出典Blood of the Coven 13ページ
以下の特技のうちの2つは魔女団特技であり、3体の参加者を必要とする効果を持つ特殊なチームワーク特技である。このような特技は、多くの場合、魔女団のメンバー間のつながりを表しており、グループを魔女団として言及しているが、前提条件を満たしている3体のグループであれば、これらの特技を選択することができる。
出典Legacy of Fire Player's Guide 28ページ
Inspired by a variety of video games and board games that utilize similar conventions, achievement feats require the cooperation of the player and the GM to make the transition into the world of pen-and-paper RPGs. Players who seek to qualify for an achievement feat should tell their GM early so he can begin noting the PC’s progress toward the feat’s requirement, or be aware that the player is tracking his character’s accomplishments with this goal in mind. Although they require more bookkeeping to attain than typical feats, these feats are custom-designed to reward players of Legacy of Fire and should help PCs feel like they’ve accomplished something pertinent to the campaign’s goals. GMs who don’t think achievement feats are for their game can ignore this section with no detriment to their campaign, but for those who do test them out, we’d love to hear your stories and playtest experiences on our messageboards at pazio.com/traits.
出典Armor Master's Handbook 16ページ
Armor mastery feats are a new type of feat that require armor training as a prerequisite. They count as combat feats for all purposes, including which classes can select them as bonus feats. You gain the benefits of an armor mastery feat only while wearing armor with which you are proficient and only while wearing a type of armor that matches the feat’s armor proficiency feat prerequisite, if any. Armor mastery feats without armor proficiency prerequisites can be used while wearing any suit of armor. Characters who lack the armor training class feature can access armor mastery feats by taking the Armor Focus feat, presented below.
出典Champions of Corruption 22ページ
“Teamwork” is a relative term. Many villains don’t concern themselves with collateral damage and make their plans with exceeding ruthlessness. Presented below are several teamwork feats with the common theme of reaping a benefit at your allies’ expense. All of these feats refer to an initiator and an abettor. The initiator is the one activating the feat (also referred to as “you”) and the abettor is an ally who also has the feat and whose presence and (perhaps unwilling) sacrifice allows the feat to take effect. Choosing one of these feats effectively grants consent for an ally with the same feat to harm you in combat, and vice versa, but evil characters are often willing to take big risks to get the upper hand. Some recruit devoted minions specifically to use in this way. Characters with class abilities granting allies access to teamwork feats (such as cavaliers or inquisitors) can select these teamwork feats normally, but allies who are granted these feats can use the feats only as initiators, not as abettors. An inquisitor could not grant an ally the Ally Shield feat and then use the ally as a shield, for example, but he could allow that ally to use him as a shield.
出典Magic Tactics Toolbox 28ページ
The spilling of blood can unleash significant magic power, and many cultures on Golarion have developed ways of accessing that power. Some among the winter witches of Irrisen and the dervishes of Casmaron can use magic powered by inflicting significant wounds to curse their enemies. More sinister versions of these hexes can be found in the shadowy realms of Nidal and among the criminal blood magicians of Tian Xia. While these disparate magical traditions employ different terms for the tactic, a curse powered by the subject’s own blood loss is commonly known as a blood hex.
Blood hexes take many forms, but all obey some basic rules that apply to each blood hex feat. Blood hex feats are available to any character who meets the feat’s prerequisites. Blood hex feats work only against targets you have dealt hit point damage to recently, with the exact time frame and any requirements for how you deal the damage outlined in each feat. The saving throw DC of a blood hex is always equal to 10 + 1/2 your character level + your Intelligence, Wisdom, or Charisma modifier (whichever is highest). You can target a creature with the same blood hex at most once every 24 hours, whether it is affected by the blood hex or not. You can use a number of blood hexes per day equal to the number of blood hex feats you have, plus one additional use per day at 4th level and every 4 character levels thereafter. You can use the same blood hex multiple times, as long as you don’t exceed your total uses of blood hexes for the day.
Shamans and witches can take a blood hex feat in place of a regular hex and sometimes gain additional effects when they use a blood hex, but must still deal hit point damage to a creature in order to use the blood hex. A shaman or witch can use blood hexes an unlimited number of times per day, but still cannot target the same creature with the same blood hex more than once every 24 hours. All blood hexes with a duration of 1 round can be extended normally using the cackle hex or the chant hex.
The effects of a given blood hex doesn’t stack with themselves, even if the blood hex is used by different sources, but a creature can be cursed with any number of different blood hexes at one time. A blood hex is a supernatural curse effect, and counts as a hex for the purposes of abilities that work against hexes.
出典Champions of Corruption 18ページ
Damnation feats represent a bargain the character has made with some dark power, granting the character great power at the cost of her eternal soul. Damnation feats are distinct from more common feats in three ways.
Damned: A character with a damnation feat is damned (see the sidebar). This is likely a permanent condition, but might be avoided through redemption.
Greater Power: Damnation feats increase in power relative to the number of damnation feats a character possesses. Each new damnation feat increases the power of all of the character’s damnation feats, including the newly taken feat and future feats.
Patronage: All damnation feats require the patronage of an evil outsider—typically a daemon, devil, demon, or kyton. This evil outsider patron must be favorably disposed toward the character and must have a number of Hit Dice equal to or greater than her character level. An evil outsider summoned via a spell like planar binding might be coerced to serve as a character’s patron (whether that character is the spell’s caster or another seeking patronage). The caster of a planar binding spell must still attempt Charisma checks to coerce the outsider into service, but she gains a +4 bonus on her Charisma checks if that service is to act as a damnation feat’s patron. Other outsiders might more willingly serve as patrons at the GM’s discretion.
Damnation
When a character takes a damnation feat, his soul is damned. The character’s spirit is promised to a dark power, whether an evil deity or a foul planar race, and his soul will ultimately be consigned to some grim fate after his death. The method by which one becomes damned typically determines the specifics of this eternal doom, but the in-game effects are the same regardless.
Upon taking a damnation feat, the character’s soul becomes ensnared by dark, otherworldly forces. From that point on, if the character dies, returning him to life proves to be more difficult. Any nonevil spellcaster who attempts to bring the character back from the dead must attempt a caster level check (DC = 10 + the slain character’s Hit Dice). Success means the spell functions as normal, while failure means the spell fails and cannot be attempted again for 24 hours. Evil spellcasters, however, can raise the slain character normally, without a check.
Upon taking a second damnation feat, the character becomes even more ensnared by his doom. He remains difficult to return from the dead (as noted above), and he can’t be affected by breath of life or raise dead, even when these spells are cast by an evil spellcaster. Also, the character’s alignment shifts one step toward evil (typically toward the alignment of whatever creature serves as his patron).
This corruption continues if the character takes a third damnation feat. He is affected as previously noted, and in addition, the spell resurrection no longer affects him. The character’s alignment again shifts one step toward evil (typically toward the alignment of whatever creature serves as his patron).
Finally, upon taking a fourth damnation feat, the character can no longer be returned from the dead by any method short of a wish or miracle. The character’s alignment shifts one more step toward the alignment of whatever creature serves as his patron.
出典Familiar Folio 18ページ
The following feats can be taken by characters who have familiars that meet the listed prerequisites. Wizards can take a familiar feat as a bonus feat, and witches can select a familiar feat in place of a hex. If you lose your familiar and gain a new familiar that doesn’t meet the listed prerequisites for a familiar feat you possess, your new familiar doesn’t gain the benefits of that feat. A new familiar that meets the prerequisites automatically gains the benefits of that feat.
When you gain a new level, if your current familiar does not meet the prerequisite of a familiar feat you possess, you can learn a new familiar feat in place of the feat your familiar doesn’t qualify for. In effect, you lose the old familiar feat in exchange for the new one. The feat lost can’t be a prerequisite for another feat you possess, and your familiar must meet the new feat’s prerequisites. You can exchange only one feat in this way each time you gain a level.
出典Plane-Hopper's Handbook 22ページ
The courts of the Eldest have many fanciful titles, and the strange logic of the fey means bearing one of them can grant a creature unusual powers. The following feats represent the metaphysical weight of gaining a title from a fey patron. Generally, the following titles are available only to creatures with the fey creature type (most frequently gathlains), but loyal and particularly impressive servants of the Eldest can court the favor of the fey with audacious deeds, and are sometimes rewarded by being made peers.
出典Armor Master's Handbook 18ページ
To some combatants shields are just as important, if not more so, than weapons or armor. Shields are multipurpose, capable of defense or offense. They slide on and off far faster than armor, and allow adventurers to change their tactics on a whim.
A handful of specialists train to maximize a shield’s use in battle. Presented here are new feats categorized as shield mastery feats, each requiring Shield Focus as a prerequisite. Characters with the armor training class feature can ignore the Shield Focus feat as a prerequisite for shield mastery feats. Shield mastery feats count as combat feats for all purposes, including which classes can select them as bonus feats. You gain the benefits of a shield mastery feat only while wielding a shield with which you are proficient. Characters with the Shield Focus feat also qualify for the Improved Shield Focus feat below.
出典Weapon Master's Handbook 26ページ
Using an item mastery feat is a standard action that doesn’t provoke attacks of opportunity, similar to activating a command word item, though you do not need to speak to use the feat. Creating these effects requires you to assault the existing magic of the item through your force of will and channel the item’s inherent magic through your own body; this act is thus governed by the user’s fortitude. All effects created by item mastery feats act as spell-like abilities and use your base attack bonus as the caster level. Any spell-like ability’s save DC is equal to 10 + the spell level + your Constitution modifier. If a spell-like ability calls for a calculation using your Intelligence, Wisdom, or Charisma bonus or modifier, use your Constitution bonus or modifier instead.
Magic item mastery is stressful for the item as well as the user and can’t be performed on items that can be used only a limited number of times or that must be recharged (such as elixirs, potions, scrolls, staffs, and wands)-it requires items with constant effects or daily uses. Magic item mastery doesn’t affect an item’s normal properties or deplete any of its daily uses.
The following magic item mastery feats are available to any character who qualifies.
出典Ranged Tactics Toolbox 8ページ
Several of the following feats have the new targeting type. If you are using the optional called shots rules (Pathfinder RPG Ultimate Combat 193), attacks made with targeting feats count as called shots for the purposes of abilities or effects that modify called shots, such as the Improved Called Shot feat from Ultimate Combat.
出典Weapon Master's Handbook 20ページ
Although most combat techniques are general enough to be categorized as combat feats, some require such a high level of martial skill that they are instead categorized as weapon mastery feats. Weapon mastery feats count as combat feats for all purposes, including which classes can select them as bonus feats, and you gain the benefits of a weapon mastery feat only while wielding a weapon that belongs to a fighter weapon group that you have selected with the fighter weapon training class feature (referred to hereafter as an “appropriate weapon”), and any effect of these feats related to attacks applies only to attacks from such weapons unless the feat specifies otherwise. Characters who lack the weapon training class feature can access weapon mastery feats by taking the Martial Focus feat below.
