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サイキックのアーキタイプ Psychic Archetypes


Esoteric Starseeker Esoteric Starseeker

出典 Wilderness Origins 30ページ
 The esoteric starseeker archetype's Newlyweds constellation grants breath of life as a bonus spell in place of reincarnate, and the Stargazer constellation grants foresight as a bonus spell in place of dream voyage.

 The celestial bodies travel through the sky in fixed patterns, and knowledgeable astrologers rely on these stellar constants to make accurate predictions, but the constellations can also be a source of power. An esoteric starseeker is a psychic who focuses her studies on uncovering the secrets of the sky and the constellations of the Cosmic Caravan, able to read the stars as well as she can read minds. For more information on the Cosmic Caravan, see pages 36 and 37 of Pathfinder Campaign Setting: Occult Mysteries.

 Written in the Stars/Written in the Stars:An esoteric starseeker can spend 1 hour each night in quiet contemplation of the stars to attune herself to a constellation of the Cosmic Caravan, gaining knowledge of new spells from it. She gains one bonus constellation spell slot for each spell level she can cast, and she can prepare a spell associated with her attuned constellation into that slot. At 11th level, she can attune herself to two constellations, choosing between the spells offered by both constellations when she prepares her constellation spells. Whenever she attunes herself to a constellation, the esoteric starseeker must also weaken her connection to one school of magic of her choice, increasing the casting time for all spells of that school to a full-round action or an additional full-round action, as though she were using a metamagic feat. She can change her attuned constellations and her weakened school each day when she prepares her constellation spells. The Cosmic Caravan and their associated spells are as follows.

 The Thrush/The Thrush:comprehend languages (1st), magic mouth (2nd), tiny hut (3rd), dream (4th), remote viewing (5th), battlemind link (6th), phase door (7th), discern location (8th), wish (9th).

 The Lantern Bearer/The Lantern Bearer:liberating command (1st), glitterdust (2nd), guiding star (3rd), wandering star motes (4th), true seeing (5th), sonic form (6th), prismatic spray (7th), sunburst (8th), meteor swarm (9th).

 The Newlyweds/The Newlyweds:charm person (1st), enthrall (2nd), synesthesia (3rd), break enchantment (4th), reincarnate (5th), joyful rapture (6th), mass synesthesia (7th), bilocation (8th), overwhelming presence (9th).

 The Bridge/The Bridge:endure elements (1st), resist energy (2nd), daylight (3rd), fire shield (4th), wall of force (5th), contagious flame (6th), reverse gravity (7th), create demiplane (8th), world wave (9th).

 The Daughter/The Daughter:bless (1st), hypnotic pattern (2nd), heroism (3rd), freedom of movement (4th), hostile juxtaposition (5th), cloak of dreams (6th), greater hostile juxtaposition (7th), irresistible dance (8th), freedom (9th).

 The Rider/The Rider:anticipate peril (1st), acute senses (2nd), ablative barrier (3rd), dimensional anchor (4th), echolocation (5th), blade barrier (6th), grasping hand (7th), frightful aspect (8th), ride the lightning (9th).

 The Patriarch/The Patriarch:command (1st), spiritual weapon (2nd), dispel magic (3rd), telekinetic charge (4th), contact other plane (5th), find the path (6th), mage’s sword (7th), brilliant inspiration (8th), gate (9th).

 The Wagon/The Wagon:expeditious retreat (1st), twisted space (2nd), haste (3rd), mirror transport (4th), teleport (5th), fluid form (6th), walk through space (7th), etherealness (8th), time stop (9th).

 The Pack/The Pack:calm animals (1st), animal aspect (2nd), rage (3rd), greater animal aspect (4th), summon monster V (5th), mass bear’s endurance (6th), summon monster VII (7th), animal shapes (8th), shapechange (9th).

 The Mother/The Mother:identify (1st), aid (2nd), invisibility purge (3rd), stoneskin (4th), spell resistance (5th), contingency (6th), mind blank (7th), refuge (8th), wall of suppression (9th).

