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念能/クラス/タクティシャン/アーキタイプ - (2018/09/21 (金) 22:46:35) のソース

*&aname(amplifier)増幅者 &link(Amplifier){http://www.d20pfsrd.com/psionics-unleashed/classes/tactician/archetypes/dreamscarred-press/amplifier/}
 増幅者は集合体のつながりを使用して、精度、速度、武威などの味方の能力を高める。これらのタクティシャンは集合体を調整した戦闘ユニットへと変えるために能力をコストとして機能させる。増幅者は危険なファイターを死に至らしめる殺害マシーンへと変えるように手助けする。
 &aname(inevitable-strike)&b(){必然的な打撃(超常)/Inevitable Strike} 増幅者は攻撃を成功させるために必要なさらなる洞察力を集合体のメンバーへと与えることができる。1日に3+増幅者の【知力】修正値に等しい回数だけ、増幅者は自身の集合体のメンバー1体に次のターン終了時までに行われる次の1回の攻撃ロールに+5の洞察ボーナスを与えることができる。3レベルの時点と以降2レベルごとに、個の洞察ボーナスは1ずつ増加する。
 この能力は協調打撃と置き換える。
 &aname(heightened-movement)&b(){高められた移動力(超常)/Heightened Movement} 5レベルの時点で、増幅者は集合体のメンバーの移動力を加速させ、危険を避け移動速度を増加させることができる能力を得る。即行アクションとして、増幅者は自身の集合体のメンバー1体にACと反応セーヴに+1の洞察ボーナスを、移動速度に5フィートのボーナスを与えることができる。この効果は増幅者の【知力】修正値に等しいラウンド数だけ継続し、増幅者の戦略能力の使用回数として数える。
 11レベルの時点で、洞察ボーナスは+2に、移動速度へのボーナスは10フィートに増加する。
 17レベルの時点で、洞察ボーナスは+3に、移動速度へのボーナスは15フィートに増加する。
 この能力は共有強化と置き換える。
 &aname(augmented-offense)&b(){攻勢増強(超常)/Augmented Offense} 6レベルの時点で、増幅者は集合体のメンバーに短期間の間攻撃能力を高めることができる。標準アクションとして、増幅者は自身の集合体のメンバーの1人に攻撃ロールと、セーヴDCを持つ集合体のメンバーが発現するあるいは発動する次の1つの念力あるいは呪文のDCに+1の洞察ボーナスを、ダメージ・ロールに+2の洞察ボーナスを与える。9レベルの時点と以降3レベルごとに攻撃ロールとDCへの洞察ボーナスは1ずつ増加し、ダメージ・ロールへの洞察ボーナスは2ずつ増加する。この効果は増幅者の【知力】修正値に等しいラウンド数の間継続する。
 この能力はチームワーク特技と置き換える。
 &aname(empowered-attack)&b(){攻撃威力強化(超常)/Empowered Attack} 6レベルの時点で、即行アクションとして、増幅者は集合体のメンバーの攻撃を威力強化するために念能収束を拡張し2ポイントの念力ポイントを費やすことができる。威力強化された攻撃は50%の追加ダメージを与える。威力強化された攻撃は[[《念力威力強化》>念能/特技/特技の詳細#empower-power-metapsionic]]などの類似の効果で修正できない。
 この能力は協調と置き換える。