出典Paths of the Righteous 15ページ
君はポールアームのバランスを完璧に取り、芸術的でありながら危険なな精度で打撃する方法を熟知している。
前提条件:《武器熟練:グレイヴ》、シェリンを信仰していなくてはならない
利益:【筋力】修正値の代わりに【敏捷力】修正値を適用して、軽い武器ではないが君に適したサイズのグレイヴで攻撃ロールを行うために《武器の妙技》特技を使用することができる。グレイヴを刺突または斬撃の片手近接武器を扱い、もう片方の手で攻撃を行わないならば、そのような武器を必要とする全ての特技やクラス能力を利き手で攻撃していないかのように扱うことができる(デュエリストやスワッシュバックラーの精密打撃など)。
移動アクションとして、グレイヴのグリップを短くし、間合い武器の特性がないかのように扱うことができる。移動アクションとして、グリップを調整して武器に間合いの特性を与えることもできる。
出典Blood of the Coven 13ページ
君は魔女団の魔法に生来の親和性を持つ。
前提条件:【魅】11、チェンジリング
利益:君が魔女団の呪術を持つウィッチでなくても、チェンジリングの魔女団に加わることができる。君の有効ウィッチ・連ベルはキャラクター・レベルの半分に等しい。チェンジリングの魔女団は、依然として魔女団の呪術を持つチェンジリングのウィッチ1体が含まれていなければならない。
加えてウィッチの呪文リストから0レベル呪文1つを選択する。君はキャラクター・レベルに等しい術者レベルの擬似呪文能力として1日3回、この呪文を発動する能力を得る。この呪文のセーヴDCは10+君の【知力】修正値に等しい。
出典Pathfinder #61: Shards of Sin 58ページ
デロの修士の精神は特に奇妙なカビの消費によって影響を受け、魔法への抵抗を強化し、追加の擬似呪文能力と特徴を与える。
前提条件:デロ、【魅】20
利益:デロの修士の呪文抵抗はデロのヒット・ダイス+10に等しい。〈治療〉は常にデロの修士のクラス技能となり、〈治療〉判定に+4の種族ボーナスを得る。
出典Sargava, the Lost Colony 24ページ
君は倒れた敵に壊滅的な打撃を与える。
前提条件:【筋】13、《強打》、《蹴散らし強化》、基本攻撃ボーナス+1
利益:相手を蹴散らし、戦技判定が相手のCMDを5以上超えた場合、相手のマスに移動してその相手を伏せ状態にする代わりに、相手の真正面のマス(または最も近い隣接するマス)で止まることができ、割り込みアクションとして、その相手に素手打撃または肉体武器で1回攻撃することができる。
通常:蹴散らしの戦技が相手のCMDを5以上超えると、目標のマスに移動し、相手は伏せ状態となる。
出典Pathfinder #85: Fires of Creation 72ページ、People of the Stars 7ページ
君は感情を体験することを学んだ。
前提条件:【魅力】13、アンドロイド
利益:君は無感情の特殊能力を失う。君は士気ボーナスを得ることができ、感情に基づく効果と[恐怖]効果の影響を受けることが出いる。[精神作用]効果に対するセーヴィング・スローに+4の種族ボーナスがない。
出典Pathfinder #85: Fires of Creation 72ページ、People of the Stars 7ページ
君のナノマシン活性は普通よりも頻繁に使用できる。
前提条件:【耐久力】13、ナノマシン活性の能力
利益:君は1日1回追加でナノマシン活性を使用できる。
特殊:《活性追加》は複数回取得できる。効果は累積する。
出典Blood of the Coven 13ページ
君の魔女団の中で、君は仲間のウィッチの使い魔との絆を築き上げた。
前提条件:魔女団の呪術または《魔女団の接触》、使い魔または霊獣のクラス特徴、ウィッチ1レベル
利益:君はウィッチの使い魔の能力として、この特技を持っている君の魔女団の他の全てのウィッチの使い魔と共感的リンクを共有する。加えて、ウィッチのレベルがこれらの能力の使用権を与えるのに十分高いレベルである限り、魔女団の使い魔を目標として呪文共有、接触呪文伝達、使い魔からの念視能力を使用することができる。主人との会話能力を使用して使い魔と会話することができる。魔女団のメンバーの使い魔から自身の使い魔が呪文を習得するのを助けるための〈呪文学〉判定に+5のボーナスを得る。
出典Pathfinder #139: The Dead Road 73ページ
君の創造主は補佐役であり、ボディーガードであり、君の記憶はその担当者の姿で満たされている。
前提条件:シャブティ
利益:即行アクションとして、隣接する味方をチャージとして指定することができる。君がそのキャラクターに隣接している限り、味方は君のレベル吸収に対する抵抗と、アンデッドの種族特徴に対する完全耐性の利益を得る。この能力は君が隣接している限り、君の1体が殺害された場合でも適用される。
出典Pathfinder #139: The Dead Road 73ページ
君の創造主は兵士であり戦争の人であった。そして君の記憶は血の味で満たされている。
前提条件:キャラクター・レベル5、シャブティ
利益:1日1回擬似呪文能力としてグレーター・マジック・ウェポンを発動できる。9レベルの時点で1日2回、15レベルの時点で1日3回となる。この擬似呪文能力から利益を得ることができるのは君だけである;強化されている武器を用いる他の者はこの呪文から利益を得ることはない。この能力の術者レベルはキャラクター・レベルに等しい。
出典Paths of the Righteous 5ページ
君の言葉は死者とアンデッドを同様に落ち着かせ、霊障にさえ影響を与えることを可能にする。
前提条件:3レベル呪文の発動能力
利益:君はボーナス言語としてネクリル語を得、アンデッド・クリーチャーに対するか君がネクリル語を話すときの〈はったり〉、〈交渉〉、〈威圧〉、〈真意看破〉判定に+2のボーナスを得る。修得済み呪文にスピーク・ウィズ・デッドを加える。君が4レベル呪文の発動能力を得るや、修得済み呪文にスピーク・ウィズ・ホーントを加える。スピーク・ウィズ・デッドあるいはスピーク・ウィズ・ホーントを発動するとき、君の属性を、君が話しているアンデッド・クリーチャーや霊障の属性と同じものとして扱い、呪文の有効術者レベルを2レベル増加させる。
出典Pathfinder #139: The Dead Road 73ページ
君の創造主は僧侶であり魔術師であり、君の記憶はお香の匂いで満たされている。
前提条件:シャブティ
利益:君はクラス技能として〈呪文学〉を得る。〈呪文学〉判定を試みるときは2回ロールして2つの結果のうち良い方の結果を採用することができる。
出典Chronicle of Legends 16ページ、Distant Realms 62ページ
呪文をひとつ選択する。君はその呪文を通常の使い方以上に操ることが出来るようになる
利益:適切な《魔技》の条件を満たしている限り、選んだ呪文に関連するあらゆる《魔技》を使用できる。
特殊:《魔技》は複数回選択することが出来る。その度に、新しいタイプの呪文に適用される。
デイライト 出典Chronicle of Legends 16ページ
Though many clerics in the church of Sarenrae can conjure powerful light, it was a warpriest named Amnok who learned to focus it through his shield and blind Sarenrae’s foes. He later learned how to conjure a burst of pure daylight, shining like the sun for a several seconds and defeating an entire cabal of vampires. Most of the manipulations of the daylight spell come from Amnok’s early work. In addition to the feat, skill, or other requirements listed in parentheses for each of these tricks, you must have the Magic Trick (daylight) feat to use the trick.
Barrier of Light (Shield Focus): When you cast daylight on a shield, it sheds bright light in a 120-foot cone and raises the light level by one step for an additional 120 feet. As a standard action, you can end the spell by causing the light to suddenly flash, blinding each creature in the cone for 1d4 rounds unless it succeeds at a Fortitude save against your daylight spell DC.
Blades of Light (Knowledge [religion] 6 ranks): When you cast daylight on a melee weapon, you can reduce the duration to 1 round per level and grant the weapon the ability to deal additional damage against undead and evil outsiders equal to 1 point per 2 caster levels (maximum +5). This extra damage does not stack with the holy weapon enchantment and similar effects.
Burst of Sunlight (Spellcraft 6 ranks or worship deity with Sun domain): You can reduce the duration of your daylight spell to 1 round, causing the spell to radiate the equivalent of pure daylight for the purpose of affecting creatures that are damaged, destroyed, or are otherwise affected by such light.
Convincing Halo (Knowledge [religion] 3 ranks): When you cast daylight on a piece of headgear, you can make it appear as a halo. This grants the creature wearing the headgear a +2 circumstance bonus on Diplomacy and Bluff checks against good outsiders.
Pin Sunlight (Precise Shot): When you cast daylight on a piece of ammunition or thrown weapon, you can cause the spell to transfer to the target of a successful ranged attack with that piece of ammunition or thrown weapon, causing the creature to radiate light from its body. If the creature succeeds at a Will save against your daylight spell DC, it instead glows with dim light in a 5-foot radius for 1 minute.
Vessel of Light (no additional prerequisites): When you cast daylight on a torch, lantern, or other tool used to produce mundane light, you increase the duration of your spell to 1 hour per level.
ファイアーボール 出典Chronicle of Legends 16ページ
火砕流のヴィンセントは、協会の破壊的な力だ。彼は他のどのエージェントよりも、内海地域の多くの建物に恒久的な損害を与え、非難を引き起こした。彼にとって、焼却は芸術である。これらのトリックのそれぞれの()内に記載されている特技、技能、その他の要件に加えて、《魔技:ファイアーボール》の特技を持っていなければならない。
フローティング・ディスク 出典Distant Realms 62ページ
Although most spellcasters use floating disks as little more than a means of moving luggage, the shulsagas of the Astral Plane have mastered the ability to ride atop a floating disk. A combination of cultural importance, astral secrets, and constant practice allows shulsagas to push the spell’s magic beyond its normal limits. Masters of the art can perform truly extraordinary maneuvers with proper training. In addition to the feat, skill, or other requirements listed for each of these tricks, you must have the Magic Trick (floating disk) feat to use the trick.
Defensive Disk (Fly 3 ranks, Shield Proficiency): While riding atop your floating disk with at least one hand free, you can spend a move action to grip the disk by its edge, tilt it, and use it to deflect blows. Until the beginning of your next turn, your floating disk grants you the benefits of the spell shield. If you are already under the effects of the shield spell from another source, this effect instead increases the spell’s shield bonus by 1 until the beginning of your next turn.
Disk Rider (Fly 3 ranks): You can ride atop any floating disk you create, so long as it has the capacity to support your weight. This grants you a fly speed of 30 feet (average), but the disk cannot move itself or you more than 5 feet above the ground at any time. If you are on a location within the Astral Plane—including Yulgamot itself—the disk can instead fly to any height, and your fly speed while standing on it increases to 40 feet (good). When you cast floating disk, you can step onto the disk in your space as part of the action required to cast the spell.
Drifting Defense (Fly 6 ranks, Mobility, Shield Proficiency): Whenever you move at least 10 feet during your turn, you can activate the defensive disk trick as a free action.
Expanded Disk (Fly 3 ranks, Heighten Spell): If you are Large or larger, you can create a larger floating disk capable of supporting your weight and size; however, for each size category you are larger than Medium, you must use a spell slot that is one level higher (for example, a 4th-level spell is required to create a disk capable of supporting a Gargantuan creature). Once created, a disk augmented with this trick will always support the weight of you and your personal gear, even if this combined mass exceeds the disk’s capacity.
Force Check (Fly 3 ranks, Catch Off-Guard or Improved Bull Rush): When you successfully charge and bull rush a creature while riding atop your floating disk, you can veer the disk into your target, dealing 1d6 points of bludgeoning damage in addition to moving the target. You gain a +4 circumstance bonus to your Armor Class against any attack of opportunity attempted against you when performing a bull rush in this way.
Spurn Gravity (Fly 6 ranks): While astride your floating disk, you can fly higher than 5 feet above the ground. However, you must return to a location 5 feet above a stable surface before the end of your turn or fall. If you take damage from this fall, you fall prone atop your floating disk. As a swift action, you can also reduce the remaining duration of your floating disk to 1 round per level. For the remaining duration of the spell, your fly speed increases to 50 feet and your disk ignores all altitude limitations.
メイジ・ハンド 出典Chronicle of Legends 16ページ
Cylindia the Sly was a renowned cat burglar throughout Magnimar. Though she never had any formal magical training, her ancestor’s magical blood was all she needed to produce and master the use of mage hand. She remains unique in that her adaptations to the spell came entirely from practical applications rather than study and experimentation. In addition to the feat, skill, or other requirements listed in parentheses for each of these tricks, you must have the Magic Trick (mage hand) feat to use the trick.
