*&aname(spirits)霊 &small(){&link(Spirits){https://aonprd.com/MediumSpirits.aspx}} **&aname(legendary-spirits)伝説の霊 &small(){Legendary Spirits} &b(){出典} &i(){Occult Realms} The spirits a medium can channel draw their power both from the tales told about them and from their own souls, which echo with the remarkable deeds they performed in life. All spirits have stories—and some arise from people whose deeds shook the world and whose testaments have endured throughout the ages. These beings are legendary spirits, and they possess great power they can share with mediums who gain their favor. Attaining the ability to channel a legendary spirit involves traveling to a certain location or performing a certain deed, swearing an oath, performing a ritual, and succeeding at an ability check. The type of check depends on the spirit, but the DC is always equal to 10 + 1/2 the medium’s level. If the medium breaks the oath, the spirit will no longer answer when he calls. If the medium attempts to call another spirit of the legendary spirit’s legend, the legendary spirit similarly departs forever. **&aname(abrogail-thrune-I-hierophant)Abrogail Thrune I(ハイエロファント) &small(){Abrogail Thrune I (Hierophant))} &b(){出典} &i(){Occult Realms 10ページ} The legendary spirits on pages 10-11 are legal for play with the following clarifications: A PC can only have the ability to contact one legendary spirit at a time, a PC permanently loses the ability to contact a legendary spirit if he breaks that spirit's oath, and a PC can regain that spirit's favor with an atonement (priced as if restoring a cleric's spellcasting abilities). The ruthless monarch who single-handedly changed the course of Cheliax’s history, Abrogail Thrune I struck a bargain with Hell to enable her to seize the nation’s throne for her family, ending a bloody civil war. &b(){支持の獲得}:To gain Abrogail Thrune’s favor, you must travel to the giant bronze statue of her in the Triumph district in Egorian, or to any place where a lawful outsider with at least 20 Hit Dice has visited or been called. Once there, you must vow to never break a binding contract, and must make a case for why you should be entrusted with power over others. Doing so requires a Wisdom check; if you succeed, Thrune answers your call. &b(){禁忌}:If you accept a taboo while channeling Thrune, you must vow to fight against chaos wherever you see it. &b(){Dynamic Decree(初級、超常)/Dynamic Decree}:Thrune always grants the following spells of each level: 0—bleed, 1st—bane, 2nd—enthrall, 3rd—agonize (Ultimate Magic 205), 4th—greater infernal healing (Pathfinder Campaign Setting: The Inner Sea World Guide 295), 5th—true seeing, 6th—banishment. This ability alters divine surge. &b(){Supernatural Aid(上級、超常)/Supernatural Aid}:Once per day, you can call an outsider with a number of Hit Dice equal to or less than yours (maximum 18 HD) as if casting the appropriate planar ally spell. You do not need to pay the material component required to cast the spell, but you still must bargain with and pay the outsider for its services. This ability replaces overflowing grace. **&aname(ambras-imre-trickster)Ambras Imre(トリックスター) &small(){Ambras Imre(Trickster))} &b(){出典} &i(){Occult Realms 10ページ} The legendary spirits on pages 10-11 are legal for play with the following clarifications: A PC can only have the ability to contact one legendary spirit at a time, a PC permanently loses the ability to contact a legendary spirit if he breaks that spirit's oath, and a PC can regain that spirit's favor with an atonement (priced as if restoring a cleric's spellcasting abilities). Seeking a place to practice his illegal art, Chelish poisoner Count Ambras Imre settled in Daggermark and eventually established the notorious Daggermark Poisoner’s Guild. &b(){支持の獲得}:Ambras Imre answers only mediums who show ingenuity and proficiency in making poisons. To gain his favor, you must travel to the Daggermark Poisoners’ Guild, or to the headquarters of any poisoners’ guild, herbalists’ guild, or similar organization. Once there, you must vow to use poison to eliminate foes significantly stronger than yourself, and stealthily place a poison you created on a guild member’s person (without harming that person) or among the person’s belongings, which requires a Dexterity check. If you succeed, Imre answers your call. &b(){禁忌}:If you accept a taboo while channeling Imre, you must never work for or ally with a monarch or totalitarian. &b(){Apprentice Poisoner(初級、超常)/Apprentice Poisoner}:You gain poison use, as per the alchemist class feature. When using Craft (alchemy) to create poisons, you receive a bonus equal to 1/2 your medium level (minimum 1). At 4th level, you gain a +2 bonus on all saving throws against poison. This ability replaces trickster’s edge. **&aname(ardril-the-would-be-king-champion)Ardril, the Would-Be King(チャンピオン) &small(){Ardril, the Would-Be King(Champion))} &b(){出典} &i(){Heroes of Golarion 5ページ} The Would-Be King is an Ulfen folk hero famous for slaying nearly a dozen linnorms but refusing to rule any nation until she had slain Fafnheir, the father of all linnorms. The Linnorm Kings at the time were fearful of losing their positions and sent their own warriors to kill her. Ardril barely escaped with her life, and she fled her home for Valenhall. &b(){支持の獲得}:To gain Ardril’s favor, you must defeat an enemy with the dragon type and at least 7 Hit Dice without any aid from allies. After defeating the enemy, you must attempt a Wisdom check as you are bombarded with the memory of a linnorm’s curse. If you succeed, Ardril answers your call. &b(){禁忌}:If you accept a taboo while channeling Ardril, you must never seek out or accept any position of power or leadership. &b(){Challenge(初級、超常)/Challenge}:You gain the challenge ability as a cavalier of your level. When you challenge a foe, your attacks ignore any damage reduction your target has. In addition, you gain a +2 bonus on saving throws until the challenge ends. &b(){Death Curse(最上級、超常)/Death Curse}:When you channel Ardril, you can select any two linnorm death curse rage powers. You can select different rage powers each time you channel Ardril. Treat your medium level as your barbarian level for the purpose of meeting prerequisites. You gain the benefit of these rage powers against challenged foes even if you are not raging. For each additional point of damage that would be dealt by a rage power, you deal 1d6 points of damage instead. **&aname(arnisant-guardian)Arnisant(ガーディアン) &small(){Arnisant(Guardian)} &b(){出典} &i(){Occult Realms 10ページ} The legendary spirits on pages 10-11 are legal for play with the following clarifications: A PC can only have the ability to contact one legendary spirit at a time, a PC permanently loses the ability to contact a legendary spirit if he breaks that spirit's oath, and a PC can regain that spirit's favor with an atonement (priced as if