有速度都会被减少5尺(最低降至5尺),而且催眠注视的减值还能应用至目标的反射豁免检定上。
  • 多情(Susceptibility):目标用来对抗唬骗检定的察言观色检定、以及对抗目标时的交涉和威吓检定DC均会受到催眠注视的减值。
  • 胆怯(Timidity):催眠注视的减值还能应用至伤害检定上。

接触疗法(Touch Treatment,Su):3级起,催眠师能够通过用手臂触摸来传导精神力量,并以此帮助盟友摆脱有害状态——对那些会影响心智的状态最为有效。接触疗法的每日使用次数等同于3 + 催眠师的魅力调整值。使用该能力是标准动作(如果催眠师要对自己使用则为迅捷动作),而且催眠师必须能够接触到目标。每次使用该能力,催眠师能够从一个目标身上移除一个状态。3级起,他能够移除任何次级状态列表上的状态。6级起,他能够移除任何次级或中级状态列表上的状态。在10级时,他能够移除任何在次级、中级和高级状态列表上的状态。
  • 次级状态(Minor Conditions):迷魂(Fascinated),战栗(shaken)。
  • 中级状态(Moderate Conditions):困惑(Confused),晕眩(dazed),惊惧(frightened),恶心(sickened)。
  • 高级状态(Greater Conditions):畏缩(Cowering),反胃(nauseated),恐慌(panicked),震慑(stunned)。
14级起,催眠师能够花费一次接触疗法的使用次数,并将其效果替换为破除结界(Break Enchantment)的效果。目标必须是催眠师正在接触的一个生物,而且这么做要遵循所有其他接触疗法的限制制约。

多重诡计(Manifold Tricks,Su):5级起,催眠师能够同时保有两个被植入的诡计。自5级之后,催眠师每拥有4个催眠师等级,同时保有的被植入的诡计数量就可以再增加1个。每个生物在同一时间仍旧只能成为一个诡计的受术者。若同时被植入的诡计数量已经达到极限,催眠师仍要植入新的诡计的话,他必须选择一个已经植入的诡计,让这个诡计在未被触发的情况下被解消掉(被解消的诡计仍旧会消耗催眠师诡计的每日使用次数)。

心智潜能(Mental Potency,Ex):5级起,催眠师能够使用精神效果影响更多数量的生物或者更为强大的存在。他所施放的每个附魔系(enchantment)或幻术系(illusion)法术所能影响的生命骰限制以及总生命骰数量均会增加1个。对于由催眠师所施放的附魔系和幻术系法术来说,如果这个法术目标数量多于一个生物的话,该法术能够影响的生物数量也会增加一个(因此目标为“每等级一个生物”的法术会受到影响,但是目标为“一个生物”的法术就不会受到影响)。举例说明:5级的催眠师所施放的睡眠术(Sleep)能够影响共计5个生命骰的生物,催眠术(Hypnotism)能够影响2d4 + 1个生命骰的生物,七彩喷射(Color Spray)法术所产生的效果会以“3个生命骰或更低”、“4或5个生命骰”以及“6个生命骰或更多”来分类。额外生命骰的数量或者影响生物数量的增加会在5级之后的每5个等级再增加1个,最高为20级时的增加4个。

从容妄言(Glib Lie,Su):11级起,催眠师能够欺骗寻求真实的魔法(truth-detecting magic)。使用此类魔法的生物在对抗催眠师时,必须进行一次施法者等级检定来对抗数值为15 + 催眠师的施法者等级的DC,就如同催眠师受到花言巧语(Glibness)法术的影响一般;失败意味着魔法无法侦测出催眠师的谎言,或者无法迫使他说真话。该能力不会让催眠师获得花言巧语(Glibness)法术为唬骗检定提供的加值。

大师诡计(Masterful Tricks,Su):12级起,催眠师能够选择后述大师诡计中选择一个来替代一个催眠师诡计。在之后的每2个等级,他都可以选择一个大师诡计来替代一个催眠师诡计。使用大师诡计会消耗2次催眠师诡计职业能力的使用次数,而非1次。
引述: 大师诡计
化鸟逃遁(Avian Escape):受术者为了躲避发起攻击的敌人而改变了形态。当受术者由于一个敌人的攻击而受到伤害时,催眠师能够触发该项诡计。受术者会变形为一只鸟类,就如同野兽形态 III(Beast Shape III)一般。不过受术者能化形为任意超小型(tiny)鸟类的样子,这会使用渡鸦(raven;详见Bestiary 133页)的数据。这是一个变形(polymorph)效果。

制裁诅咒(Cursed Sanction):一个结界会在受术者受到攻击时,对敌人施以诅咒。在植入该项诡计时,一个可见的环形符文会出现在受术者的额头上。当受术者被攻击或者成为需要进行攻击检定的法术目标时,催眠师能够触发该项诡计。攻击者会在攻击检定、豁免、属性检定以及技能检定上承受-4减值,持续时间为每催眠师等级1分钟(意志豁免,通过则无效)。这些惩罚也会应用至触发诡计的攻击检定上。这是一个诅咒(curse)效果。

伪造死相(Faked Death):受术者看起来好像死了一般,但实际上本人已经悄悄溜走。当受术者由于一次攻击而受到伤害时,催眠师能够触发该项诡计。受术者看起来好像倒下并死亡,这个效果就如同预置幻影(Programmed Image)一般;但实际上她会如同隐形术(Invisibility)一般隐形,持续的轮数等同于催眠师的等级,或者直至受术者进行攻击为止。一旦受术者再次变得可见,死尸的幻象就会消失无踪。这些均为幻术系(illusion)效果,若有生物与虚假的尸体发生互动的话,它就可以尝试一次意志豁免,成功则不会相信该效果。虚假尸体是一个虚假幻觉(figment);而隐形是一个五官幻觉(glamer)。

自由之躯(Free in Body):在受到拘束时,受术者能轻而易举地从中滑脱出来。在受术者在自己的回合开始时,若她被擒抱或者受到一个妨碍移动的效果——这包括麻痹(paralysis)、重雾术(solid fog)、缓慢术(slow)以及蛛网术(web)——影响的话,催眠师能够触发该项诡计。受术者会在1分钟内获得行动自如(Freedom of Movement)法术的好处。

掩饰灾厄(Greater Mask Misery):这项诡计就如同掩饰苦难(Mask Misery)一般,不过它还能用于忽略高级状态(Greater Conditions)。催眠师必须已经选取了掩饰苦难催眠师诡计,才能够选取掩饰灾厄。

接管意识(Mental Fallback):精神指令被埋藏在受术者的内心深处,这让她能在遭受精神控制之时让催眠师接管身体。当受术者受到了由敌人制造的魅惑(charm)或胁迫(compulsion)效果时,催眠师能够触发该项诡计。受术者会如同受到了催眠师施放的法术影响一般,以取代受到敌人影响。举例说明:假设受术者被敌人施放的魅惑怪物(Charm Monster)法术影响,但是该名敌人无法给受术者下达命令,而此时催眠师却能命令受术者。若魅惑或胁迫效果会导致惩罚或状态,比如困惑术(Confusion)、极度绝望(Crushing Despair)或人类定身术(Hold Person)这样的效果的话,受术者能够忽略其中任何由催眠师选择的惩罚或状态。该项诡计能劫持魅惑或胁迫效果的轮数等同于催眠师的等级,或者直至触发诡计的效果持续时间结束为止,以较早发生者为准。催眠师不能为自己植入该项诡计。

