神の力を引き出すものは、自分がより神性に近づくことに気付く。死の定めを逃れて自らの神の従者となることを望むものもいれば、自らの神格化に至ろうとするものもいる。ハイエロファントはそのいずれかにもなり得る。神の力を直接引き出すのか、間接的に引き出すのか――神格からか、自然の精霊からか、はたまた自分の命の力からか――。結局は、単なる信者というよりは信仰の力の守護者となるものがほとんどなのだが。
役割:パーティにおいて、ハイエロファントとしての君の役割は神の導管としての行いにある。君は奇跡を注ぎ込む一方で、仲間を癒やし、助ける。そうではなく君が自然の従者ならば単なる強さに焦点が当てられる。この道の力は自らに適用され、自然を守り、冒涜しようとするものに怒りを振り下ろすのだ。
クラス:信仰魔法を使用する度のクラスの一員であっても、ハイエロファントの道は有益となるだろう――特にクレリック、ドルイド、オラクルには向いている。インクィジターやパラディンのような限られた信仰呪文を使うものにも、この道にはいくつか有益な選択肢が存在する。
ボーナス・ヒット・ポイント:ハイエロファントの階梯を得る毎に、君は4ボーナス・ヒット・ポイントを得る。これらのヒット・ポイントは累積し、ヒット・ダイス全体や他のデータに影響を及ぼさない。
君は以下の道能力を全ての階梯において選択することができる。
(超常)/ Alter Channel: If you’re in the area of an opponent’s channel energy ability and the energy type is the opposite of yours, as an immediate action you can expend one use of mythic power to transform the opponent’s channeled energy to the opposite type. You can cause the altered energy to either affect the opposite kind of targets(undead or living), or change whether it heals or harms, but not both. Channeled energy that has been changed in this way heals or deals half the normal amount of damage. For example, if an evil cleric attempts to channel negative energy to heal undead, you can expend one use of mythic power to convert that to channeled positive energy that either heals the living or harms undead. You must have the channel energy ability to select this ability.
(超常)/ Bleed Holy Power: If you channel positive energy, when an undead creature damages you with a melee attack, you can expend one use of channeled energy as an immediate action to channel energy to deal damage to undead creatures around you(as detailed in the channel energy ability). Alternatively, you may focus this channeled energy so it affects only the undead creature that hit you. If you focus solely on that creature, you are considered 4 levels higher in the class that grants you the channel energy feature when determining its effects.
(超常)/ Channel Shockwave: You can expend one use of channel energy whenever you score a critical hit against a creature that has an element of alignment opposite to your own(chaotic and lawful are opposite, as are evil and good, so if you were lawful good, you could use this ability against a chaotic creature or evil creature). If you do, add your channel energy damage to the damage from the critical hit. This damage is the same type as your channeled energy(positive or negative) but damages the target regardless of whether it’s living or undead. The target can attempt a Will save against your channel energy DC to halve this bonus damage. All other effects of your critical hit still apply.
(超常)/ Contingent Channel Energy: You can simultaneously expend one use of mythic power and one use of your channel energy ability to delay your channel energy so that it comes into effect under some condition you dictate. The conditions needed to bring the channel energy into effect must be clear, although they can be general. In all cases, the channel effect occurs instantaneously when the prescribed circumstances occur. For example, you could create a trigger that uses your channel positive energy if you are reduced to 0 or fewer hit points. If you prescribe complicated or convoluted conditions, your contingent channel energy ability could fail to trigger. The ability triggers based solely on the stated conditions, regardless of whether you want it to. You make all decisions about the ability when you expend the use of mythic power, according to what you can normally do with your channel energy ability; if you wish to exclude targets, you must name them at that time. You can have only one use of this ability waiting to be triggered at a time; if you use this ability again, the previous use expires. This use also expires after 1 day per tier if it hasn’t been triggered. This use of channel energy can’t be regained until after the contingent channel energy ability is triggered or expires.
(超常)/ Divine Countenance: Whenever you encounter a creature whose alignment is within one step of yours, treat its attitude as one step better. If the creature’s starting attitude is helpful, you can make requests of the creature with a +5 bonus on your Diplomacy or Intimidate skill check.
