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*&aname(aberrant)Aberrant &link(Aberrant){http://www.d20pfsrd.com/psionics-unleashed/classes/aegis/archetypes/dreamscarred-press/aberrant/}

 Using ectoplasm is the way a typical aegis protects and enhances the physical body. Others have discovered that by directly altering the body, they can achieve similar results, although they might have a more grisly appearance. These aberrants often have misshapen or twisted forms, yet they are equally deadly.
Transformed Body (Su)
An aberrant learns to modify his own form, rather than covering himself in an ectoplasmic suit. The aberrant gains a +1 natural armor bonus to his AC. At 5th level and every 5 levels thereafter (10th, 15th, and 20th), the natural armor bonus increases by 1.
An aberrant can modify his form in a fashion similar to the aegis’s customization, but his options are more limited. He can choose customizations from the customization list below, as well as new customizations exclusive to the aberrant. Because the aberrant is modifying his own body, he can wear armor as normal.
The aberrant gains Hardened Strikes and Brawn as a free customization. At 2nd level, the aberrant gains Darkvision as a free customization. At 10th level, the aberrant gains Improved Damage Reduction as a free customization.
This ability replaces Astral Suit.
Vim (Ps)
The aberrant gains vim as a psi-like ability usable at will at first level as long as he maintains psionic focus.
This ability replaces Astral Repair.
Intimidate
Beginning at 2nd level, an aberrant gains a +1 bonus to Intimidate checks. At 6th level and every four levels thereafter, this bonus increases by 1.
This ability replaces Craftsman.
Psionic Form
At 5th level, the aberrant gains 1 hit point for each psionic feat he has. Whenever he takes a new psionic feat, he gains 1 more hit point. These bonus hit points stack with those gained from the Psionic Body feat.
This ability replaces Master Craftsman.
**Aberrant Customizations
The new customizations presented below may only be selected by the aberrant archetype. In addition to the new options below, the aberrant can also select any of the customizations from this list.
Adhesive Feet, Blindsense, Blindsight, Brawn, Burrow, Chameleon, Climb, Diehard, Energy Immunity, Energy Resistance, Evasion, Extra Arms, Flight, Fortification, Frightful Presence, Greater Extra Arms, Hardy, Improved Damage, Improved Damage Reduction, Improved Energy Resistance, Improved Evasion, Improved Increased Size, Improved Stalwart, Increased Size, Lesser Extra Arms, Nimble, Power Resistance, Powerful Build, Pull, Push, Quickened Attacks, Ram, Reach, Speed, Spiked Carapace, Stalwart, Swim, Tremorsense, Underwater Breath.
***1-Point Customizations
Disjointed
The aberrant gains a +2 bonus on Escape Artist checks.
Eyestalks
The aberrant’s eyes extend out on a pair of stalks, giving a +2 bonus on Perception checks and low-light vision. The aberrant is also capable of looking around corners while still maintaining cover.
Tearing Sting
When the aberrant makes a successful attack with his stinger, it rips the flesh of the target, causing the target to bleed, taking 1 point of damage each round. The aberrant must have the stinger customization before selecting this customization.
Stinger
The aberrant gains stinger that resembles a scorpion’s as a secondary natural attack that deals 1d4 points of piercing damage.
Tentacle
The aberrant grows a tentacle and gains a secondary natural attack with the tentacle that deals 1d4 points of damage. The aberrant also gains the grab ability and gets a +2 bonus to grab for every tentacle beyond the first he has. This customization can be selected up to 4 times; its benefits stack.
***2-Point Customizations
Improved Natural Armor
The aberrant’s natural armor bonus increases by 1. This customization can be taken once for every five levels the aberrant possesses. The aberrant must be at least 5th level before selecting this customization.
Obese
The aberrant’s base movement is reduced as if wearing heavy armor (for example, 30 ft. becomes 15 ft.), but the aberrant gains extra hit points equal to his aberrant level and the aberrant’s damage reduction gained from his transformed body improves by 1.
Sidebar
Of the heavy armors listed here, only stoneplate reduces a base speed of 30 ft. to 15 ft. It seems likely that the Obese customization should reduce the speed of a character with a base speed of 30 ft. to 20 ft.
Poison
The aberrant’s stinger attacks deal 1 point of Strength damage (Fortitude negates, DC 10 + 1/2 the aberrant’s level + the aberrant’s Charisma modifier) on a successful attack. The aberrant must have the stinger customization before selecting this customization.
Spikes
The aberrant gains the ability to loose a volley of two spikes as a standard action (make an attack roll for each spike). This attack has a range of 180 feet with no range increment and deals 1d6 points of damage plus the aberrant’s Strength modifier (if the aberrant is Medium sized; adjust the damage accordingly if the aberrant is a size other than Medium). All targets must be within 30 feet of each other. The aberrant can launch only 24 spikes in any 24-hour period.
Tear Flesh
When the aberrant has successfully grabbed a creature with its tentacles, he deals 1d6 damage per attached tentacle when target breaks free, The aberrant must have the tentacles customization before selecting this customization.
***3-Point Customizations
Toxic
A number of times per day equal to the aberrant’s Constitution modifier (minimum 1/day), the aberrant can envenom a weapon that he wields or one natural attack with toxic saliva. Applying venom in this way is a swift action, and the aberrant is immune to this poison.
Poison: Injury; save Fort DC 10 + 1/2 aberrant level + the aberrant’s Constitution modifier; frequency 1/round for 6 rounds; effect1d2 Dex; cure 1 save.
***4-Point Customizations
Protective Shell
The aberrant gains the ability to form a protective shell around his entire body, but loses his ability to move while it is active. As a full-round action, the aberrant gains heavy fortification and doubles his damage reduction from transformed body, but he cannot make attacks of opportunity. The aberrant must be at least 12th level before selecting this customization.