空间换位(Spatial Switch):催眠师能够让自己和一名盟友交换身体所在的位置。当一个敌人移动至与受术者或催眠师相邻的位置、或者攻击受术者或者催眠师之时,如果受术者与催眠师之间相互的距离在100尺之内的话,催眠师能够触发该项诡计。受术者与催眠师会交换位置。如果触发该项诡计的是一次攻击,那么换位会在进行检定判断攻击是否命中之前作出。催眠师不能为自己植入该项诡计。这是一个咒法系(conjuration)传送(teleportation)效果。

先制法术(Spell Anticipation):催眠师能够选取一个法术来回击敌方施法者。当催眠师植入该项诡计时,他必须将一个已知法术与诡计相结合,这要花费适当环级的法术位。用于与诡计结合的法术的施法时间必须为标准动作或更快,而且能够以一个生物为目标,支配人类(Dominate Person)这样对目标有严格要求的法术可以使用,但如果触发诡计的生物不符合法术要求,就不会产生任何效果。当受术者成为了一个敌人的法术目标之后,催眠师能够触发该项诡计。催眠师的法术也会随之触发,不过仅会影响敌方施法者。只有当敌方施法者处于法术的范围内(以诡计的受术者为起点进行范围测量)才能生效,这就好像催眠师在受术者所在的方格内施法一般。敌人的法术仍然会产生完整的效果,即便催眠师的法术在通常情况下能够完美地对抗敌人、并让施法者无法施法也是如此。

血泊幻视(Vision of Blood):当一个敌人被受术者袭击时,它会相信自己遭受的创伤异常严重,由此产生的冲击感会淹没它。当受术者使用一把武器、一个天生武器或者一次徒手打击进行一次攻击并命中时,催眠师能够触发该项诡计。攻击的目标必须尝试一次意志豁免检定,失败则会被震慑(stunned)1轮。若触发诡计的攻击是一次重击(critical hit),目标就无法获得进行豁免检定的机会。
【译注:大师诡计的第一句描述为“At 12th level, a mesmerist can choose one of the following masterful tricks in place of a mesmerist trick. He gains an additional masterful trick every 2 levels thereafter.”前半句表达的是替换,而后半句却说额外获取。因为感觉原文可能哪里出问题又找不到相关勘误,所以以第一句替换的描述为准。】

精神支配(Rule Minds,Su):20级起,催眠师能够永久性地从精神上奴役一个生物。当催眠师成功用一个需要进行豁免检定的附魔系(enchantment)法术影响了催眠注视(Hypnotic Stare)的目标时,他能够迫使该名生物尝试第二次意志豁免检定,该次豁免的DC与法术的DC相同。如果目标是怪物(monster)而非类人生物(humanoid)的话,DC会降低5点。若该生物豁免失败,它会如同受到支配怪物(Dominate Monster)法术一般成为催眠师的永久奴隶,直至死亡为止。若该生物豁免成功,则会在24小时内不再受到精神支配的影响。在同一时间,催眠师仅能拥有一名被支配的生物。如果他奴役了一个新的生物,原有的生物便会得到解放,但它并不会意识到自己受到了催眠师的奴役。



原文
剧透 -   :
Mesmerist
Experts at charm and deceit, mesmerists compel others to heed their words and bend to their will. Psychic powers, primarily those of enchantment and illusion, give mesmerists the tools they need to manipulate others—usually for their own personal gain. The very gaze of a mesmerist can hypnotize someone into following his whims. Mesmerists frequently form cults of personality around themselves, and they develop skills and contingency plans in case their ploys are discovered. They draw their magic from the Astral Plane, and many consider their minds to be conduits to enigmatic spaces others can’t comprehend.

Role: Mesmerists wield power over lesser minds, suppressing foes’ wills to weaken them. Priding themselves on their trickery and inventiveness, they also support their allies—and often themselves—with magical tricks, most of which offer protection. Their limited healing ability primarily provides temporary hit points, so mesmerists aren’t the strongest primary healers, but they can easily remove conditions that typically affect the mind.

Alignment: Any.

Hit Die: d8.

Starting Wealth: 3d6 × 10 gp (average 105 gp).

CLASS SKILLS
The mesmerist’s class skills are Appraise (Int), Bluff (Cha), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Knowledge (history) (Int), Knowledge (local) (Int), Knowledge (nobility) (Int), Knowledge (religion) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), and Use Magic Device (Cha).
Skill Ranks per Level: 6 + Int modifier.

CLASS FEATURES
The following are the class features of the mesmerist.

Weapon and Armor Proficiency: A mesmerist is proficient with all simple weapons, plus the hand crossbow, sap, sword caneUE, and whip. He is proficient with light armor, but not with shields.

Spells: A mesmerist casts psychic spells drawn from the mesmerist spell list (see page 44). He can cast any spell he knows without preparing it ahead of time. To learn or cast a spell, a mesmerist must have a Charisma score equal to at least 10 + the spell’s level. The saving throw DC against a mesmerist’s spell is 10 + the spell’s level + the mesmerist’s Charisma modifier.
Like other spellcasters, a mesmerist can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table 1–4: Mesmerist on page 39. In addition, he receives bonus spells per day if he has a high Charisma score (see Table 1–3 on page 17 of the Pathfinder RPG Core Rulebook).
The mesmerist’s selection of spells is limited. A mesmerist begins play knowing four 0-level spells and two 1st-level spells of the mesmerist’s choice. At each new mesmerist level, he learns one or more new spells, as indicated on Table 1–5: Mesmerist Spells Known. Unlike a mesmerist’s spells per day, the number of spells a mesmerist knows isn’t affected by his Charisma score; the numbers on Table 1–5 are fixed.
At 5th level and every 3 levels thereafter, a mesmerist can choose to learn a new spell in place of one he already knows. In effect, the mesmerist 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 mesmerist spell the mesmerist can cast. A mesmerist can swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.
A mesmerist need not prepare his spells in advance. He can cast any mesmerist spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level.

Consummate Liar: A mesmerist adds 1/2 his mesmerist level (minimum 1) as a bonus on all Bluff checks. In addition, the mesmerist qualifies for the Improved Feint and Greater Feint feats, even if he doesn’t have Combat Expertise or an Intelligence score of at least 13. He can also ignore Combat Expertise and an Intelligence score of 13 as prerequisites for other feats that require Improved Feint or Greater Feint.

Hypnotic Stare (Su): A mesmerist can focus his stare on one creature within 30 feet as a swift action. That creature takes a –2 penalty on Will saving throws. This penalty changes to –3 at 8th level. A mesmerist can maintain his stare against only one opponent at a time; it remains in effect until the mesmerist stares at a new target, the opponent dies, the opponent moves farther than 30 feet away, or the mesmerist falls unconscious or dies. The mesmerist can remove the memory of his stare from the target’s mind; the creature doesn’t remember that it was affected (nor does it realize that it is currently being affected) unless the mesmerist allows it. The hypnotic stare is a psychic effect, and relies more on the mesmerist’s focus than the target’s perception of his stare. It can’t be avoided in the same ways a gaze attack can. The mesmerist can use this ability even while blinded, but must succeed at a DC 20 concentration check to do so. Staring at a creature requires the mesmerist’s focus, so if he uses a gaze attack or similar ability, he must target the subject of his hypnotic stare or voluntarily end the stare. The penalties from multiple mesmerists’ stares don’t stack, nor do they stack with penalties from witches’ evil eye hexes. This is a mind-affecting effect.

