Just as Red Mantis assassins do not wantonly slaughter the living, death slayers don't indiscriminately seek out undead to destroy. They focus instead on eliminating specific targets they've been hired to destroy, and they take special satisfaction in destroying those who were assassinated in life by one of their colleagues. A death slayer may even take a contract from one undead client to destroy another, such as two vampires squabbling over territory that holds increasingly sparse human chattel. Death slayers also have a situational exception regarding the prohibition on targeting monarchs. Should a rightful monarch become an undead creature of any sort― whether intentionally (to extend his reign), via a curse, or by other means―this negates the monarch's previous divine mandate, and the death slayer is not restrained by the Red Mantis's taboo against killing rightful monarchs for this particular target. Of course, a monarch who becomes undead does not earn the enmity of the Red Mantis simply through the act of becoming undead: an outside agent must still hire the Red Mantis to take out the monarch.
レベル | 基本攻撃 ボーナス | 頑健 セーヴ | 反応 セーヴ | 意志 セーヴ | 特殊 | 1日の呪文数 |
---|---|---|---|---|---|---|
1 | +0 | +1 | +0 | +1 | Channel energy 1d6, channel smite, gravegaze | ― |
2 | +1 | +1 | +1 | +1 | Bonus feat, favored enemy +2 | 既存のクラスに+1レベル |
3 | +2 | +2 | +1 | +2 | Channel energy 2d6, swift smite | 既存のクラスに+1レベル |
4 | +3 | +2 | +1 | +2 | Infuse sabre 1/day | 既存のクラスに+1レベル |
5 | +3 | +3 | +2 | +3 | Bonus feat, channel energy 3d6 | 既存のクラスに+1レベル |
6 | +4 | +3 | +2 | +3 | Deadly conviction, favored enemy +4 | ― |
7 | +5 | +4 | +2 | +4 | Channel energy 4d6, infuse sabre 2/day | 既存のクラスに+1レベル |
8 | +6 | +4 | +3 | +4 | Bonus feat, undead bane | 既存のクラスに+1レベル |
9 | +6 | +5 | +3 | +5 | Channel energy 5d6 | 既存のクラスに+1レベル |
10 | +7 | +5 | +3 | +5 | Aura of life, infuse sabre 3/day | 既存のクラスに+1レベル |
エネルギー放出(超常)/Channel Energy:At 1st level, a death slayer gains the power to harm undead with positive energy. This ability functions as a cleric's ability to channel positive energy to deal damage to undead (but not to heal living creatures), and it counts as channel energy for the purposes of qualifying for feats or determining effects that rely on channel energy. A death slayer uses her class level as her effective cleric level when channeling energy. She can channel energy a number of times per day equal to 3 + her Charisma modifier. She deals 1d6 points of damage at 1st level and an additional 1d6 points of damage every 2 levels thereafter. Death slayer levels stack with levels in any class that grants channel energy (if any) for the purpose of determining the number of damage dice her channel energy ability deals to undead, but this channel energy can never do anything other than harm undead. An undead creature that takes damage from this channeled energy can attempt a Will save to halve the damage;the DC of this save is equal to 10 + the death slayer's class level + her Charisma modifier. The death slayer must be able to present either her holy symbol or a sawtooth sabre to use this ability.
Channel Smite/Channel Smite:A death slayer gains Channel Smite as a bonus feat. If she already has this feat, she instead gains a different feat selected from those bonus feats normally available to her at 2nd level (see below).
Gravegaze(超常)/Gravegaze:A death slayer gains the benefits of deathwatch at all times.
ボーナス特技:At 2nd level and every 3 levels thereafter, a death slayer gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from the following: Extra Channel, Greater Channel SmiteUC, Guided HandUC, Improved Channel, Life LureUM, Quick ChannelUM, Shatter ControlHA, Thanatopic SpellUM, Threnodic SpellUM, or Turn Undead. The death slayer must meet the prerequisites of the selected bonus feat.
Favored Enemy (Ex:)/Favored Enemy At 2nd level, a death slayer gains undead as a favored enemy. This ability functions as the ranger class feature of the same name and stacks with similar bonuses from other classes. (This doesn't increase existing favored enemy bonuses against any other creature types.) At 6th level, the death slayer's favored enemy bonus against undead increases to +4.
Swift Smite(超常)/Swift Smite:At 3rd level, a death slayer can use her Channel Smite feat an additional number of times per day equal to her death slayer level without expending a use of her total channel energy uses per day. She cannot use these additional uses of Channel Smite to use channel energy in the regular way. Whenever she uses Channel Smite, she can activate the ability as an immediate action after she rolls for a melee attack but before the result is revealed.
Infuse Sabre(超常)/Infuse Sabre:Once per day at 4th level, a death slayer can infuse a wielded sawtooth sabre with positive energy as a swift action. This infusion of energy lasts for 3 rounds. When brandishing an infused sabre, a death slayer's channeled energy damage increases by half (+50%), and undead take a -2 penalty on all saving throws against her channeled energy and against any spell she casts. At 7th level, she can infuse a sabre twice per day, and at 10th level she can do so three times a day, but she can have only one infused sabre at a time.
Deadly Conviction(超常)/Deadly Conviction:At 6th level, a death slayer gains a +4 morale bonus on saving throws against spells and effects created by undead creatures. Once per day, she can ignore 1 negative level that would otherwise affect her.
Undead Bane/Undead Bane:At 8th level, one sawtooth sabre a death slayer wields functions as a bane weapon against undead creatures as long as the death slayer wields the weapon.
1日の呪文数 | |||||||||
レベル | 基本攻撃ボーナス | 頑健セーヴ | 反応セーヴ | 意志セーヴ | 特殊 | 1 | 2 | 3 | 4 |
1 | +0 | +0 | +1 | +1 | Sneak attack +1d6, sabre fighting 1 | 1 | - | - | - |
2 | +1 | +1 | +1 | +1 | Prayer attack | 2 | - | - | - |
3 | +2 | +1 | +2 | +2 | Red shroud | 3 | - | - | - |
4 | +3 | +1 | +2 | +2 | Summon mantis, sneak attack +2d6 | 3 | 1 | - | - |
5 | +3 | +2 | +3 | +3 | Resurrection sense, sabre fighting 2 | 4 | 2 | - | - |
6 | +4 | +2 | +3 | +3 | Mantis form | 4 | 3 | - | - |
7 | +5 | +2 | +4 | +4 | Sneak attack +3d6, sabre fighting 3 | 4 | 3 | 1 | - |
8 | +6 | +3 | +4 | +4 | Blood mantis form, fading | 4 | 4 | 2 | - |
9 | +6 | +3 | +5 | +5 | Mantis doom | 5 | 4 | 3 | - |
10 | +7 | +3 | +5 | +5 | Death mantis form, sneak attack +4d6 | 5 | 4 | 3 | 1 |
レベル | 1 | 2 | 3 | 4 |
---|---|---|---|---|
1 | 2 | - | - | - |
2 | 3 | - | - | - |
3 | 4 | - | - | - |
4 | 4 | 2 | - | - |
5 | 4 | 3 | - | - |
6 | 4 | 4 | - | - |
7 | 5 | 4 | 2 | - |
8 | 5 | 4 | 3 | - |
9 | 5 | 4 | 4 | - |
10 | 5 | 5 | 4 | 2 |
武器と防具の習熟:A Red Mantis assassin is proficient with simple weapons, light martial weapons, and light armor, but not with shields. A Red Mantis assassin can cast Red Mantis assassin spells while wearing light armor without incurring the normal arcane spell failure.
呪文:A Red Mantis assassin casts illusion and transmutation arcane spells drawn from the sorcerer and wizard spell lists. She can cast any spell she knows without preparing it ahead of time. To cast a spell, she must have a Charisma score of at least 10 + the spell's level, and her bonus spells are based on Charisma. Saving throws against these spells have a DC of 10 + the spell's level + the caster's Charisma modifier (if any). At each Red Mantis assassin level, she gains one or more new spells as indicated on the table below. At 4th, 6th, 8th, and 10th level, she can learn a new spell in place of one she already knows, provided the new spell is of the same level as the one she is replacing.
As she gains levels, a small number of additional spells that are not otherwise available to her are added to her list. She does not automatically learn these spells when they become available―they must be selected as part of her total spells known. At 2nd level, she adds obscuring mist and true strike to her spell list. At 4th level, she adds darkness and summon swarm to her spell list. At 6th level, she adds fog cloud and see invisibility to her spell list. At 8th level, she adds clairaudience/ clairvoyance and hold person to her spell list. At 10th level, she adds dimension door and modify memory to her spell list.
急所攻撃(変則)/Sneak Attack:This functions as the rogue ability of the same name. The extra damage dealt is +1d6 at 1st level and increases by 1d6 every 3rd level thereafter. If the Red Mantis assassin gets a sneak attack bonus from another source, the damage bonuses stack.
Sabre Fighting(変則)/Sabre Fighting:At 1st level, the Red Mantis assassin gains Weapon Specialization (sawtooth sabre) as a bonus feat and treats sawtooth sabres as a light weapon for all purposes, including being able to use a sawtooth sabre with Weapon Finesse. At 5th level, she gains Greater Weapon Focus (sawtooth sabre) as a bonus feat. At 7th level, she gains Greater Weapon Specialization (sawtooth sabre) as a bonus feat. She does not need to otherwise qualify for these feats by having the minimum number of fighter levels.
Prayer Attack(超常)/Prayer Attack:At 2nd level, a Red Mantis assassin learns her signature assassination style. To initiate a prayer attack, she holds her sawtooth sabre (or sabres) out, point down, and weaves the blade in the air. She must be within 30 feet of and visible to her victim. Beginning a prayer attack is a standard action that causes her victim to be fascinated unless he succeeds at a Will save (DC = 10 + the Red Mantis assassin's class level + her Charisma modifier;if she's wielding two sawtooth sabres, the DC increases by 2). The fascination effect is a mind-affecting effect. She can maintain the fascination effect by concentrating. The victim can attempt a new save to escape this fascination each time a threat (other than the fascinating assassin) appears. At any point after 3 rounds, she can deliver a coup de grace to the target, provided the target is still fascinated;the Red Mantis assassin maintains this fascination effect while delivering a coup de grace. Activating or concentrating to maintain a prayer attack does not provoke an attack of opportunity.
Red Shroud(超常)/Red Shroud:At 3rd level, a Red Mantis assassin can create a veil of red mist a number of times per day equal to her Constitution modifier (minimum once per day) as a move action. The red shroud persists for 1 round per class level, granting the Red Mantis assassin a +1 dodge bonus to AC and fast healing equal to her Constitution modifier (minimum 1). This mist cannot be dissipated by wind. If she is slain while this ability is active, she can choose whether to remain corporeal or to disintegrate into a cloud of red mist that leaves behind only her gear, depriving her enemies of access to her remains.
Summon Mantis(擬呪)/Summon Mantis:Once per day at 4th level, a Red Mantis assassin can summon an advanced fiendish giant mantis, 1d3 fiendish giant mantises, or 1d4+1 giant mantises, as if using summon monster V. She can mentally direct the actions of these summoned vermin as a free action. All mantises summoned by this spell-like ability are blood red and gain no racial bonus on Stealth checks in forests.
Resurrection Sense(超常)/Resurrection Sense:At 5th level, a Red Mantis assassin senses if a creature she has slain within the last year has been restored to life, as long as they are both on the same plane.
Mantis Form(超常)/Mantis Form:At 6th level, a Red Mantis assassin can transform into a bloodred giant praying mantis once per day as a standard action, as if using vermin shape IIUM (caster level equals her class level). In addition to the normal adjustments to Strength, Dexterity, and natural armor provided by this spell effect, she gains the giant mantis's darkvision 60 feet;its grab ability;and its lunge, mandibles, and sudden strike extraordinary abilities, but not its immunity to mind-affecting effects or its racial modifiers to Perception and Stealth. If she wields a magical sawtooth sabre in her hand when she transforms, the magical enhancements on that weapon apply to her corresponding claw attack―if she wields two of them, then the enhancements each apply to their respective claw attacks. As she gains levels, her mantis form gains additional powers, as detailed below.
Blood Mantis/Blood Mantis:At 8th level, her claw attacks deal 1d6 points of bleed damage on a hit. She also gains damage reduction 5/good while in this form.
Death Mantis/Death Mantis:At 10th level, whenever she deals damage with a bite attack as part of her mandibles ability, she also inflicts 1 negative level. The save DC to remove each of these negative levels is equal to 20 + the Red Mantis assassin's Constitution modifier. Each negative level inflicted in this manner grants the Red Mantis assassin 5 temporary hit points that last for 1 hour. In addition, her damage reduction increases to DR 10/good while in this form.
Fading(超常)/Fading:At 8th level, as an immediate action a number of times per day equal to her Constitution modifier (minimum 1), the Red Mantis assassin can become ethereal for an instant as she is attacked by a weapon or is forced to attempt a Reflex saving throw. She must choose to activate this ability before the weapon's attack roll or the spell's effects are adjudicated. This grants the Red Mantis assassin a 50% chance to avoid taking damage from the attack or effect.
Mantis Doom(擬呪)/Mantis Doom:At 9th level, a Red Mantis assassin can use creeping doom as a spell-like ability three times per day (with a caster level equal to her character level). This version of the spell summons swarms of venomous praying mantises, but the effects are otherwise the same as the spell.
Crimson Discoveries(超常)/Crimson Discoveries:A crimson chymist gains access to several additional unique discoveries, as detailed below.
This alters discovery.
Arms of Achaekek/Arms of Achaekek:The small barbs that grow on the crimson chymist's arms when she drinks her mantis mutagen grow significantly in size, granting her two claw attacks as natural weapons. These claws deal damage as appropriate for her size (1d4 for Medium crimson chymists) and function as secondary attacks. These claws do not replace the chymist's hands, and she can still use her hands to wield weapons, attack, hold objects, and otherwise use her hands with ease, but she cannot be wearing any item in the wrists slot or any armor―if she dons magic items that occupy the wrists slot or any armor, her claws shrink back to cosmetic barbs that can't be used in combat as long as the armor or wrist items are worn. A crimson chymist must be at least 6th level before selecting this discovery.
Blood Sight/Blood Sight:When the crimson chymist is under the effects of her mantis mutagen, her eyes transform, becoming red and multifaceted. This change grants her darkvision to a range of 60 feet and the effects of deathwatch for the duration of her mutagen's effects. If the crimson chymist already has darkvision as a benefit of her race, the range of her darkvision increases by 30 feet while using blood sight.
Improved Arms of Achaekek/Improved Arms of Achaekek:The claws granted by the arms of Achaekek discovery now function as primary weapons when the crimson chymist makes no attacks with manufactured weapons (the claws function as secondary weapons if the chymist attacks with a manufactured weapon). The damage die of the claws increases by one size category (to 1d6 for Medium crimson chymists), and attacks deal 1d4 points of bleed damage on a hit. A crimson chymist must be at least 10th level and have the arms of Achaekek discovery before selecting this discovery.
Ingest Venom/Ingest Venom:Once per day as a standard action, the crimson chymist can ingest one dose of any poison without harming herself. The next time she imbibes her mutagen and uses her arms of Achaekek discovery, both claws are envenomed with a dose of the poison she ingested. An ingested venom remains latent in the alchemist's system until she activates her arms of Achaekek discovery or until 24 hours have passed, whichever comes first. Additional doses of venom ingested during that time affect the alchemist normally. A crimson chymist must have the arms of Achaekek discovery before selecting this discovery.
Mantis Mutagen(超常)/Mantis Mutagen:At 1st level, a crimson chymist discovers how to create a specialized mutagen that grants her aspects of a praying mantis. A mantis mutagen functions as an alchemist mutagen, save that it always enhances Dexterity and applies a penalty to Charisma. When imbibed, the mutagen causes the crimson chymist's flesh to grow red chitinous plates on her body as natural armor and a row of small, cosmetic barbed hooks along her arms.
Mantis Sworn(変則)/Mantis Sworn:A mantis zealot must choose Achaekek as his deity, and he must be lawful evil in alignment. If he ever changes his deity, he loses this archetype and becomes a normal warpriest.
武器と防具の習熟:Mantis zealots are proficient with simple and martial weapons, as well as with the sawtooth sabreUE. They are proficient with light armor but not with shields.
This replaces the warpriest's weapon and armor proficiencies.
急所攻撃(変則)/Sneak Attack:At 4th level, a mantis zealot can make a sneak attack. This ability functions as the rogue class feature of the same name. At 4th level, his sneak attack damage is +1d6. This damage increases by 1d6 at 8th level and every 4 warpriest levels thereafter. If the zealot gets a sneak attack bonus from another source, the bonuses stack.
This ability replaces sacred weapon.
Sacred Reflexes(超常)/Sacred Reflexes:At 7th level, a mantis zealot can emulate Achaekek's grace and move with a supernatural fluidity. As long as he is wearing light or no armor, as a swift action he can gain uncanny dodge as per the rogue class feature. He can use this ability for a number of minutes per day equal to his warpriest level. This duration does not need to be consecutive, but it must be spent in 1-minute increments. If he already has the uncanny dodge ability from another source, he instead gains improved uncanny dodge while this ability is active. At 10th level, when he uses this ability, he also gains evasion as per the monk class feature (or improved evasion if he already has evasion from another source). At 13th level, he gains improved uncanny dodge instead of uncanny dodge. At 16th level, he can activate this ability as part of making an initiative check, before rolling the die. At 19th level, he gains improved evasion instead of evasion.
This ability replaces sacred armor.
Aspect of the Mantis(超常)/Aspect of the Mantis:At 20th level, when using aspect of war, instead of moving at full speed regardless of his armor or encumbrance, a mantis zealot deals a number of points of bleed damage equal to his Dexterity modifier with each attack.
The Red Mantis exist in a world rife with healing magic and all manner of supernatural ways to dodge death. With the society's reputation based on its ability to bring death to any contracted target, what good would it be if a kindly cleric or wealthy relative paid for a victim to be brought back to life? As a matter of professional pride(as well as religious fervor), the Red Mantis go to great lengths to ensure that their victims remain in the grave once they are placed there. Breath of the mantis god is just one tool they've crafted to assure such ends.
With a blade crafted entirely out of black metal, this +2 speed sawtooth sabreUE has only one hint of color: a red hilt. Once per day as a standard action, the wielder of the blade can utter a prayer to the god Achaekek to create 1d4+3 illusory Red Mantis assassins that last for 1 hour. These illusions confound the wielder's enemies, allowing the wielder to flank an enemy with an appropriately positioned figment. The wielder can direct the movement of all figments as a single swift action, moving each of them up to 30 feet. Any creature interacting with(or being flanked by) an illusion can attempt a DC 16 Will save to disbelieve the effect. If an illusory assassin is hit by an attack, it disappears.(Use the wielder's touch AC as an illusion's AC.)
The mantis blade is an intelligent +2 axiomatic sawtooth sabreUE made of red chitin that forms a curved, serrated blade. It grants its wielder the ability to make a sneak attack that deals 1d6 points of damage. This ability functions as the rogue class feature of the same name, and the extra damage stacks with any sneak attack bonuses the wielder already has. When a creature is wounded with the blade, the wielder can activate the blade's bane weapon special ability as a swift action(granting the weapon an additional +2 enhancement bonus and causing it to do an extra 2d6 points of damage, but only against the type of creature struck). The bane ability lasts for 10 minutes and is usable once per day.
Sacred to the faith of the mantis god Achaekek, a mantis blade also grants bonuses to a Red Mantis assassin who wields it. A Red Mantis assassin wielding a mantis blade gains a +2 bonus to the DC of her prayer attack and gains an additional use per day of both her red shroud and fading abilities.
While casting this spell, you slowly destroy a piece of art bearing your victim's likeness and beseech Achaekek to grant you access to the knowledge and lore contained within the innermost sanctum of the Crimson Citadel, the Sarzari Library. This endows you with information that could facilitate the target's assassination by your hands. This information must be chosen from one of the three following categories―back doors, character, or weakness.
“Back doors” informs you of hidden passages and other means of navigation within your target's home. While inside your target's home, you gain a +10 insight bonus on Perception checks and gain the constant benefits of detect secret doors and find traps. You automatically see through any illusory walls in the target's home.
“Character” lets you know of a compromising detail about your target's personal life, giving you a +10 bonus on Bluff, Diplomacy, and Intimidate checks when attempting to gather information about your contracted victim from other people. Your target takes a -2 penalty on all saving throws against mind-affecting effects you generate, and you gain a +4 bonus on caster level checks you attempt to overcome the target's spell resistance.
“Weakness” grants you knowledge of physical vulnerabilities your target has, as well as information about the target's damage reduction, immunities, and other defensive abilities. If these vulnerabilities and defenses change during the spell's duration, you immediately know. You automatically confirm all critical threats against the target.
This spell targets an area of earth, metal, stone, or wood, causing long, serrated blades to shoot out from random points within the area of effect. Any creature in the area when the spell is first cast must attempt a Reflex save to avoid taking 3d8 points of piercing damage from the blades and an additional 2d6 points of bleed damage. A creature that fails the save also has its speed reduced by half for 24 hours or until the injured creature benefits from a “cure” spell (which restores lost hit points as normal). Another creature can remove the penalty by succeeding on a Heal check against the spell's save DC as a standard action.
レベル | 基本攻撃 ボーナス | 頑健 セーヴ | 反応 セーヴ | 意志 セーヴ | 特殊 |
---|---|---|---|---|---|
1 | +0 | +0 | +1 | +0 | Trap sense +1, trapfinding |
2 | +1 | +1 | +1 | +1 | Agency secrets, mask alignment |
3 | +2 | +1 | +2 | +1 | Ambush trap, sneak attack +1d6 |
4 | +3 | +1 | +2 | +1 | Agency secrets, trap sense +2 |
5 | +3 | +2 | +3 | +2 | Crucial taunt |
6 | +4 | +2 | +3 | +2 | Agency secrets, sneak attack +2d6 |
7 | +5 | +2 | +4 | +2 | improved trap sense, trap sense +3 |
8 | +6 | +3 | +4 | +3 | Agency secrets, remote activation |
9 | +6 | +3 | +5 | +3 | Sneak attack +3d6 |
10 | +7 | +3 | +5 | +3 | Agency secrets, trap sense +4 |
罠感知(変則)/Trap Sense:An Aspis agent gains a +1 bonus to her AC and on Reflex saves to avoid traps;this bonus increases by 1 at 4th level and every 3 levels thereafter. This ability stacks with any trap sense bonuses that are gained from other classes.
罠探し(変則)/Trapfinding:This ability functions as per the rogue class feature. Levels in Aspis agent stack with levels from any other class that grants this ability for the purposes of determining an Aspis agent's total trapfinding bonus.
Agency Secrets/Agency Secrets:At 2nd level and every 2 levels thereafter, an Aspis agent gains one of the following agency secrets. An Aspis agent can't select an individual agency secret more than once (unless otherwise stated in the secret's text).
Bluster(変則)/Bluster:The Aspis agent takes no penalty on Intimidate checks against larger creatures, and larger creatures gain no bonus on Intimidate checks against her.
ボーナス特技/Bonus Feat:: The Aspis agent can choose one of the following as a bonus feat: Advanced Ranger TrapUM, AntagonizeUM, Combat Expertise, EnforcerAPG, Greater Dirty TrickAPG, Improved Dirty TrickAPG, Improved Whip MasteryUC, Intimidating Prowess, Learn Ranger TrapUM, Skill Focus (Intimidate), or Whip MasteryUC. She must meet the prerequisites of the selected bonus feat. An Aspis agent can select this agency secret twice.
Conceal Thoughts(超常)/Conceal Thoughts:The Aspis agent who is targeted with detect thoughts or a similar effect can choose what thoughts are actually detected, while her true thoughts remain private. This does not affect mind-affecting effects other than thought-reading.
Exotic Performance/Exotic Performance:The Aspis agent with the bardic performance or the versatile performance class feature increases her effective bard level by 1 for all effects related to performances, including learning new types of performances and increasing the effects of her performances.
Hidden Stash(変則/擬呪):The Aspis agent gains a bonus equal to her class level on Sleight of Hand checks to hide small objects on her person. In addition, once per day she can hide the magical properties of one item as per magic aura.
Master Caster/Master Caster:The Aspis agent who can cast spells as a bard, inquisitor, or mesmerist increases her caster level for that class by 1. She does not gain other benefits of that class other than spells per day, spells known, and an increased caster level. If the agent has levels in more than one of these classes, she must choose which class to apply this increase to when she takes this agency secret. An Aspis agent can select this agency secret twice.
ローグの技/Rogue Talent:The Aspis agent can select one rogue talent for which she qualifies. Her Aspis agent levels stack with class levels for any rogue talents she has with level-dependent effects, whether they were gained from this prestige class or another class. An Aspis agent with at least 1 level in a class that grants access to rogue talents can select this agency secret twice.
Shrunken Smuggle(擬呪)/Shrunken Smuggle:The Aspis agent can cast shrink item once per day as a spell-like ability, using her class level as her caster level. In addition, while the item is shrunken, it is also affected as per nondetection. This effect ends when the item returns to its proper size.
Vigilante Agent(変則)/Vigilante Agent:The Aspis agent with vigilante class levels can select one social talent for which she qualifies. If she can gain vigilante talents from her vigilante class levels, she can instead select one vigilante talent for which she qualifies. Her Aspis agent levels stack with her vigilante class levels for any such talents she has with level-dependent effects, whether they were gained with this prestige class or another class. An Aspis agent with at least 1 vigilante level can select this agency secret twice.
Mask Alignment(超常)/Mask Alignment:At 2nd level, as a standard action, an Aspis agent can alter her alignment aura to deceive effects that detect alignment. She can emulate a different aura of her choice or to radiate no alignment aura. This affects only alignment detection, not effects that cause harm or are otherwise based on alignment. This effect lasts until she dismisses it or changes her alignment aura again.
At 6th level, an Aspis agent targeted with an effect that detects alignment or with any alignment-based effect can automatically identify the effect by attempting a Spellcraft check. If successful, she can mask her alignment as an immediate action.
At 10th level, when an Aspis agent assumes a false alignment aura, she is treated as having that alignment for all effects of magic items, spells, and spell-like or supernatural effects (such as forbiddance, sympathy, or an unholy weapon), including magical traps based on alignment. While masking her alignment, she ignores these types of effects that relate to her true alignment.
Ambush Trap(変則)/Ambush Trap:At 3rd level, an Aspis agent can specially rig a mechanical trap she has either crafted or bypassed by exceeding its Disable Device DC by 10. A trap so rigged can be triggered by the Aspis agent as a move action as long as she is adjacent to the trap. She adds her trap sense bonus to the trap's Perception DC and to the trap's attack rolls, and adds her sneak attack damage to the damage the trap deals to affected creatures that are flat-footed or otherwise denied their Dexterity bonus to AC.
急所攻撃(変則)/Sneak Attack:At 3rd level, an Aspis agent gains sneak attack as per the rogue ability. Initially, the extra damage dealt is 1d6, and it increases by 1d6 at 6th level and at 9th level. If an Aspis agent gains a sneak attack bonus from another source, the bonuses on damage stack.
Crucial Taunt(変則)/Crucial Taunt:At 5th level, an Aspis agent can combine smugness and mockery with Bluff checks to feint, Intimidate checks to demoralize, and dirty trick combat maneuver checks (Pathfinder RPG Advanced Player's Guide 320), gaining a bonus equal to half her class level on these checks. She can then delay the effect of the successful check for up to 1 day per class level, spending an immediate action to trigger it later. The Aspis agent must be within 60 feet of her target to use or trigger a crucial taunt. This is a language-dependent effect.
Improved Trap Sense(変則)/Improved Trap Sense:At 7th level, an Aspis agent's trap sense bonus applies to saving throws to avoid trap effects.
Extensive Collection(超常)/Extensive Collection:At 1st level, a curator acquires a collection of esoteric relics that function as occultist implements associated with two schools of magic;he must select these schools and their associated spells when he gains this feature. As a move action, the curator can empower a single piece of his collection, choosing one of the two selected schools, gaining that school's focus power, and accessing the selected spells for 10 minutes. The curator can empower only a single relic at a time in this way, and activating this ability a second time ends any other relic's ongoing benefits. A curator's relic collection has a number of points of mental focus equal to his Intelligence modifier. Empowered relics are automatically invested with these mental focus points;expending a relic's mental focus reduces this total for the day. A curator can use this ability once per day. He can use it an additional time per day at 2nd level and every 4 levels thereafter. At 6th level and again at 14th level, a curator chooses two additional schools of magic―in addition to their spells― and adds them to his collection.
This ability replaces one of the two occultist implements learned at 1st level as well as the implements learned at 6th level and 14th level.
Split Focus(超常)/Split Focus:A curator has a number of points of mental focus equal to only his occultist level.
This ability alters mental focus.
Adaptable Powers(超常)/Adaptable Powers:At 3rd level, a curator learns one focus power from each of the schools associated with his extensive collection. Whenever he activates his collection, he can use those focus powers associated with his selected school of magic while the relic remains empowered. Whenever the curator would learn another focus power for an implement, he can instead select two new focus powers from different schools associated with his extensive relic collection.
This ability replaces the focus power gained at 3rd level.
Relic Resistance(変則)/Relic Resistance:At 4th level, a curator develops a resistance to harmful items. He never gains negative levels due to his alignment as a result of wielding or wearing magic items, and he gains a +4 bonus on Will saves to resolve personality conflicts with intelligent magic items. Whenever a cursed item's harmful condition would trigger, a curator can attempt a Will save (DC = 10 + the item's CL) to suppress the curse just long enough to discard the item before it activates. Finally, when identifying an item, a curator needs to exceed the item's DC by only 5 (instead of 10) to determine whether the item is cursed.
This ability replaces shift focus.
Complex Collection(超常)/Complex Collection:At 8th level, a curator can empower two relics that are in his collection simultaneously, and he gains the benefits of both. When he does so, he must allocate his relic collection's mental focus between the two relics.
This ability replaces outsider contact.
Mental Catalog(超常)/Mental Catalog:At 8th level, the points of mental focus invested in the curator's relic collection increase by 2. This total increases by 1 additional point at 12th level and 16th level.
Cunning Plan(超常)/Cunning Plan:By spending 1 minute laying out a plan, a ringleader can impart inspiring instructions to a number of allies equal to her bard level + her Charisma bonus. Upon concluding the plan, the ringleader chooses one of her bardic performances and expends a number of rounds of bardic performance equal to up to double her bard level. Thereafter, as a move action, the ringleader or any of the instructed allies can trigger the implanted instructions, causing that creature to immediately gain the benefits of the ringleader's implanted bardic performance (each creature can trigger the instructions for itself separately). This effect lasts for a number of rounds equal to the rounds of bardic performance the ringleader expended while creating the plan, though the effect also ends if the ringleader dismisses it as a free action or activates a different plan or bardic performance. For the purpose of this ability, the ringleader attempts any skill checks associated with the bardic performance once a creature triggers the plan. A ringleader's cunning plans all expire each time she regains her daily spell slots or after 24 hours (whichever comes first).
At 7th level, the ringleader (but not an ally) can trigger a cunning plan as a swift action instead of as a move action. At 13th level, the ringleader can trigger a cunning plan as an immediate action. A ringleader is less capable of improvising, and when she uses bardic performance without creating a cunning plan, she must expend 1 additional round of bardic performance to begin the performance.
This ability alters bardic performance.
Never Lose Face(変則)/Never Lose Face:A ringleader is never outdone by her minions. At 2nd level, she gains a +2 bonus on saving throws against effects that also target one or more of her allies.
This ability replaces well-versed.
Sinister Mien(変則)/Sinister Mien:At 2nd level, a ringleader can use her Intimidate bonus in place of her Perform bonus when using her bardic performance class ability. When the ringleader uses Intimidate to improve a creature's attitude, the creature's attitude remains friendly for 10 additional minutes per point by which the ringleader exceeded the check's DC. At 6th level, the ringleader gains Dazzling Display as a bonus feat and does not need a weapon in her hand to use the feat. At 10th level, the ringleader can activate Dazzling Display as a standard action. At 14th level, she can affect all enemies within 60 feet with Dazzling Display. At 18th level, the range increases to 120 feet.
This ability replaces versatile performance.
Countless Contingencies(超常)/Countless Contingencies:At 6th level, whenever a ringleader creates a plan using her cunning plan ability, she can choose two different bardic performances. When she triggers the plan, she chooses which of the two performances takes effect. At 12th level, a ringleader can spend a standard action and 2 rounds of bardic performance to extend the duration of a triggered plan by 1d4 rounds. At 18th level, the ringleader can choose three different bardic performances when using her cunning plan ability.
布告:An order of the asp cavalier must endeavor to enhance her prestige, wealth, and power, as well as that of her patrons. She must endeavor to maximize her profits and efficiency, directing hirelings and even sacrificing them when doing so would further her goals and make her appear exceptional by comparison.
挑戦:Whenever an order of the asp cavalier issues a challenge, she receives a +1 morale bonus on attack and damage rolls made against the target of the challenge so long as it is entangled, exhausted, fatigued, flanked, nauseated, prone, shaken, staggered, or denied its Dexterity bonus to AC. This bonus increases by 1 for every 4 levels the cavalier has.
技能:An order of the asp cavalier adds 〈知識:地域〉and 〈手先の早業〉to her list of class skills. The cavalier gains a bonus on 〈知識:地域〉checks equal to half her cavalier level (minimum +1) as long as the check involves her patrons or organization. She also reduces her 防具 check penalty when using 〈手先の早業〉by an amount equal to half her cavalier level (to a minimum of 0).
騎士団能力:An order of the asp cavalier gains the following abilities.
Indiscriminate(変則)/Indiscriminate:At 2nd level, whenever the order of the asp cavalier uses Intimidate to demoralize one or more creatures, she can attempt to demoralize an equal number of allies within 30 feet as a free action. While within 30 feet of an ally with the shaken condition, the cavalier gains a +1 morale bonus on saving throws. At 6th level and every 6 levels thereafter, this bonus increases by 1. The cavalier can perform a dirty trick combat maneuver against creatures with the shaken condition without provoking an attack of opportunity.
Command the Meek(変則)/Command the Meek:At 8th level, the cavalier treats all of her allies with the shaken condition as though they had the same teamwork feats as the cavalier for the purpose of determining whether the cavalier receives a bonus from her teamwork feats. Her allies do not receive any bonuses from these feats unless they actually have the feats themselves. The allies' positioning and actions must still meet the prerequisites listed in the teamwork feat for the cavalier to receive the listed bonus. When the cavalier uses tactician, greater tactician, or mighty tactician, the duration doubles for any creatures that have no more than half the cavalier's Hit Dice or that have the shaken condition when she activates the ability.
代替能力:下記系統能力を幻術系統の“盲目の光線”および“幻術の延長”の能力と入れ替える。
Deceptive Flourish(超常)/Deceptive Flourish:You gain a +2 enhancement bonus on Bluff and Disguise skill checks. This bonus increases by 1 for every 5 wizard levels you have, up to a maximum of +6 at 20th level. At 20th level, you gain the benefits of misdirection (Will DC = 20 + your Intelligence modifier) or nondetection permanently. At will as a standard action, you can change which of the two spells is active, and each time you activate misdirection, you can choose a new creature or object as the secondary object.
居住地の大きさ | DC |
---|---|
Thorp | 10 |
Hamlet | 12 |
Village | 15 |
Small town | 18 |
Large town | 20 |
Small city | 25 |
Large city | 30 |
Metropolis | 35 |
This translucent dust warps harmful magical auras, making it difficult to discern cursed items from beneficial ones. Sprinkling the dust over a cursed magic item shields it from divination magic for 5 days. When identifying the item, a creature must exceed the item's DC by 15(instead of by 10) to determine whether the item is cursed. If a creature activates the curse while the item is under this effect, treat the curse's caster level as 2 higher for the purpose of resisting spells such as remove curse and break enchantment.