Dirty Magic Trick (base attack bonus +1, Improved Dirty Trick): You can manipulate a target’s clothing or a nearby object to attempt a dirty trick combat maneuver against a single opponent in the spell’s range, using your combat maneuver bonus for the check.
Powerful Hand (Spellcraft 3 ranks): You can increase the weight of objects you can move by 5 pounds for every 3 ranks you have in Spellcraft.
Ranged Aid (base attack bonus +1): You’ve learned to use your mage hand to tug at an opponent’s hair, clothing, and equipment. You can use the aid another action at range, attempting a ranged touch attack instead of a melee attack.
Reaching Hand (Precise Shot or Reach Spell): You can focus as a swift action before casting mage hand to increase its range to 50 feet + 5 feet per caster level. If the target of your mage hand spell is outside of the spell’s standard range at the start of your turn, you must spend another swift action to focus again or the spell immediately ends.
Subtle Hand (Deft Hands, Disable Device 6 ranks, Sleight of Hand 6 ranks): You can attempt Disable Device and Sleight of Hand checks within range of your mage hand. Working at a distance increases the normal skill check DC by 5, and you cannot take 10 on this check.
Throw Punch (Improved Unarmed Strike): You can use mage hand to strike an opponent within the spell’s range. This is a melee attack that always deals 1d3 points of force damage. The mage hand has an attack bonus equal to your caster level plus your Intelligence, Wisdom, or Charisma modifier, whichever is highest. Spell resistance applies against this ability.
オブスキュアリング・ミスト 出典Chronicle of Legends 17ページ
Shastalla of the Shackles was a bloodthirsty pirate, famous for her raids on Chelish patrols under the cover of obscuring mist. After Shastalla was caught and executed, the Pathfinder Society purchased her magical library for a small fortune to learn her secrets. In addition to the feat, skill, or other requirements listed in parentheses for each of these tricks, you must have the Magic Trick (obscuring mist) feat to use the trick.
Clinging Mist (Extend Spell, Spellcraft 6 ranks): Your thick mist is difficult to escape. A creature that leaves the obscuring mist continues to treat other creatures as if they had concealment for 1d4+1 rounds after it leaves.
Hydrating Mist (Survival 3 ranks): Your mist clings to creatures, soaking them and their equipment. This grants each creature a +4 bonus on Fortitude saves to resist effects of heat and a –4 penalty on saves against effects that deal electricity damage and spells with the electricity descriptor. This effect functions as submersion in water for aquatic creatures and penetrates the skin, hydrating creatures in the mist as if they consumed a canteen full of water.
Mist Screen (Heighten Spell): You can shape your obscuring mist into a dense wall of mist with an area up to one 10-foot square per 2 levels. The sections of wall are 5 feet thick and must remain contiguous, but they do not need to be anchored to a solid surface. At least one section of the wall must include your space. Creatures standing within the wall have concealment. Creatures on the opposite side of the wall have total concealment.
Obscure Self (Stealth 6 ranks): You reduce the area of the obscuring mist to your space plus all adjacent squares, but the mist is no longer stationary and instead automatically moves with you when you move. This does not create enough concealment to attempt Stealth checks. As a swift action, you can anchor the mist, causing it to become stationary and allowing enough concealment to hide. You can release the mist as a swift action, allowing it to move with you again. If you take any fire damage while this trick is in effect, the spell immediately ends.
Obscure Terrain (Selective Spell): Your mist rests low to the ground, blocking sight to all underfoot and making the area difficult to traverse. Your obscuring mist takes up the same area, but no longer blocks sight of other creatures. Instead, all creatures moving through the mist treat the area as difficult terrain. A creature can spend a move action to treat the area as normal terrain until the end of its turn.
Quenching Mist (Spellcraft 6 ranks or water subtype): You can issue a forceful blast of pressurized mist in a 15-foot cone instead of casting obscuring mist normally. This blast automatically quenches any nonmagical fires and functions as dispel magic against magical fires as long as those fires are Medium or smaller. The duration changes to instantaneous and the spell gains the water descriptor. Creatures with the fire subtype within the cone take 1d6 points of damage for every 2 caster levels (maximum 5d6) you have (half on a successful Reflex save).
プレスティディジテイション 出典Chronicle of Legends 17ページ
Though magical practitioners around the multiverse make daily use of prestidigitation, Poshment the Peculiar was the first to dabble in prestidigitation's many possibilities. Through dedicated study and dubious field tests, he was able to find many more uses than dying his clothes and cleaning up a spell component closet. By the time he had graduated from the Arcanamirium in Absalom, he had already learned to permanently dye clothes and even paint on canvas using only his spellwork. Over the years, he expanded prestidigitation from a multi-use spell to a work of art. In addition to the feat, skill, or other requirements listed in parentheses for each of these tricks, you must have the Magic Trick (prestidigitation) feat to use the trick.
Adjust Scent (Survival 6 ranks): You can adjust the smell of an object or willing creature to become more or less powerful, respectively doubling or reducing by half the distance needed to detect the target with the scent universal monster ability.
Chromatic Savant (Disguise 3 ranks or gnome): When you change the color of an item, the changes are permanent. You can also change the color of part or all of a living being, but the effect gradually fades away in about a month. You must succeed at an appropriate Craft check to create complex or specific designs.
Lasting Changes (Extend Spell): The effects of your prestidigitation spells persist for 1 hour per caster level; this does not change its spell level.
Minor Levitation (Spellcraft 3 ranks): You can cause up to 1 pound of material to become weightless and direct it to move up to 5 feet each round as if under the effects of levitate.
Repulsive Flavor (Craft [cooking] 3 ranks): You can cause a willing creature to taste foul. Once a creature with a bite attack successfully attacks the target of your spell, the target gains a +2 circumstance bonus to AC and CMD against bite attacks and grapple checks made with a mouth, such as the grab ability or swallow whole, from that creature.
Thaumaturgic Aesthetics (Bluff 3 ranks, Disguise 3 ranks, Deceptive): While you have a prestidigitation spell active, you can thematically change the effects of other spells you cast, such as changing the color of a fireball, granting your magic missile a specific shape, or adding a floral smell to your mage armor. This increases the DC of Spellcraft and Knowledge (arcana) checks to identify your magic by an amount equal to half of your ranks in Disguise (minimum 1).
シールド 出典Chronicle of Legends 19ページ
Kah’la is one of the more studious magi to ever graduate from the Arcanamirium. Though her professors had hoped she would make a fine magical theoretician, she joined the Pathfinder Society and put her theories on abjuration to good use. In addition to the feat, skill, or other requirements listed in parenthesis for each of these tricks, you must have the Magic Trick (shield) feat to use the trick.
Friendly Shield (Bodyguard): When using the Bodyguard feat, you can instead grant your ally the benefit of your active shield spell. You lose the spell’s benefits and your ally gains these benefits for the spell’s duration.
Force Bash (Improved Bull Rush, Improved Shield Bash): While the shield spell is active, as a standard action you can cause your shield to fly toward a target within 30 feet and attempt to bash it. On a successful ranged attack roll, the spell deals 1d8 points of force damage plus 1 point per 3 caster levels (maximum +5 at 15th level). If it deals damage, you can also attempt a bull rush combat maneuver with the shield as a free action. The shield has an attack bonus equal to your caster level plus your Intelligence, Wisdom, or Charisma modifier, whichever is highest. Using the shield in this way consumes 1 minute of the spell’s duration. Spell resistance applies against this ability.
Force Equipment (Equipment Trick [shield]): You can use your shield spell with the Equipment Trick (shield) feat for the following tricks: Break Ground, Hurl Shield, Little Wall, Ricochet Shield, Shield Gag.
Instant Cover (Spellcraft 6 ranks): While the shield spell is active, as an immediate action you can expand your shield into a tower shield made of force. Choose one edge of your space. That edge is treated as a wall of force, except for each 2 caster levels it has hardness 5 and 5 hit points. At the end of the current creature’s turn, the shield spell immediately ends.
Reflective Shield (Spellcraft 9 ranks): While the shield spell is active, as an immediate action you can reflect magic missile spells back on their caster as if using spell turning. Using the shield in this way consumes 1 minute of the spell’s duration.
アンシーン・サーヴァント 出典Chronicle of Legends 19ページ
Who better than Seganam, a conjuration professor at Korvosa’s Acadamae, to discover a variety of applications for unseen servant. Originally he modified the spell to assist with his alchemical experiments, but over time he learned to make these servants function in a variety of ways. Today, armor-clad servants stand perpetual guard outside his office. In addition to the feat, skill, or other requirements listed in parentheses for each of these tricks, you must have the Magic Trick (unseen servant) feat to use the trick.
Phantom Decoy (Disguise 6 ranks): Your servant can inhabit a suit of armor as if wearing it, appearing as haunted armor. This reduces the unseen servant’s movement speed as normal armor would. Attacks against the unseen servant target an AC equal to 10 plus the armor bonus from the armor. Any successful attack damages the armor as if it were targeted by a sunder combat maneuver. An area effect that deals 6 or more points of damage destroys the unseen servant as usual.
Unfettered Servant (Reach Spell): Without increasing the spell slot, you increase the range of your unseen servant to long. If the servant moves beyond the spell’s range, it finishes its current task before it ceases to exist.
Unseen Apprentice (Combat Casting, Spellcraft 3 ranks): You servant is gifted with a spark of magical prowess. If the servant is adjacent to you when you attempt a concentration check, you gain a +1 bonus to the check. This bonus increases to +2 when you have 10 or more ranks in Spellcraft.
Unseen Assistant (Craft [any], Perform [any], or Profession [any] 3 ranks): You infuse your servant with the spirit of creativity. It can assist you as if successfully using the aid another action with a single Craft, Profession, or Perform skill in which you have 3 or more ranks. Alternatively, it can use any of these skills itself, using half of your total bonus for that skill.
Unseen Squire (armor proficiency): Your servant can assist any character in donning armor with which you are proficient. When doing so, that character is considered as having help to don her armor and can do so in half the usual time: 5 rounds for light armor, 1 minute for medium armor, or 2 minutes for heavy armor.
Unseen Warrior (base attack bonus +3): You imbue your servant with the spirit of battle, reducing the duration to 1 round per level but allowing it to take aid another actions in battle on your turn. The servant has an attack bonus equal to your caster level plus the highest of your Intelligence, Wisdom, or Charisma modifiers.