&u(){Section 15: Copyright Notice}
&italic(){Psionics Expanded: Advanced Psionics Guide. Copyright 2011, Dreamscarred Press; Authors: Jeremy Smith and Andreas Rönnqvist.}

*&aname(Annihilator)Annihilator &link(Annihilator (Blue)){http://www.d20pfsrd.com/psionics-unleashed/classes/aegis/archetypes/dreamscarred-press/annihilator-blue/}

 Blues love to be grandiose, and using the astral suit is no exception. Although small in forms, blues have discovered techniques to use their psionic power to become weapons of mass destruction that they have proudly dubbed annihilators.
Size Matters
While forming his astral suit into either astral armor or astral juggernaut forms, the annihilator becomes Medium sized, gaining a +2 bonus to his Strength, losing his size bonus to AC, attack rolls, and Stealth checks, losing his size penalty to CMB and CMD, and suffering a -2 penalty to his Dexterity. This effect stacks with other size increases such as that from expansion.
This ability replaces astral repair.
Strength of Mind
Starting at 4th level, as a swift action the annihilator can spend 2 power points to gain a +2 bonus to his Strength and Constitution until the end of his next turn.
This ability replaces augment suit.
Absorb Critical
At 12th level, when a critical hit is scored against the annihilator, he can dismiss his astral suit as an immediate action and turn the critical hit into a normal hit. Any applicable damage reduction from the astral suit is still applied to the attack. This ability can be used a number of times per day equal to 3 + the annihilator’s Intelligence modifier (minimum 1).
This ability replaces cannibalize suit.

