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ミーディアムのアーキタイプ Medium Archetypes


Fiend Keeper Fiend Keeper

出典 Blood of the Beast 8ページ
Only available to Grippli characters
 Among the most sacred roles a grippli can play is that of fiend keeper, a vessel to contain one of the world’s evil spirits so that it cannot inf lict further harm. As the host performs goodly acts, he slowly cleanses the spirit, continuing this process over many generations, until the entity’s vileness is no more. In turn, the spirit tempts the fiend keeper with blasphemous power that a cautious medium can direct toward righteous ends. Many tribes boast a resident fiend keeper who bears this local burden and trains replacements who might take over when their mentor dies.

 属性:A fiend keeper must choose a nonevil alignment.

 Evil Spirit(超常)/Evil Spirit:A fiend keeper serves as the vessel for a powerful evil spirit that fights and bargains for dominance. The legends a fiend keeper channels are all aspects of this evil presence. Willingly performing an evil act automatically grants the evil spirit 1 point of influence over him. Protection from evil temporarily suppresses all the spirit’s benefits while the fiend keeper is under the spell’s effects. When the spirit gains at least 3 points of influence over the fiend keeper, in addition to the penalties associated with each legend, he gains an evil aura as per a cleric of his level and treats his alignment as evil for the purposes of resisting or being vulnerable to spells and abilities (such as unholy blight or a paladin’s smite evil class ability).

 This ability modifies spirit.

 Dark Communion(超常)/Dark Communion:At 3rd level, a fiend keeper can entice the evil spirit to lend him its knowledge or its power as a full-round action a number of times per day equal to his class level. If the fiend keeper seeks knowledge, this behaves as contact other plane using his medium level as his caster level, but if he fails the Intelligence or Charisma check, his spirit gains 1 point of inf luence over him instead of reducing his ability scores. Treat the spirit as an entity from the Astral Plane for this ability. Its knowledge is equivalent to that of a demigod at 5th level, a lesser deity at 7th level, and an intermediate deity at 13th level.

 If the fiend keeper requests power, he must instead succeed at an Intelligence or Charisma check (DC 10 at 3rd level, DC 12 at 7th level, or DC 14 at 13th level or higher), or his spirit gains 1 point of inf luence over him. Regardless of the outcome, he gains one of the following powers for 1 minute. At 5th level, he also gains a number of temporary hit points equal to his medium level for 1 minute. At 7th level, he selects two powers.

 Dark Power/Dark Power:The fiend keeper gains a +1 profane bonus on attack and damage rolls, and a +1 profane bonus to AC. At 13th level, these bonuses increase to +2. Fiendish Form: The fiend keeper gains darkvision 60 feet. At 7th level, he grows fiendish wings and gains a fly speed equal to his base speed (average maneuverability). At 13th level, his fly speed instead equals double his base speed (good maneuverability).

 Natural Attacks:The fiend keeper gains two claw attacks and a bite attack. These are primary attacks that each deal 1d4 points of damage (1d6 if the fiend keeper is Medium). At 13th level, the damage increases to 1d6 (1d8 if Medium).

 Spirit Power:The fiend keeper’s spirit bonus increases by 1. At 13th level, the spirit bonus instead increases by 2.

 Unholy Resilience:The fiend keeper gains resistance 5 to two of the following energy types: acid, cold, electricity, fire, or sonic. The resistance increases to 10 at 7th level and 20 at 13th level.

 This ability replaces haunt channeler, location channel, connection channel, and ask the spirits.

 Ex-Fiend Keepers/Ex-Fiend Keepers:A fiend keeper who becomes permanently evil loses control of the spirit after 1d4+1 days, at which point he becomes an NPC under the GM’s full control. Seeking an atonement spell before then can change the medium’s alignment. This effect also can be undone with a limited wish, miracle, or wish spell.

Medium of the Master Medium of the Master

出典 Martial Arts Handbook 5ページ
 A medium of the master forgoes a connection with most spirits to form a bond with the spirits of great martial artists.

 クラス技能:A medium of the master gains Acrobatics as a class skill, but does not gain Use Magic Device as a class skill.

 This alters the medium’s class skills.

 Armor Proficiency:A medium of the master is proficient with only light armor.

 This alters the medium’s armor proficiency.

 Unarmed Strike:A medium of the master gains Improved Unarmed Strike as a bonus feat.