(擬呪)/ Divine Guardian: As a full-round action, you can expend one use of mythic power to summon one extraplanar creature as if using a
summon monster or
summon nature’s ally spell, with the level of the summoning spell equal to half your tier. Your caster level for this ability is equal to your character level. You can have only one creature that has been summoned using this ability at a time; summoning another causes the previous one to disappear. If you expend two uses of mythic power, the level of the summoning spell is equal to your tier instead. For example, if you are a 10th-level druid, 5th-tier hierophant, you can use this ability to summon one creature from the
summon monster II or
summon nature’s ally II list(or a lower-level list) for 10 rounds; if you expend two uses, you can instead summon one creature from the
summon monster V or
summon nature’s ally V list(or a lower-level list).
(超常)/ Eldritch Breach: You are adept at breaching magical defenses and resistance to your magic. When attempting a caster level check to dispel an effect, overcome spell resistance, or otherwise determine whether or not your magic affects a target(such as with
knock or
neutralize poison), roll twice and take the higher result.
(超常)/ Empathic Healing: You can expend one use of mythic power to transfer up to 10 points of damage per tier from a touched ally to yourself, healing the target and damaging you. This transferred damage bypasses all effects that reduce or negate hit point damage(such as damage reduction). Alternatively, you can expend two uses of mythic power to transfer an ongoing disease or poison from a touched ally to yourself, which halts ongoing effects on the target from that affliction and requires you to attempt any remaining saves against it. If you’re immune to the disease or poison, transferring it to yourself destroys the affliction.
魔法のアイテム強化(変則)/ Enhance Magic Items:神話存在である君は、特定の魔法のアイテムの力を強化する。君がポーション、巻物、スタッフ、ワンドを使用する際、その術者レベルに君の階梯の半分を加える事。スタッフやワンドを使用する際、君はそのアイテムのチャージを消費する代わりに神話パワーを1回分消費することでそのアイテムを起動することができる。
(超常)/ Faith's Reach: Whenever you cast a divine spell with a range of touch, you can instead cast the spell with a range of 30 feet. If the spell normally requires a melee touch attack, it instead requires a ranged touch attack.
自在なる相殺呪文(超常)/ Flexible Counterspell:君の神話パワーは他の呪文を相殺する能力を高めてくれる。割り込みアクションとして、君は神話パワーを1回分消費することで、呪文の相殺を試みることができる。この能力は君が呪文を相殺するために待機アクションを行っていたかのように機能するが、同じ呪文や
ディスペル・マジックを使用する代わりに、君は目標となる呪文の呪文レベル以上の呪文もしくは呪文スロットを消費する。
(変則)/ Heathen Slayer: Pick one deity(or similar entity able to grant divine spells to followers) as your religious rival. You gain a +2 bonus on weapon attack and damage rolls against this deity’s followers, as well as a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks attempted against this deity’s followers. At 6th tier, these bonuses increase to +4. You can select this ability multiple times. Each time you do, choose an additional deity to be a religious rival.
(超常)/ Instrument of Faith: You gain DR 15/— against attacks made with your deity’s favored weapon. You can expend one use of mythic power as a standard action to attempt a disarm or sunder combat maneuver check against each opponent within 60 feet that is wielding your deity’s favored weapon. You decide individually whether to disarm or sunder each opponent’s weapon. Attempt one combat maneuver check, using your caster level in place of your base attack bonus and adding your tier to the total, and use that result against all opponents.
(超常)/ Inverted Spontaneous Casting: If you can spontaneously cast cure or inflict spells, you gain the ability to spontaneously cast the opposite type of spell(i.e., you can spontaneously cast inflict spells if you can normally cast cure spells, or cures spell if you can normally cast inflict spells). When spontaneously casting the opposite type of spell, you must use a spell slot that is at least 1 level higher than that of the spell you want to cast. For example, if you can spontaneously cast cure spells and want to spontaneously cast
inflict light wounds, you must expend a 2nd-level spell slot.
(超常)/ Mighty Summons: Each creature you conjure with any summon spell gains DR 5/epic for the duration of the summoning. If you cast a summon spell to summon more than one creature, you summon one additional creature of the same type. If you cast a summon spell to summon just one creature, you can expend one use of mythic power to give it the agile or savage mythic simple template for the duration of the summoning.