These bracers find particular use by Aspis agents who often tangle with the Pathfinder Society. As a standard action, a creature wearing these bracers can attempt a stealAPG combat maneuver check to nab any orbiting ioun stone within 30 feet, though the ioun stone's owner receives a +4 circumstance bonus to her CMD. If the bracers' wearer succeeds, the stolen ioun stone embeds itself in one of the bracers' four available slots(each bracer has two). Embedded ioun stones provide their bonuses to the wearer and can be removed with a move action.
The first to learn these secrets were among the original members of the organization that braved the Eye of Abendego a century ago. For generations, the methods of kindling storms in this way were lost, but the current incarnation of the organization has recovered those secrets, and today the lore has spread far and wide―many of those who join the Storm Kindler sect seek to gain power as actual Storm Kindlers.
レベル | 基本攻撃 ボーナス | 頑健 セーヴ | 反応 セーヴ | 意志 セーヴ | 特殊 | 1日の呪文数 |
---|---|---|---|---|---|---|
1 | +0 | +1 | +0 | +1 | Oceanic spirit | ― |
2 | +1 | +1 | +1 | +1 | Seasight, storm shape (20 ft., Small) | +1 level of spellcasting class |
3 | +2 | +2 | +1 | +2 | Aura of calm (5 ft.) | +1 level of spellcasting class |
4 | +3 | +2 | +1 | +2 | Storm shape (30 ft., Medium), wave breaker | +1 level of spellcasting class |
5 | +3 | +3 | +2 | +3 | Aura of calm (10 ft.), thunderstruck | ― |
6 | +4 | +3 | +2 | +3 | Storm shape (40 ft., Large), weather's fury 3d6 | +1 level of spellcasting class |
7 | +5 | +4 | +2 | +4 | Aura of calm (15 ft.), eye of the storm | +1 level of spellcasting class |
8 | +6 | +4 | +3 | +4 | Fickle winds, storm shape (50 ft., Huge), weather's fury 4d6 | +1 level of spellcasting class |
9 | +6 | +5 | +3 | +5 | Aura of calm (20 ft.), echoing thunder | ― |
10 | +7 | +5 | +3 | +5 | Storm mastery, storm shape (60 ft., Huge), weather's fury 5d6 | +1 level of spellcasting class |
Oceanic Spirit(超常)/Oceanic Spirit:A Storm Kindler gains a bonus equal to her class level on Fly and Swim checks, and never needs to attempt concentration checks because of natural weather. She gains resistance to electricity 5 and sonic 5. At 5th level, her resistance to electricity and sonic increases to 10. At 9th level, these resistances increase to 20.
Seasight(超常)/Seasight:At 2nd level, a Storm Kindler can see through fog, smoke, and other obscuring vapors as if they did not exist. This ability functions underwater as well, allowing the Storm Kindler to see through thick silt and other aquatic precipitates.
Storm Shape(超常)/Storm Shape:At 2nd level, a Storm Kindler becomes a physical embodiment of the fury of the storm. As a standard action, she can transform herself into a whirlwind (as per the universal monster rule, Pathfinder RPG Bestiary 306) for a number of minutes per day equal to her Storm Kindler level. These minutes need not be consecutive, but must be spent in 1-minute increments. If the Storm Kindler is underwater when she uses this ability, she instead transforms into a vortex of the same size (this functions identically to the whirlwind ability, but can form only underwater and can't leave the water). The Storm Kindler can breathe water while in vortex form. If the Storm Kindler does not have a fly or swim speed, she gains one (as appropriate to her new form) equal to her base land speed while in storm shape. With a fly speed, she has average maneuverability.
As a swift action, the Storm Kindler can change the height of her whirlwind form from a minimum of 10 feet tall to a maximum of 20 feet tall. At 4th level and every 2 levels thereafter, the maximum height of the whirlwind increases by 10 feet, to a maximum of 60 feet tall at 10th level.
The Storm Kindler can damage and trap Small or smaller creatures caught in her whirlwind, dealing lethal damage equal to her unarmed strike damage to each such creature that fails a Reflex save (DC = 10 + the Storm Kindler's class level + the Storm Kindler's Strength modifier) and lifting it into the air if it fails a second Reflex save. At 4th level and every 2 levels thereafter, the size of creatures the Storm Kindler can affect increases by one step, to a maximum of Huge at 8th level.
沈静のオーラ(超常)/Aura of Calm:At 3rd level, allies within 5 feet of a Storm Kindler (including herself ) are treated as one size category larger for the purpose of wind effects (this stacks with the bonus from Storm-Lashed), and they gain a +2 competence bonus on all saving throws to resist spells and effects with the air or water descriptors. At 5th level and every 2 levels thereafter, the Storm Kindler's aura of calm extends by 5 feet (to a maximum of 20 feet at 9th level). At 7th level, allies in the Storm Kindler's aura are treated as two size categories larger for the purpose of wind effects, and the bonus on saving throws doubles to +4.
Wave Breaker(超常)/Wave Breaker:At 4th level, a Storm Kindler gains a swim speed equal to twice her base land speed. She can breathe water for a number of hours per day equal to her Storm Kindler level. This time need not be consecutive, but must be spent in 1-hour increments.
Thunderstruck(超常)/Thunderstruck:At 5th level, a Storm Kindler becomes immune to the deafened condition.
Weather's Fury(超常)/Weather's Fury:At 6th level, a Storm Kindler can deal additional damage with her storm shape. In addition to her unarmed strike damage, she deals 3d6 points of electricity damage (while in whirlwind form) or cold damage (while in vortex form) to each creature that fails its Reflex saves. This damage increases to 4d6 at 8th level, and 5d6 at 10th level.
Eye of the Storm(超常)/Eye of the Storm:At 7th level, a Storm Kindler becomes immune to damage and detrimental effects from nonmagical wind and waves. In addition, she receives a +4 insight bonus on saving throws and to AC against spells and effects with the air or water descriptors.
フィクル・ウィンズ(擬呪)/Fickle Winds:At 8th level, as a swift action, a Storm Kindler can call the winds to her defense, protecting her as per the spell fickle windsAPG for a number of rounds per day equal to her level. These rounds need not be consecutive.
Echoing Thunder(超常)/Echoing Thunder:At 9th level, anytime a Storm Kindler resists electricity or sonic damage with her oceanic spirit ability, she can spend an immediate action to redirect the damage to another creature within 30 feet. The creature must succeed at a Reflex save (DC = 10 + the Storm Kindler's class level + the Storm Kindler's Wisdom modifier) or take an amount of electricity or sonic damage equal to the amount the Storm Kindler resisted.
Mediums who become storm dreamers select their spirits normally, but the spirits with which they bond are supernatural remnants of the first Storm Kindlers― those reckless explorers who established the tradition but succumbed to their own arrogance and were consumed by the Eye of Abendego.
Some storm dreamers, though, become incapable of retaining their own personality and values, and transform into unpredictable forces of nature. Storm dreamers refer to this condition as being “stormcursed” and view these lost brothers and sisters with a mix of pity and horror. The stormcursed do not maintain ties with the Storm Kindlers, and in many cases their departure from the organization is violent and destructive. They are not viewed as heretics of Gozreh by the Storm Kindlers, but neither are they sought after as allies. They are typically treated as dangerous and unpredictable agents of the storm and allowed to dwell in relative peace in the remote locations where the stormcursed dreamers choose to dwell in. The exact cause of this condition is hotly debated among the storm dreamers themselves, for it seems to afflict their members almost randomly. Some believe these storm dreamers brushed too close to the “slumbering mind” of the Eye of Abendego, while others theorize that the mediums' souls simply got pulled away and replaced with some of the half-mad fragments the dreamers speak to in trance. The truth, whatever it is, may never be fully understood.
Gozreh's Domain(超常)/Gozreh's Domain:All storm dreamers are deeply religious and select one of the domains granted by Gozreh: Air, Animal, Plant, Water, or Weather. The storm dreamer gains the 1st-level granted power from her chosen domain, but never gains the second power at higher level. When determining the effect of the granted power, the storm dreamer's effective cleric level is equal to her storm dreamer level. The 1st- through 6th-level bonus spells from this domain are added to her spell list. Despite her faith, these spells are cast normally, as psychic spells, by the medium.
This ability replaces spirit surge.
Storm Trance(超常)/Storm Trance:A 3rd-level storm dreamer can enter a meditative trance during which she fuses her mind to the Eye of Abendego, mentally becoming one with the great storm. Entering the trance is a full-round action that doesn't provoke attacks of opportunity, but once in a storm trance, the storm dreamer can maintain the trance as a free action for a number of minutes per day equal to her storm dreamer class level + her Charisma modifier. These minutes need not be consecutive, but they must be spent in 1-minute increments. While in a storm trance, the storm dreamer gains energy resistance 5 against cold and electricity, treats wind as one step less severe, and gains a bonus equal to her Charisma modifier on all saving throws against wind effects, spells with the air or electricity descriptors, and effects that deal electricity damage.
This ability replaces haunt channeler.
Dream Storm(擬呪)/Dream Storm:At 5th level, a storm dreamer's thoughts can cause magical weather effects to manifest. While in a storm trance, she can cast call lightning, sleet storm, and wind wall as spell-like abilities (CL = her character level). Each time she casts one of these spell-like abilities, she reduces the number of remaining minutes for her storm trance by 1 minute;she can't use these spell-like abilities if she has less than 1 minute remaining for the day to use her storm trance.
This ability replaces location channel.
Storm Seer(超常)/Storm Seer:At 7th level, a storm dreamer gains a supernatural link to the weather and can sense her surroundings more clearly. While in her storm trance, she gains blindsense 10 feet and cannot be flanked. If the weather conditions are stormy, these senses become blindsight with a range of 30 feet.
属性:The beliefs held by tempest druids are inherently more chaotic than those held by most druids, and as a result, tempest druids must be chaotic neutral.
This alters the druid's alignment.
防具及び武器への習熟:A tempest druid is proficient with the trident, in addition to the druid's normal armor and weapon proficiencies.
This alters the druid's armor and weapon proficiencies.
任意領域発動/Spontaneous Domain Casting:A tempest druid can channel stored spell energy into domain spells that he has not prepared ahead of time. He can “lose” a prepared spell to cast any domain spell of the same level or lower.
This replaces the druid's normal ability to spontaneously cast summon spells.
自然との絆(変則)/Nature Bond:As a result of his beliefs, a tempest druid has little connection to the spirituality of animals or plants. He can't choose an animal companion, and must instead select a domain or subdomain from the following list when he gains the nature bond ability: Air, AquaticUM, CloudAPG, StormAPG, SwampUM, Weather, or WindAPG.
This alters nature bond.
Sodden Shore Sense(変則)/Sodden Shore Sense:A tempest druid gains a +4 bonus on Knowledge (nature) and Survival checks in coastal or marshy lands.
This ability replaces nature sense.
Electrical Resistance(変則)/Electrical Resistance:At 3rd level, a tempest druid gains electricity resistance 5. As a standard action, he can transfer this resistance to another creature for 1 hour, after which time it reverts to him.
This ability replaces trackless step.
嵐の目(変則)/Eyes of the Storm:At 4th level, a tempest druid can see through 10 feet of magical fog, mist, rain, wind, or similar inclement weather conditions, ignoring any concealment such conditions might grant. This distance increases by 5 feet for every 4 levels beyond 4th.
This ability replaces resist nature's lure.
Bend Bolt(超常)/Bend Bolt:At 9th level, a tempest druid can redirect nearby electrical attacks. As an immediate action, the druid can shift the area or target of an electricity attack by 5 feet in any direction. If the electricity affects an area, the druid selects one square to be unaffected and an adjacent square to be affected. If the adjacent square is already in the area, this has no additional effect in that square. If the electricity affects a target, the druid selects an adjacent target. For example, if he were in the line of a wizard's lightning bolt, he could have the spell skip his square and instead affect an adjacent square, even if this meant the spell did not form a continuous line. If another druid attacked him with call lightning, he could shift the called bolt to an adjacent square, affecting a creature in that square (if any).
He can't redirect electricity damage conducted to him by physical contact with an object or creature (such as a shocking grasp or a shock weapon). He can use this ability a number of times per day equal to his Wisdom bonus.
Carved from a single piece of reddish coral, this small amulet is shaped into a swirling, counterclockwise spiral centered behind a leaf. The design and creation of these amulets is credited to the original Storm Kindlers, and they are rarely found outside of Garund.
When worn, the amulet provides energy resistance 5 against cold and electricity. If the wearer worships Gozreh, the energy resistances both increase to 10. The wearer automatically identifies spells with the air, electricity, or water descriptor that are cast in her presence, as if she had succeeded at a Spellcraft check to do so.
Shortly after the Eye of Abendego began, the Storm Kindlers created enchanted masks to aid in the navigation of the often storm-lashed swamps. Today, many of these distinctive masks remain, now worn by humanoid chieftains and Koboto witch doctors. The masks are often defaced, with their original appearance twisted into monstrous or demonic visages. Their new owners refer to them as goz masks.
This clear glass jar has a stone lid held fast against a leather sealing ring by a hinged metal clamp. A marble-sized orb of crackling electricity flits within the jar. A jar of lightning can be activated only once in one of two ways―it can be thrown, or it can be opened. In either case, once activated, the jar of lightning is expended.
If the jar is thrown, it behaves as a splash weapon that deals 5d6 points of electricity damage on a direct hit, and deals 1d6 points of electricity damage to adjacent targets as splash damage.
Among the varied items crafted by the earliest Storm Kindlers were these potent rods. Very few Storm Kindler's rods have been recovered, and today's Storm Kindlers suspect that many of these potent magical rods have been lost forever, for when they are wielded by those not of the Storm Kindler sect, they grow fragile. The current generation of Storm Kindlers have been unsuccessful in determining how their predecessors created these powerful minor artifacts, making the discovery of existing Storm Kindler's rods all the more important to the society.
You step into any magical or naturally occurring storm and commune directly with the power of the wind and rain. This spell allows the storm's power to fill you, granting you knowledge and images of what else lies within its reach. As long as you remain within the storm, you can concentrate on it for 1 minute to determine whether or not other living creatures with an Intelligence score of 3 or higher are caught in the storm within 400 feet of you. Due to the nature of the spell, you do not need to attempt concentration checks against violent wind or storms when casting the spell, but other elements that might disrupt spellcasting require checks as normal. While the spell is in effect, you no longer need to attempt concentration checks as a result of wind or storms for spells you cast or concentrate on.
レベル | 基本攻撃 ボーナス | 頑健 セーヴ | 反応 セーヴ | 意志 セーヴ | 特殊 |
---|---|---|---|---|---|
1 | +1 | +1 | +0 | +1 | Camaraderie +1, equine bond |
2 | +2 | +1 | +1 | +1 | Shaitan's blessing +2, thunderous charge (5 ft.) |
3 | +3 | +2 | +1 | +2 | Aura of courage, flank breaker |
4 | +4 | +2 | +1 | +2 | Djinni's blessing (10 ft.), controlled charge |
5 | +5 | +3 | +2 | +3 | Camaraderie +2 |
6 | +6 | +3 | +2 | +3 | Marid's blessing, thunderous charge (10 ft.), trampling gallop |
7 | +7 | +4 | +2 | +4 | All eyes on me |
8 | +8 | +4 | +3 | +4 | Djinni's blessing (20 ft.), efreeti's blessing |
9 | +9 | +5 | +3 | +5 | Camaraderie +3, inspiring leader, Shaitan's blessing +4 |
10 | +10 | +5 | +3 | +5 | Janni's blessing, thunderous charge (20 ft.) |
武器と防具の習熟:An asavir is proficient with simple weapons, martial weapons, and all forms of armor and shields (except tower shields).
Camaraderie(変則)/Camaraderie:An asavir is skilled at forging those who battle by her side into a loyal and well-coordinated team and exhorting them to fight bravely. As long as the asavir can speak aloud, the bonus she grants to any allies within 30 feet when she takes the aid another action in combat increases by 1. At 5th level, the bonus instead increases by 2, and at 9th level, it instead increases by 3. These bonuses do not stack with other abilities that enhance the aid another action.
Equine Bond(変則)/Equine Bond:An asavir gains a horse as a loyal steed. This mount functions as a druid's animal companion, using the asavir's level + 2 as her effective druid level (for example, at 3rd level, the asavir's mount functions as a 5th-level druid's animal companion). The companion must be a horse or pony, though the GM might approve other equine animals as suitable mounts (especially in the case of unusually large or small asavirs). If the asavir has a horse companion from another class that grants a similar ability (such as cavalierAPG, druid, or ranger), her asavir levels stack with levels from one of these other classes (her choice) for the purposes of determining her mount's statistics and abilities―she does not gain a second companion for having this ability from a different class. Her total effective druid level for determining her mount's statistics can never exceed her total character level. An asavir doesn't take an armor check penalty on Ride checks while riding her mount, and her mount is always considered combat trained and begins play with Light Armor Proficiency as a bonus feat.
Shaitan's Blessing(超常)/Shaitan's Blessing:When an asavir reaches 2nd level, her mount receives the blessing of the shaitans. It receives a +2 racial bonus on saving throws against all mind-affecting and fear effects. When the asavir reaches 9th level, this bonus increases to +4.
Thunderous Charge(超常)/Thunderous Charge:At 2nd level, a number of times per day equal to her asavir level, an asavir and her mount can make a charge that causes the ground to shake. This is a full-round action and works as a normal charge, except the asavir's mount can move only up to its move speed (not double its move speed, as in a normal charge). Creatures within a 5-foot radius of the charge's ending point must succeed at a Reflex save (DC = 10 + the asavir's class level + the mount's Strength modifier) or fall prone. For every asavir level above 2nd the character has, she can exclude one creature from the effects of her thunderous charge (one creature at 3rd level, up to a maximum of eight creatures at 10th level). The asavir can resolve her attack at the end of her charge either before or after determining which creatures fall prone. At 6th level, the radius of thunderous charge increases to 10 feet, and at 10th level it increases to 20 feet.
勇気のオーラ(超常)/Aura of Courage:At 3rd level, an asavir gains an aura of courage like that of a 3rd-level paladin.
Flank Breaker(変則)/Flank Breaker:At 3rd level, if an asavir successfully damages a foe that is flanking an ally, she can attempt a special combat maneuver check against the target's CMD as a swift action. If she succeeds, that foe is unable to flank with any creature for 1 round.
Controlled Charge(変則)/Controlled Charge:At 4th level, an asavir learns to attack with greater accuracy from the back of a charging mount. She gains a +4 bonus on melee attacks on a charge while mounted (instead of the normal +2) and does not take a penalty to her AC after making a charge attack while mounted.
Djinni's Blessing(超常)/Djinni's Blessing:When an asavir reaches 4th level, her mount receives the blessing of the djinn, making it swift and tireless. The mount's speed increases by 10 feet, it doesn't take movement penalties from wearing barding, and it can carry a second rider without penalties. When the asavir reaches 8th level, her mount's speed increases by an additional 10 feet.
Marid's Blessing(超常)/Marid's Blessing:At 6th level, an asavir's mount receives the blessing of the marids, making it an agile partner with a flowing pace. Anyone riding the mount does not need to attempt concentration checks normally required because of the mount's movement. The mount gains a +2 racial bonus on Reflex saves.
Trampling Gallop(変則)/Trampling Gallop:At 6th level, an asavir's mount gains the trample universal monster ability, but only when commanded by the asavir as a full-round action. Damage dealt by the trample is equal to that of the horse's hoof attack plus 1-1/2 times its Strength modifier.
All Eyes on Me(超常)/All Eyes on Me:At 7th level, three times per day as a swift action, an asavir can call out a challenge. Each opponent within 30 feet must succeed at a Will save (DC = 10 + the asavir's character level + the asavir's Charisma bonus) or be distracted by the display until the beginning of the asavir's next turn. Any creature that fails is considered to be flat-footed and takes a -2 penalty to AC against attacks from the asavir's allies. This is a mind-affecting, visual effect.
Efreeti's Blessing(超常)/Efreeti's Blessing:When an asavir reaches 8th level, her mount receives the blessing of the efreet, gaining fire resistance 5. It also deals an additional 1d6 points of fire damage with its hoof attacks.
Inspiring Leader(超常)/Inspiring Leader:At 9th level, an asavir can call out encouragement to her allies as a move action, bolstering their courage. Allies within 60 feet of the asavir who can hear her receive a morale bonus equal to the asavir's Charisma bonus on attack and damage rolls with weapons for 1 round. An asavir can use this ability three times per day. This is a mind-affecting, language-dependent effect.
武器と防具の習熟:A Qadiran horselord is proficient with all simple and martial weapons, with light and medium armor, and with shields (except tower shields).
This replaces the cavalier's normal weapon and armor proficiencies.
乗騎(変則)/Mount:A Qadiran horselord must select a horse or pony as his mount. At the GM's discretion, a different mount can be selected.
This ability alters the cavalier mount class feature.
砂漠の風(変則)/Desert Wind:The speed of a Qadiran horselord's mount increases by 5 feet. Its speed increases by an additional 5 feet at 5th level and every 5 cavalier levels thereafter.
This ability replaces tactician.
Desert Mastery(変則)/Desert Mastery:At 3rd level, a Qadiran horselord gains favored terrain (desert) as per the ranger ability of the same name. At 8th level and every 5 levels thereafter, the granted bonus on initiative and skill checks increases by 2, but the Qadiran horselord never selects additional favored terrains. Additionally, his mount gains all the benefits of the favored terrain ability.
This ability replaces cavalier's charge.
Sand Storm(変則)/Sand Storm:At 6th level, a Qadiran horselord gains the benefits of the Mobility feat so long as he is mounted. Additionally, he deals double damage while using a one-handed slashing weapon from the back of a charging mount, as though using a lance.
This ability replaces the bonus feat gained at 6th level.
As One(変則)/As One:At 9th level, a Qadiran horselord gains the benefits of the Spring Attack feat so long as he is mounted. He uses his mount's movement for this action, and neither he nor his mount provokes attacks of opportunity from the target. When he makes a single attack with a one-handed slashing weapon in this way, the attack deals 1d6 additional points of damage. This bonus damage increases to 3d6 at 17th level. This ability counts as the Spring Attack feat for the purpose of meeting feat prerequisites, but only while the Qadiran horselord is mounted.
This replaces greater tactician.
Sand Scourge(変則)/Sand Scourge:At 17th level, a Qadiran horselord and his mount can make a tactical rush through enemy ranks as a full-round action. His mount can move up to twice its normal speed in a straight line. The Qadiran horselord can make a single attack against each creature he threatens during his mount's movement, up to his normal number of attacks per round. These attacks use his full base attack bonus and take a -2 penalty;this is not a charge, and these attacks deal normal damage. The Qadiran horselord provokes attacks of opportunity during this movement, but his mount does not.
クラス技能:A sunrider gains Knowledge (local) as a class skill, but does not gain Profession as a class skill.
This alters the druid's class skills.
Weapon and Armor Proficiencies/Weapon and Armor Proficiencies:A sunrider gains proficiency with the shortbow, but not with the scythe, sickle, or quarterstaff.
This alters the druid's weapon and armor proficiencies.
自然との絆(変則)/Nature Bond:A sunrider must use this ability to bond with a horse or a pony as an animal companion;she cannot choose a different animal or choose a domain instead of an animal companion.
This alters nature bond.
Born to the Saddle(変則)/Born to the Saddle:At 2nd level, while wearing light or no armor, a sunrider does not need to attempt Ride checks for any task listed in the Ride skill with a DC of 15 or lower. She does not take an armor check penalty on Ride checks while riding her mount.
This ability replaces woodland stride.
Mounted Advantage(超常)/Mounted Advantage:At 3rd level, any allied mount within 30 feet of a sunrider can ignore the effects of rocky or sandy difficult terrain.
This ability replaces trackless step.
Desert Born(変則)/Desert Born:A sunrider is at home in the desert. At 4th level, she gains a +2 bonus on initiative checks and on Knowledge (geography), Perception, Stealth, and Survival checks while she is in desert terrain. Mounted allies traveling with her likewise gain a +1 bonus on initiative checks and Perception and Survival checks while in desert terrain, as long as they are within 30 feet of the sunrider.
This ability replaces resist nature's lure.
Concerted Effort(変則)/Concerted Effort:At 4th level, a sunrider can extend the bond she shares with her horse to other nearby mounted companions, forming them into a fighting force that seems to share a single mind. Allied mounts within 60 feet of the sunrider gain evasion as per the animal companion special ability. At 6th level, the range expands to 90 feet and allied mounts gain a +10-foot enhancement bonus to their speed. At 8th level, the range expands to 120 feet and allied mounts gain devotion as per the animal companion special ability. At 10th level, allied mounts gain multiattack as per the animal companion special ability. At 12th level, allied mounts gain a +2 bonus on saving throws. At 14th level, allied mounts gain a +20-foot enhancement bonus to their speed. At 16th level, allied mounts gain improved evasion as per the animal companion special ability. At 18th level, allied mounts gain a +2 dodge bonus to their Armor Class and a +2 bonus on attack rolls. At 20th level, allied mounts gain DR 5/― and energy resistance 10 to acid, cold, electricity, fire, and sonic damage. These abilities function only while allied mounts are within range of the sunrider (her own mount always counts as an ally).
Food spoils more quickly in hot climates, and Qadirans have become experts at using the spices that they trade to help preserve their meals. After importing plants from across the planes, Qadiran druids and alchemists bred and magically adapted unique species with enhanced medicinal properties. Al-Zabriti tribes generally have supplies of the following spices on hand. To gain the benefits of these spices, a character must consume multiple doses over 1 or more days, as indicated for each spice. Once the benefit is gained, continued consumption at that rate maintains the benefit.
Black Cumin:Cumin is a nutty seasoning used in savory foods. If eaten twice per day for a week, it grants those who consume it a +1 alchemical bonus on Fortitude saves to resist disease for the following 24 hours. An ounce of black cumin sells for 15 gp and seasons 14 meals.
Flaming Sumac:A tart spice, sumac allows a character who contracts a natural disease with multiple effects to suffer one fewer effect(determined randomly) each time he fails a saving throw to resist that disease's effects. An individual must consume flaming sumac twice per day for at least 3 days to gain its effects, which last for 24 hours after the last dose is consumed. An ounce of flaming sumac sells for 20 gp and seasons six meals.
Golden Cardamom:This fragrant, sweet powder is made from ground cardamom seeds and is often used as a perfume and tooth cleaner, as well as a seasoning in rice dishes and desserts. When a character takes ability damage from a disease, the actual damage taken is reduced by 1(to a minimum of 0). Golden cardamom has no effect on ability drain or other effects caused by disease. It must be eaten once per day for 9 days to build up sufficiently within an individual's body to provide this effect. An ounce of golden cardamom seeds sells for 30 gp and seasons nine meals.
Striped Nutmeg:Used for both desserts and meats, nutmeg halves any ability damage(but not ability drain) resulting from non-supernatural disease, to a minimum damage of 1. It must be eaten three times per day for at least 4 days to provide this effect. An ounce of ground striped nutmeg sells for 100 gp and seasons 12 meals.
Sunrise Cinnamon:A warming spice, sunrise cinnamon is used for seasoning both sweet and savory foods. It promotes sweating, and a character who ingests it twice per day for 5 days gains a +4 alchemical bonus on Fortitude saves made to resist the effects of hot environments. An ounce of ground sunrise cinnamon sells for 15 gp and seasons 10 meals.
Tiger Cloves:Cloves are used in both sweet and savory foods, brewed into teas, and chewed as a breath freshener. When chewed for 1 minute, a dose of tiger cloves removes nauseated or sickened conditions caused by disease or poison effects. When used to season a meal, a dose of tiger cloves grants a +2 alchemical bonus on saving throws to resist the nauseated or sickened conditions for 24 hours after the meal is eaten. A single dose of tiger cloves sells for 25 gp and seasons one meal.
A ring of fire surrounds the area affected by the spell. The flames radiate heat, but not enough to damage adjacent creatures. The flames deal 2d6 points of fire damage to any creatures that pass through them (or 4d6 points of damage to undead creatures). If you manifest a portion of the ring in a square that contains a creature, that creature takes damage as if it passed through the ring.
You alter a creature so the touch of the sun is hostile to it. The cursed creature gains light blindness and is blinded for 1 round if exposed to bright light, such as sunlight or the daylight spell. The cursed creature is dazzled as long as it remains in areas of bright light, and it is treated as being particularly susceptible to sunlight for the purposes of resolving spells like searing light, sunbeam, and sunburst.
レベル | 基本攻撃 ボーナス | 頑健 セーヴ | 反応 セーヴ | 意志 セーヴ | 特殊 |
---|---|---|---|---|---|
1 | +1 | +0 | +1 | +0 | Deft strike, quick draw |
2 | +2 | +1 | +1 | +1 | Display weapon prowess |
3 | +3 | +1 | +2 | +1 | Defensive parry +1 |
4 | +4 | +1 | +2 | +1 | Adaptive tactics 1 |
5 | +5 | +2 | +3 | +2 | Shatter confidence |
6 | +6 | +2 | +3 | +2 | Saving slash |
7 | +7 | +2 | +4 | +2 | Defensive parry +2, dexterous duelist |
8 | +8 | +3 | +4 | +3 | Adaptive tactics 2 |
9 | +9 | +3 | +5 | +3 | Greater saving slash |
10 | +10 | +3 | +5 | +3 | Confounding duelist |
Deft Strike(変則)/Deft Strike:An Aldori swordlord can add his Dexterity bonus (if any) to damage rolls made with an Aldori dueling sword instead of his Strength bonus. This bonus on damage rolls applies whether the swordlord is wielding an Aldori dueling sword one-handed or two-handed. An Aldori swordlord cannot use this ability if he is wielding a shield or using an off-hand weapon (including armor spikes, unarmed strikes, or natural weapons).
Quick Draw/Quick Draw:An Aldori swordlord gains Quick Draw as a bonus feat. If the character already has this feat, he instead gains Aldori Dueling Mastery (see page 24). If he already has both feats, he instead gains a combat feat of his choice as a bonus feat. The Aldori swordlord must meet all prerequisites of the selected combat feat.
Display Weapon Prowess(変則)/Display Weapon Prowess:At 2nd level, an Aldori swordlord adds a bonus equal to half his class level on Intimidate checks while using Dazzling Display with an Aldori dueling sword. He also gains an additional +1 bonus on these Intimidate checks for each of the following feats he has with the Aldori dueling sword: Greater Weapon Focus, Greater Weapon Specialization, Improved Critical, Weapon Focus, or Weapon Specialization. The bonuses stack with each other (the total bonus is considered a competence bonus).
When involved in a duel, an Aldori swordlord's mastery of elaborate strikes and stances grants him a bonus equal to half his class level on performance combat checks (Pathfinder RPG Ultimate Combat 154). These tricks can also be of great help in countering an enemy during a duel, granting him a bonus equal to half his class level on rolls to attempt a dueling parry or to use dueling resolve (Ultimate Combat 152).
Defensive Parry(変則)/Defensive Parry:At 3rd level, an Aldori swordlord gains a +1 dodge bonus to his AC when making a full attack with an Aldori dueling sword. This AC bonus increases to +2 at 7th level. If an Aldori duelist is also a fighter with the Aldori defender fighter archetype (see page 22), levels in this class stack with his fighter levels when determining the AC bonus from this ability.
Adaptive Tactics(変則)/Adaptive Tactics:At 4th level, an Aldori swordlord learns to adapt his fighting style to counter his enemy's strengths. An Aldori swordlord reduces the attack roll penalty for fighting defensively or using Combat Expertise by 1 at 4th level and by 2 at 8th level. In addition, after an Aldori swordlord uses his Aldori dueling sword to attack a creature he attacked during the previous round, as a swift action he can attempt a Sense Motive check (DC = 10 + the opponent's base attack bonus). If successful, the swordlord gains a +2 circumstance bonus either on attack rolls or to his AC against that creature until the beginning of his next turn.
Shatter Confidence(変則)/Shatter Confidence:At 5th level, an Aldori swordlord can attempt an Intimidate check to demoralize his target as a swift action after he confirms a critical hit or succeeds at a disarm, reposition, or sunder combat maneuver with an Aldori dueling sword. If his target is already shaken, the swordlord can attempt an Intimidate check to demoralize the target as a swift action after any successful melee attack or combat maneuver. If he succeeds at this check, any morale bonuses the target has are suppressed for a number of rounds equal to the Aldori swordlord's class level. Suppressed effects are not dispelled, and they resume after this time elapses if their duration has not expired. Suppressed morale bonuses include those gained from a barbarian's rage ability;however, this ability doesn't end rage, nor does it suppress other effects of rage or rage powers that do not provide morale bonuses (thus, it doesn't cause a barbarian to become fatigued unless the barbarian chooses to end the rage during the suppressed duration, in which case fatigue from rage affects the barbarian normally).
Saving Slash(変則)/Saving Slash:At 6th level, when wielding an Aldori dueling sword, an Aldori swordlord can use an immediate action to try deflecting a melee critical hit targeting him, reducing its damage to that of a normal hit, with a 25% chance of success. This does not stack with the fortification special ability of magical armor or similar effects.
Dexterous Duelist(変則)/Dexterous Duelist:At 7th level, an Aldori swordlord with at least one free hand is not denied his Dexterity bonus when attempting Acrobatics or Climb checks, nor does he provoke attacks of opportunity when standing up from prone.
Greater Saving Slash/Greater Saving Slash:At 9th level, an Aldori swordlord's saving slash has a 50% chance of reducing a melee critical hit to a normal hit. In addition, he can attempt a saving slash against ranged critical hits, including those from rays and other ranged touch effects, with a 25% chance of success.
The following benefits apply only when an Aldori defender is wielding an Aldori dueling sword (see page 24) and carrying nothing in his other hand. An Aldori defender fights with his sword wielded with both hands only in moments of desperation.
Suggested Feats/Suggested Feats:Although this archetype replaces some of the bonus feats that a fighter would normally have access to, Aldori defenders still have several opportunities to gain feats. The following feats are the most thematically appropriate for an Aldori defender, but the archetype does not require any of them: Aldori Dueling Mastery (see page 24), Combat Expertise, Dazzling Display, Exotic Weapon Proficiency (Aldori dueling sword), Improved Disarm, Improved Feint, Improved Initiative, Lunge, Quick Draw, Weapon Finesse, Weapon Focus (Aldori dueling sword), Weapon Specialization (Aldori dueling sword).
Defensive Parry(変則)/Defensive Parry:At 3rd level, when an Aldori defender makes a full attack with an Aldori dueling sword, he gains a +1 shield bonus to his AC against melee attacks until the beginning of his next turn. This bonus increases to +2 at 7th level, +3 at 11th level, and +4 at 15th level.
This ability replaces armor training.
武器落とし打撃(変則)/Disarming Strike:At 6th level, when an Aldori defender successfully disarms an opponent using an Aldori dueling sword, he also deals normal damage to the target, but without the normal Strength bonus to damage.
This ability replaces the bonus feat the fighter would normally gain at 6th level.
Steel Net(変則)/Steel Net:At 8th level, an Aldori defender can create a blazing wall of steel to defend himself. When fighting defensively as a full-round action with an Aldori dueling sword, the Aldori defender's penalties on all attacks in a round are reduced by 2, and his dodge bonus to AC increases by 2 for the same round.
This ability replaces the bonus feat the fighter would normally gain at 8th level.
Counterattack(変則)/Counterattack:At 10th level, once per round, an Aldori defender can make an attack of opportunity against an opponent who hits him with a melee attack (regardless of how many attacks of opportunity the Aldori defender can otherwise make), so long as the attacking creature is within the his reach.
Aldori Swashbuckler(変則)/Aldori Swashbuckler:A Rostland bravo focuses on the Aldori dueling sword (see page 24), scorning the bucklers used by duelists of other styles. In addition, the relative safety and creature comforts allowed by life in the sprawling city of Restov reduces her need for athleticism. A Rostland bravo gains Exotic Weapon Proficiency (Aldori dueling sword) as a bonus feat. The Rostland bravo is not proficient with bucklers, and does not gain Climb or Swim as class skills.