restoring a cleric's spellcasting abilities). General Arnisant was a Taldan hero who sacrificed himself in the battle against Tar-Baphon at the end of the Shining Crusade, weakening the lich so his allies could trap the Whispering Tyrant. &b(){支持の獲得}:To gain Arnisant’s favor, you must travel either to the Crusader War College in Vigil, where the Shattered Shield of Arnisant is enshrined, or to the site of any major Shining Crusade battle. Once there, you must swear an oath to slay any undead you meet and concoct a tincture from the remains of a corporeal undead you have killed. You then must drink the tincture and succeed at a Constitution check before Arnisant will answer your call. &b(){禁忌}:If you accept a taboo while channeling Arnisant, you must always protect others from danger when you can (including defeated enemies, but not enemies that are an active threat to you and others). &b(){Arnisant's Shield (中級、超常)/Arnisant's Shield}:Arnisant grants his power to a single shield you wear, allowing you to increase its enhancement bonus by 1 (or add a shield special ability with a +1 bonus base price modifier if the shield’s enhancement bonus is already +5). When you would be slain, turned to stone, or otherwise incapacitated, you can allow Arnisant’s spirit to sacrifice himself to protect you from the effect. This negates any single non-damaging effect, and for a damaging effect, it leaves you with 0 hit points or your hit point total just before the deathblow, whichever is lower. In exchange, you lose contact with Arnisant and have no spirit abilities until your next day’s seance. Furthermore, you can’t contact Arnisant for 24 hours, and when you next contact Arnisant, he starts with 1 more point of influence over you than normal. This ability replaces absorb blow. **&aname(azghaad-I-marshal)Azghaad I(マーシャル) &small(){Azghaad I(Marshal)} &b(){出典} &i(){Occult Realms 11ページ} The legendary spirits on pages 10-11 are legal for play with the following clarifications: A PC can only have the ability to contact one legendary spirit at a time, a PC permanently loses the ability to contact a legendary spirit if he breaks that spirit's oath, and a PC can regain that spirit's favor with an atonement (priced as if restoring a cleric's spellcasting abilities). The ancient founder of Osirion, Azghaad I brought his people together under Nethys’s guidance at the dawn of the Age of Destiny. &b(){支持の獲得}:To gain Azghaad’s favor, you must visit Azghaad’s Spire in Sothis or any government building or ruin tied to Ancient Osirion. Once there, you must extol the greatness of the early god-kings, swear to support Osirion’s return to prominence when possible, and succeed at a Charisma check before Azghaad answers your call. &b(){禁忌}:If you accept a taboo while channeling Azghaad, you must embrace any opportunity to spread the legend of past or former Osirian greatness, even if doing so would be disadvantageous. &b(){All-Seeing Eye(上級、超常)/All-Seeing Eye}:While your eyes aren’t literally all-seeing, you can keep track of all your allies with ease. You can shift your senses to any ally who was present for your seance as a move action, as if you had the witness spell (Pathfinder RPG Ultimate Magic 249) active on all of them at all times. This replaces decisive strike. **&aname(Beldam I (Trickster))Beldam I(トリックスター) &small(){Beldam I(Trickster)} &b(){出典} &i(){Pathfinder #132: The Six-Legend Soul 70ページ} A PC can only have the ability to contact one legendary spirit at a time, a PC permanently loses the ability to contact a legendary spirit if he breaks that spirit’s oath, and a PC can regain that spirit’s favor with an atonement (priced as if restoring a cleric’s spellcasting abilities) History has a divided memory when it comes to Grand Prince Beldam I. Scholars of the schism that took place between Taldor and its erstwhile territories paint a picture of a diplomatic emperor whose insightful approach resulted in a largely bloodless transition from a monolithic empire to a collection of neighboring nations. Yet those who relate the tales for which the emperor is best known recall a quirky prankster with little regard for ceremony, tradition, or propriety. A rare few see the way in which these two personas combined to form exactly the leader Taldor needed at this fraught point in its history: someone who could offset the difficulty of a painful decision with frivolous antics. It is this balance of effectiveness through trickery that those channeling the spirit of Beldam seek to emulate. &b(){支持の獲得}:Beldam answers the call of only those who share his esoteric sense of humor. You must convince someone to place a non-sentient animal in a position of authority, so long as such an act would not cause civil unrest or instability. You must then swear a vow to never act without due consideration of the consequences of your actions and attempt a Charisma check. If you succeed, Beldam answers your call. &b(){禁忌}:If you accept a taboo while channeling Beldam, you must embrace every opportunity to pull a prank or make a jest, but never at your own expense. &b(){Princely Humor(初級、超常)/Princely Humor}:You gain Improved Dirty Trick and Improved Feint as bonus feats. When you successfully perform a dirty trick, you can allow Beldam’s spirit to gain 1 point of influence over you to target that opponent with hideous laughter (DC = 10 + 1/2 your medium level + your Charisma modifier) as a free action that does not provoke an attack of opportunity, in addition to the effects of the dirty trick. &b(){Atrocious Gift(上級、超常)/Atrocious Gift}:You can allow Beldam to gain 1 point of influence over you to make a melee touch attack against another creature as a standard action. If you hit, you can transfer one disease or poison from yourself to the touched creature. You are immediately cured of the disease or poison and the target must attempt a saving throw against the transferred affliction (at the affliction’s save DC) or suffer its effect or initial effect immediately. The target then continues to suffer from the affliction’s normal effects thereafter. **&aname(cyricas-hierophant)Cyricas(ハイエロファント) &small(){Cyricas(Hierophant)} &b(){出典} &i(){Pathfinder #132: The Six-Legend Soul 70ページ} A PC can only have the ability to contact one legendary spirit at a time, a PC permanently loses the ability to contact a legendary spirit if he breaks that spirit’s oath, and a PC can regain that spirit’s favor with an atonement (priced as if restoring a cleric’s spellcasting abilities) Cyricas the Leaping Lion is a favorite hero among Taldan youth, due to both his miraculous recovery from a childhood ailment and his wild adventures with his ape companion Mardu. Most tales of Cyricas carry some lesson, whether encouraging kindness to animals or bravery in the face of adversity. Many Taldans grow to regard the adventures of Cyricas and Mardu as childish, but