Knacks: Mesmerists learn a number of knacks, or 0-level spells, as noted on Table 1–5. These spells are cast like any other spells, but they do not consume any slots and can be used again. Knacks cast using other spell slots, due to metamagic feats, for example, consume spell slots as normal.

Mesmerist Tricks (Su): A mesmerist can create hypnotic bonds with his allies, implanting magical suggestions in their minds that he can later activate. Each day, he can implant a number of these tricks equal to 1/2 his mesmerist level (minimum 1) plus his Charisma bonus (if any). He can have only one trick implanted at a given time, and implanting a new trick ends the previous one (the mesmerist still loses the use of this ability he spent on the previous trick).
To implant a trick, the mesmerist must take a standard action and either touch a willing creature or implant the trick in himself. A creature can be the subject of only one mesmerist trick at a time. The mesmerist can activate the trick as a free action when a triggering condition is met (as defined in the trick’s description), even if it isn’t his turn. The subject must be within medium range (100 feet + 10 feet per level) for the mesmerist to trigger the trick. The mesmerist monitors for the trick’s triggering condition through a subtle telepathic connection, so he doesn’t need line of sight to trigger it—but anything that blocks telepathic contact prevents him from triggering tricks. An implanted trick lasts until the next time the mesmerist regains his spells.
Once triggered, a trick is no longer implanted, and can’t be triggered again until the mesmerist implants the trick again. The duration of the effect caused by triggering a trick is either instantaneous or appears in the trick’s entry. The DC for any mesmerist trick or masterful trick that requires a saving throw or skill check is 10 + 1/2 the mesmerist’s level + the mesmerist’s Charisma modifier.
The mesmerist knows one trick at 1st level, and learns another trick at 2nd level and every 2 levels thereafter (to a maximum of 11 tricks at 20th level). Each daily use of mesmerist tricks can be used to implant any trick the mesmerist knows. Unless specifically noted in the mesmerist trick’s description, a mesmerist can’t choose a particular trick more than once.

Astounding Avoidance: The subject can avoid damage from magical and unusual attacks. The mesmerist can trigger this trick when the subject attempts a saving throw against an attack or spell that normally deals half damage on a successful save, before the subject rolls the save. If the subject succeeds at her save, she takes no damage. If the mesmerist is 12th level or higher, the subject takes only half damage if she fails her save. The benefits of this trick don’t stack with those of the evasion or stalwart class features.

Compel Alacrity: A dash of mental speed lets the subject push past her physical limits to avoid an enemy. The mesmerist can trigger this trick when the subject begins her turn within an enemy’s reach. The subject can move 10 feet as a free action without provoking attacks of opportunity. The distance the subject can move increases by 5 feet for every 5 levels the mesmerist possesses, to a maximum of 30 feet at 20th level. The subject can’t move farther than her speed in this way. The movement from this trick doesn’t count against the subject’s movement speed for that round.

False Flanker: A duplicate of the mesmerist appears momentarily, as though he were fighting in tandem with the subject. The mesmerist can trigger this trick when the subject moves into or begins her turn in a square where she threatens an enemy. An illusory duplicate of the mesmerist appears in any unoccupied space adjacent to that enemy. This duplicate counts as threatening the enemy for the purposes of determining f lanking, but can’t actually make attacks. The duplicate disappears at the end of the turn during which the trick is triggered. This is an illusion (figment) effect, and a creature that interacts with the false f lanker can attempt a saving throw to disbelieve the effect.

Fearsome Guise: A veil of illusion makes the subject appear to be someone else and then transform into a hideous monster at an opportune time. While this trick is implanted, the subject’s appearance is altered, as disguise self. The mesmerist can trigger this trick when the subject attacks a creature. The illusory appearance brief ly makes the subject appear monstrous, then ends. The mesmerist attempts an Intimidate check to demoralize the target of the triggering attack. The restrictions on attempts to demoralize a target (the target being within 30 feet and able to see and hear the creature attempting the Intimidate check) apply to the subject of the trick. This is an illusion (glamer) effect.

Gift of Will: A small portion of the mesmerist’s vast mental power buttresses his ally’s mind. The mesmerist can trigger this trick when the subject attempts a Will saving throw or a Sense Motive check, or is targeted by an Intimidate check to demoralize her. For a saving throw, the subject uses the mesmerist’s Will saving throw bonus instead of her own. For a Sense Motive check or Intimidate check, she adds the mesmerist’s Charisma bonus as a morale bonus on the check or to the DC. The mesmerist can’t implant this trick on himself.

Levitation Buffer: A mesmerist’s telekinetic assault renders foes around the subject less of a threat. The mesmerist can trigger this trick when either an enemy moves adjacent to the subject or the subject begins her turn with one or more enemies adjacent to her. The mesmerist can either lift all enemies adjacent to the subject slightly into the air or push them all away from the subject. Lifting enemies causes them to move at half speed and take a –4 penalty to their CMDs against bull rush, drag, and reposition attempts for 1 round (Will negates). The speed reduction and CMD penalty don’t stack with those from hostile levitation (Pathfinder RPG Ultimate Combat 231). Pushing enemies away requires the mesmerist to attempt a bull rush combat maneuver check using  his mesmerist level + his Charisma modifier as his CMB. Any enemy that’s successfully pushed moves away from the subject of the trick using the normal rules for a bull rush.

Linked Reaction: A hive mind allows the mesmerist and an ally to share one another’s reaction times. The mesmerist can trigger this trick when either the subject or the mesmerist is surprised and the other isn’t (even if the mesmerist would normally be unable to take actions because of being surprised). Both the mesmerist and the subject can act in this surprise round. The mesmerist can’t implant this trick on himself.

Mask Misery: The subject can shrug off a condition for a short time before succumbing to it. The mesmerist can trigger this trick when the subject becomes affected by a minor condition listed under the touch treatment ability. The subject can ignore the effect of that condition for 1d4 rounds, after which the subject takes the full effect. This has no effect on any conditions affecting the subject other than the triggering condition, even if those other effects are also listed under touch treatment. The rounds during which the subject ignores the triggering effect still count against that effect’s duration; if the duration of mask misery is longer than the effect lasts, the subject isn’t affected by the condition at all. If an effect that imposes more than one condition triggers this trick, the subject ignores all eligible conditions. If the mesmerist is 6th level or higher, he adds the moderate conditions to the conditions he can ignore with this trick, and this trick ends minor conditions entirely instead of suppressing them temporarily. The mesmerist doesn’t need to have touch treatment to choose or use this trick.

Meek Facade: The subject magically seems like a weak target, goading an enemy into attacking her. The mesmerist can trigger this trick when the subject misses a creature with an attack (even if it’s part of a full attack in which she hits that creature with another attack). The enemy must attack no one other than the subject, and the subject gains a +2 dodge bonus to AC against the triggering enemy’s attacks. Both of these effects last for 1 round. The bonus to AC increases by 1 for every 5 levels the mesmerist possesses. This is a mind-affecting compulsion effect.

Mesmeric Mirror: An illusory image appears near the subject to throw off attackers. The mesmerist can trigger this trick when the subject is attacked or becomes the target of a spell that requires an attack roll. One duplicate of the subject appears, and the attacker must determine randomly which it hits (as mirror image). For every 5 class levels the mesmerist possesses, one additional image appears, to a maximum of five images at 20th level. Each image lasts for 1 minute per mesmerist level or until destroyed. This is an illusion (figment) effect.