 Dedicated Spirit(超常)/Dedicated Spirit:A medium of the master can channel only a champion spirit. A medium of the master can channel that spirit in places of quiet introspection, such as a Darklands grotto, peaceful glade, or windswept peak, in addition to a champion spirit’s favored locations.

 This alters spirit.

 Dedicated Surge(超常)/Dedicated Surge:A medium of the master can use her spirit surge ability twice per day without incurring any influence (this stacks with any additional uses she gains from accepting a taboo, starting at 2nd level). In addition, when she uses spirit surge, the die she rolls is one step larger (1d8 at 1st level, 1d10 at 10th level, and 2d6 at 20th level).

 This alters spirit surge.

 Spirit Call(超常)/Spirit Call:The medium of the master’s unique bond allows her to briefly call on a champion spirit without performing a seance. As a standard action, she can allow a spirit to gain 1 point of influence over her to channel it for a number of minutes equal to her level. This influence remains for 24 hours, stacking with any influence the medium gains by using this ability multiple times or by channeling a spirit in a seance during that time.

 Master’s Power(超常)/Master’s Power:When a medium of the master channels a champion spirit, she treats her unarmed strike damage as that of a monk of her level. For the purpose of determining damage, these levels stack with levels from any other class that grants increased damage to unarmed strikes.

 This alters spirit power (lesser).

 Shared Prowess(超常)/Shared Prowess:At 2nd level, a medium of the master’s spirit endows her with greater martial expertise. She gains a dodge bonus to AC equal to her spirit bonus as long as she is wearing light or no armor.

 This replaces shared seance.

 Master’s Strike(超常)/Master’s Strike:At 6th level, when a medium of the master gains the intermediate power granted by her champion spirit, she also learns one type of style strike. Whenever she gains an additional attack from sudden attack, she can designate one of the blows as a style strike as long as she makes it with an unarmed strike. She can select a different style strike each time she channels a champion spirit.

 This alters spirit power (intermediate).

 Ki Contact(超常)/Ki Contact:At 15th level, as a swift action, a medium of the master can allow her spirit to gain 1 point of influence over her in order to gain a ki power and a number of ki points equal to her Charisma modifier (minimum 1) until the spirit leaves her body. She uses her medium levels as monk levels for the purposes of meeting the ki power’s prerequisites and any level-dependent benefits of the power. Multiple uses of this ability stack, allowing her to select one power to serve as a prerequisite for another.

 This replaces trance of three.

 Master’s Style(超常)/Master’s Style:At 17th level, when a medium of the master channels a champion spirit, she gains a bonus style feat and the two feats in that style’s feat path. She does not have to meet the prerequisites for these feats.

 This alters spirit power (supreme).

Nexian Channeler Nexian Channeler

出典 Occult Origins 10ページ
 Normally, storied figures who simply disappear don’t form legendary spirits (see Pathfinder Campaign Setting: Occult Realms), but the archmage Nex long ago created an astral reflection of himself from which he can draw additional power. This echo now serves as an appropriate spirit for well-trained mediums to channel. Nex’s legendary spirit is more powerful and willful than most legendary spirits, however; it embraces only mediums who visit distinct locations and master opening their third eyes.

 Legend of Nex(超常)/Legend of Nex:A Nexian channeler gains access to the Nex legendary spirit instead of an archmage spirit. This ability alters the spirit ability.

 Third Eye(擬呪、超常)/Third Eye:A Nexian channeler knows one fewer knack than his level would normally indicate, but he gains Third Eye (Pathfinder RPG Occult Adventures 141) as a bonus feat. Beginning at 2nd level, when he selects a taboo, the Nexian channeler can use his third eye for 2 minutes per character level each day, instead of gaining free uses of spirit surge. This ability alters knacks and taboo.

 Impossible Eye(超常)/Impossible Eye:Starting at 3rd level, a Nexian channeler gains additional powers from his third eye. At 3rd level, while his third eye is open, his caster level for divination spells increases by 1 and he gains darkvision with a range of 60 feet. At 5th level, while his third eye is open, he gains constant detect magic. At 7th level, while his third eye is open, he gains constant arcane sight instead of detect magic. At 9th level, while his third eye is open, his bonus on Perception checks against invisible creatures improves to see invisibility. At 13th level, he can concentrate for 1 minute to send his third eye from his body, as per arcane eye (this duration counts against the daily duration for which he can open his third eye, and if the arcane eye is destroyed, he loses all remaining minutes of his third eye ability for that day). At 14th level, as a standard action while his third eye is open, he can spend 1 minute of the duration he can open his third eye to use analyze dweomer on a single target. At 15th level, while his third eye is open, he gains true seeing. At 18th level, while his third eye is open, his arcane sight improves to greater arcane sight. This ability replaces haunt channeler, location channel, connection channel, propitiation, ask the spirits, astral journey, trance of three, and spacious soul.