learn to respect his inspiring and widely circulated lectures. Those who seek rapport with this legendary spirit find that the bond between juvenile thrill-seeker and learned scholar is perhaps the strongest aspect of Cyricas’s identity, superseded perhaps only by an unusual affinity for the number eight. &b(){支持の獲得}:To gain the Leaping Lion’s favor, you must release an animal that has been unjustly restrained. You must then swear an oath to never stand idle while an animal is being abused and attempt a Wisdom check. If you succeed, Cyricas answers your call. &b(){降霊の恩恵}:Your bonus on attack rolls when flanking an opponent increases by 2 (normally, to +4). &b(){禁忌}:If you accept a taboo while channeling Cyricas, you must vow to never harm an animal. &b(){Natural Magic(初級、超常)/Pathfinder #132: The Six-Legend Soul pg. 70}:You can draw upon the power of nature itself. This functions as the archmage arcana spirit power, except that you select spells from the druid list instead of the sorcerer/wizard list (these spells count as divine), and you must present a sprig of holly or another sacred plant to cast spells that require a divine focus. &b(){Princely Allies(中級、超常)/Princely Allies}:Add the appropriate summon nature’s ally spell for each spell level you can cast to your medium spell list. As long as you have exactly 1 creature summoned, it gains the benefits of the Augment Summoning feat, even if you don’t have that feat. &b(){Breaking Chains(上級、超常)/Breaking Chains}:As a swift action, you can allow Cyricas to gain 1 point of influence over you to grant the benefits of freedom of movement to you and all allies within 60 feet for 1 minute. **&aname(daronlyr-XII-archmage)Daronlyr XII(アークメイジ) &small(){Daronlyr XII (Archmage)} &b(){出典} &i(){Pathfinder #132: The Six-Legend Soul 71ページ} A PC can only have the ability to contact one legendary spirit at a time, a PC permanently loses the ability to contact a legendary spirit if he breaks that spirit’s oath, and a PC can regain that spirit’s favor with an atonement (priced as if restoring a cleric’s spellcasting abilities). You may not take the taboo of Daronlyr XII. While most of the legendary spirits of Taldor gained their fame through noble deeds, Daronlyr the Overthrower came to infamy through bold ambition. No one alive today—and likely no one other than Daronlyr himself—knows how much of his arcane might he leveraged in overthrowing his predecessor, but his ability to circumvent even the Ulfen Guard in claiming the throne left few doubting his abilities or his ruthlessness. Students of the arcane seek to trace their heritage to Daronlyr in the hope of capturing some of the Overthrower’s prestige, but it is usually particularly ambitious students of the occult who find themselves calling upon the legendary spirit’s power. &b(){支持の獲得}:The Overthrower respects only those who are willing to reach out and claim power. You must use magic to gain control over the leader of a group of 50 or more individuals. Following this accomplishment, you must vow that you will never pass up an opportunity to gain further power for yourself, no matter the cost. This requires an Intelligence check. If you succeed, Daronlyr answers your call. &b(){禁忌}:If you accept a taboo while channeling Daronlyr, you must acknowledge no authority above your own and reject orders or directives from others. &b(){Assume the Role(中級、超常)/Assume the Role}:You can allow Daronlyr to gain 1 point of influence over you in order to swap your position with that of a willing ally within 60 feet as a swift action. This is a conjuration [teleportation] effect. The next medium spell you cast within 1 round after making this swap doesn’t expend a spell slot and doesn’t provoke an attack of opportunity. &b(){Usurp(最上級、超常)/Usurp}:Once per day, when a creature fails a Will save against one of your spell effects, you can forfeit the spell’s normal effects to instead affect the target creature as if you had cast greater possession. **&aname(father-of-legends-marshal)&ref(legal.png,PFS)Father of Legends(マーシャル) &small(){Father of Legends (Marshal)} &b(){出典} &i(){Heroes of Golarion 5ページ} The Ulfen regard the Father of Legends as the greatest skald of all time. During his life, there was no greater honor than to be immortalized by his song, and several of the most famous Ulfen epics were first sung by him. &b(){支持の獲得}:To gain the Father of Legends’ favor, you must first compose a song or poem about a heroic event that you witnessed but did not take part in. Then you must perform the piece in front of a crowd of at least 100 people. If you succeed at a Charisma check during the performance, the Father of Legends will answer your call. &b(){禁忌}:If you accept a taboo while channeling the Father of Legends, you cannot take any actions that would deny an ally an opportunity for glory. This includes killing an enemy that an ally was attempting to defeat or forcibly removing an ally from combat, even when her life is in danger. &b(){Song of Valor(中級、超常)/Song of Valor}:As a standard action, you can begin a performance that fills allies with power and confidence. Any ally that participated in your seance who can hear your performance receives a morale bonus to Strength and Constitution equal to your spirit bonus. You can maintain this performance for a number of rounds equal to your Charisma modifier plus your spirit bonus. These rounds need not be consecutive. Maintaining your performance is a free action. &b(){Saga of Future Kings(最上級、超常)/Saga of Future Kings}:Each ally who benefits from your song of valor gains DR/— equal to your spirit bonus. In addition, when an ally affected by your song would be reduced to fewer than 0 hit points, she can attempt a Fortitude saving throw (DC = 10 + half the damage received). If the ally succeeds, she instead is reduced to 0 hit points. **&aname(gennaris-III-champion)Daronlyr XII(チャンピオン) &small(){Gennaris III (Champion)} &b(){出典} &i(){Pathfinder #132: The Six-Legend Soul 71ページ} A PC can only have the ability to contact one legendary spirit at a time, a PC permanently loses the ability to contact a legendary spirit if he breaks that spirit’s oath, and a PC can regain that spirit’s favor with an atonement (priced as if restoring a cleric’s spellcasting abilities). When you acquire a weapon associated with the Gennaris III spirit, have the GM note this item on your Chronicle sheet. Gennaris III (Champion) If Taldaris was the greatest leader of the empire’s history, then Grand Prince Gennaris III was unquestionably Taldor’s greatest general. No one before or since led as effective a campaign against the Qadiran encroachment as Gennaris, and the brevity of his time as an emperor only strengthened his legacy as a martyr. Few leaders have been so widely loved and so deeply mourned. Renowned for his tactical brilliance as well as his personal might, Gennaris is held up as a