Mesmeric Pantomime: By orchestrating the movement of his ally’s body, the mesmerist imparts to that ally his own skill at a physical task. The mesmerist can trigger this trick when the subject attempts a Strength- or Dexterity-based skill check. The subject either uses the mesmerist’s bonus on the skill check in place of her own or gains a morale bonus on the check equal to the mesmerist’s Charisma bonus, whichever results in a higher modifier. The mesmerist can’t implant this trick on himself.

Misdirection: An enemy’s perception of an attack by the subject shifts, making the foe unprepared to defend against the attack. The mesmerist can trigger this trick when the subject makes an attack or uses a spell that requires an attack roll. The mesmerist attempts a Bluff check to feint against a single target of the subject’s attack. Unlike a normal feint, this ability can be used on non-melee attacks. If the feint succeeds, the target of the attack is denied its Dexterity bonus to AC against the triggering attack. The target doesn’t suffer any additional effects that the mesmerist or the subject would cause on a normal feint or Bluff check. This is an illusion (glamer) effect.

Psychosomatic Surge: Psychic magic soothes the subject, alleviating her wounds temporarily. The mesmerist can trigger this trick when the subject takes damage. The subject gains a number of temporary hit points equal to 1d8 + 1/2 the mesmerist’s level. If the damage from the triggering attack would have reduced the subject to 0 hit points or fewer, this trick grants an additional 1d8 temporary hit points. These temporary hit points last for 1 hour or until discharged.

Reflection of Weakness: Psychic feedback causes an enemy to suffer from the same weakening effect it imposes on the subject. The mesmerist can trigger this trick when an attack or spell used by an enemy causes the subject to take ability damage, ability drain, bleed damage, or a minor or moderate condition listed under the touch treatment class feature. If the trick is triggered by ability damage, ability drain, or bleed damage, the amount of damage or drain the subject takes is reduced by 2 points (to a minimum of 0 points), and the creature that made the attack or cast the spell takes 2 points of ability damage to an ability score of the mesmerist’s choice. The monster can attempt a Will save to negate the ability damage. This ability can be used if the attacker inf licts a curse, disease, or poison that deals ability damage or drain, but only if it deals that damage immediately, with no onset time. If the trick is triggered by the subject gaining a condition, the subject is still affected by the condition, but the attacker takes a condition of the mesmerist’s choice for 1 round. This condition must come from the minor condition or moderate condition lists of the touch treatment class feature. The enemy can attempt a Will save to avoid gaining the condition. The mesmerist doesn’t need to have touch treatment to select or use this trick.

Shadow Splinter: The mesmerist protects the subject against an attack and redirects the harm to someone else. The mesmerist can trigger this trick when the subject takes damage from an attack. The damage the subject takes is reduced by an amount equal to 3 + the mesmerist’s Charisma modifier (to a maximum of the total amount of damage the attack deals). Another creature within range of the original attack, other than the attacker, is affected by a shadow illusion that makes it appear as if the attacker is attacking that creature instead of the attacker’s actual target. This second creature takes an amount of damage equal to the amount by which the attack’s damage was reduced. This shadow doesn’t require a roll to hit and ignores cover and concealment, but the target can attempt a Will save to disbelieve the effect. If it succeeds at this save, it neither takes the damage nor believes the attacker targeted it. This trick can’t be triggered if there’s no eligible second creature within range to take the redirected damage. This is an illusion (shadow) effect.

Spectral Smoke: A cloud of smoke pops up around the subject, foiling attacks. The mesmerist can trigger this trick when the subject is targeted by an attack or by a spell that requires an attack roll. A smoke cloud appears in the subject’s square and in a 10-foot radius around it. This cloud lasts for 1 round per mesmerist level. The cloud functions as fog cloud, but is an illusion (figment) effect that can’t be dispersed by wind and can be used underwater. A creature that interacts with the cloud can attempt a saving throw to disbelieve the effect. The radius of the cloud increases by 5 feet for every 5 caster levels the mesmerist possesses, to a maximum of 30 feet at 20th level.

Vanish Arrow: With a f lourish, the mesmerist snatches a projectile from an enemy before it can be shot. The mesmerist can trigger this trick when the subject is targeted by a ranged weapon attack, before the attack roll is made. The mesmerist attempts a Sleight of Hand check opposed by the attacker’s Perception check. If the mesmerist succeeds, that ranged attack automatically misses, and the projectile appears stowed on the mesmerist’s person. If the attacker is making a full attack, this affects only one of the attacks (of the mesmerist’s choice). If the attack is made with a javelin or other thrown weapon, the attacker gains a +4 bonus on its Perception check. Unusually massive ranged weapons (such as boulders or ballista bolts) and ranged attacks generated by natural attacks or spell effects are not affected by this ability.

Painful Stare (Su): When an attack that deals damage hits the target of a mesmerist’s hypnotic stare, the mesmerist can cause the target to take an amount of additional damage equal to 1/2 the mesmerist’s class level (minimum 1). The mesmerist can use this ability as a free action, and can use it even if it isn’t his turn. If the mesmerist uses this ability to increase his own damage, the additional damage increases by 1d6 points for every 3 class levels the mesmerist possesses. This damage is precision damage and is not multiplied on a critical hit. A mesmerist can trigger this ability only once per round, but a single creature can take damage from multiple mesmerists’ painful stares in a round.

Towering Ego (Su): At 2nd level, a mesmerist gains a bonus equal to his Charisma bonus (minimum 0) on Will saving throws. If the mesmerist is under any effect that would prevent him from providing the emotional component of psychic spells (see page 144), he loses this bonus on saving throws.

Bold Stare (Su): At 3rd level and every 4 levels thereafter, a mesmerist’s hypnotic stare imposes a further effect upon its target. The mesmerist chooses one option each time he gains a new bold stare improvement, and the choice can’t be changed later. The mesmerist can’t choose the same bold stare improvement more than once unless otherwise noted. All of the mesmerist’s bold stare improvements affect the target as long as it is affected by the mesmerist’s hypnotic stare.
Allure: The hypnotic stare penalty also applies on initiative checks and Perception checks.
Disorientation: The hypnotic stare penalty also applies on attack rolls.
Psychic Inception: The hypnotic stare and its penalty can affect creatures that are mindless or immune to mind-affecting effects (such as an undead or vermin). The mesmerist can also partially affect such a creature with his mind-affecting spells and abilities if it’s under the effect of his hypnotic stare; it gains a +2 bonus on its saving throw (if any), and if affected, it still has a 50% chance each round of ignoring the effect. Ignoring the effect doesn’t end the effect, but does allow the creature to act normally for that round.
Sapped Magic: The hypnotic stare penalty also applies to the DCs of spells and spell-like abilities used by the target, and to the target’s spell resistance (if any).
Sluggishness: The target of the hypnotic stare has all of its speeds reduced by 5 feet (to a minimum of 5 feet), and the hypnotic stare penalty also applies to the target’s Ref lex saving throws.
Susceptibility: The hypnotic stare penalty also applies to the target’s Sense Motive checks to oppose Bluff checks, and to the DCs of Diplomacy and Intimidate checks made against the target.
Timidity: The hypnotic stare penalty also applies to damage rolls.