This ability alters the swashbuckler's class skills and armor proficiencies.
発露/Deeds:A Rostland bravo's training and personality set her apart from the typical swashbuckler, and as a result of these differences (as well as the impact of her Aldori training), she gains the following deeds. These deeds function only when the bravo is wielding just an Aldori dueling sword.
Inevitable Victory(変則)/Inevitable Victory:The Rostland bravo's technique is all about flair;a display of her skill is enough to make any Restov brawler reconsider picking a fight. At 3rd level, the Rostland bravo gains Dazzling Display as a bonus feat. She can activate its effect only while wielding an Aldori dueling sword, and she must spend 1 panache point to do so.
This deed replaces menacing swordplay.
Sweeping Wind Feint(変則)/Sweeping Wind Feint:At 7th level, the Rostland bravo masters an exotic feinting style, tossing her blade to the other hand and performing a sweeping attack or upward slash before the opponent reacts. Once per round, she can spend 1 point of panache to attempt a feint as a swift action.
This deed replaces superior feint.
Dragon's Rage(変則)/Dragon's Rage:At 11th level, the Rostland bravo can cast aside restraint in favor of a blindingly fast assault of unpredictable strikes inspired in part by the overwhelming brutality of a dragon in combat. Once per round as part of a full attack, the bravo can spend 1 panache point to make an additional attack with her Aldori dueling sword at her highest attack bonus. If she reduces a creature to 0 or fewer hit points with this additional attack, she regains 2 panache points rather than the normal 1 point she would gain from striking a killing blow.
This deed replaces bleeding wound.
This exotic, fur-trimmed cloak is decorated with golden filigree. In addition to offering magical protection, the cloak guides a skilled wearer's blade to block attacks. Such cloaks are often commissioned by Aldori Academy graduates when they attain swordlord status.
The randomness of critical hits has long vexed certain duelists in the Aldori school who consider luck to be an unwelcome addition to duels, which they view as contests of skill rather than chance. The creature targeted by this spell is infused with magical power, altering the odds of combat to weaken lucky strikes. Critical threats made by the affected creature automatically fail to confirm. Critical threats that automatically confirm due to class features or feats, such as the fighter's weapon mastery, are unaffected by this spell.
This spell was developed by an Aldori Academy student after several weeks of observing (and occasionally joining) Restov barroom brawls. You draw on your mind's hidden reserves, instantaneously mastering advanced combat techniques. When you cast this spell, choose a combat feat. You must meet all prerequisites for this feat, treating your magus level as your base attack bonus for this purpose. For the duration of this spell, you are treated as if you had the chosen feat. Once you cast this spell, you cannot change the chosen feat (or any decisions related to that feat) for additional castings of this spell on the same day.
With a lascivious wink and a sensuous sway, you flood a foe's mind with lustful thoughts of you, distracting your target and rendering that creature vulnerable to your attacks. An affected creature takes a penalty equal to half your caster level on concentration checks and to its CMD against dirty trickAPG, grapple, and stealAPG combat maneuvers you perform. The creature is also denied its Dexterity bonus to AC for the first melee attack you make against it each round.
The Gray Corsairs existed for some time before the Eagle Knights officially formed. While they've focused on fighting slavery from the start, they did so in their early days as true pirates rather than privateers. Their assimilation into the Eagle Knights as the naval arm of the Steel Falcons gave the organization a surprisingly strong presence in the Inner Sea, and with Andoran's direct support, these privateers have become a force to be reckoned with.
レベル | 基本攻撃 ボーナス | 頑健 セーヴ | 反応 セーヴ | 意志 セーヴ | 特殊 |
---|---|---|---|---|---|
1 | +0 | +0 | +0 | +1 | 1 favored port, gray focus |
2 | +1 | +1 | +1 | +1 | Gray boon, know the ropes |
3 | +2 | +1 | +1 | +2 | 2 favored port, slaver slayer +2 |
4 | +3 | +1 | +1 | +2 | Breathe easy 1/day, gray boon |
5 | +3 | +2 | +2 | +3 | 3 favored port, grim resolve |
6 | +4 | +2 | +2 | +3 | Gray boon, slaver slayer +4 |
7 | +5 | +2 | +2 | +4 | 4 favored port, breathe easy 2/day |
8 | +6 | +3 | +3 | +4 | Gray boon |
9 | +6 | +3 | +3 | +5 | 5 favored port, grant freedom, slaver slayer +6 |
10 | +7 | +3 | +3 | +5 | Breathe easy 3/day, gray boon, whisk to freedom |
Favored Port(変則)/Favored Port Gray Corsairs build alliances and friendships that last lifetimes among freed slaves and their families as a result of the organization's good work. A Gray Corsair can pick any coastal settlement as a favored port. While in that settlement, a Gray Corsair gains a +2 bonus on all Bluff, Diplomacy, Intimidate, and Knowledge (local) checks, as well as on initiative checks and Will saving throws. He need not pay for room and board in a favored port. At 3rd level and every 2 levels thereafter, a Gray Corsair can select another favored port. A Gray Corsair also gains his favored port bonuses when aboard any ship whose home port is one of his favored ports.
Gray Focus/Gray Focus:Gray Corsair training works best when synergizing with the powers and talents of a limited range of classes that are particularly well-suited to the seaborne life of rescuing slaves and defeating slavers. When a character gains his first level as a Gray Corsair, he must choose one of the following classes as his gray focus: bard, cleric, fighter, gunslinger, inquisitor, investigator, magus, mesmerist, psychic, rogue, swashbuckler, sorcerer, or wizard.
If he chose a spellcasting class, the Gray Corsair automatically succeeds at any concentration checks required to cast a spell while being subjected to vigorous or violent motion while either swimming or on a ship.
If he chose a non-spellcasting class, the Gray Corsair doesn't provoke attacks of opportunity as a result of moving through a threatened square while on a ship or while swimming, unless he chooses to do so.
A Gray Corsair who has no levels in any of the above classes must still choose a class as his gray focus, but until he gains a level in that chosen class, he does not gain any benefit for his gray focus or gray boons (see below). Once he gains at least 1 level in his gray focus class, he immediately gains the appropriate powers and boons due him from his Gray Corsair class levels.
Gray Boon/Gray Boon:At 2nd level and every 2 levels thereafter, a Gray Corsair gains some of the class features of the class he chose as his gray focus, provided he has at least 1 level in the class chosen.
If his gray focus class is bard, cleric, inquisitor, magus, mesmerist, psychic, sorcerer, or wizard, he gains spells per day as if he'd gained an additional level of the class chosen.
If his gray focus class is fighter, gunslinger, or swashbuckler, he gains a bonus combat feat.
If his gray focus class is investigator, he gains a +1d6 studied strike, as per the investigator class feature. This extra damage stacks with other sources of studied strike.
If his gray focus class is rogue, he gains a +1d6 sneak attack, as per the rogue class feature. This extra damage stacks with other sources of sneak attack damage.
Know the Ropes(変則)/Know the Ropes:Gray Corsairs spend a lot of time in the rigging of their ships, as this affords them the best view. At 2nd level, while climbing ropes or rigging, a Gray Corsair gains a +4 circumstance bonus on Climb checks and needs only one hand free to do so. In addition, in such circumstances he doesn't take a penalty when using the accelerated climbing option, doesn't lose his Dexterity bonus to AC, and doesn't need to attempt a Climb check to avoid falling when he takes damage.
Slaver Slayer(変則)/Slaver Slayer:At 3rd level, a Gray Corsair gains a +2 bonus on weapon attack and damage rolls against targets he knows to be slavers or to own slaves. This bonus increases to +4 at 6th level and +6 at 9th level. A Gray Corsair automatically confirms critical hits against such targets.
Breathe Easy(擬呪)/Breathe Easy:Desperate slavers sometimes throw their living cargo overboard, so a Gray Corsair must help slaves stay alive until they can be plucked from the waves. At 4th level, a Gray Corsair can cast water breathing once per day as a spell-like ability (CL = the Gray Corsair's class level). The Gray Corsair can use this ability as a move action or an immediate action if he so chooses. When used as a move action, the ability can affect only one creature, but can do so at a range of 120 feet. When used as an immediate action, the ability can affect only one creature, but can do so at a range of 60 feet, and its duration is reduced to 1 minute per level. A Gray Corsair can use this ability twice per day at 7th level, and up to three times per day at 10th level.
Grim Resolve(変則)/Grim Resolve:A Gray Corsair has seen more suffering aboard a single slave ship than many will in their entire lives, but this only hardens his resolve―he knows all too well that there are fates worse than death. At 5th level, a Gray Corsair becomes immune to fear effects and adds his Wisdom bonus to attempts to stabilize when his hit points are reduced to below 0.
Grant Freedom(擬呪)/Grant Freedom:At 9th level, a Gray Corsair gains the effects of freedom of movement as a constant spell-like ability (his effective caster level equals his class level). As a swift action, he can transfer this effect to a creature by touch, but in this case the effect persists for only 1 minute per effective caster level. When he does so, he regains the benefits of this ability 24 hours later.
Within Andoran's borders, Golden Legionnaires operate independently alongside the nation's armed forces as members of elite military units. These highly capable field commanders and training officers adjust to suit the needs of a particular region, often developing specialized talents to counter specific threats found nearby. Angry fey in the Verduran Forest, tricky kobold traps near the Candlestone Caverns, and dangerous werewolves in Darkmoon Vale all threaten the Golden Legionnaires and their mission to safeguard their homeland. In Andoran's towns and cities, teams of Golden Legionnaires work to thwart spies and sinister agents of foreign powers, such as devious Taldan poisoners, Chelish diabolists, and Okeno bounty hunters.
Above all else, the Golden Legion's duty is domestic security;the Legion extensively trains its soldiers in defensive tactics and strategies that ensure the protection of both Andorens and other members of the Legion. That said, a typical Golden Legionnaire exhibits audacious courage and unflinchingly puts himself between those he protects and possible threats. An ambush or unprovoked attack incenses a Golden Legionnaire and propels him to acts of selfless bravery and daring prowess. Even when they are hundreds of miles away from their homes, Golden Legionnaires use their skills and combat prowess to protect their allies and Andoran's ideals.
レベル | 基本攻撃 ボーナス | 頑健 セーヴ | 反応 セーヴ | 意志 セーヴ | 特殊 |
---|---|---|---|---|---|
1 | +1 | +1 | +0 | +0 | Authoritative command +1, defy danger 1 |
2 | +2 | +1 | +1 | +1 | Legion feat, intercept, united defense +2 |
3 | +3 | +2 | +1 | +1 | Allied retribution _1 |
4 | +4 | +2 | +1 | +1 | Improved aid +1, legion feat |
5 | +5 | +3 | +2 | +2 | Defy danger 2, hold the line |
6 | +6 | +3 | +2 | +2 | Authoritative command +2, legion feat, united defense +4 |
7 | +7 | +4 | +2 | +2 | Allied retribution +2, preemptive strike |
8 | +8 | +4 | +3 | +3 | Authoritative command (swift), legion feat |
9 | +9 | +5 | +3 | +3 | Defy danger 3, improved aid +2, retaliate |
10 | +10 | +5 | +3 | +3 | Guardian of liberty, united defense +6 |
武器と防具の習熟:A Golden Legionnaire gains proficiency with all simple weapons and all martial weapons, and gains proficiency with all forms of armor and shields.
Authoritative Command(変則)/Authoritative Command As a move action, a Golden Legionnaire can issue orders to a number of allies up to half his character level who are within 30 feet and can see, hear, and understand him. As long as at least one selected ally obeys the Golden Legionnaire's orders during that round, the Golden Legionnaire and each compliant ally gain a +1 competence bonus on attack rolls, weapon damage rolls, and saving throws and to Armor Class for 1 round. Affected allies are not under any obligation to obey these commands, but do not gain the bonuses if they ignore the commands. At 6th level, this bonus increases to +2. At 8th level, a Golden Legionnaire can use authoritative command as a swift action.
Defy Danger(変則)/Defy Danger:A Golden Legionnaire gains a +2 bonus on saving throws against one of the following dangers: charms and compulsions, curses, diseases, fear, poisons, traps, or the innate magical powers (spell-like abilities and supernatural abilities not gained from class levels) of one creature type (and subtype, if applicable) chosen from the ranger favored enemy list. At 5th level and again at 9th level, a Golden Legionnaire gains an additional +2 bonus against a different danger;alternatively, he can increase the bonus against a previously selected danger by 2.
Legion Feats/Legion Feats:A Golden Legionnaire gains the following bonus feats at the prescribed levels, even if he doesn't meet the prerequisites: 2nd level―Stand Still, 4th level― BodyguardAPG, 6th level―In Harm's WayAPG, 8th level― Swift AidAPG. If he already has the feat for a given level, he can instead take any other combat feat whose prerequisites he meets.
迎撃(変則)/Intercept:At 2nd level, a Golden Legionnaire gains a bonus equal to half his class level on combat maneuver checks when using the Stand Still feat, and gains the same bonus to his CMD when an opponent attempts an Acrobatics check to move through a square he threatens.
United Defense(変則)/United Defense:At 2nd level, a Golden Legionnaire can select one ally as a swift action. While he is adjacent to this ally, the Golden Legionnaire takes a -1 penalty to his Armor Class and the selected ally receives a +2 dodge bonus to his Armor Class for 1 round. At 6th level and again at 10th level, the Golden Legionnaire's AC takes an additional -1 penalty and the dodge bonus increases by an additional 2.
Allied Retribution(変則)/Allied Retribution:At 3rd level, if a Golden Legionnaire sees a creature within 60 feet of him attack an ally or any friendly creature, including himself, he can select that attacker as a designated adversary. When a Golden Legionnaire does this, he gains a +1 morale bonus on attack rolls and weapon damage rolls against the designated adversary for a number of rounds equal to his class level. A Golden Legionnaire can have a number of designated adversaries up to one-third his class level. If he already has his maximum number of designated adversaries selected, he can end the effects of his allied retribution against one of his previously designated adversaries and select a new one. The Golden Legionnaire can reselect a creature that is already a designated adversary if it attacks an ally or a friendly creature again, allowing him to restart the effect's duration. At 7th level, the morale bonus increases to +2.
援護強化(変則)/Improved Aid:At 4th level, when a Golden Legionnaire successfully uses the aid another action in combat, the bonus on the ally's attack roll or to its Armor Class increases by 1. At 9th level, the bonus increases by an additional 1.
Hold the Line(変則)/Hold the Line:At 5th level, if a creature takes a 5-foot step out of an area both adjacent to and threatened by a Golden Legionnaire, or if a creature withdraws from that area, it provokes an attack of opportunity from him.
Preemptive Strike(変則)/Preemptive Strike:At 7th level, a Golden Legionnaire can make an attack of opportunity against a foe that moves into any square the Golden Legionnaire threatens, regardless of whether or not this movement would normally provoke an attack of opportunity. He can use this ability against each opponent once per day, and no more than once per round.
Retaliate(変則)/Retaliate:At 9th level, once per round when a creature threatened by a Golden Legionnaire attacks and hits an ally adjacent to the Golden Legionnaire, he can make an attack of opportunity against that creature.
レベル | 基本攻撃 ボーナス | 頑健 セーヴ | 反応 セーヴ | 意志 セーヴ | 特殊 |
---|---|---|---|---|---|
1 | +1 | +1 | +0 | +0 | Enemy of slavers +2, heart of freedom, sailor and survivalist |
2 | +2 | +1 | +1 | +1 | Luck of the eagle 1/day |
3 | +3 | +2 | +1 | +1 | Heroic speech, natural trap 1 |
4 | +4 | +2 | +1 | +1 | Comrade's bond 1/day, superior aid |
5 | +5 | +3 | +2 | +2 | Enemy of slavers +4, subtle manipulator, Talmandor's blessing |
6 | +6 | +3 | +2 | +2 | Chainbreaker, natural trap 2, luck of the eagle 2/day |
7 | +7 | +4 | +2 | +2 | Comrade's bond 2/day (swift) |
8 | +8 | +4 | +3 | +3 | Talmandor's fury |
9 | +9 | +5 | +3 | +3 | Enemy of slavers +6, natural trap 3 |
10 | +10 | +5 | +3 | +3 | Comrade's bond 3/day (free), luck of the eagle 3/day |
Enemy of Slavers(変則)/Enemy of Slavers:From the start, the Steel Falcon focuses much of her training on how to interact with slavers, both in combat and in diplomatic confrontations. A Steel Falcon gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against slavers and slave owners. Likewise, she gains a +2 bonus on weapon attack and damage rolls against them. At 5th level, this bonus increases to +4, and at 9th level it increases to +6. This is treated as a favored enemy bonus. If the Steel Falcon has a favored enemy bonus from another class and her target is a slaver as well as a favored enemy of another type, the bonuses do not stack, and she simply uses whichever bonus is higher.
Heart of Freedom(変則)/Heart of Freedom:A Steel Falcon gains a +4 morale bonus on saving throws against charm and compulsion effects and attempts to possess her body or mind.
Sailor and Survivalist(変則)/Sailor and Survivalist:A Steel Falcon adds her class level to Profession (sailor) checks and Survival checks to get along in the wild and navigate in the wilderness.
Luck of the Eagle(変則)/Luck of the Eagle:At 2nd level, once per day, a Steel Falcon can reroll any one d20 roll before she learns the result of that roll, but she must take the new roll, even if it is lower. At 6th level, the Steel Falcon can use luck of the eagle twice per day, and at 10th level, she can do so three times per day.
Heroic Speech(超常)/Heroic Speech:At 3rd level, a Steel Falcon can inspire her allies with tales of greatness, heroism, and the ideals of Andoran. This functions like the inspire courage aspect of bardic performance, treating the Steel Falcon's class level as her bard level when determining the effect;if the Steel Falcon has levels in bard, her class levels stack with her bard levels when determining the effect of this ability and the effect of her inspire courage bard ability. The Steel Falcon can use this ability a number of rounds per day equal to her class level + her Charisma modifier.
Natural Traps(変則)/Natural Traps:As part of their guerilla warfare activities, Steel Falcons learn how to use the natural environment to create traps. At 3rd level, the Steel Falcon gains Learn Ranger TrapUM as a bonus feat (she does not need to meet the feat's normal prerequisite of 5 ranks in Survival). As per the rules for that feat, she learns one extraordinary ranger trap (chosen from the following: alarm trap, burning trap, exploding trap, fire trap, marking trap, poison trap, snare trap, and swarm trap). At 6th level, the Steel Falcon learns a second trap, and at 9th level she learns a third trap. The number of times she can use a trap is equal to her class level + her Wisdom bonus.
Comrade's Bond(変則)/Comrade's Bond:At 4th level, a Steel Falcon's love of freedom and hatred of slavery are so great that she evokes similar feelings in her companions. Once per day as a move action, she can grant her allies half her enemy of slavers bonus against all appropriate targets in sight;the allies must be within 30 feet and able to see or hear her. This bonus lasts for a number of rounds equal to the Steel Falcon's Charisma bonus (minimum 1). This bonus does not stack with any favored enemy bonuses her allies have;they use whichever bonus is higher. At 7th level, the Steel Falcon can use comrade's bond twice per day, and activating it is a swift action. At 10th level, she can use this ability three times per day, and activating it is a free action.
Superior Aid(変則)/Superior Aid:At 4th level, when performing the aid another action, a Steel Falcon grants a +4 bonus on the ally's attack roll or to the ally's Armor Class instead of the normal +2.
かすかな改竄者(変則)/Subtle Manipulator:At 5th level, if the Steel Falcon spends a full-round action studying a target, she can attempt a Sense Motive check opposed by the target's Will save. If she succeeds, she gains a +5 circumstance bonus on Diplomacy checks against that opponent for a number of days equal to her Wisdom modifier. This ability can be used on a given target once per day, and a successful use resets its duration.
Talmandor's Blessing(超常)/Talmandor's Blessing:At 5th level, a Steel Falcon gains the blessing of Talmandor, the avoral patron of Andoran. She gains a +10 competence bonus on Acrobatics checks to make high or long jumps, a +4 bonus on Perception checks, and the benefits of feather fall at all times. If this effect is dispelled, you can reactivate it as a move action.
Chainbreaker(変則)/Chainbreaker:At 6th level, a Steel Falcon's attacks against bindings, chains, and manacles bypasses up to 10 points of hardness. This includes weapons with chains (such as flails, nunchaku, and spiked chains), a kyton's armor and weapons, chains animated by animate objects, and so on. The Steel Falcon also gains a +10 bonus on all checks to escape bindings with manacles or ropes.
レベル | 基本攻撃 ボーナス | 頑健 セーヴ | 反応 セーヴ | 意志 セーヴ | 特殊 |
---|---|---|---|---|---|
1 | +0 | +0 | +0 | +1 | Many hats, sneak attack +1d6 |
2 | +1 | +1 | +1 | +1 | Enhanced tattoo 1, resourceful agent |
3 | +2 | +1 | +1 | +2 | Eye for detail |
4 | +3 | +1 | +1 | +2 | Enhanced tattoo 2, sneak attack +2d6 |
5 | +3 | +2 | +2 | +3 | Dead drop (minor), resourceful agent (enhanced critical) |
6 | +4 | +2 | +2 | +3 | Enhanced tattoo 3, unassuming presence |
7 | +5 | +2 | +2 | +4 | Sneak attack +3d6 |
8 | +6 | +3 | +3 | +4 | Enhanced tattoo 4, dead drop (major) |
9 | +6 | +3 | +3 | +5 | Resourceful agent (staggering critical) |
10 | +7 | +3 | +3 | +5 | Enhanced tattoo 5, sneak attack +4d6 |
Many Hats(変則)/Many Hats:A Twilight Talon is often required to take the role of a specific profession for the purpose of getting close to a target while remaining inconspicuous, becoming an everyday part of that target's life until the time to strike arrives. As long as a Twilight Talon is within 60 feet of another character with ranks in Profession (architect, barrister, clerk, courtesan, driver, engineer, innkeeper, librarian, merchant, or scribe), the Twilight Talon can pick up cues and practices in performing that job, and can use her Sense Motive check in place of that particular Profession check.
急所攻撃/Sneak Attack:This functions as the rogue ability of the same name. The extra damage dealt is 1d6 at 1st level, and it increases by 1d6 every 3 levels thereafter. If a Twilight Talon gets a sneak attack bonus from another source, the bonuses to damage stack.
Enhanced Tattoo(擬呪)/Enhanced Tattoo:As a Twilight Talon gains levels, her Twilight Tattoo feat gains enhancements, allowing her to use certain spell-like abilities. At 2nd level and every 2 levels thereafter, the Twilight Talon gains access to one of the spells listed for that level as a spell-like ability: 2nd level―disguise self or undetectable alignment;4th level― alter self or invisibility;6th level―glibness or secret page;8th level―modify memory or zone of silence;10th level―mislead or seeming. These spell-like abilities function at a caster level equal to the Twilight Talon's character level, and each ability can be used once per day. The save DC for these spell like abilities is 10 + half the Twilight Talon's level + her Charisma modifier.
Resourceful Agent(変則)/Resourceful Agent:A Twilight Talon often can't risk carrying traditional weapons, as doing so would seem out of place for many of the covers that she employs. Instead, she becomes a master at maximizing the potential in everyday objects used as improvised weapons. At 2nd level, a Twilight Talon increases the amount of damage she deals with improvised weapons by one step (for example, 1d4 becomes 1d6). At 5th level, all improvised weapons used by a Twilight Talon have a base critical threat range of 19-20, and she gains Critical Focus as a bonus feat. At 9th level, a Twilight Talon gains Staggering Critical as a bonus feat.
小さなことまで隠せない目(変則)/Eye for Detail:Part of a Twilight Talon's training is the extensive study of the most common bureaucratic documents in Golarion's major nations, allowing her to accurately forge documents. At 3rd level, when forging a document associated with any government, she automatically receives a +8 bonus on Linguistics checks to create a forgery (as though she had seen a similar document before).
Dead Drop(変則)/Dead Drop:A Twilight Talon prepares for many contingencies and can tap her underground network for supplies, provided she pays into her dead drop fund beforehand. At 5th level, by spending an hour spreading around coin in any small town or larger settlement, the Twilight Talon gains the ability to access dead drops of equipment in the field. A Twilight Talon can pay any amount into her dead drop fund when she does so, but can never have more than a total of 100 gp per class level in her dead drop fund.
A dead drop functions as an emergency cache of gear that any Twilight Talon agent can access while in the field. Part of the process of paying into the fund includes arranging dead drop locations in areas that the Twilight Talon suspects she may visit in the future. At any point in a wilderness region, but no more often than once per day, the Twilight Talon can take 1d8 hours to seek out the closest dead drop, at which point she can purchase any item from the Pathfinder RPG Core Rulebook from the dead drop, deducting the price from the amount of gold she has paid into the fund at that date. At the GM's discretion, gear from other sourcebooks may also be available in a dead drop. In particularly remote locations, a GM may rule that no dead drops can exist, but the GM should inform the Twilight Talon of this fact when expeditions to such areas are planned. Dead drops shift locations often, so each time a Twilight Talon seeks one out, she must spend the 1d8 hours to find it.
At 8th level, it takes a Twilight Talon only 10 minutes to pay into her dead drop fund, it takes only 30 minutes to locate a dead drop in the wild, and her maximum dead drop fund increases to 2,500 gp. (This total does not increase when she gains additional levels.)
Scions of Talmandor look to the brutality of the revolution in Galt, Andoran's neighbor, as a cautionary tale and an unfortunate blemish on populism's short history. They also reject the Nirmathi notion of freedom, thinking it too individualistic;instead, they strive to build strong communities both at home and abroad. Wherever possible, a scion of Talmandor opts for peaceful, grassroots solutions to problems facing the many oppressed peoples of the Inner Sea region, encouraging them to take a central role in bettering their lot in life.
Scion's Faith(変則)/Scion's Faith:A scion of Talmandor must worship a lawful good deity, and she gains Fly as a class skill instead of Ride.
This alters class skills.
Egalitarian(超常)/Egalitarian:At 2nd level, once per day as a swift action, a scion of Talmandor can halve her bonus on saving throws from divine grace (minimum +1) to grant the resulting bonus to herself and to all allies within 30 feet. This shared bonus lasts for a number of rounds equal to the scion's Charisma modifier, after which her divine grace is suppressed for 1 hour before returning to normal.
This ability alters divine grace.
Bonded Eagle(擬呪)/Bonded Eagle:At 5th level, a scion of Talmandor forms a bond with an eagle using the statistics for a bird animal companion. The eagle is a loyal companion that accompanies the scion on her adventures. When the scion activates smite evil, she can expend an additional use of smite evil to grant her eagle the bonuses granted from smite evil as well. This ability functions like the druid animal companion ability, using the scion's paladin level as her effective druid level.
This ability replaces divine bond.
Consensus(変則)/Consensus:At 8th level, twice per day as a swift action during the first full round of combat, a scion of Talmandor can take a vote from a number of allies equal to or less than 3 + the scion's Charisma modifier, all of whom must be within 30 feet of the scion of Talmandor. In initiative order, each ally can vote for Freedom, Justice, or Responsibility. Allies who vote receive a +2 sacred bonus either on attack rolls (if Justice wins), on saving throws (if Freedom wins), or to Armor Class (if Responsibility wins) until the end of combat. The scion of Talmandor votes last, and in the case of a tie, her vote breaks the tie.
This ability replaces aura of resolve.
Talmandor's Gift(擬呪)/Talmandor's Gift:At 11th level, a scion of Talmandor can summon an avoral agathion (Pathfinder RPG Bestiary 2 16) as if via summon monster VII (caster level equals the scion's character level).
The use of poisons in the defense of a good nation is controversial, and other branches of the Eagle Knights generally disavow the existence of toxic talons among their organization. Many influential leaders among the Eagle Knights, particularly in the Steel Falcons, have pushed to have the practices of the toxic talons banned from use, but these efforts have only pushed the toxic talons into further obscurity. Their role is particularly protected by the Twilight Talons, who sometimes go as far as to outright lie to others in the Eagle Knights about the operations of a toxic talon. At other times, a toxic talon may choose to martyr his freedom by publicly accepting blame for a mission that has had unfortunate public repercussions. In such a case, the toxic talon is not abandoned by his kin―instead, he is placed on a fair and public trial whose purpose is as much to appease the masses as it is to determine whether any moral lines were crossed. In cases where such a toxic talon is found guilty, he is generally sentenced to hard labor or prison (in which case he often continues to run missions inside of prisons or other fortifications for the Eagle Knights as best suits his talents) or to exile (in which case his role in serving Andoran shifts to one of clandestine missions in other nations). A toxic talon who martyrs his freedom in this way and is then captured again understands that it's unlikely he'll be afforded the same level of support from the Eagle Knights, and that the organization may well disavow any official knowledge of his actions. To a toxic talon, this is all merely a deeper, more significant level of service to the well-being of the nation of Andoran. By serving as a sort of sineater for the rest of the Twilight Talons (and at times, for the other branches of the Eagle Knights), such selfless characters can ensure that the organization survives scandal and public outcry to carry on their good work. In such cases, while public recognition for their deeds may never manifest, their brothers and sisters never forget the toxic talon's sacrifice.
Forceful Breath(変則)/Forceful Breath:A toxic talon is proficient with blowguns instead of hand crossbows. He can use a blowgun without penalty while prone.
This alters the rogue's weapon proficiencies.
Poison Adept(変則)/Poison Adept:A toxic talon is trained in the use of poison and cannot accidentally poison himself when applying poison to a projectile weapon. He can apply poison to a projectile as a move action. This counts as the poison use ability for the purposes of qualifying for feats, prestige classes, and other options.
This ability replaces trapfinding.
Toxin Resistance(変則)/Toxin Resistance:A toxic talon's constant exposure to varied poisons grants him increasing resistance to them. At 3rd level, a toxic talon gains a +1 bonus on saving throws against diseases and poisons, and he gains a +1 bonus on Heal checks to treat diseases and poisons. He also gains a +1 bonus on caster level checks (including when he activates a magic item) to treat or remove poisons and diseases, such as when using remove disease or neutralize poison. Finally, he gains a +1 bonus on Perception checks to identify traps that utilize diseases or poisons. These bonuses increase to +2 at 6th level, to +3 at 9th level, to +4 at 12th level, to +5 at 15th level, and to +6 at 18th level.
This replaces trap sense.
Catalyst(超常)/Catalyst:At 4th level, a toxic talon can use secret alchemical techniques to enhance a poison as he applies it to a weapon, increasing the save DC of the poison by 1 (this bonus increases to +2 at 12th level). This increase to the save DC lasts for 1 minute or until the poison is used up, whichever comes first. A toxic talon can use catalyst once per hour.
This ability replaces uncanny dodge.
Split Toxin(超常)/Split Toxin:At 8th level, when a toxic talon uses catalyst to enhance poison as he applies it, he can envenom two ranged weapons or units of ammunition simultaneously with the same dose.
You bolster the subject's sense of willpower and self-worth when you cast this spell. As you cast it, you must decide if you want to grant a bonus to saving throws against charms and compulsions or suppress charms and compulsions.
If you grant a bonus to saving throws, you grant all affected creatures a +4 morale bonus on saving throws against charm and compulsion effects for 10 minutes.
レベル | 基本攻撃 ボーナス | 頑健 セーヴ | 反応 セーヴ | 意志 セーヴ | 特殊 |
---|---|---|---|---|---|
1 | +1 | +1 | +1 | +0 | AC bonus +1, ki pool, martial artist |
2 | +2 | +1 | +1 | +1 | Ki power |
3 | +3 | +2 | +2 | +1 | Bonus feat |
4 | +4 | +2 | +2 | +1 | Ki power |
5 | +5 | +3 | +3 | +2 | AC bonus +2 |
6 | +6 | +3 | +3 | +2 | Ki power |
7 | +7 | +4 | +4 | +2 | Bonus feat |
8 | +8 | +4 | +4 | +3 | Ki power |
9 | +9 | +5 | +5 | +3 | AC bonus +3 |
10 | +10 | +5 | +5 | +3 | Ki power, perfection |
武器の習熟/Weapon Proficiency:Students of perfection are proficient with all weapons with the monk special weapon quality.
ACボーナス(超常)(変則)/AC Bonus:At 1st level, when a student of perfection wears light armor or no armor, he gains a +1 dodge bonus to his AC and CMD. This bonus increases by 1 at 5th and 9th levels. He loses these bonuses while immobilized or helpless, wearing medium or heavy armor, or carrying a medium or heavy load.
気蓄積(超常)/Ki Pool:If a student of perfection has levels in a class that grants a ki pool, his student of perfection levels stack with his levels of that class to determine his total number of ki points. If the student of perfection has a ki pool from Perfect Style, he adds his Wisdom modifier to his ki pool. The student of perfection's ki pool also gains ki strike as per the ki pool of a monk of a level equal to his class level. This stacks with his levels in monk (if any).
武勇の達人(変則)/Martial Artist:If a student of perfection has brawler's flurry, fast movement, flurry of blows, stunning fist, or the unarmed strike class features from previous levels, his class levels in this prestige class stack with those levels when determining the effects of these abilities. Otherwise, a student of perfection gains flurry of blows and unarmed strike as a monk of a level equal to his student of perfection level. Levels in student of perfection count as monk levels for the purposes of feats such as Stunning Fist.
気の力(超常)/Ki Powers:At 2nd level and every 2 levels thereafter, a student of perfection can select one ki power chosen from the unchained monk (Pathfinder RPG Pathfinder Unchained 16) options listed directly below or from the new ki powers detailed afterward. This ki power must be open to all students of perfection or appropriate to his chosen school. If a ki power from Pathfinder Unchained is followed by a level in parentheses, use that as the minimum character level (instead of the level given in Pathfinder Unchained). All other prerequisites must be met. Unless otherwise noted, a student of perfection cannot select an individual ki power more than once.
Any student of perfection can choose elemental fury, elemental burst (10th), or genie's blade (see below).
If he belongs to the Monastery of Unblinking Flame, a student of perfection can also choose furious defense, ki hurricane (4th), sudden speed, or any of the powers below for that monastery.
If he belongs to the Monastery of Unfolding Wind, the student of perfection can also choose high jump, ki range, wind jump, or any of the powers below for that monastery.
If he belongs to the Monastery of Untwisting Iron, a student of perfection can also choose diamond body, diamond resilience (6th), diamond soul (6th), or any of the powers below for that monastery.
Genie's Blade (Su;any)/Genie's Blade :The student of perfection is proficient with the falchion, kukri, and scimitar and treats these weapons as if they had the monk special quality. The student of perfection can spend 1 ki point as a swift action to give a falchion, kukri, or scimitar he wields the ki strike special ability and have it deal damage equal to that of his unarmed strikes (if greater than its base damage). The student of perfection applies his full Strength modifier to his damage rolls for these attacks. These effects last 1 round.
Inner Fire (Su;Unblinking Flame)/Inner Fire :While the student of perfection is under the effects of elemental fury (fire), a creature that successfully grapples him takes 1d6 points of fire damage. The damage increases by 1d6 each round the creature maintains the grapple, to a maximum number of dice equal to the student of perfection's level. A student of perfection must have the elemental fury ki power before selecting this ki power.
Iron Chain Choke (Ex;Untwisting Iron)/Iron Chain Choke :When the student of perfection uses his iron chain strike ability, any opponent grappled by him must succeed at a Reflex saving throw (DC = 10 + the student of perfection's class level + the student of perfection's Strength modifier) or it cannot speak or cast spells with verbal components for 1 round. A student of perfection must have the iron chain strike ki power before selecting this ki power.
Iron Chain Strike (Ex;Untwisting Iron)/Iron Chain Strike :When the student of perfection succeeds at a combat maneuver check, he can spend 1 ki point as a swift action to maintain a grapple to deal damage and can add double his Strength bonus to the damage roll.
Ki Missile (Su;Unfolding Wind)/Ki Missile :The student of perfection can spend 1 ki point as a swift action to give any thrown weapon he wields the benefits of ki strike and have it deal damage equal to that of his unarmed strikes (if greater than its base damage). These effects last 1 round.