paragon of excellence to which Taldan warriors have since aspired. Those seeking to channel the Conqueror’s legendary spirit know they must prove their own worth before they merit the attention of Gennaris’s spirit. &b(){支持の獲得}:To gain the favor of Gennaris, you must gather six weapons, each from defeating a significant enemy (a foe whose CR equals at least your character level – 3). Surrounded by the assembled weapons, you must recount the tales of the battles in which you obtained them and swear an oath that you will become a master of each of them. This requires a Strength check. If you succeed, Gennaris answers your call. &b(){禁忌}:If you accept a taboo while channeling Gennaris, you must face your opponents with confidence and never retreat from a fight out of cowardice. &b(){Conqueror's Weapons(下級、超常)/Conqueror's Weapons}:You are considered proficient with the weapon types you gathered in order to gain favor with this spirit (such as longswords or hand crossbows). &b(){Conquered Blades(上級、超常)/Conquered Blades}:You gain Improved Critical with the weapon types you gathered to gain favor with this spirit. In addition, your attacks with such weapons ignore up to 5 points of damage reduction, except for damage reduction without a type (such as DR 10/—). **&aname(kelksiomides-hierophant)&ref(legal.png,PFS)Kelksiomides(ハイエロファント) &small(){Gennaris III (Hierophant)} &b(){出典} &i(){Heroes of Golarion 14ページ} Kelksiomides spent his early years working in his family’s vineyard. He was selected by his village to be blessed by the cyclopes of the isle, who told the young vintner that tragedy would precede his mythic ascension. Sure enough, Kelksiomides returned home to find his whole village slaughtered. The culprits were captured, but Kelksiomides forgave them, an act that was rewarded by the gods. Kelksiomides stands for hope in the face of despair, for new growth, and for redemption. &b(){支持の獲得}:To gain Kelksiomides’s favor, you must travel to the hills of Pol-Ptirmeios, where the hero-god was born. There you must swear to never bear a grudge against another, even if you have been grievously wronged. You must then succeed at a Wisdom check, and if you do, Kelksiomides will answer your call. &b(){霊ボーナス}:When you channel Kelksiomides, your spirit bonus applies on Wisdom checks, Wisdom-based skill checks, and saving throws against spells with the evil descriptor. Favored Locations: Farms, gardens, orchards, and wooded areas. &b(){禁忌}:If you accept a taboo while channeling Kelksiomides, you may not deal lethal damage. &b(){Student of the Earth(下級、超常)/Student of the Earth}:This power functions as the archmage arcana spirit power, except that you add spells from the druid spell list instead of the sorcerer/wizard spell list. When you cast these spells, they count as divine. &b(){Divine Overseer(上級、超常)/Divine Overseer}:You can allow Kelksiomides to gain 1 point of influence over you as a swift action to enable you to channel positive energy as a cleric of your level and automatically restore or deal the maximum amount your channel permits (for example, 6 points if you roll 1d6 when you channel). You can use this channel energy ability a number of times per day equal to your Charisma modifier (minimum 1). **&aname(namzaruum-marshal)&ref(legal.png,PFS)Namzaruum(マーシャル) &small(){Namzaruum (Marshal)} &b(){出典} &i(){Blood of the Ancients 22ページ} Not all gods of Ninshabur are forgotten. Prophets of the herogod Namzaruum claim he rests in the Hall of Slumbering Kings, but will return to lead the faithful to victory. &b(){支持の獲得}:To gain Namzaruum’s favor, journey to his ziggurat at the center of Ezida. There, you must swear to help gather the descendants of Ninshabur and to tell all of Namzaruum’s inevitable return. You must also succeed at a Charisma check before Namzaruum will answer your call. &b(){禁忌}:If you accept a taboo while channeling Namzaruum, you must take any opportunity to seek out Ninshaburian descendants and proselytize, even if doing so would be disadvantageous. &b(){Phalanx Defense(下級、超常)/Phalanx Defense}:This functions as the marshal’s order ability, except if you or an ally who participated in your seance are adjacent to another ally who participated, you and any applicable allies can also add your spirit surge to your CMD against bull rush, drag, overrun, and trip attempts. This alters marshal’s order. &b(){Slumbering Sword(上級、超常)/Slumbering Sword}:When an ally within 30 feet is attacked, you can allow Namzaruum to gain 1 point of influence over you as an immediate action to provide partial cover to that ally for a single attack. The ally must be able to see and hear you for this ability to function. If the attack against your ally misses, your ally can make an attack of opportunity against the enemy who made the attack if that enemy is within your ally’s reach. You can use this ability as a standard action to instead grant an ally partial cover for 1 round, but missed attacks against the ally do not provoke attacks of opportunity. This replaces decisive strike. **&aname(nex-archmage)&ref(legal.png,PFS)Nex(アークメイジ) &small(){Nex (Archmage)} &b(){出典} &i(){Occult Origins 11ページ} Nex’s legendary spirit offers the power of one of the greatest archmages in Golarion’s history. Unlike normal archmage spirits, Nex’s legendary spirit grants strange abilities shaped by the lost wizard’s unique experiments. Mediums channeling Nex’s legendary spirit eventually realize that the spirit has its own long-term plans for them, usually involving the Spire of Nex, but so far no medium has gleaned the full scope of that plan. The Nex legendary spirit grants modified or unique spirit powers. In all other ways, it functions identically to a standard archmage spirit ([[Occult Adventures]] 33). &b(){支持の獲得}:For use with the Nexian Channeler archetype only. &b(){霊ボーナス}:When you channel Nex, your spirit bonus applies on concentration checks, Intelligence checks, and Intelligence-based skill checks. &b(){降霊の恩恵}:Your damaging spells deal an additional 2 points of damage of the same type that they would normally deal to each target. Favored Locations: Arcane redoubts, areas of unusual magic, libraries, schools. Influence Penalty: Your body begins to respond as if you were a frail, aged scholar. You take a penalty equal to your spirit bonus on Strength checks, Strength-based skill checks, Constitution checks, attack rolls, and non-spell damage rolls. &b(){禁忌}:Choose one: You eschew all faith in the divine, so you must not be the willing target of divine spells or abilities and you must attempt a Will saving throw against even harmless divine spells and abilities; you must not pass up the opportunity to learn something new and significant (a nontrivial piece of information with a Knowledge check of DC 20 or higher) when that opportunity is directly present; you must use your own magical solution to a challenge if you