PRD外 > クラス > メスメリスト > アーキタイプ

メスメリストのアーキタイプ Mesmerist Archetypes


Autohypnotist Autohypnotist

出典 Psychic Anthology 17ページ
 An autohypnotist has incredibly powerful psychic abilities that he can’t entirely control. As a result, maintaining his powers against an opponent hinders him as much as his target.

 Autohypnosis(超常)/Autohypnosis:At 1st level, an autohypnotist has mastered techniques that make his hypnotic stare ability more potent, but at a terrible cost—the autohypnotist succumbs to his own power when he uses it. Whenever the autohypnotist focuses his stare on an opponent, the penalties that opponent takes from the hypnotic stare (as well as any bold stare improvements or stare feats that the autohypnotist has) increase by 1. However, the autohypnotist takes the same penalties as his target while focusing his stare, including those of any bold stare improvements he has.

 An autohypnotist can reduce or negate the penalty he imposes upon himself with his hypnotic stare, but doing so allows his opponent an opportunity to escape from the stare as well. The autohypnotist can reduce the penalty he takes from his hypnotic stare ability by half for 1 round as a swift action. If he does so, there is a 25% chance that his hypnotic stare ends altogether. Alternatively, he can choose to negate the penalty he takes from his hypnotic stare for 1 round, but his hypnotic stare then has a 50% chance of ending.

 This ability alters hypnotic stare.

 Wide Stare(超常)/Wide Stare:At 5th level, whenever an autohypnotist is focusing his stare on a foe, he can broaden his hypnotic stare as a standard action. When he does so, all creatures within 10 feet of his opponent take penalties from the mesmerist’s hypnotic stare and bold stare class features as if he were maintaining his hypnotic stare against each of those creatures, except such creatures treat his hypnotic stare penalty as if it were 2 lower. When the autohypnotist uses this ability, he cannot exclude allies or any other creatures from this effect. If the autohypnotist’s hypnotic stare ends for the focused opponent, this effect ends.

This ability replaces mental potency.

Chart Caster Chart Caster

出典 Blood of the Ancients 8ページ
 Lirgeni astrologists would divine their futures by consulting star charts, but some had no talent for astrology and simply faked their results. When prophecy died with Aroden, a few Lirgeni survivors continued with this “reliable” method.

 クラス技能:A chart caster adds Knowledge (nature) and Knowledge (planes) to his list of class skills.

 This alters the mesmerist’s class skills.

 Subject of the Stars(超常)/Subject of the Stars:A chart caster cannot implant tricks as a standard action. Instead, he can spend 5 minutes to implant multiple tricks in a single willing target. The number of tricks he can implant per day is unchanged from the regular mesmerist class, but he can apply as many of those tricks as he chooses on a single use of this ability.

 If implanting tricks in himself, the caster merely spends 5 minutes in contemplation; otherwise, he consults star charts while ritually asking the creature questions, and still must touch them to do so. At 1st level, he can select multiple instances of the same trick to implant in a single subject. At 5th level, a chart caster can implant two different subjects with multiple instances of one trick each and can choose a different trick for each subject. The number of additional subjects increases by one for every 4 mesmerist levels he has beyond 5th.

 Using this ability again on an existing subject or to implant any trick on a new subject ends all previously implanted tricks. The caster can trigger only one instance of the same trick on a given subject per round.

 This alters mesmerist tricks and manifold tricks.

 Feign Destiny(超常)/Feign Destiny:At 3rd level, as an immediate action, a chart caster can grant an ally a +1 competence bonus on a failed attack roll, saving throw, or skill check by reminding his ally of their destined success. The chart caster must use his ability within 1 round of the failed check, and his ally must be within 30 feet of him when he does. If the bonus is enough to turn the failure into a success, the ally succeeds at the check. At 6th level, the bonus increases to +2. At 10th level, it increases to +5. A chart caster can use this ability a number of times per day equal to his Charisma modifier.

 This replaces touch treatment.

Material Manipulator Material Manipulator

出典 Psychic Anthology 18ページ
 Rather than waste time limiting himself to ruling minds, a material manipulator forces his whims upon reality and uses his magic to ensure that those around him comply with his demands.

 Manipulator Spells/Manipulator Spells:A material manipulator casts psychic spells drawn from the mesmerist spell list and augmented by a select list of sorcerer/wizard spells. All illusion (glamer), illusion (shadow), and transmutation spells of 6th level and lower are considered to be part of the material manipulator’s spell list. These are psychic spells.

