出典 Armor Master's Handbook 4ページ
Though it hasn’t been at war with its southern neighbor for centuries, Nex continues to train battlemages at its arcane schools in Ecanus. Many battlemages focus purely on destructive evocations, but some extend their tactical studies to include use of the tried-and-true protection of steel. These armored battlemages learn to move and cast spells in even the most restrictive armors, and have developed new methods to magically enhance their armor. Most armored battlemages strongly support the Arclords of Nex. Many travel beyond their homelands seeking some method of contacting the archmage Nex, and hope for some excuse to convince the Council of Three and Nine to renew hostilities with the nation of Geb.
Medium Armor(変則)/Medium Armor:An armored battlemage gains this ability at 1st level instead of 7th. When wearing medium or heavy armor, the armored battlemage gains a +4 bonus on concentration checks to cast defensively. This stacks with the bonus from the Combat Casting feat.
This ability replaces spell combat and alters the medium armor ability.
Arcane Pool(超常)/Arcane Pool:An armored battlemage cannot spend points from his arcane pool to enhance weapons. Instead, he can expend 1 point from his arcane pool as a swift action to grant armor he is wearing a +1 enhancement bonus for 1 minute. For every 4 magus levels he has beyond 1st, the armor gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses stack with existing armor enhancement bonuses to a maximum of +5. Multiple uses of this ability do not stack with themselves.
At 5th level, these bonuses can be used to add any of the following armor special abilities: balancedUE, bitterUE, fortification (heavy, light, or medium), ghost touch, invulnerability, spell resistance (13, 15, 17, or 19), or spell storingUE. Adding these special abilities consumes an amount of bonus equal to the ability’s base price modifier. In addition, the armored battlemage can grant his armor the energy resistance special ability at the cost of a +3 bonus or the improved energy resistance special ability at the cost of a +5 bonus. These special abilities are added to any the armor already has, but duplicates do not stack. If the armor is not magical, at least a +1 enhancement bonus must be added before any other special abilities can be added. These bonuses and special abilities are decided when the arcane pool point is spent and cannot be changed until the next time the armored battlemage uses this ability. These bonuses do not function if the armor is worn by anyone other than the magus.
An armored battlemage can enhance only one suit of armor in this way at one time. If he uses this ability again, the first use immediately ends.
This ability alters arcane pool.
Armor Training(変則)/Armor Training:At 3rd level, an armored battlemage gains armor training, as per the fighter ability. At 8th level, he gains armor training 2. At 13th level, he gains armor training 3. At 18th level, he gains armor training 4.
This ability replaces the magus arcana gained at 3rd and 18th levels, and improved spell combat.
Heavy Armor(変則)/Heavy Armor:An armored battlemage gains this ability at 7th level instead of 13th.
This ability alters heavy armor.
Expanded Arcane Pool(超常)/Expanded Arcane Pool}:At 14th level, the armored battlemage can grant his armor the glamered special ability at the cost of a +2 bonus, the slick or shadow special ability at the cost of a +3 bonus, and the greater slick or greater shadow special ability at the cost of a +5 bonus when using his arcane pool.
This ability replaces greater spell combat.
出典 Familiar Folio 8ページ
獣剣のメイガスは使い魔と協力して、呪文、鋼、爪を使って敵の戦場を一掃する。
使い魔(変則)/Familiar:3レベルの時点で、獣剣は使い魔のメイガスの秘奥を得る。これは3レベルの時点で得るメイガスの秘奥と置き換える。
縦列接触(超常)/Tandem Touch:4レベルの時点で、獣剣は接触呪文のチャージを持っている間、獣剣は使い魔が保持しているチャージを消費せずに、別の呪文を発動することができる。この能力は呪文喚起と置き換える。
使い魔蓄積(超常)/Familiar Pool:7レベルの時点で、獣剣はメイガス呪文を準備するとき、自身の秘術蓄積からポイントを消費し(最大で【知力】修正値に等しいポイント数まで)。使い魔を強化することができる。このように消費したポイント毎に、使い魔はその日に1回擬似呪文能力としてメイガス呪文1つを発動することができる。選択する呪文は獣剣が発動することができる最も高い呪文レベルよりも3レベル低くなければならなず、1GPを超えるコストの物質構成要素を必要とする者は選択できない。この能力は知識集積と置き換える。
使い魔の呪文撃(超常)/Familiar Spellstrike:11レベルの時点で、獣剣の使い魔がメイガスを脅かしているクリーチャーに対して接触呪文伝達に成功した場合、目標はメイガスからの機会攻撃を誘発する。この能力は呪文喚起強化と置き換える。
出典 The Harrow Handbook 24ページ
Though it is known primarily as a tool of knowledge, the harrow is also an instrument of defense and even war. The card caster is an ancient, martial offshoot of the traditional harrower, learning to not only draw power from the harrow, but also to invest each card with deadly power.