神話級の相棒(超常)/ Mythic Companion:動物の相棒、腹心、幻獣、使い魔、絆による乗騎から1つを選択すること。そのクリーチャーは1日に君の階梯に等しい回数だけ
活性能力を使用することができるようになる。この
活性能力は、君が
活性能力を使用する際に使用する種別と同じボーナス・ダイスを用いる。
(超常)/ Mythic Domain: When determining the effects of your domain’s granted powers, you’re considered 4 levels higher. This increases the effects of powers you have access to, but doesn’t grant you powers at a lower level than normal. Once per day, you can expend one use of mythic power as a standard action to regain the use of all your domain granted powers as if you had rested for 8 hours. If you’re an oracle, all aspects of this ability apply to your revelations instead of to domain granted powers. You must have the domain class feature or mystery class feature to select this ability.
(超常)/ Mythic Wild Shape: Choose one form you can take using wild shape. Using wild shape to take this form doesn’t count against your daily uses of wild shape. You can select this ability multiple times. Each time you select it, choose another form to not count against your daily uses of wild shape. You must have the wild shape class feature to select this ability.
(超常)/ Overflowing Grace: When you heal a creature with positive energy(such as by channeling positive energy to heal the living, using cure spells, or using lay on hands), any affected creature at full hit points(whether already at full hit points or healed to full hit points by your channeled energy) gains a +1 sacred bonus on attack rolls, skill checks, ability checks, and saving throws for 1 minute. If you channel negative energy to heal undead, this is a profane bonus rather than a sacred bonus.
集団自然の化身(超常)/ Pack Wild Shape:君が自然の化身クラス特徴を使用する際、君は自分が変身する際に仲間の姿も変えることができる。君が自然の化身を使用する際、神話パワーを1回分消費することで、君の階梯に等しい数までの同意する仲間を選択することができる。これらの仲間は君が取るものと同じ動物の形態を取り、君と同じ能力を持つ。君と効果を及ぼす仲間とで自然の化身の持続時間を等分すること(端数切り捨て)。君が通常の形態に戻るか再び自然の化身を使用するかすると、全員の変身が終了する。それぞれの仲間は標準アクションを使用することで、君や他の仲間に影響を及ぼすことなく自分の変身を終了させることができる。この能力を選択するには、君は自然の化身クラス特徴を有していなければならない。
(超常)/ Plantbringer: All plants within a 1-mile radius of you grow at double their normal rate and don’t suffer from any diseases or maladies. Furthermore, allied plant creatures within 30 feet of you gain fast healing equal to your tier. If you use
plant shape or wild shape to take the form of a plant, you gain this fast healing in plant form.
執拗な治癒(超常)/ Relentless Healing:君は半ば死体となったものに命を呼び戻すことができる。クリーチャーが1ラウンド以内に死亡したなら、君が(治癒)呪文を発動したりダメージを回復するクラス特徴を使用する際にフリー・アクションとして神話パワーを1回分消費することで、死亡したクリーチャーの傷を癒やすことができる。この治癒によりクリーチャーのヒット・ポイントが死亡する限界値を上回ったなら、このクリーチャーは息を吹き返し、新しいヒット・ポイントの合計で容態安定化する(ちょうど
ブレス・オヴ・ライフのように機能する)。そうでなかった場合、そのクリーチャーは依然として死んだままである。また、君は(
キュア・ライト・ウーンズ呪文を準備していたが死亡したクレリックのように)生きていた時に自分自身を魔法的に治癒する能力を持った死んだクリーチャーに神話パワーを2回分消費することで、そのクリーチャーが知っている最も強力な治癒魔法か準備していた治癒魔法を起動させることができる。これによりヒット・ポイントが死亡する限界値を上回ったなら、そのクリーチャーは息を吹き返す。
(超常)/ Sustained by Faith: You require no food, water, or sleep. If you have abilities or class features that require rest before they can be regained, you can choose to regain them once per day by spending 1 hour in uninterrupted meditation. If you are 3rd tier or higher, you can expend one use of mythic power in order to also not need to breathe for 24 hours.
(超常)/ Symbol of the Holy: As a standard action, you can create a wooden holy symbol dedicated to your deity. If it ever leaves your possession, it fades away after 1 hour. Whenever you use this holy symbol as a divine focus when casting a spell, you don’t need to have any other material component, unless that component costs more than 50 gp per tier you possess.
(超常)/ Tongue of the Land: Animals, elementals, fey, and plants are magically able to understand you when you speak Druidic, as if you were using
speak with animals or
tongues. If speaking to creatures of different types at the same time, you can allow all of them to understand you or speak understandably to just one type at a time. For example, if speaking to a group of animals and fey, you can make yourself understandable to all of them, just to the animals, or just to the fey.