Master of Riddles (Sp;Unblinking Flame)/Master of Riddles :Bluff is a class skill for the student of perfection. When he makes a successful opposed Bluff check, the student of perfection can spend 1 ki point as a standard action to give the target a suggestion (as per the spell suggestion). His caster level is equal to his class level, and the save DC is 10 + his class level + his Wisdom modifier.
One in Mind and Body (Ex;Unfolding Wind)/One in Mind and Body :The student of perfection can spend 1 ki point as a swift action to add his Wisdom modifier as a bonus on a Strength- or Dexterity-based skill check.
Punish Mistake (Ex;Unblinking Flame)/Punish Mistake :When the student of perfection makes an attack of opportunity, he can spend 1 ki point as an immediate action to make an additional attack against the target that had provoked the attack.
Still Air (Sp;Unfolding Wind)/Still Air :The student of perfection can spend 1 ki point to cast calm emotions. His caster level is equal to his class level, and the save DC is equal to 10 + his class level + his Wisdom modifier. He can spend 3 ki points as an immediate action to use this ability on himself when he is affected by an emotionUM effect, a confusion effect, or a fear effect.
Transmute Metal (Su;Untwisting Iron)/Transmute Metal :The student of perfection can spend 1 ki point and touch a metal weapon (or 50 pieces of metal ammunition), granting it the benefits of his ki strike for a number of minutes equal to his class level.
ボーナス特技:At 3rd level, a student of perfection gains one of the following feats (see pages 106-107) based on his chosen House of Perfection: Unblinking Flame Feint, Unfolding Wind Strike, or Untwisting Iron Strength. At 7th level, he gains either Unblinking Flame Fist, Unfolding Wind Rush, or Untwisting Iron Skin. A student of perfection need not meet the prerequisites normally required for these feats.
Alternatively, if the student of perfection has levels in a class that grants bonus feats, he can instead choose one of those bonus feats, adding his student of perfection level to his level in that class to determine available feats.
Winding path renegades epitomize those who have chosen the twisted path. These brawlers initially studied at the Houses of Perfection in Jalmeray, but while they grasped the mechanical aspects of the forms, they lacked the mental discipline required by the masters of the school. Thus, they have withdrawn from their monasteries―some peacefully, some not―to find their own paths.
系統熟練(変則)/School Focus:At 2nd level, a winding path renegade continues the training she left behind, gaining the benefits of the mystery taught at her old monastery. As the winding path renegade progresses in her self-guided training, she gains a deeper understanding of her chosen monastery's mystery, which grants her new powers.
Mystery of Unblinking Flame(超常)/Mystery of Unblinking Flame:At 2nd level, the winding path renegade increases her speed by 10 feet (this is treated as an enhancement bonus). If she uses her monk moves class ability to gain fast movement, the abilities stack with each other. At 8th level, if the winding path renegade begins her turn with the grappled condition, she can deal 2d6 points of fire damage to all other creatures in the grapple as a free action. At 14th level, the winding path renegade becomes as difficult to contain as a flame. Once per day as a full-round action, she can transform into liquid flame, instantly escaping all bonds as if under the effect of freedom of movement and moving up to her speed. When moving as part of this ability, she can move through creatures' squares freely and doesn't provoke attacks of opportunity. She deals 10d6 points of fire damage to any creature whose square she enters during this movement. A successful Reflex saving throw (DC = 10 + half her brawler level + her Dexterity bonus) halves this damage.
Mystery of Unfolding Wind(超常)/Mystery of Unfolding Wind:At 2nd level, the winding path renegade adds 10 to the range increments of ranged weapons she wields and gains Deflect Arrows as a bonus feat. At 8th level, she can harness the power of the wind to make enormous leaps. As a move action, she can leap without attempting an Acrobatics check, jumping any distance up to her speed (upward movement counts as double, as when flying). She can leap in this way a number of times per day equal to her class level. At 14th level, when using the Deflect Arrows feat, the winding path renegade can send one projectile back at her attacker, using the same attack roll and damage roll the attacker rolled against her. Even if the deflected attack had more than one projectile (as with Manyshot), the winding path renegade sends only one projectile back at the attacker. The others are deflected as normal.
Mystery of Untwisting Iron(超常)/Mystery of Untwisting Iron:At 2nd level, metal weapons and armor in the winding path renegade's possession are treated as masterwork unless they have the broken condition. At 8th level, the winding path renegade gains a bonus equal to half her level on Craft checks involving metal, and she gains the benefits of the Master Craftsman and Craft Arms and Armor feats when crafting items made of metal. At 14th level, any weapon the winding path renegade wields is treated as adamantine.
This ability replaces the bonus feats gained at 2nd, 8th, and 14th levels.
モンクの能力 | 獲得レベル |
---|---|
身かわし | レベル |
高速移動 | レベル |
浮身 | レベル |
大跳躍 | 5レベル |
身かわし強化 | 9レベル |
Brazen disciples believe that the best way to prepare for this test is to emulate the efreeti's own duplicitous ways. By studying genie contracts, brazen disciples learn how to take advantage of loopholes, and by pondering riddles, they learn how to obfuscate truth. They use deception in their fighting style, and many go a step further, incorporating fire and smoke both mundane and magical. Though most brazen disciples focus on joining the Houses of Perfection, some become enamored with the efreet and instead seek out genie masters.
クラス技能:A brazen disciple gains Bluff (Cha), Disguise (Cha), and Knowledge (planes) (Int) as class skills but loses Knowledge (religion), Ride, and Swim.
This alters the monk's class skills.
Feinting Flurry(変則)/Feinting Flurry:When using flurry of blows to make melee attacks, a brazen disciple can forgo his first attack to attempt a Bluff check to feint. At 6th level, when a brazen disciple successfully feints, his opponent is denied its Dexterity bonus to AC until the end of the monk's turn.
This ability replaces the monk's bonus feats at 1st level and at 6th level.
ボーナス特技/Bonus Feat:At 2nd, 10th, 14th, and 18th levels, a brazen disciple can select a bonus feat. These feats must be chosen from the following list: Catch Off-Guard, Combat Reflexes, Deceitful, Dodge, Elemental FistAPG, and Improved Initiative. At 6th level, the brazen disciple can also choose from the following feats: Efreeti StyleUC, Improved Dirty TrickAPG, Improved Disarm, Improved StealAPG, Improved Trip, and Mobility. At 10th level, the brazen disciple can also choose from the following feats: Efreeti StanceUC, Efreeti TouchUC, Improved Critical, and Spring Attack. He need not meet the prerequisites normally required for these feats to select them.
This ability alters the monk's bonus feats.
Efreeti's Guile(変則)/Efreeti's Guile:At 3rd level, a brazen disciple can add his Wisdom modifier on Bluff and Disguise checks instead of his Charisma modifier.
This ability replaces still mind.
Confounding Koan(擬呪)/Confounding Koan:At 12th level, a brazen disciple can spend 2 ki points as a standard action to confuse a target within 30 feet with a riddle or paradox. This ability functions as per confusion, except that it is language-dependent. The DC is equal to 10 + half the monk's class level + his Wisdom modifier, and the caster level is equal to his class level.
This ability replaces the monk's ki ability gained at 12th level.
Genie Apotheosis/Genie Apotheosis:At 20th level, a brazen disciple is treated as a native outsider with the fire subtype rather than as a humanoid (or whatever the monk's creature type was) for the purpose of spells and magical effects. He has immunity to fire and vulnerability to cold. Once per day, the brazen disciple can grant a limited wish (as per the spell limited wish) to a non-outsider as a spell-like ability (CL 20th).
This +1 ki focus temple swordUE is often gifted to select students. A character making an attack with this blade can spend 1 ki point as a swift action to ignore any shield bonus to AC her target has for that attack.
レベル | 基本攻撃 ボーナス | 頑健 セーヴ | 反応 セーヴ | 意志 セーヴ | 特殊 | 1日の呪文数 |
---|---|---|---|---|---|---|
1 | +0 | +0 | +1 | +1 | Argent performance (“Song of Silver”) | 既存のクラスに+1レベル |
2 | +1 | +1 | +1 | +1 | Dramaturgical flourish | 既存のクラスに+1レベル |
3 | +1 | +1 | +2 | +2 | Argent performance (anchoring aria) | 既存のクラスに+1レベル |
4 | +2 | +1 | +2 | +2 | Dramaturgical flourish | 既存のクラスに+1レベル |
5 | +2 | +2 | +3 | +3 | Argent performance (半径60フィート、ブレス・オヴ・ライフ) | 既存のクラスに+1レベル |
6 | +3 | +2 | +3 | +3 | Dramaturgical flourish | 既存のクラスに+1レベル |
7 | +3 | +2 | +4 | +4 | Argent performance (swift) | 既存のクラスに+1レベル |
8 | +4 | +3 | +4 | +4 | Dramaturgical flourish | 既存のクラスに+1レベル |
9 | +4 | +3 | +5 | +5 | Argent performance (righteous chord) | 既存のクラスに+1レベル |
10 | +5 | +3 | +5 | +5 | Dramaturgical flourish | 既存のクラスに+1レベル |
Argent Performance/Argent Performance:An argent dramaturge can use Perform (sing) to create special magical effects that hinder outsiders (particularly those affected by silver, such as devils) as per the bardic performance bard class feature. She can use this ability for 2 rounds per day for each argent dramaturge level she has, and can use rounds of bardic performance gained from bard levels to perform argent performances and vice-versa. Starting an argent performance is a move action, but it can be maintained each round as a free action.
An argent performance cannot be disrupted, but ends immediately if the argent dramaturge is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. An argent performance counts as a bardic performance when determining how many performances the argent dramaturge can have in effect at one time. An argent performance has audible components but not visual components. The save DC against an argent dramaturge's performance is equal to 10 + the argent dramaturge's level + her Charisma modifier.
At 13th level, an argent dramaturge can start an argent performance as a swift action if she chooses.
The performance abilities that an argent dramaturge gains are noted below.
Song of Silver(超常)/Song of Silver The recovery of the lost lyrics and melody of the famed “Song of Silver” aided the Silver Ravens immeasurably in their fight against the Chelish tyrant Barzillai Thrune. While the true “Song of Silver” must be performed in the Kintargo Opera House by a skilled performer, argent dramaturges have learned to create a lesser version of the “Song of Silver” that can take effect when performed in any location. When the argent dramaturge uses her argent performance to create the “Song of Silver,” all weapons (both natural and manufactured) within a 30-foot radius of the argent dramaturge are treated as if they were silver for the purpose of overcoming damage reduction, and a number of targets equal to the argent dramaturge's Charisma modifier (minimum 1 target) become immune to fear effects and gain a +4 sacred bonus on saving throws against charm and compulsion effects.
At 5th level, once per day as an immediate action, an argent dramaturge can grant a single ally who is currently benefiting from the saving throw bonus from the “Song of Silver” the effects of a breath of life spell (CL = the argent dramaturge's character level). Granting this effect immediately ends the “Song of Silver” performance, and the argent dramaturge must wait 3 rounds before activating a new “Song of Silver” (but she can activate other argent or bardic performances in the meantime).
At 5th level, the “Song of Silver” affects a 60-foot-radius area around the argent dramaturge.
Anchoring Aria(超常)/Anchoring Aria:At 3rd level, the argent dramaturge can use her knowledge of the magical melodies woven into the Song of Silver to block the dimensional travel of fiends. As long as she maintains the aria, any evil outsider that attempts to use spells or spell-like abilities of the teleportation subschool within a 30-foot radius of the argent dramaturge must succeed at a caster level check (DC = 11 + her character level) or else the spell or spell-like ability fails. An evil outsider that uses a teleportation effect to appear within this 30-foot-radius area or that is summoned into this area must succeed at a Will saving throw or it is staggered for 1 round. At 5th level, this argent performance affects a 60-foot-radius area around the argent dramaturge.
Righteous Chord(擬呪)/Righteous Chord:At 9th level, as a standard action that costs 2 rounds of argent or bardic performance, the argent dramaturge can affect a single evil outsider within 60 feet as per the spell banishment, treating her character level as her caster level. As a free action, the argent dramaturge can attempt a Perform check with a DC equal to 10 + the HD of the targeted outsider. If successful, she is treated as having presented the targeted outsider with one object or substance the target fears or hates for the purpose of determining the effects of the banishment spell. Activating this argent performance does not end a currently active argent or bardic performance.
Dramaturgical Flourish(超常)/Dramaturgical Flourish:At 2nd level and every 2 levels thereafter, an argent dramaturge's studies into the history and structure of stories grant her access to secret performances, allowing her to select an option from the list of dramaturgical flourishes below. Unless otherwise noted, an argent dramaturge cannot select a dramaturgical flourish more than once.
Heartening Song/Heartening Song:An argent dramaturge's countersong functions against mind-affecting effects that rely on negative emotions (such as crushing despair, rage, or fear effects) as well as sonic and language-dependent effects. An argent dramaturge must have the countersong bardic performance to select this dramaturgical flourish.
Masterpiece/Masterpiece:The argent dramaturge gains a bardic masterpiece (Pathfinder RPG Ultimate Magic 21) without needing to sacrifice a feat or spell known. She must still meet the prerequisites of the masterpiece. An argent dramaturge can take this flourish more than once, but must select a new bardic masterpiece each time she does so.
Reactive Performance/Reactive Performance:The argent dramaturge can activate her countersong or distraction bardic performance as an immediate action. When she does so, she must expend 2 rounds of bardic performance rather than 1. An argent dramaturge must have the countersong and distraction bardic performances to select this dramaturgical flourish.
Sudden Competence/Sudden Competence:An argent dramaturge can activate her inspire competence bardic performance as an immediate action by spending 2 rounds of bardic performance. She can even use this ability after an ally has failed a skill check. If the check would have been successful with the inspire competence bonus, the character attempting the check instead succeeds at that check. An argent dramaturge must have the inspire competence bardic performance to select this dramaturgical flourish.
Raven masters serve as messengers and spies for the Silver Ravens, using their ravens to scout the border between Ravounel and Cheliax and report any suspicious Thrune troop movements. Outside of Cheliax, raven companions alight on the rooftops and window ledges of palaces and keeps to eavesdrop on tyrants and dictators, feeding these precious secrets to the raven master so that she can more efficiently foment and organize rebellion.
クラス技能:A raven master adds Bluff, Disguise, and Sleight of Hand to her list of class skills. She does not gain Climb, Heal, Intimidate, Ride, or Swim as class skills.
This alters the ranger's class skills.
Avian Empathy(変則)/Avian Empathy:A raven master's wild empathy affects only birds.
This alters wild empathy.
Raven Companion(変則)/Raven Companion:At 4th level, a raven master earns the trust and companionship of a particularly large, powerful, and intelligent raven. This ability functions like the druid animal companion ability, except that the raven master's effective druid level is equal to her ranger level – 3. The raven master must select a bird as her animal companion. The raven companion starts with an Intelligence score of 3 and can speak one language known by the raven master. In addition to the normal abilities an animal companion gains as the raven master increases in level, the raven companion gains the following abilities.
This ability alters hunter's bond and replaces specific ranger abilities as indicated below.
Silver Champion(変則)/Silver Champion:At 7th level, the raven companion takes on a silvery, metallic appearance. It treats all of its natural attacks as though they were magic and silver for the purpose of bypassing damage reduction.
This ability replaces woodland stride.
Mimic Figurine(超常)/Mimic Figurine:At 8th level, once per day as a standard action, the raven master can transform her raven companion into a token similar to a figurine of wondrous power. Any gear worn by the raven melds into its body as part of this transformation, but held items do not. The raven can remain in this form indefinitely, or until the raven master spends a standard action to activate the statuette as though it were a figurine of wondrous power.
This ability replaces swift tracker.
死のごまかし(擬呪)/Cheat Death At 12th level, once per week, when a raven companion would otherwise be slain by an attack, spell, or effect, it can turn into a figurine of wondrous power as per its mimic figurine ability as an immediate action. Once transformed this way, the raven companion cannot transform back into a raven until the raven master next prepares spells.
This ability replaces camouflage.
Argent Magic/Argent Magic:A raven master casts spells as do most rangers, but her spell list is somewhat expanded from the normal options most rangers can choose from, for her association with the bards and other talented performers among the Silver Ravens allows her to add a limited number of bard spells to her spell list. These spells function as divine spells, and are cast and prepared in the same manner as her other ranger spells.
At 6th level, the raven master selects one 1st-level bard spell of her choice and adds it to her spell list as a 1st-level ranger spell. At 9th level she does the same but for a 2ndlevel bard spell. She adds a 3rd-level bard spell at 12th level, and adds a 4th-level bard spell at 15th level.
However, there is another reason for the Silver Ravens to recruit singers from the Chelish opera. The Silver Ravens rely on talented voices to deploy their most powerful weapon in the defense of Kintargo―the “Song of Silver.” While specially trained argent dramaturges can create lesser versions of this song, the true “Song of Silver” must be performed in Kintargo. Those among the Silver Ravens who dedicate themselves to the study of this magical performance are known as argent voices, and through practice and experience, these bards are able to modulate their own bardic performance abilities to reflect some measure of the power found in the “Song of Silver.” For this reason, argent voices are among the most respected and treasured of the Silver Raven's agents. While some argent voices travel the Inner Sea, fighting tyranny and oppression, many others remain in Kintargo, ready to activate the city's defenses should the need arise.
Argent voices who wish to further explore the magic and power of the “Song of Silver” often further focus their training so that they can become argent dramaturges.
呪芸/Bardic Performance:An argent voice gains the following bardic performances. The argent voice must use Perform (sing) with these performances.
i〉Limning Verse(超常): At 1st level, the argent voice can sing a song that causes fiends to glow with an aura of silvery light. Outsiders with the evil subtype within 10 feet of the argent voice are affected as per faerie fire. At 4th level and every 4 levels thereafter, the range of this ability increases by 10 feet, to a maximum of 60 feet at 20th level. Any defense that prevents the detection of alignment or evil also prevents limning verse from outlining a creature.
This replaces fascinate.
Shattering Crescendo(擬呪)/Shattering Crescendo:At 6th level, the argent voice learns to sing at frequencies capable of shattering magical effects. As a full-round action, an argent voice can use 2 rounds of bardic performance to attempt to dispel a single evil spell or enchantment spell cast by an evil creature. This functions as per dispel magic, using the bard's level as his caster level. At 18th level, this ability can be used on effects that can be removed by the spell break enchantment.
This replaces suggestion and mass suggestion.
Devilbane Refrain(超常)/Devilbane Refrain:At 8th level, the argent voice learns how to mimic aspects of the magical “Song of Silver” with his performance, enhancing his allies' ability to combat devils and similar fiends. To be affected, a creature must be able to hear the argent voice's singing and be within 30 feet of him. Natural and manufactured weapons wielded by affected allies are treated as though they were silver for the purpose of bypassing damage reduction. At 14th level, allies' natural and manufactured weapons also gain the benefit of the evil outsider bane weapon special ability.
This replaces dirge of doom and frightening tune.
Dedicated Performance(変則)/Dedicated Performance:An argent voice can call upon the training of the Chelish opera to influence and scrutinize his foes. At 2nd level, an argent voice must choose Perform (sing) as his versatile performance skill. At 6th level, the argent voice gains a bonus on Perform (sing) checks made as part of a versatile performance equal to the number of additional Perform skills in which he has the maximum number of ranks possible at his level. This bonus increases by 1 per maximized Perform skill at 10th level and every four levels thereafter, to a maximum of a +4 bonus per fully ranked Perform skill other than Perform (sing) at 18th level.
These magical baubles were originally created to aid Chelish nobles in slipping away to engage in trysts with fellow partygoers, but the Silver Ravens have seized upon them as an excellent way to baffle foes in public areas without resorting to combat. A discretion charm usually comes in the form of a cuff link, an earring, or another small piece of jewelry. Pressing the face of the charm(a standard action) activates it, after which it remains active for up to 5 minutes.
Once it has been activated, the wearer can drop the charm as a free action to render herself invisible, as per vanish. Simultaneously, the dropped charm generates an illusory duplicate of the user in the square, as per programmed image. This image repeats whatever activities the user performed between the time the charm was activated and the time it was dropped. Unlike programmed image, the illusory duplicate of the user can react to external stimuli to a limited degree. It can turn to face those who speak to it and respond by nodding and smiling, but otherwise cannot say anything that it did not record before being dropped. If the charm was dropped less than 1 minute after being activated, anyone interacting with the illusion gains a +5 bonus on the Will save to disbelieve the programmed image effect.
You create a wall of translucent silver energy that hums and vibrates at the slightest touch. Objects and nonevil creatures can pass through this wall without difficulty. However, spells and effects with the evil descriptor treat this barrier as a wall of force, which blocks line of effect.
Evil creatures that pass through the wall take 3d6 points of damage + 1 point of damage per caster level (maximum 3d6+20) and are blinded for 1 round. Creatures of any alignment that are particularly vulnerable to silver (such as those with damage reduction bypassed by silver, like devils or lycanthropes) instead take 1d6 points of damage per caster level (maximum 15d6), are staggered for 1 round, and are permanently blinded. A creature that succeeds at a Will save reduces the damage by half and negates the blinding and staggering effects.
レベル | 基本攻撃 ボーナス | 頑健 セーヴ | 反応 セーヴ | 意志 セーヴ | 特殊 |
---|---|---|---|---|---|
1 | +1 | +1 | +0 | +0 | Aura of law, detect chaos, order, smite chaos 1/day |
2 | +2 | +1 | +1 | +1 | Discern lies, Hellknight armor 1 |
3 | +3 | +2 | +1 | +1 | 1 discipline, force of will 1 |
4 | +4 | +2 | +1 | +1 | Smite chaos 2/day |
5 | +5 | +3 | +2 | +2 | Hellknight armor 2 |
6 | +6 | +3 | +2 | +2 | 2 discipline, force of will 2 |
7 | +7 | +4 | +2 | +2 | Lawbringer, smite chaos 3/day |
8 | +8 | +4 | +3 | +3 | Hellknight armor 3 |
9 | +9 | +5 | +3 | +3 | 3 discipline, force of will 3, infernal armor |
10 | +10 | +5 | +3 | +3 | Hell's knight, smite chaos 4/day |
Aura of Law(変則)/Aura of Law:A Hellknight's lawful aura (see the detect law spell) functions as that of a cleric whose level is equal to the Hellknight's character level.
ディテクト・ケイオス(擬呪)/Detect Chaos:This ability functions like the paladin's detect evil class feature, save that it grants the use of detect chaos instead.
騎士団:A character must choose one Hellknight order to join at 1st level (see page 89 for a list of orders). The choice of order determines which disciplines the character later gains access to.
Smite Chaos(超常)/Smite Chaos:This ability functions as the paladin's smite evil class feature but against chaotic-aligned creatures. This ability is twice as effective against outsiders with the chaotic subtype, chaotic-aligned aberrations, and fey.
ディサーン・ライズ(擬呪)/Discern Lies:At 2nd level, a Hellknight can use discern lies as a spell-like ability a number of times per day equal to 3 + his Charisma modifier with a caster level equal to his character level.
Hellknight Armor(変則)/Hellknight Armor:At 2nd level, a Hellknight earns the right to wear Hellknight plate (see page 97), which does not reduce his speed. While wearing this armor, the Hellknight reduces its armor check penalty by 1 and increases the maximum Dexterity bonus allowed by 1. At 5th level, these adjustments increase to 2. At 8th level, these adjustments increase to 3.
Disciplines/Disciplines:At 3rd level, a Hellknight gains access to his first discipline, choosing one associated with his specific order. At 6th level, the Hellknight gains a second discipline, choosing from any listed as being available to “any order.” At 9th level, the Hellknight gains his third discipline, choosing this one from any of the disciplines listed below, even those from another order, with the exception of pentamic faith. When applicable, the save DC to resist a discipline's effect is equal to 10 + the Hellknight's level + his Charisma modifier. The Hellknight can use any one discipline a number of times per day equal to the total number of disciplines he has access to, so at 3rd level he can use his discipline once per day. At 6th level, he can use both disciplines twice per day each. At 9th level, he can use all three of his disciplines three times per day.
See here for a full list of Hellknight Disciplines.
意志の力(変則)/Force of Will:At 3rd level, a Hellknight gains a +2 bonus on Will saves against spells with any one of the following subschools or descriptors: charm, compulsion, glamer, fear, figment, pattern, or phantasm. At 6th level, the Hellknight chooses another subschool or descriptor from the list and gains a +2 bonus on his Will saves against spells of that type, and the bonus provided by his first selection increases to +4. At 9th level, he chooses from the list again, and both previous selections increase by 2, so that he has a +6, a +4, and a +2 bonus, respectively, against spells of three different groups.
Lawbringer(変則)/Lawbringer:At 7th level, a Hellknight's attacks are treated as being lawful for the purpose of overcoming damage reduction.
Infernal Armor(超常)/Infernal Armor:As long as he wears Hellknight armor, a 9th-level Hellknight gains a +2 bonus on all Charisma-related checks made while interacting with lawful, nongood creatures. In addition, while wearing the armor, he gains the ability to see perfectly in darkness of any kind, resistance to fire 30, resistance to acid 10, and resistance to cold 10.
レベル | 基本攻撃 ボーナス | 頑健 セーヴ | 反応 セーヴ | 意志 セーヴ | 特殊 | 1日の呪文数 |
---|---|---|---|---|---|---|
1 | +0 | +0 | +0 | +1 | Aura of law, catechesis, order, signifer mask | +1 level of spellcasting class |
2 | +1 | +1 | +1 | +1 | Arcane armor expertise | +1 level of spellcasting class |
3 | +2 | +1 | +1 | +2 | Signifer armor training 1 | +1 level of spellcasting class |
4 | +3 | +1 | +1 | +2 | Assiduous gaze | +1 level of spellcasting class |
5 | +3 | +2 | +2 | +3 | Arcane armor expertise (immediate action) | +1 level of spellcasting class |
6 | +4 | +2 | +2 | +3 | Discern lies | +1 level of spellcasting class |
7 | +5 | +2 | +2 | +4 | Assiduous gaze | +1 level of spellcasting class |
8 | +6 | +3 | +3 | +4 | Signifer armor training 2 | +1 level of spellcasting class |
9 | +6 | +3 | +3 | +5 | Infernal resilience | +1 level of spellcasting class |
10 | +7 | +3 | +3 | +5 | Diabolic harbinger | +1 level of spellcasting class |
武器と防具の習熟:A Hellknight signifer gains proficiency with heavy armor and with one of his order's favored weapons (see Order on page 93).
Aura of Law(変則)/Aura of Law:A Hellknight signifer's lawful aura (see the detect law spell) functions as that of a cleric whose level is equal to the Hellknight signifer's character level.
Catechesis(変則)/Catechesis:If a Hellknight signifer has the Warrior Priest feat, his class level stacks with other divine spellcasting classes for determining the effects of those classes' domain powers, inquisitions, and mysteries. This doesn't grant any new powers or abilities. In addition, a Hellknight signifer with the Warrior Priest feat gains Alignment Channel (chaos) as a bonus feat, and treats his Hellknight signifer levels as cleric levels when determining the amount of damage healed or dealt and saving throw DCs of his channeled energy.
騎士団:A Hellknight signifer chooses a Hellknight order to join at 1st level. The most common Hellknight orders (and their favored weapon or weapons) are: Chain (flail), Gate (dagger), Godclaw (morningstar), Nail (halberd or lance), Pyre (glaive), Rack (longsword or whip), and Scourge (heavy mace or whip).
Signifer Mask(超常)/Signifer Mask:Upon initiation, a Hellknight signifer receives a mask, often devoid of eyeholes or other personal features. This mask doesn't obscure the Hellknight signifer's vision, and while wearing it he gains a +2 competence bonus on Sense Motive checks and on saving throws against spells and abilities that rely on visual effects.
A Hellknight signifer with a bonded object from the arcane bond class feature can perform a special ritual that costs 500 gp and takes 8 hours to complete. This ritual converts the Hellknight signifer's mask into his new bonded object, which takes up the head slot. In this case, his Hellknight signifer levels stack with levels from the class that grants the arcane bond for determining what additional magical abilities can be added to the bonded object.
Arcane Armor Expertise(変則)/Arcane Armor Expertise:At 2nd level, if a Hellknight signifer has the Arcane Armor Training feat, he gains Arcane Armor Mastery as a bonus feat. At 5th level, the action required to use this feat changes from a swift action to a free action.
Signifer Armor Training(変則)/Signifer Armor Training:At 3rd level, while a Hellknight signifer wears Hellknight armor, he reduces the armor check penalty by 1 (to a minimum of 0), and reduces the arcane spell failure chance by 5%. At 8th level, he reduces his armor check penalty by an additional 1, and reduces his arcane spell failure by an additional 5%. Additionally, at 8th level, when a Hellknight signifer's speed is reduced by wearing medium or heavy armor, his unique training decreases the speed reduction by 5 feet.
Assiduous Gaze/Assiduous Gaze:At 4th level and again at 7th level, a Hellknight signifer gains an assiduous gaze ability chosen from the list below. A Hellknight signifer can use each assiduous gaze ability he has for a number of rounds per day equal to half his class level. These rounds need not be consecutive. A Hellknight signifer can activate an assiduous gaze ability as a swift action to examine a single creature, object, or 5-foot square within 30 feet. A Hellknight signifer must be wearing his signifer mask to use these abilities, and his caster level while using the ability is equal to his character level.
Elucidation(超常)/Elucidation:The Hellknight signifer can discern each active spell on the target, including the spell's effect and caster level.
Morality(擬呪)/Morality:The Hellknight signifer can determine whether the target is chaotic, evil, good, or lawful, as well as the strength of its aura as if he had studied it for 3 rounds using detect chaos, detect evil, detect good, and detect law.
Scrutiny(超常)/Scrutiny:The Hellknight signifer can discern whether the target has spell-like abilities or spellcasting abilities;whether any spellcasting abilities are arcane, divine, or psychic;and the strength (see detect magic) of the most powerful spell or spell-like ability the target currently has available.
Veracity(擬呪)/Veracity:The Hellknight signifer can observe the target as if using true seeing. A Hellknight signifer must be 7th level to select this ability.
Vigilance(超常)/Vigilance:The Hellknight signifer can see through up to 5 feet of stone, wood, or similar barriers as if they didn't exist. This effect cannot penetrate metal of any kind.
ディサーン・ライズ(擬呪)/Discern Lies:At 6th level, a Hellknight signifer can use discern lies as a spell-like ability a number of times per day equal to 3 + his Charisma modifier. His caster level is equal to his total character level.
Infernal Resilience(変則)/Infernal Resilience:At 9th level, a Hellknight signifer gains DR 5/chaotic and becomes immune to poison.
Most armigers live and train at their order's citadel, working toward the day when they become full-fledged Hellknights. These armigers follow a brutally strict routine;they spend hours honing their combat skills against other trainees, obsessively studying in the citadel's libraries, or memorizing passages of the Hellknight philosophy known as the Measure and the Chain. At regular intervals, squads of armigers emerge from their citadels to patrol nearby cities or frontier lands, working to enforce Hellknight law and their order's edicts.
On occasion, some armigers travel farther from their citadels, searching out those who mock the law and bringing them to justice by any means necessary. While a few do so as squires to full-fledged Hellknights, others strike out on their own or join bands of adventurers. To make up for the broken routine of adventuring life and the frequent compromises necessary in the presence of such allies, such roaming armigers are expected to perform frequent reckonings. These painful acts of mortification, such as scourging oneself or drinking boiling water, keep the would-be Hellknight disciplined and focused on the strictures of the Measure and the Chain.
ボーナス特技/Bonus Feats:When selecting fighter bonus feats, the armiger can select any feats whose names include the word “Hellknight” (such as those that appear on page 62 of Pathfinder Campaign Setting: Path of the Hellknight) as though they were combat feats.
This alters the fighter's bonus feats.
Hellknight Order/Hellknight Order:At 1st level, an armiger must select which Hellknight order she intends to join. If the armiger later gains levels in a Hellknight prestige class, she must select that same order.
Studious Squire/Studious Squire:An armiger gains 2 additional skill ranks at each level. These ranks must be put into Intimidate and Knowledge (planes). In addition, the armiger treats Knowledge (local) and Knowledge (planes) as class skills.
This alters the fighter's class skills and skill points per level, and replaces the fighter's bonus feats gained at 1st and 10th levels.
Ardent(超常)/Ardent:Armigers are difficult to sway from their beliefs. At 2nd level, an armiger gains a +1 bonus on Will saves against charm effects. This bonus increases by 1 for every 4 fighter levels beyond 2nd. Once per day, if an armiger is forced to take an action that is diametrically opposed to her order's beliefs and values while under the influence of a charm or compulsion effect, she can immediately attempt a Will save against the effect's DC to resist acting out that order. Success does not remove the existing charm or compulsion effect, but does allow the armiger to resist betraying her beliefs.
Unlike those of most summoners, a devil binder's eidolon does not willingly serve its master due to a similar philosophical bent. While some devil binders (especially those who do serve Hell) seek more amicable relationships with these infernal servants, others treat their eidolons as mere tools, remorselessly ordering the devils into battle. The nature of the summoner's magical bond is irrevocably altered by their style of invocation. A devil binder borrows extraplanar quintessence from her eidolon, gaining strange abilities for herself and evolving her eidolon's magical powers.
属性:The infernal bargains and rituals a devil binder pursues leave an indelible stain upon her soul. A devil binder must be lawful evil or lawful neutral in alignment.
Infernal Binding(変則)/Infernal Binding:A devil binder must select an eidolon of the devil subtype. The devil binder's eidolon never increases its maximum number of attacks, and its base attack bonus is equal to half its Hit Dice. At 4th level and every 4 levels thereafter, the eidolon's Charisma score increases by 2.
This alters the summoner's eidolon.
Infernal Arcana(擬呪)/Infernal Arcana:At 1st level and every 2 levels thereafter, the devil binder's eidolon gains the following spell-like abilities: protection from chaos (1st), scorching ray (3rd), suggestion (5th), charm monster (7th), dominate person (9th), planar binding (devils only) (11th), greater teleport (13th), power word stun (15th), meteor swarm (17th). Each of these spell-like abilities is usable once per day, and the eidolon's caster level is equal to the devil binder's summoner level. When the eidolon casts planar binding this way, the devil binder is considered to be the spell's caster instead. At 19th level, the devil binder's eidolon can use each of its infernal arcana spell-like abilities three times per day.
This replaces the summon monster I summoner class feature.
Infernal Affinity /Infernal Affinity (Ex, Su, or Sp):A devil binder wrenches Hell's power from her eidolon. This grants the devil binder the bloodline powers of the infernal sorcerer bloodline (gained at the following levels): corrupting touch (4th), infernal resistances (8th), hellfire (12th), on dark wings (16th), and power of the Pit (20th). The devil binder treats her summoner level as her sorcerer level for the purpose of determining their effects.
This replaces bond senses, shield ally, transposition, greater shield ally, merge forms, and twin eidolon.
Smite Chaos(超常)/Smite Chaos:At 6th level, the summoner's eidolon gains the ability to smite chaos as a Hellknight (see page 90) of its Hit Dice. This ability can be used once per day and an additional time for every 4 levels beyond 6th.
This length of bare metal is 2 to 4 feet long. One end serves as a handle, while the other forms a simple shape, such as a square or circle. Branding irons with ends that form complex symbols, such as the symbol of a Hellknight order, are much more expensive.
The menacing, eyeless masks of the Hellknight signifers were first created by members of the Order of the Gate, and are semitransparent when viewed from the inside. This alchemical treating of the material obscures the face of the wearer as a full helm does but allows the wearer to see as if through a smoky pane of glass. When wearing a signifer mask, the wearer is always treated as averting her gaze when dealing with gaze attacks, and she gains a +8 circumstance bonus on saving throws against vision-based effects. However, the obscuring nature of the mask means that the wearer also takes a -4 penalty on vision-based Perception checks while wearing the mask, and all opponents are treated as having concealment(20% miss chance).