 Third Eye Mastery(超常)/Third Eye Mastery:At 19th level, a Nexian channeler can open his third eye for longer than normal. He can open his third eye for 5 minutes per medium level (increasing to 10 minutes per medium level if he selects a taboo); this duration must be used in 5-minute increments. Uses of analyze dweomer cost him 5-minute increments instead of 1-minute increments, and he can use the read aura occult skill unlock with his third eye multiple times per day; each use takes only 1 minute but costs 5 minutes of the duration he can keep his third eye open. This ability replaces spirit mastery.

 Living Third Eye(超常)/Living Third Eye:At 20th level, a Nexian channeler is as one with his third eye. It is open at all times, he can use analyze dweomer and the read aura occult skill unlock at will, and the destruction of his arcane eye does not adversely affect him. This ability replaces astral beacon.

Outer Channeler Outer Channeler

出典 Psychic Anthology 12ページ
 Rather than invite strange entities and departed souls into their bodies, outer channelers invite extraplanar entities to inhabit them, allowing the likes of angels and demons to use them as vessels in exchange for power. However, this bond always comes with a cost.

 Outsider Invocation(超常)/Outsider Invocation:At 1st level, an outer channeler chooses one outsider subtype from among those listed in the Outsider Spirits section on pages 13–15. His alignment must be within one step of the outsider’s alignment in order to choose it, and once chosen it cannot be changed. Instead of channeling spirits, an outer channeler invokes outsiders of his chosen subtype during his seance.

 Each subtype lists six outsiders that, when invoked, provide the outer channeler with the same benefits as the outsider’s associated spirit. For example, an outer channeler with angel as his chosen subtype can invoke the astral deva, balisse, empyrean, movanic deva, planetar, and solar outsiders, which function like the trickster, hierophant, archmage, champion, marshal, and guardian spirits, respectively.

 An outer channeler doesn’t gain the intermediate power normally granted by his invoked outsider’s associated spirit. Instead, he gains the intermediate power noted in his invoked outsider’s subtype, regardless of which spirit that invoked outsider is associated with. Furthermore, the outer channeler gains a gift at 13th level, as noted in his invoked outsider subtype.

 An invoked outsider acts as a spirit for all other effects, including the trance of three and astral beacon class features.

 This ability alters spirit and spirit power (intermediate).

 Taboo(変則)/Taboo:Whenever he invokes an outsider, an outer channeler must accept one taboo from among those listed by his chosen outsider’s subtype before the outsider will enter his body. Accepting this taboo provides the outer channeler with no benefits other than those gained from channeling a spirit; if he wishes to gain additional uses of his spirit purge ability as described by the taboo class feature, he must accept a second taboo from among those listed by the legend that his chosen outsider subtype functions as. If the outer channeler breaks this mandatory taboo, the outsider immediately leaves and the outer channeler can’t invoke a new outsider until he atones (as per atonement). This ability alters taboo.

 Shared Seance(超常)/Shared Seance:An outer channeler’s ally cannot gain the seance boon from an outer channeler’s outsider spirit if that ally’s alignment is more than one step away from the outsider’s alignment.

 This ability alters shared seance.

 Servitor(変則)/Servitor:At 3rd level, an outer channeler can summon the spirit of an outsider of his chosen subtype and house it within the body of an ordinary animal. Initially, the outsider takes the form of this animal and acts in all ways as an ordinary familiar of that type. At 7th level, the animal transforms into an outsider, taking the form of an improved familiar with the outer channeler’s chosen outsider subtype (such as a cassisian for an angel-invoking medium). The outer channeler doesn’t need to meet the prerequisites to gain this improved familiar, and the improved familiar gains the ability to change shape between its outsider form and its animal form at will (as per beast shape II).

 This ability replaces a medium’s haunt channeler and connection channel.