(超常)/ Water of Life: Any potions you consume have the maximum effect, as if they were created using the Maximize Spell feat. You can quickly create a temporary potion by casting a spell into a pint of water. The spell must be a valid choice for the Brew Potion feat and have a spell level no higher than your tier. The targeted liquid becomes a potion of that spell. If not consumed, the temporary potion reverts to normal water after 1 hour per tier.
これらの道能力を選択するには、君は最低でも第3階梯でなければならない。
(超常)/ Abundant Healing: When you use a spell or class ability to heal a creature’s hit point damage, you can apply excess healing(over the target’s full hit points) to one ally adjacent to you. You can continue to apply excess healing to other adjacent allies until no injured allies are adjacent or you run out of excess healing. For example, if you could cure 40 points of damage with your
cure critical wounds spell and the target has taken only 20 points of damage, you can apply the remaining 20 points of healing to an adjacent ally; if that second ally has taken only 15 points of damage, you can apply the remaining 5 points of healing to another adjacent ally.
(変則)/ Alignment Insight: You can automatically detect the alignment of any outsider you can see. This ability doesn’t function if the creature is magically disguised or has been polymorphed into a different shape. You can automatically detect the alignment of any creature you see casting a divine spell; if that creature worships a deity, you also learn its deity. Spells and effects that mask a creature’s alignment prevent the use of this ability. Whenever you cast a spell that affects creatures differently based on their alignment(such as
holy smite), you may have the spell treat creatures of one particular alignment as an alignment one step away from that alignment. For example, when casting
holy smite, you could treat all lawful neutral creatures as lawful good or lawful evil, all chaotic neutral creature as chaotic good or chaotic evil, or all neutral creatures as neutral good or neutral evil.
(変則)/ Animal Friend: If you have the wild empathy ability, you can use it as a free action once per round. If you don’t have that ability, you can instead attempt Diplomacy checks(with a -8 penalty) to improve the attitude of animals as if they were intelligent creatures. Add your tier to wild empathy or Diplomacy checks to influence animals.
(超常)/ Blessed Companion: Select one animal companion, eidolon, familiar, or bonded mount. It gains DR 5/epic. This ability can be taken a second time at 6th tier or higher and a third time at 9th tier or higher. Each additional time it’s taken, the DR increases by 5.
信仰呪文修正体得(超常)/ Divine Metamastery:即行アクションとして、君は神話パワーを1回分消費することで、君が知っている0~1レベルだけ呪文スロットのレベルを増加させる呪文修正特技1つを選択することができる。以降10ラウンドの間、君は自分が発動する信仰呪文に、この呪文修正特技を呪文スロットや発動時間を増加させることなく発動することができる。君は巻物、スタッフ、ワンドから信仰呪文を発動する際にもこの能力を使用することができる。君はこの能力を同時に1つしか起動しておくことはできない。この能力を再び使用すると、過去に使用した効果は即座に終了する(ただし、すでに発動した呪文には影響を及ぼしたままである)。君はこの能力を複数回選択できる。この能力を選択するたびに、この能力で選択できる呪文修正特技の呪文スロット/レベル増加量の最大値が1だけ増加する(最大4)。
信仰の潜在力(超常)/ Divine Potency:信仰呪文を発動するクラスを1つ選択すること。君はこのクラスから1レベルのボーナス信仰呪文スロットを(ちょうど高い能力値でボーナス呪文を得るように)4つ得る。この能力は君が知っている呪文の数を変更することはない。君はこの能力を複数回修得できる。同じ信仰呪文を発動するクラスを再び選択すると、君は2レベルのボーナス呪文スロットを4つ得る。その後さらに同じクラスを選択すれば、3回選択したことにより3レベルのボーナス呪文スロットを得る(以下同様)。この能力で君は、自分が呪文を発動する能力を持たない呪文レベルにボーナス呪文を得ることはできない。
(超常)/ Domain Immunity: You don’t take damage or suffer harmful effects from spells on your domain spell list, even ones you aren’t of a high enough level to cast. If you’re targeted by any of these spells, as an immediate action you can expend one use of mythic power to turn the spell back upon the original caster as if using
spell turning. Beneficial effects of spells on your domain spell list affect you normally. If you’re an oracle, this ability applies to your mystery’s bonus spells. You must have the domain class feature or mystery class feature.