can, even if a mundane solution that would require fewer resources is available. &b(){Nex's Arcana(下級、超常)/Nex's Arcana}:Rather than your normal spells per day for your medium level, you gain the spells per day from Table 1–4: Mesmerist (Occult Adventures 39). For each level of spell you can now cast (including level 0), each time you channel Nex’s spirit, select a single spell from the sorcerer/wizard spell list of that level to add to your medium spell list and spells known until you lose contact with Nex. When you cast these spells, they count as arcane (though not for the purpose of fulfilling prerequisites), and thus you must provide verbal and somatic components instead of thought and emotion components. Because of Nex’s hatred of Geb, these spells can’t be of the necromancy school. &b(){Project Servitor(中級、超常)/Project Servitor}:You can create projections of the creatures trapped in the Spire of Nex, just as Nex did during his siege of Absalom. You can expend a spell slot to cast shadow conjuration, mimicking a summon monster or summon nature’s ally spell of the spell slot’s level (or that spell slot’s level + 1 for 5th- and 6th-level slots). These shadows are 10% real per level of the spell slot expended. If you allow Nex to gain 1 point of inf luence over you, double the reality percentage (to a maximum of 100%; if the result would be greater than 100%, the creature or creatures instead gain the advanced template). &b(){Wild Arcana (Greater, Su)/Wild Arcana}:You can allow Nex to gain 1 point of inf luence over you in order to cast any sorcerer/wizard spell of a level you can cast (even necromancy spells). You must expend a spell slot of the appropriate level, and you can’t apply metamagic feats to the spell. &b(){Personal Spire(最上級、超常)/Personal Spire}:Nex’s legendary spirit grants you access to a personal demiplane that you create (as per one created by create greater demiplane). As long as you channel Nex each day, your demiplane remains, but if you ever channel a spirit from a different legend, the demiplane disappears, dumping its inhabitants onto the Astral Plane. You can use project servitor to summon a shadowy projection of any creature currently within your demiplane, as long as its CR matches the summon spell (CR 1/2 or lower for summon monster I, CR 1 for summon monster II, CR 2 for summon monster III, CR 3 or 4 for summon monster IV, CR 5 or 6 for summon monster V, CR 7 or 8 for summon monster VI, or CR 9 or 10 for summon monster VII). You can allow Nex to gain 1 point of influence over you and expend a 6th-level spell slot to use project servitor as per summon monster VIII (80% real and can mimic trapped creatures of CR 11 or 12) or summon monster IX (90% real and can mimic trapped creatures of CR 13 or 14). **&aname(Psomeira-champion)&ref(legal.png,PFS)Psomeira(チャンピオン) &small(){Psomeira (Champion)} &b(){出典} &i(){Heroes of Golarion 14ページ} Psomeira was a prodigy captain in the Liachoran guard. It was her spear that forced the beast Ousmariku back into the sea, though not before it laid the city to ruin. Psomeira went missing following the battle and was presumed dead, but she returned a decade later in Aelyosos, and quickly stepped up to train the city for the battle against Ousmariku which she feels is inevitable. &b(){支持の獲得}:To gain Psomeira’s favor, you first must travel to the ruins of Liachora. On the beach where Psomeira fought the sea monster Ousmariku, you must swear an oath to defend civilization from senseless violence wherever you find it. You must then succeed at a Strength check, and if you do, Psomeira will answer your call. &b(){降霊の恩恵}:You gain a +2 morale bonus on attack rolls against creatures that are at least one size category larger than you. &b(){禁忌}:If you accept a taboo while channeling Psomeira, you must attack any hostile Huge or larger creature on sight. &b(){Divine Vengeance(下級、超常)/Divine Vengeance}:As a divine warrior, you can cast each of the following spells once per day: align weapon (lawful), magic weapon, and shield of faith. Use your medium level in place of a cleric level. These spells do not count toward your regular allotment of spells per day, but you must have a Charisma score of at least 10 + the spell’s level to cast them. &b(){Spiritual Force(上級、超常)/Spiritual Force}:Add divine power, greater magic weapon, and magic vestment to the list of spells you can cast once per day, following the same rules as the divine vengeance spirit power. **&aname(Savith-champion)Savith(チャンピオン) &small(){Savith (Champion)} &b(){出典} &i(){Occult Realms 11ページ} The legendary spirits on pages 10-11 are legal for play with the following clarifications: A PC can only have the ability to contact one legendary spirit at a time, a PC permanently loses the ability to contact a legendary spirit if he breaks that spirit's oath, and a PC can regain that spirit's favor with an atonement (priced as if restoring a cleric's spellcasting abilities). Savith was the Azlanti hero who, during the Age of Legend, descended into the serpentfolk city of Ilmurea and beheaded the evil creatures’ god, Ydersius. &b(){支持の獲得}:To gain Savith’s favor, you must defeat an evil serpentfolk who is at least 1 level higher than yourself. Using a magic weapon, you must decapitate the creature (which requires a successful Strength check) and toss its head into lava or a massive fire while vowing to never retreat from a battle involving evil serpentfolk or worshipers of Ydersius. Savith then answers your call. &b(){禁忌}:If you accept a taboo while channeling Savith, you must never coat any of your natural or manufactured weapons in poison, nor can you ever dose an enemy with any type of poison. &b(){Azlanti Heroics(下級、超常)/Azlanti Heroics}:Savith grants a +1 bonus on all attack rolls when you are wielding a greatsword in melee combat against evil monstrous humanoids instead of granting proficiency in an exotic weapon with champion’s prowess. For the legendary champion ability, Savith grants any two of the following feats: Disruptive, Greater Weapon Focus (greatsword), Greater Weapon Specialization (greatsword), Weapon Focus (greatsword), Weapon Specialization (greatsword), and Spellbreaker. This ability alters champion’s prowess and legendary champion. &b(){Toe to Toe(中級、擬呪)/Toe to Toe}:When you are in melee combat with a creature that is at least one size category larger than you, if none of your allies are flanking it, you can spend a swift action to increase your own size as if through enlarge person, gaining all the effects of that spell. This does not provoke attacks of opportunity, and the effect lasts as long as you are in melee with that creature or until it is dead. **&aname(stavian-I-guardian)Stavian I (ガーディアン) &small(){Stavian I (Guardian)} &b(){出典} &i(){Pathfinder #132: The Six-Legend Soul 71ページ} A PC can only have the ability to contact one legendary spirit at a time, a PC