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念術修養 Psychic Disciplines


Bleaching Bleaching

出典 Heroes from the Fringe 18ページ
 You draw power from a void in your emotions, a yawning and empty chasm where your hopes and dreams and fears should be. It is very rare for any creature besides a gnome to have this psychic discipline—usually a bleachling or a gnome with a particularly strong fear of the Bleaching—but in occasional cases members of other races have been known to develop such a strong nihilistic ennui or depression that they can tap into the vitality-draining effects of this discipline as well.

 心的蓄積能力:【判断力】

 ボーナス呪文:decrepit disguise (1st), steal voice (4th), cup of dust (6th), enervation (8th), pessimism (10th), disintegrate (12th), waves of exhaustion (14th), greater spell immunity (16th), energy drain (18th).

 修養能力:Your emotional malaise combines with your psychic ability to allow you to drain the vibrancy from the world around you.

 Draining Touch/Draining Touch:As a standard action, you can make a melee touch attack to drain vitality from a creature. If the attack hits, the target must succeed at a Fortitude save (DC = 10 + half your psychic level + your Wisdom modifier) or take 1d2 points of Charisma damage. If a creature is affected, the colors of its skin, hair, and eyes dull and become less vibrant. Whether or not the save is successful, a creature cannot be the target of this power again for 24 hours. You regain 1 point in your phrenic pool each time you successfully drain a creature this way. You can use this ability a number of times per day equal to your Wisdom modifier.

 Emotionally Distant/Emotionally Distant:At 5th level, your emotions have atrophied such that you rarely have any genuine feelings at all. You gain a +4 bonus on saving throws to resist charm, emotion, and fear effects.

 Drain Vibrancy/Drain Vibrancy:At 13th level, you can drain the color and vitality from the world around you. Three times per day, as a standard action you can drain vibrancy within a 30-foot radius, causing the area and all creatures within it to become pale and sallow. Each living creature in the area must succeed at a Fortitude save (DC = 10 + half your psychic level + your Wisdom modifier) or take 1 temporary negative level as their life force drains away. If you’re at least 17th level, a creature that fails its saving throw takes 2 temporary negative levels instead.

Enlightenment Enlightenment

出典 Occult Origins 16ページ
 Your quest for enlightenment has opened your eyes to new concepts and heights of spiritual awareness. You seek learning that allows you to evolve in mind and spirit, improving your next incarnation.

 心的蓄積能力:【判断力】

 ボーナス呪文:acute senses (1st), identify (4th), clairaudience/clairvoyance (6th), thoughtsense (8th), atonement (10th), greater arcane sight (12th), circle of clarity (14th), protection from spells (16th), overwhelming presence (18th).

 修養能力:Your enlightened mind eases your burden and allows troubles to harmlessly wash over you.

 Expanded Awareness(超常)/Expanded Awareness:As a move action, you can focus on your senses and gain one of the following sensory abilities: blindsense (10 feet), darkvision (30 feet), low-light vision, or scent. This new sense lasts for 1 round per psychic level. You can use this ability a number of times per day equal to your Wisdom modifier. At 11th level, you can use expanded awareness to gain see in darkness or thoughtsense (20 feet). At 15th level, you can use it to gain lifesense.

 Patient Insight(変則)/Patient Insight:When you attempt a Heal, Knowledge, Sense Motive, or Survival check, you can spend 1 point from your phrenic pool to roll the check twice and take the higher result.

 Focused Trance(変則)/Focused Trance:At 5th level, you can enter a deep meditation, allowing you to concentrate on a single problem, philosophical issue, or memory. This trance lasts 1d6 rounds, during which time you can take only move actions and gain a bonus equal to your psychic level on all saves against sonic effects and gaze attacks. When you come out of your trance, you can attempt a single Appraise, Knowledge, or Spellcraft check with a +20 circumstance bonus. You can enter a focused trance a number of times per day equal to your Wisdom modifier.

 Empty Mind(超常)/Empty Mind:At 13th level, you can clear your mind by focusing on a sense of emptiness, purging yourself of doubt and discomfort. You can spend 1 point from your phrenic pool on your turn as a free action to remove the blinded, confused, dazed, deafened, staggered, or stunned condition from yourself.

