作者 主题: 【OA】操念使(Kineticist)  (阅读 31254 次)

副标题: 基础职业

离线 四月

  • Flawless
  • *******
  • 帖子数: 4079
  • 苹果币: 1
【OA】操念使(Kineticist)
« 于: 2015-08-02, 周日 16:28:36 »
操念使(Kineticist)
操念使是元素物质和元素能量的活导体,她们从体内抽取力量并以此来操控周遭的元素能量。操念使通常会在遭受极端暴力或致人受创的经历时觉醒操念能力,无意间释放出自己的力量。操念能力不大可能会随着血脉继承,操念使也几乎无法找到能够教导她们的导师,因此她们必须自己探求体内蕴含的奥秘,并学着控制这份天赐之礼。

角色定位(Role):操念使使用自身之力从远处轰击敌人,但是随着她们对自身才能和天赋的应用,也可以在各种情况下运用操念能力。操念使与自己的亲友通常会有显著的差异,所以她们要么成为一匹独狼,要么便与同样身负异能之人结伴而行。

阵营(Alignment):任意

生命骰(Hit Die):d8

起始财富(Starting Wealth):1d6 x 10gp(平均 35gp)

本职技能
操念使的本职技能是:特技动作(敏捷)、工艺(智力)、医疗(感知)、威吓(魅力)、察觉(感知)、专业(感知)、潜行(敏捷)以及使用魔法装置(魅力)。
每级技能点数:4 + 智力调整值。

表:操念使
等级      基本攻击加值      强韧豁免      反射豁免      意志豁免      特殊
1级+0+2+2+0超载,元素念力,念力凝聚,注能,念袭
2级+1+3+3+0元素护体,通用原力
3级+2+3+3+1元素满溢 +1,注能
4级+3+4+4+1通用原力
5级+3+4+4+1注能,注能熟稔 1,超念(强效)
6级+4+5+5+2元素满溢 +2,储念器 1,通用原力
7级+5+5+5+2元素扩展
8级+6/+1+6+6+2注能熟稔 2,通用原力
9级+6/+1+6+6+3元素满溢 +3,注能,超念(极效)
10级+7/+2+7+7+3通用原力
11级+8/+3+7+7+3注能,注能熟稔 3,储念器 2,超聚合
12级+9/+4+8+8+4元素满溢 +4,通用原力
13级+9/+4+8+8+4注能,超念(瞬发)
14级+10/+5+9+9+4注能熟稔 4,通用原力
15级+11/+6/+1+9+9+5元素扩展,元素满溢 +5
16级+12/+7/+2+10+10+5复合熟稔,储念器 3,通用原力
17级+12/+7/+2+10+10+5注能,注能熟稔 5,超念(双发)
18级+13/+8/+3+11+11+6元素满溢 +6,通用原力
19级+14/+9/+4+11+11+6注能,超念大师
20级+15/+10/+5+12+12+6注能熟稔 6,万力全能,通用原力

职业能力
后述内容为操念使的职业能力。

武器与防具擅长(Weapon and Armor Proficiency):操念使擅长所有简易武器(simple weapons)和轻甲(light armor),但是不擅长盾牌(shields)。

元素念力(Elemental Focus,Su):1级起,操念使要挑选一种首要元素(primary element)作为自己专攻的类别。该种元素会决定操念使如何从灵界位面(Ethereal Plane)汲取原始能量,并会赋予她特定原力(wild talents)的选择权以及额外的本职技能。操念使可以选择以太(心灵念力)、气(大空念力)、土(地脉念力)、火(赤炎念力)或水(流水念力)。她会获得自身所选元素的基础通用原力(基础心灵念力、基础大空念力、基础地脉念力、基础赤炎念力或基础流水念力)作为奖励原力(bonus wild talent)。
详细内容请见后面的元素章节(Elements 14页)中,关于各类元素所提供的特殊能力。

原力(Wild Talents):操念使能够使用原力——这是一种类似于法术的魔法能力,不过它会汲取操念使体内的精神力,而且可以随意使用(usable at will)。原力通常为类法术能力(spell-like abilities),不过其中也有一部分是超自然能力(supernatural abilities),除非另有说明,使用原力均为标准动作。原力通常具有和元素类别相符的元素描述符或相关叙述,比如以太(aether)、气(air)、土(earth)、火(fire)或水(water)。能够通过多种元素使用的原力(wild talent)在被某种元素所驱动时,会获得相应的元素描述符(elemental descriptor)。例如:由使用地脉念力的操念使(geokineticist)创造的筑墙原力(wall wild talent)会获得土描述符(earth descriptor)。
每个原力都有有效法术等级。操念使总是可以选择1级原力,但是她的操念使等级必须至少达到原力的有效法术等级的两倍,才可以选择更高等级的原力。操念使在使用念袭和护身原力时,总是将其有效法术环级视为等同于操念使职业等级的一半(最高有效法术环级为9级,在操念使18级时达成)。
除非另有说明,原力的豁免检定DC等同于10 + 原力的有效法术等级 + 操念使的体质调整值。对于所有和原力相关的专注检定,操念使均使用她的体质调整值进行调整。
除了从其他职业能力中获取的原力,操念使还可以在2级以及之后的每2个等级时再选择一个新的通用原力(universal wild talents)或者和自身所选元素相符的原力(详见上文中的元素念力)。在6级、10级和16级时,操念使可以用其他等级相同或更低等级的原力替换一个已经拥有的通用原力。她无法将作为其他原力的先决条件的原力替换掉。
简易念袭(Simple Blasts)
复合念袭(Composite Blasts)
护身原力(Defense Wild Talents)
注能原力(Infusion Wild Talents)
通用原力(Utility Wild Talents)

超载(Burn,Ex):1级起,操念使能够超负荷地运用身体,并引发比平时更强大的力量,冒险跨过安全的界限并承受力量的反噬。操念使的部分原力允许她通过超载以获得更强的效果,而有的原力则要求她接受某种程度的超载才可以使用。对于操念使所承受的每一点超载,她都必须受到每角色等级1点的非致命伤害(nonlethal damage)。除了经过整夜休息(full night’s rest)之外,这些伤害无法以任何方式移除,而休息会移除所有可用的超载点数以及与之相关的非致命伤害。超载造成的非致命伤害无法被减免或转移给他人,而且无法承受非致命伤害的操念使不得进行超载。操念使每轮只能进行1点超载,此限制在6级时提升至2点,并在之后的每3个等级额外提升1点。若操念使在尝试超载时会使她当天进行超载的总点数高于3 + 她的体质调整值,则无法进行此次超载(她仍然会由于不受自身操控的外部影响而强制超载)。如果操念使通过能力获得了某些效果,而这些效果会忽略或者改变操念使承受的非致命伤害,则在此情况下,操念使无法从超载中获得任何好处。

念袭(Kinetic Blast,Sp):1级起,操念使会根据自身的选择获得1个念袭原力(kinetic blast wild talent)。此项念袭必须为与操念使的元素相符的简易念袭(simple blast)。
以标准动作,操念使能够对至多30尺范围内的单个目标释放念袭。她必须至少空着一只手,才能够进行瞄准并引发念袭(若她不具有手臂,则需要一个可以用于抓握的肢体)。在判断伤害减免是否生效时,念袭造成的伤害总被视为魔法。在判断武器专攻(Weapon Focus)之类的专长时,念袭被视为一种武器类型。操念使永远不会被视为抓握或持用着念袭(无论塑形注能会产生何种效果;详见12页的注能),她也无法用念袭来使用要害打击(Vitual Strike,又译暴击)专长。即便是最弱的念袭,也需要大量的元素物质或能量,因此念袭总是会对任意大小的集群(swarms)造成全额伤害(不过仅有区域型的念袭会对集群造成额外伤害)。已准备(readied)的念袭可以用于反制法术(counterspell spell),它能反制使用相同描述符、且等级与之相同或更低的法术。造成任意类型能量伤害(包括力场)的念袭均会具有与之相应的描述符。

念力凝聚(Gather Power,Su):若操念使的双手都空着(或者对于非常规的操念使来说,她所拥有的所有可用于抓握的肢体都空着),她能够以移动动作凝聚能量或元素物质。念力凝聚会创造出异常醒目且肉眼可视的能量或物质,并以操念使为中心,在半径20尺范围内环绕着她。念力凝聚会使她在同一轮内使用的念袭原力(blast wild talent)所需要的超载总消耗降低1点。操念使可以花费1整轮进行念力凝聚作为替代,这样会使得她在下个回合内使用的念袭原力(blast wild talent)所需要的超载总消耗降低2点(最低降至0点)。若她这么做,还可以在下个回合以移动动作进一步念力凝聚,并使得此回合的超载消耗合计降低3点。若操念使在念力凝聚期间或之后,使用念袭释放力量之前受到伤害的话,则必须进行专注检定(DC = 10 + 受到的伤害 + 念袭的有效法术等级),失败则会引发力量的失控,导致她自身承受一定点数的超载,具体点数等同于操念使使用念力凝聚原本所能降低的超载消耗。该能力永远无法让原力的超载消耗降低至0点以下。

注能(Infusion,Su):1级起,根据操念使的元素念力(Elemental Focus),她会从可用选项的列表中获得1项注能原力(infusion wild talent)。她会在3级、5级、9级、11级、13级、17级和19级时获得额外的注能。通过把念袭和注能结合使用,操念使能够根据自身需要调整念袭。注能有两种类型,每一种都会改变念袭:性质注能(substance infusion)会产生一种额外的效果,而塑形注能(form infusion)则会让念袭以不同的形式展现出来。每种注能都只能影响特定类别的念袭,具体的种类注明在关联念袭类别(Associated Blasts)那一栏中。每当操念使使用任何一个她所具有的念袭原力(kinetic blast wild talents)时,都能将1项相关的塑形注能和至多1项相关的性质注能应用至念袭上。部分注能会改变启动念袭所需要的动作,或者完全转变念袭的通常效果。每个注能所需要的超载消耗均列在超载(Burn)一栏中,你需要将注能调整的超载数值添加到念袭的超载消耗上。
注能的豁免DC以相关联的念袭的有效法术等级为准,而非注能自身的等级。塑形注能的DC的计算使用操念使的敏捷调整值,以取代原本的体质调整值。当操念使使用一个塑形注能和一个性质注能调整一次念袭,而这两种注能均要求进行豁免时,每个目标都要先尝试塑形注能的豁免检定。若目标成功豁免并成功免受塑形注能的效果,那么它可以免受整个念袭的效果;若失败,目标还要尝试豁免以对抗性质注能。若操念使的塑形和性质注能都会调整念袭的伤害,则要先应用性质注能所带来的调整。
在5级、11级和17级,操念使都能够替换一项注能,将它换另一个有效法术等级相同或更低的注能。操念使无法将作为其他原力的先决条件的注能替换掉。

元素护体(Elemental Defense,Su):2级起,操念使获得自身所选元素的护身原力(护身原力的内容刊载于16页)。

元素满溢(Elemental Overflow,Ex):3级起,无论操念使是否进行超载,身体都会充满她所选择的能量,这会让她发出盈盈的火光、毛孔渗出水珠或者经受其他与元素相应的效果。此外,她会在使用念袭的攻击检定中获得加值,数值与她当前已经具有的超载总点数相同,最高为她所具有的每3个操念使等级+1点。操念使还会在使用念袭造成的伤害检定中获得加值,数值为攻击检定获得的加值的两倍。操念使可以通过进行1整轮的专注来抑制元素满溢带来的视觉效果,但是这么做会也压制该能力带来的所有其他的好处。在操念使下一次使用任何原力时,视觉效果和好处都会立刻恢复。
随着操念使的体内汇聚了越来越多的元素,她会开始获得更多强大的优势。在6级起,每当操念使具有至少3点超载点数时,她便会在两项自己选择的体能属性(physical ability scores)上获得+2体型加值。她还会有一定的概率免受重击或偷袭的效果,具体概率为5% x 她当前所具有的超载点数。11级起,每当操念使具有至少5点超载点数,她在一项体能属性上获得的加值会提升至+4体型加值,其他两项体能属性则会获得+2体型加值。16级起,每当操念使具有至少7点超载点数时,这些加值提升为对一项体能属性提供+6体型加值,对第二项体能属性提供+4体型加值,对最后一项体能属性提供+2体型加值,具体哪一项属性获得哪个加值由操念使自行选择。

注能熟稔(Infusion Specialization,Ex):5级起,每当操念使对念袭使用1项或更多的注能时,她会将注能相关的超载消耗降低1点。这不会让注能所使用的总消耗降低至0点以下。在8级、11级、14级、17级和20级,她会让超载消耗额外再降低1点。

超念(Metakinesis,Su):5级起,操念使获得通过承受超载来如同使用超魔专长(metamagic feats)一般调整念袭的能力。通过承受1点超载,操念使能够把她的念袭进行强效,就如同使用了法术强效(Empower Spell)专长一般。9级起,通过承受2点超载,她能够把念袭进行极效,就如同法术极效(Maximize Spell)专长一般。13级起,通过承受3点超载,她能够瞬发念袭,就如同使用法术瞬发(Quicken Spell)专长一般。17级起,通过承受4点超载,操念使能够使用同一个标准动作将她的念袭使用2次,如果她在此基础上结合使用超念进行瞬发,则可以以迅捷动作做到双发。当她使用双发念袭时,所有调整,比如超念和注能,都会应用到两发念袭上,但是操念使仅需要支付单次的超载消耗。

储念器(Internal Buffer,Su):6级起,操念使对自己身体与元素念力进行了长时间的研究,这让她可以在体内构筑出内在储念器用以存贮额外的能量。储念器最开始是空的并且不会随时间得到补充,但是操念使能够以整轮动作承受1点超载,并将这1点存入储念器,总量最高为1点。11级起总量上限提升至2点,16级提升至3点。一旦操念使将超载点数存入储念器,这些点数便可以无限期地储存下去,直至她主动使用为止。当操念使要承受超载时,她可以从储念器内花费1点来避免自身所要的承受1点超载。在使用单个原力时,操念使至多只能以此方式从储念器内提取1点超载点数。从储念器花费的点数不会激活元素满溢或者使它添加效果。同样地,储念器可以用于突破操念使在单个回合内所能所能承受的超载点数限制。

元素扩展(Expanded Element,Su):7级起,操念使学会了如何使用其他元素或者强化了对自身所选元素的认识。操念使能够选择任意元素,包括她的首要元素(primary element)。如果还有的话,她会获得此类元素中自身还未具有的简易念袭原力(simple blast wild talent)。她还会获得所有满足先决条件的复合念袭原力(composite blast wild talents),外加元素扩展的基础原力(basic wild talent),举例说明:如果操念使选择气(air),则会获得基础大空念力(basic aerokinesis)。复合念袭(composite blast)的额外规则和描述详见本书的15页。操念使不会获得元素扩展的护身原力(defense wild talent)。
若操念使的元素扩展和首要元素不同,那么在判断操念使是否能够选取元素扩展的原力时,视为她的等级比正常低4级。
若操念使选择强化自己对已经具有的元素的认知,那么她会获得一个出自此类元素的额外通用原力(additional utility wild talent)或者注能,就如同在她的注能(Infusion)和原力(Wild Talents)职业能力中进行选择一般。
15级起,操念使可以选择选取一种新元素或者扩展自身对已有元素的认知。除非操念使在7级时选择的是自己的首要元素,否则她不能选择元素扩展能力在7级所选择的那个元素类型。操念使会按照上文所述获得所有元素扩展带来的好处。无论如何,如果操念使在7级和15级都选择自己的首要元素作为元素扩展,那么她会精通操控此类元素作为替代。对于此类元素的原力,操念使在攻击检定、伤害检定、施法者等级和DC均会获得+1加值。

超聚合(Supercharge,Su):11级起,当操念使以移动动作念力凝聚时,她可以让单个原力的总超载消耗降低2点而非原本的1点。当操念使以1个整轮动作念力凝聚时,她可以让单个原力的总超载消耗降低3点而非原本的2点。

复合熟稔(Composite Specialization,Su):16级起,操念使变得十分善于制作复合念袭。她会让所有复合念袭的超载消耗降低1点。但她无法将复合念袭的消耗降低至0点以下。

超念大师(Metakinetic Master,Su):19级起,操念使选择一种超念,比如强效或瞬发。她会将此类超念的超载消耗降低1点(最低降至0点)。

万力全能(Omnikinesis,Su):20级起,操念使会超越不同元素间的界限,可以按照自身的意志塑造一切。通过承受1点超载(在她所选择的任何念袭所要求的超载之外),她能够使用任意自身并不了解的念袭原力(blast wild talent)。通过以标准动作承受1点超载,她能够选择将任何已知的原力变为任意一个类别相同的其他原力(比如简易念袭或护身原力),持续24小时,这会忽略任何关于元素的要求或者制约(但并不能无视其他先决条件和制约)。



原文
劇透 -   :
Kineticist
Kineticists are living channels for elemental matter and energy, manipulating the world around them by drawing upon inner reserves from their own bodies. Kineticists often awaken to their kinetic abilities during a violent or traumatic experience, releasing their power involuntarily. As kinetic power is seldom inherited, kineticists are rarely able to find mentors to guide them, so they must delve into these mysteries on their own to learn to control their gifts.

Role: Kineticists generally use their powers to assail their foes from range, but based on the way their talents develop, they can channel their kinetic abilities for a variety of situations. Kineticists are usually quite different from their families and friends, so they often strike out on their own or alongside others with extraordinary talents.
Alignment: Any.
Hit Die: d8.
Starting Wealth: 1d6 × 10 gp (average 35 gp).

CLASS SKILLS
The kineticist’s class skills are Acrobatics (Dex), Craft (Int), Heal (Wis), Intimidate (Cha), Perception (Wis), Profession (Wis), Stealth (Dex), and Use Magic Device (Cha).
Skill Ranks per Level: 4 + Int modifier.

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

Weapon and Armor Proficiency: Kineticists are proficient with all simple weapons and light armor, but not shields.

Elemental Focus (Su): At 1st level, a kineticist chooses one primary element on which to focus. This element determines how she accesses the raw power of the Ethereal Plane, and grants her access to specific wild talents (see below) and additional class skills. She can select aether (telekinesis), air (aerokinesis), earth (geokinesis), fire (pyrokinesis), or water (hydrokinesis). She gains her selected element’s basic utility wild talent (basic telekinesis, basic aerokinesis, basic geokinesis, basic pyrokinesis, or basic hydrokinesis; see page 23) as a bonus wild talent. See Elements on page 14 for the specific abilities granted by each element.

Wild Talents: A kineticist can use wild talents—magical abilities similar to spells but drawn from the kineticist’s innate psychic talent and usable at will. Wild talents are typically spell-like abilities (though some are supernatural abilities), and take a standard action to use unless otherwise noted. A wild talent always has the elemental descriptor or descriptors (aether, air, earth, fire, or water) matching its Element entry. A wild talent that can be used with any of several elements gains the appropriate elemental descriptor when used with an element. For example, the wall wild talent gains the earth descriptor when used by a geokineticist.
Every wild talent has an effective spell level. A kineticist can always select 1st-level wild talents, but she can select a wild talent of a higher level only if her kineticist level is at least double the wild talent’s effective spell level. Kinetic blast and defense wild talents are always considered to have an effective spell level equal to 1/2 the kineticist’s class level (to a maximum effective spell level of 9th at kineticist level 18th).
Unless otherwise noted, the DC for a saving throw against a wild talent is equal to 10 + the wild talent’s effective spell level + the kineticist’s Constitution modifier. The kineticist uses her Constitution modifier on all concentration checks for wild talents.
In addition to the wild talents she gains from her other class features, at 2nd level and every 2 levels thereafter, a kineticist selects a new utility wild talent from the list of options available to her. A kineticist can select only universal wild talents or those that match her element (see Elemental Focus above). At 6th, 10th, and 16th levels, a kineticist can replace one of her utility wild talents with another wild talent of the same level or lower. She can’t replace a wild talent that she used to qualify for another of her wild talents.

Burn (Ex): At 1st level, a kineticist can overexert herself to channel more power than normal, pushing past the limit of what is safe for her body by accepting burn. Some of her wild talents allow her to accept burn in exchange for a greater effect, while others require her to accept a certain amount of burn to use that talent at all. For each point of burn she accepts, a kineticist takes 1 point of nonlethal damage per character level. This damage can’t be healed by any means other than getting a full night’s rest, which removes all burn and associated nonlethal damage. Nonlethal damage from burn can’t be reduced or redirected, and a kineticist incapable of taking nonlethal damage can’t accept burn. A kineticist can accept only 1 point of burn per round. This limit rises to 2 points of burn at 6th level, and rises by 1 additional point every 3 levels thereafter. A kineticist can’t choose to accept burn if it would put her total number of points of burn higher than 3 + her Constitution modifier (though she can be forced to accept more burn from a source outside her control). A kineticist who has accepted burn never benefits from abilities that allow her to ignore or alter the effects she receives from nonlethal damage.

Kinetic Blast (Sp): At 1st level, a kineticist gains a kinetic blast wild talent of her choice. This kinetic blast must be a simple blast that matches her element.
As a standard action, the kineticist can unleash a kinetic blast at a single target up to a range of 30 feet. She must have at least one hand free to aim the blast (or one prehensile appendage, if she doesn’t have hands). All damage from a kinetic blast is treated as magic for the purpose of bypassing damage reduction. Kinetic blasts count as a type of weapon for the purpose of feats such as Weapon Focus. The kineticist is never considered to be wielding or gripping the kinetic blast (regardless of effects from form infusions; see Infusion on page 12), and she can’t use Vital Strike feats with kinetic blasts. Even the weakest kinetic blast involves a sizable mass of elemental matter or energy, so kinetic blasts always deal full damage to swarms of any size (though only area blasts deal extra damage to swarms). A readied kinetic blast can be used to counterspell any spell of equal or lower level that shares its descriptor. A kinetic blast that deals energy damage of any type (including force) has the corresponding descriptor.
The various kinetic blasts, as well as additional rules for simple blasts, are described on pages 15–16.

Gather Power (Su): If she has both hands free (or all of her prehensile appendages free, for unusual kineticists), a kineticist can gather energy or elemental matter as a move action. Gathering power creates an extremely loud, visible display in a 20-foot radius centered on the kineticist, as the energy or matter swirls around her. Gathering power in this way allows the kineticist to reduce the total burn cost of a blast wild talent she uses in the same round by 1 point. The kineticist can instead gather power for 1 full round in order to reduce the total burn cost of a blast wild talent used on her next turn by 2 points (to a minimum of 0 points). If she does so, she can also gather power as a move action during her next turn to reduce the burn cost by a total of 3 points. If the kineticist takes damage during or after gathering power and before using the kinetic blast that releases it, she must succeed at a concentration check (DC = 10 + damage taken + effective spell level of her kinetic blast) or lose the energy in a wild surge that forces her to accept a number of points of burn equal to the number of points by which her gathered power would have reduced the burn cost. This ability can never reduce the burn cost of a wild talent below 0 points.