 This ability alters the mesmerist’s spellcasting and replaces consummate liar, the mesmerist trick gained at 2nd level, and manifold tricks.

 Revision(超常)/Revision:At 3rd level, a material manipulator can revise a creature’s body to change its appearance. He can use revision a number of times per day equal to 3 + his Charisma modifier. Using revision is a standard action (or a swift action if the material manipulator uses it on himself ), and the material manipulator must be able to touch his target. An unwilling target must succeed at a Fortitude save (DC = 10 + half the material manipulator’s mesmerist level + his Charisma modifier) to negate the effect.

 At 3rd level, the material manipulator can adjust the target’s height and weight, increasing it or decreasing it to any height or weight within the standard range for creatures of the target’s type and size category (Pathfinder RPG Core Rulebook 169). At 6th level, he can adjust the target’s gender, physical traits (such as nose size, fingernail length, and foot shape), and pigmentation (including eye, hair, and skin color) to any natural variation for creatures of the target’s type (and heritage, if applicable). At 10th level, he can adjust the target’s age, rewinding the target’s age to as young as a young adult (approximately 8 years old for a human) or progressing it to as old as venerable. This causes the target to gain aging bonuses and penalties and adjust its size as appropriate for its new age, but doesn’t confer any other benefits gained from aging (such as additional racial Hit Dice, supernatural abilities, and so on). At 14th level, he can adjust the target’s type or subtype, as per polymorph. At 20th level, he can instead adjust the target’s type as per greater polymorph. This ability is a polymorph effect, and the subject of a revision cannot end the effect early by any means unless the material manipulator permits it. The material manipulator can stack multiple adjustments from this ability into the same polymorph effect—for instance, a 14th-level material manipulator can adjust himself into an orc, reduce his age to that of a young adult, give himself large feet and a bulbous nose, and change his gender.

 This effect lasts for 10 minutes per mesmerist level. At 10th level, the effect lasts for 1 hour per mesmerist level, or 1 minute per level if he uses it as polymorph. At 20th level, the effect lasts indefinitely, or 10 minutes per mesmerist level if the material manipulator uses it as greater polymorph and causes the target to assume a form with a different type than its true form. The mesmerist can dismiss this effect as a free action.

Clothing and equipment worn by the target is not affected by this effect—gear does not resize to suit the wearer’s new form, nor does it merge into her body. Gear unable to be worn or wielded as a result of this effect falls to the ground in the wearer’s space.

 This ability replaces touch treatment and rule minds.

精神竜の催眠術師 Mindwyrm Mesmer

出典 Legacy of Dragons 13ページ
  多くのメスメリストが繊細で巧妙な策士である一方、精神竜の催眠術は服従に至らせる他者への脅しや威圧のために、ドラゴンから触発された自負、大言壮語、恐怖を模倣する。この竜を彷彿とさせる念術魔法使いはそ服の装や発現する力である竜のイメージを用いる。

 生来の強制力/Innate Coercion:1レベルの時点で、精神竜の催眠術師は、〈威圧〉判定にメスメリスト・レベルの半分(最小1)に等しいボーナスを得る。加えて、精神竜の催眠術師は、目標よりもサイズが小さいことによる〈威圧〉へのペナルティを受けない。
 この能力は見事な嘘と置き換える、

 幻影のブレス(超常)/Phantasmagorical Breath1レベルの時点で、精神竜の催眠術師は念術能力を用いることで本物の竜の破壊的なブレスを真似ることを学んだ。1日に【魅力】ボーナスに等しい回数(最小1日1回)、精神竜の催眠術師は標準アクションとして30フィートの円錐形か60フィートの直線上のいずれかで幻影のブレスを吐くことができる。ブレスの効果範囲内のクリーチャーは心因性の反応を誘発し、1レベルの時点で1d6ポイントのエネルギー・ダメージ、3レベル以降2メスメリスト・レベル毎に追加の1d6ポイントのエネルギー・ダメージを与える。精神竜の催眠術師はこの能力を得た時、与えるエネルギー・ダメージの種別([強酸]、[氷雪]、[雷撃]、[火炎])を選択する;一度決定すると変更はできない。影響を受けたクリーチャーはダメージを無効化するための意志セーヴを試みることができる(DC = 10+精神竜の催眠術師のメスメリスト・レベルの半分+【魅力】修正値)。これは[精神作用]効果である。
 この能力は痛みの視線と置き換える。