出典Blood of the Beast 28ページ
君は他の人より長く瞬間的な瞑想から洞察を集めることができる。
前提条件:【判】15、《戦闘瞑想》、《瞑想の達人》、キャラクター・レベル11
利益:瞑想すると、+1の洞察ボーナスではなく+2の洞察ボーナスを得る。 このボーナスは、瞑想に使用した特技の持続時間に行われた任意の2回のd20ロールに分割して各d20ロールに+1を追加するか、任意の1つのd20ロールで全ボーナスを使用してその1回のロールに+2を加えることができる。
出典Blood of the Coven 13ページ
君と他の魔女団のメンバーは、呪文を織り交ぜて大きな効果を発揮することができる。
前提条件:《呪文発動支援》 利益:この特技を持つ3体の魔女団のメンバーが同じラウンドで同じ呪文を発動した場合、最後のメンバーのイニシアチブでのみ呪文を解決し、自分たちの努力を組み合わせることができる。呪文の効果は一度に解決されるが、魔女団は、使用する呪文スロットを変更せずに以下の呪文修正特技のいずれか1つを適用できる:《呪文威力強化》、《呪文距離延長》、《呪文持続時間延長》、《呪文威力最大化》、《呪文効果範囲拡大》。術者は、この特技を介して適用するために適切な呪文修正特技を必要としない。《呪文修正の相乗効果》化呪文は術者レベル、セーヴDC、及び魔女団の選択した術者の他の修正を使用して解決する。3体のメンバー全員が同じ特技を発動に含めない限り他の呪文修正特技は適用されない。この能力は、選択した呪文特技が9レベルを超える呪文スロットを使用するように変更する場合、使用できない。
出典Sargava, the Lost Colony 24ページ
君はすぐに踏み込みから復帰することができ、反撃を避けるのを助ける。
前提条件:《踏み込み》、〈軽業〉1ランク
利益:標準アクションとして、《踏み込み》特技を使用して、ACにペナルティを受けることなく、ターン終了時まで近接攻撃の間合いを5フィート増やすことができる。中荷重または重荷重である場合、この特技を使用することはできない。
通常:踏み込み攻撃を行うとき、次のターンまでACに-2ペナルティを受ける。
出典Pathfinder #139: The Dead Road 71ページ ボーンヤードのサイコポンプの賞金稼ぎの一人が、クモの巣を使ってアンデッドから身を守るコツを教えてくれた。
前提条件:キャラクター・レベル9、ダスクウォーカー、ward against corruptionの種族特徴
利益:蜘蛛の巣が体の一部に巻き付いている限り、ward against corruptionの種族特徴が提供するボーナスは+4に増加する。
出典Pathfinder #139: The Dead Road 71ページ
どんなに下っ端のサイコポンプでさえ、アンデッドを嗅ぎ分けることができる。張り子のお面をかぶったホイップアーウィルヨタカがその方法を教えてくれた。
前提条件:ダスクウォーカー
利益:擬似呪文能力として回数無制限にディテクト・アンデッドを発動できる。この効果のための術者レベルはキャラクター・レベルに等しい。
出典Pathfinder #139: The Dead Road 73ページ
あなたの創造主は政治家であり行政官であり、あなたの記憶にはチリンというコインの音で満たされている。
前提条件:シャブティ
利益:君はサジェスチョンの擬似呪文能力の使用回数を1日に2回得る。8レベルの時点で1日に3回、14レベルの時点で4回、16レベルの時点で5回の使用回数を得る。
出典Sargava, the Lost Colony 24ページ
素早い一打と組み合わせて、正確さを犠牲にして複数の小さな傷をつけて例外的に危険な傷を与える。
前提条件:《武器の妙技》、基本攻撃ボーナス+1
利益:軽い武器を用いている場合。すべての近接攻撃ロールと戦技判定に-1のペナルティを受け、すべての近接ダメージ・ロールに+2のボーナスを得ることができる。利き手でない方の武器または副次肉体武器で攻撃している場合、このダメージへのボーナスは半減される(-50%)。基本攻撃ボーナスが+4の時点と以降4ポイント毎に、ペナルティは-1ずつ増加し、ダメージ・ロールへのボーナスは+2増加する。攻撃ロールの前にこの特技を使用することを宣言する必要があり、その効果は次のターンまで持続する。ボーナス・ダメージはヒット・ポイント・ダメージを与えない接触攻撃や効果には適用されない。この特技は《強打》と組み合わせて使用することはできない。
出典Pathfinder #85: Fires of Creation 72ページ、People of the Stars 7ページ
ナノマシン活性でダメージを回復すると、有害な効果も取り除く。
前提条件:《高速修理》、【耐久力】13、ナノマシン活性の能力(訳注:《Rapid Repair》の前提条件が【判】13であることとの関連性は不明)
利益:《高速修理》を使用してダメージを回復すると、以下の状態のすべてを取り除く:盲目状態、混乱状態、目が眩んだ状態、聴覚喪失状態、怯え状態、不調状態、よろめき状態。感覚器官の喪失による盲目状態や聴覚喪失状態は治癒することはできない。
出典Sargava, the Lost Colony 24ページ
君の突撃は暴力的で予測不可能である。
前提条件:《強打》、《突き飛ばし強化》、基本攻撃ボーナス+5
利益:君は突撃の待機をすることができるが、突撃で君の移動速度分までしか移動できない。
通常:突撃は全ラウンド・アクションで、移動速度の2倍まで移動できる。
出典Rival Guide 23ページ、Land of the Pharaohs 29ページ
君は鞭で複数の敵を悩ますことに長けている。
前提条件:《武器の妙技》、ウィップの習熟
利益:標準アクションとして、ウィップで武器落としまたは足払いの戦技を行うことができる。成功した場合、最初の目標に隣接し、ウィップの間合い内にいる目標に対して同じボーナスで追加の武器落としまたは足払いの戦技を行うことができる。
加えて、ウィップを使用して位置ずらしの戦技を行うことができるが、CMBに-4のペナルティを受け、目標を元の位置から自分の方向に向かって移動させることしかできない。
この特技は、もともとPathfinder Campaign Setting: Osirion, Land of the Pharaohsに登場した。
出典Pathfinder #139: The Dead Road 73ページ
君の創造主は学者であり、伝説の探求者であったため、君の記憶はパピルスとインクの感触で満たされてる。
前提条件:シャブティ
利益:ランクのある〈知識〉技能の判定を試みる時、判定を2回ロールし、2つの結果のうち良い方を採用できる。
出典Pathfinder #139: The Dead Road 71ページ
失われた死者の収集家は、道を踏み外した霊を集めるために、複雑な神学や鈍い警告を用いることを好むが、時にはより直接的なアプローチが必要となる。彼らの一人が企業の秘密を教えてくれた。
前提条件:ディスラプト・アンデッドの発動能力、キャラクター・レベル3、ダスクウォーカー
利益:君のディスラプト・アンデッド呪文によって与えられるダメージは1d6増加する。6レベルの時点と以降3レベル毎に、さらに1d6ずつ増加する(18レベルの時点で最大7d6)。
出典Blood of the Ancients 27ページ
君が離陸するとき、敵が君を攻撃するのを防ぐ爆風を生み出す。
前提条件:〈飛行〉5ランク
利益:飛行移動速度を使用して地上を離れる時、君は爆風を発生させることができる。君を機会攻撃の間合い内に収めている各クリーチャーは、反応セーヴで成功しない限り、君が離れるときに機会攻撃を行うことはできない(DC = 10+〈飛行〉の技能ランク+【敏捷力】修正値)。この反応セーヴに10以上の差で失敗したクリーチャーは伏せ状態となる。この能力を使用するには、地面に立って移動アクションを開始しなければならない。
出典Martial Arts Handbook 8ページ
These weapon tricks are common among the Aldori swordlords and many weapon masters of Tian Xia. You can use these tricks only while wearing light or no armor, wielding a light or one-handed manufactured weapon in one hand, and holding nothing in your off hand.
Free Hand Maneuver (base attack bonus +6):As a full-round action, you can make a single attack with your weapon and attempt to perform a dirty trickAPG, disarm, dragAPG, repositionAPG, or stealAPG combat maneuver with your free hand, taking no penalties for two-weapon fighting. The combat maneuver provokes attacks of opportunities as normal, unless you have an appropriate ability or feat. You are not considered unarmed for this maneuver, but can’t apply any benefits of your weapon to the combat maneuver check.
Mindful Dodge (Dodge):As an immediate action, you can gain a +4 dodge bonus to your AC against a single of which attack you are aware. You must make this decision before the attack roll is revealed. You are staggered on your next turn.
Strike and Seize (Improved Disarm, base attack bonus +6):As a standard action, you can make a single attack with your weapon and attempt to perform a disarm combat maneuver with your free hand, taking no penalties for two-weapon fighting.
Stylish Riposte (Combat Reflexes, base attack bonus +4):When your AC exceeds the result of a foe’s melee attack against you by 5 or more, that foe provokes an attack of opportunity from you. Once you make such an attack of opportunity against a foe, you can’t again use this trick against the foe that day.
Grab and Stab (Improved Grapple, base attack bonus +6):Martial Arts Handbook pg. 13 As a standard action, you can initiate a grapple with your free hand (taking the usual –4 penalty for not having two hands free). If the attempt is successful, you can immediately follow up with an attack using your light or one-handed weapon as a free action. If you do so, you can’t use any other abilities that are triggered by a successful grapple combat maneuver check (such as constrict). The grapple attempt provokes attacks of opportunity as normal unless you have an ability or feat that prevents this.
Switch Hands (Improved Feint):Martial Arts Handbook pg. 14 As a free action, you can pass a light or one-handed weapon you are wielding to your free hand. If you attempt a feint during the same round, you gain a +2 bonus on your Bluff check. Once you have used this weapon trick against a target, you can’t gain the bonus against the same creature until 24 hours have passed.
ポールアームの技 Polearm Tricks
出典Martial Arts Handbook 8ページ
These weapon tricks are common in southern Garund and parts of Iobaria and Arcadia. You can use these tricks only while wielding a weapon from the polearm weapon group.
Choke Up (Acrobatics 1 rank, Climb 1 rank):You can take a –2 penalty on attack rolls and damage rolls until the beginning of your next turn in order to choke up on and wield a two-handed polearm sized for you in one hand, as long as you do not make attacks with your other hand.
Close Sweep (Improved Bull Rush, Improved Reposition, or Improved Trip):You can attempt a bull rush, repositionAPG, or trip combat maneuver check (one for which you have the matching prerequisite feat) against an adjacent foe, even if wielding a weapon with the reach quality.
Haft Bash (Weapon Focus):You can accept a –2 penalty on attack rolls with a reach polearm for which you have Weapon Focus in order to treat the weapon as if it lacked the reach quality until the start of your next turn. If you do, the polearm functions as a club. Any qualities (such as trip) or special abilities (such as keen) of the weapon that a club could not have, and any feats or abilities you can’t apply to a club, don’t apply to attacks with the weapon during this time.
Polearm Balance (Acrobatics 10 ranks):You can use a polearm to improve your balance. Any round in which you do not make a melee attack, you can take 10 on an Acrobatics check even when distraction would normally prevent you from doing so.
Quick Brace (base attack bonus +6):While taking a ful-lattack action with a polearm with brace, you can ready an attack with the polearm in place of your final attack. The readied attack uses the attack bonus of the attack you used to ready it.
Pole Vault (Acrobatics 3 ranks):Martial Arts Handbook pg. 14 You gain a +4 bonus on Acrobatics checks to jump, and you count as having a running start if you move at least 5 feet before jumping.
遠隔武器の技 Ranged Weapon Tricks
出典Martial Arts Handbook 8ページ
These weapon tricks are common among the Chernasardo Rangers of Fangwood and the archers trained by House Narikopolus in Cheliax. You can use these tricks while wielding a ranged weapon.
Hindering Shot (Precise Shot, Snap Shot):You can distract a foe at a crucial moment, making it vulnerable to your allies’ abilities. You can ready an action to make a ranged attack against a foe when an ally forces the foe to attempt a saving throw. If your attack hits the foe and deals damage, the foe takes a –4 penalty on the saving throw that triggered your readied action.
Suppressing Shot (Far Shot, Precise Shot):You can cover an ally’s momentary vulnerability. You can ready an action to make a ranged attack against a foe when it makes an attack of opportunity. If your attack hits and damages the foe, the foe’s attack of opportunity automatically misses its target.
両手武器の技 Two-Handed Weapon Tricks
出典Martial Arts Handbook 9ページ
These weapon tricks are known to dwarves of the Five Kings Mountains and Shoanti champions of the Cinderlands. You can use these tricks while wielding any two-handed weapon.
Cleaving Smash (Cleave, Improved Vital Strike, Power Attack):When you use Cleave, you can add the additional damage from Vital Strike to both your initial and your secondary attacks. If you also have the Greater Vital Strike feat, you can instead add the damage from Improved Vital Strike to both your initial and your secondary attacks.
Crush Armor (Improved Sunder, Power Attack):When you deal damage to a foe’s armor with a successful sunder combat maneuver check while using a two-handed weapon, the foe must succeed at a Fortitude save (DC = 10 + 1/2 your base attack bonus + your Strength modifier) or be fatigued for 1 round. If the armor has the broken condition after you damage it, the foe must continue making this save every round until he removes the armor or the armor loses the broken condition. If the armor is destroyed by your sunder attempt, the foe is automatically fatigued for 1 round. The foe cannot become exhausted this way.