Touch Treatment (Su): At 3rd level, the mesmerist can help allies shake off harmful conditions—especially those that affect their minds—by channeling psychic energy through his healing hands. He can use touch treatment a number of times per day equal to 3 + his Charisma modifier. Using the ability is a standard action (or a swift action if the mesmerist uses it on himself ), and the mesmerist must be able to touch his target. He can remove one condition from one target each time he uses this ability. At 3rd level, he can remove any condition on the minor conditions list. At 6th level, he can remove any condition on the minor or moderate conditions list, and at 10th level, he can remove any condition on the minor, moderate, or greater conditions list.
Minor Conditions: Fascinated, shaken.
Moderate Conditions: Confused, dazed, frightened, sickened.
Greater Conditions: Cowering, nauseated, panicked, stunned.
A 14th level, the mesmerist can instead expend one use of touch treatment to replicate the effects of break enchantment. This targets only one creature the mesmerist is touching and follows all other restrictions of touch treatment.

Manifold Tricks (Su): At 5th level, the mesmerist can have two tricks implanted at a time. The number of concurrent tricks increases by one for every 4 mesmerist levels he possesses beyond 5th. Each creature can still be the subject of only one trick at a time. If the mesmerist implants a new trick while he already has his maximum number of concurrent tricks implanted, he must choose one implanted trick to dismiss without triggering (the dismissed trick still expends a daily use of the mesmerist’s tricks).

Mental Potency (Ex): At 5th level, the mesmerist can affect more powerful creatures or a greater number of creatures than normal with his mental effects. Both the HD limit and the total number of HD affected with each enchantment or illusion spell he casts increase by 1. For enchantment and illusion spells he casts that target a number of creatures greater than one, the number of creatures affected also increases by one (so a spell that targets one creature per level would be affected, but a spell that targets only one creature would not be). For example, a 5thlevel mesmerist could affect 5 HD worth of creatures with sleep, affect 2d4+1 HD worth of creatures with hypnotism, and change the categories for color spray to “3 HD or fewer,” “4 or 5 HD,” and “6 or more HD.” The number of additional HD or creatures increases by an additional 1 for every 5 levels beyond 5th, to a maximum increase of 4 at 20th level.

Glib Lie (Su): At 11th level, a mesmerist can deceive truthdetecting magic. A creature using this sort of magic against the mesmerist must succeed at a caster level check against a DC of 15 + the mesmerist’s class level to succeed (as if the mesmerist were under the effect of a glibness spell); failure means the magic doesn’t detect the mesmerist’s lies or force him to speak only the truth. This ability does not give the mesmerist the glibness spell’s bonus on Bluff checks.

Masterful Tricks (Su): At 12th level, a mesmerist can choose one of the following masterful tricks in place of a mesmerist trick. He gains an additional masterful trick every 2 levels thereafter. Using a masterful trick consumes two uses of the mesmerist trick class feature instead of one.

Avian Escape: The subject changes shape to elude an attacking enemy. The mesmerist can trigger this trick when the subject takes damage from an enemy’s attack. The subject transforms into a bird (as beast shape III). Though the subject can appear as any Tiny bird, it uses the statistics for a raven (Pathfinder RPG Bestiary 133). This is a polymorph effect.

Cursed Sanction: A ward curses an enemy who attacks the subject. While this trick is implanted, a visible, circular symbol appears on the subject’s forehead. The mesmerist can trigger this trick when the subject is attacked or becomes the target of a spell that requires an attack roll. The attacker takes a –4 penalty on attack rolls, saves, ability checks, and skill checks for 1 minute per mesmerist level (Will negates). This penalty applies to the triggering attack roll. This is a curse effect.

Faked Death: The subject appears to die, but actually can stealthily move about. The mesmerist can trigger this trick when the subject is damaged by an attack. The subject seems to fall down dead (as programmed image), but actually turns invisible (as invisibility) for a number of rounds equal to the mesmerist’s level or until she attacks. Once the subject becomes visible again, the illusory dead body disappears. These are illusion effects, and a creature that interacts with the false body can attempt a saving throw to disbelieve the effect. The false body is a figment; the invisibility is a glamer.

Free in Body: When constrained, the subject can easily slip loose. The mesmerist can trigger this trick when the subject begins its turn grappled or under an effect that impedes its movement (including paralysis, solid fog, slow, and web). The subject gains the benefits of freedom of movement for 1 minute.

Greater Mask Misery: This trick functions as the mask misery trick, but can be used to ignore greater conditions as well. A mesmerist must have the mask misery mesmerist trick to take greater mask misery.

Mental Fallback: Mental commands placed deep in the subject’s mind trigger when she would fall under mind control, allowing the mesmerist to control her instead. The mesmerist can trigger this trick when the subject is affected by a charm or compulsion effect created by an enemy. The subject acts as though the mesmerist had cast the spell instead of the enemy. For instance, if the subject were affected by charm monster cast by an enemy, that enemy can’t try to give her orders, but the mesmerist could. If the charm or compulsion causes penalties or conditions (such as those imposed by confusion, crushing despair, or hold person), the subject can ignore any of those penalties or conditions the mesmerist chooses. This trick overrides the charm or compulsion for a number of rounds equal to the mesmerist’s level or until the duration of the triggering effect elapses, whichever comes first. The mesmerist can’t implant this trick on himself.

Spatial Switch: The mesmerist allows himself and an ally to physically swap places. The mesmerist can trigger this trick when an enemy moves adjacent to or attacks either the subject or the mesmerist, provided the subject and the mesmerist are within 100 feet of one another. The subject and the mesmerist then swap positions. If this trick was triggered by an attack, the swap happens before checking to see whether the attack hits. The mesmerist can’t implant this trick on himself. This is a conjuration (teleportation) effect.

Spell Anticipation: The mesmerist can choose a spell to strike back at enemy spellcasters. When the mesmerist implants this trick, he must expend one spell slot to couple a spell he knows of that level with the trick. That spell must have a casting time of 1 standard action or less and be able to target one creature (spells like dominate person that have more restrictive targeting can be used, but have no effect if triggered against creatures that don’t match). He can trigger this trick when the subject is targeted by an enemy’s spell. The mesmerist’s spell then triggers, affecting only the enemy spellcaster. This takes effect only if the enemy spellcaster is within range of the spell (as measured from the subject of the trick), and functions as though the mesmerist were in the subject’s square. The enemy’s spell still has its full effect, even if the mesmerist’s spell would normally protect against it or make the caster unable to cast it.

Vision of Blood: When an enemy is struck by the subject, it believes its wound is far more severe, and the shock overwhelms it. The mesmerist can trigger this trick when the subject hits with an attack using a weapon, a natural weapon, or an unarmed strike. The attack’s target must succeed at a Will saving throw or be stunned for 1 round. If the triggering attack was a critical hit, the target doesn’t get a saving throw.