 Site Channeling(超常)/Site Channeling:At 5th level, an outer channeler can invoke outsiders from any site tied to any of the following: creatures of his chosen subtype, deities that grant his chosen subtype as a cleric subdomain, or planes that creatures of his chosen subtype are native to. This is in addition to the usual list of sites from which he can channel his outsiders.

 This ability replaces location channel.

 Ask the Planes(擬呪)/Ask the Planes:At 14th level, an outer channeler gains the ask the spirits ability of the standard medium, except he sends his consciousness to a native plane of his chosen outsider subtype (Heaven for archons, Hell for devils, any good-aligned plane for angels, and so on).

This ability alters ask the spirits and replaces astral journey.

Rivethun Spirit Channeler Rivethun Spirit Channeler

出典 Haunted Heroes Handbook 21ページ
 Rivethun spirit channelers are mediums who practice the ancient dwarven philosophy of the rivethun, which teaches that power lies in the connection between physical bodies and immaterial souls. Most rivethun spirit channelers are dwarven adherents of this ancient philosophy, but mediums of other races are accepted with equal fervor, for the rivethun teachings state that discord and heterogeneousness are the most surefire way to open one’s senses to the spiritual world. Rivethun spirit channelers act as ambassadors and negotiators between the denizens of the natural and supernatural worlds.

 Mind and Soul(変則)/Mind and Soul:A rivethun spirit channeler chooses whether she uses her Wisdom or Charisma score to determine the effects of her medium class abilities (including this archetype’s abilities). This includes (but is not limited to) the minimum ability score needed to learn or cast a medium spell, the save DC of her medium spells, the number of bonus spells (if any) she receives for having a high ability score, the number of times per day she can use her medium abilities, and the effects of her spirit’s abilities. This choice is made at 1st level, and once made, it can’t be changed.

 A rivethun spirit channeler knows one fewer spell of each spell level that she can cast than is indicated on Table 1–3: Medium Spells Known (Pathfinder RPG Occult Adventures 33).

 This alters the medium’s spellcasting.

 Spiritual Invocation(超常)/Spiritual Invocation:Rather than channel the legend of a single spirit for 24 hours, a rivethun spirit channeler can invite a nearby local spirit into her body for 24 hours. This functions exactly like the spirit dance ability of the spirit dancer medium archetype (Occult Adventures 94), except the rivethun spirit channeler doesn’t need to find an appropriate location to channel her spirits since she invites nearby spirits into her body instead of channeling a legend.

 This alters spirit and replaces spirit bonus and spirit surge.

 Spiritual Parley(変則)/Spiritual Parley:At 2nd level, a rivethun spirit channeler adds 1/2 her medium level to Diplomacy checks attempted against fey, elementals, outsiders (except native outsiders), and undead creatures, as well as on Diplomacy checks attempted as part of the wrangle condition ability (see below).

 This ability replaces taboo.

 Wrangle Condition(超常)/Wrangle Condition:At 3rd level, a rivethun spirit channeler can interact directly with unwholesome spirits of the ills that trouble her or her allies. This functions like the animist shaman’s wrangle condition ability (Pathfinder RPG Advanced Class Guide 110).

 Haunt Channeler/Haunt Channeler:A rivethun spirit channeler receives this ability at 7th level instead of at 3rd level.

 This ability replaces connection channel.

Spirit Eater Spirit Eater

出典 Heroes of Golarion 24ページ
 Shenmen is a ghost-haunted nation trapped in the shadow of the Gossamer Mountains and held beneath the yoke of jorogumo witches. The mediums of Shenmen face brazen yokai that hunger for the living, and these mediums have learned to devour them instead. Guardians of their communities, spirit eaters absorb the dead to channel their power and serve as a line of defense against all manner of incorporeal yokai.

 Ectoplasmic Strikes(超常)/Ectoplasmic Strikes:At 3rd level, a spirit eater medium treats his attacks as if they had the ghost touch weapon property.

 This replaces haunt channeler.

 Consume Spirit(超常)/Consume Spirit:At 7th level, a spirit eater can attempt to consume an incorporeal creature and house it within his body. If he reduces an incorporeal creature to 0 hit points or fewer, he can instead leave the creature at 1 hit point and consume the creature as an immediate action. A consumed creature is contained in the spirit eater’s body and grants him a +1 bonus on either attack rolls, saving throws, or skill checks, chosen by the spirit eater, and a number of temporary hit points equal to the consumed creature’s Hit Dice.