This iridescent +3 Hellknight plate is cold to the touch, and the fiendish features that swirl across the plates shed gouts of cold mist. The wearer of this armor gains cold resistance 10. Any creature that ends its movement within 5 feet of the wearer must succeed at a DC 16 Fortitude saving throw or be staggered for 1 round, numbed by the cold emitted by the armor. A creature that succeeds at its saving throw is immune to the effects of that gelugon plate for 24 hours. The wearer of a suit of gelugon plate can suppress or reactivate this effect as a standard action.
This spell etches the symbol of an eye or a lawful institution on the target, dealing 1d6 points of damage. The mark can be placed on any exposed portion of the creature, typically the head or forearm. While the target is branded in this way, twice per day as a standard action, you can instantly determine in what direction and how far away the target is, as long as it is within a range equal to 1 mile per your caster level. If the target travels beyond this range or to another plane, you cannot gain information about the recipient's location. Similarly, if the target becomes warded by a spell or effect that thwarts divination spells (such as nondetection) or moves into such an area (such as one created by antimagic field), you cannot gain information about the target's location. This effect otherwise works as a locate creature spell that lasts for 1 minute per caster level. It can be fooled by mislead but not by polymorph.
This spell summons a bearded devil, causing it to appear where you designate. The area within a 50-foot radius of where the devil appears is ringed with a smoldering, red glow. This area is the testing ground. To successfully cast this spell, no creature other than the devil's challenger (see below) can be within this area while the spell is being cast.
On the round it appears, the devil identifies itself (typically by name and with a brief recitation of honors) and states it is prepared to do battle with a sole mortal champion. In the same round, either you or a creature you designate while casting the spell must identify the devil's challenger. For the duration of the spell, the devil does everything in its power to kill the challenger. You do not control the devil or have any influence over how it conducts itself in battle, but the devil cannot leave the testing ground. Unlike with summon monster and similar spells, you cannot dismiss the devil. Rather, the conjured devil remains until any one of the following criteria is met: it is reduced below 0 hit points or otherwise defeated, its challenger is slain, its challenger leaves the testing ground, or it takes damage from any source other than its challenger. Upon any of these occurrences, the devil vanishes.
You summon a set of Small or Medium masterwork restraints into being. When you cast this spell, you can choose whether the restraints are manacles or fetters (manacles specifically designed to fit around the ankles). You also summon the restraints' key to your person;the Disable Device DC to open the locked restraints is equal to 15 + your caster level + the modifier of your primary casting ability score. Typically, the restraints appear in your hands. However, as part of the spell's casting, you can make a melee touch attack against a creature;if you succeed and the creature then fails a Reflex saving throw against the spell's DC, the locked fetters appear clasped on the creature or locked manacles clasp you and the creature together. You can instead have manacles restrain the target's limbs in front of or behind it. If you cast the spell as a full-round action, you can make melee touch attacks against two creatures you can reach. If you succeed at both attacks and both creatures fail their Reflex saving throws, you can cause the set of manacles to bind the targets together.
As you increase in level, the restraints become stronger and you gain more control over them. If you are 6th level or higher, you can make the restraints mithral, or you can summon Tiny or Large restraints. If you are 12th level or higher, you can summon Diminutive or Huge restraints. If you use an emerald worth at least 1,000 gp as a material component while casting this spell, as a standard action once during its duration, you can affect any creature bound by these restraints as per dimensional anchor with a duration of 1 minute per caster level. If you are 18th level or higher and use an emerald worth at least 1,000 gp as a material component while casting this spell, the restraints' hardness increases to 30, they have 60 hit points, and they can't be broken with a successful Strength check. (The emerald must be worth at least 2,000 gp if you also wish to use the dimensional anchor effect described earlier.)
レベル | 基本攻撃 ボーナス | 頑健 セーヴ | 反応 セーヴ | 意志 セーヴ | 特殊 |
---|---|---|---|---|---|
1 | +0 | +0 | +1 | +0 | Classically trained, founders' favor (eye of Vadrus [devices]) |
2 | +1 | +1 | +1 | +1 | Council's secret |
3 | +2 | +1 | +2 | +1 | Founders' favor (Crucisal's guidance), sneak attack +1d6 |
4 | +3 | +1 | +2 | +1 | Council's secret, Founders' favor (eye of Vadrus [barriers]) |
5 | +3 | +2 | +3 | +2 | Founders' favor (Adel's craftsmanship) |
6 | +4 | +2 | +3 | +2 | Council's secret, sneak attack +2d6 |
7 | +5 | +2 | +4 | +2 | Founders' favor (Rixana's bounty) |
8 | +6 | +3 | +4 | +3 | Council's secret, founders' favor (Adel's craftsmanship, Palmor's recovery) |
9 | +6 | +3 | +5 | +3 | Founders' favor (Dotara's shroud), sneak attack +3d6 |
10 | +7 | +3 | +5 | +3 | Council's secret, founders' favor (Arodennama's avatar) |
武器と防具の習熟:A Westcrown devil gains proficiency with longswords.
Classically Trained(変則)/Classically Trained:The god Aroden's return to Westcrown was long foretold, but when he died instead and prophecy proved unreliable, the citizens of Westcrown had to adapt. Today, Westcrown honors Aroden's legacy with memorial statues, cathedrals, and other remembrances. The Council of Thieves, for its part, trains its members with Aroden's favored weapon, the longsword―a weapon the god used to great effect by eschewing strength for finesse and expertise. A Westcrown devil can use Weapon Finesse with a longsword sized for him when he wields it one-handed, even though it is not a light weapon.
Founders' Favor(超常)/Founders' Favor:A group known as the founders of Aroden are the patrons of Westcrown. So strong are the traditions this group imprinted on the city that even Cheliax's relatively recent dedication to the Prince of Darkness has not effaced their mark upon the City of Twilight. A Westcrown devil learns to call upon the founders' spiritual power, enjoying a mastery of the city matched by few.
At 1st level, a Westcrown devil gains a pool of favor points equal to his class level + his Intelligence, Wisdom, or Charisma modifier (whichever is highest). In addition to the powers inspired by specific founders (see below), the Westcrown devil can spend one favor point to add a bonus equal to half her class level (minimum +1) on a skill check without spending an action. The Westcrown devil must use this ability before learning the result of the check, and he can add this additional bonus only once per skill check. The pool of favor is replenished each morning after 8 hours of rest.
As the Westcrown devil gains levels, he learns to call upon powers inspired by specific founders. The caster level of spell-like abilities used this way is equal to the character's class level. Effects (including spell-like abilities) that allow a saving throw have a DC equal to 10 + the Westcrown devil's class level + the Westcrown devil's Intelligence, Wisdom, or Charisma modifier (whichever is highest).
Eye of Vadrus(超常)/Eye of Vadrus:The patron of glassmakers allows the Westcrown devil to turn walls to glass. At 1st level, as a fullround action that costs 1 favor point, the Westcrown devil can see the internal workings of a lock, trap, or similar device that he touches. He gains a +4 bonus on Disable Device checks to disable this device. At 4th level, he can use eye of Vadrus to see through a section of any door or wall he is adjacent to and touches, as though a section of that wall or door no larger than 5 square feet were transparent. This effect works only on walls or doors that are no thicker than 6 inches. This effect lasts 1 round per class level.
Crucisal's Guidance(超常)/Crucisal's Guidance:The patron of navigation guides the Westcrown devil while hindering any pursuit. At 3rd level, when in an urban environment, the Westcrown devil can spend 1 favor point as a swift action to gain a +10-foot enhancement bonus to his base speed and a +4 insight bonus on Acrobatics and Stealth checks for 1 minute. Whenever the Westcrown devil spends favor to improve a skill check as part of a chase (GameMastery Guide 232) or pursuit (Ultimate Intrigue 142), he adds 2d6 to his check instead of 1d6.
Adel's Craftsmanship(擬呪)/Adel's Craftsmanship:The patron of woodcraft imparts mastery over such creations. At 5th level, as a standard action, the Westcrown devil can spend 1 favor point to use warp wood or meld into wood (as per meld into stone, except that the wood can be of any size or dimensions). If the Westcrown devil is 8th level or higher, he can use this ability as passwall through wooden barriers or statue to assume the form of a statue made of wood (hardness 5) instead.
Rixana's Bounty(擬呪)/Rixana's Bounty:Calling upon the patron of the bounty of deep waters allows for safe navigation of underwater regions. At 7th level, the Westcrown devil can spend 1 favor point as an immediate action to grant the benefits of water breathing for 24 hours. When he activates this ability, he can affect other creatures he can touch by spending 1 additional favor point for each added creature.
Palmor's Recovery(擬呪)/Palmor's Recovery:The patron of renewal grants access to powerful healing. At 8th level, as a standard action, a Westcrown devil can spend 1 favor point to use cure serious wounds or lesser restoration. He can spend 3 favor points in a 1-minute ritual to use break enchantment or restoration (requiring expensive material components as appropriate).
Dotara's Shroud(超常)/Dotara's Shroud:Experienced Westcrown devils gain the favor of the patron of the dottari (city guard). At 9th level, the Westcrown devil gains a +5 insight bonus on all skill checks opposed by or targeting city guards, a +2 dodge bonus to his AC against attacks from city guards, and a +2 insight bonus on all saving throws against effects created by city guards. This ability is constant and applies only while the Westcrown devil has at least 1 favor point remaining.
Arodennama's Avatar(超常または擬呪)/Arodennama's Avatar:Westcrown's greatest monument, the Arodennama, symbolizes the dead god of humanity, and the Westcrown devil can draw inspiration from this towering statue to invoke Aroden's authority or mastery of the blade. At 10th level, the Westcrown devil can use his favor ability to improve attack rolls with longswords as if they were skill checks. In addition, as a full-round action, the Westcrown devil can spend 2 favor points to issue a suggestion, or spend 5 favor points to issue a mass suggestion. These function as the spells of the same name except that they affect only humans.
Council's Secret/Council's Secret:At 2nd level and every 2 levels thereafter, a Westcrown devil gains a rogue talent, selected from those available to rogues. The Westcrown devil treats his character level as his rogue level for the purpose of determining the talents' effects. At 6th level, whenever the Westcrown devil would select a rogue talent, he can select an advanced talent instead.
Alternatively, the Westcrown devil can focus on occult studies instead. If he chooses this option, when he would gain a talent via this ability, his spellcasting ability in a psychic spellcasting class he has increases by 1 level instead. The Westcrown devil can gain a level of spellcasting in this way once, plus one additional time at 6th and 10th levels.
Bold Thief(変則)/Bold Thief:A dashing thief fulfills the Council's larcenous goals with style. Her derring-do and swashbuckler's edge deeds apply to Disable Device and Sleight of Hand, but not to Fly and Ride. She adds Disable Device to her list of class skills, but does not have Fly or Ride as class skills.
This ability alters the swashbuckler's class skills and the derring-do and swashbuckler's edge deeds.
Thief 's Confidence(変則)/Thief 's Confidence:A dashing thief 's panache is fueled by bold acts of thievery. Whenever a dashing thief uses the stealAPG combat maneuver to steal an object worth at least 100 gp × her class level from an opponent, she regains 1 panache point. She cannot regain panache in this way from a given opponent more than once per day.
This ability alters panache and replaces the swashbuckler's ability to regain panache from a killing blow.
ローグの技/Rogue Talents:Council training grants a dashing thief numerous opportunities to learn trade secrets from fellow scoundrels. At 4th level and every 4 levels thereafter, a dashing thief gains a rogue talent, treating her class level as her rogue level when determining the talents' benefits. Starting at 12th level, the dashing thief can choose advanced rogue talents.
This ability replaces the swashbuckler's bonus feats.
Dazing Charm Deed(変則)/Dazing Charm Deed:A dashing thief takes foes aback with her forwardness, shocking them into submission long enough to rush past or stage a getaway. At 3rd level, as a free action when she successfully feints against a foe, she can spend 1 panache point to pull the enemy into a quick kiss (or similar gesture). The target is dazed for 1 round unless it succeeds at a Will save (DC = 10 + half the dashing thief 's class level + her Charisma modifier). A creature dazed this way is immune to that dashing thief 's dazing charm deed for 24 hours. Whether or not a creature could potentially be affected by a dazing charm deed is ultimately subject to GM adjudication. As a general rule, however, it works on creatures of the dashing thief 's creature type, or on those of a different type but who share significant thematic similarities (for example, a human dashing thief could use her dazing charm deed on any humanoid, but also potentially on creatures as diverse as dryads, tieflings, or even centaurs or sphinxes).
This ability replaces the menacing swordplay deed.
Swaying Charm Deed(超常)/Swaying Charm Deed:A dashing thief eventually becomes truly irresistible. At 15th level, when a dashing thief successfully dazes a creature using her dazing charm deed, she can instead charm the target for 1 day (as per charm monster). Only one creature can be charmed this way at a time;if the dashing thief charms another creature this way, the first charm effect immediately ends.
Deceptive Tale(超常)/Deceptive Tale:A brazen deceiver learns the deceptive tale bardic performance, allowing him to weave magic into his lies and imbue the most fantastic claims with the appearance of truth. While the brazen deceiver maintains this performance, he takes half the normal penalty on Bluff checks for unlikely lies (rounding down to -2). At 5th level, this effect also applies to Bluff checks for far-fetched lies, and at 11th level, it applies to Bluff checks for impossible lies. Deceptive tale relies on audible components.
This replaces the countersong and distraction bardic performances.
Shameless Scoundrel(変則)/Shameless Scoundrel:A brazen deceiver adds half his level (minimum +1) on Bluff, Disguise, and Stealth checks.
This ability replaces bardic knowledge.
Blatant Subtlety(変則)/Blatant Subtlety:At 2nd level, a brazen deceiver has mastered the art of using magic without being detected. The brazen deceiver gains Spellsong as a bonus feat. Observers do not automatically recognize his bardic performances as anything other than ordinary speech or performance. Those specifically looking for abnormal effects must succeed at a Sense Motive check (DC = 10 + half the brazen deceiver's bard level + the brazen deceiver's Charisma modifier) to detect his performances.
This ability replaces well-versed.
Invoke Vyriavaxus(変則)/Invoke Vyriavaxus:Westcrown suffered under the shadow curse for many years, and a brazen deceiver has a tiny piece of that darkness lodged in his soul;as his skills increase, he learns to command this shadowy power. A brazen deceiver adds the following spells to his bard spells known at the listed class levels. At 2nd level, the brazen deceiver adds bleed and touch of fatigue to his 0-level bard spells known. At 6th level, the brazen deceiver adds darkness and darkvision to his 2nd-level bard spells known. At 10th level, he adds shadow conjuration and shadow step to his 4th-level bard spells known. At 14th level, he adds shadow evocation and shadow walk to his 5th-level bard spells known. At 18th level, he adds shadow conjuration, greater and greater shadow evocation to his 6th-level bard spells known.
This ability replaces versatile performance.
Devil's Tongue(変則)/Devil's Tongue:At 5th level, a brazen deceiver beguiles others with astonishing skill. This functions as the lore master ability, but its effects apply to Bluff checks instead of Knowledge skill checks.
Gaining Favor: To gain the Prince’s favor, you must climb atop the 90-foot-tall Arodennama in Westcrown. There, you must pour oil down the statue’s cheeks, then set the oil afire. You must vow to seek political influence, and then succeed at a Charisma check (DC = 10 + half your medium level). Tieflings gain a +5 bonus on this check.
The Erinyes Company has expanded from its original 27 members, although not drastically, as the initiation process for new recruits is intense and often lethal. By the end, the survivors are every bit as physically and psychologically scarred as the original Gray Maidens. The company has, however, abandoned Ileosa's doctrine of racial purity;drive and will are what make an Erinyes, not skin or shape.
レベル | 基本攻撃 ボーナス | 頑健 セーヴ | 反応 セーヴ | 意志 セーヴ | 特殊 |
---|---|---|---|---|---|
1 | +1 | +1 | +0 | +1 | Hardened heart, maiden's shield |
2 | +2 | +1 | +1 | +1 | Tyrant's discipline |
3 | +3 | +2 | +1 | +2 | Armored angel |
4 | +4 | +2 | +1 | +2 | Tyrant's discipline |
5 | +5 | +3 | +2 | +3 | Eye of Mahathallah |
6 | +6 | +3 | +2 | +3 | Tyrant's discipline |
7 | +7 | +4 | +2 | +4 | Mystique of Ardad Lili |
8 | +8 | +4 | +3 | +4 | Tyrant's discipline |
9 | +9 | +5 | +3 | +5 | Hollowness of Doloras |
10 | +10 | +5 | +3 | +5 | Angel of Eiseth, tyrant's discipline |
Hardened Heart(変則)/Hardened Heart A sanguine angel adds twice her class level to the DC of any attempt to Intimidate her.
Maiden's Shield(変則)/Maiden's Shield A sanguine angel is treated as if she had the Two-Weapon Fighting feat as long as she is using a longsword and a shield. This allows her to take feats that require Two-Weapon Fighting as a prerequisite without meeting the Two-Weapon Fighting or Dexterity prerequisites, but she benefits from such feats only when she's wielding a longsword and shield.
Tyrant's Discipline(変則)/Tyrant's Discipline The Erinyes Company's initiation is deeply indoctrinating, and so sanguine angels are as loyal to the Infernal Majestrix as the Gray Maidens were to Ileosa. At 2nd level, a sanguine angel draws upon her indoctrination, tactical training, and devotion to tyranny to develop potent talents. A sanguine angel selects a discipline from the following list at 2nd level and every 2 levels thereafter.
Castling/Castling:When the sanguine angel takes a 5-foot step, she can step into the space of a willing, adjacent ally. If she does, that ally immediately takes a 5-foot step into the sanguine angel's former space without spending an action to do so.
Driving Assault/Driving Assault:When making a full attack, the sanguine angel can take a -2 penalty on melee attack rolls for 1 round. If she does, the first time in that round that she hits a creature of her size or smaller with a melee attack, she can attempt a bull rush combat maneuver check to push the creature back 5 feet. She gains a +2 bonus on this combat maneuver check and does not provoke attacks of opportunity when performing the bull rush, but regardless of the result, she cannot push the target further than 5 feet. If the sanguine angel pushes a creature in this way, she can immediately move into its space without provoking attacks of opportunity.
Erinyes Fury/Erinyes Fury:The sanguine angel can enter a dispassionate, murderous state. This functions as the dreadnought barbarian's dead calm ability (Pathfinder RPG Horror Adventures 47) and is usable for a number of rounds each day equal to twice her class level. If the sanguine angel has levels in barbarian and has the dreadnought archetype, her sanguine angel levels instead stack with her barbarian levels to determine the duration of her rage.
Furious Huntress/Furious Huntress:The sanguine angel adds her Strength bonus, rather than her Dexterity bonus, to attack rolls made with bows.
Kinslayer/Kinslayer:The sanguine angel gains favored enemy (humanoids [humans] +2), as per the ranger ability. If the sanguine angel already has the same favored enemy bonus from another class, her existing bonus instead increases by 2.
Merciless Massacre/Merciless Massacre:When the sanguine angel hits a cowering or panicked creature with a melee attack or reduces a creature to negative hit points with a melee attack, as a swift action she can deal additional damage to that creature equal to 1d8 + her class level.
Queen's Sword/Queen's Sword:The sanguine angel's weapon training bonus with heavy blades increases by 1. The sanguine angel must have at least 4 levels in this prestige class and have the weapon training (heavy blades) class feature to select this discipline. The sanguine angel can select this discipline a second time when her class level is 8th level or higher.
Unyielding/Unyielding:While wearing Gray Maiden plate (see page 84), the sanguine angel gains DR 1/―. The character must have at least 6 levels in this prestige class to select this discipline. The damage reduction increases to DR/2 at 8th level and to DR/3 at 10th level. This damage reduction does not stack with damage reduction granted by other sources.
Armored Angel(変則)/Armored Angel:At 3rd level, a sanguine angel gains the armor training class feature, treating her class level as her fighter level while wearing Gray Maiden plate. If the sanguine angel has levels in another class that grants the armor training class feature, the levels stack to determine its benefits, but only when she is wearing Gray Maiden plate.
Eye of Mahathallah(超常)/Eye of Mahathallah:The Dowager of Illusion, the first Queen of the Night to grant her favor to the Erinyes Company, grants sanguine angels keen eyes to pierce all deception. At 5th level, a sanguine angel gains Alertness as a bonus feat and gains a +4 profane bonus on Will saves against illusions. In addition, once per day as a swift action, the sanguine angel can take 1d4 points of Charisma damage to gain the benefits of the true seeing spell for a number of rounds equal to her class level.
Mystique of Ardad Lili (Ex and Sp)/Mystique of Ardad Lili :Though most sanguine angels care little for seduction, the End of Innocence grants them influence over others regardless. At 7th level, a sanguine angel gains a +4 bonus on Diplomacy and Intimidate checks against targets of the same creature type as the sanguine angel. Once per day, the sanguine angel can use dominate person as a spell-like ability (CL = her character level).
Hollowness of Doloras(変則)/Hollowness of Doloras:The gift of Our Lady of Pain is freedom―freedom from horror and pain, from sorrow and fear. At 9th level, a sanguine angel gains Diehard as a bonus feat. In addition, she gains a +4 profane bonus on saving throws against emotionUM and painUM effects, and she is immune to fear effects.
While their social identities cover a wide range of personality types, in their vigilante identities, masked maidens are usually icy and dispassionate. These identities are rarely good-aligned, and are more often merciless bringers of justice than gentle redeemers. Some masked maidens continue enforcing the queen's cruel agenda, while others fight crime or pursue personal vendettas. A masked maiden always uses the iconic Gray Maiden helm when in her vigilante identity, as these helms serve excellently at both hiding the vigilante's identity while simultaneously evoking the significant social gravitas associated with the Gray Maidens. Often, the masked maiden wears signature garb, such as a helm with a distinctively colored plume or a scarlike etching on the helm's face, or perhaps a unique cloak. Although the masked maiden hides behind the armor and is pursuing her goals, she wants to be able to be identified as a specific individual.
武器と防具の習熟:All masked maiden vigilantes are proficient with Gray Maiden plate armor (see page 84), but not with any other forms of heavy armor.
This alters the vigilante's weapon and armor proficiencies.
Imperfect Control(変則)/Imperfect Control:A masked maiden compulsively resists entering her indoctrinated state, but certain triggers (such as violence) can cause her to lapse. The masked maiden always starts the day in her social identity. To begin willingly changing to her vigilante identity, the masked maiden must succeed at a Will save (DC = 10 + half her vigilante level);if she fails, she becomes shaken for 1 minute and cannot try again during that time. While in her social identity, when the masked maiden is exposed to mortal peril (such as when combat starts), she must succeed at a Will save at the same DC or be compelled to enter her vigilante identity as soon as she can get out of sight to do so. The masked maiden cannot choose to fail this Will save. In addition, if the masked maiden hasn't entered her vigilante identity for a week or longer, she must attempt this Will save at the start of each day;on a failure, she is compelled to change into her vigilante identity immediately (or as soon as she can slip out of sight to do so).
A masked maiden can don Gray Maiden plate in 1 minute without aid, and can do so as part of switching to her vigilante identity. If the maiden reduces the time it takes to change identities (such as with the quick change social talent), she can still don her armor as part of changing to her vigilante identity. A masked maiden who changes to her vigilante identity unwillingly can't choose to switch from her vigilante identity back to her social identity that day. While in her vigilante identity, the masked maiden takes a -2 penalty on all Charisma-based ability and skill checks (except for Intimidate) and can't benefit from morale bonuses or bardic performances.
This ability alters dual identity.
Scars of the Past(変則)/Scars of the Past:A masked maiden must choose avenger as her vigilante specialization. A 1st-level masked maiden gains a set of Gray Maiden plate at no cost. This armor is battered, and other creatures are never considered proficient with it. This armor can be sold only as scrap for 4d6 gp, but for the masked maiden the armor functions normally. The masked maiden can spend 150 gp and 1 day of work to improve her battered armor to masterwork quality (although it is still considered battered).
This ability replaces seamless guise.
鎧修練(変則)/Armor Training:All Gray Maidens were drilled in the use of their armor, and as a masked maiden continues to lapse in and out of indoctrination, that training emerges slowly from her subconscious. At 3rd level, a masked maiden gains the fighter's armor training class feature, and at 19th level she gains armor mastery. She treats her vigilante level as her fighter level for the purposes of both.
In the aftermath of Ileosa's fall, groups of Maidens forged a tight-knit family from their fellow survivors, knowing that nobody else truly understood the horrors they had endured―or had been forced to commit. Even after being accepted back into Korvosan society or fleeing the reach of the city's justice, the Gray Maidens' sisterhood has endured.
Sisters-in-arms are almost never neutral on the subject of Queen Ileosa;some still hold true to the cruel queen's ideals and lead bands of like-minded veterans, while others have forsaken Ileosa in favor of total devotion to their fellow survivors. Of the latter, the majority support the Scarlet Rose, whether as social and emotional support for their recovering sisters, as field commanders for military endeavors, or as private adventurers with ties to the order. Loyalist sisters-in-arms, by contrast, are almost always plotting to reclaim Korvosa.
Halfhearted Challenge(変則)/Halfhearted Challenge:Sisters-in-arms vigilantly protect their allies, weakening their focus on their challenged foe. A sister-in-arms adds only half her cavalier level (minimum 1) to damage rolls against her challenge target.
This ability alters challenge.
Maiden's Order(変則)/Maiden's Order:All sisters-in-arms share a talent for aiding and inspiring their fellow Gray Maidens, strengthened by training and the bond of sisterhood. Generally, those loyal to Queen Ileosa refer to their pledge as the order of the fanged crown, while those who have forsaken the cruel queen call it the order of the scarlet rose. In either case, the benefits are the same.
A sister-in-arms does not choose an order. Instead, she is considered to belong to both the order of the dragon and the order of the lion, and she gains all of the benefits of both orders (including additional class skills and conditional skill bonuses, additional challenge benefits, and order abilities) at the appropriate levels. At 1st level, a sister-in-arms chooses which order's edicts she must follow;generally, those of the fanged crown choose the order of the lion's edicts, while those of the scarlet rose choose the order of the dragon's edicts.
This ability alters order and replaces mount.
Devoted Defender(変則)/Devoted Defender:Sisters-in-arms cling to their fellow Gray Maidens as closely as family and protect them with intense devotion. At 3rd level, a sister-in-arms gains Bodyguard as a bonus feat (she does not need to meet the feat's prerequisite).
This ability replaces cavalier's charge.
Maiden's Loyalty(変則)/Maiden's Loyalty:The loyalty of a sister-in-arms is absolute. At 4th level, a sister-in-arms gains a +2 bonus on Will saves against any effect that would compel her to attack or betray her allies. This bonus increases by 1 for every 4 levels beyond 4th.
This ability replaces expert trainer.
Dedicated Commander(変則)/Dedicated Commander:A sister-in-arms can inspire and direct allies with great efficiency. At 11th level, the sister-in-arms can use lion's call or strategy order as a move action, rather than as a standard action. At 20th level, she can use act as one, lion's call, or strategy order as a swift or move action.
This flag bears an image of a red rose on a silvery field. Made for the Scarlet Rose's standard-bearers, these flags offer protection to the wielder and inspiration to her allies. To grant any benefit, a banner of the Scarlet Rose must be held firmly in one hand by a woman. While held, it grants the bearer a +2 shield bonus to AC and a +4 luck bonus to her CMD. A banner of the Scarlet Rose counts as a heavy shield for the purpose of any feat or class feature that requires the user to be wielding a shield(such as Sisterhood Style† or Shield WallAPG).
Whenever the banner's bearer uses a class ability that grants a competence bonus(such as the bard's inspire courage ability or the cavalier's lion's call order ability), the competence bonus granted to allies increases by 1. This benefit does not apply to spells that grant competence bonuses, nor does it stack with other item effects that increase competence bonuses.
This Gray Maiden–style helm has an ornate crown-like pattern sculpted into its brow. The first such helms were created in the final days of Queen Ileosa's reign for use by commanders in the organization, but her loyalists have had additional copies made in her honor since her fall from power, and many of the Erinyes Company proudly wear such helms today.
Each pair of these lockets is made from a piece of jewelry from Castle Korvosa's treasury that was split into two parts, each of which was fashioned into a necklace. When worn by two individuals, the lockets' magic enhances their devotion to each other. Many former Gray Maidens cling to these lockets, distributed among Queen Ileosa's forces during the final days of her reign, as a symbol of their sisterhood.
When the wearers of linked maiden's promise lockets are within 30 feet of each other, each gains a +1 morale bonus on Will saves against any effect that would compromise her loyalty to the other. If one wearer becomes helpless, the other gains a +1 morale bonus on attack rolls against any creature threatening the helpless wearer. If one wearer dies, the other must succeed at a DC 16 Will save or suffer the effects of crushing despair for 1 minute.
This elegant mithral sword bears a blooming rose on the crossguard, with vines winding around the hilt. Filarina Grantsliem discovered the rose knight's blade during her brief adventuring career, when she earned the blade as a reward after freeing a trapped azata from an ancient magical prison. Scarlet Rose agents have since been successful in creating new rose knight's blades, and the weapons are increasingly seeing use among these Gray Maidens and their affiliates.
A rose knight's blade is a +1 benevolentUE mithral longsword. Along with its benevolence special ability, this sword can also provide aid by metaphorically cutting through certain debilitating effects. Three times per day, the wielder of a rose knight's blade can attempt a new saving throw against one of the following conditions affecting her: dazed, frightened, nauseated, panicked, paralyzed, shaken, staggered, or stunned― but only if the condition was caused by a mind-affecting effect.
レベル | 基本攻撃 ボーナス | 頑健 セーヴ | 反応 セーヴ | 意志 セーヴ | 特殊 |
---|---|---|---|---|---|
1 | +1 | +0 | +0 | +1 | Additional skill, know your enemy +1 (move) |
2 | +2 | +1 | +1 | +1 | Combat feat, mind over metal |
3 | +3 | +1 | +1 | +2 | Additional skill, anticipate 1/day |
4 | +4 | +1 | +1 | +2 | Know your enemy +2 |
5 | +5 | +2 | +2 | +3 | Additional skill, combat feat |
6 | +6 | +2 | +2 | +3 | Anticipate 2/day, telling blow |
7 | +7 | +2 | +2 | +4 | Additional skill, know your enemy +3 (swift) |
8 | +8 | +3 | +3 | +4 | Combat feat |
9 | +9 | +3 | +3 | +5 | Additional skill, anticipate 3/day, nemesis |
10 | +10 | +3 | +3 | +5 | Deadly blow |
Additional Skill/Additional Skill:At 1st level and every 2 levels thereafter, a student of war gains a new class skill of her choice.
Know Your Enemy(変則)/Know Your Enemy:As a move action, a student of war can study a foe she can see and attempt a Knowledge check appropriate to the creature's type (DC = 10 + the target's HD). Success grants her a +1 insight bonus against her enemy, which can be applied via one of the following stances (chosen when the check is attempted) to the indicated statistics and rolls.
防御の構え/Defensive Stance:The bonus applies to Armor Class and on saving throws against the target's attacks. At 6th level, the student of war is treated as having the Mobility feat when provoking attacks of opportunity from the studied foe. If she already has Mobility, the bonus she gains to her AC in this case increases to +6.
Martial Stance/Martial Stance:The bonus applies on attack and damage rolls against the target. At 4th level, the student of war is treated as having the Critical Focus feat for the purpose of attacks against the studied foe. If she already has Critical Focus, the bonus she gains when confirming her critical hits in this case is +6 instead.
Tactical Stance/Tactical Stance:The bonus applies on combat maneuver checks and to CMD when initiating or defending against bull rush, disarm, grapple, overrun, and trip combat maneuvers. At 8th level, the student of war no longer provokes attacks of opportunity from a studied foe when attempting to bull rush, disarm, grapple, overrun, or trip that target;this does not affect attacks of opportunity made by any creature other than the studied foe.
A student of war can change her stance as a move action. The bonus lasts for 1 minute per class level or until the character uses this ability on another target. The bonus increases to +2 at 4th level and +3 at 7th level. At 7th level, the student can use this ability as a swift action rather than a move action.
Combat Feat/Combat Feat:At 2nd, 5th, and 8th levels, a student of war gains a bonus combat feat.
Mind Over Metal(変則)/Mind Over Metal:At 2nd level, when a student of war is using armor or a shield, she can use her Intelligence modifier in place of her Dexterity modifier for determining her Armor Class. The armor's normal maximum Dexterity bonus still applies (limiting how much of the character's Intelligence bonus she can apply to her AC).
Anticipate(変則)/Anticipate:At 3rd level, once per day as an immediate action, a student of war can ignore any damage and effects of a spell or ability she successfully saved against, such as the outlining effect of a glitterdust spell or the half damage from an inflict serious wounds spell. This ability has no effect against effects that do not allow saving throws (such as darkness, difficult terrain, etc.). This ability is usable one additional time per day for every 3 class levels beyond 3rd.
Telling Blow(変則)/Telling Blow:At 6th level, a student of war can aim her blows at the weakest point in a studied foe's defense, ignoring up to 5 points of damage reduction. This does not apply to damage reduction without a type (such as DR 10/―). This ability cannot be used against creatures that are immune to critical hits or otherwise lack discernible weak points. This ability stacks with the Penetrating Strike feat.
Nemesis(超常)/Nemesis:At 9th level, once per day as a swift action, a student of war can focus on a weapon she holds and render it anathema to her studied foe. The weapon gains the bane special ability against the creature for 1 minute or until the student of war uses know your enemy against a different foe.
レベル | 基本攻撃 ボーナス | 頑健 セーヴ | 反応 セーヴ | 意志 セーヴ | 特殊 | 1日の呪文数 |
---|---|---|---|---|---|---|
1 | +0 | +0 | +0 | +1 | Adept activation, master scholar | ― |
2 | +1 | +1 | +1 | +1 | Esoteric magic, glyph-finding | 既存のクラスに+1レベル |
3 | +1 | +1 | +1 | +2 | Scroll master | 既存のクラスに+1レベル |
4 | +2 | +1 | +1 | +2 | Quick identification | 既存のクラスに+1レベル |
5 | +2 | +2 | +2 | +3 | Sigil master | 既存のクラスに+1レベル |
6 | +3 | +2 | +2 | +3 | Analyze dweomer, silence master | 既存のクラスに+1レベル |
7 | +3 | +2 | +2 | +4 | Dispelling master | 既存のクラスに+1レベル |
8 | +4 | +3 | +3 | +4 | Symbol master | 既存のクラスに+1レベル |
9 | +4 | +3 | +3 | +5 | Spellcasting master | 既存のクラスに+1レベル |
10 | +5 | +3 | +3 | +5 | Item master | 既存のクラスに+1レベル |
Adept Activation(変則)/Adept Activation:A Pathfinder savant can always take 10 on Use Magic Device checks, except when activating an item blindly. A Pathfinder savant does not automatically fail a Use Magic Device check if he rolls a natural 1 on the check.
Master Scholar(変則)/Master Scholar:A Pathfinder savant adds half his class level (minimum 1) as a bonus on Knowledge (arcana), Spellcraft, and Use Magic Device checks. He can always take 10 on Knowledge (arcana) and Spellcraft checks, even if distracted or endangered.
Esoteric Magic(変則)/Esoteric Magic:At each class level beyond 1st, the Pathfinder savant chooses a spell from any class's spell list and thereafter treats that spell as if it were on the spell list of the base spellcasting class for which he has the most levels;if this base spellcasting class could not normally cast that spell, it is treated as 1 level higher than it is on the original class's spell list. If he could cast the spell using his base spellcasting class, the spell's level does not increase. The spell is cast as if its type (arcane, divine, or psychic) were that of his base spellcasting class, and save DCs function as normal for spells of that class. All other restrictions of his normal spellcasting class apply. This ability does not grant other spellcasters special allowance to prepare, cast, or use spell-trigger or spell-completion items of esoteric spells (such as a sorcerer using a cure light wounds scroll prepared by the Pathfinder savant).