Infusion (Su): At 1st level, a kineticist gains an infusion wild talent from the list of options available based on her elemental focus. She gains additional infusions at 3rd, 5th, 9th, 11th, 13th, 17th, and 19th levels. By using infusions along with her kinetic blasts, a kineticist can alter her kinetic blasts to suit her needs. Infusions come in two types, each of which changes a kinetic blast differently: a substance infusion causes an additional effect, while a form infusion causes the kinetic blast to manifest in a different way. Each infusion can alter only certain kinds of kinetic blasts, which are listed in its Associated Blasts entry. Each time the kineticist uses one of her kinetic blast wild talents, she can apply up to one associated form infusion and up to one associated substance infusion. Some infusions change the action required to activate a kinetic blast or entirely transform the kinetic blast’s normal effects. The burn cost listed in each infusion’s Burn entry is added to the burn cost of the kinetic blast the infusion modifies.
The DC for a save against an infusion is based on the associated kinetic blast’s effective spell level, not the level of the infusion. The DCs for form infusions are calculated using the kineticist’s Dexterity modifier instead of her Constitution modifier. When a kineticist modifies a kinetic blast with a form infusion and a substance infusion that both require saving throws, each target first attempts a saving throw against the form infusion. If a target succeeds and a successful save negates the infusion’s effects, the entire kinetic blast is negated; otherwise, the target then attempts a saving throw against the substance infusion. If a kineticist’s form and substance infusions both alter the kinetic blast’s damage, apply the substance infusion’s alteration first.
At 5th, 11th, and 17th levels, a kineticist can replace one of her infusions with another infusion of the same effective spell level or lower. She can’t replace an infusion that she used to qualify for another of her wild talents.
The descriptions of infusions begin on page 17.

Elemental Defense (Su): At 2nd level, a kineticist gains her element’s defense wild talent ( the descriptions of defense wild talents begin on page 16).

Elemental Overflow (Ex): At 3rd level, a kineticist’s body surges with energy from her chosen element whenever she accepts burn, causing her to glow with a nimbus of fire, weep water from her pores, or experience some other thematic effect. In addition, she receives a bonus on her attack rolls with kinetic blasts equal to the total number of points of burn she currently has, to a maximum bonus of +1 for every 3 kineticist levels she possesses. She also receives a bonus on damage rolls with her kinetic blast equal to double the bonus on attack rolls. The kineticist can suppress the visual effects of elemental overf low by concentrating for 1 full round, but doing so suppresses all of this ability’s other benefits, as well. The next time the kineticist uses any wild talent, the visual effects and benefits return instantly.
As a kineticist’s body becomes more and more suffused with her element, she begins to gain more powerful benefits. Starting at 6th level, whenever she has at least 3 points of burn, the kineticist gains a +2 size bonus to two physical ability scores of her choice. She also gains a chance to ignore the effects of a critical hit or sneak attack equal to 5% × her current number of points of burn. At 11th level, whenever the kineticist has at least 5 points of burn, these bonuses increase to a +4 size bonus to one physical ability score of her choice and a +2 size bonus to each of her other two physical ability scores. At 16th level, whenever the kineticist has at least 7 points of burn, these bonuses increase to a +6 size bonus to one physical ability score of her choice, a +4 size bonus to a second physical ability score of her choice, and a +2 size bonus to the remaining physical ability score.

Infusion Specialization (Ex): At 5th level, whenever a kineticist uses one or more infusions with a blast, she reduces the combined burn cost of the infusions by 1. This can’t reduce the total cost of the infusions used below 0. She reduces the burn cost by 1 additional point at 8th, 11th, 14th, 17th, and 20th levels.

Metakinesis (Su): At 5th level, a kineticist gains the ability to alter her kinetic blasts as if with metamagic feats by accepting burn. By accepting 1 point of burn, she can empower her kinetic blast (as if using Empower Spell). At 9th level, by accepting 2 points of burn, she can maximize her kinetic blast as if using Maximize Spell. At 13th level, by accepting 3 points of burn, she can quicken her kinetic blast as if using Quicken Spell. At 17th level, by accepting 4 points of burn, the kineticist can use her kinetic blast twice with the same standard action, or swift action if she also uses metakinesis to quicken the blast. When she uses a double kinetic blast, all modifications, such as metakinesis and infusions, apply to both of the blasts, but the kineticist needs to pay the burn cost only once.

Internal Buffer (Su): At 6th level, a kineticist’s study of her body and the elemental forces that course through it allow her to form an internal buffer to store extra energy. The buffer starts empty and doesn’t replenish each day, but the kineticist can accept 1 point of burn to add 1 point to the buffer as a full-round action, to a maximum of 1 point total. This maximum increases to 2 points at 11th level and to 3 points at 16th level. Once the kineticist adds points to her buffer, they remain indefinitely until she spends them. When she would otherwise accept burn, a kineticist can spend 1 point from her buffer to avoid accepting 1 point of burn. She cannot spend more than 1 point from her buffer in this way for a single wild talent. Points spent from the internal buffer don’t activate elemental overf low or add to its effects. Similarly, this buffer can be used to exceed the limit on the number of points of burn the kineticist can accept in a single turn.

Expanded Element (Su): At 7th level, a kineticist learns to use another element or expands her understanding of her own element. She can choose any element, including her primary element. She gains one of that element’s simple blast wild talents that she does not already possess, if any. She also gains all composite blast wild talents whose prerequisites she meets, as well as the basic wild talent of her chosen expanded element (for instance, basic aerokinesis if she chooses air). See Composite Blasts on page 15 for additional rules for and descriptions of composite blasts. She doesn’t gain the defense wild talent of the expanded element.
If the kineticist’s expanded element is different from her primary element, she treats her kineticist level as 4 levels lower for the purpose of determining which wild talents she can learn from her expanded element.
If the kineticist chooses to expand her understanding of an element she already has, she gains an additional utility wild talent or infusion of her choice from that element, as if from her infusion or wild talent class feature, as appropriate.
At 15th level, the kineticist can either select a new element or expand her understanding of her original element. She can’t select the same element she selected at 7th level unless it is her primary element. She gains all the benefits from her new expanded element as listed above. However, if the kineticist selected her primary element as her expanded element at both 7th and 15th levels, her mastery of that element increases. For wild talents of her element, the kineticist gains a +1 bonus on attack rolls and damage rolls, as well as to caster level and DCs.

Supercharge (Su): At 11th level, when using gather power as a move action, a kineticist can reduce the total burn cost of a single wild talent by 2 points instead of 1. When using gather power for 1 full round, she can reduce the burn cost of a single wild talent by 3 points instead of 2.

Composite Specialization (Su): At 16th level, a kineticist becomes more adept at creating composite blasts. She reduces the burn cost of all composite blasts by 1 point. This can’t reduce the cost of a composite blast below 0 points.

Metakinetic Master (Su): At 19th level, a kineticist chooses one type of metakinesis, such as empower or quicken. She reduces the burn cost of that metakinesis by 1 point (to a minimum of 0 points).

Omnikinesis (Su): At 20th level, a kineticist transcends the distinction between the different elements and can bend all creation to her will. By accepting 1 point of burn (in addition to any burn requirement of the kinetic blast she chooses), she can use any blast wild talent she doesn’t know. By accepting 1 point of burn as a standard action, she can change any of her wild talents into any other wild talent of the same category (such as simple blasts or defense) for 24 hours, ignoring any elemental requirements or restrictions (but not any other requirements or restrictions).
« 上次编辑: 2015-11-11, 周三 16:03:11 由 月夜白雨 »
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

  • Flawless
  • *******
  • 帖子数: 4079
  • 苹果币: 1
Re: 【OA】操念使(Kineticist)
« 回帖 #1 于: 2015-08-02, 周日 16:29:36 »
元素(Elements)
操念使可以在后述元素中进行选择。注能原力(Infusion wild talents)均标注了星号(*);所有在下面列出的其他原力均为通用原力(utility wild talents)。



以太(Aether)
专注于使用以太元素——元素能量影响灵界位面(Ethereal Plane)时形成的稀有物质——的操念使被称为心灵操念使(telekineticists)。她们使用一缕缕以太来随着自己的意志操控物体。

本职技能(Class Skills)
操念使将知识(工程)和巧手加到她的本职技能列表中。

原力(Wild Talents)
1级——基础心灵念力(Basic Telekinesis),念力掩体(Kinetic Cover),念力医者(Kinetic Healer),推行注能*(Pushing Infusion),精密念动(Telekinetic Finesse)
2级——强击注能*(Bowling Infusion),念动牵引(Telekinetic Haul)
3级——抛敌*(Foe Throw),力场钩*(Force Hook),念力御身(Self Telekinesis),念动遁形(Telekinetic Invisibility),触觉视界(Touchsight)
4级——念动战技(Telekinetic Maneuvers)
5级——以太傀儡(Aether Puppet),力场屏障(Force Barrier),高等念力御身(Self Telekinesis,Greater),应激触觉视界(Touchsight,Reactive)
6级——分解注能*(Disintegrating Infusion),窒息(Suffocate)
7级——法术偏转(Spell Deflection)
8级——多重念动*(Many Throw),念动偏转(Telekinetic Deflection),念动法球(Telekinetic Globe)



气(Air)
专注于气元素的操念使被称为大空操念使(aerokineticists)。她们操控者气流与闪电,擅长游击与远程战斗。

本职技能(Class Skills)
操念使将飞行和知识(自然)加到她的本职技能列表中。

原力(Wild Talents)
1级——适应大气(Aerial Adaptation),气流缓冲(Air Cushion),空气罩(Air Shroud),空气跃动(Air's Leap),大气延伸(Air's Reach),基础大空念力(Basic Aerokinesis),疾风注能*(Gusting Infusion),推行注能*(Pushing Infusion),雷鸣注能*(Thundering Infusion),风之声(Voice of The Wind)
3级——避难气流(Aerial Evasion),疾速(Celerity),吞噬之风(Engulfing Winds),磁化注能*(Magnetic Infusion),迸发*(Torrent),风之视野(Windsight),大气之翼(Wings of Air)
4级——气旋*(Cyclone)
5级——高等空气罩(Air Shroud,Greater),连锁*(Chain),高等风之视野(Windsight,Greater)
6级——窒息(Suffocate),控风者(Wind Manipulator)
7级——云形*(Cloud)
8级——天候之主(Weather Master)



土(Earth)
专注于土元素的操念使被称为地脉操念使(geokineticists)。她们操控着大地,是精通防御技艺的大师。

本职技能(Class Skills)
操念使将攀爬和知识(地城)加到她的本职技能列表中。

原力(Wild Talents)
1级——基础地脉念力(Basic Geokinesis),土行(Earth Walk),念力掩体(Kinetic Cover),推行注能*(Pushing Infusion)
2级——强击注能*(Bowling Infusion),攀岩(Earth Climb),纠缠注能*(Entangling Infusion)
3级——贯通*(Impale),锯齿皮肤(Jagged Flesh),磁化注能*(Magnetic Infusion),全金属注能*(Rare-Metal Infusion),颤动感知(Tremorsense)
4级——持久之土(Enduring Earth),地动(Shift Earth)
5级——潜地(Earth Glide),雕石者(Stone Sculptor),高等颤动感知(Tremorsense,Greater)
6级——死地*(Deadly Earth)
7级——爆碎*(Fragmentation),高等地动(Shift Earth,greater)
9级——震颤之主(Seismic Master)



火(Fire)
专注于火元素的操念使被称为赤炎操念使(pyrokineticists)。支配着火元素,并将其作为强力武器使用的她们是强大的攻击手。

本职技能(Class Skills)
操念使将逃脱和知识(自然)加到她的本职技能列表中。

原力(Wild Talents)
1级——基础赤炎念力(Basic Pyrokinesis),灼烧注能*(Burning Infusion),适应酷寒(Cold Adaptation),炎之扇*(Fan of Flames),塑火者(Fire Sculptor),狂怒之炎(Fire's Fury),适应高温(Heat Adaptation)
2级——枯萎之炎(Searing Flame)
3级——喷发*(Eruption),火之视域(Firesight),火焰喷进(Flame Jet),热浪(Heat Wave),烟雾迸发(Smoke Storm),迸发*(Torrent)
4级——闪光注能*(Flash Infusion)
5级——高等火焰喷进(Flame Jet,Greater),炽焰护盾(Flame Shield),烈焰之径(Trail of Flames),拆魔注能*(Unraveling Infusion)
6级——光辉注能*(Brilliant Infusion)
7级——爆破*(Explosion),纯焰注能*(Pure-Flame Infusion)
9级——浴火重生(From The Ashes)



水(Water)
专注于水元素的操念使被称为流水操念使(hydrokineticists)。她们是水流和刺骨寒冰的主人,熟知自己的可塑性就如同水流一般无穷无尽。

本职技能(Class Skills)
操念使将知识(自然)和游泳加到她的本职技能列表中。

原力(Wild Talents)
1级——基础流水念力(Basic Hydrokinesis),适应酷寒(Cold Adaptation),适应高温(Heat Adaptation),冰行者(Icewalker),念力掩体(Kinetic Cover),念力医者(Kinetic Healer),推行注能*(Pushing Infusion),猝熄注能*(Quenching Infusion),溜滑(Slick)
2级——纠缠注能*(Entangling Infusion),薄雾面纱(Veil of Mists)
3级——寒流(Cold Snap),贯通*(Impale),迸发*(Torrent),控水者(Water Manipulator),水舞者(Waterdancer)
4级——塑冰者(ice Sculptor),喷涌*(Spray),水流感应(Watersense)
5级——僵寒注能*(Chilling Infusion),微光幻影(Shimmering Mirage),高等水舞者(Waterdancer,Greater)
6级——冰霜之径(Ice Path),窒息(Suffocate)
7级——云形*(Cloud),爆碎*(Fragmentation)
9级——海啸(Tidal Wave)



通用(Universal)
所有操念使都可以选择后述原力。

原力(Wild Talents)
1级——虹吸注能*(Draining Infusion),增距*(Extended Range),念刃*(Kinetic Blade),念拳*(Kinetic Fist),熟练操念使(Skilled Kineticist)
2级——高等熟练操念使(Skilled Kineticist,Greater)
3级——束缚元素(Elemental Grip),增程*(Extreme Range),连击*(Flurry of Blasts),念鞭*(Kinetic Whip),灵动*(Mobile Blast),蛇形*(Snake)
4级——防御扩充(Expanded Defense)
5级——擒获注能*(Grappling Infusion),念力之躯(Kinetic Form),生命闪烁(Spark of Life),筑墙*(Wall)
6级——随念而动(Ride The Blast)
8级——逆向迁跃(Reverse Shift)



原文
劇透 -   :
ELEMENTS
A kineticist can choose from among the following elements. Infusion wild talents are marked with a dagger (*); all other wild talents listed below are utility wild talents.

Aether
Kineticists who focus on the element of aether—a rare substance formed when elemental energy affects the Ethereal Plane—are called telekineticists. Telekineticists use strands of aether to move objects with their minds.
Class Skills: A telekineticist adds Knowledge (engineering) and Sleight of Hand to her list of class skills.
Wild Talents:
1st—basic telekinesis, kinetic cover, kinetic healer, pushing infusion*, telekinetic finesse;
2nd—bowling infusion*, telekinetic haul;
3rd—foe throw*, force hook*, self telekinesis, telekinetic invisibility, touchsight;
4th—telekinetic maneuvers;
5th—aether puppet, force barrier, self telekinesis (greater), touchsight (reactive);
6th—disintegrating infusion*, suffocate;
7th—spell def lection;
8th—many throw*, telekinetic def lection, telekinetic globe.

Air
Kineticists who focus on the element of air are called aerokineticists. Aerokineticists often control air f low or electricity, specializing in mobility and ranged combat.
Class Skills: An aerokineticist adds Fly and Knowledge (nature) to her list of class skills.
Wild Talents:
1st—aerial adaptation, air cushion, air shroud, air’s leap, air’s reach, basic aerokinesis, gusting infusion*, pushing infusion*, thundering infusion*, voice of the wind;
3rd—aerial evasion, celerity, engulfing winds, magnetic infusion*, torrent*, windsight, wings of air;
4th—cyclone*;
5th—air shroud (greater), chain*, windsight (greater);
6th—suffocate, wind manipulator;
7th—cloud*;
8th—weather master.

Earth
Kineticists who focus on the element of earth are called geokineticists. Geokineticists manipulate the earth itself, and they are masters of defensive techniques.
Class Skills: A geokineticist adds Climb and Knowledge (dungeoneering) to her list of class skills.
Wild Talents:
1st—basic geokinesis, earth walk, kinetic cover, pushing infusion*;
2nd—bowling infusion*, earth climb, entangling infusion*;
3rd—impale*, jagged flesh, magnetic infusion*, rare-metal infusion*, tremorsense;
4th—enduring earth, shift earth;
5th—earth glide, stone sculptor, tremorsense (greater);
6th—deadly earth*;
7th—fragmentation*, shift earth (greater);
9th—seismic master.

Fire
Kineticists who focus on the element of fire are called pyrokineticists. Pyrokineticists wield elemental fire as a potent weapon, and they possess a powerful offense.
Class Skills: A pyrokineticist adds Escape Artist and Knowledge (nature) to her list of class skills.
Wild Talents:
1st—basic pyrokinesis, burning infusion*, cold adaptation, fan of f lames*, fire sculptor, fire’s fury, heat adaptation;
2nd—searing flame;
3rd—eruption*, firesight, flame jet, heat wave, smoke storm, torrent*;
4th—flash infusion*;
5th—flame jet (greater), flame shield, trail of
flames, unraveling infusion*;
6th—brilliant infusion*;
7th—explosion*, pure-flame infusion*;
9th—from the ashes.

Water
Kineticists who focus on the element of water are called hydrokineticists. Hydrokineticists master the f low of water or the numbing chill of cold, and they are known for their versatility and flowing forms, like the ever-changing currents.
Class Skills: A hydrokineticist adds Knowledge (nature) and Swim to her list of class skills.
Wild Talents:
1st—basic hydrokinesis, cold adaptation, heat adaptation, icewalker, kinetic cover, kinetic healer, pushing infusion*, quenching infusion*, slick;
2nd—entangling infusion*, veil of mists;
3rd—cold snap, impale*, torrent*, water manipulator, waterdancer;
4th—ice sculptor, spray*, watersense;
5th—chilling infusion*, shimmering mirage, waterdancer (greater);
6th—ice path, suffocate;
7th—cloud*, fragmentation*;
9th—tidal wave.

Universal
The following wild talents are available to all kineticists.
Wild Talents:
1st—draining infusion*, extended range*, kinetic blade*, kinetic fist*, skilled kineticist;
2nd—skilled kineticist (greater);
3rd—elemental grip, extreme range*, flurry of blasts*, kinetic whip*, mobile blast*, snake*;
4th—expanded defense;
5th—grappling infusion*, kinetic form, spark of life, wall*;
6th—ride the blast;
8th—reverse shift.
« 上次编辑: 2015-11-12, 周四 11:12:35 由 月夜白雨 »
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

  • Flawless
  • *******
  • 帖子数: 4079
  • 苹果币: 1
Re: 【OA】操念使(Kineticist)
« 回帖 #2 于: 2015-08-02, 周日 16:30:28 »
原力(Wild Talents)
操念使的原力会为她们的力量塑造出不同的模式。

念袭(Kinetic Blasts)
念袭分为简易念袭与复合念袭。

简易念袭(Simple Blasts)
操念使会在1级时获得首要元素(primary element)的简易念袭——部分元素会提供多个选项。当操念使通过元素扩展(expanded element)职业能力获得新的元素时,她也会获得此类元素的简易念袭。每个简易念袭都属于物理性质(physical)或者能量性质(energy)中的一种。物理性质的念袭是远程攻击,它造成的伤害数值为1d6 + 1 + 操念使的体质调整值,在1级之后的每2个操念使等级,伤害会提升1d6 + 1点。法术抗力无法适用于物理性质的念袭。而能量性质的念袭则为远程接触攻击,它会造成1d6 + 操念使的体质调整值的一半点伤害,在1级之后的每2个操念使等级提高1d6点。

突风(Air Blast)
元素:气;类别:简易念袭(Sp);等级:-;超载:0
念袭性质:物理;伤害类型:钝击
你释放出一阵风冲击单个敌人。

霜打(Cold Blast)
元素:水;类别:简易念袭(Sp);等级:-;超载:0
念袭性质:能量;伤害类型:寒冷
你发射出一道极寒光束冻结单个敌人。

岩击(Earth Blast)
元素:土;类别:简易念袭(Sp);等级:-;超载:0
念袭性质:物理;伤害类型:钝击、穿刺或挥砍
你将泥土塑造成硬块或利刃,并把它掷向单个敌人。

电刺(Electric Blast)
元素:气;类别:简易念袭(Sp);等级:-;超载:0
念袭性质:能量;伤害类型:闪电
你发射出一道电弧轰击单个敌人。

火冲(Fire Blast)
元素:火;类别:简易念袭(Sp);等级:-;超载:0
念袭性质:能量;伤害类型:火焰
你释放出一团火焰灼烧单个敌人。

念动(Telekinetic Blast)
元素:以太;类别:简易念袭(Sp);等级:-;超载:0
念袭性质:物理;伤害类型:钝击、穿刺或挥砍
你投掷出一件附近(nearby)的无主物体,用它对单个敌人做出远程攻击。物体的重量不得高于每个你所具有的操念使等级5磅重。若攻击命中,目标和被投掷出的物体都会分别受到简易念袭的伤害。因为物体被以太所环绕,所及就算你将这股力量加诸在魔法武器或者其他不同寻常的物体上,此次攻击也不会使用任何魔法武器的加值或效果;它只是单纯地造成念袭的伤害。作为一种选择,你能够松开缠绕在物体上的以太,以此来让物体好似被你本人投掷出去一般,对目标和物体双方造成伤害(以取代正常的念袭伤害)。若投掷物体会在伤害检定上添加你的力量调整值的话,则使用你的体制调整值作为替代,即便这件物体本身的设计并非是用来投掷,你也不会在投掷此物体的攻击检定上承受-4减值。在此情况下,物体的特殊效果会生效(包括物体材质带来的效果),如果该物体是一件武器的话,你必须能够用单手持握且擅长它;否则该件物品会如同与你体型相当的生物所使用的单手临时武器(Improvised Weapons)一般造成伤害。

水突(Water Blast)
元素:水;类别:简易念袭(Sp);等级:-;超载:0
念袭性质:物理;伤害类型:钝击
你挥出一股水流打击单个敌人。



原文
劇透 -   :
WILD TALENTS
Kineticists’ wild talents shape the expression of their powers.

Kinetic Blasts
Kinetic blasts comprise simple and composite blasts.

Simple Blasts
A kineticist gains a simple blast from her primary element at 1st level—some elements offer more than one option. When a kineticist gains a new element via the expanded element class feature, she gains a simple blast from that element as well. Each simple blast is either a physical blast or an energy blast. Physical blasts are ranged attacks that deal an amount of damage equal to 1d6+1 + the kineticist’s Constitution modifier, increasing by 1d6+1 for every 2 kineticist levels beyond 1st. Spell resistance doesn’t apply against physical blasts. Energy blasts are ranged touch attacks that deal an amount of damage equal to 1d6 + 1/2 the kineticist’s Constitution modifier, increasing by 1d6 for every 2 kineticist levels beyond 1st.

AIR BLAST
Element air; Type simple blast (Sp); Level —; Burn 0
Blast Type physical; Damage bludgeoning
You batter a single foe with a gust of air.

COLD BLAST
Element water; Type simple blast (Sp); Level —; Burn 0
Blast Type energy; Damage cold
You emit a beam of utter cold to freeze a single foe.