Hag-Called Hag-Called

出典 Blood of the Coven 23ページ
 A hag’s call echoes through your mind like a siren’s song, enticing you to surrender and become something horrible. Even after you’ve resisted the call or even killed your hag mother, those echoes remain, shaping your mind into something else and telling you who you were meant to be. While you’re almost certainly a changeling, you might be a latent psychic who came into accidental psychic contact with a hag’s call through a changeling associate, or your dreams might have long been infested by a night hag’s machinations.

 心的蓄積能力:【魅力】

 ボーナス呪文:ill omen (1st), enthrall (4th), bestow curse (6th), charm monster (8th), threefold aspect (10th), veil (12th), control weather (14th), trap the soul (16th), dominate monster (18th).

 修養能力:The echoes of the hag’s call shapes the psychic potential of your mind, granting you exceptional abilities that might one day exceed the hag’s own.

 Threefold Casting(変則)/Threefold Casting:While you cannot join a true witch’s coven, you are nonetheless skilled at casting magic in conjunction with others. You gain a +2 insight bonus on skill checks for ritual magic in which you have at least two secondary casters. In addition, whenever you are within 30 feet of another hag, psychic, or witch, you can use the aid another action to grant a +1 bonus to the other spellcaster’s caster level for 1 round.

 Mother's Embrace(超常)/Mother's Embrace:The hag’s call grows stronger as you grow more desperate, promising protection and release if only you would succumb. When you would fail a Will save, you can add 1d4 to your result; whether or not this causes you to succeed at the saving throw, you take 2 points of Wisdom damage. When you perform an act of cruelty, you regain 1 phrenic pool point. You can use each aspect of this ability a number of times per day equal to your Charisma modifier.

 Deceptive Shapes(超常)/Deceptive Shapes:At 5th level, you learn the hag’s art of concealing your true face to get what you want. You can change into any Small or Medium humanoid at will as alter self, though you don’t gain any special abilities or ability score adjustments. You can’t replicate a specific person using this ability.

 Curse Mastery(擬呪)/Curse Mastery:At 13th level, you have made the accursed magic of the hags your own. You become immune to spells of the curse subschool and curse effects. Furthermore, the DCs of your spells with the curse descriptor increase by 1, and you can apply the overpowering mind and synaptic shock phrenic amplifications to spells with the curse descriptor so long as you have learned those amplifications.

Haunted Haunted

出典 Haunted Heroes Handbook 18ページ
 You attract the attention of spirits as naturally as a lodestone attracts iron filings. Testing your power leads you to develop some control over undead forces, despite the inherent defenses such creatures have against psychic abilities. Meanwhile, those spirits clinging to your life essence become increasingly protective, channeling their abilities to aid you and warn of threats. Psychics of this discipline are most common in Ustalav and Shenmen, where so many spirits are stuck in the transition between life and death.

 心的蓄積能力:【魅力】

 ボーナス呪文:Detect undead (1st), calm spiritOA (4th), halt undead (6th), speak with haunt ACG (8th), disrupting weapon (10th), undeath to death (12th), ethereal jaunt (14th), greater possession (16th), etherealness (18th).

 修養能力:Your powers interact with the spiritual world, attracting the attention of minor spirits and undead.

 Lingering Spirits(擬呪)/Lingering Spirits:Numerous minor spirits find themselves attracted to you. Your connection with these spirits allows you to manifest any of the following spell-like abilities as a swift action: mage hand, ghost sound, grave wordsOA, or telekinetic projectileOA. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

 Spiritual Bulwark(超常)/Spiritual Bulwark:At 5th level, you develop a deeper attachment to your lingering spirits, and learn to rely on their presence as protection from external spiritual attacks. You gain a bonus equal to your Charisma modifier on saving throws against effects generated by haunts, incorporeal undead, incorporeal outsiders, and on saving throws against possession attempts.

 Phantasmal Assault(超常)/Phantasmal Assault:At 13th level, you learn to harness your psychic force against all forms of haunts and undead creatures. Your mind-affecting spells that deal damage can now be used against haunts and undead normally immune to mind-affecting effects (including mindless undead). These spells are treated as though they dealt positive energy damage. This affects only spells that deal purely psychic-based damage (such as psychic crushOA, mind thrustOA, or synapse overloadOA); effects based on physical effects (such as telekinetic projectileOA or telekinetic stormOA) don’t benefit from this ability. Additional non-damaging effects from such spells don’t affect the haunt, unless it would be normally affected. When you use a mind-affecting effect that deals damage against a possessed creature, the possessing entity takes a –4 penalty on the saving throw against the mind-affecting attack.