Deadly Dealer(超常)/Deadly Dealer:At 1st level, the card caster gains Deadly Dealer (see page 15) as a bonus feat, even if he does not meet the prerequisites. A card caster can invest cards with enough magic to deal lethal damage even without the Arcane Strike feat so long as he has at least 1 point in his arcane pool.
Arcane Pool Focus(超常)/Arcane Pool Focus:A card caster’s arcane pool can be used to augment only ranged weapons. At 5th level, a card caster can use his arcane pool to add the following weapon special abilities to ranged weapons: brilliant energy, distance, flaming, flaming burst, frost, icy burst, returning, seeking, shock, shocking burst, and speed. He can use his arcane pool to augment an entire harrow deck as if it were ammunition. All cards from a deck enhanced with a special ability, such as flaming, must share the same bonus. This ability modifies arcane pool.
Harrowed Spellstrike(超常)/Harrowed Spellstrike:Beginning at 2nd level, a card caster can invest a single thrown weapon with a single touch or ranged spell as part of the spell’s normal casting time. The spell must target a single creature, and the spell’s range changes to match the thrown weapon’s range increment. This ability otherwise functions identically to spellstrike, except it can only be applied to thrown ranged weapons instead of melee attacks. This ability replaces and modifies spellstrike.
Role Dealer(超常)/Role Dealer:Beginning at 3rd level, whenever the card caster randomly draws and throws a harrow card matching one axis of his alignment, the card’s critical threat range increases to 19–20. If the card caster draws and throws a harrow card matching his alignment exactly, the attack’s critical multiplier also increases to 3 and the magus gains a +4 bonus on his confirmation roll. This ability replaces the magus arcana gained at 3rd level.
出典 Arcane Anthology 28ページ
According to dwarven legend, the first deep marshals were handpicked by King Taargick himself to create massive tunnels to aid in the dwarven exodus to Golarion’s surface during the Quest for Sky. Largely unseen by visitors, the deep marshals have survived into the modern era as keepers, protectors, and repairers of the myriad of stony passages that travel around, through, and under the Five Kings Mountains. Although the vast majority of deep marshals are dwarves, a few non-dwarves have earned enough trust to be trained as deep marshals, or have learned the same techniques from studying old dwarven spellbooks.
Weapon and Armor Proficiency:A deep marshal is proficient with light armor, medium armor, and shields (except tower shields). A deep marshal can cast magus spells while wearing light armor or medium armor without incurring the normal spell failure chance. In addition, a deep marshal gains the heavy armor magus ability at 9th level. This ability alters the magus’s armor proficiencies, the medium armor class feature, and the heavy armor class feature.
Deep Spellcasting/Deep Spellcasting:A deep marshal learns numerous arcane secrets involving the shaping and warding of earth and stone. She adds the following sorcerer/wizard spells to her magus spell list as magus spells of the same level: crafter’s curseAPG, crafter’s fortuneAPG, erase, expeditious excavationAPG, fabricate, greater make whole (Technology Guide 10), knock, major creation, make whole, mending, minor creation, move earth, passwall, stone shape, transmute mud to rock, transmute rock to mud, and all 0- through 6th-level sorcerer/wizard spells of the abjuration school. She must still add such spells to her spellbook to prepare them. If a spell appears on both the magus and sorcerer/wizard spell lists, the magus uses the lower of the two spell levels listed for the spell. A deep marshal cannot cast spells from the enchantment, illusion, or necromancy school and she cannot activate spellcompletion or spell-trigger magic items that use spells from those schools (without making a successful Use Magic Device check). This alters the magus’s spellcasting.
Bound by Tradition/Bound by Tradition:A deep marshal is limited in how she can use her arcane powers. Her arcane pool has a number of points equal to 1/3 her magus level (minimum 1) + her Intelligence modifier. Furthermore, she cannot use her arcane pool to grant an enhancement bonus or weapon special ability to a weapon she is holding unless it is a battleaxe, heavy pick, warhammer, or weapon with the word “dwarven” in its name. She can use her spell combat or spellstrike abilities only with such weapons. This alters arcane pool, spell combat, and spellstrike.