EARTH BLAST
Element earth; Type simple blast (Sp); Level —; Burn 0
Blast Type physical; Damage bludgeoning, piercing, or slashing
You shape earth into clumps or shards and send them flying at a foe.

ELECTRIC BLAST
Element air; Type simple blast (Sp); Level —; Burn 0
Blast Type energy; Damage electricity
You shoot an arc of electricity to shock a single foe.

FIRE BLAST
Element fire; Type simple blast (Sp); Level —; Burn 0
Blast Type energy; Damage fire
You unleash a gout of flickering fire to burn a single foe.

TELEKINETIC BLAST
Element aether; Type simple blast (Sp); Level —; Burn 0
Blast Type physical; Damage bludgeoning, piercing, or slashing
You throw a nearby unattended object at a single foe as a ranged attack. The object must weigh no more than 5 pounds per kineticist level you possess. If the attack hits, the target and the thrown object each take the blast’s damage. Since the object is enfolded in strands of aether, even if you use this power on a magic weapon or other unusual object, the attack doesn’t use any of the magic weapon’s bonuses or effects; it simply deals your blast damage. Alternatively, you can loosen the strands of aether in order to deal damage to both the object and the target as though you had thrown the object yourself (instead of dealing your normal blast damage). You substitute your Constitution modifier for your Strength modifier if throwing the object would have added your Strength modifier on the damage roll, and you don’t take the –4 penalty on the attack roll for throwing an object that wasn’t designed to be thrown. In this case, the object’s special effects apply (including effects from its materials), and if the object is a weapon, you must be proficient with it and able to wield it with one hand; otherwise, the item deals damage as a one-handed improvised weapon for a creature of your size.

WATER BLAST
Element water; Type simple blast (Sp); Level —; Burn 0
Blast Type physical; Damage bludgeoning
You slam a single foe with a stream of water.
« 上次编辑: 2015-08-07, 周五 22:05:42 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

  • Flawless
  • *******
  • 帖子数: 4079
  • 苹果币: 1
Re: 【OA】操念使(Kineticist)
« 回帖 #3 于: 2015-08-02, 周日 16:31:05 »
复合念袭(Composite Blasts)
复合念袭会将元素进行结合,并形成新的模式。当操念使通过元素扩展(Expanded Element)获得新元素时,她会获得所有符合使用资格的复合念袭。大多数复合念袭都和简易念袭相同,属于物理性质(physical)或者能量性质(energy)中的一种。物理符合念袭造成的伤害数值为2d6 + 2 + 操念使的体质调整值,1级后每2个操念使等级再增加2d6 + 2点;能量复合念袭造成的伤害量为2d6 + 操念使的体质调整值的一半,1级后每2个操念使等级再增加2d6点。

以太增压(Aetheric Boost)
元素:以太;类别:复合念袭(Sp);等级:-;超载:2
前置:念动,元素扩展(任意)
念袭性质:特殊;伤害类型:见后文
你将以太灌注到自己所掌握的简易念袭中,使得这个简易念袭的每个伤害骰额外多造成1点相同类型的伤害;它在其他方面如同简易念袭一般生效。15级起,你还能够将以太灌注到复合念袭中。要想以此方式对复合念袭灌注以太,你必须多承受1点超载。

风卷雪(Blizzard Blast)
元素:气和水;类别:复合念袭(Sp);等级:-;超载:2
前置:突风,霜打
念袭性质:物理;伤害类型:一半穿刺,一半寒冷
你释放出一股暴风雪攻击单个目标。

蓝焰击(Blue Flame Blast)
元素:火;类别:复合念袭(Sp);等级:-;超载:2
前置:首要元素(火),元素扩展(火)
念袭性质:能量;伤害类型:火焰
你将苍蓝色的火焰凝聚一点烧尽敌人。

带电水(Charged Water Blast)
元素:气和水;类别:复合念袭(Sp);等级:-;超载:2
前置:电刺,水突
念袭性质:物理;伤害类型:一半钝击,一半闪电
你用一股充盈着电压的水流打击单个敌人。

力场弹(Force Blast)
元素:以太;类别:复合念袭(Sp);等级:-;超载:2
前置:首要元素(以太),元素扩展(以太)
念袭性质:能量;伤害类型:力场(见后文)
你对一个抛射出力场进行轰击。力场弹会如同简易能量念袭一般造成伤害,以取代复合能量念袭。

冰枪(Ice Blast)
元素:水;类别:复合念袭(Sp);等级:-;超载:2
前置:首要元素(水),元素扩展(水)
念袭性质:物理;伤害类型:一半穿刺,一半寒冷
你发射出寒冷的冰柱穿刺单个敌人。

熔岩流(Magma Blast)
元素:土和火;类别:复合念袭(Sp);等级:-;超载:2
前置:岩击,火冲
念袭性质:物理;伤害类型:一半钝击,一半火焰
你使用火焰把岩石化为一股熔岩,再将这致命的物质洒向单个敌人。

轰钢(Metal Blast)
元素:土;类别:复合念袭(Sp);等级:-;超载:2
前置:首要元素(土),元素扩展(土)
念袭性质:物理;伤害类型:钝击、穿刺或挥砍
你用金属创造出的硬块、尖刺或利刃,再让它们高速飞向敌人。

硬泥团(Mud Blast)
元素:土和水;类别:复合念袭(Sp);等级:-;超载:2
前置:岩击,水突
念袭性质:物理;伤害类型:钝击
你将水流灌入土地,创造出极具威力的泥球轰向单个敌人。

太阳风(Plasma Blast)
元素:气和火;类别:复合念袭(Sp);等级:-;超载:2
前置:突风,火冲
念袭性质:物理;伤害类型:一半钝击,一半火焰
你掀起一道气流并用火焰进行加热,掀起一股离子风侵袭单个敌人。

沙尘暴(Sandstorm Blast)
元素:气和土;类别:复合念袭(Sp);等级:-;超载:2
前置:突风,岩击
念袭性质:物理;伤害类型:穿刺和挥砍
你用卷着砂砾的气流将敌人生吞活剥。

蒸灼(Steam Blast)
元素:火和水;类别:复合念袭(Sp);等级:-;超载:2
前置:火冲,水突
念袭性质:物理;伤害类型:一半钝击,一半火焰
你用火焰蒸干水流,制造出高温蒸汽发动攻击。

风雷击(Thunderstorm Blast)
元素:气;类别:复合念袭(Sp);等级:-;超载:2
前置:首要元素(气),元素扩展(气)
念袭性质:物理;伤害类型:一半钝击,一半闪电
你用噼啪打闪的气流对单个敌人发起猛攻。



原文
劇透 -   :
Composite Blasts
Composite blasts combine elements to form a new blast. When a kineticist gains a new element through expanded element, she gains access to all composite blasts for which she qualifies. Most composite blasts are either physical or energy blasts, like simple blasts. Physical composite blasts deal an amount of damage equal to 2d6+2 + the kineticist’s Constitution modifier, increasing by 2d6+2 for every 2 kineticist levels beyond 1st; energy composite blasts deal an amount of damage equal to 2d6 + 1/2 the kineticist’s Constitution modifier, increasing by 2d6 for every 2 kineticist levels beyond 1st.

AETHERIC BOOST
Element aether; Type composite blast (Sp); Level —; Burn 2
Prerequisites telekinetic blast, expanded element (any)
Blast Type special; Damage see text
You infuse a simple blast you know with aether, causing it to deal 1 additional point of damage of the same type for each of its damage dice; it otherwise acts as the simple blast. At 15th level, you can also infuse a composite blast with aether. To infuse a composite blast in this way, you must accept 1 additional point of burn.

BLIZZARD BLAST
Elements air and water; Type composite blast (Sp); Level —; Burn 2
Prerequisites air blast, cold blast
Blast Type physical; Damage half piercing, half cold
You unleash a directed blizzard at a single target.

BLUE FLAME BLAST
Element fire; Type composite blast (Sp); Level —; Burn 2
Prerequisites primary element (fire), expanded element (fire)
Blast Type energy; Damage fire
You unleash a concentrated blast of intense blue flame.

CHARGED WATER BLAST
Elements air and water; Type composite blast (Sp); Level —; Burn 2
Prerequisites electric blast, water blast
Blast Type physical; Damage half bludgeoning, half electricity
You slam a single foe with a stream of electrically charged water.

FORCE BLAST
Element aether; Type composite blast (Sp); Level —; Burn 2
Prerequisites primary element (aether), expanded element (aether)
Blast Type energy; Damage force (see text)
You throw a burst of force at a foe. Force blast deals damage as a simple energy blast instead of a composite energy blast.

ICE BLAST
Element water; Type composite blast (Sp); Level —; Burn 2
Prerequisites primary element (water), expanded element (water)
Blast Type physical; Damage half piercing, half cold You shoot a chilling icicle to stab a single foe.

MAGMA BLAST
Elements earth and fire; Type composite blast (Sp); Level —; Burn 2
Prerequisites earth blast, fire blast
Blast Type physical; Damage half bludgeoning, half fire
You use your fire to superheat the earth into a flow of magma,
which you send against a single foe.

METAL BLAST
Element earth; Type composite blast (Sp); Level —; Burn 2
Prerequisites primary element (earth), expanded element (earth)
Blast Type physical; Damage bludgeoning, piercing, or slashing
You shape metal into clumps, shards, or blades and send them flying.

MUD BLAST
Elements earth and water; Type composite blast (Sp); Level —;Burn 2
Prerequisites earth blast, water blast
Blast Type physical; Damage bludgeoning
You infuse your water into the earth to create a powerful ball of mud and slam a single foe.

PLASMA BLAST
Elements air and fire; Type composite blast (Sp); Level —; Burn 2
Prerequisites air blast, fire blast
Blast Type physical; Damage half bludgeoning, half fire
You launch a gust of air and then use your fire to superheat the gust into plasma just as it strikes a single foe.

SANDSTORM BLAST
Elements air and earth; Type composite blast (Sp); Level —; Burn 2
Prerequisites air blast, earth blast
Blast Type physical; Damage piercing and slashing
You use your air to churn up sand, firing a flensing gust at a foe.

STEAM BLAST
Elements fire and water; Type composite blast (Sp); Level —; Burn 2
Prerequisites fire blast, water blast
Blast Type physical; Damage half bludgeoning, half fire
You use your fire to superheat water into steam just as it strikes.

THUNDERSTORM BLAST
Element air; Type composite blast (Sp); Level —; Burn 2
Prerequisites primary element (air), expanded element (air)
Blast Type physical; Damage half bludgeoning, half electricity
You batter a single foe with a gust of air crackling with electricity.
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

  • Flawless
  • *******
  • 帖子数: 4079
  • 苹果币: 1
Re: 【OA】操念使(Kineticist)
« 回帖 #4 于: 2015-08-02, 周日 16:31:31 »
护身原力(Defense Wild Talents)
操念使会在2级时获得与其首要元素(primary element)相应的护身原力。

风卷之衣(Enveloping Winds)
元素:气;类别:护身原力(Su);等级:-;超载:0
你让一股湍急的气流时刻环绕着自己,劈啪作响的电弧夹杂其间,两者都会从远程攻击下保护着你。所有由实体武器(physical weapons)对你做出的远程攻击都会承受20%的失手率,不过由巨大武器(massive weapons)对你进行的攻击不受影响,比如巨人或投石器发射的砾石。该能力对射线攻击(ray attacks)没有效果。在2级起,你每具有5个操念使等级,这个失手率便会再增加5%。通过承受1点超载,你能够使失手率增加5%,直至你所承受的超载得以移除为止。你可以继续承受超载,来让失手率得到进一步提升,最高达到75%。每当你使用气原力(air wild talent)并承受超载时,汹涌的能量会穿过你的身体,并使得包围着你的气流变得能够影响射线攻击这样的非实体远程攻击(non-physical ranged attacks),持续1轮。你能够以直觉动作解消或恢复该效果。

顽石之肤(Flesh of Stone)
元素:土;类别:护身原力(Su);等级:-;超载:0
你的皮肤变得宛如岩石一般坚硬,它可以减弱大多数攻击造成的冲击。你获得DR 1/精金。这个DR会在2级之后的每2个操念使等级增加1点。通过承受1点超载,你能够让DR增加1点,直至你所承受的超载得以移除为止,此DR最高等同于你的操念使等级。每当你使用土原力(earth wild talent)并承受超载时,汹涌的能量会穿过你的身体,使得你的伤害减免由DR/精金变为DR/-,持续1轮。你能够以直觉动作解消或恢复该效果。

力场结界(Force Ward)
元素:以太;类别:护身原力(Su);等级:-;超载:0
你让一层力场结界常驻在身上。你获得临时生命值,数值等同于你的操念使等级。你总是会首先失去这些临时生命值,即便同时仍有其他临时生命值在生效也是如此。如果一次攻击所造成的伤害比当前力场结界带来的临时生命值剩余量还低的话,此次攻击会正常减少你的临时生命值,但是在判断以失手(miss)或命中(hit)为条件触发的能力时,此次攻击被视为失手。这些临时生命值会以每分钟1点的速度进行再生。通过以标准动作承受1点超载,你能够让力场结界提供的临时生命值上限得到提升,提升的量为你的操念使等级的一半,直至你所承受的超载得以移除为止。若你重复使用该能力,那么对此上限的提升会进行叠加。每当你以此方式承受2点超载时,力场结界的再生速率便会增加每分钟1点。每当你使用以太原力(aether wild talent)并承受超载时,便会从穿过体内的以太中吸取部分能量,以此来让你的力场结界恢复一定量的临时生命值,具体数量等同于你的角色等级,至多达到它的当前上限为止。你能够以直觉动作解消或恢复该效果,但是这么做不会改变已有的临时生命值数量,而且在未启动的情况下,力场结界不会自动再生临时生命值。

炎之血肉(Searing Flesh)
元素:火;类别:护身原力(Su);等级:-;超载:0
你的身体散发出让人疼痛的高温。每当有生物用一个天生攻击(natural attack)或一个徒手打击(unarmed strike)命中你时,该生物会承受火焰伤害,具体数值为你每具有4个操念使等级1点(最低1点火焰伤害)。和你擒抱在一起的生物(A creature in a grapple with you)会在它的回合结束时承受双倍于上述数量的伤害。击中你的武器也会承受这个伤害,不过这点伤害一般无法克服武器的硬度。通过承受1点超载,你能够将此伤害增加,增加量为你每具有4个操念使等级1点,直至你所承受的超载得以移除为止。你能够以此方式增加伤害的次数最高为7次。
每当你使用火原力(fire wild talent)并承受超载时,体内奔腾的烈焰会让炎之血肉造成的伤害数量变为当前的两倍,持续1轮(与你擒抱在一起的生物受到的总伤害为正常数值的四倍)。你能够以直觉动作解消或恢复该效果。

水之护罩(Shroud of Water)
元素:水;类别:护身原力(Su);等级:-;超载:0
你让一层由水、冰或者两者混合构成的护罩包裹着身体,来保护你免受伤害。这层护罩可以像护甲一般覆盖在你的身体上,也可以如同盾牌一样环绕在你身边抵挡攻击。你的AC会获得+4护甲加值或者+2盾牌加值,而且你可以用标准动作切换加值的类型。2级起你每具有4个操念使等级,这个加值便会增加1点。通过承受1点超载,你能够让上述加值增加1点,直至你所承受的超载得以移除为止。你可以以此方式多次增加加值,但是增加量无法高于起始数值的50%。当你将护罩切换为盾牌时,超出上述限制的加值无法生效,但是如果你将护罩切换回护甲,这些加值仍然保留。每当你使用水原力(water wild talent)并承受超载时,围绕在你身边的水流会使得你的护罩同时提供护甲加值和盾牌加值,持续1轮。你能够以直觉动作解消或恢复该效果。



原文
劇透 -   :
Defense Wild Talents
A kineticist gains the defense wild talent from her primary element at 2nd level.

ENVELOPING WINDS
Element air; Type defense (Su); Level —; Burn 0
You constantly surround yourself with a whirling torrent of air, crackling arcs of lightning, or both to protect yourself from ranged attacks. All ranged attacks made with physical weapons suffer a 20% miss chance against you, except for attacks from massive weapons such as a giant’s thrown boulder or a ballista. This ability has no effect on ray attacks. The miss chance increases by 5% for every 5 kineticist levels you possess beyond 2nd. By accepting 1 point of burn, you can increase the miss chance by 5% until the next time your burn is removed. You can continue to accept points of burn to increase the miss chance further, up to a maximum of 75%. Whenever you accept burn while using an air wild talent, the energy surging through you causes your enveloping winds to also affect non-physical ranged attacks such as ray attacks for 1 round. You can dismiss or restore this effect as an immediate action.

FLESH OF STONE
Element earth; Type defense (Su); Level —; Burn 0
Your skin hardens like stone, dampening the impact of most attacks. You gain DR 1/adamantine. This DR increases by 1 for every 2 kineticist levels you possess beyond 2nd. By accepting 1 point of burn, you can increase the DR by 1 until the next time your burn is removed, to a maximum DR equal to your kineticist level. Whenever you accept burn while using an earth wild talent, the energy surging through you causes your damage reduction to change from DR/adamantine to DR/— for 1 round. You can dismiss and restore this effect as an immediate action.

FORCE WARD
Element aether; Type defense (Su); Level —; Burn 0
You constantly surround yourself with a ward of force. You gain a number of temporary hit points equal to your kineticist level. You always lose these temporary hit points first, even before other temporary hit points. If an attack deals less damage than you still have as temporary hit points from force ward, it still reduces those temporary hit points but otherwise counts as a miss for the purpose of abilities that trigger on a hit or a miss. These temporary hit points regenerate at a rate of 1 per minute. By accepting 1 point of burn as a standard action, you can increase the maximum number of temporary hit points provided by your force ward by half your kineticist level until the next time your burn is removed. If you use this ability multiple times, the increases stack. For every 2 points of burn you accept in this way, your force ward’s rate of regeneration increases by 1 hit point per minute. Whenever you accept burn while using an aether wild talent, you siphon some of the energy from the aether flowing through you and your force ward recovers a number of temporary hit points equal to your character level, up to its current maximum. You can dismiss or restore your force ward as an immediate action, but doing so doesn’t change the number of temporary hit points available, and the temporary hit points don’t recover while this ability is inactive.

SEARING FLESH
Element fire; Type defense (Su); Level —; Burn 0
Your body becomes painfully hot. Whenever a creature hits you with a natural attack or an unarmed strike, that creature takes 1 point of fire damage per 4 kineticist levels you possess (minimum 1 point of fire damage). A creature in a grapple with you takes double this amount of damage at the end of each of its turns. Weapons that strike you also take this damage, though the damage is unlikely to penetrate the weapon’s hardness. By accepting 1 point of burn, you can increase this damage by 1 point per 4 kineticist levels you possess until the next time your burn is removed. You can increase the damage in this way up to seven times.
Whenever you accept burn while using a fire wild talent, the surging flame causes your searing flesh to deal double its current amount of damage for 1 round (a creature in a grapple with you takes a total of four times as much damage as normal). You can dismiss or restore this effect as an immediate action.

SHROUD OF WATER
Element water; Type defense (Su); Level —; Burn 0
You surround yourself with a shroud of water, ice, or both that protects you from harm. The shroud can either cover your body, functioning as armor, or float around you and block attacks, functioning as a shield. It grants either a +4 armor bonus to AC or a +2 shield bonus to AC, and you can change the type of bonus as a standard action. This bonus increases by 1 for every 4 kineticist levels you possess beyond 2nd. By accepting 1 point of burn, you can increase the bonus by 1 until the next time your burn is removed. You can increase the bonus multiple times in this way, but it can’t be increased by more than 50% of its starting value. When you change the shroud to grant a shield bonus, any bonus in excess of this limit doesn’t apply, but it remains if you change the shroud’s bonus type again. Whenever you accept burn while using a water wild talent, the water coalescing around you allows your shroud to grant both the armor bonus and the shield bonus for 1 round. You can dismiss or restore this effect as an immediate action.
« 上次编辑: 2016-05-14, 周六 19:37:08 由 月夜白雨 »
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

  • Flawless
  • *******
  • 帖子数: 4079
  • 苹果币: 1
Re: 【OA】操念使(Kineticist)
« 回帖 #5 于: 2015-08-02, 周日 16:32:11 »
注能原力(Infusion Wild Talents)
注能原力改变了操念使们使用念袭的方式。

强击注能(Bowling Infusion)
元素:以太或土;类别:性质注能;等级:2;超载:2
关联念袭类别:岩击,熔岩流,轰钢,硬泥团,念动
豁免:无
你使用带有绝对质量的念袭轰翻敌人。尝试一次摔绊(trip)战技检定对抗每个被你的注能念袭伤害的目标,在判断你的战技加值(Combat Maneuver Bonus)时,使用你的体质调整值替代力量调整值进行调整。

光辉注能(Brilliant Infusion)
元素:火;类别:性质注能;等级:6;超载:4
前置:闪光注能(flash infusion)
关联念袭类别:蓝焰击,火冲,太阳风
豁免:无
你的念袭会留下一片余辉驱逐黑暗。以你的远程攻击念袭所经路径的每个方格、近战攻击念袭的目标方格、或者区域效果的念袭指向的区域作为持续性火焰效果的中心,此效果会持续至你的下个回合结束为止。该效果被视为具有光亮描述符(light descriptor)的6级法术。

灼烧注能(Burning Infusion)
元素:火;类别:性质注能;等级:1;超载:1
关联念袭类别:蓝焰击,火冲,熔岩流,太阳风
豁免:反射,通过则无效
你的念袭会点燃敌人。每当你的念袭命中敌人并克服了它的法术抗力时,无论该名敌人是否会受到伤害,它都会被点燃(catches on fire)。被点燃的敌人每轮会受到1d6点火焰伤害,直至火焰被熄灭为止。在对抗被灼烧注能引燃的生物时,任何火念袭(fire kinetic blasts)均会在攻击检定、DC、和用于克服法术抗力的施法者等级检定上获得+2加值。

连锁(Chain)
元素:气;类别:塑形注能;等级:5;超载:3
关联念袭类别:电刺
豁免:无
你的电刺(electric blast)会在目标之间跃动。当你使用注能念袭命中一个目标后,可以尝试一次远程接触攻击对抗一名额外的目标,额外目标必须在最初目标周围30尺的范围内。每次额外的攻击都会源自先前的目标,因此可能会改变掩蔽(cover)和其他状态。每个额外目标承受的伤害都会比上个目标减少1d6点(例如:3d6降低至2d6),而且你无法把念袭链回到先前的目标身上。你可以持续让念袭发动连锁攻击,直至攻击失手(miss)、没能造成伤害或者直到念袭的伤害降低至单个伤害骰为止。

僵寒注能(Chilling Infusion)
元素:水;类别:性质注能;等级:5;超载:3
关联念袭类别:风卷雪,霜打,冰枪
豁免:强韧,通过则无效
你的念袭会让敌人感受到深入骨髓的寒冷,让它们变得行动迟缓。每当注能念袭对敌人造成寒冷伤害时,该名敌人便会恍惚(staggered)1轮。

云形(Cloud)
元素:气或水;类别:塑形注能;等级:7;超载:4
前置:增距(extended range)
关联念袭类别:风卷雪,霜打,冰枪
豁免:无
你将力量释放成云团。你能够以距离自身120范围内的任意位置为中心创造这股半径20尺扩散范围的云形念袭。当你创造云团时,所有在云内的生物和物体都会自动无豁免地承受伤害,数值相当于念袭正常伤害的四分之一。无论何时,进入云团的生物都会承受正常念袭伤害数值一半的伤害,在回合结束时仍处于云团中的生物也是如此。你创造的云团会如同隐雾术(Obscuring Mist)一般遮蔽视线。它所持续的轮数等同于你的体质调整值,或者直至你再次使用云形注能为止。