 A spirit eater’s body can hold a number of creatures equal to his spirit bonus. If he attempts to consume another creature after this point, he releases the creature that has been contained in his body longest. He can release a consumed creature as a free action. A consumed creature attempts to escape after 24 hours. The spirit eater can attempt to keep a consumed creature in his body by attempting a Will save (DC = 10 + half the spirit eater’s level + twice the number of the creatures he has contained in his body). If he succeeds, the consumed creatures remain, but they grant the spirit eater’s channeled spirit 1 point of influence over him. A released creature is destroyed as if it were reduced to 0 hit points and can reconstitute again later, if able.

 This replaces location channel and connection channel.

Uda Wendo Uda Wendo

出典 Haunted Heroes Handbook 23ページ
 Primarily found among the various tribes of the Mwangi Expanse, uda wendo are powerful mediums who are sensitive to the presence and desires of the wendo, powerful and mysterious entities that walk Golarion while shaping fate and guiding destiny. Rather than simply communing with the wendo like some oracles do, an uda wendo invites the wendo to use his body as a vessel, gaining fantastic powers even while struggling to maintain control of his body against the crushing might of the wendo’s presence.

 クラス技能:An uda wendo adds Knowledge (geography)and Knowledge (nature) to his list of class skills, instead of Perform.

 This alters the medium’s class skills.

 Wendo(超常)/Wendo:Rather than channeling spirits, an uda wendo channels the wendo, otherworldly entities that walk among mortals. This functions like channeling a spirit, except instead of requiring a favored location to channel a wendo, an uda wendo must offer the wendo a sacrifice worth at least 50 gp per Hit Die the uda wendo has. Alternatively, the uda wendo can instead accept 1 point of burn, as per the kineticist class ability (Pathfinder RPG Occult Adventures 11), instead of sacrificing material wealth. While channeling a wendo, the uda wendo gains the 1st-level domain power of one druid animal or terrain domain (Pathfinder RPG Ultimate Magic 33), or the 1st-level domain power of one of the following cleric domains: Air, Animal, Community, Darkness, Death, Destruction, Earth, Fire, Healing, Knowledge, Protection, Rune, Strength, Sun, Trickery, War, Water, or Weather. The uda wendo has an effective cleric or druid level equal to 1/2 his medium level (minimum 1st) for the purpose of this ability. In addition, he adds all spells from his chosen domain that are of a spell level he can cast (including modifications to the uda wendo’s spellcasting from the archmage arcana or divine surge lesser spirit powers) to his medium spell list and medium spells known as medium spells of their domain spell level.

 An uda wendo cannot invite allies to a seance to summon a wendo, and by channeling a wendo, the uda wendo allows the entity to gain 2 points of inf luence over him. If any sentient creature that doesn’t practice juju witnesses the uda wendo’s seance, both creatures become permanently cursed with a –2 penalty on all d20 rolls and checks (as per bestow curse) and the attempt fails.

This ability alters spirit.

 Wendo’s Secrets(変則)/Wendo’s Secrets:At 2nd level, an uda wendo learns most of his information through tales and secrets whispered to him by the wendo. He adds his Charisma bonus (if any) to all Knowledge checks that he attempts in addition to his Intelligence modifier.

 This ability replaces shared seance.

 Wendo Tongue(超常)/Wendo Tongue:At 3rd level, an uda wendo can invoke the wendo to commune with nearby spirits for a number of minutes per day equal to his level. These minutes don’t need to be used consecutively, but they must be spent in 1-minute increments. The uda wendo can use this ability to speak with corpses (as per speak with dead) at 3rd level, with animals and plants (as per speak with animals or speak with plants) at 5th level, and with humanoids (as per tongues) at 7th level.

 This ability replaces haunt channeler, location channel, and connection channel.

Vessel of the Failed Vessel of the Failed

出典 Disciple's Doctrine 7ページ
 A vessel of the failed channels the spirits of those who attempted the Test of the Starstone but failed; these spirits grant the medium abilities wrought from the spirits’ ultimate shortcomings. A vessel of the failed intimately understands the shaky line between success and failure and embraces walking that line to gain power from the spirits he calls.

 Will of the Failed(超常)/Will of the Failed:A vessel of the failed is intimately familiar with the supernatural stubbornness of the brash heroes who have met their demise pursuing the Test of the Starstone, and he can tap into this strength when he needs it the most.