Miner’s Focus(超常/変則)/Miner’s Focus:At 3rd level, a deep marshal can use the magical properties of her weapon in order to augment her spellcasting. Whenever she casts a magus spell while wielding a magic battleaxe, heavy pick, warhammer, or weapon with the word “dwarven” in its name, she adds half the weapon’s enhancement bonus to the her caster level (minimum +1). When attempting a caster level check to overcome spell resistance, she instead adds her weapon’s full enhancement bonus.
In addition, she is treated as having a number of ranks in Knowledge (dungeoneering) and Profession (miner) equal to her magus level, and she attempts Profession (miner) checks using her Intelligence modifier instead of her Wisdom modifier.
This ability replaces the magus arcana gained at 3rd level.
出典 Heroes of the Streets 11ページ
妖力の射手は城壁から敵に魔法攻撃を降らせる。
クラス技能:妖力の射手はクラス技能として〈知覚〉を得るがクラス技能として〈魔法装置使用〉を得ない。これはメイガスのクラス技能を修正する。
秘術集積(超常)/Arcane Pool:妖力の射手は5レベルにおいて秘術集積を用いて付与する武器の特殊能力の選択肢にディスタンス、ニンブルショット、リターニングを含むが、ダンシング、キーン、ヴォーパルを含まない。これはメイガスの秘術集積を修正する。
遠隔武器との絆(変則)/Ranged Weapon Bond:1レベルにおいて妖力の射手はウィザードの秘術の絆の品のように絆の品を得る。それは遠隔武器でなくてはならず、1日に1度の呪文の発動に用いることはできない。絆の品を保持していても、妖力の射手が呪文の動作要素を満たすことを妨げることはない。
遠隔呪文戦闘(変則)/Ranged Spell Combat:妖力の射手は軽い近接武器または片手近接武器の代わりに遠隔武器を呪文戦闘に使う必要がある。遠隔呪文戦闘のために自由な手を空けておく必要は無い。妖力の射手は呪文の防御的発動のための精神集中判定にボーナスを得るために攻撃ペナルティを受け入れることはできない。この能力は呪文戦闘を変更する。
遠隔呪文撃(超常)/Ranged Spellstrike:2レベルにおいて妖力の射手は遠隔攻撃を必要とする呪文を発動するときはいつでも、彼女の武器を用いた遠隔攻撃の一部として呪文を叩き込むことができる。その呪文で通常許される呪文を叩き込むためにフリー・アクションで行う遠隔攻撃の代わりに、妖力の射手はフリー・アクションで(最も高い基本攻撃ボーナスを用いて)武器を用いた遠隔攻撃を行うことが可能になる。この攻撃は呪文の距離を伸ばすことは無い。
呪文が通常複数の目標に効果を及ぼす場合でも一つのミサイル、光線または効果は各攻撃に一つのみ付随する。呪文が複数回の攻撃を許し、妖力の射手が呪文戦闘を伴う全ラウンド・アクションの一部として追加の遠隔攻撃を行えるならば、その呪文による全ての攻撃が行われるまで同一ラウンドの妖力の射手の各遠隔攻撃に一つの追加の光線、ミサイルまたは効果が付随する。妖力の射手のターンの終わりに残っている使われなかったミサイル、光線または効果は無駄になる。この能力は呪文撃を変更する。
収束呪文撃(超常)/Focusing Spellstrike:16レベルにおいて妖力の射手は円錐または直線状の呪文を光線の様に遠隔呪文撃で叩き込み、攻撃されたクリーチャーまたは物体のみに効果を与える。これは報復打撃を置き換える。
出典 Bastards of Golarion 9ページ
武術とエルフの魔法の融合は、長い間、EragesのBlackash Training Groundsの定番であった。Erages Academyで勉強する人の多くは、街の犯罪要素が熟練した喧嘩屋や密輸業者に向けて富を約束しているため、この道をたどる。 緑棘退治は以下の
クラス特徴を持つ。
秘術集積/Arcane Pool:1レベルの時点で、緑棘胎児は即行アクションとして、そのラウンドの次の近接攻撃に1d6ポイントの急所攻撃ダメージを与えるために秘術集積から1ポイントを消費することができる。この攻撃はローグのクラス特徴として急所攻撃を行うための通常の前提条件をすべて満たしていなければならない。1レベル以降4レベル毎にこの能力によって与えることができる急所攻撃ダメージは1d6ずつ増加する(17レベルの時点で最大5d6)。緑棘退治が別の源から急所攻撃を得た場合、ダメージへのボーナスは累積する。
緑棘胎児は自身の武器を強化するために秘術集積を使用することができない。これは秘術集積能力を修正する。
身かわし(変則)/Evasion:7レベルの時点で、緑棘退治はローグのクラス特徴として身かわしを得る。これは中装鎧能力と置き換える。
身かわし強化(変則)/Improved Evasion:13レベルの時点で、緑棘胎児は同名の上級ローグの技として身かわし強化を得る。これは重装鎧能力と置き換える。
メイガスの秘奥/Magus Arcana:以下に示す新しいメイガスの秘奥に加えて、次のメイガスの秘奥は緑棘退治のアーキタイプを保管する:零距離発動、神速の強襲、戦技を極めし者、集積打撃、音声省略魔法
闇の移動(超常)/Dark Shifter:メイガスは60フィート以内の[闇]の補足説明を持つ進行中の呪文の目標を変更するために移動アクションとして秘術集積から1ポイントを消費することができる。新しい目標は効果をメイガスから移動できる最大最大距離を決定する目的で有効術者レベルとしてメイガスのレベルを使用して呪文の距離内にいなければならない。メイガスが移動する呪文の効果が、別のクリーチャーに由来する場合、メイガスが効果を再配置するために術者レベル判定を行わなければならない(DC=11+効果の術者レベル)。失敗すると、メイガスの移動アクションを消費するが、秘術集積のポイントは消費しない。この秘奥を選択するためには、メイガスは少なくとも6レベルでなければならない。
出典 Blood of the Coven pg. 27ページ
Hexbreakers—sometimes called witch-hammers for their proclivity toward warhammers—have borne witness to the damage of unrestrained arcane power and hone their own arcane arts to battle such abuse. They train themselves to shatter the curses and dark transformations that can haunt others for a lifetime.