气旋(Cyclone)
元素:气;类别:塑形注能;等级:4;超载:3
关联念袭类别:突风,风卷雪,沙尘暴,风雷击
豁免:反射,通过则减半
你创造出一团循着环形冲卷的气流。所有位于以你为中心、半径20尺爆发范围内的生物和物体都会受到伤害,数值为你的念袭正常伤害的一半。该豁免DC基于敏捷。

死地(Deadly Earth)
元素:土;类别:塑形注能;等级:6;超载:4
前置:增距(extended range)
关联念袭类别:岩击,熔岩流,轰钢,硬泥团
豁免:无
你将念力注入脚下,向距离自身120尺的任意一点为中心,半径20尺范围的泥土表面(earthen surface)使用力量,如果你使用的是轰钢(Metal Blast),此注能会影响金属表面(metal surface)作为替代。被影响区域的地面变得扭曲变形。当你创造死地时,所有在区域内接触地面的生物和物体都会无豁免地承受伤害,数值为你的念袭正常伤害的四分之一。无论何时,进入区域的生物都会承受正常念袭伤害数值一半的伤害,在回合结束时仍处于区域内的生物也是如此。整个区域都被视为困难地形(difficult terrain)。这个注能的持续轮数等同于你的体质调整值,或者直至你再次使用死地为止。

分解注能(Disintegrating Infusion)
元素:以太;类别:性质注能;等级:6;超载:4
关联念袭类别:力场弹
豁免:强韧,通过则部分生效;见后文
你能够使用力场弹轰杀目标。在对抗生物时,你的念袭造成两倍于正常伤害的数值,但是目标可以进行豁免来使伤害降低至正常数值的一半(对于增强后的念袭伤害总量来说为四分之一)。任何生命值被念袭降低至0点以下的生物会被完全分解,就如同解离术(Disintegrate)一般。你也可以如同使用解离术一般,使用注能念袭破坏力场效果或物体,但是你以此方式摧毁的每个力场效果或10立方尺的非生命物质,都必然让你承受1点超载,而且这个超载无法被注能熟稔(Infusion Specialization)或念力凝聚(Gather Power)之类的效果所降低。

虹吸注能(Draining Infusion)
元素:通用;类别:性质注能;等级:1;超载:1
关联念袭类别:任意简易念袭
豁免:强韧,通过则部分生效;见后文
你能够从敌人那里抽取元素能量或者物质,以此来加强你的下一次攻击。当你使用虹吸注能时,你的念袭效果只会影响和你的念袭元素相符的生物亚种,比如火冲(fire blast)仅能伤害火系亚种(fire subtype)的生物。在对抗此类生物时,你的念袭会以接触AC为目标(若念袭需要进行攻击检定),而且总是允许法术抗力(spell resistance)生效。由于你要从目标体内抽取能量,因此你的念袭不会获得元素满溢(Elemental Overflow)加值或者体质调整值。目标能够尝试强韧豁免,来使得伤害数值降低至正常的四分之一。虹吸注能会忽略任何生物具有的伤害减免、抗力和免疫。若至少有一个生物在对抗虹吸注能的豁免中失败的话,那么在你的下个回合结束之前,你可以将任意一个念袭原力的总超载消耗降低1点,若拥有超聚合(supercharge)能力则可以降低2点。如果你在应用上述超载降低之前再次使用虹吸注能的话,仍旧可以通过虹吸注能造成伤害,但是超载消耗的降低数额不会叠加。

纠缠注能(Entangling Infusion)
元素:土或水;类别:性质注能;等级:2;超载:2
关联念袭类别:风卷雪,霜打,岩击,冰枪,熔岩流,轰钢,硬泥团,沙尘暴
豁免:反射,通过则无效
你的念袭会用元素物质包裹敌人。每当由纠缠注能加强的念袭对敌人造成伤害时,该名敌人会被纠缠(entangled)1分钟。敌人能够以标准动作进行一次逃脱或力量检定(使用与对抗你的念袭时相同的DC)尝试移除此状态,或者对缠绕在身上的物质造成你的操念使等级两倍的伤害(此物质的硬度为0点)也可以移除纠缠。若敌人在已经被纠缠注能所纠缠的同时,再次在对抗纠缠注能的豁免中失败的话,体积增加的元素物质会固定在地面上,导致敌人被困在原处,就如同被固定物体(immobile object)系住一般。

喷发(Eruption)
元素:火;类别:塑形注能;等级:3;超载:2
前置:增距(extended range)
关联念袭类别:蓝焰击,火冲,熔岩流,蒸灼
豁免:反射,通过则减半
你的念袭会以距离你120尺范围内的任意位置为中心,从地面以柱状喷发出来。柱状喷射会影响半径10尺、从地面向上延伸40尺高的柱状区域内的所有生物和物体。由喷发注能增强的能量性质的念袭会对每个目标造成正常伤害,不过物理性质的念袭则会造成一半伤害。该豁免DC基于敏捷。

爆破(Explosion)
元素:火;类别:塑形注能;等级:7;超载:4
前置:增距(extended range)
关联念袭类别:蓝焰击,火冲
豁免:反射,通过则减半
你将能量集中于空间中的一点,创造出可控的爆炸。你能够以距离自己120尺范围内的任意一点为中心引发爆炸,而且你可以将爆炸的扩散半径设定为5尺、10尺、15尺或20尺。所有爆炸范围内的生物和物体都会受到你的念袭伤害。该豁免DC基于敏捷。

增距(Extended Range)
元素:通用;类别:塑形注能;等级:1;超载:1
关联念袭类别:任意
豁免:无
你的念袭能够攻击到120尺内的任意一个目标。

增程(Extreme Range)
元素:通用;类别:塑形注能;等级:3;超载:2
前置:增距(extended range)
关联念袭类别:任意
豁免:无
你的念袭能够攻击到480尺内的任意一个目标。

炎之扇(Fan of Flames)
元素:火;类别:塑形注能;等级:1;超载:1
关联念袭类别:蓝焰击,火冲
豁免:反射,通过则减半
你的念袭在扇形火焰中延伸,伤害15尺锥形范围内的所有生物和物体。该豁免DC基于敏捷。

闪光注能(Flash Infusion)
元素:火;类别:性质注能;等级:4;超载:3
关联念袭类别:蓝焰击,火冲,太阳风
豁免:意志,通过则无效
你的念袭散发的强光能够晃瞎敌人。每当注能念袭命中敌人而且克服它的法术抗力时,该名敌人必须成功进行意志豁免,否则便会目盲(blinded)1轮,无论它本身是否应为念袭而承受伤害均为如此。你可以通过将念袭的伤害减半来使得上述豁免的DC增加2点。

连击(Flurry of Blasts)
元素:通用;类别:塑形注能;等级:3;超载:2
前置:增距(extended range)
关联念袭类别:任意
豁免:无
取代单发的念袭,你能对120尺内的目标发射两发念袭,每发都如同你的操念使等级为1级一般造成伤害(使你的念袭伤害增加的效果或能力均不适用)。10级起,你能够使用连击注能发射三发;在16级增加至四发并在20级达到五发。若你正处于增加全力攻击动作(fullattack action)的攻击次数的效果影响下,比如加速术(Haste)或类似的魔法效果,你的连击注能所能发射的念袭数量也会增加1次。
任意两个目标之间的距离不得超过30尺。你必须在投掷任何攻击检定之前将所有的念袭分配给目标。在第一个念袭后任何命中相同目标的念袭均会增加1d6点伤害;伤害承受的加值和减值均不适用。若你使用了需要进行豁免检定的性质注能,每个目标仅需要尝试一次豁免(即便它受到多次攻击),但是它会在豁免中承受一个减值,该减值等同于第一发之后命中的念袭次数。若你使用了需要进行施法者等级检定或者战技检定的性质注能,那么你仅需要进行一次检定,并以此来对抗每个目标,但是你会在检定中对特定目标获得加值,数值等同于第一发之后连击念袭对该目标的命中次数。若你使用了推行性质注能(pushing substance infusion),在第一发之后对相同目标每命中1发,推行距离便会再增加5尺。

抛敌(Foe Throw)
元素:以太;类别:塑形注能;等级:3;超载:2
关联念袭类别:念动
豁免:强韧,通过则无效;见后文
你的念动(telekinetic blast)能够投掷大型或更小的生物,以取代无主物体;你能够增加1点超载来影响具有更大体型的生物。若你尝试用来投掷的生物成功通过强韧豁免,那么它可以免受整个念袭的影响。否则当你的念袭命中时,被投掷的生物和目标均会承受来自念动的全额伤害,被投掷的生物还会俯卧(prone)在沿着投掷路径上最后一个可占据空间里。若你的念袭未命中(miss),被投掷的生物能够选择占据目标周围30尺内的任意空间,它不会倒地(fall prone),而且它仅会由你的念袭承受正常伤害的一半。投掷期间进行的移动不会引起借机攻击。

力场钩(Force Hook)
元素:以太;类别:塑形注能;等级:3;超载:2
关联念袭类别:力场弹
豁免:无
你的力场弹会勾住目标,并将你拽到向目标旁边。该效果的功能如同力场钩链(Force Hook Charge;UM)一般,除了它的范围和伤害依旧按照你的力场弹(force blast)计算。

爆碎(Fragmentation)
元素:土或水;类别:塑形注能;等级:7;超载:4
前置:增距(extended range)
关联念袭类别:岩击,冰枪,轰钢
豁免:无 或 反射,通过则减半;见后文
你投掷出不牢固的固态球体,它会炸碎成数不清的破片。尝试一次远程攻击检定对抗120尺内的一个目标。若你命中,目标受到你的念袭伤害且无需豁免。所有半径20尺爆发范围内的其他生物和物体会受到正常数值一半的伤害,而且能够尝试一次反射豁免来让伤害再次减半。若对目标的攻击失手,念袭将不会产生效果。该豁免DC基于敏捷。

擒获注能(Grappling Infusion)
元素:通用;类别:性质注能;等级:5;超载:3
关联念袭类别:任意
豁免:无
你的云形(cloud)、死地(deadly earth)、或筑墙(wall)念袭会长出触手固定住你的敌人。每当一个生物由于注能念袭而受到伤害时,你能够尝试一次战技检定来让念袭擒抱该名敌人。你在此次检定中的加值等同于2 + 你的操念使等级 + 你的体质调整值(念袭被视为超大型生物)。念袭仅会擒抱敌人;它无法执行擒抱战技中的其他共用,比如压制或移动目标。若念袭已经擒抱住一个敌人,那么它能够如常在维持擒抱的战技检定中获得+5加值。你只有在使用云形(cloud)、死地(deadly earth)、或筑墙(wall)这三种塑形注能时使用擒获注能。

疾风注能(Gusting Infusion)
元素:气;类别:性质注能;等级:1;超载:1
关联念袭类别:突风,风卷雪,沙尘暴,风雷击
豁免:强韧,通过则无效
经过你注能的气流能够让念袭如同持续时间立即(instantaneous)的造风术(Gust of Wind)一般生效。如果你的念袭具有明确的路径,那么你能够承受2点额外的超载或者将念袭的伤害降至0点,来使得造风术的效果在这条路径上维持1轮。

贯通(Impale)
元素:土或水;类别:塑形注能;等级:3;超载:2
关联念袭类别:岩击,冰枪,轰钢
豁免:无
你将元素物质延伸为长而尖锐的钉状形态,并用它沿着一条线贯穿数名敌人。进行单次攻击检定对抗30尺线形区域内的每个生物或物体,以最近的目标开始。若结果为重击威胁,则仅对第一个被你命中的目标进行重击确认。计算每个被你命中的目标所受到的伤害,从距离你最近的目标开始。若你的攻击命中目标,但是无法对目标造成物理伤害(physical damage),那么尖刺便无法继续贯穿敌人,注能念袭无法继续生效。由贯通注能加强的念袭能够穿透固体障碍(penetrate solid barriers),但是它必须造成足够的伤害来摧毁障碍才能继续前进。受到注能的岩击(Earth Blast)和轰钢(Metal Blast)总是会造成穿刺伤害。

念刃(Kinetic Blade)
元素:通用;类别:塑形注能;等级:1;超载:1
关联念袭类别:任意
豁免:无
你使用念袭能力塑造出一把武器。你在手中创造出一个不属于长触及(non-reach)的、轻型或单手武器,它由纯粹的能量或者元素物质构成。若你使用的是心灵念力(即以太),则变为将念袭的力量注入任何单手可以持握的物体中作为替代。念刃的形状仅是单纯的装饰,它不会影响念刃的伤害骰(damage dice)、重击威胁范围(critical threat range)、或重击倍率(critical multiplier),也不会让念刃获得任何武器特殊特性。使用心灵念力的操念使手中的物体如果处于这个塑形注能的影响下,便不会妨碍念力凝聚(Gather Power)的使用。
为了使用你的念刃进行近战攻击,你可以以一次攻击动作(attack action)、冲锋动作(charge action)、或者全力攻击动作(full-attack action)的一部分使用这个塑形注能。由于这是其他动作的一部分(而且其本身并非是一个动作),使用这个原力不会引起任何额外的借机攻击。念刃每次命中均会造成你的念袭伤害(如常应用所有念袭带来的调整值,而非你的力量调整值)。念刃会在你的回合结束时消失。武器造成的伤害类型与你的念袭相同,并与同类型念袭一样影响相同的AC或者法术抗力。即便使用心灵念力的操念使将这股力量用在魔法武器或其他不寻常的物体上,由此作出的攻击也不会使用任何魔法武器的加值或效果,而且只会造成念袭的伤害。念刃不会获得元素满溢(Elemental Overflow)带来的伤害加值。

念拳(Kinetic Fist)
元素:通用;类别:塑形注能;等级:1;超载:1
关联念袭类别:任意
豁免:无
你用来自念袭能力的能量或者元素物质围绕着身体。你可以以一次攻击动作(attack action)、冲锋动作(charge action)、或者全力攻击动作(full-attack action)的一部分来使用这个塑形注能,以此来将伤害添加到你的每个天生攻击(natural attacks)和徒手打击(unarmed strikes)上,直至你的下个回合开始为止。由于念拳是其他动作的一部分,使用这个原力不会引起任何额外的借机攻击。你的念袭每具有3个伤害骰,便可以附加额外1d6点伤害(最低1d6点),这个伤害与你的念袭的伤害类型相同。这些额外伤害会忽略法术抗力(spell resistance),而且不会受到任何你的念袭伤害的调整,比如你的体质调整值。

念鞭(Kinetic Whip)
元素:通用;类别:塑形注能;等级:3;超载:2
前置:念刃(kinetic blade)
关联念袭类别:任意
豁免:无
你用能量和元素物质塑造出长而卷曲的鞭子。该效果的功能如同念刃一般,但是被视为符合你的体型的长触及武器(reach weapon)。与大多数长触及武器不同,念鞭也能够攻击邻近的生物。念鞭会在你的下个回合开始时消失,但是在此之前的期间内,它会威胁触及范围内的所有方格,使得你可以做出借机攻击,并造成长鞭(whip)的正常伤害。

磁化注能(Magnetic Infusion)
元素:气或土;类别:性质注能;等级:3;超载:2
关联念袭类别:带电水,电刺,轰钢,太阳风,风雷击
豁免:无
你的念袭会让敌人产生轻微的磁性。每当注能念袭对一个敌人造成伤害后,直至你的下个回合结束之前,金属武器(包括金属念袭)对该名敌人做出的攻击会获得+4加值,而且敌人会在避免金属物体的反射豁免检定中承受-4减值。

多重念动(Many Throw)
元素:以太;类别:塑形注能;等级:8;超载:4
前置:增距(extended range)
关联念袭类别:念动
豁免:无
你操控大量物体并同时将它们投掷出去。你能够使用你的念动做出攻击检定对抗120尺内的复数目标,数量等同于你的操念使等级,但是任意两个目标之间的距离不得超过30尺。

灵动(Mobile Blast)
元素:通用;类别:塑形注能;等级:3;超载:2
关联念袭类别:任意
豁免:反射,通过则无效
你将一团元素物质、能量球或物体送往30尺内的特定方格里,对方格内的所有生物造成正常数值的四分之一的伤害(对于能量念袭来说则是正常伤害的一半)。灵动念袭会持续下去,直至你以自由动作主动解消、你失去意识、或者移动至距离灵动念袭30尺之外的位置为止。每轮在你的回合内,你能够以移动动作把灵动念袭移动至范围内的另一个方格内;无论如何,它每轮都会继续对最后停下的方格内的所有敌人造成伤害——如果这些生物没能通过豁免检定的话。同一时间只能有单个由你操控的灵动念袭存在着。若灵动念袭的总超载消耗在使用念力凝聚(Gather Power)之前便降低到了0点,那么它便不会有持续时间的限制。否则,灵动念袭的持续轮数等同于你的体质调整值,而且在与灵动念袭存在的轮数数量相同的分钟数内无法创造出另一个灵动念袭。灵动念袭总是会发出声响且肉眼可见。该豁免DC基于敏捷。

纯焰注能(Pure-Flame Infusion)
元素:火;类别:性质注能;等级:7;超载:4
关联念袭类别:蓝焰击
豁免:无
你打开一条直接连接着最纯粹的火焰的通道,让它喷涌出来。你的注能念袭会忽略法术抗力(spell resistance)。

推行注能(Pushing Infusion)
元素:以太、气、土或水;类别:性质注能;等级:1;超载:1
关联念袭类别:突风,风卷雪,带电水,岩击,熔岩流,轰钢,硬泥团,沙尘暴,蒸灼,念动,水突
豁免:无
你的念袭势头汹涌,能够将敌人击退。尝试一次冲撞(bull rush)战技检定对抗每个被你的注能念袭伤害的目标,使用你的体质调整值替代你的力量调整值来确定检定的加值。这个注能最高可以把敌人推开5尺。你能够增加这个注能的超载消耗来增加推开敌人的最高距离,每额外承受1点超载便能够增加5尺距离上限。你无法将这个注能与不具有明确推行方向的塑形注能结合使用,比如云形(cloud)。

猝熄注能(Quenching Infusion)
元素:水;类别:性质注能;等级:1;超载:1
关联念袭类别:带电水,水突
豁免:无
你的念袭能够熄灭非魔法火焰,就如同它们接触到了水元素(water elemental)一般。若你将超载消耗增加至2点或者把念袭的伤害降至0点,念袭还会如同生命骰与你的操念使等级相同的水元素一般解除魔法火焰(dispels magical fires)。

全金属注能(Rare-Metal Infusion)
元素:土;类别:性质注能;等级:3;超载:2
关联念袭类别:轰钢
豁免:无
你能够控制金属的特性,让你的轰钢如同精金、寒铁或者炼银(由你选择)一般克服伤害减免。若你的目标是需要正确的金属类型才能够克服的罕见伤害减免(比如DR/黄金),那么你还可以选择此类金属以满足要求。你使用这个注能创造的金属会在不久之后逐渐消失,而且不具有任何金币价值。

蛇形(Snake)
元素:通用;类别:塑形注能;等级:3;超载:2
前置:增距(extended range)
关联念袭类别:任意
豁免:无
你对自己的念袭有着良好的掌控力,这使得你可以调整它的路径并且避免障碍。你可以为念袭勾绘出任意总长度不超过120尺的路径,这使你能够避免掩蔽(cover),甚至是全掩蔽(total cover)。你可以选择通往自己无法看到的方格的路径。

喷涌(Spray)
元素:水;类别:塑形注能;等级:4;超载:3
关联念袭类别:带电水,水突
豁免:反射,通过则减半
你能够让念袭宛如汹涌的波涛一般喷出。所有30尺锥形区域内的物体和生物都会受到伤害,数值相当于正常念袭伤害的一半。该豁免DC基于敏捷。

雷鸣注能(Thundering Infusion)
元素:气;类别:性质注能;等级:1;超载:1
关联念袭类别:电刺,风雷击
豁免:强韧,通过则无效
你的闪电会带来隆隆雷响。每当你的念袭命中敌人,而且克服了法术抗力的话,该名敌人会变得耳聋(deafened),即便念袭并未造成伤害也是如此。

迸发(Torrent)
元素:气、火或水;类别:塑形注能;等级:3;超载:2
关联念袭类别:突风,风卷雪,蓝焰击,带电水,火冲,熔岩流,硬泥团,太阳风,沙尘暴,蒸灼,风雷击,水突
豁免:反射,通过则减半
喷涌的能量敲打或灼烧着30尺线形内的敌人,造成的伤害相当于正常念袭伤害的一半(对于能量念袭来说则是造成全额伤害)。该豁免DC基于敏捷。

拆魔注能(Unraveling Infusion)
元素:火;类别:性质注能;等级:5;超载:3
关联念袭类别:蓝焰击,火冲
豁免:无
你的念袭是如此高温,它甚至能够融化敌人的魔法效果。每当你的注能念袭命中一个敌人,而且克服了它的法术抗力的话,你能够尝试一次施法者等级检定,就如同在判断敌人是否受到念袭伤害之前使用了目标型解除魔法(targeted dispel magic)。你能够选择将念袭的伤害减半,以此来使得你的施法者等级检定获得+2加值。若你不选择解除特定的法术效果,则会自动尝试解除那个可能保护目标免受火焰伤害的效果。

筑墙(Wall)
元素:通用;类别:塑形注能;等级:5;超载:3
关联念袭类别:任意
豁免:无
你创造出一堵由翻腾的元素、聚合的碎片或滚动的能量组成的墙壁。墙壁出现在30尺内,有两种规格:一种是至多10尺高、至多120尺长;另一种是至多20尺高、至多60尺长。当你创造墙壁时,所有身处于墙壁所占的某个方格的生物和物体均会无豁免地受到伤害,数值相当于你的念袭伤害的四分之一(对于能量念袭来说是正常伤害的一半)。无论何时,在生物穿过墙壁的时候均会受到伤害,数值相当于你的念袭伤害的一半(对于能量念袭来说是全额伤害)。墙壁并非是完全的实体,但是在对抗来自墙壁另一侧的攻击时,它可以提供掩蔽(cover)。墙壁持续的轮数等同于你的体质调整值或者直至你再次使用筑墙注能为止。



原文
劇透 -   :
Infusion Wild Talents
Infusion wild talents change the way kineticists use their kinetic blasts.

BOWLING INFUSION
Element aether or earth; Type substance infusion; Level 2; Burn 2
Associated Blasts earth, magma, metal, mud, telekinetic
Saving Throw none
You bowl your foes over with the sheer mass of your kinetic blast. Attempt a trip combat maneuver check against each target damaged by your infused blast, using your Constitution modifier instead of your Strength modifier to determine your Combat Maneuver Bonus.

BRILLIANT INFUSION
Element fire; Type substance infusion; Level 6; Burn 4
Prerequisite flash infusion
Associated Blasts blue flame, fire, plasma
Saving Throw none
Your kinetic blast leaves an afterglow that banishes the darkness. Treat each square of the path of your ranged attack kinetic blast, the target square of your melee attack kinetic blast, or the area of your area of effect kinetic blast as the center of a continual flame effect that lasts until the end of your next turn. This effect counts as a 6th-level spell with the light descriptor.