 竜の技(超常)/Draconic Trick:以下の新しい技は精神竜の催眠術師が選択することができる。

 脅かす表情/Threatening Mien:対象の行動は極端に危険であるように見える。精神竜の催眠術師は対象が敵に隣接して移動をしたときにこの話材を起動することができる。対象に隣接している敵は、対象以外の目標に対する攻撃に-4のペナルティを受ける。この技は精神竜の催眠術師のメスメリスト・レベル毎に1ラウンドの間持続する。

 竜の絶技(超常)/Masterful Draconic Trick:以下の新しい技は12レベル以上の精神竜の催眠術師が選択することができる。

 畏怖すべき相貌/Frightful Countenance:対象の外観は、攻撃者を心の底から怖がらせるような外観に変貌する。 精神竜の催眠術師は、対象が攻撃または攻撃ロールを必要とする呪文の対象となったときに、この技を起動できる。攻撃者は意志セーヴに成功するか、攻撃は失敗し攻撃者は即座に1d4ラウンドの間怯え状態とならなければならない。これは[精神作用、恐怖]効果である。

Projectionist Projectionist

出典 Psychic Anthology 18ページ
 Not content to simply command others from afar, a projectionist is able to use his mesmerizing powers to utterly dominate other creatures and objects by projecting his spirit from his body.

 呪文:A projectionist’s psychic powers manifest in an almost predictable manner, making them less versatile than other spellcasters. At each of the indicated levels, a projectionist must choose the indicated spell to learn—he cannot choose other spells. The spells that a projectionist must learn (and the level at which he must choose them) are enter imageAPG(4th), lesser object possessionOA (7th), riding possessionOA (10th), object possessionOA (13th), and greater object possessionOA (16th). The projectionist adds greater object possession to his spell list as a 6th-level spell.

 This ability alters the mesmerist’s spellcasting.

 Implant Consciousness(超常)/Implant Consciousness:At 4th level, a projectionist can spend one use of his mesmerist trick ability to create a psychic link between himself and one object that bears his likeness, such as a painting or a statue. This functions in all ways like implanting a mesmerist trick in a creature, except the target is an object. The projectionist can trigger the trick as a standard action at any time—upon doing so, his consciousness leaves his body and fills the target object, functioning as described by the “filling an image with your consciousness” use of the enter image spell (Pathfinder RPG Advanced Player’s Guide 219). Use the projectionist’s mesmerist level as the spell’s caster level. While filling an image with his consciousness, the projectionist can use and maintain his hypnotic stare on opponents, and can also trigger his painful stare. At 8th level, he can also use any purely mental action (including casting psychic spells) while filling an object with his consciousness.

 Once he implants this trick in an object, the projectionist can fill the target with his consciousness whenever he pleases, regardless of distance or whether he is on the same plane as his target. Once he stops concentrating on maintaining the enter image effect, his consciousness returns to his body and he cannot fill the target with his consciousness again until he implants another mesmerist trick in that object.

 This ability replaces the mesmerist tricks gained at 4th and 8th levels.

 Hidden Presence/Hidden Presence:At 5th level, a projectionist gains Hidden PresenceOA as a bonus feat. He doesn’t need to meet the feat’s prerequisites. He benefits from Hidden Presence and feats that list Hidden Presence as a prerequisite while possessing objects (as with object possessionOA) or while filling an object with his consciousness (as described in the enter imageAPG spell), as well as when he possesses creatures, provided the feat is applicable. For instance, Intrusive PresenceOA cannot be used to read the mind of an inanimate object possessed via enter image or object possession, as objects possess no minds to be read.

 This ability replaces the mesmerist’s mental potency.

Umbral Mesmerist Umbral Mesmerist

出典 Occult Realms 16ページ
 Trained in secret, umbral mesmerists are clandestine weapons who spend years learning how to shape terrifying creatures from the inky darkness in which they revel.

 Diminished Spellcasting/Diminished Spellcasting:An umbral mesmerist can cast one fewer spell of each level than normal. If this reduces the number of spells for a level to 0, he can cast spells of that level only if his Charisma score allows bonus spells of that level. This ability alters the mesmerist’s spellcasting.