&u(){Section 15: Copyright Notice}
&italic(){Psionics Expanded: Advanced Psionics Guide. Copyright 2011, Dreamscarred Press; Authors: Jeremy Smith and Andreas Rönnqvist.}

*&aname(crystal-warrior)Crystal Warrior &link(Crystal Warrior){http://www.d20pfsrd.com/psionics-unleashed/classes/aegis/archetypes/dreamscarred-press/crystal-warrior/}

Some aegii have learned to form a psicrystal and shape their astral suit around the small creature, creating a sentient suit of armor that grants them many benefits at the cost of some flexibility.
Psicrystal Affinity
The aegis gains the Psicrystal Affinity feat as a bonus feat at 1st level. For the purposes of his psicrystal’sabilities and the feat’s prerequisites, the aegis’s class level counts as his manifester level.
This ability replaces one of the customization points gained at 1st level.
Form Astral Suit
To gain the benefits of some of the additional class features detailed below, the aegis’s psicrystal must be physically touching the aegis when the aegis forms his astral suit, and the psicrystal is consumed by the astral suit while the astral suit is active. When the psicrystal is consumed in this fashion, it still grants all the normal benefits for being within 5 ft. of the aegis (Alertness, etc), but the aegis does not gain any of the psicrystal’s special abilities (natural armor, hardness, etc.) The aegis may still form his astral suit normally, but he loses those abilities detailed below that rely upon the psicrystal being consumed by the astral suit. In addition, the aegis gains the ranged attack customization as a bonus customization.
Missive (Ps)
While the aegis’s astral suit is active and his psicrystal is consumed by it, he gains the ability to use missive as a psi-like ability with a manifester level equal to his class level.
This ability replaces astral repair.
Psicrystal Containment
The aegis gains the Psicrystal Containment feat as a bonus feat at 3rd level. For the purposes of the feat’s prerequisites, the aegis’s class level counts as his manifester level.
This ability replaces invigorating suit.
Energy Blast
Starting at 4th level, the aegis gains the energy blast customization when his psicrystal is consumed by the astral suit.
This ability replaces one  of the customization points normally gained at 4th level.
Psicrystal Shot
At 7th level, when the aegis’s psicrystal is consumed by the astral suit, the psicrystal can use its own actions to aid the aegis in combat. The psicrystal can use the attack options from the ranged attack customization, including any customizations that improve the ranged attack, such as energy blast. Use the crystal warrior’s base attack bonus, as calculated from all his classes, and the psicrystal’s Dexterity modifier to calculate the psicrystal’s attack bonus. Treat its Dexterity as if it was under the self-propulsion effect.
This ability replaces the daily use of reconfigure normally gained at 7th level.
Tactical Suit (Su)
Beginning at 12th level, once per day while his astral suit is active and the psicrystal is consumed by it, the aegis can expend his psionic focus to be treated as if under the battlesense power, with a manifester level equal to half his class level. The power is manifested as if the aegis had spent a number of power points equal to the effect’s manifester level. The aegis gains any benefits from the list of special abilities of battlesense as if he was a member of the manifester’s collective, but no other creatures gain the benefits of the power. The aegis can spend a standard action to alter the benefit of the power. Every two levels thereafter, the aegis can use this ability an additional time per day.
This ability replaces cannibalize suit.
Perfect Merger
The crystal warrior does not gain the once per day boost to his cannibalize suit ability.

&u(){Section 15: Copyright Notice}
&italic(){Ultimate Psionics. Copyright 2013, Dreamscarred Press; Authors: Andreas Rönnqvist and Jeremy Smith}

*&aname(ectopic-artisan)Ectopic Artisan &link(Ectopic Artisan){http://www.d20pfsrd.com/psionics-unleashed/classes/aegis/archetypes/dreamscarred-press/ectopic-artisan/}