Two-Handed Menace (Intimidate 5 ranks):Capitalizing on the fear inspired by massive weapons, you can take 10 on Intimidate checks even when distracted or in combat.
Warding Weapon (Combat Expertise):While you are using the total defense action, fighting defensively, or using Combat Expertise, you gain a +1 shield bonus to AC.
One-Handed Lunge (base attack bonus +6):Martial Arts Handbook pg. 14 As a standard action, you can release one of your hands holding a two-handed weapon and make a melee attack with the weapon, increasing your reach by 5 feet for the duration of the attack. If the attack hits, you deal damage as if using a one-handed weapon, adding only your Strength bonus to damage if you are using your primary hand or half your Strength bonus if you are using your off hand, instead of 1-1/2 times your Strength bonus. Otherwise, you take no penalty for using the weapon one-handed. The extra reach doesn’t stack with the Lunge feat or other effects that extend your melee reach beyond that granted by your size category.
二刀武器の技 Two Weapon Tricks
出典Martial Arts Handbook 9ページ
These weapon tricks are common among the pirates of the Shackles, the Shoanti, and natives of Northern Casmaron and Garund. You can use these tricks only while wielding two weapons.
Arm Bind (Two-Weapon Defense, Two-Weapon Fighting):You can attempt a combat maneuver check to disarm a foe even if the foe has no weapons. This functions as the disarm combat maneuver. If you succeed and the foe has no weapon, you ensnare an arm of your choice, preventing your foe from using that limb until the end of your next turn. A foe can take a standard action to free its arm.
Dual Strike (Double Slice, Improved Vital Strike):As a standard action, you can make two attacks, one with each weapon you’re wielding, applying the normal penalties for two-weapon fighting to each.
Off-Hand Opportunity (Combat Reflexes):You can make one additional attack of opportunity each round with your off-hand weapon.
Piercing Climb (Climb 8 ranks):You can use piercing weapons to climb as if your hands were free. You take a –4 penalty on Stealth checks while doing so. You can take 10 on such Climb checks even while distracted or endangered.
Weapon Juggle (Two-Weapon Fighting):Martial Arts Handbook pg. 14 You can draw a weapon even while wielding two weapons. Doing so takes the same type of action as drawing that weapon normally would. As part of the action to draw the weapon, you must sheathe one of the two weapons you were wielding.
武器と盾の技 Weapon and Shield Tricks
出典Martial Arts Handbook 9ページ
These weapon tricks are common in Taldor, where they are used by rondelero fighters, and Lastwall, where they are taught in the Crusader’s War College. You can use these tricks only while wielding a shield and a weapon you can wield in one hand.
Confounding Shield (Bluff 5 ranks):You can always take 10 on Bluff checks to feint in combat.
Feint and Bash (Improved Feint, Improved Two-Weapon Fighting, Bluff 10 ranks): When you feint successfully against a foe you threaten with your shield, that foe provokes an attack of opportunity from you. You can only perform a shield bash with this attack of opportunity.
Shielded View (Knowledge [dungeoneering] 1 rank):When you avert your eyes to avoid a gaze attack, you have an 80% chance to avoid having to attempt a saving throw against the gaze.
Warded Movement (Dodge):As a swift action, you can choose a foe you can see. You can pass through that foe’s threatened area without provoking attacks of opportunity from that foe this round. Once you target a foe with this trick, you can’t target it again that day.
Block and Counter (Two-Weapon Fighting):Martial Arts Handbook pg. 14 You can ready a standard action to block an attack with your shield, making an attack roll as though you were making a shield bash and using the result as your AC against that attack. If you successfully block the attack, you can attack that opponent with the weapon in your other hand as an immediate action.
Shield Charge (Shield Focus, Double Slice, base attack bonus +11):Martial Arts Handbook pg. 14 When you make a charge attack, you can attack twice—once with your shield and once with the weapon you are wielding in your other hand, applying the normal penalties for fighting with two weapons to each.
出典Planar Adventures 22ページ
Your spell becomes infused with the devastating horror personified by the Horsemen of the Apocalypse, temporarily transforming reality into a treacherous ruin.
利益:You can alter a spell with an area of effect and a duration of instantaneous to become an apocalyptic spell. When you cast the spell, the area affected by the spell’s instantaneous effect becomes ruined and devastated in appearance. All surfaces in the area are treated as difficult terrain, and Climb, Fly, and Swim checks attempted in the area take a penalty equal to the spell’s original spell level. The difficult terrain and skill penalties last for a number of rounds equal to the spell’s original spell level. An apocalyptic spell gains the evil descriptor.
An apocalyptic spell uses a spell slot 1 level higher than the spell’s normal spell level. Spells with the good descriptor can’t be apocalyptic spells.
出典Planar Adventures 25ページ
Your magic holds all the intricacies of Axis’s idealized laws, enforcing their strictures upon your enemies.
利益:You can alter any spell that targets a single creature to become an authoritative spell. When you cast an authoritative spell, choose one of the following activities to prohibit: move closer to you, move away from you, make a melee weapon attack, make a ranged weapon attack, cast an offensive spell, or cast a nonoffensive spell. A creature that is affected by the spell and fails its saving throw against that spell (if the spell allows a saving throw to resist) cannot perform any action of the selected type on its next turn. An authoritative spell gains the lawful descriptor, and the additional effect is a mind-affecting compulsion effect.
An authoritative spell uses a spell slot 2 levels higher than the spell’s normal spell level. Spells with the chaotic descriptor can’t be authoritative spells.
出典Elemental Master's Handbook 14ページ
Explorers in the depths of the Arcadian Ocean have learned that deadly pressure can be just as lethal as any flame.
利益:You can modify a spell that deals acid, cold, electricity, or fire damage to deal damage through high-pressure water instead. The spell gains the water descriptor, and you can either replace the spell’s normal damage with bludgeoning damage or split the spell’s damage so that half is bludgeoning and half is of its normal type. Creatures with damage reduction apply their damage reduction to bludgeoning damage from a benthic spell, but the spell counts as bludgeoning and magic for the purposes of bypassing damage reduction.
A benthic spell uses up a spell slot one level higher than the spell’s actual level.
出典Planar Adventures 26ページ
The absolute peace of Nirvana infuses your spells, giving pause to foes and granting boldness to allies.
利益:You can alter any spell that targets a single creature to become a blissful spell, although the exact effects of the metamagic vary depending on whether the spell is beneficial or offensive. A creature successfully hit by an offensive blissful spell (if the spell requires an attack roll) or that fails its saving throw against an offensive blissful spell takes a –2 penalty on attack rolls and weapon damage rolls for 1 round. A beneficial blissful spell instead grants affected creatures a +2 morale bonus on skill checks and saving throws for 1 round in addition to its normal effects. A blissful spell gains the good descriptor, and the additional effect is a mind-affecting compulsion effect.
A blissful spell uses a spell slot 1 level higher than the spell’s normal spell level. Spells with the evil descriptor can’t be blissful spells.
出典Elemental Master's Handbook 15ページ
You can conjure a seawater orb to protect yourself.
利益:This feat can be applied only to spells with the water descriptor. You can modify the spell to surround you with a thin sheath of brackish salt water in addition to the spell’s normal effect. You gain DR/piercing equal to the spell’s level for 1 round after you finish casting the spell. After this round, the water collapses into a briny puddle and the effect ends. A brackish spell does not use up a higher-level spell slot than the spell’s actual level.
出典Legacy of the First World 23ページ
君は自身の周囲でで呪文を爆発させ、爆発の中心に自分自身の安全地帯を残すことができる。
前提条件:〈呪文学〉3ランク
利益:範囲効果と瞬時の持続時間を持つ呪文の範囲を自身を中心とし、呪文の効果から自身を除外することができる。使い魔(あれば)も効果から除外されるが、使い魔が君のマスにおり、少なくとも1段階サイズが君より小さい場合に限る。
《呪文爆心地化》された呪文は本来のレベルよりも高いレベルの呪文スロットを使用しない。
The Cherry Blossom Spell feat is available to PCs of any race.
出典Wilderness Origins 10ページ
You can infuse your spells with the ability to cripple your targets with old age or regress them to the folly of youth.
利益:When a living creature takes damage from the affected spell, that creature also takes 2 points of damage to Strength, Dexterity, and Constitution or 2 points of damage to Intelligence, Wisdom, and Charisma (your choice). If the spell does not normally allow a save, the target can attempt a Fortitude save to negate the effect. Ageless or immortal creatures are immune to this effect. This is a magical aging effect, but it does not alter the creature’s true age—it merely simulates the effects of old age on the flesh or the reversion to a more infantile mental age. A cherry blossom spell uses up a slot 3 levels higher than the spell’s actual level. Spells that don’t deal damage don’t benefit from this feat.
出典Dungeoneer's Handbook 10ページ
Your charms and enchantments reach the minds of even the lowliest dungeon denizens.
前提条件:Spell Focus (enchantment), Knowledge (dungeoneering) 6 ranks.
利益:This feat only works with mind-affecting effects. A coaxing spell affects mindless oozes and vermin as if they weren’t mindless, but has no effect on other creature types. A coaxing spell uses a spell slot 2 levels higher than the spell’s actual level.
出典Blood of Angels 25ページ
You infuse spells with heavenly power, drastically increasing their effectiveness against would-be heralds of evil.
前提条件:Aasimar, able to prepare or cast consecrate.
利益:A consecrated spell is treated as a maximized spell against evil creatures and creatures with the evil subtype. Against all other creatures, this feat does not modify the spell in any way (for example, a consecrated fireball acts as a normal fireball against neutral or good creatures). This feat does not stack with Maximize Spell. A consecrated spell uses up a spell slot two levels higher than the spell’s actual level.
出典Healer's Handbook 14ページ
Ability to cast cure spells (a cure spell is any spell with “cure” in its name).
前提条件:Ability to cast cure spells (a cure spell is any spell with “cure” in its name).
利益:A contingent spell infuses a target with a dormant healing or restorative spell that can trigger when the target needs it the most. This metamagic feat can be applied to only cure spells; breath of life; or any harmless spell that can be used to remove ability score damage, ability score drain, or a negative condition or effect (including break enchantment, neutralize poison, and remove disease). When you cast a contingent spell, you must set a specific trigger that dictates under what circumstances the target is immediately subject to the spell’s effects (for instance, “When the target dies, breath of life takes effect”). The contingent spell’s effects can remain dormant within the target for up to 10 minutes per caster level you have. A creature can be infused with only one contingent spell at a time.
A contingent spell uses up a spell slot 2 levels higher than the spell’s actual level.
出典Planar Adventures 26ページ
You can infuse your magic with the unswayable power of the Boneyard, sending foes to face ineluctable judgment.
利益:You can enhance any spell that inflicts hit point damage to become a crypt spell. A creature that dies within 1 round of being damaged by a crypt spell is considered to have been killed by a death effect for the purpose of being returned to life. An undead creature damaged by a crypt spell gains the sickened condition for a number of rounds equal to the spell’s original spell level; this duration is halved if the undead creature succeeds at its saving throw against the spell. If the spell does not allow a save, the target can attempt a Will save to negate the sickened effect. A crypt spell gains the death descriptor.
A crypt spell uses a spell slot 1 level higher than the spell’s normal spell level.
出典Pathfinder #116: Fangs of War 67ページ
You can set a spell to trigger on a delay.
利益:A delayed spell can be activated as a standard action anytime within 1 minute per spell level of being cast. Only spells that target one or more squares or grid intersections can be affected by Delayed Spell, and the target (as well as any other variables determined at the time of casting) cannot be changed once the delayed spell is cast. You can have as many delayed spells as you wish at any given time, but only one spell can be triggered in a single standard action. Though a delayed spell does not manifest until it is triggered, it emits a magical aura as normal and can be identified with Knowledge (arcana) as a spell effect in place. A delayed spell uses up a spell slot 1 level higher than the spell’s actual level.