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

*&aname(battle-medic)戦闘医 &link(Battle Medic){http://www.d20pfsrd.com/psionics-unleashed/classes/tactician/archetypes/dreamscarred-press/battle-medic/}
 Getting wounded allies back into the fight is a part of combat that some tacticians embrace, sacrificing some of their strategic options to learn techniques to mend wounds and guard against attacks. These battle medics are not as skilled at healing as vitalists, but offer a mixture of tactical and healing abilities to help turn the tide of battle.
 &aname(powers-known)&b(){修得済み念力/Powers Known} The combat medic selects his powers from the Tactician power list, but may also select powers from the Vitalist power list if they are of the Healing subdiscipline.
 &aname(medic-tricks)&b(){Medic Tricks(擬念)/Medic Tricks} Battle medics of all forms learn to manipulate the energy of body and mind in minor ways. A battle medic selects three 0th level powers from the Vitalist power list.
This ability replaces the Lesser Strategies class feature.
 &aname(transfer-wounds)&b(){Transfer Wounds(超常)/Transfer Wounds} Battle medics learn how to transfer wounds with but a touch. As a standard action that does not provoke attacks of opportunity, a battle medic may touch a target and heal it for 1d6 points of damage. The battle medic suffers the same number of points of non-lethal damage (up to the amount the target is actually healed) At 4th level and every 3 levels thereafter, the damage healed to the target and non-lethal damage taken by the battle medic increases by 1d6. A battle medic may use this ability a number of times per day equal to 3 + his Intelligence modifier. A battle medic may not use this ability upon himself.
This ability replaces the Coordinated Strike ability.
 &aname(healing-bond)&b(){Healing Bond/Healing Bond} A battle medic of 4th level has learned how to share healing over his network. When manifesting a power of the Healing subdiscipline with a range of personal, the battle medic can choose to change the target to a member of his collective.
This replaces the strategy normally gained at 4th level.
 &aname(back-into-the-fray)&b(){Back Into the Fray/Back Into the Fray} A battle medic of 6th level has learned to channel additional healing energy when it is most needed. When manifesting a power of the Healing subdiscipline on a member of his collective, and the target is below 50% of its total hit points, the battle medic can expend his psionic focus to treat that power as if affected by the Empower Power feat
This ability replaces Coordinate.
 &aname(cushion-the-blow)&b(){Cushion the Blow/Cushion the Blow} A battle medic gains the Cushion the Blow feat as a bonus feat at 6th level. At 12th level, the battle medic gains the Improved Cushion the Blow feat as a bonus feat. At 18th level, the battle medic gains the Greater Cushion the Blow feat as a bonus feat. The battle medic does not need to meet the prerequisites of these feats to gain their benefits.
This ability replaces Teamwork Feats.

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

*&aname(commander)指揮官 &link(Commander){http://www.d20pfsrd.com/psionics-unleashed/classes/tactician/archetypes/dreamscarred-press/commander/}
 For some tacticians, it is not enough to direct their allies and coordinate battle tactics, they need to ensure that the members of their collective are doing exactly as told. These commanders can force individuals into their collective and force members within the collective to take actions by using telepathic force, rather than diplomatic measures.
 &aname(forced-participant)&b(){Forced Participant/Forced Participant} A 1st level commander gains the Unwilling Participant feat as a bonus feat. At 5th level and every 4 levels thereafter, the DC to resist being unwillingly added to the collective is increased by 1.
This ability replaces Coordinated Strike.
 &aname(issue-order)&b(){Issue Order(超常)/Issue Order} A commander of 4th level can, as a swift action, direct one member of his collective to take an action that requires either a standard or move action. On that member’s next turn, they must perform that command unless they make a successful Will saving throw at the same DC as that of the commander’s Unwilling Participant DC.
This ability replaces the strategy normally gained at 4th level, but functions like a strategy, including using the same pool of 3 + the tactican’s Charisma modifier limited uses per day.
 &aname(thrall)&b(){Thrall(超常)/Thrall} Once a commander has reached 12th level, he can treat one member of his collective as if a thrall and that member will follow any instruction given by the commander. Like a thrall, if this member of the collective dies while under this effect, the commander suffers one negative level for one day. This thrall effect can be ended by the commander as a free action, but otherwise is treated as a permanent effect. The targeted collective member may make a Will save at the same DC as the commander’s Unwilling Participant DC if the commander gives any commands that would cause the thrall to harm itself or obviously suicidal orders.
This ability replaces the Teamwork Feat normally gained at 12th level.