Glyph-Finding(変則)/Glyph-Finding:At 2nd level, a Pathfinder savant can use Spellcraft to find writing-based magical traps (including glyphs, runes, sigils, and symbols) in the same way a rogue can use Perception to search for traps.
Scroll Master(超常)/Scroll Master:At 3rd level, a Pathfinder savant can use his own caster level instead of the item's caster level when using a scroll or other spell-completion item.
Quick Identification(擬呪)/Quick Identification:At 4th level, a Pathfinder savant can use identify as a swift action (caster level equals his character level). He can do this once per day per 2 class levels.
Sigil Master(超常)/Sigil Master:A 5th level, a Pathfinder savant receives a bonus equal to his class level on saving throws against writing-based magical traps, and if he succeeds at the save, he does not trigger the trap. Such a trap is not disabled, and if he leaves the trap's area and then reenters it, the trap can trigger again. A Pathfinder savant also receives this bonus on saving throws against the effects of such traps triggered by others.
アナライズ・ドゥウェオマー(擬呪)/Analyze Dweomer:At 6th level, a Pathfinder savant can use analyze dweomer for up to 1 round per class level per day. He can use this ability in 1-round increments.
Silence Master(超常)/Silence Master:A 6th-level Pathfinder savant can to activate spell-trigger, spell-completion, and command-word items silently, substituting a magical gesture for the necessary words. He cannot use this ability in circumstances where he could not cast a spell with somatic components. He must know how to activate the item normally for this ability to work. Three times per day, he can cast a spell of 6th level or lower as if he were using a silent metamagic rod.
Dispelling Master(超常)/Dispelling Master:At 7th level, if the Pathfinder savant prepares and casts spells like a wizard, he can spontaneously convert any 3rd-level (or higher-level) prepared spell into dispel magic or any 6th-level (or higher-level) prepared spell into greater dispel magic, as a good-aligned cleric converts prepared spells into cure spells. If he casts spells spontaneously, he adds dispel magic and greater dispel magic to his list of spells known. Every time he successfully uses either of these spells to make a targeted dispel or counterspell, he heals a number of hit points equal to the caster level of the effect dispelled or counterspelled.
Symbol Master(超常)/Symbol Master:At 8th level, a Pathfinder savant gains power over magical symbol spells (such as symbol of death). When he casts any symbol spell, the save DC to resist its effects, the Perception DC to notice the symbol, and the Disable Device DC to remove the symbol increase by 2. Once per day as an immediate action, the Pathfinder savant can double the bonus granted by his sigil master ability when he attempts a saving throw against a symbol. He can activate this ability after he rolls the saving throw, but must do so before the results are revealed. A Pathfinder savant does not automatically fail a saving throw against a symbol effect on a natural 1.
Spellcasting Master(変則)/Spellcasting Master:At 9th level, a Pathfinder savant can focus his mind three times per day as a swift action. Once he's focused in this way, any spells he casts for the remainder of that round do not provoke attacks of opportunity. Spells with a duration of concentration that he casts in this round persist for a number of rounds after the Pathfinder savant ceases concentrating equal to his Intelligence, Wisdom, or Charisma modifier (whichever is highest).
レベル | 基本攻撃 ボーナス | 頑健 セーヴ | 反応 セーヴ | 意志 セーヴ | 特殊 |
---|---|---|---|---|---|
1 | +0 | +0 | +1 | +0 | Bardic knowledge, master explorer |
2 | +1 | +1 | +1 | +1 | Surefooted, trap sense +1 |
3 | +2 | +1 | +2 | +1 | Thrilling escape 1/day, guardbreaker |
4 | +3 | +1 | +2 | +1 | Resourceful disabler, vigilant combatant |
5 | +3 | +2 | +3 | +2 | Left for dead, trap sense +2 |
6 | +4 | +2 | +3 | +2 | Fortunate soul 1/day |
7 | +5 | +2 | +4 | +2 | Thrilling escape 2/day |
8 | +6 | +3 | +4 | +3 | Trap sense +3 |
9 | +6 | +3 | +5 | +3 | Thrilling escape 3/day, true seeing 1/day |
10 | +7 | +3 | +5 | +3 | Fortunate soul 2/day, nick of time |
バードの知識(変則)/Bardic Knowledge:This ability is identical to the bard class feature of the same name. Levels in this class stack with levels in any other class that grants bardic knowledge or a similar ability.
Master Explorer(変則)/Master Explorer:A Pathfinder delver adds half his class level (minimum 1) as a bonus on all Disable Device and Perception checks. A Pathfinder delver can disable intricate and complex traps in half the normal amount of time (minimum 1 round) and open a lock as a standard action instead of a full-round action. He can always take 10 on Disable Device and Stealth checks, even if distracted or endangered, and he can use Disable Device to disarm magical traps.
確かな歩み(変則)/Surefooted:At 2nd level, a Pathfinder delver can move through difficult terrain at his normal speed. Ground that has been magically manipulated to impede motion still affects him normally.
罠感知(変則)/Trap Sense:This ability functions as (and stacks with) the rogue class feature of the same name, save that a Pathfinder delver gains the bonuses at 2nd level and they increase every 3 levels thereafter.
Thrilling Escape(変則)/Thrilling Escape:At 3rd level, a Pathfinder delver can attempt to delay a trap immediately after triggering it. To use this ability, he attempts a Disable Device check as an immediate action against the trap's Disable Device DC;if he's successful, the trap's activation is delayed until the end of his next turn. The Pathfinder delver can attempt this check even if the trap was triggered by a failed Disable Device check. The Pathfinder delver can do this once per day at 3rd level, twice per day at 7th level, and three times per day at 9th level.
Guardbreaker(変則)/Guardbreaker:At 3rd level, a Pathfinder delver's familiarity with the strange guardians often left in tombs allows him to attack them more effectively. He can treat his trap sense bonus as if it were a favored enemy bonus against constructs, oozes, and undead;this bonus stacks with any favored enemy bonuses gained from ranger levels or similar class features.
Resourceful Disabler(変則)/Resourceful Disabler:Pathfinder delvers are adept at making use of what's at hand. At 4th level, a Pathfinder delver can use the Disable Device skill without tools at no penalty.
Vigilant Combatant(変則)/Vigilant Combatant:At 4th level, a Pathfinder delver adds half his class level on initiative checks.
Left for Dead(超常)/Left for Dead:At 5th-level, a Pathfinder delver can cheat death once per day. If he would be killed by a melee attack, ranged attack, or effect that requires a saving throw, he is instead reduced to -1 hit points and knocked unconscious, but is stable. He appears dead (though a character who succeeds at a DC 25 Heal check or who uses an ability such as deathwatch can tell he is not) for 1 minute, after which he regains 1 hp and becomes conscious (unless healed sooner).
Fortunate Soul(超常)/Fortunate Soul:Once per day at 6th level, the Pathfinder delver can reroll any saving throw he has just attempted. He must choose to use this ability before the results are revealed and must take the second result even if it's worse. He can use this ability twice per day at 10th level.
トゥルー・シーイング(擬呪)/True Seeing:At 9th level, a Pathfinder delver can use true seeing once per day (CL = his class level).
Scholastic(変則)/Scholastic:A lore warden gains 2 additional skill ranks each level. These ranks must be spent on Intelligence-based skills. All Craft and Knowledge skills are class skills for lore wardens, as are Linguistics and Spellcraft.
This ability replaces the fighter's proficiency with medium armor, heavy armor, and shields.
Skill Over Strength(変則)/Skill Over Strength:At 2nd level, a lore warden qualifies for feats and other abilities as though she had the Combat Expertise feat. At 6th level, she gains Combat Expertise as a bonus feat, even if she would not normally qualify for the feat. If she already has Combat Expertise, she instead gains any one combat feat that includes Combat Expertise as a prerequisite (and for which she otherwise qualifies). At 10th level, she can treat her base attack bonus as though it were 2 higher for the purpose of calculating the effects of Combat Expertise.
This ability replaces bravery and the fighter bonus feat gained at 2nd level.
Swords Secret(変則)/Swords Secret:A lore warden learns specialized techniques that help her to quickly analyze and defeat her foes. At 3rd level, a lore warden gains one swords secret, and she gains an additional swords secret for every 4 fighter levels gained after 3rd. Except where noted, a lore warden cannot select the same swords secret more than once.
弱点の利用(変則)/Exploit Weakness:The lore warden adds one-third her class level on attack rolls to confirm critical hits. At 11th level, whenever she confirms a critical hit, her weapon attacks ignore the first 5 points of damage reduction or hardness the target has until the end of her next turn. At 19th level, the lore warden can automatically confirm a critical hit once per round when she threatens a critical hit.
Hair's Breadth(変則)/Hair's Breadth:Once per day when subject to a critical hit, the lore warden can attempt an Acrobatics check to reduce the damage as an immediate action. If the result of this Acrobatics check is greater than the opponent's confirmation roll, she negates the critical hit;the attack still hits and deals normal damage. The lore warden must be at least 11th level to select this swords secret. At 15th level she can use this secret one additional time per day.
Know Thy Enemy(変則)/Know Thy Enemy:When the lore warden succeeds at a Knowledge check to identify a creature's abilities and weaknesses, she can also use a standard action to grant herself a +2 insight bonus on all attack and weapon damage rolls made against that enemy. This bonus lasts for a number of rounds equal to half her class level (minimum 2 rounds), or until the lore warden uses this ability against a different creature. At 11th level, she also gains a +2 bonus to her AC against the creature when using this ability. At 19th level, the insight bonus increases to +3.
戦技訓練(変則)/Maneuver Training:The lore warden gains a brawler's maneuver training class feature, treating her fighter level as her brawler level.
Swift Assessment(変則)/Swift Assessment:The lore warden can now use her know thy enemy swords secret as a move action. At 15th level, she can use this ability as a swift action. She must have the know thy enemy swords secret before choosing this swords secret.
A decade ago, a small cadre of agents began studying the fallen names, correlating these adventurers with the quests they were on when they perished or went missing, and then took it upon themselves to finish these incomplete missions― but in so doing these agents made an unexpected discovery. In delving into the storied histories etched into the Wall of Names, these agents have discovered how to commune with the departed spirits of those whose names are memorialized on the monument. These mystical agents soon became known as name-keepers, and they pride themselves on helping their predecessors find peace while preventing other Pathfinders' names from being added to the wall.
クラス技能:A name-keeper gains Knowledge (engineering), Knowledge (history), and Linguistics as class skills, instead of Knowledge (nature), Knowledge (planes), and Survival.
This alters the shaman's class skills.
Inherited Wayfinder(超常)/Inherited Wayfinder:A name-keeper forms a powerful bond with a damaged wayfinder (see pages 148-149) inherited from another Pathfinder. It functions for her alone. This functions as a wizard's bonded object except it can be used to cast shaman spells (instead of wizard spells).
This ability replaces spirit animal.
Keeper Spirit Magic/Keeper Spirit Magic:The namekeeper adds the following spells to the list of spells she can cast using spirit magic: stone shieldARG (1st), object readingOA (2nd), speak with dead (3rd), wall of stone (4th), breath of life (5th), stone tell (6th), vision (7th), word of recall (8th), and true resurrection (9th).
This ability replaces the spirit magic spells gained from the shaman's spirit.
Pathfinders Past(超常)/Pathfinders Past:At 4th level, a name-keeper can form a temporary bond with a deceased Pathfinder who is commemorated on the Wall of Names. The namekeeper must make this selection each day when preparing her spells. While this feature is active, she gains one or more benefits tied to the Pathfinder's former focus in the Society: Scrolls, Spells, or Swords. Each allows her to select one or more options (such as a weapon or shaman spirit), and she can choose different options each time she forms this bond.
Scrolls/Scrolls:The name-keeper selects an oracleAPG mystery. She can use any of the mystery's associated skills untrained, and she treats them as class skills. For any of those skills that were already class skills, she instead gains a +2 sacred bonus on those checks. At 12th level, she gains Skill Focus for one of the associated skills as a bonus feat. At 20th level, she gains Skill Focus a second time as a bonus feat, and she always counts as having at least 10 ranks in those skills for calculating these temporary feats' benefits.
呪文/Spells:The name-keeper selects a second shaman spirit and adds the spells granted by that spirit to her list of spells that she can cast using spirit magic. She gains one additional spirit magic spell slot of her highest spell level. At 12th level, she selects two shaman spirits and adds both their granted spells to the list of spells she can cast using spirit magic. At 20th level, her number of spirit magic spell slots at each spell level increases to two.
Swords/Swords:The name-keeper gains proficiency in all martial weapons and one exotic weapon of her choice. At 12th level, whenever she makes a full attack, she gains one additional attack at her highest base attack bonus;this ability stacks with the extra attack from haste, but it doesn't stack with other abilities that grant extra attacks. At 20th level, she gains two combat feats for which she qualifies.
This ability replaces wandering spirit.
Versatile Hex(超常)/Versatile Hex:At 6th level, a namekeeper can temporarily gain a shaman hex or one of the hexes that her spirit has when she prepares her spells, lasting until the next time she prepares spells. At 14th level, she can select two such hexes each day.
Arcana, Nature, Planes, or Religion/Arcana, Nature, Planes, or Religion:When performing a studied strike, the investigator's attack overcomes damage reduction as if it were a weapon with the following property based on the associated Knowledge check: adamantine (arcana), chaotic (planes), cold iron (nature), evil (planes), good (planes), lawful (planes), silver (religion). He also gains a +1 insight bonus on saving throws against creatures identifiable by the associated Knowledge check (for example, outsiders for Knowledge [planes]).
Dungeoneering/Dungeoneering:The investigator can deal half his studied strike damage to creatures immune to sneak attacks.
Engineering/Engineering:Whenever he uses his inspiration on Disable Device checks to open locks or on Perception checks to find hidden compartments, the investigator gains a circumstance bonus on the check equal to one-third his level.
Geography/Geography:The investigator increases any bonuses to AC and on Reflex saving throws he gains from partial cover, total cover, and improved cover by 1.
History/History:The investigator can study a foe using studied combat a second time in 24 hours as a full-round action without expending inspiration. Subsequent uses of studied combat require inspiration as normal.
Local/Local:Whenever he uses his inspiration on Bluff checks to feint, Diplomacy checks to gather information, or Intimidate checks to improve a creature's attitude, the investigator gains a circumstance bonus on the check equal to one-third his level.
Nobility/Nobility:Whenever he uses his inspiration on Bluff checks to lie, Diplomacy checks to request favors, or Intimidate checks to demoralize, the investigator gains a circumstance bonus on the check equal to one-third his level.
Pathfinders pride themselves on their camaraderie, and among the worst threats are those that can magically compel agents to fight among themselves. Nostalgia oil is a vial of concentrated aromatics that evoke positive memories of the Grand Lodge and common trials overcome during a Pathfinder's training. By dabbing this oil on her face, neck, or arms as a standard action, a Pathfinder gains a +2 alchemical bonus on saving throws against effects with the emotionUM descriptor and on secondary saving throws made to resist dominate person and similar compulsion effects that would force her to harm her allies or betray her mission. Applied in this way, a vial of nostalgia oil remains potent for 8 hours or until washed off with soap and water. Nostalgia oil can also be thrown as a splash weapon, extending its benefits for 1 hour to any Pathfinder struck with a direct hit. Alternatively, a creature can mix it with a pint of lantern oil or piece of incense, which grants half the nostalgia oil's benefits to all Pathfinders within 20 feet of the lantern or censor for 1 hour;any strong wind(21+ mph) dissipates the aroma for 1 minute.
While worn, this pair of plain steel armbands limits the ability of the wearer to strike out against his comrades with weapon attacks, in the event he is unable to control his own actions(such as if confused or dominated) or unable to distinguish friends from foes(such as if blinded). The armbands grow heavier and hinder the wearer's momentum under these circumstances, causing him to take a -4 penalty on attack rolls against creatures he would otherwise consider allies.
Favored by Pathfinders exploring dark and dangerous locales, the exterior of this wayfinder is constructed of panels of darkwood with ebony inlays. The panels slide apart to reveal platinum meshwork capable of holding one or two ioun stones. An ebon wayfinder grants the bearer darkvision with a range of 60 feet, and with a command word it can create darkness(as per the spell) once per day, centered on itself.
This wayfinder is made of heat-treated bronze that seems to warp and shimmer in the light. It contains a single slot to store an ioun stone(Pathfinder RPG Ultimate Equipment 305), and the wayfinder's construction allows the bearer to overtax the ioun stone's magical properties once per day to create a special, short-term resonance effect based on the stone's shape. This process suppresses any other resonance effects the ioun stone might grant for 24 hours. The ioun stone is especially fragile during this time, crumbling to pieces if removed from the wayfinder of hidden strength before the 24-hour period has ended.
Ellipsoid:As an immediate action, the bearer can roll 1d6 after failing a saving throw against a spell or spell-like ability and add the result to the saving throw retroactively;if the bonus is high enough to turn the failure into a success, the save is successful. The bearer instead rolls 1d8+1 if the slotted ioun stone costs between 10,000 and 30,000 gp, or 1d10+2 if the ioun stone costs more than 30,000 gp.
Prism:As a free action before attempting any d20 roll, the bearer can roll two dice and choose which result to use.
Rhomboid:As a swift action, the bearer gains a number of temporary hit points equal to the slotted ioun stone's market price divided by 1,000(maximum 25 temporary hit points). These temporary hit points last 1 hour.
Sphere:As an immediate action, the bearer can roll 2d4 after failing a skill check and add the result to the check retroactively;if the bonus is high enough to turn the failure into a success, the check is successful. The bearer instead rolls 3d4 if the slotted ioun stone costs between 10,000 gp and 30,000 gp, or 4d4 if the ioun stone costs more than 30,000 gp.
レベル | 基本攻撃 ボーナス | 頑健 セーヴ | 反応 セーヴ | 意志 セーヴ | 特殊 | 1日の呪文数 |
---|---|---|---|---|---|---|
1 | +0 | +0 | +0 | +1 | Cypher lore | +1 level of arcane spellcasting class |
2 | +1 | +1 | +1 | +1 | Cypher lore | +1 level of arcane spellcasting class |
3 | +1 | +1 | +1 | +2 | Cypher lore | +1 level of arcane spellcasting class |
4 | +2 | +1 | +1 | +2 | Cypher lore | +1 level of arcane spellcasting class |
5 | +2 | +2 | +2 | +3 | Cypher lore | +1 level of arcane spellcasting class |
6 | +3 | +2 | +2 | +3 | Cypher lore | +1 level of arcane spellcasting class |
7 | +3 | +2 | +2 | +4 | Cypher lore | +1 level of arcane spellcasting class |
8 | +4 | +3 | +3 | +4 | Cypher lore | +1 level of arcane spellcasting class |
9 | +4 | +3 | +3 | +5 | Cypher lore | +1 level of arcane spellcasting class |
10 | +5 | +3 | +3 | +5 | Cypherlord | +1 level of arcane spellcasting class |
Cypher Lore/Cypher Lore:As a Cyphermage gains levels, he begins mastering written magic such as scrolls, glyphs, and symbols. He also begins to discover ancient Thassilonian magics that further bolster his power. These discoveries are known collectively as cypher lore. At each level except for 10th, the Cyphermage learns a new way to enhance his magic, chosen from the list of cypher lore discoveries below.
Analyze Scroll(超常)/Analyze Scroll:As a free action, the Cyphermage can automatically discern the contents of a magic scroll, as if he were using read magic. He gains an insight bonus equal to his Cyphermage level on Use Magic Device checks to cast spells from scrolls.
Bypass Symbol(超常)/Bypass Symbol:When the Cyphermage attempts a saving throw against a magical glyph, symbol, sigil, or similar written trap, as an immediate action he can attempt a Spellcraft check against the same DC to delay the trap's effects for 1d6 rounds. Once the delay is over, the trap has its normal effect. The Cyphermage must be at least 8th level to select this lore.
Defensive Scrollcaster(変則)/Defensive Scrollcaster:The Cyphermage gains a +4 bonus on concentration checks to cast spells defensively when casting spells from scrolls.
Enhance Scroll(超常)/Enhance Scroll:As a swift action, the Cyphermage can cause any scroll spell he reads to function using his caster level rather than the scroll's caster level. He can use this ability a number of times per day equal to one-third his Cyphermage level (minimum 1).
Extended Scroll(超常)/Extended Scroll:As a swift action, the Cyphermage can double the duration of any spell he reads from a scroll as if the spell were modified by Extend Spell. He can use this ability a number of times per day equal to one-third his Cyphermage level (minimum 1).
Focused Scroll(超常)/Focused Scroll:As a swift action, the Cyphermage can add a bonus equal to twice his Intelligence modifier on any caster level checks attempted when activating a scroll spell, including checks to overcome spell resistance. He can use this ability a number of times per day equal to one-third his Cyphermage level (minimum 1).
Giant's Master(変則)/Giant's Master:The Cyphermage has unraveled several of Thassilon's methods of commanding and controlling giants. As a swift action whenever he uses a mind-affecting spell or effect on a humanoid with the giant subtype, he increases the DCs of spells he casts by 2. The Cyphermage must be at least 6th level to select this lore.
Glyph Finder(変則)/Glyph Finder:The Cyphermage can locate glyphs of warding, symbol spells, and similar magical spell traps that use writing as if he were a rogue. He can use Perception or Knowledge (arcana) to notice such traps, and can use Disable Device or Spellcraft to disable these types of traps.
Insightful Scroll(超常)/Insightful Scroll:As a swift action, the Cyphermage can alter a spell he's casting from a scroll to use his own spellcasting ability score (for example, Intelligence for wizards) and relevant feats to set the save DC for the spell. He can use this ability a number of times per day equal to one-third his Cyphermage level (minimum 1).
Rune Trap(変則)/Rune Trap:Whenever the Cyphermage casts a spell that creates a trap that uses magical writing (such as explosive runes, illusory script, sepia snake sigil, or a symbol spell), as a swift action he can include Thassilonian runes in the writing. This increases the Perception DCs to notice it, Disable Device DCs to disarm it, and caster level DCs to dispel it by 4. The Cyphermage must be at least 6th level to select this lore.
Swift Scrivener(変則)/Swift Scrivener:The Cyphermage can scribe up to two scrolls per day, so long as the total market price of all scrolls scribed that day does not exceed 1,000 gp. The Cyphermage reduces the casting time of all symbol spells to 1 minute.
Swift Scroll(変則)/Swift Scroll:The Cyphermage does not provoke attacks of opportunity when retrieving a stored scroll. If the Cyphermage moves at least 10 feet, he can retrieve a scroll as a free action combined with his movement.
Thassilonian Focus(変則)/Thassilonian Focus:The Cyphermage chooses one of the seven schools of Thassilonian magic, as detailed on page 63 (if the Cyphermage is a Thassilonian specialist [see page 63], he must choose the same school of magic for his Thassilonian focus as he chose for his specialization). He gains a +2 insight bonus on all saving throws against spells and spell-like abilities from that school of magic.
Thassilonian Incantation(超常)/Thassilonian Incantation:The Cyphermage has discovered a way to empower language-dependent spells when speaking Thassilonian. When he does so, the save DCs of the spells increase by 1, but those targeted by such a spell's effects must still be able to understand Thassilonian to be affected by it. If the Cyphermage also has the rune trap cypher lore, the Cyphermage can include Thassilonian runes in any spell he casts that creates magical writing (such as a symbol or explosive runes). Doing so doubles the spell's casting time, but causes the spell effect to manifest at +1 caster level.
Thassilonian Summoning(変則)/Thassilonian Summoning:The Cyphermage has learned how to summon strange creatures to his aid when he casts certain summon monster spells. He adds sinspawn (Pathfinder RPG Bestiary 2 246) to the list of monsters he can conjure with summon monster III, lamias to the list of monsters he can conjure with summon monster VI, and shining children (Bestiary 2 245) to the list of monsters he can conjure with summon monster IX. The Cyphermage must be at least 6th level to select this lore.
When a magus joins the ranks of the Cyphermages, she can learn the art of infusing her arcane pool with the secrets of ancient Thassilonian magic. Such an individual becomes known as a sigilus. While the mysteries of ancient Thassilon drive her spellcraft, the sigilus makes little effort to understand the academic and philosophic aspects of runes. Instead, she focuses almost entirely upon their practical application.
A sigilus manipulates the discoveries of wizards and other more sagacious Cyphermages, using those findings to create special sigils that allow her to transfer spell effects into different objects for later use. Her craft builds upon traditions founded by the runelords that allowed them to infuse magic into their flesh, but rather than infusing magic into her body, the sigilus infuses it into a weapon. More interested in the exploration of Thassilonian ruins than academic research, sigiluses serve the Cyphermages by engaging in fieldwork and recovering artifacts. They work alongside more studious Cyphermages, sometimes serving as bodyguards or as regulatory agents who make sure no member gains too much power through the acquisition of potent Thassilonian secrets.
Inscribe Rune(超常)/Inscribe Rune:At 2nd level, a sigilus learns how to magically inscribe a Thassilonian rune onto a weapon. The rune to be inscribed must be chosen from the seven runes that symbolize the seven schools of Thassilonian magic (see page 63). Note that due to the nature of magus spells, certain runes (and thus certain schools of magic) are more appropriate for inscription than others―the runes for conjuration, evocation, illusion, and transmutation are the strongest choices, while those for abjuration, enchantment, and necromancy are less enticing. Inscribing a rune takes 10 minutes.
Once a weapon has been infused with a rune, the sigilus becomes more adept at using her spell combat ability with spells of that rune's school. Her penalty on attack rolls when using spell combat is reduced by 1 (to -1) when she casts a spell from the same school as her inscribed rune, but is increased by 2 (to -4) when she uses spell combat with a spell not from her inscribed rune's school. As long as she has a rune inscribed on her weapon in this manner, she cannot use spells from that rune's opposition schools at all with spell combat.
The sigilus can maintain only a single inscribed rune on a weapon at any time;if she inscribes a new rune on a weapon, the previously inscribed rune fades.
This ability replaces spellstrike.
Inscribe Sihedron(超常)/Inscribe Sihedron:At 7th level, a sigilus learns to inscribe the Sihedron rune (the sevenpointed star that symbolizes all seven schools of Thassilonian magic) on a suit of light armor she wears. When she does so, her armor becomes physically empowered with defensive magic, granting her energy resistance 5 to two energy types of her choice selected from acid, cold, fire, electricity, or sonic, and increasing the armor's armor bonus by 1. (Note that this increase is an armor bonus increase, and thus stacks with any enhancement bonus a suit of magic light armor may have.) Inscribing the Sihedron rune in this way becomes part of the sigilus's spell preparation ritual―she can inscribe a Sihedron rune in this way once per day as a result. Each day she inscribes the Sihedron rune, she can change the two types of energy resistance it grants as she wishes.
At 13th level, an inscribed Sihedron rune grants energy resistance 10 to one energy type and energy resistance 5 to two other energy types, and its armor bonus increases to +2.
A Sihedron rune can be inscribed only on light armor―it cannot be inscribed on medium or heavy armor, even if the magus later gains proficiency with medium or heavy armor.
Runic Focus(超常)/Runic Focus:A runesage can use her knowledge of runes to create a runic focus, a small, semiprecious stone engraved with Thassilonian runes that she manipulates to alter her spellcasting abilities. In function, a runic focus behaves like an ioun stone. To activate a runic focus, the runesage must meditate on it as she prepares her spells. Following spell preparation, she tosses the gemstone into the air, after which it orbits around her head. A runic focus remains in orbit until the next time the runesage prepares her spells. A runic focus automatically functions as a runesage's bonded object.
A runesage does not have the option to specialize in an arcane school―all runesages must be universalists. However, when a runesage creates a runic focus, she must choose one Thassilonian school of magic (see page 63). When she prepares her spells, she is treated as a Thassilonian magic specialist of her runic focus's school for the purposes of determining what spells she can prepare (including gaining two additional spell slots per spell level of her school, and being unable to prepare spells from her runic focus's two opposition schools). She does not gain the corresponding powers of that school, however, and always functions as a universalist wizard in this regard.
A runic focus allows the runesage to augment spells of a single arcane school to which the runic focus is aligned. As long as a runic focus remains activated, the runesage doesn't require material components for any spell she casts from the runic focus's aligned arcane school, provided the component's cost never exceeds 10 gp × the runesage's caster level. If the spell requires a material component that surpasses the cost limit, the runesage must have the material component on hand to cast the spell, as normal.
A runic focus has an AC of 24, 10 hit points, and hardness 5, as per an ioun stone. While the first runic focus a runesage creates is free, replacement runic foci can be created using the standard rules for replacing a bonded object for a wizard's arcane bond. When a runesage creates a new runic focus, she can focus it on a different school of Thassilonian magic than her previous focus as long as the new school is not one that was an oppositional school from her previous focus. For example, a runesage with a runic focus on necromancy could abandon that focus and replace it with a new focus on any school other than abjuration and enchantment (as these two schools are opposition schools to Thassilonian necromancy).
This spell allows you to lay your hand upon a magical glyph, symbol, or other magical spell effect (referred to in this spell description as a “rune”) and attempt to absorb the essence of its effect. To absorb a rune, you must be aware of the rune's existence (but need not know the details of what it actually does) and then succeed at a caster level check (DC = 10 + the caster level of the spell affect being absorbed) as you touch the rune in question. If you fail this caster level check, the magical rune is not triggered unless you fail the roll by 5 or more.
If you succeed at the caster level check, the rune is removed from the surface it was originally placed upon and duplicated on the cloth of a silk glove worn on your hand. The rune remains located on the glove's palm in an inert state for up to 1 minute per caster level. As a standard action taken at any time during that duration, you can transfer the rune to another surface similar to the one it was originally placed upon, at which point the rune's function either returns to normal or dissipates harmlessly as if successfully dispelled (your choice). If the spell's duration expires before you place the rune on a new surface, the absorbed rune dissipates harmlessly.
This subtle but useful spell allows you to safeguard important knowledge―even from yourself. While casting this spell, you recite one piece of knowledge (up to a maximum of 50 words). Upon completion of the spell's casting, you transfer the knowledge from your mind to your skin in the form of an intricate, runic tattoo placed anywhere you choose on your body. The knowledge disappears utterly from your mind, and you might not realize you forgot something. The magic of the spell patches over gaps in your memory with recollections from the past. Until the spell's duration ends, the knowledge is lost to you. When you cast this spell, you decide how long you wish the spell's duration to be, up to a maximum duration of 1 day per level.
By immersing yourself fully in the intricacies of a carved or written rune of any kind, you can divine the elements of that rune's nature. While casting rune trace, you must run your fingers (which cannot be gloved at the time) over the rune, glyph, symbol, or other marking you want to examine (hereafter referred to as the “rune”). This does not trigger any effects that touching the rune would normally trigger. Runes, symbols, and other effects that trigger when read still trigger as normal if you do so― but note that this spell does not require you to view and read the rune that you're targeting. When the spell's casting time ends, you instantly receive flashes of insight regarding the rune's nature, history, and purpose, including the following information.
Age:You learn if the rune was placed within the last 24 hours, within the last month, within the last year, within the last decade, within the last century, or prior to the last century.
Insight:If you have cast rune trace on a magical rune, you gain a +5 bonus on all skill rolls and checks to dispel, disable, or otherwise tamper with the rune.
Language:You learn what language the character of the rune is taken from, or in the case of a rune that has no language, you learn that it is a unique image.
Investigations into the ancient and mysterious traditions of the seven virtues of rule of the lost human empire of Azlant, which were later corrupted by the runelords into the more familiar seven deadly sins, inspired the Cyphermages to develop the runes of rule. This spell allows you to place a rune upon another creature that can then be used to aid it at a later time. You determine the spell's effect at the time of casting by using your finger to paint a specific rune on the recipient's body with a dose of specially prepared paint worth 25 gp. The inscribed rune lasts for 24 hours or until the spell is activated. Unless otherwise noted, the creature upon which the rune of rule has been inscribed can activate it at any time as a swift action. If the spell effect isn't used, all markings associated with the rune disappear and the effect fades. You can never place the spell upon yourself―it must be bestowed on someone else. The seven runes of rule, along with their specific effects when the user activates them, are listed below. A creature can bear only one rune of rule at a time.
Charity:A creature bearing this mark gains a +5 insight bonus on a single attack roll or skill check attempted at the request of another creature, provided the creature bearing this mark does not gain any immediate benefit or reward for making the roll or attempting the check.
Generosity:A creature bearing the rune of generosity can activate it as an immediate action, but it must do so as another creature within 30 feet activates a consumable magic item such as a potion or scroll that was given to it at some point within the last 24 hours by the creature bearing the rune. When the rune is activated, the effects of the consumable magic item resolve at a caster level that is 2 higher than the item's actual caster level.
Humility:When a creature activates the rune of humility, it does not provoke attacks of opportunity for 1 round.
Kindness:A creature must be using the aid another action or casting a healing spell in order to activate a rune of kindness. If the creature activates the rune while using the aid another action, the bonus imparted on a success increases to +5. If the creature instead activates the rune while casting a healing spell, the effective caster level of the spell increases by 2.
Love:When a creature activates the rune of love as he casts a spell with the charm descriptor, the save DC of that spell increases by 1. Alternatively, a creature can activate the rune of love after he rolls damage for a weapon or spell attack, causing the damage dealt to become nonlethal damage.
Temperance:A creature bearing the rune of temperance can activate it as an immediate action immediately upon failing a saving throw against a poison, disease, drug, or similar effect. The creature can immediately attempt a second saving throw against the effect and can use the result of that second saving throw as the actual result.
This spell allows you to reach into an evil creature's mind to expose and exploit its susceptibility to whichever of the seven so-called “deadly sins” it is most susceptible to. The targeted creature must succeed at a Will save or it is overwhelmed with an inability to repress urges to indulge in whatever sin most closely mirrors its personality, and a glowing rune appears upon the creature's body (usually the brow), identifying the sin. (The GM adjudicates which rune manifests on the creature's body, as appropriate.)
Focusing their research on the discovery that each school of magic was opposed by two specific opposition schools, the runelords developed methods of further enhancing their mastery over their chosen arcane specialties. Essentially, they defined these seven schools as much by what they couldn’t do as by what they could. By excising “impurities” introduced by fixed oppositional schools, they traded arcane versatility for greater strength in their chosen fields. The seven schools of Thassilonian Magic are presented here.
The choice to specialize in a Thassilonian school of magic must be made when a character first becomes a wizard. Once the choice to specialize is made, it cannot be changed.
Benefits: A Thassilonian specialist wizard receives two additional spell slots of each spell level he can cast. These bonus spell slots must both be used to prepare the same spell from the wizard’s school of specialization, allowing the wizard to cast that spell twice (as he has prepared the spell twice). The wizard cannot use these slots to prepare two different spells, even if they are both of the school in which he is specialized.
Nearly all Bellflower tillers are halfling rogues, though some particularly zealous members have levels in both rogue and inquisitors and savvy members might have levels in both rogue and ranger. Vigilantes are also a natural fit as Bellflower tillers. Non-halflings are usually admitted only after proving their allegiance to the anti-slavery movement and their goodwill toward halflings, but once they join the cause, they are incredibly valuable to the organization for the simple fact that their race does not immediately raise suspicion in areas where the Bellflower Network is active.
レベル | 基本攻撃 ボーナス | 頑健 セーヴ | 反応 セーヴ | 意志 セーヴ | 特殊 |
---|---|---|---|---|---|
1 | +0 | +0 | +1 | +0 | Bellflower crop, swift sower +10 ft. |
2 | +1 | +1 | +1 | +1 | Crop guardian, scarcrow +1, teamwork feat |
3 | +2 | +1 | +2 | +1 | Sneak attack +1d6 |
4 | +3 | +1 | +2 | +1 | Scarecrow +2 |
5 | +3 | +2 | +3 | +2 | 1 favored barn |
6 | +4 | +2 | +3 | +2 | Scarecrow +3, sneak attack +2d6, swift sower +20 ft., teamwork feat |
7 | +5 | +2 | +4 | +2 | 2 favored barn |
8 | +6 | +3 | +4 | +3 | Scarecrow +4 |
9 | +6 | +3 | +5 | +3 | 3 favored barn, sneak attack +3d6 |
10 | +7 | +3 | +5 | +3 | Scarecrow +5, teamwork feat |
Bellflower Crop(変則)/Bellflower Crop:As a standard action, a Bellflower tiller can designate a number of allies up to 3 + her Charisma modifier as part of her Bellflower crop. Members of a crop must remain within 30 feet of the Bellflower tiller to gain any benefits from abilities that affect a Bellflower crop, regardless of the ability's source (whether it's a Bellflower harvester, irrigator, or tiller). If any leave this range, the Bellflower tiller must designate these allies again for them to be included in her crop. At 7th level, this range increases to 60 feet.