BURNING INFUSION
Element fire; Type substance infusion; Level 1; Burn 1
Associated Blasts blue flame, fire, magma, plasma
Saving Throw Reflex negates
Your kinetic blast ignites your foes. Whenever an infused blast hits a foe and penetrates its spell resistance, that foe catches on fire, regardless of whether it takes damage. A foe that catches fire takes 1d6 points of fire damage each round until the fire is extinguished. Against a creature on fire from this infusion, any fire kinetic blasts gain a +2 bonus on attack rolls, to DCs, and on caster level checks to overcome spell resistance.

CHAIN
Element air; Type form infusion; Level 5; Burn 3
Associated Blasts electric
Saving Throw none
Your electric blast leaps from target to target. When you hit a target with your infused blast, you can attempt a ranged touch attack against an additional target that is within 30 feet of the first. Each additional attack originates from the previous target, which could alter cover and other conditions. Each additional target takes 1d6 fewer points of damage than the last (for example, 3d6 becomes 2d6), and you can’t chain the blast back to a previous target. You can continue chaining your blasts until a blast misses or fails to deal damage, or until your blast is reduced to a single damage die.

CHILLING INFUSION
Element water; Type substance infusion; Level 5; Burn 3
Associated Blasts blizzard, cold, ice
Saving Throw Fortitude negates
Your kinetic blast chills your foes to the bone, making their movements sluggish. Whenever an infused blast deals cold damage to a foe, that foe is staggered for 1 round.

CLOUD
Element air or water; Type form infusion; Level 7; Burn 4
Prerequisite extended range
Associated Blasts blizzard, sandstorm, steam, thunderstorm
Saving Throw none
You release your power in a diffuse cloud. You can center this 20-foot-radius spread anywhere within 120 feet of you. All creatures and objects within the cloud when you create it automatically take 1/4 the normal amount of damage from your blast with no saving throw. Any time a creature enters the cloud, it takes half the normal amount of damage from your blast, as do creatures that end their turns in the cloud. Your cloud obscures vision as obscuring mist. It lasts for a number of rounds equal to your Constitution modifier or until you use the cloud infusion again.

CYCLONE
Element air; Type form infusion; Level 4; Burn 3
Associated Blasts air, blizzard, sandstorm, thunderstorm
Saving Throw Reflex half
You create a circular rush of wind. All creatures and objects within a 20-foot-radius burst centered on you take half your blast’s normal amount of damage. The saving throw DC is Dexterity-based.

DEADLY EARTH
Element earth; Type form infusion; Level 6; Burn 4
Prerequisite extended range
Associated Blasts earth, magma, metal, mud
Saving Throw none
You infuse the ground in a 20-foot radius anywhere within 120 feet of you on an earthen surface (if you are using a metal blast, this infusion affects a metal surface instead). The ground roils and buckles beneath the affected area. All creatures and objects in contact with the ground within the area when you create it automatically take 1/4 of the normal damage from your blast with no saving throw. Any time a creature enters the area, it takes half the normal damage from your blast, as do creatures that end their turns in the area. The entire area counts as difficult terrain. This infusion lasts for a number of rounds equal to your Constitution modifier or until you use it again.

DISINTEGRATING INFUSION
Element aether; Type substance infusion; Level 6; Burn 4
Associated Blasts force
Saving Throw Fortitude partial; see text
You can use force to rip your targets apart. Against creatures, your kinetic blast deals double its normal amount of damage, but targets receive a saving throw to reduce the damage to half the blast’s normal amount of damage (for a total of 1/4 of the blast’s increased damage). Any creature reduced to 0 or fewer hit points by the blast is disintegrated, as the spell disintegrate. You can use the infused blast to destroy force effects or objects as disintegrate, but for each force effect or 10-foot cube of nonliving matter you destroy in this way, you must accept 1 point of burn, which can’t be reduced by effects such as infusion specialization or gather power.

DRAINING INFUSION
Element universal; Type substance infusion; Level 1; Burn 1
Associated Blasts any simple
Saving Throw Fortitude partial; see text
You can drain elemental energy and matter from your foes to strengthen your next attack. When you use this infusion, your kinetic blast affects only creatures with a subtype matching your kinetic blast’s element (for instance, a fire blast would damage only creatures of the fire subtype). Against such creatures, your blast targets touch AC (if it requires an attack roll) and always allows spell resistance. Because you are draining energy from the target, your blast doesn’t apply your elemental overflow bonuses or Constitution modifier. The target can attempt a Fortitude save to take 1/4 the normal amount of damage. Draining infusion ignores any damage reduction, resistances, and immunities the creature might possess. If at least one creature fails its saving throw against your draining infusion, you can reduce the total burn cost of any one blast wild talent used before the end of your next turn by 1, or by 2 if you have the supercharge ability. If you use draining infusion again before applying this reduction, you still deal the damage from that draining infusion, but the burn reductions don’t stack.

ENTANGLING INFUSION
Element earth or water; Type substance infusion; Level 2; Burn 2
Associated Blasts blizzard, cold, earth, ice, magma, metal, mud, sandstorm
Saving Throw Reflex negates
Your kinetic blast surrounds your foes in elemental matter. Whenever a blast with this infusion deals damage to a foe, that foe becomes entangled for 1 minute. The foe can remove this condition as a standard action with a successful Escape Artist or Strength check (with the same DC as for saves against your kinetic blast) or by dealing an amount of damage to the entangling matter equal to double your kineticist level (the matter has hardness 0). If the foe was already entangled by this infusion and fails its save against a second instance of this infusion, the increased amount of elemental matter fuses to the ground, causing the foe to be rooted in place as though anchored to an immobile object.

ERUPTION
Element fire; Type form infusion; Level 3; Burn 2
Prerequisite extended range
Associated Blasts blue flame, fire, magma, steam
Saving Throw Reflex half
Your kinetic blast erupts from the ground in a pillar centered anywhere within 120 feet of you. The pillar affects all creatures and objects in a 10-foot-radius cylinder that extends 40 feet above the ground. An energy blast infused with eruption deals its normal damage to each target, while a physical blast deals half its normal amount of damage. The saving throw DC is Dexterity-based.

EXPLOSION
Element fire; Type form infusion; Level 7; Burn 4
Prerequisite extended range
Associated Blasts blue flame, fire
Saving Throw Reflex half
You focus your energy on a point in space and create a controlled explosion. You can center the explosion anywhere within 120 feet of you, and you can choose the radius of the spread to be 5, 10, 15, or 20 feet. All creatures and objects within the explosion take your blast’s damage. The saving throw DC is Dexterity-based.

EXTENDED RANGE
Element universal; Type form infusion; Level 1; Burn 1
Associated Blasts any
Saving Throw none
Your kinetic blast can strike any target within 120 feet.

EXTREME RANGE
Element universal; Type form infusion; Level 3; Burn 2
Prerequisite extended range
Associated Blasts any
Saving Throw none
Your kinetic blast can strike any target within 480 feet.

FAN OF FLAMES
Element fire; Type form infusion; Level 1; Burn 1
Associated Blasts blue flame, fire
Saving Throw Reflex half
Your kinetic blast extends in a fan of flames, damaging all creatures and objects in a 15-foot cone. The saving throw DC is Dexterity-based.

FLASH INFUSION
Element fire; Type substance infusion; Level 4; Burn 3
Associated Blasts blue flame, fire, plasma
Saving Throw Will negates
Your kinetic blast is so bright that it blinds your foes. Whenever an infused blast hits a foe and penetrates its spell resistance, that foe must succeed at a Will save or be blinded for 1 round, regardless of whether it takes damage from the blast. You can reduce the blast’s damage by half to increase the DC of this save by 2.

FLURRY OF BLASTS
Element universal; Type form infusion; Level 3; Burn 2
Prerequisite extended range
Associated Blasts any
Saving Throw none
Instead of a single kinetic blast, you shoot two kinetic blasts at targets within 120 feet that each deal damage as if your kineticist level were 1st (effects or abilities that increase your kinetic blast’s damage don’t apply). At 10th level, you can shoot three blasts with flurry of blasts; this increases to four blasts at 16th level and to five blasts at 20th level. If you are under the effect of haste or similar magic that increases your number of attacks in a fullattack action, the number of kinetic blasts in your flurry of blasts increases by 1.
No two targets can be more than 30 feet apart. You must assign the targets of all your blasts before rolling any of the attacks. Any blast beyond the first that hits the same target adds 1d6 points of damage; bonuses and penalties to damage don’t apply. If you are using a substance infusion that requires a saving throw, a target attempts its save only once (even if it was hit multiple times), but it takes a penalty on the save equal to the number of times it was hit beyond the first. If you are using a substance infusion that requires a caster level check or combat maneuver check, you roll the check only once against each target, but you gain a bonus on the check equal to the number of times that target was hit beyond the first. If you are using the pushing substance infusion, the maximum distance of the push increases by 5 feet for each time the target was hit beyond the first.

FOE THROW
Element aether; Type form infusion; Level 3; Burn 2
Associated Blasts telekinetic
Saving Throw Fortitude negates; see text
Your telekinetic blast can throw a Large or smaller creature instead of an unattended object; you can increase the burn cost by 1 to affect a creature of a larger size. If the creature you attempt to throw succeeds at a Fortitude save, it negates the blast entirely. Otherwise, if your blast hits, both the thrown creature and the target take the full amount of damage from your telekinetic blast, and the thrown creature falls prone in the last unoccupied space along its path. If your blast misses, the thrown creature can choose to occupy any space within 30 feet of the target, it doesn’t fall prone, and it takes half the normal amount of damage from your blast. The movement doesn’t provoke attacks of opportunity.

FORCE HOOK
Element aether; Type form infusion; Level 3; Burn 2
Associated Blasts force
Saving Throw none
Your force blast hooks onto its target and drags you adjacent to it. This effect functions as force hook chargeUM, except with the range and damage of your force blast.

FRAGMENTATION
Element earth or water; Type form infusion; Level 7; Burn 4
Prerequisite extended range
Associated Blasts earth, ice, metal
Saving Throw none or Reflex half; see text
You throw a volatile sphere of solid matter that shatters into countless shards. Attempt a ranged attack roll against a target within 120 feet. If you hit, the target takes your kinetic blast damage with no saving throw. All other creatures and objects within a 20-foot burst take half the normal amount of damage and can attempt a Reflex save to reduce that damage by half again. If the attack misses its target, the blast has no effect. The saving throw DC is Dexterity-based.

GRAPPLING INFUSION
Element universal; Type substance infusion; Level 5; Burn 3
Associated Blasts any
Saving Throw none
Your cloud, deadly earth, or wall blast grows tendrils that hold your enemies in place. Whenever a creature takes damage fromthe infused blast, you can attempt a combat maneuver check to have the blast grapple that opponent. Your bonus on this check is equal to 2 + your kineticist level + your Constitution modifier (treat the blast as a Huge creature). The blast only grapples opponents; it can’t perform other functions of grapple maneuvers such as pinning or moving the opponent. If the blast is already grappling an opponent, it receives a +5 bonus on its combat maneuver check to maintain the grapple, as normal. You can use this infusion only if you also use the cloud, deadly earth, or wall form infusion.

GUSTING INFUSION
Element air; Type substance infusion; Level 1; Burn 1
Associated Blasts air, blizzard, sandstorm, thunderstorm
Saving Throw Fortitude negates
The wind from your infusion causes your blast to act as an instantaneous gust of wind. If your blast has a clear path, you can accept 2 additional points of burn or reduce the damage to 0 in order to cause the gust of wind effect to persist for 1 round along that path.

IMPALE
Element earth or water; Type form infusion; Level 3; Burn 2
Associated Blasts earth, ice, metal
Saving Throw none
You extend a long, sharp spike of elemental matter along a line, impaling multiple foes. Make a single attack roll against each creature or object in a 30-foot line, starting with the closest target. If the result is a critical threat, roll to confirm against only the first target you hit. Calculate damage against each target you hit, starting from the closest. If your attack hits a target but fails to deal physical damage to that target, the spike fails to penetrate and the infused blast doesn’t continue. A blast with the impale infusion can penetrate solid barriers, but it must deal enough damage to destroy the barrier in order to continue through. Infused earth and metal blasts always deal piercing damage.

KINETIC BLADE
Element universal; Type form infusion; Level 1; Burn 1
Associated Blasts any
Saving Throw none
You form a weapon using your kinetic abilities. You create a nonreach, light or one-handed weapon in your hand formed of pure energy or elemental matter. (If you’re a telekineticist, you instead transfer the power of your kinetic blast to any object held in one hand.) The kinetic blade’s shape is purely cosmetic and doesn’t affect the damage dice, critical threat range, or critical multiplier of the kinetic blade, nor does it grant the kinetic blade any weapon  special features. The object held by a telekineticist for this form infusion doesn’t prevent her from using gather power.
You can use this form infusion once as part of an attack action, a charge action, or a full-attack action in order to make melee attacks with your kinetic blade. Since it’s part of another action (and isn’t an action itself), using this wild talent doesn’t provoke any additional attacks of opportunity. The kinetic blade deals your kinetic blast damage on each hit (applying any modifiers to your kinetic blast’s damage as normal, but not your Strength modifier). The blade disappears at the end of your turn. The weapon deals the same damage type that your kinetic blast deals, and it interacts with Armor Class and spell resistance as normal for a blast of its type. Even if a telekineticist uses this power on a magic weapon or another unusual object, the attack doesn’t use any of the magic weapon’s bonuses or effects and simply deals the telekineticist’s blast damage. The kinetic blade doesn’t add the damage bonus from elemental overflow.

KINETIC FIST
Element universal; Type form infusion; Level 1; Burn 1
Associated Blasts any
Saving Throw none
You surround your body with energy or elemental matter from your kinetic abilities. You can use this form infusion as part of an attack action, a charge action, or a full-attack action to add damage to each of your natural attacks and unarmed strikes until the beginning of your next turn. Since kinetic fist is part of another action, using this wild talent doesn’t provoke any additional attack of opportunity. You deal an additional 1d6 points of damage per 3 dice of your kinetic blast’s damage (minimum 1d6), and this damage is of the same type as your kinetic blast’s damage. This extra damage ignores spell resistance and doesn’t apply any modifiers to your kinetic blast’s damage, such as your Constitution modifier.

KINETIC WHIP
Element universal; Type form infusion; Level 3; Burn 2
Prerequisite kinetic blade
Associated Blasts any
Saving Throw none
You form a long tendril of energy or elemental matter. This functions as kinetic blade but counts as a reach weapon appropriate for your size. Unlike most reach weapons, the kinetic whip can also attack nearby creatures. The kinetic whip disappears at the beginning of your next turn, but in the intervening time, it threatens all squares within its reach, allowing you to make attacks of opportunity that deal the whip’s usual damage.

MAGNETIC INFUSION
Element air or earth; Type substance infusion; Level 3; Burn 2
Associated Blasts charged water, electric, metal, plasma,
thunderstorm
Saving Throw none
Your kinetic blast causes your foes to become mildly magnetic. Whenever an infused blast deals damage to a foe, attacks made with metal weapons (including metal kinetic blasts) against that foe receive a +4 bonus until the end of your next turn, and the foe takes a –4 penalty on Reflex saving throws to avoid metallic objects.

MANY THROW
Element aether; Type form infusion; Level 8; Burn 4
Prerequisite extended range
Associated Blasts telekinesis
Saving Throw none
You grab a large number of objects and throw them all at once. You can use your telekinetic blast to make attack rolls against a number of targets equal to your kineticist level within 120 feet, but no two targets can be more than 30 feet apart.

MOBILE BLAST
Element universal; Type form infusion; Level 3; Burn 2
Associated Blasts any
Saving Throw Reflex negates
You send an elemental mass, energy ball, or object into a particular square within 30 feet, dealing 1/4 the normal amount of damage (or half the normal amount of damage, for an energy blast) to all creatures in that square. The mobile blast lasts until you dismiss it as a free action, lose consciousness, or move farther than 30 feet from it. Each round on your turn as a  move action, you can move the mobile blast to another square within range; either way, it continues to deal damage to all creatures in its final square each round if they fail their saving throws. You can have only a single mobile blast in existence at a time. If the mobile blast’s total burn cost before applying any reduction for gather power is 0, it has no maximum duration. Otherwise, it lasts for a maximum number of rounds equal to your Constitution modifier, and afterward you can’t create another mobile blast for a number of minutes equal to the number of rounds it existed. A mobile blast is always extremely loud and visible. The saving throw DC is Dexterity-based.

PURE-FLAME INFUSION
Element fire; Type substance infusion; Level 7; Burn 4
Associated Blasts blue flame
Saving Throw none
You open a direct conduit to the purest elemental fire and send it surging forth. Your infused blast ignores spell resistance.

PUSHING INFUSION
Element aether, air, earth, or water; Type substance infusion; Level 1; Burn 1
Associated Blasts air, blizzard, charged water, earth, magma, metal, mud, sandstorm, steam, telekinetic, water
Saving Throw none
The momentum of your kinetic blast knocks foes back. Attempt a bull rush combat maneuver check against each target damaged by your infused blast, using your Constitution modifier instead of your Strength modifier to determine your bonus. This infusion can push a foe back by a maximum of 5 feet. You can increase the burn cost of this infusion to increase the maximum distance pushed by 5 feet per additional point of burn accepted. You can’t use this infusion with a form infusion such as cloud that causes your kinetic blast to lack a clear direction to push.

QUENCHING INFUSION
Element water; Type substance infusion; Level 1; Burn 1
Associated Blasts charged water, water
Saving Throw none
Your blast puts out nonmagical fires as if they had been touched by a water elemental. If you increase the burn cost to 2 or reduce the damage to 0, it also dispels magical fires as if you were a water elemental with a number of Hit Dice equal to your kineticist level.

RARE-METAL INFUSION
Element earth; Type substance infusion; Level 3; Burn 2
Associated Blasts metal
Saving Throw none
You can control the properties of metal, allowing your metal blast to bypass damage reduction as if it were adamantine, cold iron, or silver (your choice). If your target has an unusual type of damage reduction that could be overcome with the correct type of metal (such as DR/gold), you can also select that metal for this purpose. The metal you create with this infusion crumbles away shortly thereafter and has no gp value.

SNAKE
Element universal; Type form infusion; Level 3; Burn 2
Prerequisite extended range
Associated Blasts any
Saving Throw none
You have fine control over your kinetic blast, allowing you to alter its path to avoid obstacles. You can trace out any path no more than 120 feet long for your blast, potentially allowing you to avoid cover (even total cover). You can choose a path that leads into squares you cannot see.

SPRAY
Element water; Type form infusion; Level 4; Burn 3
Associated Blasts charged water, water
Saving Throw Reflex half
You diffuse your kinetic blast to spray out wildly. All creatures and objects in a 30-foot cone take half your normal amount of blast damage. The saving throw DC is Dexterity-based.

THUNDERING INFUSION
Element air; Type substance infusion; Level 1; Burn 1
Associated Blasts electric, thunderstorm
Saving Throw Fortitude negates
Your lightning brings with it a peal of thunder. Whenever your infused blast hits a foe and penetrates spell resistance, that foe becomes deafened, even if the blast doesn’t deal damage.

TORRENT
Element air, fire, or water; Type form infusion; Level 3; Burn 2
Associated Blasts air, blizzard, blue flame, charged water, fire, magma, mud, plasma, sandstorm, steam, thunderstorm, water
Saving Throw Reflex half
A torrent of energy buffets or burns all foes in a 30-foot line, dealing half your normal amount of blast damage (or full damage for energy blasts). The saving throw DC is Dexterity-based.

UNRAVELING INFUSION
Element fire; Type substance infusion; Level 5; Burn 3
Associated Blasts blue flame, fire
Saving Throw none
Your kinetic blast burns so hot that it melts away your foe’s magical effects. Whenever your infused blast hits a foe and penetrates its spell resistance, you can attempt a caster level check as if using a targeted dispel magic before determining whether the foe takes damage from the blast. You can choose to reduce the blast’s damage by half to increase your bonus on the caster level check by 2. If you don’t choose a specific spell effect to attempt to dispel, you automatically attempt to dispel effects that would protect the target from fire damage before other spells.