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

*&aname(fear-projector)恐怖の投影 &link(Fear Projector){http://www.d20pfsrd.com/psionics-unleashed/classes/tactician/archetypes/dreamscarred-press/fear-projector/}
 Fear is a powerful emotion, and in the midst of battle, it can stop even the strongest warrior in his tracks. Fear projectors tap into these ubiquitous phobias and channel them into the minds of their enemies, even using the members of their collective to expand their influence.
 &aname(project-fear)&b(){Project Fear/Project Fear} A fear projector is capable of projecting horrifying images into the minds of his enemies. As a standard action, the fear projector targets one creature within 30 ft. and projects these terrifying images into that creature’s mind unless the creature makes a successful Will save (DC 10 + 1/2 the projector’s level + the projector’s Charisma modifier). A failed save means the creature is shaken for a number of rounds equal to the fear projector’s Charisma modifier.
This ability replaces lesser strategies.
 &aname(collective-fear)&b(){Collective Fear(超常)/Collective Fear} The fear projector at 6th level has learned to channel his powers over fear through his collective. The fear projector can choose one member of his collective and treat that as the source for any fear-based effect he uses, including his project fear ability, by expending his psionic focus while creating the effect to be redirected. This ability includes altering what creatures can be targeted by an effect, what creatures are affected by an effect, and the like.
In addition, the member of his collective selected is shrouded in frightening images that provide a +1 deflection bonus to AC until the end of its next turn.
This ability replaces coordinate.
 &aname(power-from-fear)&b(){Power from Fear(超常)/Power from Fear} Once a projector has reached 6th level, his allies are able to tap into his fear-based power. When a member of the collective causes a creature to have the shaken, panicked, or frightened condition, that collective member gains a +1 morale bonus to attack rolls and saving throws for a number of rounds equal to the fear projector’s Charisma modifier. Every four levels thereafter (9th, 13th, 17), this morale bonus improves by 1.
This ability replaces the teamwork feat normally gained at 6th level.
 &aname(permeating-fear)&b(){Permeating Fear(超常)/Permeating Fear} At 10th level, the fear projector can expend his psionic focus to channel his project fear ability through his collective and target all creatures within 30 ft. of any member of his collective. The fear projector must wait ten minutes after using this ability before he can use it again.
This ability replaces the strategy normally gained at 10th level.
 
&u(){Section 15: Copyright Notice}
&i(){Psionics Expanded: Advanced Psionics Guide. Copyright 2011, Dreamscarred Press; Authors: Jeremy Smith and Andreas Rönnqvist.}

*&aname(metanexus)超結合体 &link(Metanexus){http://www.d20pfsrd.com/psionics-unleashed/classes/tactician/archetypes/dreamscarred-press/metanexus/}
 The sum is greater than its parts, and never has it been more true than with the metanexus. Their ability to harness their allies and redefine them as needed makes them highly flexible in the field of battle and using his allies as nodes to target others makes him capable of literally being everywhere at the same time.
 &aname(bridged-power)&b(){Bridged Power/Bridged Power} A metanexus of 5th level has learned to use members of his collective as a link to alter the source of powers he manifests. Any time the metanexus manifests a power with a range greater than touch, he can choose a member of his collective and treat that member as the source for determining eligible targets or areas for the power. The metanexus must still himself have line of sight to the target or area to be affected to manifest the power. For example, a metanexus of 6th level who was manifesting a power of Short range (40 foot range) could use a member of his collective 100 feet away to target a creature within 40 feet of the collective member that would otherwise be beyond the Short range of the power.
This ability replaces improved share (1).
 &aname(pooled-traits)&b(){Pooled Traits(超常)/Pooled Traits} Starting at 8th level, a metanexus has learned to distribute the special abilities of the members of his collective. Any member of the collective can choose to use one of the racial traits of another willing member of the collective. Using this racial trait counts as a use for the member with the ability to be used and the benefiting collective member must spend the appropriate action to use the ability. Only racial traits that are limited in use per day, such as the xeph’s burst ability, or that require a power point cost, such as the elan’s resilience ability, can be distributed in this way, but if the ability has a power point cost, the benefiting member must pay double the normal power point cost.
This ability replaces the power known normally gained at 8th level.
 &aname(harness-ally)&b(){Harness Ally(超常)/Harness Ally} Beginning at 11th level, the metanexus has learned not only to use his ally as a link for his powers, but to actually tap into the senses of that member of the collective. As a swift action, the metanexus can expend his psionic focus and use the visual and auditory senses of one member of his collective for one round. In that round, the metanexus can manifest a power and can select a target for the power if it is eligible to the chosen member of the collective. The power then uses that collective member’s line of sight and line of effect to determine eligible targets. The member of  the collective selected must be within 100 feet of the metanexus to use this ability. The metanexus can cease using the collective member’s senses at any time as a free action. The metanexus otherwise manifests the power as normal.
This ability replaces improved share (2).
 &aname(collective-knowledge)&b(){Collective Knowledge(超常)/Collective Knowledge} Once a metanexus has reached level 16, he is able to tap into the collected psionic knowledge of all members of his collective. By taking a full-round action, the metanexus can manifest any power known by a member of his collective as if it was on the metanexus’s list of powers known. If the power’s manifesting time is longer than a standard action, that manifesting time is added to the time it takes to use this ability. If the power is not on the tactician power list, using this ability costs one daily use of the strategy ability.
This ability replaces the strategy normally gained at 16th level.

