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アーケイニストのアーキタイプ Arcanist Archetypes


Aeromancer Aeromancer

出典 Blood of the Ancients 24ページ
 The Shory were the undisputed masters of wind and sky, and they unlocked numerous secrets of air magic. The vast majority of these secrets were lost when their civilization collapsed, but a few of their magical traditions have been preserved through the years. While the practice of aeromancy is rare, some arcanists today are able to rival the aerial mastery of the ancient Shory aeromancers.

 Air Mastery(超常)/Air Mastery:Aeromancers specialize in magic that manipulates the wind and sky. Whenever an aeromancer expends a point from her arcane reservoir to increase the caster level of a spell with the air, cold, electricity, or sonic descriptor, she increases that bonus by an additional 1. At 5th level, and every 5 levels thereafter, the amount by which she increases the caster level of such spells further increases by an additional 1 (to a maximum additional caster level increase from this ability of 5 at 20th level).

 Alternatively, if the aeromancer expends a point from her arcane reservoir to increase the saving throw DC of a spell with the air, cold, electricity, or sonic descriptor, she increases it by an additional 1. At 10th level, she increases it by an additional 2 instead.

 This replaces the arcane exploit gained at 1st level.

 Wind’s Embrace(超常)/Wind’s Embrace:At 5th level, an aeromancer can expend 2 points from her arcane reservoir to call upon the winds to gently carry her through the air while protecting her from harm. She is affected as though by the spell air walk and is surrounded by protective winds that function similarly to a wind wall spell, except the effect surrounds only the aeromancer and moves with her wherever she goes. Both of these effects last for 1 minute.

 This replaces the arcane exploit gained at 5th level.

 Rebuking Gale(超常)/Rebuking Gale:At 11th level, by expending 3 points from her arcane reservoir, an aeromancer can release a powerful blast of wind to push back her foes. This takes the form of either a 20-foot-radius burst centered on the aeromancer or a 40-foot cone originating from the aeromancer’s space. She can choose which form the wind takes each time she uses the ability. The affected area is filled with hurricane-force winds (75 mph). This makes normal ranged attacks passing through this area impossible, imposes a –8 penalty on ranged attacks from siege weapons that pass through the area, and imposes a –12 penalty on Fly checks attempted within the area. Additionally, Large creatures in the area are in danger of being checked, and Medium or smaller creatures in the area are in danger of being blown away. The winds created by this ability last for 1 round.

 This replaces the arcane exploit gained at 11th level.

Arcane Tinkerer Arcane Tinkerer

出典 Construct Handbook 10ページ
 All constructs are animated by magic in some capacity. Arcane tinkerers use their knowledge and understanding of magic to disrupt or even destroy constructs.

 Manipulate Construct(超常)/Manipulate Construct:An arcane tinkerer can turn the animating magic of a construct against itself. As a standard action, she can expend 1 point from her arcane reservoir to impose a –1 penalty on a single construct’s attack and damage rolls for 1 round. The target can attempt a Will save to negate this effect (DC = 10 + half the arcane tinkerer’s level + the arcane tinkerer’s Charisma modifier). At 7th level, instead of gaining an arcanist exploit, an arcane tinkerer can improve her manipulate construct ability to instead affect a construct with slow for 1 round. At 13th level, if the arcane tinkerer has previously improved this ability, instead of gaining an arcanist exploit, she can improve this ability again to instead cause a construct to become helpless for 1 round.

 This replaces the arcanist exploit gained at 1st level.

 Break Magic Immunity(超常)/Break Magic Immunity:At 5th level, an arcane tinkerer can overcome a construct’s immunity to magic. When targeting a construct with a spell, the construct is instead treated as if it has spell resistance equal to 15 + the construct’s CR. At 11th level, a construct is instead treated as if it has spell resistance equal to 11 + the construct’s CR.

 This replaces the arcanist exploits gained at 5th and 11th level.

Harrowed Society Student Harrowed Society Student

出典 Occult Origins 22ページ
 Based out of Varisia’s Twilight Academy, the secretive Harrowed Society focuses its efforts on the intellectual study of the region’s supernatural quirks and hidden history, and embraces the use of the harrow deck to examine the world’s occult mysteries. (This archetype is intended for use with the Pathfinder Cards: Deluxe Harrow Deck. If you don’t have access to that product, roll 1d6 to determine a drawn card’s suit: 1 = hammers, 2 = keys, 3 = shields, 4 = books, 5 = stars, and 6 = crowns.)

 Psychic Reader(変則)/Psychic Reader:A Harrowed Society student gains Psychic Sensitivity as a bonus feat and adds Diplomacy, Perception, and Sense Motive to her list of class skills. This ability replaces the 1st-level arcanist exploit.

 Harrow Reservoir(変則)/Harrow Reservoir:Once per day, a Harrowed Society student can perform a harrow reading as a 5-minute ritual. She decides which suit most closely aligns with her task at hand and deals a nine-card spread. Each time that suit appears in her spread, she adds 1 point to her arcane reservoir, to a maximum of 1 point per 2 arcanist levels. Points gained in excess of her reservoir’s maximum are lost. The Harrowed Society student can perform this reading one additional time per day at 8th level and at 16th level. This ability replaces consume spells.