WALL
Element universal; Type form infusion; Level 5; Burn 3
Associated Blasts any
Saving Throw none
You create a wall of churning elements, flensing debris, or roiling energy. The wall appears within 30 feet and can be either up to 10 feet high and up to 120 feet long or up to 20 feet high and up to 60 feet long. All creatures and objects in one of the wall’s squares when you create it take 1/4 the normal damage from your blast with no saving throw (or half the normal damage for an energy blast). Anytime a creature crosses the wall, it takes half the normal damage from your blast (or full damage for an energy blast). The wall is not completely solid, but it does provide cover against attacks from the other side of the wall. The wall lasts for a number of rounds equal to your Constitution modifier or until you use a wall infusion again.
« 上次编辑: 2017-11-19, 周日 14:57:31 由 月夜白雨 »
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

  • Flawless
  • *******
  • 帖子数: 4079
  • 苹果币: 1
Re: 【OA】操念使(Kineticist)
« 回帖 #6 于: 2015-08-02, 周日 16:32:43 »
通用原力(Utility Wild Talents)
只要操念使能够满足前置条件和元素类别,便可以在相应的等级从后述原力中选择一种。

适应大气(Aerial Adaptation)
元素:气;类别:通用(Sp);等级:1;超载:0
你变得免疫高原病(altitude sickness),而且你会获得一定数量的闪电抗力,具体数值等同于当前超载数值的两倍。

避难气流(Aerial Evasion)
元素:气;类别:通用(Su);等级:3;超载:1
前置:风卷之衣(enveloping winds)
你能够使用风力推动自己远离区域攻击。直至你所承受的超载得以移除为止,你会获得反射闪避(Evasion),就如同盗贼职业能力一般。

以太傀儡(Aether Puppet)
元素:以太;类别:通用(Sp);等级:5;超载:0
你使用以太来活化物体。你能够活化一个中型或更小的物体,就如同它是一个不具有构装生物点数(Construction Points)能力的活化物体(animated object;Bestiary 14页)一般,不过如果物体本身是由岩石或金属构成的话,它就可以获得岩石结构(Stone)或者合金体:普通(Metal:common)能力。每轮在你的回合中,你必须使用移动动作来引导物体,否则它就会恢复成无生命的状态。通过承受1点超载,你能够把少量的自我注入到以太傀儡中,使得效果能够持续每个操念使等级1轮,而且无需额外的动作来维持。12级起,你能够活化一个大型或更小的物体,它会获得所有中型活化物体的能力,外加额外攻击(Additional Attack)能力。14级起,你能够活化超大型或更小的物体,它会获得所有大型活化物体的能力。16级起,你能够活化巨型或更小的物体,它会获得所有超大型活化物体的能力,如果物体本身是由秘银(mithral)构成的话,还会获得合金体:秘银(Metal:mithral)能力。18级起,你能够活化一个超巨型或更小的物体,它会获得所有巨型活化物体的能力,如果物体本身是由精金(adamantine)构成的话,还会获得合金体:精金(Metal:adamantine)能力。

气流缓冲(Air Cushion)
元素:气;类别:通用(Sp);等级:1;超载:0
无论从多高的地方落下,你都能够免受伤害。你被视为受到持续性的羽落术(Feather Fall)效果影响,而且在判断你自己会如何受到风力影响时,总是视为你的体型比正常大1级。

空气罩(Air Shroud)
元素:气;类别:通用(Sp);等级:1;超载:0
你总是被空气所包围,就如同气泡术(Air Bubble;UC)一般。以标准动作,你能够承受1点超载来将该效果延伸至数个额外生物身上,生物数量等同于你的体质调整值,持续时间为每个操念使等级1分钟。

高等空气罩(Air Shroud,Greater)
元素:气;类别:通用(Sp);等级:5;超载:0
前置:空气罩(Air Shroud)
你的空气罩得到了强化,这使得你获得了维生气泡(Life Bubble;APG)的好处。当你承受超载并将该效果赋予其他人时,这些好处会持续至你所承受的超载得以移除为止。

空气跃动(Air's Leap)
元素:气;类别:通用(Su);等级:1;超载:0
当你跳跃时,总是被视为已经进行了助跑,所有用于跳跃的特技动作检定都会获得等同于你的操念使等级的加值,你的跳高或跳远距离总是检定结果所显示的两倍,当你跳跃时可以承受1点超载来使得跳跃距离再次加倍(总计为四倍距离)。

大气延伸(Air's Reach)
元素:气;类别:通用(Su);等级:1;超载:-
当你使用突风(air blasts)、气系原力、或者包含气元素的复合念袭时,念袭的有效范围(effective range)会加倍。该效果会在诸如增距(extended range)注能之类的效果调整范围之后再生效。这种范围加倍只会增加念袭的有效距离,不会对云形(cloud)和气旋(cyclone)这样产生区域效果的注能生效。

基础大空念力(Basic Aerokinesis)
元素:气;类别:通用(Sp);等级:1;超载:0
你能够引起一道轻风(light breeze),让它从由你选择的方向吹向一个生物或物体,无论对方走向何方,这股轻风都会追随上去。轻风使得受术者在某些豁免中获得+2加值,这包括对抗炎热环境(very hot conditions)、高温环境(severe heat)、喷吐武器(breath weapons)、以及云雾和气体(比如死云术、臭云术和吸入性毒素)。这个念力在没有空气的地方或者水下无法生效。在同一段时间内,你只能够引起一股这样的轻风。
你还能够使用大空念力来冲淡气味,使得灵敏嗅觉难以侦测到你或者其他人。你可以指定数量等同于你的体质调整值个生物或物体。在判断能否被灵敏嗅觉(scent)侦测到的距离时,这些生物和物体总是被视为处于下风处。该效果持续1小时或者直至你再次使用基础大空念力为止,以较早发生者为准。

基础地脉念力(Basic Geokinesis)
元素:土;类别:通用(Sp);等级:1;超载:0
你能够以移动动作将石头、松散的土壤、沙子、泥土和其他类似的物质挪动至多15尺远,这些物质的重量至多为每个操念使等级5磅重。你可以在一定距离内搜寻土质和石质区域,就如同使用搜寻术(Sift;APG)一般。

基础流水念力(Basic Hydrokinesis)
元素:水;类别:通用(Sp);等级:1;超载:0
你能够如同使用造水术(Create Water)一般创造清水,也可以如同使用净化食粮(Purify Food and Drink)一般把水净化,还可以如同使用魔法伎俩(Prestidigitation)一般把物体和生物打湿或弄干。虽然你不能使用该能力把水抬升到空中,当你可以通过专注来在水体中制造水流。由此产生的水流强大到足以驱动水磨(water mill),就好像力量属性和你的体质属性相同的生物手动旋转石磨一般。

基础赤炎念力(Basic Pyrokinesis)
元素:火;类别:通用(Sp);等级:1;超载:0
你能够使用体内产生的火焰来复制闪光术(Flare)、光亮术(Light)、或火花术(Spark;APG)的效果,不过由你创造的光亮术效果会如同普通的火焰一般产生热量;使用三种能力的任意一种均会终止之前使用该原力提供的光亮效果。

基础心灵念力(Basic Telekinesis)
元素:以太;类别:通用(Sp);等级:1;超载:0
该能力类似于法师之手(Mage Hand),不过能够移动重量至多为每2个操念使等级5磅的一件物体(最低5磅重),而且你也能够移动魔法物体。此外,你还能创造出由缠绕着的以太所构成的容器,并以此来承载同样重量的液体或成堆的小物品。你能够以移动动作将容器放下并盛起或倒出液体。若你拥有增距(extended range)原力,则可以将基础心灵念力的范围提升至远距(long range),同时还将移动速率提升至每轮60尺。你还可以使用基础心灵念力复制开关术(Open/Close)的效果。

疾速(Celerity)
元素:气;类别:通用(Sp);等级:3;超载:0
你可以把盟友体内的电流活性化并以此来增强他们的速度。它的功能就如同仅持续1轮的加速术(Haste)一般。你可以承受1点超载来使得持续时间延长至每个操念使等级1轮。

适应酷寒(Cold Adaptation)
元素:火或水;类别:通用(Sp);等级:1;超载:0
你会持续性地收到忍受环境(endure elements)的保护,不过仅限用于对抗低温(cold temperatures)。你会获得一定数量的寒冷抗力,具体数值等同于当前超载数值的两倍。

寒流(Cold Snap)
元素:水;类别:通用(Sp);等级:3;超载:1
前置:适应酷寒(cold adaptation),水之护罩(shroud of water)
你可以让水之护罩变得寒冷刺骨,并让这些寒气环绕着你,在身边创造出让人寒冷麻木的灵光。直至你所承受的超载得以移除为止,你能够以迅捷动作随意启动或终止寒流灵光。在你周围30尺范围的区域内,温度均会下降每个操念使等级5华氏度,最低将温度调整值-10华氏度。若这会让区域内的的温度降低至40华氏度,那么所有距离你5尺范围内的生物的敏捷均会受到-4减值。你免疫这些效果,免疫寒冷(immune to cold)生物或者从忍受环境(endure elements)之类的效果中获益而变得能够抵御此类温度的生物也可以免疫该效果。

攀岩(Earth Climb)
元素:土;类别:通用(Su);等级:2;超载:0
凭借着自身和大地之间的联系,你将身体稍稍融入石质和土质的表面,当你在此类表面上攀爬时,会获得等同于你的基础陆上速度的攀爬速度。

潜地(Earth Glide)
元素:土;类别:通用(Su);等级:5;超载:0
你能够潜入地面,就如同土元素(earth elemental)的遁地(Earth Glide)能力一般,掘地速度等同于你的基础陆上速度。

土行(Earth Walk)
元素:土;类别:通用(Su);等级:1;超载:-
由于你自身和土元素进行了较低程度的融合,所以当你站在土制表面(earthen surface)上时,能够忽略由于岩石(rocks)、土(earth)或泥(mud)产生的困难地形(difficult terrain),而且当你身处此类表面上时,用于对抗让你发生移动或摔绊的CMD、以及用于保持平衡的特技动作检定可以获得元素满溢(Elemental Overflow)提供的加值。

束缚元素(Elemental Grip)
元素:通用;类别:通用(Sp);等级:3;超载:0
豁免:意志,通过则无效;法术抗力:可
你能够利用自身的元素念力来定住一个和你的元素相关的生物,这就如同怪物定身术(Hold Monster)一般,不过需要你进行专注来维持,而且它只对亚种和你所具有的某个元素相同的生物生效(比如使用赤炎念力的操念使能够对具有火系亚种的生物使用该能力)。无论何时,你都能够承受1点超载来移除维持专注的需要。

持久之土(Enduring Earth)
元素:土;类别:通用(Su);等级:4;超载:-
当你使用岩击(earth blasts)、土系的原力(earth wild talents)或者包含土元素的复合念袭时,如果它的持续时间超过1轮,则会延长至两倍。

吞噬之风(Engulfing Winds)
元素:气;类别:通用(Sp);等级:3;超载:0
前置:风卷之衣(enveloping winds)
你把包裹在身上的气流化为强大的屏障。直至你的下个回合开始为止,你会失去风卷之衣带来的好处,但是由此可以创造出一堵风墙,就如同风墙术(Wind Wall)一般。你能够承受1点超载来使风墙的持续时间延长至每个操念使等级1轮。

防御扩充(Expanded Defense)
元素:通用;类别:通用(Su);等级:4;超载:-
从你在元素扩展(Expanded Element)中选择的元素里挑选一种。你会获得这个元素的护身原力(defense wild talent)。你可以多次选取这个原力,每次选取都要选择不同的元素类型。

塑火者(Fire Sculptor)
元素:火;类别:通用(Sp);等级:1;超载:0
你能够改变火的形状或者调整火势的蔓延。以标准动作,你能够从正在蔓延的火焰(ongoing fire)中移动每操念使等级5平方尺的火焰,并将它放置在与这些火焰相邻的任意方格中。举例说明:4级的操念使能够从20尺x20尺的大火中间移走4个相邻方格的火焰,并防止到火焰的边缘,以便创造出供人逃生的安全路径。在你改变形状之后,火焰仍会继续蔓延下去。

狂怒之炎(Fire's Fury)
元素:火;类别:通用(Su);等级:1;超载:-
当你使用火冲(fire blasts)或者包含火元素的复合念袭时,将你的元素满溢(Elemental Overflow)加值加到伤害上。若念袭在正常情况下便会将两倍于元素满溢的加值加到伤害上,那么这些效果也会叠加。

火之视域(Firesight)
元素:火;类别:通用(Su);等级:3;超载:-
你能够看透火焰(flames)和烟(smoke),就如同它们都是透明的一般。被点燃(on fire)的生物或者具有火系亚种(fire subtype)的生物在对抗你的时候,都无法从隐蔽(concealment)或全隐蔽(total concealment)中获益。

火焰喷进(Flame Jet)
元素:火;类别:通用(Sp);等级:3;超载:0
以标准动作,你在身后发喷射出爆发性的火焰,这会推动你向着直线方向移动至多60尺,这也包括向着空中移动;任何向上进行的移动都被算作消耗了双倍的移动距离。若你在半空中结束自己的回合的话,那么除非你再次使用火焰喷进,否则便会在下个自己的回合坠落。

高等火焰喷进(Flame Jet,Greater)
元素:火;类别:通用(Sp);等级:5;超载:0
前置:火焰喷进(Flame Jet)
你能够以移动动作使用火焰喷进,而且可以放射出轻微的火焰喷射,这使得你不需要使用动作便可以进行盘旋(hover)。

炽焰护盾(Flame Shield)
元素:火;类别:通用(Sp);等级:5;超载:1
前置:炎之血肉(searing flesh)
闪耀的火焰环绕着你,直至你所承受的超载得以移除为止。当你的炎之血肉生效时,任何使用近战攻击命中你的生物都会受到等同于你的操念使等级一半的火焰伤害,除非对方使用的是长触及武器。若该名生物还受到了来自炎之血肉的伤害,那么它的火焰抗力仅能在对抗两个效果的总伤害时生效一次。你还会获得温暖火焰护盾(warm fire shield)降低寒冷伤害的保护效果。如果你受到造成寒冷伤害的攻击,并且此次攻击的数值大于你的操念使等级的两倍(在应用炽焰护盾的保护之前),那么此次攻击会在炽焰护盾的保护生效之后熄灭护盾,使得炽焰护盾效果提前结束。

力场屏障(Force Barrier)
元素:以太;类别:通用(Sp);等级:5;超载:0
前置:力场结界(force ward)
你能够创造出一个固定的力场球体或半球,包围在你所在的方格外(若占据多格,则包围多格)。力场屏障在所有其他方面都如同力墙术(Wall of Force)一般。启动该能力是标准动作,屏障会持续至你的下个回合开始为止。每一轮,就在屏障恰好要消失之前,你能够通过承受1点超载来延长它的持续时间。若有攻击设法摧毁了力场屏障,那么你会立即承受1点超载。

浴火重生(From The Ashes)
元素:火;类别:通用(Sp);等级:9;超载:2
当你即将由于生命值伤害而陷入昏迷(fall unconscious)或死亡时,你能够以直觉动作突然化身为火焰,只留下一堆灰烬,大多数攻击和效果都不能影响这些灰烬,不过解离术(disintegrate)或类似的魔法能够摧毁它。在你的下个回合开始时,只要灰烬没有被完全摧毁,你就可以在大多数灰烬所在的方格重生,你会受到触发效果的伤害,不过你也会恢复每操念使等级5点的生命值。

适应高温(Heat Adaptation)
元素:火或水;类别:通用(Sp);等级:1;超载:0
你会持续性地收到忍受环境(endure elements)的保护,不过仅限用于对抗高温(hot temperatures)。你会获得一定数量的火焰抗力,具体数值等同于当前超载数值的两倍。

热浪(Heat Wave)
元素:火;类别:通用(Sp);等级:3;超载:1
前置:适应高温(heat adaptation),炎之血肉(searing flesh)
你创造出发光发热的灵光,这会扭曲你周围的空气。直至你所承受的超载得以移除为止,你能够以迅捷动作开启或终止热浪灵光。你周围30尺内的温度得到提升,提升的数量为每个操念使等级5华氏度,最高把温度提升至120华氏度。若你将温度至少提高到90华氏度;所有距离你5尺内的生物做出的攻击都会由于隐蔽(concealment)而承受20%的失手率。你自己免疫这些效果,免疫火焰(immune to fire)或者受到忍受环境(Endure Elements)的好处的生物也免疫该效果。

冰霜之径(Ice Path)
元素:水;类别:通用(Su);等级:6;超载:0
前置:冰行者(icewalker)
你把空气中的水汽凝结,让自己可以通过在冰上行走来行进到空中,就如同使用凌空而行(Air Walk)一般,这会在你的身后留下一条冰霜之径,但是它在融化之前仅能存在1轮。

塑冰者(ice Sculptor)
元素:水;类别:通用(Sp);等级:4;超载:0
你可以将冰(ice)和雪(snow)塑造成新的形状,就如同塑石术(Stone shape)一般,不过该能力仅限于影响冰和雪,以取代影响石头。

冰行者(Icewalker)
元素:水;类别:通用(Su);等级:1;超载:-
你能够在湿滑(wet)和结冰(icy)的表面上移动而不需要由于打滑而尝试特技动作检定,这也包括在溜滑(Slick)原力影响的区域中进行的移动。此外,你还会免疫晕船(seasickness)。

锯齿皮肤(Jagged Flesh)
元素:土;类别:通用(Sp);等级:3;超载:1
前置:顽石之肤(flesh of stone)
伴随着痛苦,你在肌肤之上塑造出粗糙的岩石。直至你所承受的超载得以移除为止,在你的启动了顽石之肤的时候,任何使用徒手攻击或天生武器命中你、或者擒抱你的生物均会受到1d6点穿刺伤害。攻击你的武器也会受到这个伤害,不过这个伤害通常无法克服武器的硬度。

念力掩体(Kinetic Cover)
元素:以太、土或水;类别:通用(Sp);等级:1;超载:0
你呼唤出元素物质保护自己和盟友免受攻击。以标准动作,你能够选择30尺内一个方格的一面,并将元素物质堵在那里,对于来自方向的攻击提供全掩蔽(total cover)。你选择的那面方向必须有地面支撑,而且念力掩体也无法支撑超过5磅的重量。水、冰和心灵念力是透明的,土、金属、泥和类似的物质是不透明的,并且会遮挡视觉线。攻击掩体的生物可以轻松摧毁它。无论掩体是由什么构成的,它的硬度均为0点,AC为5,生命值总和为每个操念使等级2点。你可以让多个念力掩体同时存在,数量等同于你的体质调整值 + 你的操念使等级的一半。

念力之躯(Kinetic Form)
元素:通用;类别:通用(Sp);等级:5;超载:1
你能让自己的身体漂浮在大量的元素物质中。直至你所承受的超载得以移除为止,你能够以标准动作将自身的体型变为大型或者恢复到原有的体型。这不会以任何方式改变你的属性。16级起,你能够额外承受1点超载来使得自身的体型变为超大型(Huge)作为替代。你不能使用念力之躯来缩小自身的体型。

念力医者(Kinetic Healer)
元素:以太或水;类别:通用(Sp);等级:1;超载:1;见后文
豁免:无;法术抗力:可
通过一次接触,你能够治疗一名自愿的活物,恢复的数值等同于念袭的伤害量。你可以让接受者承受1点超载,来取代你自己承受的超载消耗。若你这么做的话,接受者会受到等同于自身生命骰数量的非致命伤害,就好像承受了超载一般;这个伤害无法被任何方式治愈,接受者只有经过整夜(full night)的休息才可以恢复超载带来的伤害。

逆向迁跃(Reverse Shift)
元素:通用;类别:通用(Sp);等级:8;超载:0
你将原本从灵界位面流向你的联系逆转,把你自己的身体置于灵界位面中,就如同幻化灵体(ethereal jaunt)一般。只要你专注于逆转联系,便可以维持在灵界位面中;当你在灵界位面中持续逗留的轮数等同于你的操念使等级时(以及之后每隔同样长的时间段时),你必须承受1点超载。一旦你返回了主物质位面(the Material Plane),就会在一定时间内无法再次使用逆向迁跃,这段时间的长度和你身处灵界位面的轮数相同。

随念而动(Ride The Blast)
元素:通用;类别:通用(Sp);等级:6;超载:0
你能够在使用念动(telekinetic blast)之外的念袭时,以使用念袭的一部分使用该原力。你把自己转化为元素或能量,并随着念袭把自己发送出去。你会出现在念袭路径的最末端,并与念袭的目标相邻。如果使用了连锁(Chain)这样的塑形注能,则与最后一个目标相邻。如果使用了爆破(Explosion)这样的塑形注能的话,则会出现在扩散或爆发区域的中心。该能力对涉及到近战攻击的塑形注能(比如念刃)或者喷涌(Spray)这样的锥形注能无效。

枯萎之炎(Searing Flame)
元素:火;类别:通用(Su);等级:2;超载:-
前置:灼烧注能(Burning Infusion)
随着时间的经过,你的灼烧注能能够将敌人的火焰抗力(fire resistance)烧毁。当你投掷来自灼烧注能的点燃伤害(burn damage)对抗敌人时,敌人的火焰抗力也会随之减少,减少量等同于未受调整的点燃伤害;在判断火焰抗力的减少量时,不能将火焰抗力应用至该检定上。火焰抗力的减少所持续的轮数等同于你的操念使等级的一半。这些减少量会叠加,最低降低至0点。

震颤之主(Seismic Master)
元素:土;类别:通用(Sp);等级:9;超载:0
你能够将精神集中于自身和大地的联系,创造出地区性的震颤,就如同法术地震术(Earthquake)一般。

念力御身(Self Telekinesis)
元素:以太;类别:通用(Sp);等级:3;超载:0
你可以使用念动能力搬运自己。这项原力在其他方面的功能就如同火焰喷进(flame jet)一般。

高等念力御身(Self Telekinesis,Greater)
元素:以太;类别:通用(Sp);等级:5;超载:0
前置:念力御身(Self Telekinesis)
在使用念力操控自身这方面,你获得了更强的掌控力。这项原力在其他方面的功能就如同高等火焰喷进(flame jet,greater)一般。

地动(Shift Earth)
元素:土;类别:通用(Sp);等级:4;超载:0
前置:念力掩体(kinetic cover)
豁免:见后文;法术抗力:否
以标准动作,你能够推拉30尺内一块5立方尺的土或者未经加工的石头,让它向着任意方向移动5尺。你能够创造出升高的平台(raised platforms)、在悬崖上设置阶梯、挖洞或者其他有用的地貌。该能力无法使泥土漂浮在空中,不过当你身处具有大量泥土的地方时,可以抬起立方体并创造出矮柱子。若你移动的泥土在生物的脚下,那么它可以尝试一次DC20的反射豁免来跳向别处,并以此来避免随着土地一同移动。

高等地动(Shift Earth,greater)
元素:土;类别:通用(Sp);等级:7;超载:0
前置:念力掩体(kinetic cover),地动(Shift Earth)
你能够大规模地挪动土地,就如同使用法术地动术(Move Earth)一般。

微光幻影(Shimmering Mirage)
元素:水;类别:通用(Sp);等级:5;超载:1
前置:水之护罩(shroud of water)
你的护罩能够偏折光线,形成闪亮的幻影。当你启动的水之护罩后,对你进行的攻击会由于隐蔽(concealment)而承受20%的失手率,直至你所承受的超载得以移除为止。

熟练操念使(Skilled Kineticist)
元素:通用;类别:通用(Su);等级:1;超载:-
对于你的首要元素(primary element)向本职技能列表中添加的技能来说,这些技能检定均会获得一个加值,加值的数值等同于你的操念使等级的一半,而且你能够使用与首要元素相关的知识技能鉴别生物,不过仅限亚种类型和你的首要元素一致的元素(elementals)。

高等熟练操念使(Skilled Kineticist,Greater)
元素:通用;类别:通用(Su);等级:2;超载:-
前置:熟练操念使(Skilled Kineticist)
通过深入研究灵界位面和元素位面,你能够以不同寻常的方式利用首要元素辅助你的技能。将知识(位面)添加到你的本职技能列表中。选择一个不是首要元素提供的操念使本职技能,该技能也会获得熟练操念使提供的加值。

溜滑(Slick)
元素:水;类别:通用(Sp);等级:1;超载:0
豁免:反射,通过则无效;法术抗力:否
以标准动作,你能够呼唤滑溜的水或冰,创造出油腻术(Grease)的任意效果,持续1轮。你能够在你的下个回合开始时承受1点超载,来使得效果持续时间延长至每操念使等级1分钟。

烟雾迸发(Smoke Storm)
元素:火;类别:通用(Sp);等级:3;超载:0
豁免:强韧,通过则无效;见后文;法术抗力:否
你将120尺范围内的一处无遮盖的火源变为呛人的烟云,充满半径20尺的扩散区域,而且还会如同发烟棒(Smokestick)一般影响视线。在自己的回合开始时处于烟云内的生物会陷入恶心(sickened),只要没有离开烟云该效果便会持续下去,即便离开烟云,该效果也会持续1d4+1轮(强韧豁免,通过则无效)。

生命闪烁(Spark of Life)
元素:通用;类别:通用(Sp);等级:5;超载:0
你把虚假的生命力量注入元素物质,这会形成一个中型元素(Medium elemental),就如同使用召唤怪物 IV(Summon Monster IV)召唤的一般,元素的类型要从你所具有的元素中选择,该效果的施法者等级等同于你的操念使等级,不过这个元素会获得无心智(mindless)特性。每当轮到你的回合时,你必须使用移动动作指引元素,否则它便会坍塌成原本的元素构成物质。通过承受1点超载,你能够将少部分自身的意志注入到元素中,移除它的无心智特性,并且让它能够存在每操念使等级1轮,在此期间你也不需要你执行进一步的动作维持它。12级起,你能够形成一个大型元素(Large elemental),就如同使用了召唤怪物 V(Summon Monster V)一般;14级起,你能够选择形成超大型元素(Huge elemental),就如同使用了召唤怪物 VI(Summon Monster VI)一般;16级起,你能够选择形成一个巨型元素(greater elemental),就如同使用了召唤怪物 VII(Summon Monster VII)一般;在18级,你能够选择形成一个元素长老(elder elemental),就如同使用了召唤怪物 VIII(Summon Monster VIII)一般。