 When a spirit attains 5 or more points of influence over the vessel of the failed, the vessel can attempt a Will saving throw (DC = 15 + half the vessel’s class level) to avoid completely losing control to the spirit. The first time in a single 24-hour seance period that the vessel succeeds at this saving throw, he is deafened until he awakens the next day with the spirit gone. The second time the vessel succeeds at this saving throw during that period, he is also blinded. The third time, he is also staggered. These conditions are unavoidable and cannot be removed through magic or any other method. (If he wishes, the vessel of the failed can choose to forgo this saving throw and lose control to the spirit as normal.)

 The fourth time in a single seance period that a spirit gains 5 or more influence points over the vessel of the failed, the vessel must succeed at a Will save or he loses control to the spirit and effectively becomes an NPC under the GM’s control until after he awakens the next day with the spirit gone.

 If a spirit ever attains 7 or more points of influence over the vessel, the vessel automatically loses control to the spirit and effectively becomes an NPC under the GM’s control until after he awakens the next day with the spirit gone.

 A vessel of the failed cannot channel a weaker spirit.

 This alters spirit and spirit mastery.

 Reckless Surge(超常)/Reckless Surge:A vessel of the failed can attempt to tap into his spirit’s bravado—though harnessing such moxie is never guaranteed. If the vessel allows his spirit to gain 2 additional points of influence over him after failing a d20 roll that was modified by his spirit bonus, there is a 75% chance (1–75 on a d%) that he can add 3d6 to the check’s result without taking an action. (At 10th level, these dice increase to 3d8, and at 20th level, they increase to 3d10.) However, there is a 25% chance (76–100 on a d%) that the vessel instead gains no bonus from this ability. The vessel of the failed must allow his spirit to gain the 2 points of influence over him before determining whether he receives any bonus.

 The vessel of the failed can use the spirit surge ability as normal. However, using reckless surge in the way described above always requires the vessel to allow his spirit to gain 2 additional points of influence over him, regardless of abilities that allow him to otherwise use spirit surge without incurring influence (such as taboo or spirit mastery).

 This alters spirit surge.

 Heroic Exceptions(変則)/Heroic Exceptions:Each time a vessel of the failed breaks a taboo he has accepted, he can allow his spirit to gain 1 additional point of influence over him. When he does so, the penalty he takes on attack rolls, damage rolls, ability checks, skill checks, and saving throws changes from –2 to –1. This influence is in addition to the influence the spirit normally gains for breaking the taboo in the first place. If the vessel continues violating the taboo while taking a reduced penalty, the duration of the reduced penalty extends, but the spirit doesn’t gain additional influence over the vessel.

 This alters taboo.

 Spiritual Swan Song(擬呪)/Spiritual Swan Song:At 15th level, when the circumstances are right, the vessel of the failed can become a conduit for his spirit’s brush with divinity. Whenever the vessel makes a successful saving throw via the will of the failed ability to avoid completely losing control to his spirit, the vessel gains one use of a spell-like ability tied to the spirit’s legend, as noted below.

 When he gains a use of a spell-like ability, the vessel of the failed can expend it anytime before his next seance. (A vessel might gain multiple uses of these spell-like abilities, depending on how many times he successfully saves to avoid losing control to a spirit.) However, if he loses contact with a spirit during that time, he also loses all uses of the spell-like ability gained from avoiding losing control to that spirit. If the vessel does not expend his uses of these abilities, they disappear when he loses contact with that spirit or when he starts a new seance, whichever comes first.

 This replaces trance of three.
 Archmage:The vessel of the failed can cast chain lightning, freezing sphere, or sirocco as a spell-like ability. The vessel must choose which one when he gains a use of this ability. If he gains multiple uses of this ability in a single seance period, the vessel of the failed can make a different choice each time.

 Champion:The vessel of the failed can cast blade barrier as a spell-like ability.

 Guardian:The vessel of the failed can cast antimagic field as a spell-like ability.

 Hierophant:The vessel of the failed can cast mass cure moderate wounds or mass inflict moderate wounds as a spell-like ability. The vessel must choose which of these two he can use when he gains a use of this ability. If the vessel of the failed gains multiple uses of this ability in a single seance period, he can choose a difference spell-like ability each time.

 Marshal:The vessel of the failed can cast greater heroism as a spell-like ability.

 Trickster:The vessel of the failed can cast true seeing as a spell-like ability.
最終更新:2020年12月05日 11:32