Repel Curse(超常)/Repel Curse:At 4th level, a hexbreaker has the chance to protect others from being cursed. As an immediate action when a spell with the curse descriptor or a curse-style effect (such as a witch’s evil eye or misfortune hex or a sea hag’s evil eye) targets a creature within 30 feet of him, a hexbreaker can spend 1 point from his arcane pool to attempt to dispel that effect, as if he had cast remove curse. This ability has no effect on ongoing effects, such as a sea hag’s horrific appearance or a pugwampi’s unluck aura.
The magus adds remove curse to his spell list as a 3rd-level spell and adds break enchantment as a 4th-level spell.
This replaces spell recall.
Counter Curse(超常)/Counter Curse:At 11th level, whenever a hexbreaker successfully dispels a curse effect or spell with the curse descriptor using his repel curse ability, he can immediately spend 2 points from his arcane pool to reflect the spell back on the original caster. This otherwise functions as spell turning.
This replaces improved spell recall.
Hexbreaker Arcana/Hexbreaker Arcana:A hexbreaker can select from the following arcana in addition to those normally available.
Improved Remove Curse(超常)/Improved Remove Curse:The hexbreaker can spend additional points from his arcane pool to improve his ability to remove a curse. Each point spent while casting remove curse or break enchantment grants a +2 bonus to his caster level check. He can use this arcana after rolling the caster level check, but only before the results are revealed. This can be used with the hexbreaker’s repel curse and counter curse abilities.
Wracking Dispel(超常)/Wracking Dispel:Whenever the hexbreaker successfully dispels a spell using break enchantment, dispel magic, or remove curse, he can expend 1 point from his arcane pool to wrack the original caster with pain, dealing 1d4 points of damage per spell level of the effect dispelled. If the target succeeds at a Will save (DC = 15 + the level of the spell dispelled + the hexbreaker’s Intelligence modifier) it takes only 1 point of damage per spell level. The hexbreaker cannot target the same caster more than once per round with this ability, regardless of how many effects he dispels.
Magus Arcana/Magus Arcana:The following magus arcana complement the hexbreaker: bane blade, dispelling strike, disruptive, lingering pain, spellbreaker, and reflection.
出典 Martial Arts Handbook 5ページ
Practitioners of this martial art, powered by arcane magic, wear an iron ring on the finger of one hand. This legacy has been handed down from the tradition’s Vudrani founders.
Weapon Proficiency:An iron-ring striker is not proficient with martial weapons.
This alters the magus’s weapon proficiency.
Diminished Spellcasting/Diminished Spellcasting:An iron-ring striker has one fewer spell slot of each level than a regular magus. If this reduces his number of spell slots of a particular level to 0, he can cast spells of that level only if his Intelligence allows bonus spells of that level.
This alters the magus’s spellcasting.
Arcane Pool(超常)/Arcane Pool:An iron-ring striker can use his arcane pool to enhance his unarmed strikes as if they were manufactured weapons. At 5th level, he can use these bonuses to add any of the following weapon special abilities to his weapons or unarmed strikes: advancing, cruel, defending, guardian, impact, invigorating, mimetic, negating, speed, and vicious.