Rule Minds (Su): At 20th level, a mesmerist can permanently mentally enslave a creature. When the mesmerist successfully affects the target of his hypnotic stare with an enchantment spell that requires a saving throw, he can force that creature to attempt a second Will saving throw with a DC equal to the spell’s DC. The DC is reduced by 5 if the monster isn’t a humanoid. If the creature fails, it becomes a permanent thrall to the mesmerist (as dominate monster) until the mesmerist dies. If it succeeds, it can’t be affected by rule minds again for 24 hours. A mesmerist can have only one creature enthralled at a time. If he enthralls a new creature, the previous one is set free but is unaware that it was enthralled by the mesmerist.
« 上次编辑: 2015-12-01, 周二 20:13:12 由 四月 »
没有团,为什么还要翻译规则呢?
当然是为了友情了

离线 四月

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Re: 【OA】催眠师(Mesmerist)
« 回帖 #1 于: 2015-12-01, 周二 20:07:38 »
催眠师法术(Mesmerist Spells)
催眠师能够使用后述法术。本文按照书目和法术环级为催眠师法术列表进行了分类。催眠师所施放的所有法术均为异能法术(psychic spells)。
书目名称与缩写对照:
CRB = 核心手册(Core Rulebook)
APG = 进阶玩家手册(Advanced Player's Guide)
ARG = 进阶种族手册(Advanced Race Guide)
ACG = 进化职业手册(Advanced Class Guide)
UM = 极限魔法(Ultimate Magic)
UC = 极限战斗(Ultimate Combat)
OA = 异能冒险(Occult Adventures)
MA = 神话冒险(Mythic Adventures)
MC = 怪物志(Monster Codex)
【译注:ARG的法术苦痛责难(Agonizing Rebuke)在2环以及3环列表中均出现了,原文如此。】



0级催眠师法术
CRB——出血术(Bleed),舞光术(Dancing Lights),晕眩术(Daze),侦测魔法(Detect Magic),侦测毒性(Detect Poison),闪光术(Flare),幻音术(Ghost Sound),光亮术(Light),催眠曲(Lullaby),法师之手(Mage Hand),传讯术(Message),开关术(Open/Close),魔法伎俩(prestidigitation),阅读魔法(read magic),疲乏之触(touch of fatigue)
APG——敌我不分(Unwitting Ally)
UC——精怪之相(Haunted Fey Aspect)
OA——侦测异能存在(Detect Psychic Significance)



1级催眠师法术
CRB——活化绳(Animate Rope),绝望术(Bane),惊恐术(Cause Fear),魅惑人类(Charm Person),七彩喷射(Color Spray),命令术(Command),通晓语言(Comprehend Languages),次等困惑术(Confusion, Lesser),侦测密门(Detect Secret Doors),侦测死灵(Detect Undead),易容术(Disguise Self),丧志术(Doom),脚底抹油(Expeditious Retreat),妖火(Faerie Fire),油腻术(Grease),狂笑术(Hideous Laughter),催眠术(Hypnotism),魔法灵光(Magic Aura),魔嘴(Magic Mouth),遮蔽物品(Obscure Object),隐雾术(Obscuring Mist),衰弱射线(Ray of Enfeeblement),移除恐惧(Remove Fear),无声幻影(Silent Image),睡眠术(Sleep),隐匿阵营(Undetectable Alignment),隐形仆役(Unseen Servant),腹语术(Ventriloquism)
APG——诱人赠礼(beguiling Gift),呼唤动物(Call Animal),凶兆(Ill Omen),无罪术(Innocence),战意鼓舞(Invigorate),记忆空白(Memory Lapse),共享语言(Share Language),笨拙之触(Touch of Gracelessness),渐隐术(Vanish)
ARG——融境迷彩(Blend),附体虫影(Jitterbugs),自法充盈(Recharge Innate Magic),播种思想(Sow Thought),防盗结界(Theft Ward)
ACG——飘渺步伐(Blurred Movement),辨知亲族(Discern Next of Kin),武器伪装术(Disguise Weapon),强化认知(Heightened Awareness),背书咒(Memorize Page)
UM——预知危险(Anticipate Peril),笨手笨脚(Bungle),妄尊自大(Delusional Pride),诊断疾病(Diagnose Disease),行动禁制(Forbid Action),强迫安静(Forced Quiet),大舌头咒(Fumbletongue),拷问(Interrogation),谋杀指令(Murderous Command),万灵秘药(Polypurpose Panacea),恶心射线(Ray of Sickening),移除恶心(Remove Sickness),欲火焚身(Unnatural Lust),手忙脚乱(Unprepared Combatant),扭曲嗓音(Vocal Alteration)
UC——魅力四射(Adoration),强迫敌对(Compel Hostility),治疗窃取(Healing Thief),平静幻象(Illusion of Calm),强迫凝视(Lock Gaze)
OA——肾上腺素激增(Burst of Adrenaline),洞察力激增(Burst of Insight),填写异能(Charge Object),破旧伪装(Decrepit Disguise),既视感(Deja Vu),强索赠礼(Demand Offering),脑力屏蔽(Mental Block),讯息传递(Mindlink),狂乱偏执(Paranoia),读心阅人(Psychic Reading),完美假象(Quintessence),心绪投影(Telempathic Projection),思维回音(Thought Echo)



2级催眠师法术
CRB——变身术(Alter Self),动物信使(Animal Messenger),迷惑动物(Animal Trance),目盲/耳聋术(Blindness/Deafness),朦胧术(Blur),安定心神(Calm emotions),猫之优雅(Cat's Grace),怪物晕眩术(Daze Monster),减缓毒发(Delay Poison),侦测思想(Detect Thoughts),鹰之威仪(Eagle's Splendor),注目术(Enthrall),虚假生命(False Life),闪光尘(Glitterdust),动物定身术(Hold Animal),人类定身术(Hold Person),催眠图纹(Hypnotic Pattern),隐形术(Invisibility),敲击术(Knock),浮空术(Levitate),物品定位术(Locate Object),弱效幻影(Minor Image),镜影术(Mirror Image),误导术(Misdirection),魅影陷阱(Phantom Trap),烟火术(Pyrotechnics),狂暴术(Rage),次等复原术(Restoration, Lesser),恐吓术(Scare),沉默术(Silence),暗示术(Suggestion),巧言术(Tongues),愚者之触(Touch of Idiocy),风讯术(Whispering Wind)
APG——灼热凝视(Burning Gaze),严加斥责(Castigate),告解(Confess),意识投影(Enter Image),隐秘传信(Hidden Speech),甜言蜜语(Honeyed Tongue),察觉细节(Perceive Cues)
ARG——苦痛责难(Agonizing Rebuke),赋予洞察力(Bestow Insight),问询群鸟(Commune With Birds),暂缓病发(Delay Disease),影锚术(Shadow Anchor),窃取呼吸(Steal Breath)
ACG——无名路人(Anonymous Interaction),欢欣之云(Euphoric Cloud),监察焦点(Focused Scrutiny),探究精神(Investigative Mind),宁静斗篷(Mantle of Calm),心锁信使(Mindlocked Messenger),消音术(Muffle Sound),隔音罩(Silent Table),剜心手(Stricken Heart),暮色烟云(Twilight Haze),死灵狂暴术(Unliving Rage)
UM——战友情深(Compassionate Ally),延缓痛苦(Delay Pain),毁容之触(Disfiguring Touch),幽灵伪装(Ghostly Disguise),鬼灵迷雾(Haunting Mists),惨嚎剧痛(Howling Agony),疯狂幻象(Mad Hallucination),示敌以弱(Miserable Pity),闲极无聊(Oppressive Boredom),疯狂迷恋(Reckless Infatuation),共享记忆(Share Memory),盗取嗓音(Steal Voice),镜影徽记(symbol of Mirroring),纯粹厌恶(Unadulterated Loathing),战斗坐骑(Wartrain Mount)
UC——酷烈苛责(Blistering Invective),第三只手(Pilfering Hand),顾虑重重(Qualm),共用共享语言(Share Language, Communal)
OA——思维预读(Anticipate Thoughts),物体召来(Apport Object),烦厌术(Aversion),狂语乱言(Babble),肉体僵直(Catatonia),认知妨碍(Cognitive Block),侦测心像结界(Detect Mindscape),情感障碍(Emotive Block),遮盖思想(Enshroud Thoughts),虚妄植入术(Implant False Reading),苦痛刑罚(Inflict Pain),异能宣战(Instigate Psychic Duel),读取物体(Object Reading),恐惧梦魇(Oneiric Horror),安慰效应(Placebo Effect)
MC——【暂无翻译】(Blood In the Water)