Swift Sower(変則)/Swift Sower:A Bellflower tiller's base land speed is treated as being +10 feet faster when determining her overland travel speed while traveling long distances and while outside of combat. Members of her Bellflower crop can use either the Bellflower tiller's overland travel speed or their own, whichever is better. At 6th level, the bonus to speed increases to +20 feet.
Crop Guardian(変則)/Crop Guardian:At 2nd level, whenever a Bellflower tiller uses the aid another action for a member of her Bellflower crop, she grants a +3 bonus instead of the normal +2. Levels in the Bellflower tiller prestige class stack with any vigilante levels she has when calculating the effects of the Bellflower harvester's crop vigilance ability (see page 42).
Scarecrow(変則)/Scarecrow:At 2nd level, a Bellflower tiller receives a +1 morale bonus on attack and damage rolls against creatures that threaten attacks of opportunity against members of her Bellflower crop. At 4th level and every 2 levels thereafter, these bonuses increase by 1, to a maximum of +5 at 10th level.
チームワーク特技/Teamwork Feat:At 2nd level, a Bellflower tiller gains a bonus feat in addition to those gained from normal advancement. This bonus feat must be a teamwork feat, and the Bellflower tiller must meet the prerequisites of the selected bonus feat. At 6th level and 10th level, the Bellflower tiller gains an additional bonus teamwork feat.
急所攻撃/Sneak Attack:At 3rd level, a Bellflower tiller gains a sneak attack that functions like the rogue class feature of the same name. The extra damage is 1d6 at 3rd level and increases by 1d6 every 3 levels thereafter. If a Bellflower tiller gets a sneak attack bonus from another source, the bonuses on damage stack.
Favored Barn(変則)/Favored Barn:At 5th level, a Bellflower tiller grows familiar with and develops trusted contacts in a particular community. While inside the limits of this community, she gains a +2 bonus on initiative checks and Knowledge (local), Perception, Stealth, and Survival checks. Any ally designated as part of the Bellflower tiller's crop receives a bonus on these skills equal to half the tiller's bonus. A Bellflower tiller traveling through her favored community leaves no trail and cannot be tracked (although she can leave a trail if she so desires).
Provided that she isn't in immediate danger (such as fleeing from pursuers right on her heels), a Bellflower tiller can always find a safe place for her and members of her crop to rest in her chosen community. At such a location, she and her allies are fed, clothed, and provided with basic medical attention (as if attended by a person with a Heal bonus of +10).
At 7th level and 9th level, the Bellflower tiller can select an additional community in which to receive these bonuses. Each time she selects a new community, the skill bonus and initiative bonus in any one chosen community (including the one just selected, if so desired) increases by 2.
Rebellious Identity(変則)/Rebellious Identity:A Bellflower harvester's vigilante identity must be within one step of chaotic good, and his social identity must appear to be a servant, slave, or other menial laborer.
This alters dual identity.
Bellflower Crop(変則)/Bellflower Crop:As a standard action, a Bellflower harvester can designate a number of allies equal to 3 + his Charisma modifier as part of his Bellflower crop. Members of a Bellflower crop must remain within 30 feet of the vigilante to gain any benefits from abilities that affect a Bellflower crop, regardless of the ability's source (whether it's a Bellflower harvester, irrigator, or tiller). If the allies leave this range, the Bellflower harvester must designate them again to include them in his crop.
Crop Vigilance(変則)/Crop Vigilance:When the Bellflower harvester uses the aid another action to grant a member of his Bellflower crop a bonus on an attack roll against an opponent, on a skill check, or to AC against an opponent's next attack, the bonus increases to +3. This doesn't stack with the benefits of other feats or class features that improve the bonus he grants to an ally with aid another. At 5th level and every 6 vigilante levels thereafter, the bonus that the Bellflower harvester provides when using aid another to assist a member of his Bellflower crop increases by 1, to a maximum of +6 at 17th level.
This ability replaces vigilante specialization, but the Bellflower harvester is still treated as if he had the stalker specialization for the purpose of selecting other vigilante talents.
Obsequious(変則)/Obsequious:A Bellflower harvester works hard to cultivate a social identity that plays off others' racist assumptions to deflect blame and excuse suspicious behavior, making him seem harmless or even a model servant. He can use the Bluff skill to deflect suspicion about his vigilante identity and activities (including use of vigilante talents when in his social identity) rather than Disguise, and gains a +2 bonus on Bluff checks to do so. This bonus increases by 1 for every 4 vigilante levels he has beyond 1st, to a maximum of +6 at 17th level.
This ability replaces the social talent gained at 1st level.
Tend the Garden(変則)/Tend the Garden:At 2nd level, a Bellflower harvester gains the ability to coordinate the members of his Bellflower crop to improve their performance in battle. He gains Stealth SynergyUC as a bonus feat. As a standard action, a Bellflower harvester can grant any one teamwork feat he has to all members of his Bellflower crop who can see and hear him. Members of his Bellflower crop retain this feat for 1 round, plus 1 round for every 5 vigilante levels the Bellflower harvester has beyond 2nd, to a maximum of 4 rounds at 17th level. A Bellflower harvester can share only one teamwork feat at a time in this manner.
This ability replaces the vigilante talent gained at 2nd level.
Though most Bellflower irrigators are halflings, this branch of the Network is more diverse than many of the others―anyone with a hatred of slavery and a talent for stealth and martial combat is free to join. Bellflower irrigators employ combat methods that many find questionable, such as the use of poison and calculated strikes meant to kill rather than incapacitate. The Bellflower Network does not knowingly allow evil members, but very few Bellflower irrigators are good―most are chaotic neutral in alignment, as their methods of solving the problem of slavery often force them into moral and ethical gray areas. A few Bellflower irrigators are in fact evil, but these rarities do their best to hide their personal lack of morals and addiction to cruelty in order to maintain their positions and connection to the Bellflowers, for as evil as they may be, they share a hatred of slavery with their more altruistic kin. An evil Bellflower irrigator who is found out is typically exiled from the group, yet most continue to fight slavery even after they are sent away in this way.
Bellflower Crop(変則)/Bellflower Crop:As a standard action, a Bellflower irrigator can designate a number of allies equal to 3 + his Charisma modifier as part of his Bellflower crop. Members of a Bellflower crop must remain within 30 feet of the Bellflower irrigator to gain any benefits from abilities that affect a Bellflower crop, regardless of the ability's source (whether it's a Bellflower harvester, irrigator, or tiller). If the allies leave this range, the Bellflower irrigator must designate them again to include them in his crop.
毒の使用(変則)/Poison Use:A Bellflower irrigator is trained in the use of poison and cannot accidentally poison himself when applying poison to a weapon.
This ability replaces trapfinding.
Grafting(変則)/Grafting:At 4th level, a Bellflower irrigator is considered to be flanking an opponent if at least two members of his Bellflower crop are threatening that opponent, regardless of the irrigator's actual positioning.
This ability replaces uncanny dodge and the rogue talent gained at 4th level.
Irrigation(変則)/Irrigation:At 8th level, if a Bellflower irrigator studies his target for 3 rounds (spending a standard action each round to do so) and then makes a sneak attack with a melee weapon that successfully deals damage, the attack has the additional effect of possibly either paralyzing or killing the target (Bellflower irrigator's choice). The death attack fails if the target detects the Bellflower irrigator or recognizes him as an enemy. If the victim of the attack fails a Fortitude save (DC = 10 + 1/2 the Bellflower irrigator's class level + the Bellflower irrigator's Intelligence modifier) against the kill effect, she dies. If the saving throw fails against the paralysis effect, the victim is rendered helpless and unable to act for 1d6 rounds plus 1 round per 2 rogue levels that the Bellflower irrigator has. If the victim's saving throw succeeds, the attack is just a normal sneak attack. Once the Bellflower irrigator has completed the 3 rounds of study, he must make the irrigation attempt within the next 3 rounds. A Bellflower irrigator can attempt to kill or paralyze a creature in this way once per day, plus one additional time per day for every 4 additional rogue levels he has after 8th.
This tiny, unremarkable silver key can open nearly any set of shackles. When the key is inserted as a standard action into the keyhole of locked leg irons, manacles, or shackles, the lock unlocks provided that its Disable Device DC is 30 or lower. Shackles whose lock has a Disable Device DC of 15 or lower are instantly and silently broken into fragments.
These worn, shapeless leather slippers magically shrink or enlarge to fit any foot placed within, and are as comfortable as a wellbroken- in pair of boots. When worn by a halfling, the slippers fade from view almost entirely, manifesting as strips of soft leather wound around the ankles so as to allow the halfling to enjoy the comforts of being barefoot while still wearing them.
レベル | 基本攻撃 ボーナス | 頑健 セーヴ | 反応 セーヴ | 意志 セーヴ | 特殊 | 1日の呪文数 |
---|---|---|---|---|---|---|
1 | +0 | +0 | +0 | +1 | Aura of good, halcyon magic | +1 level of arcane spellcasting class |
2 | +1 | +1 | +1 | +1 | Superior spell mastery, virtuous spells | +1 level of arcane spellcasting class |
3 | +1 | +1 | +1 | +2 | Intoned recollection (1 minute), lasting goodness | +1 level of arcane spellcasting class |
4 | +2 | +1 | +1 | +2 | Spontaneous spell mastery (1/day) | +1 level of arcane spellcasting class |
5 | +2 | +2 | +2 | +3 | Blessed warding | +1 level of arcane spellcasting class |
6 | +3 | +2 | +2 | +3 | Immediate spell mastery | +1 level of arcane spellcasting class |
7 | +3 | +2 | +2 | +4 | Righteous contravention | +1 level of arcane spellcasting class |
8 | +4 | +3 | +3 | +4 | Spontaneous spell mastery (2/day) | +1 level of arcane spellcasting class |
9 | +4 | +3 | +3 | +5 | Holy arcana, intoned recollection (full round) | +1 level of arcane spellcasting class |
10 | +5 | +3 | +3 | +5 | Altruistic guardian, timeless body | +1 level of arcane spellcasting class |
善のオーラ(変則)/Aura of Good:A Magaambyan arcanist radiates an aura of good as if she were a cleric of a level equal to her class level (see the detect good spell).
Halcyon Magic(超常)/Halcyon Magic:At each class level, a Magaambyan arcanist chooses a spell from the druid spell list and treats it as if it were on the spell list of one of her arcane spellcasting classes. A Magaambyan arcanist must choose a druid spell at least 2 levels lower than the highest-level spell she can currently cast. The spell's type becomes arcane and its save DC functions as normal for the arcane spellcasting class list she adds it to. The Magaambyan arcanist automatically learns this spell, adding it to her spellbook or familiar as appropriate for the class of the spell list to which she added the spell.
Superior Spell Mastery(変則)/Superior Spell Mastery:At 2nd level, by spending a total of 24 hours studying over a maximum of 3 days, a Magaambyan arcanist can change the spells she has mastered with the Spell Mastery feat. She can choose a number of spells she knows up to her Intelligence modifier (which can have a maximum combined spell level equal to or less than her caster level) to be her Spell Mastery spells in place of the same number of spells she previously selected for her Spell Mastery feat.
Virtuous Spells(超常)/Virtuous Spells:At 2nd level, a Magaambyan arcanist casts spells with the good descriptor at +1 caster level. To prepare a spell with the evil descriptor, she must use two spell slots of that spell level.
Intoned Recollection(変則)/Intoned Recollection:At 3rd level, by performing a special ritual lasting 1 minute, a Magaambyan arcanist can prepare a spell into an open arcane spell slot. The open spell slot must have purposefully been left empty at the beginning of the day when the Magaambyan arcanist prepared her spells. She must be able to read her spellbook or have mastered the spell with the Spell Mastery feat to prepare it with this ability. She doesn't need to rest for 8 hours beforehand, but all other requirements of the preparation process still apply. At 9th level, she can do this as a full-round action, provided she has her spellbook in hand or has mastered the spell with the Spell Mastery feat. She can use this ability a number of times per day equal to her Intelligence modifier.
Lasting Goodness(超常)/Lasting Goodness:At 3rd level, all of a Magaambyan arcanist's spells with the good descriptor have their durations extended by a number of rounds equal to her class level. A spell with a duration of concentration, instantaneous, or permanent isn't affected by this ability.
Spontaneous Spell Mastery(変則)/Spontaneous Spell Mastery:At 4th level, a Magaambyan arcanist can lose any prepared spell to cast a spell of the same spell level or lower that she has mastered with the Spell Mastery feat. She can use this ability once per day, plus one additional time per day at 8th level.
Blessed Warding(擬呪)/Blessed Warding:At 5th level, a Magaambyan arcanist is under a constant protection from evil effect (CL equal to her class level). If this effect is dispelled, she can reactivate it as a swift action.
Immediate Spell Mastery(擬呪)/Immediate Spell Mastery:At 6th level, once per day, a Magaambyan arcanist can cast any spell she has mastered with the Spell Mastery feat, even if she hasn't prepared it that day. This spell is treated like any other spell cast by the Magaambyan arcanist, but can't be modified by metamagic feats or other abilities.
Righteous Contravention(超常)/Righteous Contravention:At 7th level, a Magaambyan arcanist gains a +2 bonus on checks to overcome the spell resistance of evil creatures or evil objects, and on checks to dispel spells cast by evil creatures, spells with the evil descriptor, or evil magic items.
Holy Arcana(変則)/Holy Arcana:At 9th level, a Magaambyan arcanist expands her skill at translating divine magic into arcane spells. She adds all the bonus spells from the Good cleric domain to the spell list of one of her arcane spellcasting classes. These spells' type becomes arcane and the save DCs function as normal for the arcane spellcasting class list she adds them to.
Altruistic Guardian(超常)/Altruistic Guardian:At 10th level, once per day when a spell or supernatural effect that allows spell resistance targets a Magaambyan arcanist's allies or if they are within its area of effect, as an immediate action she can redirect the effects to herself. She can do this for a number of allies up to her Intelligence modifier, provided they are within 30 feet of her. The Magaambyan arcanist must attempt the appropriate saving throws for each ally, possibly attempting multiple saving throws against the same spell or effect. She takes all damage and suffers all conditions and other effects that her allies would have taken, possibly taking these multiple times. This protects allies only from damage and conditions they'd take at the time she spends the immediate action, not from any they might later suffer from a noninstantaneous spell or effect.
Halcyon druids are peacekeepers, mediating between people and nature, people and the spirit world, and different groups of people. Yet when necessary, they use their magic to fight enemies of peace, especially demons and demon cultists.
Most halcyon druids serve Nantambu and the surrounding villages―making, memorizing, and arbitrating the unwritten pacts between them. Some halcyon druids, however, are drawn farther afield. They may do so to forge new connections between tribes and villages, to spread the message of peace, or to fight demonic outbreaks.
Bonded Mask(超常)/Bonded Mask:A halcyon druid forms a powerful bond with a mask, which functions identically to a wizard's bonded object except that it can be used to cast druid spells (including those gained from class abilities) instead of wizard spells. A bonded mask must be worn to have an effect, and it occupies the head slot. A halcyon druid can enhance her mask with abilities appropriate for a head slot item, and can designate an existing head slot item as her bonded mask (but only if it covers her face).
This ability replaces nature bond.
Magaambya-Trained(変則)/Magaambya-Trained:A halcyon druid adds Diplomacy and all Knowledge skills to her list of class skills.
This ability replaces nature sense and alters the druid's class skills.
Peacekeeper(変則)/Peacekeeper:A halcyon druid adds half her class level (minimum 1) to Diplomacy and Knowledge (local) checks.
This ability replaces wild empathy.
任意発動/Spontaneous Casting:A halcyon druid adds all spells from the Good cleric domain to her druid spell list, and she can focus stored spell energy into spells from the Good domain that she hasn't prepared ahead of time. She can lose a prepared spell to cast any spell of the same level or lower from the Good domain.
This ability replaces spontaneous casting.
Natural Arcana(超常)/Natural Arcana:At 4th level and every 2 levels thereafter, a halcyon druid chooses two spells from the wizard/sorcerer spell list and adds them to her druid spell list. The chosen spells must be at least 1 level lower than the highest level spell she can currently cast. At 20th level, the halcyon druid can choose wizard/sorcerer spells of any level.
This ability replaces wild shape.
Resist Fiendish Influence(変則)/Resist Fiendish Influence:At 4th level, a halcyon druid gains a +4 bonus on saving throws against the spell-like and supernatural abilities of outsiders with the evil subtype and spells with the evil descriptor.
This ability replaces resist nature's lure.
Embody Mask(擬呪)/Embody Mask:At 13th level, a halcyon druid wearing her bonded mask can embody the spirit it represents, which can be any Tiny to Large agathion, angel, archon, or azata. This ability requires a standard action to activate and functions as per beast shape IV (using the adjustments for magical beasts), but adds the following abilities if the assumed form has them: aura of menace, protective aura, speak with animals, telepathy, and truespeech. If the assumed form has immunity to a condition, the druid gains a +4 bonus on saving throws against effects that cause that condition. A halcyon druid can use this ability for a number of minutes per day equal to her druid level. The duration does not need to be consecutive, but must be used in 1-minute increments.
Once a bloodrager takes the teachings of the Magaambya into her heart and mind, she unlocks a unique method of casting her violent, rage-fueled spells. As a result, an enlightened bloodrager's magic looks, feels, and functions quite differently from the magic of other bloodragers. In many cases, when an enlightened bloodrager encounters a more traditional bloodrager, the meeting is laced with tension and suspicion. The enlightened bloodrager is, of course, well aware of the other bloodrager's tendency toward violence, and the other bloodrager is often unnerved by the calm and reasoned mannerisms of his enlightened counterpart. Many bloodragers even take offense at this demeanor, interpreting the enlightened bloodrager as a pawn of intellectuals or as having dishonored her ancestry or traditions by abandoning emotion and wrath. As one can well expect, such confrontations rarely result in lasting friendships!
Enlightened Spellcasting/Enlightened Spellcasting:An enlightened bloodrager's unusually sophisticated outlook on the relationship between magic and emotional outbursts allows her to cast an expanded array of spells. She gains the ability to know and cast 0-level spells, which are cast like any other spells, but don't consume spell slots and can be used again. At 4th level, she gains a number of 0-level spells known equal to those of a bard whose level is 3 lower than her bloodrager level. She selects these 0-level spells from the druid's list of 0-level spells.
At 4th level, the enlightened bloodrager gains one 1st-level druid spell as a bonus spell known. At 7th level, she gains one 2nd-level druid spell as a bonus spell known. At 10th level, she gains one 3rd-level druid spell as a bonus spell known. At 13th level, she gains one 4th-level druid spell as a bonus spell known.
The bloodrager treats any druid spells she takes with this ability as bloodrager spells for the purposes of other abilities, and adds them to her bloodrager class spell list. At 8th level and every 3 spell levels thereafter, she can swap out these spells using the normal rules for swapping out at a spell. If she chooses to swap out one of her bonus druid spells, she must replace it with a druid spell of the same level. Any swapped-out spells are removed from her bloodrager class spell list.
This ability alters the bloodrager's spellcasting, and replaces the bloodline power the bloodrager normally gains at 1st level and all bonus spells gained as part of a bloodline.
Enlightened Bloodrage(超常)/Enlightened Bloodrage:At 4th level, while bloodraging, an enlightened bloodrager can still use Intelligence-, Dexterity-, and Charisma-based skills and can use abilities that require patience or concentration.
This ability alters bloodrage and replaces the bloodline power gained at 4th level.
血脈特技/Bloodline Feat:At 6th level, an enlightened bloodrager adds Expanded Arcana, Nameless One, and all feats that list Nameless One as a prerequisite to the list of feats she can select as a bloodline feat.
This ability replaces the damage reduction the bloodrager gains at 7th, 13th, and 19th levels;the bloodrager gains DR 1/― at 10th level, and this increases to DR 2/― at 16th level.
血脈の力/Bloodline Powers:At 8th level, an enlightened bloodrager gains the bloodline power normally granted at 1st level. At 12th level she gains the bloodline power normally granted at 4th level, at 16th level she gains the bloodline power normally granted at 8th level, and at 20th level she gains the bloodline power normally gained at 12th level. She still uses her full bloodrager level when making level-based calculations in regard to these abilities.
But many initiates find themselves overwhelmed by the extensive training and end up leaving the Magaambya before completing their studies. These spellcasters retain many of the Magaambya's techniques and philosophical bents, but are not considered to be graduates of the school. Yet they are still respected and valued, for the Magaambya's staff fully understand that its teachings and the scholastic, often hermetic lifestyle required to master the techniques are not to everyone's tastes. For the teachers of the Magaambya, there are no truly failed students save those who abandon their philosophy and succumb to the lure of cruelty and evil.
Because they hold the Magaambya's interests close to their hearts but are not hindered by the need to remain close at hand to study or serve as teachers or assistants, Magaambyan initiates often serve as strong supporters beyond the normal reach of the Magaambya. Furthermore, Magaambyan initiates can act immediately against the forces of evil without waiting to be officially sent out into the world.
属性:マガンビアの入門者は善属性でなければならない。
This alters the arcanist's alignment.
善のオーラ(変則)/Aura of Good:A Magaambyan arcanist radiates an aura of good as if she were a cleric of a level equal to her class level (see the detect good spell).
Halcyon Spell Lore(超常)/Halcyon Spell Lore:A Magaambyan initiate's studies of the philanthropic teachings of Old-Mage Jatembe allow her to cast a limited number of spells per day beyond those she could normally prepare ahead of time. At each class level, she chooses one spell from the druid spell list or one spell with the good descriptor from the cleric spell list. The spell must be of a spell level that she can cast, and cannot be a spell that already appears on her arcanist spell list. A Magaambyan initiate can cast a spell that she has chosen with this ability as if it were on her spell list and prepared by expending a number of points from her arcane reservoir equal to half the spell's level (minimum 1) and expending a spell slot of the spell's level. At 4th level and every 2 levels thereafter, a Magaambyan initiate can choose to lose a spell that she has chosen with this ability in exchange for a new spell of the same spell level that meets the same requirements.
This ability replaces the arcanist exploits gained at 1st, 9th, and 17th levels.
《呪文体得》/Spell Mastery:At 5th level, a Magaambyan initiate gains Spell Mastery as a bonus feat. Her arcanist levels count as wizard levels for the purpose of satisfying feat prerequisites, both when selecting this bonus feat and when selecting feats gained from character advancement. If she uses her arcanist level to satisfy the prerequisites for Spell Mastery, she can prepare spells selected with this feat as arcanist spells without referring to a spellbook, but not as wizard spells. The Magaambyan initiate can also select Spell Mastery as a feat gained from character advancement, allowing her to select the feat multiple times.
In addition, if the Magaambyan initiate gains levels in the Magaambyan arcanist prestige class (see page 118), her prestige class levels stack with her arcanist levels when determining the number of points in her arcane reservoir (though not the effectiveness of arcane exploits based on class level). A Magaambyan initiate who takes levels in Magaambyan arcanist and gains the spontaneous spell mastery class feature can use that ability to instantly lose one of her prepared spells and immediately prepare a different arcanist spell of the same level or lower that she has mastered with Spell Mastery, rather than spontaneous spell mastery's normal effect. She is still limited to the same number of times per day she can use spontaneous spell mastery.
While the original Ten Magic Warriors championed unusual skills drawn from various arcane spellcasting classes, often combined with martial classes or even prestige classes, the tradition today has been standardized over the course of the intervening centuries into an archetype followed strictly by magi. Even then, it's not uncommon for a Magic Warrior to multiclass with a martial class for a few levels or to become an eldritch knight to further bolster her combat powers. No one path is regarded as canonical for the magi of the Magic Warriors, and they value their diversity, looking to their brothers and sisters constantly for inspiration regarding new ways to defend the Magaambya and the people of the Mwangi Expanse from the multitude of dangers the world has to offer.
クラス技能:A Magic Warrior adds Knowledge (history) and Knowledge (nature) to her list of class skills, instead of Knowledge (dungeoneering) and Knowledge (planes).
This ability alters the magus's class skills.
Nameless Mask(変則)/Nameless Mask:A Magic Warrior gains strength by hiding her identity behind a mask that represents an animal, but also suffers drawbacks from doing so. While wearing her mask, a Magic Warrior gains a +2 bonus on saving throws against divinations in the scrying subschool. However, NPCs who are unfamiliar with or have a poor opinion of the Magic Warrior tradition have a starting attitude of unfriendly toward the Magic Warrior while she wears her mask. If using the influence system (Pathfinder RPG Ultimate Intrigue 102), she requires one additional success to increase her influence level over such an NPC.
The Magic Warrior cannot ever reveal her name or remove her mask in front of anyone who she has never met before. If she violates this important taboo, she must discard her mask and create or obtain a new mask and wear it before she can gain any benefits that result from wearing her mask.
Magic Warrior's Aspect(超常)/Magic Warrior's Aspect:At 3rd level, as a standard action, a Magic Warrior can gain an aspect of an animal's might by expending 1 point from her arcane pool. The animal must be the same one that the Magic Warrior's mask represents (the animal can change if the Magic Warrior creates or obtains a new mask). The Magic Warrior gains one ability the animal has from the list of abilities given in beast shape I (this ability doesn't allow her to change her size). The ability lasts for 1 minute per class level. This ability replaces the magus arcana gained at 3rd level.
Nameless Anonymity(超常)/Nameless Anonymity:At 8th level, a Magic Warrior's masked identity further protects her from divinations. Once per day, as long as she is in her masked identity, she can cast nondetection on herself, using her masked warrior level as her caster level.
A Magic Warrior gains improved spell combat at 14th level instead of at 8th level. She does not gain the magus's greater spell combat.
Magaambya Spell Access(超常)/Magaambya Spell Access:At 19th level, a Magic Warrior learns ancient secrets to using natural magic. She learns seven spells from the druid's spell list and places them in her spellbook as magus spells of the same level at which they appear on the druid spell list. She gains one druid spell not on the magus spell list for each of the listed spell levels: 0 level, 1st level, 2nd level, 3rd level, 4th level, 5th level, and 6th level. She can ignore the divine focus component of these spells.
This replaces greater spell access.
As part of the action used to cast this spell, you place the mask used as the focus component on the target's face, after which it adheres tightly to the target for the spell's duration and cannot be removed by physical force. Despite lacking eyes, this mask does not impair its wearer's vision in any way. While in effect, this spell functions like nondetection, except it also foils divination spells that attempt to gather information about the creature, even if they don't target it specifically. In the case of divination spells that would normally reveal the wearer's presence, such as see invisibility, the spell works, but the wearer is detected only if the caster succeeds at a caster level check. Likewise, scrying attempts that specifically target the wearer do not work at all unless the caster succeeds at a caster level check. In addition, the DCs of skill checks to learn about the wearer or identify the wearer and its strengths and weaknesses― including Diplomacy checks to gather information, Perception checks opposed by the target's Disguise checks, and Knowledge checks―increase by 4.
Although he was hardly the first to turn to the Outer Planes for answers, Jatembe's dealings with outsiders in his pursuit of enlightenment are legendary, and the Magaambya credits the Old-Mage with the creation of this spell.
This spell calls a creature from another plane to your precise location, functioning like lesser planar ally except as noted. When you call a creature using planar inquiry, the only task that you can ask of the creature is for it to answer questions or gather information regarding a specific topic (a person, a place, or a thing). After hearing your request, if the creature has an appropriate Knowledge skill, it can attempt a check to provide the information it has. If it lacks such a skill, the called creature leaves for 1d4 hours to gather this information. Upon its return, you roll 1d20 + your caster level, and use the result to determine what information the creature has gathered about the subject (as if using Diplomacy). The called creature stays for up to 10 minutes as it relays this information to you, after which it departs to its home plane. If the creature is attacked or damaged at any time during the spell's duration, the spell ends and the creature returns to the plane from which you summoned it.
レベル | 基本攻撃 ボーナス | 頑健 セーヴ | 反応 セーヴ | 意志 セーヴ | 特殊 |
---|---|---|---|---|---|
1 | +1 | +1 | +0 | +1 | Gigantic steed (+2 Str, +2 Con), steed, wild coercion |
2 | +2 | +1 | +1 | +1 | Born survivor, colossus hunter |
3 | +3 | +2 | +1 | +2 | Gigantic steed (+4 Str), rapid straddle, rugged steed +1 |
4 | +4 | +2 | +1 | +2 | Mistrust of magic, undaunted |
5 | +5 | +3 | +2 | +3 | Gigantic steed (+6 Str, +4 Con), rugged steed +2, valiant devotion |
6 | +6 | +3 | +2 | +3 | Born survivor, hunter's instinct |
7 | +7 | +4 | +2 | +4 | Gigantic steed (+8 Str), rugged steed +3, steed's reach |
8 | +8 | +4 | +3 | +4 | Combined might |
9 | +9 | +5 | +3 | +5 | Gigantic steed (+10 Str, +6 Con), pulverizing assault, rugged steed +4 |
10 | +10 | +5 | +3 | +5 | Mammoth lord |
Gigantic Steed(変則)/Gigantic Steed:The size of a mammoth rider's steed (see below) increases to Huge. The creature takes a -1 penalty on attack rolls and to AC, and a -2 penalty to Dexterity (to a minimum of 1);its base damage increases by one size category;and its reach increases to 10 feet. It also gains a +2 size bonus to its Strength and Constitution. At 3rd level and every 2 levels thereafter, the Strength bonus increases by an additional 2;the bonus to Constitution increases by an additional 2 at 5th and again at 9th level.
Steed(変則)/Steed:A mammoth rider can choose from among the following animal companions to serve as her loyal steed: amargasaurusB6, arsinoitheriumB2, aurochs, baluchitheriumB3, brontotheriumB6, camelB2, cat (big), deinotheriumB6, dire polar bearB5, elasmotheriumB6, elkB3, horse, kentrosaurusB6, mastodon, megalocerosB2, moaB5, rhinoceros, styracosaurusB4, triceratops, uintatheriumB5, wolf, woolly mammoth (use the statistics for a mastodon), or woolly rhinoceros. A GM might expand this list to include other possible steeds. This steed functions as a druid's animal companion, replacing any animal companion or mount gained from another class. The mammoth rider's class levels stack with other classes that grant an animal companion to determine her effective druid level.
Wild Coercion(変則)/Wild Coercion:A mammoth rider gains the wild empathy ability;this functions exactly like the druid ability of the same name. For the purposes of this ability, her class level stacks with all other classes that have the wild empathy ability. In addition, a mammoth rider can use her wild empathy to demoralize an animal or magical beast, or force it to be friendly to her, as if using Intimidate rather than Diplomacy. She adds her Strength modifier to these checks in addition to her Charisma modifier.
Born Survivor(変則)/Born Survivor:At 2nd level and again at 6th level, a mammoth rider gains a bonus feat from the following list: Great Fortitude, Improved Great Fortitude, Improved Iron Will, Improved Lightning Reflexes, Iron Will, Lightning Reflexes. She must meet the prerequisites for these feats.
Colossus Hunter(変則)/Colossus Hunter:At 2nd level, a mammoth rider gains a +1 bonus on weapon attacks and damage rolls against Large and Huge creatures, and a +2 bonus on weapon attacks and damage rolls against Gargantuan and Colossal creatures.
Rapid Straddle(変則)/Rapid Straddle:At 3rd level, a mammoth rider can attempt Ride checks to fast mount or fast dismount her steed even if it's more than one size category larger than her, provided she still has a move action available that round.
Rugged Steed(変則)/Rugged Steed:At 3rd level and every 2 levels thereafter, the natural armor bonus of a mammoth rider's steed increases by 1.
Mistrust of Magic(変則)/Mistrust of Magic:At 4th level, as long as a mammoth rider doesn't have levels in a class that grants arcane spellcasting ability, she gains a +2 morale bonus on saving throws against arcane spells. If she has no levels in classes granting divine spellcasting ability, she gains a +2 morale bonus on saving throws against divine spells. If she has no levels in classes granting psychic spellcasting ability, she gains a +2 morale bonus on saving throws against psychic spells.
Undaunted(変則)/Undaunted:At 4th level, a mammoth rider adds her Strength bonus to the DC of Intimidate checks attempted against her. Additionally, creatures attempting to intimidate a mammoth rider don't gain a bonus for being larger than her.
Valiant Devotion(変則)/Valiant Devotion:At 5th level, a mammoth rider's steed gains a +4 morale bonus against charm, compulsion, and fear effects.
Hunter's Instinct(変則)/Hunter's Instinct:At 6th level, a mammoth rider gains the quarry class feature;this functions exactly like the ranger ability of the same name. If she already has the quarry class feature from another class, she instead gains the improved quarry class feature. A mammoth rider can use these abilities on any creature, not just a favored enemy.
Steed's Reach(変則)/Steed's Reach:At 7th level, a mammoth rider's steed's reach improves to 15 feet.
Combined Might(変則)/Combined Might:At 8th level, a mounted mammoth rider strikes with the combined power of herself and her steed. Once per round, when the mammoth rider hits with a melee attack from astride her steed during a charge, she adds half her steed's Strength bonus to the damage roll in addition to her own, provided her steed is currently capable of taking a free action.
Pulverizing Assault(変則)/Pulverizing Assault:At 9th level, if a mammoth rider is mounted on her steed and directs it to charge or make a constrict, powerful charge, or trample attack, then the first time that her steed deals damage with that attack this round, the target must succeed at a Fortitude save (DC = 10 + half the steed's Hit Dice + the steed's Strength modifier) or be staggered for 1d4 rounds.
Elders select the children of the tribe's fiercest barbarians for the honor of becoming giant stalkers. Through intense training, these children learn to spot and track giants using telltale signs along with more subtle clues (such as giants' unique scents). They learn the giants' speech and culture;they study their traditions and brutality;and most importantly, they foster their hatred of these oversized foes.
When Mammoth Lord followings travel, giant stalkers scout ahead, securing safe passage through giant-infested territories. They clear giant hunting parties and ambushes, using gruesome trophies to mark the trails. Sometimes giant hunters send their own raiding parties into the mountains to capture young giants, as most followings keep giant thralls as symbols of status.
Harangue Giant(変則)/Harangue Giant:While raging, a giant stalker can speak Giant. If the giant stalker already knows Giant, she gains a +2 bonus on Intimidate checks when speaking Giant while raging.
This ability alters rage.
Smell Giants(変則)/Smell Giants:A 2nd level, a giant stalker gains the scent special ability, but with regard only to humanoids with the giant subtype.
This ability replaces uncanny dodge.
Giant Baiter(超常)/Giant Baiter:At 3rd level, a raging giant stalker can take a move action to erupt into a violent or vulgar display directed at a single giant within 60 feet. This display is infused with secret magical traditions that draw upon the Mammoth Lords' ancestral enmities toward giants. A targeted giant must succeed at a Will save (DC = 10 + half the giant stalker's barbarian level + the giant stalker's Constitution modifier) or be compelled to focus its attacks on the giant stalker;this ability can also affect non-giant creatures that are Large or larger, though such creatures gain a +4 bonus on the Will save to resist the effect. This compulsion ends if the giant stalker is out of sight or inaccessible to the giant's attacks. While baited, a giant is distracted and enraged by the insults―a giant stalker gains a +1 dodge bonus to her AC against any giant she has successfully baited. Once baited, a giant remains baited for a number of rounds equal to the giant stalker's Constitution modifier, or until the giant stalker's rage ends (whichever comes first). If the giant stalker baits a different giant, any previously baited giant is no longer baited. A giant that successfully saves against baiting is immune to that giant stalker's giant baiter ability for 24 hours. This is a language-dependent mind affecting effect.