This alters arcane pool.
Unarmed Spellstrike(超常)/Unarmed Spellstrike:An iron-ring striker gains the magus spellstrike class feature. However, an iron-ring striker can deliver spells with spellstrike with only unarmed strikes.
This alters spellstrike.
Unarmed Strike/Unarmed Strike:An iron-ring striker gains Improved Unarmed Strike as a bonus feat. He deals unarmed strike damage as per a monk of his level. For the purpose of determining damage, these levels stack with levels from any other class that grants increased damage to unarmed strikes.
ボーナス特技:At 5th level, an iron-ring striker must select his bonus feat from this list: Improved Bull Rush, Improved Disarm, Improved Sunder, or Improved Trip. He doesn’t need to meet the prerequisites normally required for these feats.
This modifies the bonus feat gained at 5th level.
Empower Combat(超常)/Empower Combat:At 7th level, an iron-ring striker learns to use magic to grant himself the power of a larger creature. As a standard action, he can expend one non-cantrip prepared magus spell to treat his size as if it were larger for the purposes of determining the size modifier to his CMB and CMD, as well as which creatures he can affect with combat maneuvers. For every level of the spell he sacrifices, his effective size increases by one step, up to a maximum of Colossal. For every two effective size increments he increases, he gains a +2 size bonus to Strength, to a maximum of +6. This does not change the iron-ring striker’s actual size. This effect lasts for 1 minute per level of the spell sacrificed.
This replaces medium armor and heavy armor.
Spell Maneuvers(超常)/Spell Maneuvers:At 7th level, as long as an iron-ring striker is wearing light armor or no armor, he can use his unarmed spellstrike ability as part of a combat maneuver check to bull rush, disarm, sunder, or trip an opponent.
This replaces knowledge pool.
Reflexive Spell Maneuver(変則)/Reflexive Spell Maneuver:At 16th level, when an iron-ring striker is the target of a combat maneuver check to bull rush, disarm, sunder, or trip, as an immediate action he can target his attacker with a magus spell he has prepared with a range of touch. If the spell would normally require a touch attack, an iron-ring striker can attempt a combat maneuver check for this attack instead. The iron-ring striker must be wearing light armor or no armor to use reflexive spell maneuver.
This replaces counterstrike.
出典 Blood of the Ancients 15ページ
A Jistkan artificer does not gain access to flurrying arm
As part of studying the secret methods the original Jistkan artificers used to build golems, these magi graft construct parts onto their own arms.
Diminished Spellcasting/Diminished Spellcasting:A Jistkan artificer has one fewer spell slot of each level than a regular magus. If this reduces his number of spell slots of a particular level to zero, he can cast spells of that level only if his Intelligence allows bonus spells of that level.
This alters the magus’s spellcasting.
Golem Arm(変則)/Golem Arm:A Jistkan artificer begins play with a golem arm grafted in place of one of his arms. The golem arm is a masterwork weapon that is treated as an unarmed strike and deals damage as if he were a monk 2 levels lower than his class level (minimum 1st level). The golem arm is made from basic parts and mundane materials that grant no additional benefits. A Jistkan artificer can recreate his golem arm from other materials by spending 1 day and paying an additional +50% of the normal cost of the special material used in the creation of this new golem arm. For the purposes of determining the weapon type and weight for special materials, the golem arm is treated as a heavy mace. If a Jistkan artificer recreates his golem arm, any previously used special materials are destroyed. The arm gains no benefits from items that enhance unarmed strikes, such as an amulet of mighty fists.
At 1st level, a Jistkan artificer can use his arcane pool to enhance his unarmed strikes as if they were manufactured weapons. At 5th level, he can use this ability to add any of the following special abilities to his unarmed strikes: corrosive, corrosive burst, defending, flaming, flaming burst, frost, icy burst, impact, shock, shocking burst, or thundering. At 11th level, he gains access to the following special abilities: brilliant energy and speed.
This alters arcane pool.
Improved Unarmed Strike/Improved Unarmed Strike:A Jistkan artificer gains Improved Unarmed Strike as a bonus feat. He prepares one fewer cantrip per day than normal.
This alters cantrips.
Empowered Arm(変則)/Empowered Arm:At 3rd level, a Jistkan artificer’s golem arm is treated as a magic weapon and gains a +1 enhancement bonus on attack and damage rolls. This bonus increases by 1 at 7th level and every 4 levels thereafter, to a total bonus of +5 at 19th level.
This replaces the magus arcana gained at 3rd level.
Unarmed Spellstrike(超常)/Unarmed Spellstrike:A Jistkan artificer can use spellstrike to deliver spells only when attacking with his unarmed strikes.