3级催眠师法术
CRB——降咒(Bestow Curse),魅惑怪物(Charm Monster),锐耳术/鹰眼术(Clairaudience/Clairvoyance),困惑术(Confusion),极度绝望(Crushing Despair),深度睡眠(Deep Slumber),解除魔法(Dispel Magic),移位术(Displacement),支配动物(Dominate Animal),恐惧术(Fear),次等指使术(Geas, Lesser),花言巧语(Glibness),迷幻手稿(Illusory Script),隐形法球(Invisibility Sphere),强效幻影(Major Image),回避侦测(Nondetection),力竭射线(Ray of Exhaustion),移除目盲/耳聋(Remove Blindness/Deafness),移除诅咒(Remove Curse),探知(Scrying),秘密文页(Secret Page),识破隐形(See Invisibility),短讯术(Sending),吸血鬼之触(Vampiric Touch)
APG——尘埃之饮(Cup of Dust),元素之语(Elemental Speech),群体战意鼓舞(Invigorate, Mass),丑角之旅(Jester's Jaunt),探寻思想(Seek Thoughts),怨毒反击(Spite)
ARG——苦痛责难(Agonizing Rebuke),恐怖假身(Fearsome Duplicate),弱效托梦术(Minor Dream),水妖诱惑(Nixie's Lure),惩戒之池(Resilient Reservoir)
ACG——可调易容术(Adjustable Disguise),阵营视域(Aura Sight),迫退附魔(Enchantment Foil),狂笑徽记(Symbol of Laughter),触发型暗示术(Triggered Suggestion)
UM——控制召唤生物(Control Summoned Creature),厌恶诅咒(Curse of Disgust),法力诅咒·否决(Curse of Magic Negation),高等虚假生命(False Life, Greater),哀鸣合唱团(Haunting Choir),憎恶之纱(Loathsome Veil),恶意迫害(Malicious Spite),傀儡凭依(Marionette Possession),无尽悲痛(Overwhelming Grief),极度自恋(Smug Narcissism),深沉忏悔(Terrible Remorse),地狱幻景(Vision of Hell),联觉(Witness)
UC——恶意浮空(Hostile Levitation),共用巧言术(Tongues, Communal)
OA——分析灵光(Analyze Aura),动物召来(Apport Animal),改写灵光(Aura Alteration),心像门(Mindscape Door),结点冲击(Node of Blasting),次等物体占据术(Object Possession,Lesser),高等恐惧梦魇(Oneiric Horror,Greater),神经脉冲(Synaptic Pulse),神经乱流(Synaptic Scramble),通感超载(Synesthesia)
MA——流逝荣耀(Bleed Glory),隔绝神力(Mythic Severance)
MC——孤立无援(Isolate)



4级催眠师法术
CRB——秘法眼(Arcane Eye),破除结界(Break Enchantment),高等命令术(Command, Greater),侦测探知(Detect Scrying),任意门(Dimension Door),支配人类(Dominate Person),托梦术(Dream),弱能术(Enervation),行动自如(Freedom of Movement),幻景(Hallucinatory Terrain),怪物定身术(Hold Monster),幻墙术(Illusory Wall),高等隐形术(Invisibility, Greater),生物定位术(Locate Creature),修改记忆(Modify Memory),魅影杀手(Phantasmal Killer),毒击术(Poison),复原术(Restoration),幽影咒法术(Shadow Conjuration),重雾术(Solid Fog),心灵连线(Telepathic bond),静默之域(Zone of Silence)
APG——谴责(Denounce),梦游(Sleepwalk)
ARG——遗忘沉眠(Forgetful Slumber),弱效虚假物品(Minor Phantom Object),老水手的诅咒(Old Salt's Curse),真实之语(Truespeak)
ACG——恐惧饕宴(Feast on Fear)
UM——心有灵犀(Battlemind Link),强效诅咒(Curse, Major),群体晕眩术(Daze, Mass),羡慕嫉妒恨(Envious Urge),高等行动禁制(Forbid Action, Greater),原初怒嚎(Primal Scream),和谐(Serenity),目中无人(Utter Contempt)
UC——恶意换位(Hostile Juxtaposition),共用回避侦测(Nondetection, Communal),幻影爆碎(Shocking Image)
OA——塑造心像结界(Create Mindscape),抹除异能(Erase Impressions),精神质询(Mind Probe),心智擦除(Mindwipe),驾行占据术(Riding Possession),神经过载(Synapse Overload),高等神经脉冲(Synaptic Pulse,Greater),心灵感应(Telepathy),感知思维(Thoughtsense)
MA——窃取神力(Steal Power)



5级催眠师法术
CRB——虚假景象(False Vision),弱智术(Feeblemind),法师密室(Mage's Private Sanctum),心灵迷雾(Mind Fog),海市蜃楼(Mirage Arcana),假象术(Mislead),梦魇(Nightmare),穿墙术(Passwall),长驻幻影(Persistent Image),窥视魔眼(Prying Eyes),秘藏箱(Secret Chest),伪装术(Seeming),幽影塑能术(Shadow Evocation),行影术(Shadow Walk),群体暗示术(Suggestion, Mass),痛苦徽记(Symbol of Pain),睡眠徽记(Symbol of Sleep),疲乏波(Waves of Fatigue)
APG——群体严加斥责(Castigate, Mass),梦之衣(Cloak of Dreams),化敌为友(Foe to Friend),魅影蛛网(Phantasmal Web),强迫护卫(Unwilling Shield)
ARG——强效虚假物品(Major Phantom Object),幻想面纱(Village Veil)
UM——欢欣鼓舞(Joyful Rapture),复仇之怒(Vengeful Outrage)
OA——梦境会议(Dream Council),窥视梦境(Dream Scan),煽动恨意(Foster Hatred),群体苦痛刑罚(Inflict Pain,Mass),换身术(Mind Swap),物体占据术(Object Possession),占据术(Possession),原始退行(Primal Regression),精神庇护所(Psychic Asylum),心智手术(Psychic Surgery),压制记忆(Repress Memory),群体通感超载(Synesthesia,Mass)



6级催眠师法术
CRB——群体魅惑怪物(Charm Monster, Mass),短讯暗示(Demand),摄心目光(Eyebite),指使术(Geas/Quest),群体人类定身术(Hold Person, Mass),精神错乱(Insanity),群体隐形术(Invisibility, Mass),迷舞(Irresistible Dance),永恒幻影(Permanent Image),真言术:盲(Power Word Blind),预置幻影(Programmed Image),投影术(Project Image),高等探知(Scrying, Greater),说服徽记(Symbol of Persuasion),真知术(True Seeing),隐匿之纱(Veil),力竭波(Waves of Exhaustion)
APG——爱与和平(Euphoric Tranquility),回城术(Getaway),复仇鬼影(Phantasmal Revenge)
UM——神威如狱(Overwhelming Presence),极乐波(Waves of Ecstasy)
UC——高等恶意换位(Hostile Juxtaposition, Greater)
OA——高等塑造心像结界(Create Mindscape,Greater),梦境旅行(Dream Travel)



原文
剧透 -   :
MESMERIST SPELLS
Mesmerists gain access to the following spells. Many of these spells are found in the Core Rulebook; the spells marked with an asterisk (*) appear in Chapter 4 of this book, and those that are found elsewhere are marked with superscript abbreviations denoting their source. The mesmerist casts all spells as psychic spells.