法术偏转(Spell Deflection)
元素:以太;类别:通用(Sp);等级:7;超载:0
你把以太编织起来环绕自身,以此来将目标型的法术偏转回施法者身上。直至你的下个回合开始为止,每当你成为法术目标,并且这个法术可以被法术反转(Spell Turning)影响时,投掷1d10-1并得出结果,就如同你的法术反转剩下这么多等级可供反转一般判断法术的效果。你可以承受1点超载来将效果的持续时间延长至每个操念使等级10分钟,但是在此情况下,它的效果提早结束之前只能反转总和为10个等级的法术(仍旧要逐次投掷1d10-1进行检定)。

雕石者(Stone Sculptor)
元素:土;类别:通用(Sp);等级:5;超载:0
你可以将大地塑造成任意形态,就如同使用塑石术(Stone Shape)法术一般。

窒息(Suffocate)
元素:以太、气或水;类别:通用(Sp);等级:6;超载:0
豁免:强韧,通过则部分生效;法术抗力:可
你让距离自己120尺内的一个生物窒息,这可以是使用以太扼住它的喉咙、利用气流在它周围创造出无法呼吸的空气,或者使用水来灌满它嗓子。若目标需要呼吸,它必须在你维持专注期间屏住呼吸。在该生物的每个回合中,都需要尝试一次强韧豁免才能说话,但是只有在你的专注中断、你离开距离该生物120尺的范围、或者你打破效果线时,该生物才能够呼吸。在启动这个原力时,你能够为了清空目标肺部的空气而承受1点超载。若你这么做,而且目标在第一次强韧豁免中失败的话,它会陷入瘫痪(disabled)、生命值降至0点,而且在它再一次在强韧豁免中失败时,便会陷入昏迷(falls unconscious)、而且生命值降至-1点。

念动偏转(Telekinetic Deflection)
元素:以太;类别:通用(Sp);等级:8;超载:0
你能够偏转敌人的攻击,就如同法术偏转术(Deflection;APG)一般,不过持续时间只有1轮。你能够承受1点超载,来使得持续时间增加至每个你具有的操念使等级1轮。

精密念动(Telekinetic Finesse)
元素:以太;类别:通用(Sp);等级:1;超载:0
你能够在近距(close range)执行任意种类的精密操作,这包括尝试巧手和解除装置检定。

念动法球(Telekinetic Globe)
元素:以太;类别:通用(Sp);等级:8;超载:0
前置:力场屏障(force barrier),力场结界(force ward)
你能够创造出力场球体,就如同灵动法球(Telekinetic Sphere)法术一般,只要你以标准动作维持专注,它就会一直持续下去,而且你可以以移动动作移动球体。你能够承受1点超载来将持续时间增加至每等级1分钟,而且不再需要进行专注来维持法球。

念动牵引(Telekinetic Haul)
元素:以太;类别:通用(Sp);等级:2;超载:0
前置:基础心灵念力(basic telekinesis)
当你使用基础心灵念力时,你能够移动一件重量不超过每个操念使等级100磅的物体。当你使用念动(telekinetic blast)时,可以投掷重量至多为每个操念使等级100磅的物体,但是这并不会增加伤害。若你承受1点超载,物体的重量上限会提升至每个操念使等级1000磅,持续时间会增加至每个操念使等级1分钟。

念动遁形(Telekinetic Invisibility)
元素:以太;类别:通用(Sp);等级:3;超载:0
你编织着以太,偏折光线的同时抑制着声音;该效果的功能如同隐形术(invisibility)一般,不过以太扭曲的视觉效果比普通的隐形更易于察觉,因此你在潜行检定中获得的加值减半(移动时+10点,静止不动时+20点)。然而,对声音的压制使得你不会被基于声音的盲感(blindsense)和盲视(blindsight)自动察觉到,但是这个原力也不会在你使用潜行检定对抗具有此类能力的生物时提供加值。

念动战技(Telekinetic Maneuvers)
元素:以太;类别:通用(Sp);等级:4;超载:0
豁免:无;法术抗力:可
你能够以心灵念力执行战技,但是你会使用体质调整值来判断战技加值(Combat Maneuver Bonus),而非使用你的智力或魅力调整值。若你具有精密念动(telekinetic finesse)原力,则可以将阴招(dirty trick)和盗取(steal)战技加到你能够执行的战技列表中;当你执行这些战技时,使用敏捷调整值来判断战技加值,而非使用体质调整值。

海啸(Tidal Wave)
元素:水;类别:通用(Sp);等级:9;超载:1
你呼唤出强大的海啸,如同津波(Tsunami;APG)法术一般。

触觉视界(Touchsight)
元素:以太;类别:通用(Su);等级:3;超载:0
你将心灵念力可以触碰的所有事物都附上一股以太。每当你使用念动(Telekinetic Blast)对生物造成伤害时,只要该名生物没有使用传送(teleportation)效果,你就可以如同使用盲视(blindsight)一般看到该名生物,无论你与他相距多远都可以,不过该效果仅能持续至你的下个回合结束为止。在对生物造成伤害后的一瞬间,你能够尝试承受1点超载,以此来强化附着在该名生物身上的以太,延长触觉视界对该名生物的持续时间至每操念使等级1轮。

应激触觉视界(Touchsight,Reactive)
元素:以太;类别:通用(Su);等级:5;超载:0
前置:触觉视界(Touchsight)
你让一缕缕的以太包裹自身,这使得使用激烈动作打你个措手不及的情况近乎不可能发生,当然这也需要动作的发生源位于一定的范围内。当攻击来自距离你30尺之内的范围时,你不会由于措手不及或者由于攻击者是隐形或不可见的而失去AC上的敏捷加值。你总是能够成功通过任何察觉检定来发现30尺内的敌人在突袭轮中的行动。

烈焰之径(Trail of Flames)
元素:火;类别:通用(Sp);等级:5;超载:0
豁免:无;法术抗力:可
当你进行撤退(withdraw)或奔跑(run)动作时,能够在撤离经过的所有方格中留下火墙(wall of fire),持续1轮。

颤动感知(Tremorsense)
元素:土;类别:通用(Su);等级:3;超载:0
当你碰触到任何土质或石质表面时,能够以移动动作获得持续1轮、范围为30尺的颤动感知。你能够承受1点超载来将持续时间增加为每个你所具有的操念使等级1轮。当你从这个颤动感知中获益,且使用岩击(Earth Blast)和其他包含土元素的复合念袭对抗被颤动感知侦测到的生物时,这些攻击不会承受来自隐蔽(concealment)或全隐蔽(total concealment)带来的失手率。

高等颤动感知(Tremorsense,Greater)
元素:土;类别:通用(Su);等级:5;超载:0
前置:颤动感知(Tremorsense)
当你身处天然的地下环境时,可以花费10分钟将颤动感知向外延伸,以此来如同使用问道自然(Commune with Nature)一般得知3种信息,不过你的颤动感知无法告诉你某个生物是林地生物(woodland creature)或强大的非自然生物(powerful unnatural creature)的情况。

薄雾面纱(Veil of Mists)
元素:水;类别:通用(Su);等级:2;超载:0
你能够创造出朦胧的面纱覆盖在面部,如同易容术(Disguise Self)一般改变自己的容貌,效果持续的分钟数等同于你的体质调整值。若你承受1点超载,那么直至下一次你的超载得到恢复之前,你所使用的每个薄雾面纱原力都可以持续到你主动解消为止。

风之声(Voice of The Wind)
元素:气;类别:通用(Sp);等级:1;超载:0
豁免:无;法术抗力:可
当你低语时,你能够让风携带着你的声音传入120尺内任何你能够看到的人的耳中,就如同它们是你所施放的传讯术(Message)的目标之一一般。此外,你能够把你的声音送到某个特定地点,就如同风讯术(Whispering Wind)一般。

控水者(Water Manipulator)
元素:水;类别:通用(Sp);等级:3;超载:0
前置:念力掩体(kinetic cover)
豁免:无;见后文;法术抗力:否
你能够操控大量的水。以标准动作,你能够升高或降低水位,就如同使用操纵水位(Control Water)一般,或者你也能够操纵一定量的水移动至法术范围内的不同地点,具体数量相当于操纵水位法术控制水量的千分之一。只要你保持静止并且每轮使用标准动作进行专注以维持效果,水便会维持在你所安置的位置。这个原力能够使得由水构成的生物受到缓慢术(slow)的效果,就好像操纵水位法术所能做到的那样(意志,通过则无效)。当你停止专注时水流会恢复正常,若你承受1点超载,便可以延长效果的持续时间并将水流维持在当前的状况下,延长的时间为你所具有的每个操念使等级10分钟。

水舞者(Waterdancer)
元素:水;类别:通用(Sp);等级:3;超载:0
你能够呼唤出一股水流,用来提高自身的速度,并且使得你能够熟练的游泳,就如同持续时间无限的水流术(Slipstream;APG)的效果一般。

高等水舞者(Waterdancer,Greater)
元素:水;类别:通用(Su);等级:5;超载:0
前置:水舞者(Waterdancer)
你可以如同水面行走(Water Walk)法术一般随意(at will)在水面行走,而且能够在水下呼吸。此外当你身处水下时,你的挥砍和钝击攻击不会承受通常的惩罚。
*注:如果没有任何效果辅助,水下进行的挥砍和钝击攻击AB-2,DAM减半。

水流感应(Watersense)
元素:水;类别:通用(Sp);等级:4;超载:-
你获得30尺范围的颤动感知(tremorsense)来侦测与你接触着相同水体的任何事物。当你从这个颤动感知中获益,且使用水突(water blasts)和其他包含水元素的复合念袭对抗被颤动感知侦测到的生物时,这些攻击不会承受来自隐蔽(concealment)或全隐蔽(total concealment)带来的失手率。

天候之主(Weather Master)
元素:气;类别:通用(Sp);等级:8;超载:0
通过花费10分钟集中精力专注于空气并向着你的周围输送气流,你能够创造出强大的天气效果(weather effects),就如同操控天气(Control Weather)一般。你能够视当前的季节而创造出龙卷风(Tornado)或旋风级别的风力(Hurricane-force winds)。若你有权使用火元素,便可以创造出热天气(hot weather)、热浪(heat wave)、回暖(thaw)或早春(early spring)。若你有权使用水元素,便能够创造出操控天气中列出的所有其他类型的天气。

控风者(Wind Manipulator)
元素:气;类别:通用(Sp);等级:6;超载:0
前置:吞噬之风(engulfing winds)
你能够向着庞大的区域内呼唤出强而有力的风。以标准动作,你能够改变周围的风力,就如同使用操纵风相(Control Winds)一般,不同的是只要你持续花费标准动作来专注该效果的话,风力的改变便会持续下去。若你承受1点超载,则可以让你在无需维持专注的情况下延长效果的持续时间,延长的时间为你所具有的每个操念使等级10分钟。

风之视野(Windsight)
元素:气;类别:通用(Su);等级:3;超载:-
你能够看透迷雾(mist)或云雾(fog),这也包括云雾术(Fog Cloud)和类似的魔法。在刮着常风(moderate wind)或强风(stronger wind)的区域内,你可以在两类位置上看和听(see and hear),其中之一是你当前所在的位置,另一种是顺着风向延伸一定范围内的位置,这个距离为数值与风速的每小时英里数相同的英尺数*,这可能会让你看到转角或者其他障碍后的位置。
*注:常风的风速为11-20英里/小时,强风的风速为21-30英里/小时。

高等风之视野(Windsight,Greater)
元素:气;类别:通用(Su);等级:5;超载:0
前置:风之视野(Windsight)
你可以将一道轻风顺着路径送出,最远达到480尺远的距离,再等它返回到你所在的位置。这使得你能够使用风之视野原力,从而捕捉瞥到一眼或者听见一小段信息,这些信息来自轻风所前往的方向可以达到的位置(轻风的路径无法通过小于直径1英寸的孔洞)。轻风每轮会行进100尺,因此路径的长度每延伸50尺,你所听和看到的信息便延迟1轮。若你花费至少10分钟来构筑一道稳定的气流,那么在此之后只要你维持着专注,就可以在至多每等级1分钟内获得持续性的视觉和听觉信息,不过气流每延伸100尺的路途,信息便会有1轮的延迟(这是因为稳定的气流只需要进行单向的移动便能带回信息)。由于该能力并不具有用于侦测用的隐形传感器(invisible sensor),因此在轻风路途上的生物可能会注意到气流,不过这种程度的风可能并不会显得很突兀。

大气之翼(Wings of Air)
元素:气;类别:通用(Sp);等级:3;超载:0
前置:气流缓冲(air cushion)或空气跃动(air’s leap)
气流屈从于你的意志,使你能够展翅高飞。你持续受到飞行术(fly)效果的影响。若该效果被解除(dispelled),你能够以标准动作再次将它呼唤出来。



原文
劇透 -   :
Utility Wild Talents
A kineticist can select one of the following wild talents at each even level, provided she meets the prerequisites.

AERIAL ADAPTATION
Element air; Type utility (Sp); Level 1; Burn 0
You are immune to altitude sickness, and gain an amount of electricity resistance equal to twice your current amount of burn.

AERIAL EVASION
Element air; Type utility (Su); Level 3; Burn 1
Prerequisite enveloping winds
You use wind to buffet yourself away from area attacks. Until the next time your burn is removed, you gain evasion, as the rogue class feature.

AETHER PUPPET
Element aether; Type utility (Sp); Level 5; Burn 0
You use strands of aether to animate an object. You can animate a Medium or smaller object as an animated object (Pathfinder RPG Bestiary 14) with no Construction Point abilities (except for stone or metal [common], if the object is constructed of one of those materials). Each round on your turn, you must take a move action to guide the object, or it reverts to its inanimate state. By accepting 1 point of burn, you can pour a bit of your own sentience into the aether puppet, allowing the effect to persist for 1 round per kineticist level without requiring additional actions. At 12th level, you can animate a Large or smaller object, which gains all the abilities of the Medium animated object plus the additional attack ability. At 14th level, you can animate a Huge or smaller object, which gains all the abilities of the Large animated object. At 16th level, you can animate a Gargantuan or smaller object, which gains all the abilities of the Huge animated object, as well as the metal (mithral) ability if the object is made of mithral. At 18th level, you can animate a Colossal or smaller object, which gains all the abilities of the Gargantuan animated object, plus the metal (adamantine) ability if the object is made of adamantine.

AIR CUSHION
Element air; Type utility (Sp); Level 1; Burn 0
You cushion a fall from any height. You are constantly under the effects of feather fall, and you count as one size category larger for the purpose of determining how you are affected by wind.

AIR SHROUD
Element air; Type utility (Sp); Level 1; Burn 0
You are always surrounded by air, as air bubbleUC. As a standard action, you can accept 1 point of burn to extend the effect to a number of additional creatures equal to your Constitution modifier for 1 minute per kineticist level you possess.

AIR SHROUD, GREATER
Element air; Type utility (Sp); Level 5; Burn 0
Prerequisite air shroud
Your air shroud improves, granting you the benefits of life bubbleAPG. When you accept burn to grant the benefit to others, the benefit lasts until the next time your burn is removed.

AIR’S LEAP
Element air; Type utility (Su); Level 1; Burn 0
You are always considered to have a running start when jumping, you add your kineticist level as a bonus on all Acrobatics checks to jump, you jump twice as far or high as the results of your check indicate, and you can accept 1 point of burn when jumping to double the distance you jump again (to a total of four times as far).

AIR’S REACH
Element air; Type utility (Su); Level 1; Burn —
When using air blasts, air wild talents, or composite blasts that include air, double the blast’s effective range. This effect applies after altering the range due to effects such as the extended range infusion. This doubles only the blast’s effective range, not the area of effect for infusions like cloud and cyclone.

BASIC AEROKINESIS
Element air; Type utility (Sp); Level 1; Burn 0
You can create a light breeze that blows against a creature or object from a direction of your choice that follows the target wherever it goes. The breeze grants the subject a +2 bonus on saves against very hot conditions, severe heat, breath weapons, and cloud vapors and gases (such as cloudkill, stinking cloud, and inhaled poisons). This wild talent doesn’t function without air or while underwater. You can have only one such breeze active at any one time.
You can also use your aerokinesis to make it harder to detect you or others by scent. You can designate a number of creatures or objects equal to your Constitution bonus. These creatures and objects always count as being downwind for the purpose of determining the distance at which they can be detected by scent. This effect lasts for 1 hour or until you use basic aerokinesis again, whichever comes first.

BASIC GEOKINESIS
Element earth; Type utility (Sp); Level 1; Burn 0
You can move up to 5 pounds per kineticist level of rocks, loose earth, sand, clay, and other similar materials up to 15 feet as a move action. You can search earthen and stone areas from a distance as if using the siftAPG cantrip.

BASIC HYDROKINESIS
Element water; Type utility (Sp); Level 1; Burn 0
You can create water as the cantrip create water, purify water as if using purify food and drink, and dry wet creatures and objects as if using prestidigitation. While you cannot lift water into the air using this ability, you can create mild currents in a body of water by concentrating. These currents are strong enough to run a water mill as if the mill were being turned manually by a creature with a Strength score equal to your Constitution score.

BASIC PYROKINESIS
Element fire; Type utility (Sp); Level 1; Burn 0
You can use your inner flame to reproduce the effects of a flare, light, or sparkAPG cantrip, except that the light you create with light produces heat like a normal flame; using any of the three abilities ends any previous light effect from this wild talent.

BASIC TELEKINESIS
Element aether; Type utility (Sp); Level 1; Burn 0
This ability is similar to mage hand, except you can move an object that weighs up to 5 pounds per 2 kineticist levels you possess (minimum 5 pounds), and you can move magical objects. Additionally, you can create a container of entwined strands of aether in order to hold liquids or piles of small objects of the same weight. You can dip the container to pick up or drop a liquid as a move action. If you possess the extended range wild talent, you can increase the range of basic telekinesis to medium range and increase the rate of movement to 30 feet per round, and if you possess the extreme range wild talent, you can increase the range of basic telekinesis to long range and increase the rate of movement to 60 feet per round. You can also use your basic telekinesis to duplicate the effects of the open/close cantrip.

CELERITY
Element air; Type utility (Sp); Level 3; Burn 0
You can galvanize the flow of electricity within your allies to enhance their speed. This acts as haste except it lasts for 1 round. You can accept 1 point of burn to increase the duration to 1 round per kineticist level you possess.

COLD ADAPTATION
Element fire or water; Type utility (Sp); Level 1; Burn 0
You are constantly protected by endure elements against cold temperatures only. You gain cold resistance equal to twice your current amount of burn.

COLD SNAP
Element water; Type utility (Sp); Level 3; Burn 1
Prerequisites cold adaptation, shroud of water
You chill your shroud of water and send the cold around you, creating an aura of numbing cold around yourself. Until the next time your burn is removed, you can begin or end the cold aura at will as a swift action. The temperature in the area 30 feet around you lowers by 5° F per kineticist level you possess, to a minimum modified temperature of –10° F. If this brings the temperature in the area below 40° F, all creatures within 5 feet of you take a –4 penalty to Dexterity. You are immune to these effects, as are creatures that are immune to cold or that benefit from effects that protect against temperature, such as endure elements.

EARTH CLIMB
Element earth; Type utility (Su); Level 2; Burn 0
You use your connection to earth to meld slightly into stone and earthen surfaces, granting you a climb speed equal to your base land speed when climbing such surfaces.

EARTH GLIDE
Element earth; Type utility (Su); Level 5; Burn 0
Prerequisite earth climb
You can glide through earth, as an earth elemental’s earth glide
ability, with a burrow speed equal to your base land speed.

EARTH WALK
Element earth; Type utility (Su); Level 1; Burn —
Because you meld very slightly into the earth, when you are standing on an earthen surface, you ignore difficult terrain caused by rocks, earth, or mud, and while on such surfaces you add your elemental overflow bonus to your CMD against being moved or tripped and on Acrobatics checks to balance.

ELEMENTAL GRIP
Element universal; Type utility (Sp); Level 3; Burn 0
Saving Throw Will negates; Spell Resistance yes
You use your element to halt a creature associated with your element, as hold monster except it requires concentration to maintain, and it works only on creatures with a subtype matching one of your elements (for example, a pyrokineticist could use it on creatures of the fire subtype). At any time, you can accept 1 point of burn to remove the need to concentrate.

ENDURING EARTH
Element earth; Type utility (Su); Level 4; Burn —
When using earth blasts, earth wild talents, or composite blasts that include earth, double the duration if it’s longer than 1 round.

ENGULFING WINDS
Element air; Type utility (Sp); Level 3; Burn 0
Prerequisite enveloping winds
You bend your winds into a formidable barrier. Until the start of your next turn, you lose the benefits of enveloping winds, but can create a wind wall as the spell. You can extend the wall’s duration to 1 round per kineticist level by accepting 1 point of burn.

EXPANDED DEFENSE
Element universal; Type utility (Su); Level 4; Burn —
Choose an element you selected with expanded element. You gain that element’s defense wild talent. You can take this wild talent multiple times, choosing a different element each time.

FIRE SCULPTOR
Element fire; Type utility (Sp); Level 1; Burn 0
You can sculpt shapes out of flame or alter a fire’s spread. As a standard action, you can move one 5-foot square of an ongoing fire per kineticist level you possess to any square contiguous to that fire. For instance, a 4th-level kineticist could move 4 contiguous squares from the center of a 20-foot-by-20-foot fire to the fire’s edge in order to create a safe path to escape. The fire continues to spread normally after you sculpt it.

FIRE’S FURY
Element fire; Type utility (Su); Level 1; Burn —
When using fire blasts or composite blasts that include fire, add your elemental overflow bonus to the damage dealt. If the kinetic blast normally adds double your elemental overflow bonus to damage, these effects stack.

FIRESIGHT
Element fire; Type utility (Su); Level 3; Burn —
You can see through flames and smoke as if they were transparent. Creatures that are on fire or have the fire subtype never benefit from concealment or total concealment against you.

FLAME JET
Element fire; Type utility (Sp); Level 3; Burn 0
You shoot a burst of flame behind you as a standard action, propelling you up to 60 feet in a straight line, including into the air; any movement upward costs double. If you end your turn mid-air, you fall on your next turn unless you use flame jet again.

FLAME JET, GREATER
Element fire; Type utility (Sp); Level 5; Burn 0
Prerequisite flame jet
You can use flame jet as a move action and can emanate a mild jet of flame, allowing you to hover without spending an action.

FLAME SHIELD
Element fire; Type utility (Sp); Level 5; Burn 1
Prerequisite searing flesh
Flickering flames surround you until the next time your burn is removed. While your searing flesh infusion is active, any creature that strikes you with a melee attack takes an amount of fire damage equal to 1/2 your kineticist level unless it is using a reach weapon. If the creature also takes damage from your searing flesh, it applies fire resistance only once against the total damage from both effects. You also gain the protection from cold of a warm fire shield. An attack that would deal an amount of cold damage equal to at least double your kineticist level (before you applied the protection) freezes away your flame shield after you apply its protection, ending the flame shield early.

FORCE BARRIER
Element aether; Type utility (Sp); Level 5; Burn 0
Prerequisite force ward
You create an immobile sphere or hemisphere of force around your square or squares. The force barrier functions as a wall of force in all other ways. Activating this ability is a standard action, and the barrier lasts until the beginning of your next turn. Each round, just before the barrier would disappear, you can extend its duration by accepting 1 point of burn. If an attack manages to destroy the force barrier, you immediately take 1 point of burn.