Mindtech Mindtech

出典 Occult Realms 13ページ
 You are innately tied to and can communicate with electronic machinery and similar technological objects, through which you can funnel your psychic power like flowing water. You can amplify and focus your psychic energies using the technology that surrounds you— even certain kinds of technology that might not be obvious to others.

 心的蓄積能力:【判断力】

 ボーナス呪文:technomancy (1st), protection from technology (4th), irradiate (6th), malfunction (8th), lightning arc (10th), destroy robot (12th), memory of function (14th), prismatic wall (16th), time stop (18th).

 修養能力:Your powers relate to uniting technology with psychic energy.

 Synergized Energy(超常)/Synergized Energy:Whenever you use a battery (Technology Guide 39), a generator (Technology Guide 62), or the ability described in the psychic battery psi-tech discovery (see above) to restore charges to any piece of technological equipment, you regain 1 point in your phrenic pool. The maximum number of points you can regain in your phrenic pool in this way per day is equal to your Wisdom modifier.

 Attune Implants(超常)/Attune Implants:Starting at 5th level, you can spend a full-round action once per day to harness and channel the power of your cybernetic implants into your psychic spellcasting. This increases the saving throw DCs of your psychic spells by 1, and the increase lasts a number of minutes equal to your psychic level. You must have at least one piece of cybertech (Technology Guide 35) implanted in you to use this ability. Additional implants do not increase the duration or the number of uses of this discipline ability.

 Dominate Technology(擬呪)/Dominate Technology:At 13th level, you can meld your mind with a piece of technology and temporarily control it, even if you had no hand in creating it or anything like it. Once per day, you can target one construct with control constructUM (as per the spell), except the DC of the Spellcraft check each round to maintain control of the construct is equal to 15 + the construct’s HD. If you must attempt opposed Spellcraft checks against the construct’s creator, you take a –5 penalty on your Spellcraft checks while you concentrate on this ability.

Pageantry Pageantry

出典 Heroes of the High Court 16ページ
 The act of ritual, no matter how ostentatious, can be a route to mental strength. By engaging in esoteric and intricate routines, you have unlocked potent psychic power.

 心的蓄積能力:【魅力】

 ボーナス呪文:bless (1st), calm emotions (4th), slow (6th), overwhelming presenceUM (8th), seeming (10th), heroes' feast (12th), mage's magnificent mansion (14th), divine vesselAPG (16th), heroic invocationUC (18th).

 修養能力:Your mastery of intricate rituals allows you to wield great power, given time.

 Ritual Unity(超常)/Ritual Unity:You receive a +2 bonus on all skill checks attempted as part of an occult ritual (Pathfinder RPG Occult Adventures 208). When you take the aid another action to assist an ally with a skill check and succeed at a DC 20 check, you impart a +4 bonus to your ally instead. When you successfully aid an ally in this way, you regain 1 point in your phrenic pool.

 Power from Pageantry(超常)/Power from Pageantry:When casting a spell with a casting time of 1 standard action or less, you can spend 1 point from your phrenic pool to extend the casting time to 1 full round. If you do, the caster level and saving throw DC increase by 2.

 Force of Habit(超常)/Force of Habit:At 5th level, you are so accustomed to complex tasks that you can maintain focus on multiple mental foci simultaneously. If you spend 1 point from your phrenic pool as you cast a psychic spell that requires concentration, you can maintain concentration on that spell as a swift action. In addition, you can cast other psychic spells while concentrating on that spell.

 Unrivaled Focus(超常)/Unrivaled Focus:At 13th level, your powers of concentration become unmatched. Whenever you attempt a concentration check, you can spend 1 point from your phrenic pool to treat the result of your die roll as a 20. You must choose to use this ability before rolling the check.

Rebirth Rebirth

出典 Occult Realms 17ページ
 The rebirth discipline grants retrocognition as a bonus spell in place of reincarnate. Any spell selected with the divine the mysteries archetype ability or mnemonic esoterica discipline power must follow the same guideline used for determining the spell level for a scroll found on page 25 of the Pathfinder Society Roleplaying Guild

 Your mind is forged from the most powerful memories of a multitude of lifetimes. You have fragmentary knowledge of your prior lives and can leverage the experience gained during these lifetimes into raw psychic power.