At 6th level, a giant stalker can bait two giants at once, and her AC bonus against baited giants increases to +2. At 9th level, baiting giants becomes a swift action, and her AC bonus against baited giants increases to +3. At 12th level, she can bait up to three giants at once, and her AC bonus against baited giants increases to +4. At 15th level, baiting giants becomes a free action, and her AC bonus against baited giants increases to +5. At 18th level, a giant stalker can bait a number of giants equal to 3 + her Constitution modifier, and her AC bonus against baited giants increases to +6.
This ability replaces trap sense.
Giant Stalker Rage Powers/Giant Stalker Rage Powers:A giant stalker gains access to the following rage powers.
Giant Stalker Defense(変則)/Giant Stalker Defense:When raging, a giant stalker does not take a penalty to Armor Class against attacks from giants.
Topple Giant(変則)/Topple Giant:When raging, the giant stalker does not provoke attacks of opportunity when she attempts to trip a giant, and can attempt to trip a giant that is up to two size categories larger than she is.
For some of the people of the Mammoth Lords, this adoration and respect for the megafauna that share their realm goes one step further. ShamansACG, oraclesAPG, druids, and others worship these animals as primal spirits of the world and draw great power from their faith. Others, like rangers and barbarians, are no less faithful in their belief, even though they focus more on physical combat than on spellcasting. Among the most devoted of these hunters are the so-called totem-bonded―hunters who are able to form a true spiritual bond with the powerful fauna that dominate the wildlands. Such a hunter embraces one of the realm's megafauna as a sort of spiritual guide, eventually attracting a mighty beast that travels with her and helps keep her territory free of invaders. By doing so, the totem-bonded hunter becomes something more than merely a guardian and provider for her tribe―she becomes a manifestation of the tribe's spiritual belief in the power of the land itself.
Primeval Companion(変則)/Primeval Companion:The totem-bonded adopts a powerful animal native to the region―often one suited to the cold tundra―selected from the following list: aurochs, badgerB2, bear, big cat, elkB3, giant ravenB6, mastodon, rhinoceros, walrusB4, wolf, or any creature categorized as megafauna. At the GM's discretion, she can select other animal companions.
In addition, a 7th-level totem-bonded's animal companion can grow further. If the animal companion's natural size is Large but it is normally available as a Medium animal companion at 7th level (such as a bear), the totembonded can have the companion increase in size. To generate statistics for such a creature, apply the following modifications: Size Large;AC +1 natural armor;Ability Scores Str +4, Dex -2, Con +2. Increase the damage of each of the companion's natural attacks by one die size.
This ability alters animal companion.
Shared Strength(超常)/Shared Strength:At 1st level, the connection the totem-bonded has with her animal companion allows them to draw upon one another's strength. The totem-bonded can activate this ability as a swift action, and she can use it for a number of minutes per day equal to her level. This duration does not need to be consecutive, but it must be spent in 1-minute increments. The effect ends immediately if the animal companion is ever more than 100 feet away from the totem-bonded.
While the shared strength ability is active, the totembonded manifests one aspect of her animal companion drawn from the following list: low-light vision, scent, +1 bonus to natural armor, +10-foot bonus to speed, climb speed 30 feet, swim speed 40 feet, 2 claws (1d4), bite (1d6), gore (1d6), or slam (1d6);the natural attacks are all primary attacks, and the listed damage is for a Medium creature. The totem-bonded can select only a movement speed or natural attack that her animal companion also has, and an aspect cannot cause her speed or size to exceed that of her animal companion with this ability. At 8th level, the totem-bonded manifests two aspects of her animal companion, and she adds the following to her list of available aspects: +20-foot bonus to speed, fly speed 50 feet (average), increased size (as enlarge person), and powerful charge (doubles the damage dice dealt by the granted gore or slam attack). At 15th level, the damage dealt by any natural attacks granted by this ability increases by two die steps.
A totem-bonded's animal companion also benefits from the shared strength ability, and while it is active, the animal understands the totem-bonded's known languages and can be pushed to perform an unfamiliar trick as a free action. At 8th level, the animal companion gains a +1 bonus on saving throws and a +2 bonus on checks with each skill in which it has at least 1 rank. At 15th level, the animal companion's bonuses on saving throws and skill checks increase to +2 and +4 respectively.
A shaman who selects the mammoth spirit is abnormally tall and stocky, with thick shaggy hair. When she uses a special ability of this spirit, her muscles ripple and flex, and her stature seems even greater than before. At times, particularly when she uses her most powerful abilities, a ghostly image of a mammoth may seem to rise around her as a visible aura of ghostly power.
霊魔法の呪文:エンラージ・パースン(1レベル)、ブルズ・ストレンクス(2レベル)、レイジ(3レベル)、ストーンスキン(4レベル)、ビースト・シェイプIII(5レベル)、タール・プールUC(6レベル)、サモン・ネイチャーズ・アライVII(7レベル)、フライトフル・アスペクトUC(8レベル)、ポーラー・ミッドナイトUM(9レベル)
呪術:A shaman who chooses the Mammoth spirit can select from the following hexes.
Burden of the Beast(超常)/Burden of the Beast:This ability works as the lodestone ability of the stone spirit.
Mammoth's Hide(超常)/Mammoth's Hide:The shaman can touch a willing ally and cause its skin to thicken and sprout thick, shaggy fur. The creature gains a +2 enhancement bonus to natural armor and cold resistance 5 for 10 minutes. At 9th level, the enhancement bonus increases to +3 and the cold resistance to 10. At 15th level, this enhancement bonus increases to +4 and the cold resistance to 15. The shaman can use this ability a number of times per day equal to 3 + her Charisma bonus.
Phantom Stampede(超常)/Phantom Stampede:The shaman summons a host of ghostly herd beasts to trample a single creature. These phantom beasts affect only the target creature, which is buffeted and pummeled by their passing. The creature takes no damage from the ability, but takes a –4 penalty to its CMD against bull rush, overrun, and trip attempts. Additionally, spellcasters under the effect of this ability take a –4 penalty on concentration checks. The target receives no saving throw to negate this effect. This effect lasts a number of rounds equal to the shaman’s level. The creature can’t be the target of this hex again for 24 hours.
Primal Speaker(変則)/Primal Speaker:The shaman can speak with mammoths and any other megafauna or elephant creatures as if she were under the effects of speak with animals. At 5th level, the shaman gains a bonus on Handle Animal checks when dealing with those animals equal to half her shaman level. At 10th level, the shaman can affect one such animal within 30 feet as if she’d cast charm animal (Will negates). Whether or not the target succeeds at the saving throw, it can’t be the target of this hex again for 24 hours.
Thunder Foot(変則)/Thunder Foot:The shaman’s body thickens and becomes more muscular. For the purpose of the overrun combat maneuver, she treats her shaman level as her base attack bonus when calculating her CMB and CMD. At 7th level, the shaman gains Improved Overrun as a bonus feat. At 11th level, the shaman gains Greater Overrun as a bonus feat. The shaman doesn’t need to meet the prerequisites of these feats.
霊獣:The shaman’s spirit animal appears more primal and prehistoric than an ordinary animal of its kind. It gains a +2 inherent bonus to its Strength score. The spirit animal loses this bonus when it manifests as a megafauna companion from the true spirit ability (see page 133).
霊能力:A shaman who chooses the Mammoth spirit as her spirit or wandering spirit gains the following ability.
Powerful Smash(変則)/Powerful Smash:As a standard action, the shaman can attack an enemy with an unarmed strike as if she had the Improved Unarmed Strike feat. If the shaman hits a creature in this way, that creature must succeed at a Fortitude save (DC = 10 + half the shaman’s class level + her Charisma modifier) or be dazed for 1 round. The shaman can use this ability a number of times per day equal to 3 + her Charisma modifier.
強化霊能力:A shaman who chooses the Mammoth spirit as her spirit or wandering spirit gains the following ability upon having access to the greater version of that spirit.
Strength of the Beast(変則)/Strength of the Beast:The shaman gains a +2 enhancement bonus to her Strength score. This bonus increases by 2 every 6 shaman levels thereafter (at 14th and 20th levels for her spirit, and at 18th level for her wandering spirit).
真霊能力:A shaman who chooses the Mammoth spirit as her spirit or wandering spirit gains the following ability upon having access to the true version of that spirit.
Megafauna Companion(超常)/Megafauna Companion:The shaman’s spirit animal transforms into a megafauna animal companion, using the shaman’s shaman level as her effective druid level. The shaman must choose an arsinoitheriumB2, baluchitheriumB3, brontotheriumB6, chalicotheriumB5, deinotheriumB6, elasmotheriumB6, glyptodonB2, mastodon, megalocerosB2, megatheriumB2, uintatheriumB5, or another mammalian megafauna (including most dire animals) that has animal companion statistics. It retains its Intelligence score and the special abilities it gains from the spirit animal class feature, but it also has the statistics and abilities of an animal companion. If the animal companion is dismissed, lost, or dies, it can be replaced in the same way as a normal spirit animal.
This hide helm is a powerful variant of the more common helm of the Mammoth LordUE. Like its lesser incarnation, a greathelm of the Mammoth Lord is set with plates of ivory carved with runes, with a pair of tusks curving down either side of the wearer's face for cheek guards. The helm's tusks provide a gore attack dealing 1d8 points of damage for a Medium wearer(or 1d6 points of damage for a Small wearer) and count as magic and cold for the purpose of overcoming damage reduction. The greathelm of the Mammoth Lord also protects the wearer from cold environments as per endure elements.
This +2 lance is made out of white spruce wood with a handle carved from mammoth tusk ivory. Its shaft is decorated with images of charging mammoths or running wolves. Traditionally, the owner of a mammoth lance adorns the weapon with small trophies attached via short leather strips or carves notches in the shaft to represent triumphs. When wielded while mounted on a creature with the animal type, a mammoth lance uses the mount's Strength modifier on damage rolls rather than the wielder's Strength modifier.
Originally invented by shamans of the Kellid tribes of the Realms of the Mammoth Lords, zoic fetishes have spread throughout the Inner Sea region and are much sought after in any area where dangerous animals dwell. Each zoic fetish looks different, but is essentially a small fetish made from bone, branches, grass, and twine crafted into one of several shapes―a mammal, a bird, a reptile, an amphibian, or a fish.
This spell must be cast as you activate wild shape to assume the form of an animal of at least Large size. When you assume the animal form, it takes on many of the primal characteristics of the savage, prehistoric creatures that dwell in the Realm of the Mammoth Lords. When this spell's duration expires, you return to your natural form automatically―in effect, you shorten the duration of that use of wild shape to the duration of this spell when you cast invoke primal power.
In addition to the normal effects you gain upon assuming the wild shape, you also gain a +4 size bonus to your Constitution score and increase the natural armor bonus granted by the effect by 2 (thus, if you assume the size of a Large animal as if via beast shape II, your natural armor bonus is +6 instead of +4). Furthermore, you gain one of the following additional abilities while you are in your enhanced wild shape form. At caster level 13th, you gain two of the following abilities, and at caster level 17th, you gain three of the abilities.
Cold Resistance:Your new body is covered with thick layers of fur and insulating blubber. You gain cold resistance 30.
Ferocity:You remain conscious and can continue to fight even if your hit point total is below 0. You are still staggered and lose 1 hit point each round, and still die when your hit point total reaches a negative amount equal to your Constitution score.
Giant Slayer:Your new form is particularly suited for slaying giants. Against creatures with the giant subtype, you gain a +2 insight bonus on attack rolls and on damage rolls with your new form's natural attacks.
Powerful Charge:Choose one of the natural attacks you gain from your new form. When you make a charge attack, this natural attack deals 2d6 additional points of damage in addition to the normal benefits and hazards of a charge. This damage applies only to the first attack you make when you perform your charge.
Rend: Once per round, if you hit the same target with two or more natural attacks in a round, you rend the target of those attacks, dealing 2d6 additional points of damage.
Swift:Your new form's base speed increases by 20 feet.
Trample:As a full-round action, you can attempt to overrun any creature that is at least one size category smaller than you. This works just like the overrun combat maneuver, but you do not need to attempt a check;you merely have to move over your opponents. Targets take damage equal to 2d6 plus 1-1/2 times your Strength modifier from your trample, and can make attacks of opportunity against you, but at a -4 penalty. If a targets forgoes an attack of opportunity, it can attempt a Reflex save to avoid the trample and take half damage. The save DC against this effect is equal to 10 + half your caster level + your Strength modifier. You can deal only trampling damage to each target once per round, no matter how many times your movement takes you over a target creature.
レベル | 基本攻撃 ボーナス | 頑健 セーヴ | 反応 セーヴ | 意志 セーヴ | 特殊 |
---|---|---|---|---|---|
1 | +1 | +1 | +1 | +0 | Lantern arcana, luminous potency |
2 | +2 | +1 | +1 | +1 | 1 favored enemy, bitter armament |
3 | +3 | +2 | +2 | +1 | Lantern arcana, superior discernment |
4 | +4 | +2 | +2 | +1 | Unbounded stride |
5 | +5 | +3 | +3 | +2 | Lantern arcana, proven weapon familiarity |
6 | +6 | +3 | +3 | +2 | Celestial weaponry |
7 | +7 | +4 | +4 | +2 | Fade from sight, lantern arcana |
8 | +8 | +4 | +4 | +3 | 2 favored enemy |
9 | +9 | +5 | +5 | +3 | Aiudara alignment |
10 | +10 | +5 | +5 | +3 | Bringer of brightness |
Lantern Arcana(擬呪)/Lantern Arcana A Lantern Bearer gains a series of spell-like abilities. The Lantern Bearer's caster level for these effects is equal to her character level, and the save DC is equal to 10 + the spell's level + her Intelligence modifier. To use a spell-like ability, she must have an Intelligence score equal to at least 10 + the spell-like ability's spell level.
A Lantern Bearer gains additional abilities as she advances in level. When she initially gains access to a set of spell-like abilities of 1st or higher level, she can use each spell-like ability once per day. For every 2 class levels after she gains a specific set of spell-like abilities, she gains an additional use per day of each ability in that set. (For example, a 3rd-level Lantern Bearer can use darkvision, delay poison, and see invisibility each once per day, and faerie fire, pass without trace, and protection from evil each twice per day.)
Luminous Potency(超常)/Luminous Potency:When casting spells from other classes or using lantern arcana spell-like abilities, a Lantern Bearer gains an additional bonus equal to her Lantern Bearer class level on caster level checks for the purpose of overcoming spell resistance.
Bitter Armament(超常)/Bitter Armament:At 2nd level, metal weapons wielded by a Lantern Bearer are treated as cold iron for the purpose of overcoming damage reduction (in addition to the weapons' other special material properties). These weapons, including fired ammunition, retain this property for 1 round after leaving the Lantern Bearer's grasp.
得意な敵(変則)/Favored Enemy:At 2nd level, a Lantern Bearer selects a creature type from the following: aberration, animal, fey, humanoid (elf ), outsider (evil), and plant. This ability functions like the ranger class ability of the same name, and Lantern Bearer levels stack with other class levels that grant the favored enemy ability.
At 8th level, the Lantern Bearer can select an additional favored enemy from this list. In addition, the bonus against any one favored enemy from this list (including the one just selected, if so desired) increases by 2.
Superior Discernment(変則)/Superior Discernment:At 3rd level, a Lantern Bearer gains one of the following as a bonus feat, even if she does not meet the prerequisites: Eagle EyesAPG, Elven AccuracyAPG, or Sharp SensesAPG.
Unbounded Stride(超常)/Unbounded Stride:At 4th level, as a swift action, a Lantern Bearer can make herself immune to effects that would impede her movement, such as overgrown foliage, solid fog, webs, or other magical area effects that impair movement or confer the entangled condition. This ability is similar in effect to a druid's woodland stride ability, but its benefits extend to magical effects as well. She takes no damage from moving through spiky vegetation, briars, or even a wall of thorns, but harmful gases and other detrimental effects, such as fire damage from an incendiary cloud, still affect her as normal. A Lantern Bearer can use this ability for a number of rounds per day equal to her class level;these rounds need not be consecutive.
Proven Weapon Familiarity(変則)/Proven Weapon Familiarity:At 5th level, a Lantern Bearer gains a +1 bonus on attack and damage rolls with composite longbows, composite shortbows, longbows, longswords, rapiers, shortbows, short swords, and any weapon with “elven” in its name.
Celestial Weaponry(超常)/Celestial Weaponry:At 6th level, a Lantern Bearer's attacks are treated as good-aligned for the purpose of overcoming damage reduction.
死角(超常)/Fade from Sight:At 7th level, a Lantern Bearer can use the Stealth skill without having anything to hide behind, and even while being observed. Activating this ability is a swift action in addition to the action required to hide. A Lantern Bearer can use this ability for a number of rounds per day equal to her class level;these rounds need not be consecutive.
Aiudara Alignment(超常)/Aiudara Alignment:At 9th level, once per day as a fullround action, a Lantern Bearer can use the interconnected power of the aiudara (a series of magical portals sometimes called “elf gates”) to teleport herself to an elf gate that she has studied carefully (as per the spell teleport). This functions as word of recall, but the Lantern Bearer can transport only herself plus 50 pounds of objects.
In addition, a Lantern Bearer can magically slip between the spaces in reality twice per day as a swift action, as if using dimension door. This ability has a range of 50 feet, and the Lantern Bearer cannot take other creatures with her.
Blossoming lights are primarily found among the Lantern Bearers, as their powers are a great boon against the organization's foes. Despite this, their ways did not originate with elvenkind. Legend tells that Sarenrae, horrified by the consequences of the destruction of Gormuz, reached out to one of that city's survivors. She granted the frightened woman divine powers to guide her fellow survivors, both to safety and to goodness, and humbly asked her to spread the message of redemption and forgiveness. While this priestess's identity has been lost to history, the Dawnflower's imparted wisdom has not.
Within the Lantern Bearers, given their growing alliance with Sarenrae's faith, the traditions of the blossoming light have found the perfect place to flourish. These clerics are increasingly at the vanguard of the organization's efforts to redeem the fallen, particularly drow who seek to escape their society's strictures.
Promise of Faith/Promise of Faith:A blossoming light vows to trust in her deity's protection over arms and armor. She is not proficient with any armor or shields. The blossoming light cannot use or benefit from any of her class features (including spellcasting) while wearing armor or using a shield, or for 1 minute thereafter.
This ability alters the cleric's armor proficiencies.
Promise of Purity/Promise of Purity:A blossoming light must be truly pure of heart. She must be good-aligned and worship a nonevil deity. If the blossoming light willfully commits an evil act, she loses all class features (including spellcasting) until she atones.
This alters the cleric's alignment.
Luminous Font(超常)/Luminous Font:A blossoming light forsakes her deity's deeper mysteries to focus on benevolence, healing, and bringing light to darkness. A blossoming light still selects domains and retains access to domain powers, but does not gain domain spell slots. Blossoming lights are beacons of goodness, guiding others to follow their own best natures. A blossoming light adds half her level on Diplomacy checks against good creatures or to convince an evil creature to take an action against its evil nature.
A blossoming light's channel energy is usable a number of times per day equal to 5 + her Charisma modifier. At 2nd level and every 2 levels thereafter, the blossoming light gains an additional use per day of channel energy.
At 3rd level, when a blossoming light channels energy to harm undead, her channeled energy also harms chaotic evil outsiders, worshipers of chaotic evil deities, and evil creatures with light sensitivity or light blindness as if they were undead.
At 7th level, when a blossoming light channels energy, she can expend an additional use to fill the affected area with bright light (as per daylight) for a number of rounds equal to her cleric level.
At 10th level, a blossoming light can use atonement once per day as a spell-like ability, but only to offer redemption to others (as per the spell). Using the spell in this way does not require a focus or material component.
While the vast majority of lantern lighters are elves from Kyonin, a few non-elven members of the organization have proven themselves trustworthy and dedicated enough to join their ranks. As their efforts to spread the light to other regions beyond Kyonin grow, lantern lighters of other races are beginning to round out the order's numbers, particularly in areas and regions that suffer under oppressive regimes.
デイライト/Daylight:A lantern lighter treats daylight as a 3rd-level ranger spell.
This ability alters the ranger's spells.
Enhanced Vision(変則)/Enhanced Vision:A lantern lighter hones his senses to better combat subterranean enemies. He gains low-light vision. If the lantern lighter already has low-light vision, he can instead see three times as far as humans in areas of dim light.
This ability replaces wild empathy.
毒に対する抵抗力(変則)/Poison Resistance:At 3rd level, a lantern lighter gains a +4 bonus on saving throws against poison.
This ability replaces endurance.
得意な地形(変則)/Favored Terrain:At 3rd level, a lantern lighter selects a favored terrain as normal. The skill bonus and initiative bonus granted in this favored terrain increase by 2 at 8th level and every 5 ranger levels thereafter.
This ability alters favored terrain.
Cavern Stride(変則)/Cavern Stride:At 7th level, a lantern lighter's movement is unimpeded by nonmagical difficult terrain underground and nonmagical webs.
This ability replaces woodland stride.
暗視(変則)/Darkvision:At 8th level, a lantern lighter's senses fully attune to the darkness, granting him darkvision to a distance of 60 feet. If the lantern lighter already has darkvision, its range increases by 30 feet.
This replaces the favored terrain gained at 8th level.
毒に対する完全耐性(変則)/Poison Immunity:At 12th level, a lantern lighter gains immunity to poison.
This ability replaces camouflage.
Stunning Light(超常)/Stunning Light:At 13th level, a lantern lighter learns to increase the effectiveness of bright light on creatures with light blindness. Daylight spells cast by the lantern lighter or other sources of bright light he wields cause creatures with light blindness within the area of bright light to become stunned for 1 round in addition to being blinded.
This ability replaces the favored terrain gained at 13th level.
木の葉隠れ(変則)/Camouflage:At 17th level, a lantern lighter gains camouflage, as the ranger class feature.
This ability replaces hide in plain sight.
Paralyzing Light(超常)/Paralyzing Light:At 18th level, a lantern lighter can stop light-blind enemies in their tracks, often gaining a great edge in battle. Daylight spells cast by the lantern lighter or sources of bright light wielded by him cause creatures with light blindness within the area of bright light to become paralyzed for 1 round in addition to being blinded and stunned.
This jet-black +3 rapier weeps quietly when wielded in combat. A creature critically hit by banshee's howl must succeed at a DC 16 Will save or be affected by crushing despair for 1 minute. Each time an affected creature fails this save, the effect's duration increases by 1 minute.
As a free action upon confirming a critical hit with a banshee's howl, the wielder can twist the blade in the wound. Doing so causes the weapon's blade to release a ghostly female elven form that rises up to unleash a devastating cry, functioning as a wail of the banshee(Fort DC 23 negates). The wielder and her allies gain no special protection against this effect, and the creature struck by the critical hit takes a -4 penalty on its saving throw against it. Once a banshee's howl has used this ability, it can never do so again, but it does retain its other abilities. A banshee's howl whose wail of the banshee ability has been expended is still worth 32,320 gp.
レベル | 基本攻撃 ボーナス | 頑健 セーヴ | 反応 セーヴ | 意志 セーヴ | 特殊 | 1日の呪文数 |
---|---|---|---|---|---|---|
1 | +0 | +0 | +0 | +1 | Spirit animal, spirit bond, sixth sense (undead) | ― |
2 | +1 | +1 | +1 | +1 | Animus (サモン・モンスターIV), sixth sense (fey) | 既存のクラスに+1レベル |
3 | +2 | +1 | +1 | +2 | Manifest will, sixth sense (outsiders) | 既存のクラスに+1レベル |
4 | +3 | +1 | +1 | +2 | Animus (サモン・モンスターV, 2/day) | 既存のクラスに+1レベル |
5 | +3 | +2 | +2 | +3 | Parley, spirit conduit (augment) | ― |
6 | +4 | +2 | +2 | +3 | Animus (サモン・モンスターVI), manifest will | 既存のクラスに+1レベル |
7 | +5 | +2 | +2 | +4 | Spirit conduit (recall) | 既存のクラスに+1レベル |
8 | +6 | +3 | +3 | +4 | Animus (サモン・モンスターVII, 3/day) | 既存のクラスに+1レベル |
9 | +6 | +3 | +3 | +5 | Manifest will | ― |
10 | +7 | +3 | +3 | +5 | Animus (サモン・モンスターVIII), spirit conduit (コミューン) | 既存のクラスに+1レベル |
霊獣(変則)/Spirit Animal:A Rivethun emissary strengthens her bond to the spirit world by channeling additional divine power through her familiar or spirit animal. If she had a non-spirit-animal familiar before becoming a Rivethun emissary, she can select a single shaman spirit (Pathfinder RPG Advanced Class Guide 37). Her familiar gains the spirit animal ability associated with that spirit.
If the Rivethun emissary had the spirit animal class feature before becoming a Rivethun emissary, her spirit animal grows in power and begins to manifest unnatural traits. The spirit animal gains 2 evolution points as if it were an eidolon (see page 60 of Pathfinder RPG Advanced Player's Guide) and can use them to purchase eidolon evolutions from the following list: basic magicUM, climbAPG, flightAPG, gillsAPG, improved natural armorAPG, magic attacksAPG, minor magicUM, skilledAPG, swimAPG, tailAPG, and unnatural auraUM. At 5th level, the Rivethun emissary's spirit animal gains an additional evolution point. It can spend this point to gain an additional evolution, or it can freely reassign all of its points to purchase different evolutions. It also adds the following to its list of available evolutions: burrowAPG, damage reductionAPG, and major magicUM.
精霊との絆(超常)/Spirit Bond:A Rivethun emissary's training creates a powerful bond with a specific spirit. Her Rivethun emissary levels stack with any shaman levels she has for the purpose of determining the effects of her spirit class ability, spirit magic class ability, what hexes she qualifies for, and the effects of any hexes with level-dependent abilities.
If a Rivethun emissary has neither the spirit class ability nor a spirit animal, she can select a single spirit from those available to the shaman upon gaining her 1st level of Rivethun emissary. She gains this spirit's spirit ability. At 8th level, she also gains this spirit's greater spirit ability.
Spirit bond does not affect a shaman's wandering spirit class ability.
第六感(擬呪)/Sixth Sense:A Rivethun emissary gains detect undead as a spell-like ability, usable a number of times per day equal to her Rivethun emissary level.
At 2nd level, this spell-like ability also detects creatures of the fey type. The Rivethun emissary must continue concentrating to discern which auras are undead and which are fey, gaining this knowledge as she learns the strength and location of each aura on her third round of concentration.
At 3rd level, this spell-like ability also detects creatures of the outsider type, also requiring concentration to distinguish between aura types.
Animus(擬呪)/Animus:At 2nd level, a Rivethun emissary learns to call down more powerful spiritual servants, using her spirit animal as the focus and conduit to create a hybrid creature called an animus. This ability functions as summon monster IV, except the Rivethun emissary can summon only a single creature at a time (though she can select a different creature each time and can always decide to summon a single creature from a lower-level list). This summoned creature appears in the spirit animal's location, replaces the spirit animal for the spell's duration, gains the familiar's spirit animal ability, and obeys the Rivethun emissary as if it were her spirit animal. An animus typically retains some superficial traits of the spirit animal used as a conduit in its summoning, but gains no other abilities normally associated with a familiar (such as share spells or evolution points). The Rivethun emissary must be within 30 feet of her spirit animal to use this ability.
The animus remains for 1 round per caster level;it vanishes once this duration expires or it is reduced to 0 or fewer hit points. The spirit animal reappears in the animus's last location and suffers none of the damage, status effects, or spells affecting the animus when it vanished.
As the Rivethun emissary grows in power and prestige, the effective summon monster spell she can use to conjure an animus improves, as indicated on the table.
The Rivethun emissary can use this ability once per day. At 4th level, she can use it twice per day, and at 8th level, she can use it three times per day.
Manifest Will(超常)/Manifest Will:At 3rd level, spiritual energy flows both into and out of the Rivethun emissary, allowing her to overcome the limitations of her physical body by sheer force of will. The Rivethun emissary selects either Strength, Dexterity, or Constitution. As an immediate action, she can substitute her Wisdom modifier for her selected ability's modifier on a single ability check, attack roll, saving throw, or skill check. She can use this ability a number of times per day equal to her Charisma modifier + half her Rivethun emissary level.
At 6th level and again at 9th level, she can select one more physical ability score she can affect with this ability.
Parley(擬呪)/Parley:At 5th level, a Rivethun emissary gains the ability to cast calm spiritOA three times per day as a spell-like ability (her caster level equals her character level). At 6th level, she can also use this spell-like ability to calm corporeal undead and creatures of the outsider type. At 7th level, she can use this spell-like ability to calm creatures of the fey type as well.
Spirit Conduit(超常)/Spirit Conduit:At 5th level, a Rivethun emissary's bond to an animus strengthens considerably. Any animus she summons is treated as if the Rivethun emissary had the Augment Summoning feat, gaining a +4 enhancement bonus to its Strength and Constitution.
At 7th level, when the animus vanishes, the Rivethun emissary can have her spirit animal appear in an empty square adjacent to herself instead of in the animus's location.
Contemplative(変則)/Contemplative:A geminate invoker adds Knowledge (history), Knowledge (religion), and Linguistics to his list of class skills. Unlike most barbarians, a geminate invoker can be lawful, but must maintain a neutral element to his alignment. A geminate invoker who ceases to be neutral-aligned cannot activate his trance ability.
This alters the barbarian's class skills and alignment.
トランス(変則)/Trance:As a free action, a geminate invoker can enter a self-imposed trance, ignoring the physical limits of his body. This ability functions similarly to a barbarian's rage, except where noted below, and feats, spells, and abilities that affect a barbarian's rage (such as the Extra Rage feat) apply to an geminate invoker's trance. A geminate invoker gains rage powers as per a normal barbarian, but he can never gain totem rage powers via this ability.
Instead of the normal rage bonuses and penalties, a geminate invoker in a trance gains a +4 morale bonus to his Constitution;gains a +2 morale bonus on Reflex and Will saving throws;takes no penalties to AC;can still use Dexterity-, Intelligence-, and Charisma-based skills;and gains Diehard as a bonus feat. The Constitution bonus increases to +6 and the save bonus increases to +3 when he gains greater rage, and they increase to a +8 Constitution bonus and a +4 bonus on saves when he gains mighty rage.
This ability alters rage.
霊障との交信(超常)/Haunt Channeler:At 3rd level, a geminate invoker gains the power to sense and absorb lingering spiritual energy. This functions identically to the medium class ability of the same name, except the geminate invoker deals 1d6 points of damage to haunts for every 3 barbarian levels he has.
This ability replaces trap sense.
Spirit Conduit(超常)/Spirit Conduit:At 4th level, a geminate invoker can invite a spirit into his body each time he enters a trance, gaining a lesser totem rage power for the duration of his trance. He can select a new totem each time he enters his trance, though the GM might rule that certain totem spirits are simply not available in certain locations (such as channeling a celestial totem in an evil god's temple). Invoking a totem counter to his alignment (such as a neutral good character invoking a fiend totem) requires the geminate invoker to succeed at a DC 12 Charisma check each round to dominate the spirit. Failure indicates the spirit escapes, immediately ending the trance. At 8th level, the geminate invoker gains a second totem rage power, though it must use the previously granted lesser totem rage power as a prerequisite. At 12th level, he also gains the greater totem rage power that uses the previously granted powers as prerequisites.
Divine Spellcasting/Divine Spellcasting:An involutionist is a divine spellcaster. Her spells use verbal components instead of thought components and somatic components instead of emotional components. An involutionist's spirit phantom is her conduit to the divine, and it serves as her divine focus;the involutionist must either be within 5 feet on her spirit phantom or absorb her phantom into her consciousness to cast spells that require a divine focus.
This ability alters spellcasting.
霊 | 関連技能 |
---|---|
Battle | 〈威圧〉および〈真意看破〉 |
Bones | 〈治療〉および〈隠密〉 |
Flame | 〈軽業〉および〈威圧〉 |
Heavens | 〈軽業〉および〈飛行〉 |
Life | 〈交渉〉および〈治療〉 |
Lore | 〈知識:神秘学〉および〈言語学〉 |
Nature | 〈知識:自然〉および〈生存〉 |
Stone | 〈鑑定〉および〈知識:工学〉 |
Waves | 〈交渉〉および〈水泳〉 |
Wind | 〈はったり〉および〈真意看破〉 |
This ability alters phantom and replaces its emotional focus abilities.
Spirit Manifestation(超常)/Spirit Manifestation:At 3rd level, when an involutionist uses her bonded manifestation ability, she can instead manifest her spirit phantom's spirit animal special ability and use her spirit phantom's hexes as if they were her own. Hexes used during this manifestation count toward any limited number of uses per day.
This ability alters bonded manifestation.
Spirit Awareness(擬呪)/Spirit Awareness:At 5th level, an involutionist gains great insight into the spiritual influence people invest into the world around them. She can cast detect psychic significanceOA as a spell-like ability at will and analyze auraOA once per day as a spell-like ability (CL = her character level).
This ability replaces detect undead.
Involuate(擬呪)/Involuate:At 11th level, an involutionist gains the ability to awaken the latent spiritual energy in inanimate objects. She gains the ability to cast animate objects as a spell-like ability once per day (CL = her character level). At 15th and 19th levels, she can use this ability one additional time per day.
心的蓄積能力:【魅力】
ボーナス呪文:heightened awareness (1st), bear's endurance (4th), aura sight (6th), persistent vigor (8th), true seeing (10th), thought shield V (12th), mind blank (14th), iron body (16th), akashic form (18th).
修養能力:Your powers relate to your discipline and mastery of mind over matter.
Agitating Cognizance(超常)/Agitating Cognizance:Whenever you are not maintaining an altered form via metamorphosis (including the 24 hours normally required to assume a new form), your maximum number of points in your phrenic pool increases by 1.
Metamorphosis(超常)/Metamorphosis:By meditating for 1 hour, you can trigger a slow, physical metamorphosis that takes 24 hours to complete (during which you do not gain the benefits of this new form). This ability cannot change your type or subtype, grant new abilities or natural weapons, or change your size category, but otherwise allows you to transform your appearance into anything possible for creatures of your type and subtype. You gain a +1 enhancement bonus to one physical ability score of your choice (Strength, Dexterity, or Constitution) while in this altered form. This bonus increases by 1 for every 5 psychic levels you have. Your shape and ability score bonus persist until you assume a new form or your current altered form ends. When meditating to begin your metamorphosis, you can spend 1 point from your phrenic pool either to change your size category to Small or Medium, or to gain a new ability from those provided by the alter self spell. If you do so, your altered form lasts only 1 hour per level.
Spirit Channeling(超常)/Spirit Channeling:As your self-awareness expands, you become increasingly attuned to the spirit world around you. At 5th level, as part of your meditation to initiate metamorphosis, you can invite a wandering spirit to share your body as if you were a shaman (Pathfinder RPG Advanced Class Guide 37). You gain the associated 1st-level spirit ability as long as you maintain your altered form, but your metamorphosis form also exhibits some aspect of the spirit you host, such as vivid red hair for a flame spirit or gauntness for a bone spirit.
Anderos salve and mulibrous tincture are two very different alchemical concoctions with contrary but similar goals: refining the mortal body and quieting mental stresses. Anderos salve is a gray paste applied to the arms or chest that helps restore youthful vigor, while mulibrous tincture is a bitter, minty tea that eases pain and softens skin. If a dose of anderos salve is applied at least twice per week over a period of months, the user's feminine secondary sex characteristics are gradually reduced and masculine ones develop;imbibing mulibrous tincture in this way reduces the drinker's masculine secondary sex characteristics and feminine ones develop. Taking a dose of each concoction every week instead softens all secondary sex characteristics, causing the user to take on an androgynous appearance. After a period of 6 months, the transformation is permanent, with no further doses required to maintain the new form.