 A shaper and an aegis both use ectoplasm to achieve their desired goals. The rare aegis has learned to blend the tools of the shaper into his own skills, but by doing so he reduces the power of his astral suit. These ectopic artisans gain allies formed of ectoplasm to aid them in battle.
Class Skills: The ectopic adept gains Disable Device as a class skill.
Astral Manipulation (Su)
The ectopic artisan can, with a touch, restore an object’s hit points or cause damage. As a standard action, the ectopic artisan can touch an object and either deal 2 hit points of damage to the object or heal 2 hit points of damage, although broken objects cannot be repaired in this fashion. Damage dealt to objects is not subject to object hardness.
This ability replaces Astral Repair.
Ectoplasmic Creation (Ps)
An ectopic adept of 2nd level is able to shape ectoplasm for a myriad of uses, gaining the ability to manifest ectoplasmic creation as a psi-like ability with a manifester level equal to half his class level a number of times per day equal to his Intelligence modifier.
At 11th level, the ectopic adept can instead manifest major ectoplasmic creation as a psi-like ability with a manifester level equal to his class level.
This ability replaces Damage Reduction.
Astral Warrior (Ps)
An ectopic artisan of 3rd level is able to create an ally to aid him in battle. Creating an astral warrior takes one minute of concentration to complete and the astral warrior remains until dismissed by the ectopic artisan.
This astral warrior functions as a summoner’s eidolon using the ectopic artisan’s class level as the summoner level, with some differences. The astral warrior uses the biped base form of the eidolon, but does not gain any of the natural attacks of the eidolon, nor does it gain any evolution points of its own. Instead, it is created with a masterwork weapon appropriate for its size and is considered proficient with the weapon. The weapon’s damage type (bludgeoning, piercing, or slashing) is chosen by the ectopic artisan at the time of creation, but the weapon always deals 1d8 points of damage (for a medium sized creature). The astral warrior receives additional iterative attacks as normal if it has a high base attack bonus. The astral warrior’s weapon disappears if it leaves the astral warrior’s possession for more than one minute.
The ectopic artisan and the astral warrior split the total customization points available to the ectopic artisan, chosen when the ectopic artisan configures his astral suit. The ectopic artisan can split his customization points in any ratio between himself and his astral warrior. The ectopic artisan must choose customizations separately for himself and for his astral warrior, although the ectopic artisan does not need to spend 8 hours separately for himself and for his astral warrior. The ectopic artisan can choose to leave customization points to be selected later as normal, choosing them for either himself or his astral warrior by spending one minute as normal. An astral warrior always forms with full hit points, and the astral warrior does not gain any evolutions.
An astral warrior is a mindless construct. Commanding an astral warrior is the same as commanding an astral construct.
An astral warrior disperses if the ectopic artisan is rendered unconscious or dies.
This ability replaces Reconfigure.
Cocooning Strike (Su)
The ectopic artisan gains a permanent customization that triggers on a critical hit while his astral suit is active. When triggered, the target is affected by ectoplasmic cocoon (Reflex save DC 10 + half the aegis’s level + the aegis’s Intelligence modifier to negate). This effect only works on Large or smaller creatures. This ability can only be triggered once per round. The ectopic artisan can grant this customization to his astral warrior when it is created, but he loses access to it while the astral warrior is active and has been granted the customization.
This ability replaces Master Craftsman.
Astral Swarm (Su)
An ectopic artisan of 12th level can create an Astral Swarm once per day. Every even level thereafter (14th,16th, 18th, and 20th), the ectopic artisan gains an additional daily use of this ability.
This ability replaces Cannibalize Suit.

&u(){Section 15: Copyright Notice}
&italic(){Psionics Expanded: Advanced Psionics Guide. Copyright 2011, Dreamscarred Press; Authors: Jeremy Smith and Andreas Rönnqvist.}

*&aname(trailblazer)Trailblazer &link(Trailblazer){http://www.d20pfsrd.com/psionics-unleashed/classes/aegis/archetypes/dreamscarred-press/trailblazer/}