出典Blood of Shadows 25ページ
You alter how your spells affect illumination.
利益:Only spells that create areas of light or darkness can be eclipsed spells. If the eclipsed spell creates an area that shines like a torch or raises the light level by one step, you can choose to have the spell lower the illumination level in the affected area by one step, functioning like darkness. If the eclipsed spell creates an area that shines like daylight or raises the light level by two steps, you can choose to have the spell lower the illumination level in the affected area by two steps and create an area of magical darkness, functioning like deeper darkness.
If the eclipsed spell lowers the illumination level in the affected area by one step, you can choose to have the spell cause the affected area to glow with normal light, functioning like light. If the eclipsed spell lowers the illumination level in the affected area by two steps, you can choose to have the spell cause the affected area to shed bright light, functioning like daylight.
An eclipsed spell does not use up a higher-level spell slot than the spell’s actual level.
出典Animal Archive 18ページ
You can imbue your familiar with a spell.
前提条件:Spellcaster with familiar class feature.
利益:You can transfer a prepared spell to your familiar, allowing the familiar to cast that spell at a later time. Variables that rely on caster level function according to your caster level, not your familiar’s Hit Dice, though your familiar’s Intelligence may influence how precisely it can follow your instructions on how to use these spells.
Your familiar must be able to speak to cast spells with a verbal component (the ability to speak with its master or creatures of its kind is insufficient). Your familiar must be carrying any material or focus components necessary, unless the materials cost less than 1 gp and the spell is prepared with Eschew Materials. Attack rolls use your familiar’s ability scores. A familiar spell counts against the number of spells you may prepare for as long as your familiar retains the spell. Once your familiar casts a retained spell, you can prepare a new spell in that slot the next time you prepare spells.
A familiar spell uses up a spell slot 3 levels higher than the spell’s actual level. Your familiar can store a number of spell levels (including this modifier) equal to your caster level, but no spell’s adjusted level can exceed half your caster level.
特殊:If you are a spontaneous caster, you must select a specific spell with which to imbue your familiar; you cannot imbue your familiar with an open spell slot.
出典Halflings of Golarion 27ページ
You can make a creature that fails its spell save suffer your jinx as well.
前提条件:Any two metamagic feats, Halfling Jinx trait.
利益:Any creature that fails its saving throw against a jinxed spell also suffers the effects of your jinx. This feat has no effect on spells that do not allow a saving throw. If the spell affects an area or multiple creatures, you must select one creature to take the jinx, unless you have the Area Jinx feat; if you have the Area Jinx feat, choose a jinx burst area within the spell’s area or among its targets and apply the jinx to those in the burst that failed their save. A jinxed spell uses up a spell slot one level higher than the spell’s actual level.
出典Blood of the Coven 20ページ
You can imbue curse magic into objects.
利益:You can alter a spell with the curse descriptor to target an object rather than a person. Your spell immediately targets the next creature to pick up, handle, or interact with the object as if that creature were the spell’s original target. The curse affects only the first creature to use the item, even if the curse originally affected multiple targets. An object invested with a latent curse detects as magical, with an aura appropriate for the spell’s original level and school. As with all cursed items, someone studying the object’s magic aura recognizes that it is cursed only if her Spellcraft check exceeds the target DC by 10 or more. So long as a latent curse remains active in an item, you cannot recover the spell slot used to cast that spell. A latent curse remains active in an item for 1 day per caster level, but you can dispel the latent curse whenever you recover your spells as a free action, rending the cursed object harmless and regaining the expended spell slot.
A latent curse spell uses up a spell slot 1 level higher than the spell’s actual level.
出典Aquatic Adventures 58ページ
You can call upon murky sediments in the water to transform a mist spell underwater.
利益:You can apply Murky Spell only to a mist or fog spell that normally doesn’t work underwater, such as cloudkill, fog cloud, mind fog, obscuring mist, or solid fog. When cast underwater, a murky spell clouds the water with sediments, producing roughly the same effects as the normal spell would above water except as follows. Due to the dilution, a murky spell has only one-tenth of the duration of a normal spell (generally 1 minute per level, though mind fog lasts 3 minutes), but this reduction doesn’t affect the duration of secondary effects like mind fog’s mental penalties. Abilities that see through mist and fog can’t see through a murky spell unless they also specifically see through murky water (like the mistsight universal monster rule). Instead of wind, currents can disperse a murky spell; any current with a speed of at least 10 feet disperses a murky spell in 1 round. A murky spell has no effect above the water. A murky spell uses up a slot the same spell level as the spell’s actual level.
出典Monster Summoner's Handbook 14ページ
Your experiments with the connection between summoners and the creatures they summon have taught you to see through the eyes of a summoned creature for a short time.
前提条件:Spell Focus (conjuration), ability to cast magic jar.
利益:When casting a conjuration (summoning) spell that summons a single creature, you can possess the creature as per magic jar (but with no receptacle necessary). If the creature takes damage while you possess it, you must succeed at a concentration check (DC equal to the amount of damage taken) or be ejected from the creature immediately. If the creature takes enough damage to reduce it to 0 hit points or fewer, you are immediately ejected from the creature and take an amount of damage equal to double the level of the spell slot used to summon that creature. A scouting summons spell takes up a spell slot 2 levels higher than the spell’s actual level.
出典Ranged Tactics Toolbox 13ページ
You can cast spells that bend around barriers to reach their intended destination.
利益:A seeking spell’s range can bend around obstacles to reach the intended target. You can define the route yourself or unambiguously identify a target and allow the spell to determine its own path. However, the spell fails if it would have to travel farther than its maximum range to reach the identified target. A ranged attack roll made to deliver a seeking spell is not subject to cover or concealment. In order to benefit from this feat, the selected spell must have a range greater than touch and target one or more creatures, or it must require the caster to make a ranged touch attack. A seeking spell uses up a spell slot 2 levels higher than the spell’s actual level.
出典Inner Sea Magic 15ページ
Your darkness spells have substance and bind your foes.
前提条件:Tenebrous Spell, Umbral Spell.
利益:When you cast a spell with the darkness descriptor that affects an area, creatures in the area are entangled. If the spell allows a saving throw, a successful save negates the entangle effect. If the spell does not normally allow a save, a creature can make a Reflex save (DC = the spell’s DC if it had a saving throw) to negate the effect. If the spell allows spell resistance, failing to overcome a creature’s spell resistance means it is not entangled.
An entangled creature remains so as long as it is in the area of the spell and for 1 round after it leaves. A creature that leaves and reenters the area must make a new saving throw to avoid becoming entangled. Creatures that succeed at a save to resist being entangled do not have to make additional saves if they stay within the darkened area.
You are never impeded by the effects of your spells modified by this feat. A Shadow Grasp spell uses up a slot one level higher than the spell’s actual level.
出典Blood of Shadows 25ページ
Your magic disrupts sources of light.
利益:You can modify a spell to extinguish magical and nonmagical light sources that the target has. The first time a creature takes damage from or fails a saving throw against a snuffing spell, any nonmagical light sources it has are immediately extinguished and you can attempt to dispel any active spells with the light descriptor that are affecting the target as if you had also cast the targeted version of dispel magic. Spells that do not target creatures can’t be snuffing spells.
A snuffing spell uses up a spell slot 2 levels higher than the spell’s actual level.
出典Cohorts and Companions 15ページ
Your spells erupt with the searing light of the sun, blinding or burning creatures of evil.
利益:Any spell you cast with the light descriptor is fortified with the cleansing energies of the sun. If the spell creates an area of light, all creatures are dazzled for as long as they remain within the spell’s area. Oozes, fungal creatures, creatures from the Shadow Plane, and undead must also succeed at a Will save (DC 10 + the spell level + your Wisdom or Charisma bonus) or take a –2 penalty on attack rolls, damage rolls, saving throws, skill checks, and ability checks for as long as they remain within the spell’s area. If the spell normally dazzles or blinds affected creatures with a duration other than instantaneous or permanent, the duration of that effect is increased by a number of rounds equal to the spell’s original level. Saving throws to remove the effect early still apply and can bypass this increase.
If the spell deals more damage against oozes, fungal creatures, creatures from the Shadow Plane, or undead with a specific vulnerability to sunlight, the spell deals 1 additional point of damage per die against such creatures.
A solar spell uses up a spell slot 1 level higher than the spell’s actual level.
出典Wardens of the Reborn Forge 49ページ
You can cast spells in areas of primal magic with less chance of triggering a primal magic event.
利益:In areas of primal magic, the chance of a stable spell triggering a primal magic event is reduced by 25%. In cases where a primal magic event would trigger despite the reduced chances, the caster of a stable spell receives a +2 bonus on the concentration check to avoid the primal magic event. A stable spell uses up a spell slot 1 level higher than the spell’s actual level.
出典Aquatic Adventures 59ページ
You’ve built off of some of the closely-guarded secrets of the undine steamcasters, allowing you to use fire magic underwater easily.
利益:You can apply Steam Spell only to a spell with the fire descriptor. A steam spell works underwater without a caster level check, but it requires a caster level check to function above water. A steam spell uses up a slot the same spell level as the spell’s actual level.
出典Planar Adventures 32ページ
Stygian spells forsake pure water for the memory-destroying tides of the River Styx.
利益:You can enhance any spell with the water descriptor that targets at least one creature to become a Stygian spell. Any creature successfully hit by a Stygian spell (if the spell requires an attack roll) or that fails its saving throw against a Stygian spell must succeed at a Will save (using the save DC of the original spell) or suffer the fugue lesser madness in addition to the spell’s normal effects. If the attack is a confirmed critical hit or the original saving throw result is a natural 1, the creature must instead succeed at a Will save (again using the same DC) or suffer the amnesia greater madness. Madness gained this way lasts indefinitely, but can be treated using the normal methods for curing madness. This is a mind-affecting effect, and creatures native to the River Styx are immune to it.
A spell modified by this feat gains the evil descriptor. A Stygian spell uses a spell slot 2 levels higher than the spell’s normal spell level. Spells with the good descriptor can’t be Stygian spells.
出典Inner Sea Intrigue 16ページ
When a spellcaster casts a spell modified by the Stylized SpellUI metamagic feat, she can reduce the DC of the Spellcraft or Knowledge (arcana) check to identify the spell by 5 to disguise the spell in one of the following ways.
Apparent Descriptor: A stylized spell can appear to have a descriptor it lacks or appear to lack a descriptor it truly has. Changing an apparent energy descriptor changes the superficial manifestation of the energy in the spell effect but does not change the type of damage the spell deals. If the energy damages any creatures or objects, an observer who succeeds at a DC 15 Knowledge (arcana) or Perception check as a move action can identify the actual type of damage dealt based on sensory clues.
Apparent School: A stylized spell can appear to be of a different school or subschool when studied with detect magic.
Apparent Source of Magic: A stylized spell can appear to be a different type of magic—arcane, divine, or psychic. The effect is convincing only if the spellcaster provides any necessary components (such as a divine focus when imitating divine spells), and the caster must have a number of ranks in the skill associated with that type of magic equal to the spell’s level. Knowledge (arcana) and Perform are associated with arcane magic, Knowledge (nature and religion) are associated with divine magic, and Bluff and Knowledge (arcana) are associated with psychic magic. A spellcaster can disguise his spell as psychic magic only if he can hide or remove the spell’s verbal and somatic components (if any), such as with Conceal Spell (Ultimate Intrigue 80), Secret Signs (Pathfinder Campaigner Setting: The Inner Sea World Guide 288), Silent Spell, or Still Spell.