FROM THE ASHES
Element fire; Type utility (Sp); Level 9; Burn 2
When you are about to fall unconscious or die from hit point damage, as an immediate action you can burst into flames that leave behind only ash, which cannot be appreciably affected by most attacks or effects, though a disintegrate spell or similar magic can annihilate it. At the start of your next turn, unless the ash has been completely destroyed, you arise in the square where the most ash is located, having taken the damage from the triggering effect but having also healed 5 points of damage per kineticist level you possess.

HEAT ADAPTATION
Element fire or water; Type utility (Sp); Level 1; Burn 0
You are constantly protected by endure elements against hot temperatures only. You gain an amount of fire resistance equal to twice your current amount of burn.

HEAT WAVE
Element fire; Type utility (Sp); Level 3; Burn 1
Prerequisites heat adaptation, searing flesh
You create an aura of shimmering heat that distorts the area around you. Until the next time your burn is removed, you can begin or end the heat aura as a swift action. The temperature in the area 30 feet around you rises by 5° F per kineticist level you possess, to a maximum modified temperature of 120° F. If this brings the temperature to at least 90° F, all attacks made by creatures within 5 feet of you suffer a 20% miss chance due to concealment. You are immune to these effects, as are those immune to fire or benefiting from endure elements.

ICE PATH
Element water; Type utility (Su); Level 6; Burn 0
Prerequisite icewalker
You freeze water vapor in the air, allowing you to travel above the ground as air walk by walking along the ice, and leaving a path of ice behind you that lasts for 1 round before it melts.

ICE SCULPTOR
Element water; Type utility (Sp); Level 4; Burn 0
You can sculpt ice and snow into new shapes, as the spell stone shape but affecting ice and snow instead of stone.

ICEWALKER
Element water; Type utility (Su); Level 1; Burn —
You can move across wet and icy surfaces without needing to attempt Acrobatics checks due to slipperiness, including across areas under the effects of the slick wild talent. Additionally, you are immune to seasickness.

JAGGED FLESH
Element earth; Type utility (Sp); Level 3; Burn 1
Prerequisite flesh of stone
You painfully push forth jagged chunks of rock from your flesh. Until the next time your burn is removed, while your flesh of stone is active, any creature that strikes you with an unarmed strike or natural weapon or that grapples you takes 1d6 points of piercing damage. Weapons that strike you also take this damage, though the damage is unlikely to penetrate the weapon’s hardness.

KINETIC COVER
Element aether, earth, or water; Type utility (Sp); Level 1; Burn 0
You call up elemental matter to defend yourself and your allies from attacks. As a standard action, you can select one face of a square within 30 feet of you and move elemental matter to block that face, providing total cover from that direction. The face you select must be supported by the ground, and the kinetic cover cannot support more than 5 pounds of weight. Water, ice, and telekinetic force are translucent, but earth, metal, mud, and the like are opaque and block line of sight. A creature who strikes the cover can easily destroy it. Regardless of its composition, the cover has hardness 0, AC 5, and 2 hit points per kineticist level you possess. You can have a number of kinetic covers in existence equal to your Constitution modifier + 1/2 your kineticist level.

KINETIC FORM
Element universal; Type utility (Sp); Level 5; Burn 1
You are able to suspend your body in a large mass of elemental matter. Until the next time your burn is removed, you can change your size to Large or shift back to your original size as a standard action. This doesn’t change your ability scores in any way. At 16th level, you can accept 1 additional point of burn to instead change your size to Huge. You cannot use kinetic form to decrease your size.

KINETIC HEALER
Element aether or water; Type utility (Sp); Level 1; Burn 1; see text
Saving Throw none; Spell Resistance yes
With a touch, you can heal a willing living creature of an amount of damage equal to your kinetic blast’s damage. Instead of paying the burn cost yourself, you can cause the recipient to take 1 point of burn. If you do so, the recipient takes 1 point of nonlethal damage per Hit Die he possesses, as usual for burn; this damage can’t be healed by any means until the recipient takes a full night’s rest.

REVERSE SHIFT
Element universal; Type utility (Sp); Level 8; Burn 0
You reverse the flow of your connection to the planes, sending your body into the Ethereal Plane as ethereal jaunt. As long as you concentrate on reverse shift, you remain on the Ethereal Plane; after a number of consecutive rounds spent on the Ethereal Plane equal to your kineticist level (and every such interval thereafter), you must accept 1 point of burn. Once you return to the Material Plane, you cannot use reverse shift again for a number of rounds equal to the number of rounds you spent on the Ethereal Plane.

RIDE THE BLAST
Element universal; Type utility (Sp); Level 6; Burn 0
You can use this wild talent as part of activating a kinetic blast other than telekinetic blast. You transform yourself into your element or energy and send yourself along with your kinetic blast. You appear at the end of the blast’s path, adjacent to the blast’s target (or final target, for form infusions like chain) or at the center of the burst or spread for form infusions like explosion. This ability doesn’t work with form infusions that involve melee attacks (such as kinetic blade) or that use a cone shape (such as spray).

SEARING FLAME
Element fire; Type utility (Su); Level 2; Burn —
Prerequisite burning infusion
Over time, your burning infusion sears away your foe’s fire resistance. When you roll burn damage from burning infusion against a foe, decrease the foe’s fire resistance by an amount equal to the unmodified burn damage; don’t apply fire resistance to this roll for the purpose of determining the reduction. This decrease lasts for a number of rounds equal to 1/2 your kineticist level. These decreases stack, to a minimum resistance of 0.

SEISMIC MASTER
Element earth; Type utility (Sp); Level 9; Burn 0
You can focus on your connection to earth and create a localized tremor, as the earthquake spell.

SELF TELEKINESIS
Element aether; Type utility (Sp); Level 3; Burn 0
You use your telekinetic abilities to move yourself. Otherwise, this wild talent functions like flame jet.

SELF TELEKINESIS, GREATER
Element aether; Type utility (Sp); Level 5; Burn 0
Prerequisite self telekinesis
You have greater control over your self telekinesis. Otherwise, this wild talent functions like greater flame jet.

SHIFT EARTH
Element earth; Type utility (Sp); Level 4; Burn 0
Prerequisite kinetic cover
Saving Throw see text; Spell Resistance no
As a standard action, you can push or pull a 5-foot cube of earth or unworked stone within 30 feet, moving the cube 5 feet in any direction. You can create raised platforms, stairs up a cliff, holes, or other useful features. This doesn’t cause the earth to float in the air, although in areas with plenty of earth, you can move a cube upward, creating a short pillar. If you move the earth beneath a creature’s feet, it can attempt a DC 20 Reflex save to leap elsewhere and avoid moving along with the earth.

SHIFT EARTH, GREATER
Element earth; Type utility (Sp); Level 7; Burn 0
Prerequisites kinetic cover, shift earth
You can move greater quantities of earth, as the spell move earth.

SHIMMERING MIRAGE
Element water; Type utility (Sp); Level 5; Burn 1
Prerequisite shroud of water
Your shroud bends light, creating a shimmering mirage. While your shroud of water is active, attacks against you suffer a 20% miss chance due to concealment until the next time your burn is removed.

SKILLED KINETICIST
Element universal; Type utility (Su); Level 1; Burn —
You gain a bonus equal to 1/2 your kineticist level on skill checks with the skills your primary element added to your class skill list, and you can use the Knowledge skill associated with your primary element to identify elementals of your primary element’s subtype.

SKILLED KINETICIST, GREATER
Element universal; Type utility (Su); Level 2; Burn —
Prerequisite skilled kineticist
By delving into study of the Ethereal and Elemental Planes, you are able to use your primary element to assist with your skills in an unusual way. Add Knowledge (planes) to your list of class skills. Choose one of your kineticist class skills that wasn’t granted by your primary element to also receive the bonus from skilled kineticist.

SLICK
Element water; Type utility (Sp); Level 1; Burn 0
Saving Throw Reflex negates; Spell Resistance no
As a standard action, you call forth slippery water or ice, creating any of the effects of the grease spell for 1 round. You can accept 1 point of burn at the start of your next turn to extend the duration to 1 minute per kineticist level you possess.

SMOKE STORM
Element fire; Type utility (Sp); Level 3; Burn 0
Saving Throw Fortitude negates; see text; Spell Resistance no
You transform a source of open flame within 120 feet into a cloud of choking smoke, filling a 20-foot-radius spread and affecting vision like a smokestick. All creatures that begin their turns inside the area become sickened as long as they remain in the smoke and for 1d4+1 rounds thereafter (Fortitude negates).

SPARK OF LIFE
Element universal; Type utility (Sp); Level 5; Burn 0
You breathe a semblance of life into elemental matter, which takes the form of a Medium elemental of any of your elements as if summoned by summon monster IV with a caster level equal to your kineticist level, except the elemental gains the mindless trait. Each round on your turn, you must take a move action to guide the elemental or it collapses back into its component element. By accepting 1 point of burn, you can pour a bit of your own sentience into the elemental, removing the mindless quality and allowing it to persist for 1 round per kineticist level without requiring any further actions. At 12th level, you can choose to form a Large elemental as if by summon monster V; at 14th level, you can choose to form a Huge elemental as if by summon monster VI; at 16th level, you can choose to form a greater elemental as if by summon monster VII; and at 18th level, you can choose to form an elder elemental as if by summon monster VIII.

SPELL DEFLECTION
Element aether; Type utility (Sp);
Level 7; Burn 0
You weave strands of aether around yourself in order to deflect targeted magic back at the caster. Until the beginning of your next turn, every time you are targeted by a spell that could be affected by spell turning, roll 1d10–1 and determine the effects of the spell as if you had spell turning with that many spell levels remaining. You can accept 1 point of burn to increase the duration to 10 minutes per kineticist level you possess, but in that case, it deflects only 10 spell levels in total (still rolled 1d10–1 at a time) before ending early.

STONE SCULPTOR
Element earth; Type utility (Sp); Level 5; Burn 0
You can sculpt earth into any shape, as the spell stone shape.

SUFFOCATE
Elements aether, air, or water; Type utility (Sp); Level 6; Burn 0
Saving Throw Fortitude partial; Spell Resistance yes
You use aether to choke a creature within 120 feet, air to create an area of unbreathable air around it, or water to fill its throat with water. If your target needs to breathe, it must hold its breath for as long as you concentrate. On each of its turns, it can attempt a Fortitude save in order to speak, but it can breathe only if your concentration breaks, you leave the 120-foot range, or you break line of effect. You can accept 1 point of burn when activating this wild talent in order to expel the air from your target’s lungs. If you do so and the target fails its first Fortitude save, it becomes disabled and is reduced to 0 hit points, and on its second failed Fortitude save, it falls unconscious and is reduced to –1 hit points.

TELEKINETIC DEFLECTION
Element aether; Type utility (Sp); Level 8; Burn 0
You can deflect your foes’ attacks, as the spell deflectionAPG with a duration of 1 round. You can accept 1 point of burn to increase the duration to 1 round per kineticist level you possess.

TELEKINETIC FINESSE
Element aether; Type utility (Sp); Level 1; Burn 0
You can perform any sort of fine manipulation you choose within close range, including attempting Sleight of Hand and Disable Device checks.

TELEKINETIC GLOBE
Element aether; Type utility (Sp); Level 8; Burn 0
Prerequisites force barrier, force ward
You can create a globe of force, as the telekinetic sphere spell, that lasts as long as you concentrate as a standard action, and you can move the globe as a move action. You can accept 1 point of burn to increase the duration to 1 minute per level and eliminate the need to concentrate to maintain the globe.

TELEKINETIC HAUL
Element aether; Type utility (Sp); Level 2; Burn 0
Prerequisite basic telekinesis
When using basic telekinesis, you can move an object that weighs up to 100 pounds per kineticist level you possess. When using your telekinetic blast, you can throw an object weighing up to 100 pounds per kineticist level you possess, but this doesn’t increase the damage. If you accept 1 point of burn, the maximum weight increases to 1,000 pounds per kineticist level you possess and the duration increases to 1 minute per kineticist level you possess.

TELEKINETIC INVISIBILITY
Element aether; Type utility (Sp); Level 3; Burn 0
You weave strands of aether, bending light and dampening sound; this works as invisibility except that the aetheric bending is easier to notice than normal invisibility, so your bonus on Stealth checks is halved (+10 while moving and +20 while perfectly still). However, the dampened sound allows you to avoid automatic detection via sound-based blindsense and blindsight, but you do not receive the bonus on Stealth checks from this wild talent against a creature with such abilities.

TELEKINETIC MANEUVERS
Element aether; Type utility (Sp); Level 4; Burn 0
Saving Throw none; Spell Resistance yes
You can perform combat maneuvers as telekinesis, but you use your Constitution modifier to determine your Combat Maneuver Bonus rather than your Intelligence or Charisma modifier. If you possess the telekinetic finesse wild talent, add dirty trick and steal combat maneuvers to the list of combat maneuvers you can perform; when performing these maneuvers, determine your Combat Maneuver Bonus using your Dexterity modifier instead of your Constitution modifier.

TIDAL WAVE
Element water; Type utility (Sp); Level 9; Burn 1
You call forth a powerful tidal wave, as tsunamiAPG.

TOUCHSIGHT
Element aether; Type utility (Su); Level 3; Burn 0
You attach strands of aether to everything your telekinesis touches. Any time you damage a creature using your telekinetic blast, as long as that creature doesn’t use a teleportation effect, you can see that creature at any distance as if using blindsight until the end of your next turn. Immediately after damaging a creature, you can accept 1 point of burn to strengthen the strands of aether attached to that creature, increasing the duration of the touchsight on that creature to 1 round per kineticist level.

TOUCHSIGHT, REACTIVE
Element aether; Type utility (Su); Level 5; Burn 0
Prerequisite touchsight
Your strands of aether surround you, making it virtually impossible for a violent motion to catch you off guard, so long as the motion originates within their range. You are never denied your Dexterity bonus to AC against attacks from within 30 feet because of being flat-footed or because your assailant is unseen or invisible. You always succeed at any Perception check to act on the surprise round against opponents within 30 feet.

TRAIL OF FLAMES
Element fire; Type utility (Sp); Level 5; Burn 0
Saving Throw none; Spell Resistance yes
When you take the withdraw or run action, you can leave a wall of fire in all squares you exit that lasts for 1 round.

TREMORSENSE
Element earth; Type utility (Su); Level 3; Burn 0
You can take a move action to gain tremorsense 30 feet for 1 round on any earth or stone surface that you touch. You can accept 1 point of burn to increase the duration to 1 round per kineticist level you possess. While benefiting from this tremorsense, your earth blasts and composite blasts that include earth components don’t suffer a miss chance from concealment or total concealment against creatures you detect with your tremorsense.

TREMORSENSE, GREATER
Element earth; Type utility (Su); Level 5; Burn 0
Prerequisite tremorsense
You can spend 10 minutes to extend your tremorsense outward while in a natural underground setting, letting you learn three facts as if using commune with nature, except your tremorsense can’t tell if a creature is a woodland creature or a powerful unnatural creature.

VEIL OF MISTS
Element water; Type utility (Su); Level 2; Burn 0
You create a misty veil over your features, disguising yourself as disguise self for a number of minutes equal to your Constitution modifier. If you accept 1 point of burn, until the next time your burn is removed, each use of this wild talent lasts until you dismiss it.

VOICE OF THE WIND
Element air; Type utility (Sp); Level 1; Burn 0
Saving Throw none; Spell Resistance yes
When you whisper, you can have the wind carry your voice to the ears of anyone you can see within 120 feet, as if they were one of the targets of a message spell you cast. Alternatively, you can send your voice to a distant location as if casting whispering wind.

WATER MANIPULATOR
Element water; Type utility (Sp); Level 3; Burn 0
Prerequisite kinetic cover
Saving Throw none; see text; Spell Resistance no
You can manipulate massive quantities of water. As a standard action, you can raise or lower the level of water as if using control water, or move an amount of water equal to 1/1,000th the amount controlled by that spell to a different location in range. The water remains where you placed it for as long as you remain motionless and take a standard action each round to concentrate on this effect. This wild talent causes a slow effect on creatures made of water, just like control water (Will negates). When you cease concentrating, the water flows normally unless you accept 1 point of burn to extend the duration and hold the water in its current position for 10 minutes per kineticist level you possess.

WATERDANCER
Element water; Type utility (Sp); Level 3; Burn 0
You call forth a current of water to increase your speed and allow you to swim with ease, as if under the effects of slipstreamAPG with unlimited duration.

WATERDANCER, GREATER
Element water; Type utility (Su); Level 5; Burn 0
Prerequisite waterdancer
You can move across water (as water walk) at will and breathe underwater, and your slashing and bludgeoning attacks don’t take the usual penalties when you’re underwater.

WATERSENSE
Element water; Type utility (Su); Level 4; Burn —
You gain tremorsense with a range of 30 feet to detect anything in contact with the same body of water as you. While you are benefiting from this tremorsense, your water blasts and composite blasts that include water don’t suffer a miss chance from concealment or total concealment against creatures you detect with this tremorsense.

WEATHER MASTER
Element air; Type utility (Sp); Level 8; Burn 0
By focusing on your connection to air and seeding the air around you for 10 minutes, you can create powerful weather effects, as control weather. You can create tornadoes or hurricane-force winds, as appropriate for the season. If you have access to the fire element, you can create hot weather, a heat wave, a thaw, or an early spring. If you have access to the water element, you can create all other types of weather listed in control weather.

WIND MANIPULATOR
Element air; Type utility (Sp); Level 6; Burn 0
Prerequisite engulfing winds
You can call forth mighty winds in an enormous area. As a standard action, you can alter the wind around you as if using control winds, but the change remains only for as long as you continue to take a standard action to concentrate on this effect. If you accept 1 point of burn, you can extend the duration to 10 minutes per kineticist level you possess without your needing to concentrate.

WINDSIGHT
Element air; Type utility (Su); Level 3; Burn —
You can see through mist and fog (including fog cloud and similar magic). In areas of moderate or stronger wind, you can see and hear as if you were standing at both your own position and a position a number of feet in the wind’s direction equal to the wind’s speed in miles per hour, potentially allowing you to see around corners and other obstacles.

WINDSIGHT, GREATER
Element air; Type utility (Su); Level 5; Burn 0
Prerequisite windsight
You can send a slight breeze in a path up to 480 feet long and then back to where you wait. This allows you to use your windsight wild talent to catch a quick glimpse and hear a tiny snippet from any location that could be reached by the wind traveling that distance (the wind’s path can’t pass through openings smaller than 1 inch in diameter). The breeze travels 100 feet per round, so what you see and hear is delayed by 1 round for every 50 feet of the path. If you spend at least 10 minutes to set up a steady flow of wind, you can concentrate for up to 1 minute per level to gain continuous visual and auditory information for as long as you concentrate, delayed by 1 round for every 100 feet the wind travels (since the steady flow of wind has to travel only one way). While there is no invisible sensor to detect with this ability, creatures along the path of the breeze may notice a light wind, though it may not seem out of the ordinary.

WINGS OF AIR
Element air; Type utility (Sp); Level 3; Burn 0
Prerequisite air cushion or air’s leap
The air bends to your will, allowing you to soar to great heights. You are constantly under the effects of fly. If this effect is dispelled, you can call it forth again as a standard action.
« 上次编辑: 2017-03-04, 周六 16:38:28 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 沙包

  • Hero
  • ****
  • 帖子数: 900
  • 苹果币: 0
Re: 【OA】操念使(Kineticist)
« 回帖 #7 于: 2015-08-02, 周日 16:48:30 »
瓦洛克换了马甲二度出战——战斗力提高了80%,时髦度提高了180%,内涵度下降了1000%
无需血统、无需学习、无需以前有没有
没有来源,没有后继
要问哥有多屌——哥就是这么屌!

推行注能+蒸灼念袭
« 上次编辑: 2015-08-02, 周日 16:53:26 由 沙包 »

离线 末日守卫

  • Guard
  • **
  • 帖子数: 291
  • 苹果币: 0
Re: 【OA】操念使(Kineticist)
« 回帖 #8 于: 2015-08-02, 周日 17:11:26 »
降世神通可以开团了……
黯夜女王莎尔的骑士;
崩坏之熵最后的保镖;
万物之主穷神的马甲;
坚持不做苦力的废柴。

让纯美崩坏吧!

离线 Canina

  • Knight
  • ***
  • 帖子数: 352
  • 苹果币: 0
Re: 【OA】操念使(Kineticist)
« 回帖 #9 于: 2015-08-02, 周日 20:38:56 »
这篇帖子我花了好长好长的时间才看完,在阅读过程中需要用很多时间来进行理解……看完之后的最终感想——翻译者幸苦了,这个全新的词汇和概念太多了,翻译起来超麻烦吧。
下面那一层,几乎就是一个法术系统的全套法术,LZ的战斗力太强了。

离线 阿贝里昂

  • Guard
  • **
  • 帖子数: 117
  • 苹果币: 0
Re: 【OA】操念使(Kineticist)
« 回帖 #10 于: 2015-08-02, 周日 21:27:50 »
气和、水善、土强、火烈……有了御术师再加上点血截脉的涅槃僧、远程暗器的暗器僧,神灵之森的那些神灵,科技指南的那些科技装备,若能有御血师、熔土师、霹雳宗等等进阶再加上月圆、彗星的天象设定就更有趣了 :)
« 上次编辑: 2015-08-03, 周一 00:29:12 由 开曼 »

离线 四月

  • Flawless
  • *******
  • 帖子数: 4079
  • 苹果币: 1
Re: 【OA】操念使(Kineticist)
« 回帖 #11 于: 2015-08-02, 周日 22:05:35 »
气和、水善、土强、火烈……有了御术师再加上点血截脉的涅槃僧、远程暗器的暗器僧,神灵之森的那些神灵,科技指南的那些科技装备,若能有御血师、融土师等等进阶再加上月圆、彗星的天象设定就更有趣了 :)

御血师←虽然不一定会叫这个名字
不过操念使的一个变体确实是玩血的
没有团,为什么还要翻译规则呢?
当然是为了友情了

离线 阿贝里昂

  • Guard
  • **
  • 帖子数: 117
  • 苹果币: 0
Re: 【OA】操念使(Kineticist)
« 回帖 #12 于: 2015-08-03, 周一 00:25:37 »
不知道强度如何……《降世神通》里水宗变体的“御血术”和《龙腾世纪》里“血魔法”一样是大杀器,堪称“神通”之下无敌手的禁术,可惜被卡塔拉给封印了。

土宗的“颤动感知”正好可以COS盲眼土宗天才LOLI北方拓芙 ^_^

离线 夜星

  • 神圣欧塔库尼亚帝国科学院总政委
  • Knight
  • ***
  • 帖子数: 394
  • 苹果币: 0
  • 大膜法师
Re: 【OA】操念使(Kineticist)
« 回帖 #13 于: 2015-08-03, 周一 07:57:12 »
起点西幻团可以开了
“是谁把正装裤带提到咯吱窝,我告诉你我身经百战见得多。西方哪一个国家我没有去过?荒烟蔓草的年头,辣妹子唱着小背篓。”

离线 coolchris

  • Knight
  • ***
  • 帖子数: 486
  • 苹果币: 0
Re: 【OA】操念使(Kineticist)
« 回帖 #14 于: 2015-08-03, 周一 09:14:45 »
念力凝聚(Gather Power,Su)只能减轻念袭的消耗而不能减轻通用原力的消耗,就意味着通用原力的使用次数还是被限制了对吧