 The trailblazer develops skills to aid him in tracking prey and avoiding obstacles, rather than in the learning how to manipulate and craft psionic items. He uses his astral suit to improve his ability to move and handle varied environments, in addition to its use as a form of protection. Where other hunters might find armor to be a hindrance, the trailblazer’s astral suit is an asset, helping him to blend in with his surroundings.
Class Skills: A trailblazer add Survival as a class skill, but does not count Use Magic Device as a class skill.
Track (Ex)
A trailblazer adds half his level (minimum 1) to Survival skill checks made to follow or identify tracks.
This ability replaces Craftsman.
Rapid Adjustment
The trailblazer can, as a swift action, alter his astral suit’s customizations to better allow him to follow prey or respond to changing environments, but he is limited to the list of customizations below when doing so. The customization being lost and the customization being gained must both be in the list below. The customizations the trailblazer can select from are Burrow, Chameleon, Climb, Darkvision, Flight, Speed, Swim, Underwater Breath.
This ability replaces Reconfigure.
Undetected Tracker (Ex)
Starting at 4th level, the trailblazer learns how to make his astral suit blend in with his environment and soften his movements. The trailblazer adds 1/2 his class level to Stealth checks as long as he is maintaining psionic focus and has his astral suit active.
This ability replaces Augment Suit.
Trapfinding
A trailblazer of 5th level adds 1/2 his class level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A trailblazer can use Disable Device to disarm magic traps.
This ability replaces Master Craftsman.

**Trailblazer Customizations
The customizations below are unique customizations only available to the trailblazer archetype. The trailblazer may still select normal customizations in additions to the new options below.
***2-Point Customizations
Favored Terrain
The trailblazer may select a single type of terrain from the Favored Terrains table. While wearing his astral suit, the trailblazer gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when in this terrain. The trailblazer traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses). The trailblazer must be at least 5th level before selecting this customization.
***3-Point Customizations
Woodland Stride
While wearing his astral suit, the trailblazer may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion, however, still affect him. The trailblazer must be at least 10th level before selecting this customization.

&u(){Section 15: Copyright Notice}
&italic(){Psionics Expanded: Advanced Psionics Guide. Copyright 2011, Dreamscarred Press; Authors: Jeremy Smith and Andreas Rönnqvist.}


*&aname(war-hulk-half-giant)War Hulk &link(War Hulk(Half-Giant)){http://www.d20pfsrd.com/psionics-unleashed/classes/aegis/archetypes/dreamscarred-press/war-hulk-half-giant/}

 With their naturally imposing physique and strength, many half-giants accept the role of being a powerhouse that uses size and muscle to obliterate enemies, adding the defensive properties of the astral suit to further augment their inborn abilities.
Special: The aegis must have the powerful build racial trait to take the war hulk archetype.
Astral Suit
The war hulk can only form his astral suit into the astral juggernaut form. He is not able to select the astral skin or astral armor forms. His astral suit otherwise functions as normal.
Hulking Smash
While the war hulk is wearing his astral suit, he gains a slam attack as a primary natural attack that deals 1d8 points of damage.
This ability replaces astral repair.
Reinforced Plating
A war hulk of 4th level’s astral suit is more durable than that of the typical aegis, improving the damage reduction gained while the suit is active by 1. At 8th level and every four levels beyond that, the damage reduction increases by an additional 1.
This ability replaces augment suit.
Toughness
A war hulk of 2nd level gains the Toughness feat.
This ability replaces craftsman.
Immovable Mountain
A war hulk of 5th level has learned to use his astral suit to resist attempts to move him against his will. The war hulk gains a +1 bonus against bull rush, trip, drag, or reposition attempts while his astral suit is active. Every four war hulk levels thereafter, this bonus increases by 1.
This ability replaces Master Craftsman.
Devastating Smash
A war hulk of 6th level increases the damage done with his slam attack to 2d8 points of damage. At 11th level and 16th level, this damage increases by an additional 1d8 of damage.
This ability replaces the customizations point gained at 6th level.
Hulking Hurl
Beginning at 12th level, the war hulk gains the ranged attack customization as a bonus customization but can form a boulder from the ectoplasm instead of a small shard of crystal. When using the ranged attack customization as a standard action, the damage is twice the base damage of his slam attack, plus his Strength modifier, and deals bludgeoning instead of piercing damage. The boulder dissipates after the attack, regardless of if it struck the target, and maintains any size increase from effects like expansion once thrown.
This ability replaces cannibalize suit.

&u(){Section 15: Copyright Notice}
&italic(){Ultimate Psionics. Copyright 2013, Dreamscarred Press; Authors: Andreas Rönnqvist and Jeremy Smith}