Direction of Spell’s Effect: A stylized spell effect that visibly originates from the caster (such as a ray, magic missile, or fireball bead) can instead appear to originate from another point within 30 feet of the caster. There must be clear lines of effect between each of the caster, the new origin point, and the destination. If the spell effect instead fills an area that originates from the caster (such as a line or cone), the effect can instead appear to originate from any point in that area. The new point of origin is entirely cosmetic, and it does not allow the spellcaster to ignore cover or other barriers. In addition, the deception can’t make it appear that another creature cast the spell.
Imitate a Dissimilar Spell: If a stylized spell appears to be of the same school and same source of magic, and to have the same descriptors as another spell because of other stylized spell modifications or changes from other sources (such as a class ability), the stylized spell can take on the superficial visual and auditory properties of the other spell.
Suppress Audible or Visible Effects: A stylized spell’s effects can be suppressed to the point where they are difficult to spot or hear. Such a spell’s audible and visual effects are largely transparent, quieter, smaller, or otherwise less obtrusive. A creature notices the suppressed effects only if it succeeds at a Perception check (DC = 10 + your number of ranks in Bluff or Spellcraft + the highest of your Intelligence, Wisdom or Charisma modifiers). If, at the GM’s discretion, a spell’s effects are intrinsically bound to its visual or auditory signature (such as sunburst, sound burst, and most spells with the language-dependent, light, or sonic descriptors), reduce the DC of the Perception by 10.
出典Gnomes of Golarion 27ページ
You’ve mastered the art of making illusions that force foes to divide their attention in combat.
前提条件:Spell Focus (illusion), Gnome.
利益:You can use this metamagic feat only on illusion (figment) spells.
A threatening illusion spell causes one target to believe your illusion is a threat. Choose one 5-foot square within the area of your illusion; that square threatens the target as long as it is adjacent. Thus, if you or an ally is on the opposite side of the target, it is considered flanking.
Normally the area must contain an illusory creature of Small or Medium size. However, you can select one square of a larger illusory creature to threaten the target. For example, an illusory Large ogre takes up four 5-foot squares; you select one square to be the source of the threat, and its other three squares do not threaten anyone.
If the target has reason to believe there is an invisible creature in the vicinity, even an auditory illusion with no visual elements (such as ghost sound) is sufficient to convince the target that the selected square contains an actual threat. As long as you maintain the illusion, you can change the location of the threatening square as a swift action.
When you threaten a target with this spell, the foe may make a Will save to disbelieve (DC 10 + threatening spell’s level + your spellcasting ability score modifier). If the target makes this save, the threatening effect of this feat no longer applies to it.
A threatening illusion takes up a spell slot one level higher than normal.
出典Dirty Tactics Toolbox 9ページ
You can infuse a spell with the power of a poison.
前提条件:Craft (poison) 5 ranks, ability to cast 2nd-level spells, poison use class feature.
利益:You can use 1 dose of contact, ingested, inhaled, or injury poison as an additional material component for a spell you cast. This spell gains the poison descriptor (Pathfinder RPG Ultimate Magic 138). Select a single creature affected by the spell. If that creature fails its saving throw against the spell, it must also attempt a saving throw against the poison used as a material component. If the target fails the save against the poison, the poison takes effect immediately, ignoring any onset time. The poison uses its save DC (rather than the save DC of the spell), but is modified by any effects that increase the spell’s DC (such as Spell Focus). This feat works only with spells whose effects can be negated by a successful Fortitude save. A toxic spell uses up a spell slot 1 level higher than the spell’s actual level.
出典Dirty Tactics Toolbox 17ページ
The vengeful nature of your goddess flows through your magic, turning your enemies against themselves.
前提条件:Ability to cast 1st-level spells, chaotic neutral alignment, worshiper of Calistria.
利益:Only enchantment spells that affect a single target and can be negated with a successful Will save can be trick spells. If the target fails its Will save against a trick spell, in addition to the spell’s normal effects, the target also clumsily hinders itself. Immediately attempt a special combat maneuver check (1d20 + your caster level + your Charisma bonus) to perform a dirty trick combat maneuver against the target. Any feats you have that apply to dirty trick maneuvers (such as Greater Dirty TrickAPG) also apply to this check. A trick spell takes up a spell slot 1 level higher than the spell’s actual level.
出典Planar Adventures 33ページ
You can pour the churning chaos of the Maelstrom into your magic, causing foes to scatter unpredictably, pushed apart in random directions as the unknowable whims of chaos itself, bringing with it strange and unexpected sounds and flashes of unnatural color.
利益:You can enhance any spell that targets a single creature to become a tumultuous spell. A creature hit by a tumultuous spell (if the spell requires an attack roll) or that fails its saving throw against a tumultuous spell immediately moves 1d4×5 feet in a random direction. This movement does not provoke attacks of opportunity. If this movement would force a creature into a solid object or another creature, the movement ends harmlessly just before impact.
A tumultuous spell uses a spell slot 1 level higher than the spell’s normal spell level. Spells with the lawful descriptor can’t be tumultuous spells.
出典Inner Sea Magic 15ページ
Targets of your darkness spells radiate darkness.
前提条件:Tenebrous Spell.
利益:An umbral spell gains the darkness descriptor. As long as the spell is in effect, the creature or object affected radiates darkness in a 10-foot radius, reducing illumination similar to the effects of the darkness spell. Nonmagical sources of light, such as torches or lanterns, do not increase the light level in this area. Magical light sources only increase the light level in an area affected by an umbral spell if they are of a higher level than the umbral spell’s unmodified spell level. This effect does not stack with itself or with any other effect that creates darkness. An umbral spell uses up a spell slot two levels higher than the spell’s actual level.
You cannot use this feat on a spell with an instantaneous duration or a spell that does not target a creature or object.
出典Pathfinder #132: The Six-Legend Soul 73ページ
Like Daronlyr the Overthrower, you lay such brazen claim to power that you force targets of your spells to act as though they were your allies.
利益:A creature that fails its saving throw against a usurping spell counts as your ally rather than your enemy for the purpose of flanking other creatures and cannot make attacks of opportunity against you. This effect lasts for the duration of the spell or for 1 round, whichever is longer. A usurping spell uses up a spell slot 1 level higher than the spell’s actual level.
出典Ultimate Wilderness 119ページ、Heroes of the Wild 26ページ
Your magical connection to nature allows you to entice, fool, and misdirect plants and fungi as though they were people.
前提条件:Spell Focus (enchantment), Knowledge (nature) 6 ranks.
利益:A verdant spell affects plant creatures (even mindless plant creatures) as if they weren’t immune to mind-affecting effects, but it has no effect on other types of creatures. A verdant spell uses up a spell slot 2 levels higher than the spell’s actual level. This feat works only on mind-affecting spells.
通常:Creatures of the plant type are immune to mind-affecting effects.
出典Giant Hunter's Handbook 23ページ
You have studied the magical nature of giant oni and can use your spells to imitate their esoteric features.
前提条件:【知力】15、Still Spell.
利益:You can modify a ray spell to issue from the center of your forehead, where the third eye would be on a yai. This spell doesn’t require somatic components. When the spell is cast, you gain regeneration 1 for a number of rounds equal to the original level of the spell. This regeneration can’t regrow lost body parts or reattach severed limbs. Fire or acid damage suppresses this regeneration for 1 round, which counts against the total duration of the regeneration effect. A yai-mimic spell uses up a spell slot 3 levels higher than the spell’s actual level.
出典People of the Wastes 26ページ
Your magical creations reject those you oppose.
前提条件:Craft Magic Arms and Armor or Craft Wondrous Item.
利益:When you craft a magic weapon, magic armor, a magic shield, or a wondrous item, you can infuse it with a bit of your convictions. Creatures that are more than one alignment step away from you are sickened while using or wearing this item. An item that has been infused with your alignment can never have an opposing special ability added to it later (for example, a longsword infused with your lawful good alignment cannot later gain the anarchic weapon special ability). Infusing the item with your alignment in this way increases the items total construction cost by 10%.
出典Pathfinder #16: Endless Night 63ページ
In addition to the several fleshcrafting procedures listed, it’s encouraged in drow society for characters experienced with fleshcrafting to constantly experiment and invent new ways of twisting flesh. The following feat is required to successfully brew a fleshcrafting potion.
前提条件:Caster level 10th, 8 or more ranks in Craft (alchemy)
利益:You can create a fleshcrafting poison capable of mimicking one monster ability. Brewing a poison takes 1 day. When you create a fleshcrafting poison, you set the caster level, which can be no higher than your own level. The base price of a temporary fleshcrafting poison is its caster level × the CR of the creature used in the fleshcrafting × 50 gp. To brew a poison, you must spend 1/25 of this base price in XP and use up raw materials costing 1/2 this base price.
The base price of a permanent fleshcrafting poison is its caster level × the CR of the creature used in the fleshcrafting × 1000 gp. To brew a poison, you must spend 1/25 of this base price in XP and use up raw materials costing 1/2 this base price.
注意:If the fleshcrafting is an original creation, use the nearest equivalent monster that possesses a similar body part or ability.
利益:You can create living oozes as though they were magical items. Creating an ooze creature takes 1 day for each 500 gp in its construction cost. To create an ooze, you must have access to an oozing vat (see below), you must use up raw materials worth the construction cost of the ooze, and you must succeed at a Craft (alchemy) check (DC 10 + 2 × the ooze’s CR). A failed check ruins the materials used, while a check that fails by 5 or more also results in an ooze that attacks its creator for 1d4 rounds before dissipating into useless waste material. A newly created ooze has average hit points for its Hit Dice. Oozes created with this feat are mindless and uncontrolled, and even normally intelligent oozes like slithering trackers that are created this way have no Intelligence score—nor any loyalty to their creator.
While ooze creatures cannot normally be purchased in traditional marketplaces, GMs who wish to include such an option in their games—perhaps with oozes sold as black market commodities— need only double the construction cost of a specific ooze creature in order to figure out a fair market price.
The following table lists some of the most commonly crafted oozes and their creation requirements. At the GM’s discretion, other types of ooze creatures can be created with this feat. Creatures from Pathfinder RPG Bestiary 2, 3, or 4 are marked with a matching superscript.
出典Champions of Corruption 28ページ
You can craft magical piercings infused with the power of shadow.
前提条件:Craft (jewelry) 5 ranks, caster level 5th.
利益:You can create special wondrous items—typically barbs, hooks, rings, and spikes—that adorn piercings in the wearer’s flesh and grant magical abilities. Both you and the recipient of the piercing (if not yourself) must be present for the entire piercing process.
Shadow piercings must be placed in a part of the body normally associated with a magic item slot, but they do not take up a slot on the body, nor interfere with other magic items that use those slots. A single slot can only hold one shadow piercing (nonmagical piercings do not count against this limit). Shadow piercings can be applied to the following slots: belt, body, chest, eyes, feet, hands, head, neck, shoulder, and wrist.
A single slot can hold multiple physical piercings, though the pieces of jewelry operate as a single item and must be created for that purpose. Shadow piercings have different levels of power: minor, major, and greater. Minor shadow piercings usually include one piece of jewelry, while major and greater shadow piercings often are made up of multiple rings and spikes that cover the entire area of the piercing’s slot (but are still considered a single item). A creature can only use a number of shadow piercings equal its Constitution modifier plus its Wisdom modifier.
Carefully inserting or removing a shadow piercing takes a full-round action and deals no damage. Alternatively, a shadow piercing may be pulled out of a creature using the steal maneuver as a standard action that deals 1d6 points of damage. Only a creature with the Craft Shadow Piercing feat may create or insert a shadow piercing, but any creature may remove one. Inserting a shadow piercing is impossible unless the target is willing or helpless. After being removed, a shadow piercing may be inserted into another creature by someone with this feat. Since they are treated as magic items, they are affected by dispel magic.