permanently loses the ability to contact a legendary spirit if he breaks that spirit’s oath, and a PC can regain that spirit’s favor with an atonement (priced as if restoring a cleric’s spellcasting abilities) The Bounty Prince was blessed with many advantages: great charm, noble leadership, and adamant will. His stalwart defense of Taldor against the perceived incursions and offenses of the Sarenites—starting with those whose divinations sparked strife between Stavian and his own brothers—showed his resolve for protecting the nation against the might of divine magic in enemy hands. While some have questioned the necessity of the Great Purge, none can argue the effectiveness with which Stavian pursued his enemies. His spirit has since been called by any number of Taldans who oppose the divine, whether fighting worshipers of evil deities or continuing Stavian’s crusade against Qadiran Sarenites. &b(){支持の獲得}:Stavian tolerates no ambivalence toward or acceptance of an enemy’s faith. To gain Stavian’s favor, you must destroy an altar or other permanent fixture dedicated to a deity or religion whose followers have wronged you. You must then completely submerge yourself in purifying waters for as long as you can; this requires a Constitution check. If you succeed, Stavian answers your call. &b(){禁忌}:If you accept a taboo while channeling Stavian, you must relentlessly oppose your enemies and never consort with them. &b(){Magical Purge(中級、超常)/Magical Purge}:Stavian grants you protection against the magical power of your enemies. You gain spell resistance equal to 11 + your medium level. &b(){Confiscate Healing(上級、超常)/Confiscate Healing}:As an immediate action, when a creature within 30 feet would benefit from magical healing, you can allow Stavian to gain 1 point of influence over you to redirect the benefits of that healing from the original target to yourself. **&aname(sulesh-the-great-archmage)Sulesh the Great(アークメイジ) &small(){Sulesh the Great(Archmage)} &b(){出典} &i(){Occult Realms 11ページ} The legendary spirits on pages 10-11 are legal for play with the following clarifications: A PC can only have the ability to contact one legendary spirit at a time, a PC permanently loses the ability to contact a legendary spirit if he breaks that spirit's oath, and a PC can regain that spirit's favor with an atonement (priced as if restoring a cleric's spellcasting abilities). A powerful genie binder from the Padishah Empire of Kelesh, Sulesh the Great created many famed genie seals, including the artifact known as the Bottle of the Bound, which houses 666 fiends. &b(){支持の獲得}:To gain Sulesh’s favor, you must travel to the Padishah Empire of Kelesh, or to any place where genie binders exist, and prove your knowledge about all manner of genies. This requires a successful Intelligence check. You must then vow to never release a genie from its bonds, even if you did not bind it. Sulesh the Great then answers your call. &b(){禁忌}:If you accept a taboo while channeling Sulesh, you must not suffer the presence of a rival’s summoned creatures and must target them if possible during combat, even if doing so would be disadvantageous to your allies. &b(){Sulesh's Spells(下級、超常)/Sulesh's Spells}:Sulesh always grants summon monster I–VI, plus the cantrip detect magic. This ability alters archmage arcana. &b(){Master Summoner(中級、超常)/Master Summoner}:A number of times per day equal to 1/2 your medium level (minimum 1), you can cast any summon monster spell as a standard action instead of a full-round action. Additionally, you can allow Sulesh to gain 1 point of influence over you and expend one of your highest-level spell slots to summon a monster that can be summoned with a summon monster spell 1 level higher than the highest one you can cast. This ability replaces arcane surge. **&aname(taldaris-marshal)Taldaris(マーシャル) &small(){Taldaris(Marshal)} &b(){出典} &i(){Pathfinder #132: The Six-Legend Soul 71ページ} A PC can only have the ability to contact one legendary spirit at a time, a PC permanently loses the ability to contact a legendary spirit if he breaks that spirit’s oath, and a PC can regain that spirit’s favor with an atonement (priced as if restoring a cleric’s spellcasting abilities) Never since the days of Taldor’s founding has there been any leader so capable of unification as the one who brought together the disparate city-states vying for power along the northeastern coast of the Inner Sea. Already legendary when crowned Grand Prince of Oppara, Taldaris nevertheless went on to conquer neighboring territories and found the Principalities of Taldaris, a nascent entity destined to become the greatest empire in the Inner Sea region. Those who seek to channel the spirit of Taldaris must show courage, honor, and integrity, with noble goals of leadership and unification in the face of adversity. &b(){支持の獲得}:To gain the favor of Taldaris, you must be publicly recognized as the leader of an organization of 50 or more individuals and swear an oath to ensure the cohesion of that group. This requires a Charisma check; if you succeed, Taldaris answers your call. &b(){禁忌}:If you accept a taboo while channeling Taldaris, you must place the interests of the many above your own, and you must not take any actions that would cause you to benefit at the expense of your allies or your allies’ collective goals. &b(){Legion Leader(中級、超常)/Legion Leader}:You gain a teamwork feat of your choice for which you meet the prerequisites. All of your allies who joined in the shared seance also gain this feat as a bonus feat, even if they do not meet the prerequisites. You can choose a different feat each time you channel this spirit. &b(){First Emperor's Order(最上級、超常)/First Emperor's Order}:You have no limit on the number of times you can use spirit surge in a round, although you can’t use it more than once on any d20 roll. When the spirit of Taldaris gains influence over you for using the marshal’s order spirit power on an ally’s check, further uses of marshal’s order before the start of that creature’s next turn do not cause the spirit to gain additional influence over you. **&aname(Outsider Spirits)Outsider Spirits &small(){Outsider Spirits} &b(){出典} &i(){Psychic Anthology} An outer channeler can invoke creatures from the following outsider subtypes. The outsiders associated with each spirit provide no mechanical benefit and are merely suggestions based on the themes and interests of each creature. At the GM’s discretion, he can swap which outsiders are associated with each spirit and can even use outsiders of the indicated subtype that aren’t listed, though outsiders capable of serving as an improved familiar and outsiders of CR 20 or higher typically do not answer an outer channeler’s calls. **&aname(aeon)&ref(legal.png,PFS)Aeon &small(){Aeon} &b(){出典} &i(){Psychic Anthology 13ページ} An aeon is an inscrutable force that dispassionately seeks