 Shadow Summoning(擬呪)/Shadow Summoning:An umbral mesmerist gains the ability to summon quasi-real creatures as per summon monster I a number of times per day equal to 3 + his Charisma modifier. The umbral mesmerist can use this ability as a standard action, and the creatures remain for 1 minute per level (instead of 1 round per level). The creatures summoned are only partly real, but have normal effects unless a creature affected by the illusion succeeds at a Will save to disbelieve (as per shadow conjuration.) The DC for this save is equal to 10 + 1/2 the umbral mesmerist’s mesmerist level + the umbral mesmerist’s Charisma modifier. This is an illusion with the shadowUM descriptor.

 A shadow creature has half the hit points of a normal creature of its kind (regardless of whether it is recognized as a shadow creature). It deals the normal amount of damage and has all of the base creature’s normal abilities and weaknesses. Against a creature that recognizes it as a shadow creature, however, the shadow creature’s damage is halved, and all special abilities that do not deal lethal damage are only 50% likely to work. (Roll for each use and each affected character separately.) Furthermore, the shadow creature’s AC bonuses are halved. A creature that succeeds at its save to disbelieve sees the summoned creature as transparent images superimposed on vague, shadowy forms. Objects automatically succeed at their Will saves against this spell. The umbral mesmerist cannot use this ability to summon creatures from more than one summon monster spell in this way at one time.

 At 4th level and every 4 mesmerist levels thereafter, the power of this ability increases by 1 spell level, allowing the umbral mesmerist to summon more powerful creatures (to a maximum of summon monster VI at 20th level). This ability replaces the mesmerist tricks gained at 1st, 4th, 8th, 12th, 16th, and 20th levels.

 Umbral Solipsism(超常)/Umbral Solipsism:At 2nd level, when a creature attempts a Will save to disbelieve a quasireal creature created by shadow summoning, it takes a penalty on the save equal to the mesmerist’s Charisma modifier (minimum 0). This ability replaces towering ego.

 Ephemeral Stare(超常)/Ephemeral Stare:At 5th level, the umbral mesmerist is treated as if he were invisible by the target of his hypnotic stare (as per the invisibility spell), provided neither he nor any creatures conjured by shadow summoning take hostile actions against the target. Once the umbral mesmerist or any creature conjured by his shadow summoning ability takes a hostile action against the target, the mesmerist becomes visible to the target and the target cannot be affected again by that umbral mesmerist’s ephemeral stare ability for 24 hours (although it can be affected by other effects of his hypnotic stare). This ability replaces mental potency.

Vexing Trickster Vexing Trickster

出典 Psychic Anthology 19ページ
 While many mesmerists are called to embrace the art of deception, using their mind-binding powers to make their foes believe that even the most outrageous realities are actually true, others indulge in the various hijinks their power enables. These mesmerists are known as vexing tricksters.

 Consummate Trickster(変則)/Consummate Trickster:A vexing trickster gains a +1 bonus on Bluff, Disguise, Sleight of Hand, and Stealth checks. This bonus increases by 1 at 4th level and every 3 mesmerist levels thereafter (maximum +6).

 This ability replaces consummate liar.

 Trickster’s Ego(変則)/Trickster’s Ego:At 2nd level, a vexing trickster gains Combat Expertise as a bonus feat. If his Intelligence score is less than 13, his Intelligence counts as 13 for the purpose of meeting the prerequisites for combat feats.

 This ability replaces towering ego.

 ボーナス特技(変則):At 3rd level, a vexing trickster gains a trick feat as a bonus feat. He must meet the feat’s prerequisites. At 10th level, he gains a second trick feat as a bonus feat.

 This ability replaces touch treatment (minor) and touch treatment (greater).

 Manifold Hijinks(超常)/Manifold Hijinks:At 6th level, the vexing trickster learns to implant multiple mesmerist tricks that have been modified by trick feats (henceforth called modified tricks) in his targets’ minds simultaneously. At 6th level, the vexing trickster can implant up to two modified mesmerist tricks in a single target simultaneously. At 14th level, he can implant up to three modified mesmerist tricks in a single target simultaneously. This ability doesn’t allow a mesmerist to apply more than one trick feat to a single mesmerist trick at a time.

 This ability replaces touch treatment (moderate) and touch treatment (break enchantment).

最終更新:2023年09月30日 16:01