This alters spellstrike.
Magus Arcana:A Jistkan artificer gains access to the following arcana in addition to those normally available to the magus. He cannot select any arcana more than once.
Break Spell(変則)/Break Spell:A Jistkan artificer can use his arm to disrupt spells targeted at him. When a ranged attack generated by a spell effect targets the Jistkan artificer, he can spend a point from his arcane pool to attempt a melee attack roll as an attack of opportunity. If the result is greater than the total attack roll of the ranged attack, the attack is negated. Spell effects that do not require attack rolls cannot be deflected. The magus must be at least 13th level and have the shielding arm arcana before selecting this arcana.
Flurrying Arm(変則)/Flurrying Arm:A Jistkan artificer can improve his golem arm to attack faster. He gains the flurry of blows monk class ability, treating his class level as his monk level. A Jistkan artificer makes only one additional attack when he uses flurry of blows. The magus must be at least 11th level to select this arcana.
Sharpened Arm(変則)/Sharpened Arm:A Jistkan artificer can rework his arm to more closely resemble a blade. He can choose to deal piercing or slashing damage with his golem arm. When he does so, the golem arm threatens a critical hit on 19–20. The artificer also adds keen and wounding to his list of arcane pool weapon abilities.
Shielding Arm(変則)/Shielding Arm:A Jistkan artificer learns to deflect blows with his arm. If he is not wielding any other weapons, he gains a shield bonus to his AC equal to his golem arm’s enhancement bonus.
出典 Varisia, Birthplace of Legends 10ページ
For some Varisians, their traditional dances pulse with the power of their ancestors. These dancers incorporate their kapenias—scarves embroidered with the history of the bearer’s clan—into their dances, weaving deadly whirling steps with the power of their ancestors.
Weapon and Armor Proficiency: A kapenia dancer is proficient in simple weapons and bladed scarves (The Inner Sea World Guide 290). Additionally, a kapenia dancer can wield a bladed scarf as a one-handed melee weapon. A kapenia dancer is not proficient with armor or shields and suffers the normal arcane spell failure chance when casting magus spells while armored.
Diminished Spellcasting/Diminished Spellcasting:A kapenia dancer can cast one fewer spell of each level than normal. If this reduces the number to 0, he can cast spells of that level only if his Intelligence allows bonus spells of that level.
Canny Defense(変則)/Canny Defense:At 1st level, when a kapenia dancer is wielding a bladed scarf, he gains the canny defense ability. This is identical to the duelist prestige class ability of the same name (Core Rulebook 382), save that his magus level (rather than his duelist level) affects his Armor Class.
Weapon Focus(変則)/Weapon Focus:At 1st level, a kapenia dancer gains Weapon Focus (bladed scarf ) as a bonus feat.
Kapenia Dancer Arcana/Kapenia Dancer Arcana:A kapenia dancer gains access to the following magus arcana. He cannot select any arcana more than once.
Elasticity(超常)/Elasticity:As a free action, the kapenia dancer can spend 1 point from his arcane pool in order to grant a bladed scarf he’s wielding reach until the end of his turn. A kapenia dancer can use this arcana in tandem with other magus arcana.
Kapenia Curse(超常)/Kapenia Curse:Choose an ability score upon taking this arcana. Whenever the kapenia dancer scores a critical hit with a bladed scarf, he may expend 1 point from his arcane pool to deal 1d4 points of damage to that ability score of the creature struck. This arcana can be selected multiple times, but a different ability score must be chosen each time. The kapenia dancer must be at least 9th level before selecting this arcana.
Spirit Fingers(超常)/Spirit Fingers:Whenever the kapenia dancer scores a hit with a melee weapon, he can spend 1 point from his arcane pool as a swift action to immediately attempt a steal combat maneuver (Advanced Player’s Guide 322).
Spirit Step(超常)/Spirit Step:Whenever the kapenia dancer scores a critical hit with a bladed scarf, he may expend 1 point from his arcane pool to teleport to any point within 30 feet. The kapenia dancer’s turn ends after being teleported. The kapenia dancer must be at least 12th level before selecting this arcana.
Magus Arcana:The following magus arcana from Ultimate Combat (UC) and Ultimate Magic (UM) complement the kapenia dancer archetype: arcane cloakUC, dispelling strikeUM, hastened assaultUM, maneuver masteryUM, prescient attackUC, prescient defenseUM.
出典 Arcane Anthology 27ページ
Puppetmasters focus on using charm and illusion spells to control the senses of those for whom they perform.