 心的蓄積能力:【魅力】

 ボーナス呪文:burst of insight (1st), false life (4th), contact other plane (6th), ancestral memory (8th), reincarnate (10th), transformation (12th), ethereal jaunt (14th), bilocation (16th), akashic form (18th).

 修養能力:Your myriad lives inspire diverse exceptional abilities.

 Past-Life Memories(変則)/Past-Life Memories:You add a bonus equal to half your psychic level (minimum 1) to all Knowledge checks and can attempt all Knowledge skill checks untrained.

 Mnemonic Esoterica(変則)/Mnemonic Esoterica:By reaching into the recesses of your past lives, you gain knowledge beyond that of most psychics. Select a single additional spellcasting class. Once per day when you prepare your spells, you can add one spell from this class’s spell list to your spells known and class spell list for 24 hours. This spell must be 1 level lower than the highest-level spell you can cast, and you cast it as if it were psychic magic (Pathfinder RPG Occult Adventures 144). You can decide to change the spellcasting class from which you draw this spell each time you gain a new level.

 Resurgence(超常)/Resurgence:At 5th level when you would be reduced to 0 hit points or fewer by an attack, you can spend 2 points from your phrenic pool as an immediate action to regain a number of hit points equal to 1d8 points of damage + your psychic level. At 10th level, this ability’s healing increases to 3d8 + your psychic level. If this healing is insufficient to bring you above negative hit points, you are automatically stabilized. If you would still be killed by the amount of damage taken, you erupt with positive energy and heal all allies within 30-foot-radius burst for the amount you healed yourself.

Physical Regression (Sp): At 13th level, you can spend 2 points from your phrenic pool as a standard action once per day to take on the form of one of your previous incarnations. This ability functions as the polymorph spell, but its range is personal and its duration becomes 10 minutes per caster level.

Shadow Shadow

出典 Blood of Shadows 17ページ
 You perceive the space between light and darkness, and draw power from it. Shadows conceal and protect you, while revealing the locations of those who dare to hide within them. Over time, you develop the ability to deny the warmth of light or life to your enemies.

 心的蓄積能力:【判断力】

 ボーナス呪文:blurred movement (1st), fear the sun (4th), deeper darkness (6th), shadow step (8th), shadow evocation (10th), shadow walk (12th), lunar veil (14th), umbral strike (16th), polar midnight (18th).

 修養能力:Your powers give you authority over light and shadow.

 Twilight Influence(超常)/Twilight Influence:You can channel spell energy into spells drawn from the Darkness cleric domain. This ability functions similarly to the cleric’s ability to spontaneously cast cure or inflict spells, but you instead spontaneously cast Darkness domain spells. The domain spells don’t count as being on your psychic spell list for the purposes of any other effects (unless they are independently on your psychic spell list, such as blindness/deafness). Each day, you can convert up to one spell from each spell level you can cast. Each time you use this ability to convert a spell, you regain 1 point in your phrenic pool. The maximum number of points you can regain in this way per day is equal to your Wisdom modifier.

 Dark Defense(超常)/Dark Defense:At 5th level, light and darkness become your allies, moving around you to protect you from your enemies. You gain a +2 deflection bonus to Armor Class against any attack while you benefit from concealment against that attack. If you have full concealment from that attack, this deflection bonus increases to +4.

 Adumbration(超常)/Adumbration:At 13th level, shadows move to conceal you. You gain a bonus on Stealth checks equal to half your level. In addition, you can use the Stealth skill even while being observed and without cover or concealment, as long as you are within 10 feet of a shadow other than your own. You gain no benefit from adumbration in areas of bright light.

Superiority Superiority

出典 Disciple's Doctrine 19ページ
 You know that you are far better than average creatures of your kind. The more you leverage your psychic talents to prove yourself superior, the more powerful you become.

 心的蓄積能力:【魅力】

 ボーナス呪文:moment of greatness (1st), deflect blame (4th), unflappable mien (6th), majestic image (8th), mage’s private sanctum (10th), transformation (12th), project image (14th), clone (self only) (16th), overwhelming presence (18th).

 修養能力:Your unflappable sense of self-worth grants you powers that your rivals can’t hope to countermand.