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

*&aname(swarmer-dromite)群生(ドロマイト) &link(Swarmer (Dromite)){http://www.d20pfsrd.com/psionics-unleashed/classes/tactician/archetypes/dreamscarred-press/swarmer-dromite/}
 The swarmer specializes on a classic behavior used by insects defending their home and hearth – swarming an enemy.
 &aname(unavoidable-swarm)&b(){Unavoidable Swarm(超常)/Unavoidable Swarm} As a swift action, the swarmer can activate a swarm mentality in its collective, and until the end of the swarmer’s next turn, any time a member of its collective is flanking a target, that collective member gains a bonus on his attack rolls against that target equal to 1 + the number of collective members flanking the creature instead of the standard +2 bonus for flanking. The swarmer can use this ability a number of times per day equal to 3 + the swarmer’s Intelligence modifier.
This ability replaces coordinated strike.
 &aname(strategy)&b(){Strategy/Strategy} At 4th level, the swarmer’s strategy gained is the following unique strategy only available to it. 
 &i(){Swarm Sync}: The swarmer can choose any two members of its collective within one size category of each other. Those two creatures can share the same space for a number of rounds equal to the swarmer’s Charisma modifier.
 &aname(swarm-flanking)&b(){Swarm Flanking(超常)/Swarm Flanking} At 8th level, any members of the swarmer’s collective who are sharing the same space from the swarm sync strategy are always considered to be flanking enemies they threaten.
This ability replaces echo effect.
Death of a Thousand Cuts (Su)
At 10th level, members of the swarmer’s collective gain a bonus to damage rolls against their targets equal to the number of collective members flanking that target. For example, if the swarmer and three of its collective members are all flanking one creature, each collective member gains a +4 bonus on damage rolls against that target.
This ability replaces the strategy normally gained at 10th level.

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


*&aname(unifier-forgeborn)統べし者(フォージボーン) &link(Unifier (Forgeborn)){http://www.d20pfsrd.com/psionics-unleashed/classes/tactician/archetypes/dreamscarred-press/unifier-forgeborn/}
 Amongst the forgeborn, there are those that are reborn on the battlefields, rather than after combat has ended. These unusual forgeborn have an innate understanding and appreciation for the theater of war.
 &aname(collective)&b(){集合体/Collective} A unifier’s collective bond with others is forged by taking parts of the unifier himself and modifying the form of the intended collective member. The unifier can only add a single creature to his collective at a time and doing so takes one minute and both the unifier and the target creature suffer 1 hit point of damage from the creation of the link. At the time of entering the collective, the unifier selects a single customization from the aegis customization list that costs 1 customization point and is available as a 1 st level aegis. As a swift action, the unifier can spend 1 power point to activate that customization for that collective member. The customization lasts until the beginning of the unifier’s next turn.
 &aname(command-the-field)&b(){Command the Field(超常)/Command the Field} As a standard action, the unifier can create a telekinetic field around himself or a target within 30 ft. of the unifier and makes the immediate vicinity around the target hard to navigate. The target’s square and all adjacent squares are considered to be difficult terrain for a number of rounds equal to the unifier’s Intelligence modifier (minimum 1). The unifier can dismiss this effect as a free action. This effect does not move with the target and the unifier is not affected by the difficult terrain of the effect. At 5th level and every four levels thereafter, the unifier can choose to increase the radius of the effect by 5 feet from the target’s square, to a maximum radius of 20 ft. This ability can be used a number of times per day equal to 3 + the unifier’s Intelligence modifier.
This ability replaces coordinated strike.
 &aname(strength-from-within)&b(){Strength From Within/Strength From Within} The unifier understands that an effective battle plan requires not only tactics, but the endurance to carry out those tactics. The unifier uses his Constitution modifier instead of his Charisma modifier for his strategies.
 &aname(strength-through-unity)&b(){Strength through Unity/Strength through Unity} At 10th level, the benefits of the unifier’s coordinate ability apply to all members of his collective, instead of only one.
This ability replaces the strategy normally gained at 10th level.

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