技能:A puppetmaster gains 4 skill points per level. He adds Knowledge (history, local, religion) and all Perform skills to his list of class skills. He does not gain Climb, Ride, and Swim as class skills. This alters the magus’s skills.
呪文:A puppetmaster can cast spells from the bard and magus spell lists, and treats bard spells as magus spells. Because he does not have a bardic performance ability, some bard spells (which modify or require bardic performance) are poor choices for a puppetmaster. He must add bard spells to his spellbook prior to preparing them as normal. A puppetmaster can learn bard spells from a formula book or spellbook (if they are also alchemist extracts or wizard spells) or a scroll (as if learning a wizard spell from a scroll), or can select them to be one or more of the two magus spells he adds to his spellbook at each magus level. This replaces knowledge pool and greater spell access.
Arcane Pool:A puppetmaster cannot expend points from his arcane pool to grant enhancement bonuses or weapon special abilities to a weapon he is holding. As a swift action whenever the puppetmaster casts a spell of the enchantment or illusion school, he can expend 1 point from his arcane pool to increase the spell’s save DC or caster level by 1. At 7th level, the increase to the spell’s save DC or caster level changes to 2, at 13th level to 3, and at 19th to 4. This alters the magus’s arcane pool ability.
Puppet Combat(変則)/Puppet Combat:A puppetmaster can use spell combat, improved spell combat, and greater spell combat only with spells of the enchantment and illusion schools of magic. This ability alters spell combat, improved spell combat, and greater spell combat.
Charmstrike(超常)/Charmstrike:At 2nd level, as a swift action when a foe fails a saving throw against a spell (but not a spelllike or supernatural ability) cast by a puppetmaster, the puppetmaster can expend 1 point from his arcane pool to cast a prepared 1st-level enchantment on the foe. The foe must be one that the spell can target, and is the only creature affected (even if the spell can normally target multiple creatures). At 10th level, the puppetmaster can instead cast a 2nd-level enchantment spell on the foe, and at 16th level, a 3rd-level enchantment spell. The prepared spell is expended, as if cast normally. This ability replaces spellstrike, fighter training, and counterstrike.
The Show Must Go On(超常)/The Show Must Go On:When a puppetmaster has a creature under the effects of an enchantment spell and that creature has line of sight to an illusion spell the puppetmaster has cast with a duration of concentration, the puppetmaster can link the illusion spell to the enchanted target. As long as the target has line of sight to the illusion and is enchanted, and the puppetmaster has line of sight to both the target and the illusion, the puppetmaster can maintain the illusion as a free action each round. The puppetmaster can maintain only one illusion spell in this way. At 13th level, the puppetmaster can maintain two illusion spells in this way, requiring a separate enchanted target for each illusion. This ability replaces medium armor and heavy armor.
Scene Stealer(超常)/Scene Stealer:At 20th level, if a puppetmaster successfully disbelieves an illusion, he can expend 1 point from his arcane pool to try to negate or steal control of the illusion. The puppetmaster attempts a caster level check as if he were dispelling the effect with dispel magic. If he succeeds, he can either end the effect or alter it as if he were the spell’s caster. If the spell’s duration is concentration, the puppetmaster must concentrate on the new effect (or transfer it to an enchanted target using the show must go on) or it ends. This ability replaces true magus.
出典 Pathfinder: Spiral of Bones #4 29ページ
A magus who has suffered greatly over the course ofher life can learn to channel that misery into her weapon and inflict it on others.
Despairing Strike(超常)/Despairing Strike:At 3rd level, the sorrowblade can wield the power of despair. By spending 1 point from her arcane pool as a swift action, she can imbue the weapon she is wielding with pure anguish. The first creature she strikes with this weapon within the next minute must succeed at a Will saving throw (DC = 10 + 1/2 the sorrowblade’s magus level + her intelligence modifier) or become shaken for 1 minute. Multiple despairing strikes can't make a creature frightened.
This ability replaces the magus arcana gained at 3rd level.
Cruel Weapon(超常)/Cruel Weapon:At 5th level, the sorrowblade adds cruelto the list of magic weapon properties she can infuse with her arcane pool, but removes speed from that list.
Wretched Strike(超常)/Wretched Strike:At 12th level, the sorrowblade can cause foes to lose all hope. By spending 1 point from her arcane pool as a swift action, she can imbue the weapon she is wielding with the power of unbridled pessimism. The first creature she strikes with this weapon within the next minute must succeed at a Will saving throw (DC = to + 1/2 the sorrowblade's magus level + her intelligence modifier) or take a -2 penalty an attack rolls, saving throws, ability checks, skill checks, and weapon damage rolls for 1 hour. Additionally, during this time, the creature can't gain morale bonuses of any kind, and whenever the creature rolls a natural 1 on an attack roll or saving throw, fails an ability or skill check by more than 5, or takes additional damage as a result of a foe's confirmed critical hit, the penalty on rolls imposed by the wretched strike becomes -3 for 1 round. This increased penalty doesn’t stack, even if multiple catastrophes occur on the same round.