Shadow piercings follow the rules for magic item creation, except the creator can use the Craft (jewelry) skill instead of Spellcraft. New shadow piercings can be researched and designed using the rules for pricing new magic items. Shadow piercing powers for a specific slot must be thematically similar or linked. Since shadow piercings don’t interfere with other magic items in the same slot, but can only have one piercing per slot, the base price is multiplied by 1.5 instead of doubled as if they had no space limitation.
出典People of the Wastes 26ページ
You can craft superior firearms.
前提条件:Craft Magic Arms and Armor; Craft (weapons) 1 rank or Gunsmithing.
利益:When you craft a firearm or magical firearm, you can use reinforced components to make the weapon more reliable. This increases the item’s total construction cost by 10%. The misfire chance of the weapon is reduced by 1. This can never reduce a firearm’s misfire chance by more than 1.
利益:You can cultivate magic plants. Cultivating a magic plant takes 1 week per 1,000 gp in its base price. When you create a magic plant, you make the same choices that you would normally make when casting the spell. Whoever consumes the fruit of the magic plant is the target of the spell.
利益:You gain a +2 bonus on Heal checks regarding evil outsiders or creatures that already have a demonic graft. In addition, you can create demonic implants (see page 12) as if you had the Craft Wondrous Item feat, using your ranks in Heal as your caster level. The DC to create the item still increases for any necessary spell requirements (see the magic item creation rules in Chapter 15 of the Pathfinder RPG Core Rulebook).
出典Monster Hunter's Handbook 24ページ
You adorn your gear with mementos from your foes.
前提条件:Harvest Parts.
利益:You can attempt a Craft or Heal check to craft a special type of trophy called an ornament from part of a creature that’s been dead for less than an hour. You take a –4 penalty on this check if you or an ally didn’t slay the creature. You can craft one ornament per character level per day. Each corpse provides enough material for one ornament plus one additional ornament per size category above Medium. You can wear one ornament in each magic item slot not already occupied by another item. When you craft an ornament, you choose whether it affects Armor Class, attack rolls, CMB, CMD, saving throws, or skill checks. The ornament provides a morale bonus equal to the monster’s CR divided by 4 (round down, minimum 1) to the selected statistic against creatures of the same creature type as the source of the ornament. This bonus increases by 1 against creatures of the exact same variety (so a red dragon’s talon provides the increased bonus against red dragons but not all dragons). An ornament remains effective for 1 day, plus 1 additional day for every 5 by which you exceed the DC to craft it. You can give ornaments to others, but gifted ornaments have a morale bonus equal to the monster’s CR divided by 6 (round down, minimum 0) and remain effective for only 24 hours.
利益:You can grow plants and perform rituals to invest them with animating spirits, becoming assassin vines, treants, or viper vinesB2. Each plant creature has a list of additional prerequisites, costs, and skill checks required to grow them (see Growing Plant Creatures below). At the GM’s discretion, characters with this feat may grow other plant creatures as well.
Assassin Vine
An assassin vine is usually grown deep in a forest or swamp, although it’s possible to cultivate an assassin vine among overgrown grape vines if the area is shaded from direct sun.
Price 7,750 gp
Ritual
Requirements Grow Plant Creature, Knowledge (nature) 5 ranks, entangle, summon nature’s ally IV; Skill Check Knowledge (nature) DC 16
Treant
The ancient knowledge and wisdom possessed by the spirit of a treant is unmatched. A treant is usually grown in a grove of ancient trees of the predominant local variety.
Price 25,750 gp
Ritual
Requirements Grow Plant Creature, Knowledge (nature) 10 ranks, Knowledge (geography or history) 4 ranks, liveoak, speak with plants; Skill Check Knowledge (nature) DC 24
Viper Vine
Terrifying and deadly, viper vines (Pathfinder RPG Bestiary 2 279) make excellent guardians. A viper vine is usually grown in jungles or swamps.
Price 43,750 gp
Ritual
Requirements Grow Plant Creature, Knowledge (nature) 12 ranks, entangle, summon nature’s ally VII; Skill Check Knowledge (nature) DC 32
出典Monster Hunter's Handbook 24ページ
You can extract the choicest parts from a monster’s carcass to use as resources when crafting items.
前提条件:Craft (any) 1 rank or Heal 1 rank.
利益:You can attempt a Craft or Heal check, as though making a trophy, to gain usable resources from a creature that has been dead for less than an hour. Only creatures with a CR of 1 or higher yield usable parts. The value of the parts you harvest is equal to the creature’s CR squared × 10 gp (increases to CR derived from class levels or templates do not contribute to this value). This value can be used only as raw materials for crafting alchemical, masterwork, mundane, or magic items. Items crafted using creature parts must be made of a suitable material—typically bone or hide, with metal only in extraordinary cases. No more than a quarter of a crafted item’s cost can be supplied with harvested parts. Harvested parts remain usable for 2 days before they rot (unless used to craft objects or somehow preserved). Creature parts that are harvested in this manner can’t be bought or sold in most settlements.
Crafting Trophies
Although any character can take trophies from fallen creatures for cosmetic or roleplaying purposes, the following feats allow characters to derive functionality from items they salvage from monstrous corpses. These feats work similarly to item creation feats, except trophies are created using a single Craft or Heal check, they are nonmagical, and the benefits they provide are typically temporary. The DC of such a check is equal to 15 + the creature’s CR, and creating a trophy takes a number of minutes equal to the creature’s CR.
出典Haunted Heroes Handbook 30ページ
You can use spiritual essence to craft magic items.
前提条件:Any one item creation feat or Craft (alchemy) 3 ranks.
利益:You can harvest the ectoplasmic remains of haunts, incorporeal undead, or the like to craft magic items. Whenever you encounter a recently neutralized haunt, the remains of an incorporeal undead creature, or the remains of a creature that has the ability to possess another creature using a racial spell-like ability or supernatural ability (such as a ghost or a shadow demon), you can attempt to extract material components from those remains that are suitable for crafting magic items. You must have access to an alchemist’s lab (Pathfinder RPG Ultimate Equipment 76) in order to extract components from a haunt or creature, and you must begin extracting these components within 10 minutes of the haunt or creature’s death or destruction. After 10 minutes, the components have degraded too much to be of any use to you.
Harvesting components with this feat can take several hours. Performing at least 1 minute of work extracting components from a haunt or creature prevents its material components from degrading further for 24 hours, allowing you to safely suspend and resume harvesting these components without fear of subsequent degradation. This ectoplasmic residue is portable once the extraction work begins, provided you have a vial to contain the source residue (the actual amount of residue is never much, physically, but the value of the components you can extract from the residue increases with the power of the original haunt or creature).
Each hour, attempt a Craft (alchemy) or a Knowledge (religion) check to successfully handle the residue and extract useful material. The DC for this check is equal to 15 + the CR of the haunt or creature being harvested. If you succeed at the check, you harvest 50 gp worth of components. If you fail the check by 4 or less, you can attempt to harvest those components again. If you fail the check by 5 or more, the residue spoils and you cannot scavenge any more from that particular source. A single source can yield an amount of components up to a maximum value of 50 gp per point of CR before it is depleted.
Material components harvested with Haunt Scavenger can be used in place of the material components of enchantment or necromancy spells and extracts, provided they are of equal or greater value compared to the spell’s normal material components. Additionally, they can be used in place of actual gold to fund the construction of a magic item with an enchantment or necromancy aura.
利益:You can infuse an ingested poison with any spell of 3rd level or lower that you know and that targets one or more creatures and has a casting time of less than 1 minute. Infusing a poison takes 2 hours if its base price is 250 gp or less; otherwise, infusing a poison takes 1 day for each 1,000 gp in its base price. When you infuse a poison, you set the caster level, which must be sufficient to cast the spell in question and no higher than your own caster level. To infuse a poison, you must use up raw materials costing half of its base price.
When you create an infused poison, you make any choices that you would normally make when casting the spell.
Whoever ingests the infused poison is the target of the spell.
出典Inner Sea Magic 16ページ
You can craft magical tattoos.
前提条件:Craft (calligraphy, paintings, or tattoos) 5 ranks, caster level 5th
利益:You can create magical tattoos, magic items inked directly into the flesh of a willing or helpless creature. Both you and the recipient of the tattoo (if the recipient is not yourself) must be present during the entire tattooing process. Magic tattoos must be placed on a part of the body normally able to hold a magic item slot, but they do not count against or interfere with magic items worn on those slots. A single slot can only hold one magical tattoo (nonmagical tattoos and tattoos acquired from the tattooed sorcerer archetype do not count against this limit). Tattoos may be inscribed on the following slots: belt, body, chest, feet, hands, head, neck, shoulder, ring (up to two), or wrist. They cannot be inscribed on armor, eye, headband, or shield slots.
Magical tattoos are difficult to destroy, though they count as magic items for the purposes of dispel magic. The spell erase can permanently destroy a magical tattoo, but the bearer of the tattoo can resist the spell with a Will save, in addition to the caster needing to make a successful caster level check to erase the tattoo. Physically removing a magical tattoo with a sharp instrument or defacing it with fire or acid can destroy it as well. Doing so is a full-round action that not only requires the target to be willing or helpless, but also provokes attacks of opportunity. At least 2 points of damage per caster level of the tattoo must be dealt to destroy a magical tattoo in this manner.
Magical tattoos follow the rules for magic item creation as though they were wondrous items, except that they can use the Craft (calligraphy, paintings, tattoos) skill. New magical tattoos can be researched and designed using the guidelines for pricing new magic items. Magical tattoos are treated as slotless magical items for pricing purposes.
出典Pathfinder #5: Sins of the Saviors 57ページ
You can tattoo arcane runes upon your flesh or the flesh of others.
前提条件:Caster level 3rd.
利益:You can create runes. Inscribing a rune takes one day for each 1,000 gp in its base price. To inscribe a rune, you must spend 1/25 of its base price in XP and use up raw materials costing half of its base price.
出典Heroes of Golarion 7ページ
Your crafting skill and the secret knowledge of your people allows you to create new wyrwoods.
前提条件:Craft Construct, Leadership, wyrwood.
利益:By completing a unique ritual, you can create a wyrwood. While you can use any Small wooden construct to create the base of a wyrwood, infusing it with life and consciousness requires a specific process. The process requires a flawless ioun stone worth at least 10,000 gp. For the ritual to succeed, you must spend 1 month in complete isolation with the construct that will become a wyrwood. Each week, you must succeed at a DC 30 Craft (carpentry) or Craft (sculpture) check. Failure requires you to start again, although the materials can be reused. Over this time, the construct reshapes itself around the ioun stone until it finds the form it will take permanently— thus even non-humanoid constructs become humanoid as they become wyrwoods. While wyrwoods are born as fully formed adults, they lack any skill or training, so they have only 1 level in the commoner class.
利益:Whenever you use the Grisly Ornament feat, you are able to permanently integrate one ornament you have crafted using the harvested creature parts into a wondrous item. The ornament grants no ongoing benefits, but once per day you can activate an integrated ornament as a free action to gain its full benefits for 1 minute. You can integrate an ornament into a wondrous item (or replace an item’s existing ornament) by spending 8 hours of work and 100 gp × the creature’s CR.
出典People of the Wastes 27ページ
Your magical creations are hardier than most.
前提条件:Craft Magic Arms and Armor, ability to cast make whole or mending.
利益:When you craft a magic weapon, magic armor, or magic shield, you can add a fortifying element to the item. This increases the item’s total construction cost by 10%. If it’s a weapon, when it becomes broken, the penalty to attack and damage rolls is reduced to –1 (this can never reduce a broken weapon’s penalty to attack and damage to 0 or a positive number). If it’s a suit of armor or a shield, when it becomes broken, the bonus it grants to AC is reduced by one-quarter, rounding down. Other drawbacks of the broken condition to weapons, armor, and shields still apply as normal. Normal: A broken weapon imposes a –2 penalty on attack and damage rolls. The bonus a broken suit of armor or a broken shield grants to AC is halved.