to bring perfect balance to the multiverse. &b(){属性}:Neutral. &b(){霊}:Akhana (guardian), bythos (archmage), lipika (hierophant), paracletus (marshal), and pleroma (champion), theletos (trickster). &b(){禁忌}:Choose one of the following: you must not be the willing target of a spell or ability that grants a morale bonus; you must not consciously lie or attempt to deceive; you must not purposefully end the life or stop the bleeding (through skill or magic) of a dying creature. &b(){Void Form(中級、超常)/Void Form}:You gain a +2 deflection bonus to your AC. In addition, there is a 50% chance that a confirmed critical hit against you is negated, and the damage is rolled normally; this chance doesn’t stack with any provided by similar abilities, such as from a suit of armor with the light, medium, or heavy fortification special ability. &b(){Telepathy(Gift、超常)/Telepathy}:You can mentally communicate with any other creature within 100 feet that has a language. It is possible to telepathically address multiple creatures at once, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time. **&aname(agathion)&ref(legal.png,PFS)Agathion &small(){Agathion} &b(){出典} &i(){Psychic Anthology 13ページ} An agathion is an animal-like spirit from Nirvana, a defender of innocence and a champion of good. &b(){属性}:Neutral good. &b(){霊}:Avoral (guardian), bishop (hierophant), cervinal (marshal), leonal (champion), reptial (archmage), and vulpinal (trickster). &b(){禁忌}:Choose one of the following: you must act aggressively to best (though not necessarily slay) evil foes; you must provide whatever service you can to promote good in the world and help the innocent, as long as such actions do not impair or prevent you from doing good in the future; you must offer your full protection and support to nonevil innocents who are in need of your service. &b(){Lay on Hands (Intermediate, Su)/Lay on Hands}:You gain the lay on hands class feature, using your medium level as your effective paladin level. &b(){Voice of Nirvana(Gift、超常)/Voice of Nirvana}:You can speak to beasts and men alike as a standard action, gaining the benefits of speak with animals and tongues simultaneously. You can use this ability for up to 10 minutes per day per medium level. These minutes don’t need to be consecutive, but must be used in 1-minute increments. **&aname(angel)&ref(legal.png,PFS)Angel &small(){Angel} &b(){出典} &i(){Psychic Anthology 13ページ} An angel is a servant of the good-aligned planes, a voice of unity and cooperation among celestial beings. &b(){属性}:Any good. &b(){霊}:Astral deva (trickster), balisse (hierophant), empyrean (archmage), movanic deva (champion), planetar (marshal), and solar (guardian). &b(){禁忌}:Choose one of the following: you must not ignore an opportunity to destroy or hinder an evil creature or organization unless doing so would put innocents in harm’s way; you must always offer your foes a chance to peacefully surrender to you, and you must accept and honor any such terms that your foes agree to; you must offer whatever support and assistance you can spare to any creature that asks such service from you, provided your actions do not further the cause of evil. &b(){Protective Aura(中級、超常)/Protective Aura}:You gain a +4 deflection bonus to your AC and a +4 resistance bonus on saving throws against attacks made by or effects created by evil creatures. In addition, you are protected from effects created by evil creatures that possess you or exert mental control over you, as per protection from evil. As a standard action, you can project this benefit to allies within 10 feet as an aura. You may use this ability for a number of rounds per day equal to your medium level. These rounds don’t need to be consecutive. &b(){Truespeech(Gift、超常)/Truespeech}:You gain tongues as a constant spell-like ability, with a caster level equal to your medium level. **&aname(archon)&ref(legal.png,PFS)Archon &small(){Archon} &b(){出典} &i(){Psychic Anthology 13ページ} An archon is a celestial defender of Heaven, righteousness and justice personified. &b(){属性}:Lawful good. &b(){霊}:Codex archon (archmage), hound archon (champion), shield archon (guardian), spyglass archon (trickster), star archon (hierophant), and trumpet archon (marshal). &b(){禁忌}:Choose one of the following: you must promote and uphold the tenants of law and good, and may never willingly break a law that is fair and just; you must act with honor and integrity at all times; you must eschew all vices and sinful temptations or desires. &b(){Aura of Menace (Intermediate, Su)/Aura of Menace}:As a swift action, you activate a righteous aura that embodies your outsider’s fury. Hostile creatures within a 20-foot radius of you must succeed at a Will save (DC = 10 + half your medium level + your Charisma modifier) or take a –2 penalty on attack rolls, on saving throws, and to AC. This penalty lasts for 1 minute, or until you become frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the current encounter. Whether or not a creature fails its save, it can’t be affected by your aura again for 24 hours. &b(){Teleportation(Gift、超常)/Teleportation}:Add dimension door to your medium spell list and list of spells known as a 4th-level spell. In addition, you can cast dimension door as a spell-like ability a number of times per day equal to your Charisma modifier, using your medium level as the spell’s caster level. **&aname(azata)&ref(legal.png,PFS)Azata &small(){Azata} &b(){出典} &i(){Psychic Anthology 14ページ} An azata is a whimsical outsider from Elysium, a living embodiment of freedom and goodness. &b(){属性}:Chaotic good. &b(){霊}:Bralani (champion), ghaele (hierophant), lillend (marshal), raelis (archmage), uinuja (guardian), and yamah (trickster). &b(){禁忌}:Choose one of the following: whenever you encounter fine art, food, or performances, you must take no actions for 1d4+1 rounds other than to indulge in your find or until you see a potential or obvious threat (as per the fascinated condition); you must attempt any challenge or obstacle that blocks your path unless doing so would be obviously harmful to you or those under your care; you must always offer support and protection to any nonevil creature that is unable to protect itself. &b(){Slip the Surly Bonds(中級、擬呪)/Slip the Surly Bonds}:You can ignore impediments to your mobility. For a number of rounds per day equal to your medium level, you can move normally regardless of magical effects that impede movement, as if you were affected by freedom of movement. In addition, you can cast liberating commandUC as a spell-like ability a number of times per day equal to your Charisma modifier, using your medium level as the spell’s caster level. &b(){Gift of Flight(Gift、変則)/Gift of Flight}:You grow feathery wings as a swift action, which otherwise function as per fly. You can use this ability for a number of minutes each day equal to your medium level. These