 Self-Assurance(超常)/Self-Assurance:Overwhelming confidence in your success brings you closer to your goals, and you know that your superiority has destined you for greatness. As an immediate action, you can gain a morale bonus equal to half your psychic level (minimum 1) on a single ability check, attack roll, saving throw, or skill check. You must declare that you are using this ability before attempting the roll in question. If you succeed at the check, you regain 1 point in your phrenic pool. You can use this ability a number of times per day equal to your Charisma modifier.

 At Arm’s Length(変則)/At Arm’s Length:At 5th level, you gain Reach Spell as a bonus feat. Additionally, when using this feat, you can spend 1 point from your phrenic pool for each increase in the spell’s range category. If you do, the spell does not use up a higher-level spell slot than normal. (For example, a spell with a range of touch increased to long range via this feat would normally use up a spell slot 3 levels higher, but if you spend 3 points from your phrenic pool, the spell does not use up a higher spell slot.)

 Magical Hoarder(超常)/Magical Hoarder:At 13th level, whenever a creature within 30 feet of you casts a spell intended to benefit its targets, you can spend 1 point from your phrenic pool as an immediate action to include yourself as a target of that spell. If the creature is not your ally, you must be able to clearly see the spell’s effects and you must succeed at a Spellcraft check (DC = 15 + the spell’s level) to identify the spell before using this ability. If you are not within the normal range of the spell, then you must spend 1 additional point from your phrenic pool to use this ability. If the spell has a range of personal, then you must instead spend 2 additional phrenic points from your pool to use this ability. This ability does not affect spells with an instantaneous or permanent duration.

Warp Warp

出典 Blood of the Beast 24ページ
 Ratfolk mythology claims they were appointed by the gods to sniff out the ragged edges of creation. Whether the art of ranatagi descended from this glorious role or formed the source of such myths, this psychic tradition among the ratfolk of Vudra and eastern Casmaron unlocks the psychic potential in trainees, teaching them to sniff out folds and tears in reality. Ancient practitioners of ranatagi even claimed that the art once allowed ratfolk to guide great caravans to the stars.

 心的蓄積能力:【魅力】

 ボーナス呪文:entropic shield (1st), apport objectOA (4th), displacement (6th), dimension door (8th), dismissal (10th), ethereal jaunt (12th), greater teleport (14th), dimensional lock (16th), interplanetary teleportUM (18th).

 修養能力:Your powers allow you to sidestep obstacles, defend yourself, and assault others by tearing holes in reality.

 Planar Scent(超常)/Planar Scent:You can intuitively sense disruptions in the cosmos. This ability functions as a constant detect magic, but only for effects of the conjuration (calling), conjuration (summoning), conjuration (teleport), and illusion (shadow) subschools. You gain a +2 insight bonus on Spellcraft checks to identify such effects.

 Rift Reach(超常)/Rift Reach:As a move action, you can tear open a small rent in reality just large enough to reach an arm through. The far end of this portal must be within 10 feet of you, but otherwise allows you to manipulate objects, perform melee attacks requiring a single hand, or even cast spells. If you cannot see your target, standard concealment penalties apply. You cannot move either end of the portal once it’s created, and the opening collapses immediately when you leave your current space or withdraw your arm, but it otherwise lasts for 1 round per psychic level. Your disembodied hand uses your AC with a +4 size bonus, should opponents target it. This size bonus does not apply to disarm combat maneuver checks.

 You can use this ability a number of times per day equal to 3 + your Charisma modifier. At 11th level, the range of your rift reach increases to 20 feet. At 15th level, your range increases to 30 feet.

 Turn Aside(超常)/Turn Aside:You can compress or inflate enough space around you to turn aside ranged attacks. At 5th level, you gain Deflect Arrows as a bonus feat. You can expend 1 point from your phrenic pool as an immediate action to gain a +4 deflection bonus against a single ranged attack.

 Sidestep(超常)/Sidestep:You can push your way through holes in reality, crossing vast distances in a single stride. At 13th level, you can teleport up to 10 feet per psychic level per day as a move action. This teleportation must be used in 5-foot increments and such movement does not provoke attacks of opportunity. You must have line of sight to your destination to use this ability. You can bring other willing creatures with you, but you must expend an equal amount of distance for each creature transported.

最終更新:2020年12月10日 23:20