 Divine the Mysteries(変則)/Divine the Mysteries:At 5th level and every 2 levels thereafter, a Harrowed Society student can select a divination spell from the spell list of any class, including classes that cast divine or psychic spells, and add it to her list of spells known. This spell must be at least 1 level lower than the highest-level spell she can cast. She casts these spells as arcane spells, using her normal spell slots, but must use a harrow deck as an additional focus component. If such a spell is normally a psychic spell with an emotion or thought component, she must also add that component.

 Trump Card(超常)/Trump Card:At 9th level, a Harrowed Society student can expend 1 point from her arcane reservoir and draw a card from her harrow deck as a standard action to learn her own fate or that of an ally within 30 feet. The target’s fate depends on the suit of the card drawn from the deck.

 Books:The target gains a +2 insight bonus on her next caster level check.
 Crowns:The target gains a +2 insight bonus on her next saving throw.
 Hammers:The target gains a +4 insight bonus on the damage roll of her next successful melee attack.
 Keys:The target gains a +4 insight bonus on her next initiative check.
 Shields:The next time the target receives magical healing, she regains an additional number of hit points equal to the Harrowed Society student’s arcanist class level.
 Stars:The target gains a +4 insight bonus on her next skill check.

 A creature cannot have more than one trump card in effect at one time; drawing a new trump card for a target negates the effect of the previous trump card. A Harrow Society student can attempt to read the fate of an enemy within 30 feet, resulting in a penalty for that target equal to the bonus granted above, but the target is entitled to a Will save (DC = 10 + 1/2 the Harrowed Society student’s arcanist level + her Charisma modifier) to negate the effect. This is considered a curse effect. A Harrow Society student can have trump cards in effect for multiple creatures at the same time. This ability replaces the 9th-level arcanist exploit.

Twilight Sage Twilight Sage

出典 Advanced Class Origins 6ページ
 The twilight sages of Geb carry out experiments to solve the ultimate puzzle and unlock the secrets of life and death. While the twilight sages generally aren’t actively malicious, most are willing to perform human experimentation in pursuit of knowledge with little regard for the casualties.

 Consume Life(超常)/Consume Life:By wresting a soul from life to death, a twilight sage gains a slightly deeper understanding of mortality, fueling her curiosity and eldritch power. As a full-round action, she can consume the life energy of a helpless living creature, killing it. This creature must have 2 or more Hit Dice and be below 0 hit points. The twilight sage adds 2 points to her arcane reservoir if the creature’s Hit Dice equaled or exceeded the sage’s character level, or 1 point if the creature’s Hit Dice equaled at least 1/2 her character level. This ability is a death effect. This ability replaces consume spells.

 Necromantic Focus(変則)/Necromantic Focus:Twilight sages consider their research into life and death to be paramount, beyond all other concerns. Each day, a twilight sage must prepare at least one necromancy spell of each spell level she can cast.

 Twilight Barrier(変則)/Twilight Barrier:A twilight sage’s arcane barrier differs from those of other arcanists, as it draws upon both negative and positive energy to protect the sage. At 1st level, a twilight sage must choose the arcane barrier exploit as her first arcanist exploit. Whenever an attack removes the last temporary hit point from the twilight sage’s arcane barrier, the barrier’s negative energy lashes back at the attacker, dealing an amount of negative energy damage equal to the barrier’s maximum temporary hit point capacity. This ability alters the arcanist exploit gained at 1st level.

 Twilight Transfer(超常)/Twilight Transfer:At 11th level, a twilight sage’s mastery over life and death allows her to transfer life energy into a fading vessel. Once per day, she can expend 1 point from her arcane reservoir while touching a creature that died within the past round to affect that creature as if it had received a breath of life spell, using her arcanist level as the caster level. At the same time, a willing or unconscious living creature within 300 feet that has a number of Hit Dice equal to or greater than the recipient’s instantly dies. This ability is a death effect, and if the victim doesn’t actually die (such as if it was summoned or is immune to death effects), the recipient doesn’t receive the breath of life effect. This ability replaces the arcanist exploit gained at 11th level.

 Death’s Release(超常)/Death’s Release:At 20th level, a twilight sage has mastered the relationship between death and arcane power, and has gained a limited ability to surpass her own mortality. Whenever she dies (but not if she becomes undead), if she still has points in her arcane reservoir she appears as an ephemeral spirit in the air above her corpse. She can still cast spells in this form, using her corpse as the origin point and determining whether she can see or target any creature or area as though she were alive in that square. To cast a spell, she must expend a number of points from her arcane reservoir equal to 1 + the spell’s level. The spirit disappears if she has no points remaining in her arcane reservoir or she spends a round without casting a spell. The spirit can’t move, deliver touch or ranged touch spells, or do anything that isn’t part of casting a spell. Her spirit completes the verbal and somatic components of her spells, any material components are consumed from the supply on the corpse, and any focus components must be on the corpse. This ability replaces magical supremacy.

最終更新:2021年01月02日 23:10