 The Stargazer/The Stargazer:know the enemy (1st), augury (2nd), arcane sight (3rd), locate creature (4th), feeblemind (5th), geas/quest (6th), arcane sight (greater) (7th), moment of prescience (8th), dream voyage (9th).

 The Stranger/The Stranger:disguise self (1st), invisibility (2nd), displacement (3rd), riding possession (4th), prying eyes (5th), veil (6th), project image (7th), maze (8th), divide mind (9th).

 The Follower/The Follower:forced quiet (1st), darkness (2nd), vision of hell (3rd), enervation (4th), waves of fatigue (5th), shadow walk (6th), simulacrum (7th), destruction (8th), energy drain (9th).

 This replaces the bonus spells normally granted by the psychic’s discipline and the phrenic amplifications gained at 1st and 11th levels.

 Major Amplifications:An esoteric starseeker gains this ability at 15th level.

Magaambyan Telepath Magaambyan Telepath

出典 Wilderness Origins 27ページ
 While most students of the Magaambya in the Mwangi Expanse focus on the blending of arcane and divine magic, followers of Old-Mage Jatembe’s more esoteric wisdom instead focus on the occult connection between all living creatures and the resonance between the natural and supernatural world. These Magaambyan telepaths hone their mental abilities to detect such spiritual and eldritch bonds, and attempt to commune with the mind of the jungle or the hearts of its wild inhabitants. Whether seeking information that only nature knows or attempting to impose their will upon the natural world, these psychics employ techniques that few outside of the Magaambya understand.

 Primal Spells/Primal Spells:A Magaambyan telepath adds one 1st-level spell from the druid spell list to the psychic spell list and her spells known. Each time a Magaambyan telepath gains the ability to cast a new level of spell, she can add one spell of that level from the druid spell list to both the psychic spell list and her spells known. She casts these spells as psychic spells, and once the spells are selected these choices cannot be changed.

 This replaces discipline spells.

 Nature’s Command(変則)/Nature’s Command:The Magaambyan telepath’s mind-affecting spells can affect even plant creatures. When she casts a mind-affecting spell, the Magaambyan telepath can spend 2 points from her phrenic pool to overcome a plant creature’s immunity to mind-affecting effects for the purposes of that spell. This ability functions even on mindless plant creatures, but it has no effect on creatures that aren’t plants.

 At 11th level, when the Magaambyan telepath casts a mind-affecting or language-dependent spell, the psychic can spend 2 points from her phrenic pool to cause the spell to affect creatures of the plant and animal types as if they were humanoids that understood her language.

 This replaces the phrenic amplifications gained at 1st and 11th levels.

 Know the Land(擬呪)/Know the Land:At 9th level, the Magaambyan telepath can cast commune with nature as a spell-like ability once per day, using her psychic level as her caster level. She can also expend any unused spell slot of 5th level or higher to cast commune with nature.

 This replaces telepathic bond.

 Wild Mind(超常)/Wild Mind:At 17th level, when the Magaambyan telepath gains the telepathy ability, she can also mentally communicate with any animal or plant creature as if it had a language.

 This alters telepathy.

Psychic Marauder Psychic Marauder

出典 Heroes of the Darklands 22ページ
 When one encounters aberrant creatures, it can unlock psychic potential within a person, though this experience is traumatic for those who endure it. The psychic marauder’s powers come hand in hand with madness, either from exposure to alien psyches or from terrifying glimpses into the cosmos that the psychic can’t suppress. But she does not crumble under the strain of this insanity; instead, she cordons it off to use as a shield against other psychic intrusions and harnesses it to unleash it upon the world around her.

 Psychic marauders in Orv have often been corrupted by the influence of aboleths or neothelids.

 属性:A psychic marauder must be of nonlawful alignment. A psychic marauder that becomes lawful loses her aura of insanity. However, she retains all other benefits of this archetype.

 Skewed Mentality(変則)/Skewed Mentality:At 2nd level, a psychic marauder becomes alienated from reality as others perceive it. The psychic marauder uses her Charisma modifier on Will saves instead of her Wisdom modifier.