minutes don’t need to be consecutive, but must be used in 1-minute increments. **&aname(daemon)Daemon &small(){Daemon} &b(){出典} &i(){Psychic Anthology 14ページ} A daemon is a nihilistic fiend from Abaddon, an entity obsessed with the eradication of mortal life. &b(){属性}:Neutral evil. &b(){霊}:Astradaemon (hierophant), ceustodaemon (guardian), derghodaemon (champion), phasmadaemon (trickster), purrodaemon (marshal), and venedaemon (archmage). &b(){禁忌}:Choose one of the following: you must painfully end the life of a single mortal creature (with no fewer than half your Hit Dice) per day, provided that doing so does not jeopardize your own safety; you must take every opportunity to manipulate and coerce others into performing self-deprecating and self-destructive actions; you must consume a bit of every mortal creature you slay, be it flesh or soul. &b(){Summon Daemon(中級、擬呪)/Summon Daemon}:You can summon a servant of Abaddon as a standard action. This functions as per summon monster II, but you can summon only animals with the fiendish template or outsiders with the daemon subtype—including any daemon from the Expanded Monster Summoning Options table (Pathfinder Player Companion: Monster Summoner’s Handbook 28). This ability can summon only one creature, regardless of the list used. For every 2 medium levels beyond 6th, the level of the summon monster spell increases by 1 (to a maximum of summon monster IX at 20th level). You can use this ability a number of times per day equal to 3 + your Charisma modifier. &b(){Consume the Soul(Gift、擬呪)/Consume the Soul}:You can consume or imprison the soul of a dying creature. You gain the ability to cast death knell as a spell-like ability three times per day using your medium level as the spell’s caster level. Instead of gaining the normal benefits of this spell when the target fails its save, you can instead lock the target’s soul within a soul gem, functioning like the soul lock ability of a cacodaemon (Pathfinder RPG Bestiary 2 64). You count as an evil outsider for the purpose of determining whether you receive a benefit when you ingest a soul gem created by the soul lock ability. **&aname(demon)Demon &small(){Demon} &b(){出典} &i(){Psychic Anthology 14ページ} A demon is a fiendish spawn of the fecund Abyss, discord and destruction made flesh. &b(){属性}:Chaotic evil. &b(){霊}:Glabrezu (archmage), incubus (guardian), marilith (marshal), succubus (trickster), vilsteth (hierophant), and vrock (champion). &b(){禁忌}:Choose one of the following: you must not ignore an opportunity to destroy something (or someone) precious to those who actively oppose your plans or goals; you must take every opportunity to tempt or coerce others into embracing their most sinful desires, and you must partake in such delights at every opportunity; you must take every opportunity to inflict physical or emotional pain upon others, provided such indulgences do not detract from your personal goals or safety. &b(){Summon Demon(中級、擬呪)/Summon Demon}:You can summon a horror from the Abyss as a standard action. This functions as per summon monster II, but you can summon only animals with the fiendish template or outsiders with the demon subtype—including any demon from the Expanded Monster Summoning Options table (Pathfinder Player Companion Monster Summoner’s Handbook 28). This ability can summon only one creature, regardless of the list used. For every 2 medium levels beyond 6th, the level of the summon monster spell increases by 1 (to a maximum of summon monster IX at 20th level). You can use this ability a number of times per day equal to 3 + your Charisma modifier. &b(){Demonic Taint(Gift、超常)/Demonic Taint}:Your natural weapons, as well as any weapons you wield, are treated as chaotic and evil for the purpose of overcoming damage reduction. **&aname(devil)Devil &small(){Devil} &b(){出典} &i(){Psychic Anthology 15ページ} A devil is a legalistic fiend from Hell, nothing less than absolute law and order incarnate. &b(){属性}:Lawful evil. &b(){霊}:Ayngavhaul (archmage), cornugon (champion), deimavigga (hierophant), erinyes (champion), hamatula (guardian), and osyluth (trickster). &b(){禁忌}:Choose one of the following: you must abide by any contracts you sign or verbally agree to, though you are only ever required to obey the letter of these agreements and may twist their intent to your favor; you must tempt others whenever the opportunity arises; you must destroy or despoil all holy sites and relics that you encounter, if doing so would not put you in obvious danger. &b(){Summon Devil(中級、擬呪)/Summon Devil}:You can summon a denizen of Hell as a standard action. This functions as per summon monster II, but you can summon only animals with the fiendish template or outsiders with the devil subtype— including any devil from the Expanded Monster Summoning Options table (Pathfinder Player Companion: Monster Summoner’s Handbook 28). This ability can summon only one creature, regardless of the list used. For every 2 medium levels beyond 6th, the level of the summon monster spell increases by 1 (to a maximum of summon monster IX at 20th level). You can use this ability a number of times per day equal to 3 + your Charisma modifier. &b(){See in Darkness(Gift、超常)/See in Darkness}:You gain darkvision 30 feet. If you already have darkvision, your darkvision range increases by 30 feet instead. This darkvision allows you to see perfectly in darkness of any kind, even that created by a deeper darkness spell. **&aname(psychopomp)Psychopomp &small(){Psychopomp} &b(){出典} &i(){Psychic Anthology 15ページ} A psychopomp is a steward of souls from the Boneyard, tasked with bringing mortal souls to the afterlife. &b(){属性}:Neutral. &b(){霊}:Ahmuuth (hierophant), catrina (marshal), memitim (champion), morrigna (trickster), vanth (guardian), and viduus (archmage). &b(){禁忌}:Choose one of the following: you must destroy all haunts and undead creatures whose paths you cross and oppose the creation of such creatures; you must destroy all creatures that would seek to imprison or destroy mortal souls, and set trapped souls free at every opportunity; you must wear a mask that covers the entirety of your face, and never allow it to be removed for as long as you channel the psychopomp. &b(){Spirit Touch(中級、超常)/Spirit Touch}:You gain powers that assist in battling evil spirits. You are always granted a saving throw to negate death spells, magical death effects, and energy drain, even if one is not normally allowed. In addition, as a swift action, you can grant your natural weapons, as well as any weapon you wield, the ghost touch weapon special ability for a number of rounds equal to your medium level. These rounds don’t need to be consecutive. &b(){Spiritsense(Gift、超常)/Spiritsense}:You can notice, locate, and distinguish between living and undead creatures within 30 feet, just as if you had the psychopomp’s spiritsense ability. ----