(超常)/ Enduring Blessing: Whenever you cast a spell with a duration of 10 minutes per level or longer upon one willing target, you can change that spell’s duration to 24 hours. If the spell has other duration conditions, those still apply(for example, the duration of
stoneskin changes to 24 hours or until discharged). A creature can’t be subject to more than one spell affected by this ability at a time; if another is cast upon the creature, the first one ends. You can select this ability a second time at 6th tier or higher. The second time you select it, you can use it on spells with a duration of 1 minute per level or longer.
(超常)/ Hand of Mercy: If you have the channel energy ability, you can touch a creature and expend one use of channel energy to remove a condition afflicting that creature. Each time you use this ability, you can choose one of the following conditions: dazed, fatigued, shaken, sickened, or staggered. At 6th tier, you can also choose from among the cursed, exhausted, frightened, and nauseated conditions. At 9th tier, you can also choose from among the blinded, deafened, paralyzed, and stunned conditions.
(超常)/ Hurling Vengeance: Whenever you are wielding your deity’s favored weapon or your paladin bonded weapon, you can throw it as if it had the
returning and
throwing weapon special abilities. If using a paladin bonded weapon, it retains its bonded abilities when thrown this way. By expending one use of mythic power as part of a full attack, the weapon returns to you immediately after each time you throw it(instead of just before your next turn) allowing you to make your full number of attacks that round.
(超常)/ Life Current: You are more attuned to the source of life or unlife and better able to access its power. When casting a cure or inflict spell or use a class feature that uses positive or negative energy(such as channel energy or lay on hands), treat any natural 1s on the dice rolled to heal or deal damage as 2s. You can select this ability up to four times. The second time you select it, treat natural 1s and 2s as 3s. The third time you select it, treat natural 1s, 2s, and 3s as 4s. The fourth time, treat natural 1s, 2s, 3s, and 4s as 5s.
これらの道能力を選択するには、君は最低でも第6階梯でなければならない。
秘術の知識(変則)/ Arcane Knowledge:君は信仰の力を使用して、わずかな数の信仰呪文を発動することができる。ウィザード/ソーサラー呪文リストから1レベル呪文を3つ、もしくはバード呪文リストから1レベル呪文を3つ選択すること。君はそれらの呪文を毎日準備することのできる呪文の一覧に加えることができる。君はこの能力を3回まで修得できる。修得するたびに、君は同じクラスの呪文リスト(ウィザード/ソーサラーもしくはバード)からさらに3つ選択する。このとき、君が選択できる呪文レベルの最大値は1だけ増加する(2回目の場合は2レベルまで、3回目の場合は3レベルまで)。君がこの能力を習得するには、君はクレリックもしくはドルイドでなければならない。
(超常)/ Conduit of Divine Will: Your mythic nature is directly connected to the divine. As a standard action, you can expend one use of mythic power to use channel energy, use lay on hands, or cast any one spell from your domain spell lists(as long as you can normally prepare a spell of that level). Whenever you use this ability, you also gain spell resistance equal to 10 + your tier and a +4 sacred bonus(or profane bonus if you’re evil) to your AC for a number of rounds equal to your tier.
(超常)/ Overcome Curse: You are immune to curse effects. For example,
bestow curse has no effect on you, and you can handle, carry, or discard a cursed magic item without harm. If a cursed item has useful functions and a cursed effect(such as
armor of arrow attraction) or drawback(such as a
mace of blood), you are immune to the cursed effect and drawback, and can still use its other abilities. If a cursed item works normally for a period of time before its curse triggers(such as
gauntlets of fumbling), the item stops working for you when the curse would normally trigger. If you’re an oracle, you can ignore the negative effects of your oracle’s curse.
(超常)/ Servant of Balance: Whenever a critical hit is confirmed against you, the attack deals normal damage instead of critical damage. Other effects that trigger on a successful critical hit(such as the Blinding Critical feat, the fire damage from a critical hit with a
flaming burst weapon, or the effects of a
vorpal weapon) all affect you normally.
(超常)/ Undying Healer: Whenever you fall unconscious, a ghostly image of you manifests from out of your body. Even though you’re unconscious, you control this image. On your turn each round, this image can fly up to 30 feet and use your ability to lay on hands to heal, channel energy to heal, or cast any conjuration(healing) spell that you could cast. This consumes these abilities as normal. Abilities used by the image can’t benefit you. This image lasts a number of rounds equal to your tier. This ability can be dispelled, using double your tier as the caster level. If you die or regain consciousness, the image immediately ends.