0-Level Mesmerist Spells: Bleed, dancing lights, daze, detect magic, detect poison, detect psychic significance*, flare, ghost sound, haunted fey aspectUC, light, lullaby, mage hand, message, open/close, prestidigitation, read magic, touch of fatigue, unwitting allyAPG.

1st-Level Mesmerist Spells: AdorationUC, animate rope, anticipate perilUM, bane, beguiling giftAPG, blendARG, blurred movementACG, bungleUM, burst of adrenaline*, burst of insight*, call animalAPG, cause fear, charge object*, charm person, color spray, command, compel hostilityUC, comprehend languages, confusion (lesser), decrepit disguise*, deja vu*, delusional prideUM, demand offering*, detect secret doors, detect undead, diagnose diseaseUM, discern next of kinACG, disguise self, disguise weaponACG, doom, expeditious retreat, faerie fire, forbid actionUM, forced quietUM, fumbletongueUM, grease, healing thief UC, heightened awarenessACG, hideous laughter, hypnotism, ill omenAPG, illusion of calmUC, innocenceAPG, interrogationUM, invigorateAPG, jitterbugsARG, lock gazeUC, magic aura, magic mouth, memorize pageACG, memory lapseAPG, mental block*, mindlink*, murderous commandUM, obscure object, obscuring mist, paranoia*, polypurpose panaceaUM, psychic reading*, quintessence*, ray of enfeeblement, ray of sickeningUM, recharge innate magicARG, remove fear, remove sicknessUM, share languageAPG, silent image, sleep, sow thoughtARG, theft wardARG, telempathic projection*, thought echo*, touch of gracelessnessAPG, undetectable alignment, unnatural lustUM, unprepared combatantUM, unseen servant, vanishAPG, ventriloquism, vocal alterationUM.

2nd-Level Mesmerist Spells: Agonizing rebukeARG, alter self, animal messenger, animal trance, anonymous interactionACG, anticipate thoughts*, apport object*, aversion*, babble*, bestow insightARG, blindness/deafness, blistering invectiveUC, blood in the waterMC, blur, burning gazeAPG, calm emotions, castigateAPG, catatonia*, cat’s grace, cognitive block*, commune with birdsARG, compassionate allyUM, confessAPG, daze monster, delay diseaseARG, delay painUM, delay poison, detect mindscape*, detect thoughts, disfiguring touchUM, eagle’s splendor, emotive block*, enshroud thoughts*, enter imageAPG, enthrall, euphoric cloudACG, false life, focused scrutinyACG, ghostly disguiseUM, glitterdust, haunting mistsUM, hidden speechAPG, hold animal, hold person, honeyed tongueAPG, howling agonyUM, hypnotic pattern, implant false reading*, inflict pain*, instigate psychic duel*, investigative mindACG, invisibility, knock, levitate, locate object, mad hallucinationUM, mantle of calmACG, mindlocked messengerACG, minor image, mirror image, misdirection, miserable pityUM, muffle soundACG, object reading*, oneiric horror*, oppressive boredomUM, perceive cuesAPG, phantom trap, pilfering handUC, placebo effect*, pyrotechnics, qualmUC, rage, reckless infatuationUM, restoration (lesser), scare, shadow anchorARG, share language (communal)UC, share memoryUM, silence, silent tableACG, steal breathARG, steal voiceUM, stricken heartACG, suggestion, symbol of mirroringUM, tongues, touch of idiocy, twilight hazeACG, unadulterated loathingUM, unliving rageACG, wartrain mountUM, whispering wind.

3rd-Level Mesmerist Spells: Adjustable disguiseACG, agonizing rebukeARG, analyze aura*, apport animal*, aura alteration*, aura sightACG, bestow curse, bleed gloryMA, charm monster, clairaudience/clairvoyance, confusion, control summoned creatureUM, crushing despair, cup of dustAPG, curse of disgustUM, curse of magic negationUM, deep slumber, dispel magic, displacement, dominate animal, elemental speechAPG, enchantment foilACG, false life (greater)UM, fear, fearsome duplicateARG, geas (lesser), glibness, haunting choirUM, hostile levitationUC, illusory script, invigorate (mass)APG, invisibility sphere, isolateMC, jester’s jauntAPG, loathsome veilUM, major image, malicious spiteUM, marionette possessionUM, mindscape door*, minor dreamARG, mythic severanceMA, nixie’s lureARG, node of blasting*, nondetection, object possession (lesser)*, oneiric horror (greater)*, overwhelming grief UM, ray of exhaustion, remove blindness/deafness, remove curse, resilient reservoirARG, scrying, secret page, see invisibility, seek thoughtsAPG, sending, smug narcissismUM, spiteAPG, symbol of laughterACG, synaptic pulse*, synaptic scramble*, synesthesia*, terrible remorseUM, tongues (communal)UC, triggered suggestionACG, vampiric touch, vision of HellUM, witnessUM.

4th-Level Mesmerist Spells: Arcane eye, battlemind linkUM, break enchantment, command (greater), create mindscape*, curse (major)UM, daze (mass)UM, denounceAPG, detect scrying, dimension door, dominate person, dream, enervation, envious urgeUM, erase impressions*, feast on fearACG, forbid action (greater)UM, forgetful slumberARG, freedom of movement, hallucinatory terrain, hold monster, hostile juxtapositionUC, illusory wall, invisibility (greater), locate creature, mind probe*, mindwipe*, minor phantom objectARG, modify memory, nondetection (communal)UC, old salt’s curseARG, phantasmal killer, poison, primal screamUM, restoration, riding possession*, serenityUM, shadow conjuration, shocking imageUC, sleepwalkAPG, solid fog, steal powerMA, synapse overload*, synaptic pulse (greater)*, telepathic bond, telepathy*, thoughtsense*, truespeakARG, utter contemptUM, zone of silence.

5th-Level Mesmerist Spells: Castigate (mass)APG, cloak of dreamsAPG, dream council*, dream scan*, false vision, feeblemind, foe to friendAPG, foster hatred*, inflict pain (mass)*, joyful raptureUM, mage’s private sanctum, major phantom objectARG, mind fog, mind swap*, mirage arcana, mislead, nightmare, object possession*, passwall, persistent image, phantasmal webAPG, possession*, primal regression*, prying eyes, psychic asylum*, psychic surgery*, repress memory*, secret chest, seeming, shadow evocation, shadow walk, suggestion (mass), symbol of pain, symbol of sleep, synesthesia (mass)*, unwilling shieldAPG, vengeful outrageUM, village veilARG, waves of fatigue.

6th-Level Mesmerist Spells: Charm monster (mass), create mindscape (greater)*, demand, dream travel*, euphoric tranquilityAPG, eyebite, geas/quest, getawayAPG, hold person (mass), hostile juxtaposition (greater)UC, insanity, invisibility (mass), irresistible dance, overwhelming presenceUM, permanent image, phantasmal revengeAPG, power word blind, programmed image, project image, scrying (greater), symbol of persuasion, true seeing, veil, waves of ecstasyUM, waves of exhaustion.
没有团,为什么还要翻译规则呢?
当然是为了友情了