This ability replaces the magus arcana gained at 12th level.
出典 Magic Tactics Toolbox 15ページ
Spell trappers are found in lands where hunting and magic are abundant, particularly the deserts of Thuvia and the harsh lands of Geb and Nex. They forsake much of their arcane skill and martial knowledge in exchange for the ability to conjure magical traps to hinder their foes.
クラス技能:A spell trapper adds Disable Device to his list of class skills in place of Knowledge (planes).
This alters the magus’s class skills.
Diminished Arcana/Diminished Arcana:A spell trapper treats his effective magus level as 3 lower when determining which arcana he can select. A spell trapper can choose to learn a new trap (see Spell Traps below) in place of learning a new magus arcana.
This modifies the magus arcana ability.
Spell Traps(擬呪)/Spell Traps:At 4th level, a spell trapper learns how to craft magical traps in exchange for the use of spell slots. These traps work as ranger traps (Ultimate Magic 64), except they always count as spell-like abilities. A spell trap is always considered magical, and is treated as a spell with a spell level equal to 1/3 the spell trapper’s class level. A magical trap lasts only 1 hour per level or until triggered, whichever comes first. A trap’s DC decreases by 1 for each full hour that passes after it is set. Upon gaining this ability, the spell trapper automatically knows the snare trap.
Setting a spell trap is a full-round action that provokes attacks of opportunity. If attacked during the course of conjuring a trap, the spell trapper must attempt a concentration check, as though damaged while casting a spell. A trap fills a single 5-foot square, and cannot be placed in the same area as another spell trapper trap or a magical trap such as a glyph of warding. Spell trappers need access to a material component pouch to craft spell traps (unless they have the Eschew Materials feat) and must sacrifice a spell slot to create the trap. The DCs for Perception checks to notice the trap, Disable Device checks to disable it, and saving throws to avoid it are equal to 10 + 1/2 the spell trapper’s magus level + the spell slot level sacrificed to create the trap. All spell traps are Trigger location, and Reset none.
This ability replaces spell recall.
Distant Trapping(擬呪)/Distant Trapping:At 10th level, a spell trapper can create spell traps at a distance. She can create her traps at close range (25 feet + 5 feet per 2 caster levels) as a full-round action that provokes attacks of opportunity.
This replaces the fighter training ability.
出典 Inner Sea Magic 39ページ
Only elves may be spire defender magi
Spire defenders are magi who train themselves to accompany sages and archaeologists who venture from the Mordant Spire, acting as aids and bodyguards. Because they often operate in difficult terrain—narrow trenches in dig sites, flooded dungeons, and tight corridors in ancient ruins— spire defenders place mobility and agility at a premium. As a result, they eschew armor entirely. Most spire defenders are elves—it’s exceptionally rare for a non-elf to be granted access to the training required to take this archetype (nonelves need GM approval to take this archetype). A spire defender has the following class features.
Weapon Proficiency:A spire defender is proficient with all light and one-handed simple and martial weapons, as well as one exotic light or one-handed melee weapon that has the disarm or trip special feature. This replaces the magus’s normal weapon proficiencies.
ボーナス特技(変則):At 1st level, the spire defender gains Combat Expertise and Dodge as bonus feats, even if he doesn’t meet the prerequisites. The spire defender is not proficient in any kind of armor or shield. The spire defender does not have the magus’ ability to ignore arcane spell failure from armor; however, if the spire defender becomes proficient in light armor, he automatically gains the magus’s ability to ignore the arcane spell failure chance of light armor. If he becomes proficient in medium armor, at 7th level he ignores medium armor’s chance of arcane spell failure. If he becomes proficient in heavy armor, at 13th level he ignores heavy armor’s chance of arcane spell failure. This replaces the magus’s normal armor proficiencies.
Arcane Augmentation(超常)/Arcane Augmentation:At 4th level, a magus can expend 1 point from his arcane pool as a swift action to grant himself a +5 competence bonus for 1 minute to one of the following skills: Acrobatics, Climb, Escape Artist, Perception, Stealth, and Swim. For every three levels beyond 4th, the magus gains another +1 enhancement bonus, to a maximum of +10 at 19th level. This ability replaces the spell recall ability.
最終更新:2023年05月11日 21:38