 This ability replaces detect thoughts.

 Aura of Insanity(超常)/Aura of Insanity:At 3rd level, a psychic marauder’s madness begins to leak out. As a standard action, the psychic marauder can spend 1 point from her phrenic pool to manifest an aura of insanity, letting bits of her psyche penetrate the minds of those around her. The aura is centered on the psychic marauder and has a radius of 10 feet, increasing by 5 feet for every 3 class levels beyond 3rd. Any creature starting its turn within the aura must succeed at a Will save (DC = 10 + half the psychic marauder’s level + the psychic marauder’s Charisma modifier) or be confused for 1 round. The psychic marauder can exclude a number of targets inside the radius equal to 1 + 1 for every 3 class levels beyond 3rd, shielding them from her madness. The aura of insanity lasts for a number of rounds equal to the psychic marauder’s Charisma modifier. This is a mind-affecting effect.

 At 11th level, when a creature rolls to determine the effects of a confusion effect while within the aura of insanity, the psychic marauder can spend 1 point from her phrenic pool to force the affected creature to roll twice. The psychic marauder selects which result is used.

 At 19th level, when a creature would roll to determine the effects of a confusion effect while within the aura of insanity, the psychic marauder can spend 2 points from her phrenic pool to select the result of the affected creature’s confused condition without rolling. This does not allow the psychic marauder to control how that result is applied.

 This ability replaces the phrenic amplifications gained at 3rd, 11th, and 19th levels.

 Cracked Perspectives(変則)/Cracked Perspectives:At 9th level, a psychic marauder’s growing madness renders her immune to confusion and insanity effects.

 This ability replaces telepathic bond.

 Unreal Understanding(変則)/Unreal Understanding:At 20th level, a psychic marauder’s mindset becomes completely aberrant, to the point that no outside force can penetrate her psyche. Because of this, the psychic marauder becomes immune to all mind-affecting effects.

 This ability replaces remade self.

Terror Weaver Terror Weaver

出典 Heroes from the Fringe 26ページ
 A number of exceptional Darklands half-orcs have developed potent psychic abilities, unlocked by generations of exposure to a specific combination of mind-altering fungi and radiation. Powerful half-orc manipulators often rule smaller Darklands tribes from the shadows, but with few orcs able to match their mental acuity, their only limit is their own ambition.

 Manipulation(擬呪)/Manipulation:At 2nd level, a terror weaver can cast charm person once per day as a spell-like ability. He can also expend any unused spell slot of 1st level or higher to cast charm person. If he does so, he uses the level of the spell slot expended to determine the save DC. When a terror weaver gains this ability, if he already knows charm person, he can learn a different 1st-level spell in place of charm person, losing the old spell in exchange for the new one.

 This replaces detect thoughts.

 Aura of Intimidation(擬呪)/Aura of Intimidation:Because he lacks the physical prowess of most orcs, a terror weaver seeks to end fights before they start. At 9th level, he can cast aura of doom as a spell-like ability once per day. He can also expend any unused spell slot of 4th level or higher to cast aura of doom. Casting the spell using a higher-level spell slot gives no benefit on its own, but the terror weaver can apply metamagic feats that would increase the spell level to the appropriate level. At 11th level, a terror weaver’s aura of doom causes enemies to become frightened instead of shaken. At 19th level, it causes enemies to become panicked.

 This replaces telepathic bond and the phrenic amplifications gained at 11th and 19th levels.

 Persistent Nightmare(擬呪)/Persistent Nightmare:Gloomkin often suffer from lifetimes of cruelty and abuse, and a terror weaver repays that suffering back onto his tormentors. At 15th level, when he successfully casts a mind-affecting spell on a target, he can spend 2 points from his phrenic pool to afflict the target with a nightmare spell the next time it goes to sleep. The day after nightmare has taken effect, regardless of the victim’s saving throw, the target takes a –2 penalty on Will saves against the terror weaver’s mind-affecting spells and abilities for 24 hours.

 This ability replaces the phrenic amplification gained at 15th level.

最終更新:2020年12月10日 23:37