出典 Construct Handbook 11ページ
Trapped within each construct is a spiritual presence, be it a bound elemental or raw magical energy. Construct collectors draw out that presence and use it to gain unlikely power in the battlefield.
Constructed Focus(超常)/Constructed Focus:At 3rd level, a construct collector can harvest components from destroyed constructs to fuel his implements. Harvesting a component takes 1 minute. A construct collector can harvest a number of active components equal to his Intelligence modifier per day. An active component is infused with 1 point of generic mental focus, which the construct collector can expend to activate any focus power at that power’s normal cost, as opposed to the increased cost normally associated with generic mental focus. This otherwise functions as expending focus saved inside a construct collector’s body. Once this mental focus is expended, the component becomes inactive and is useless. An unused component does not lose its mental focus, even after a construct collector refreshes his mental focus. A construct collector can initially have only one active component at a time. He can have two active components at a time at 9th level and three active components at a time at 15th level.
This replaces the focus power selected at 3rd level, 9th level, and 15th level.
Repower Construct(超常)/Repower Construct:At 8th level, a construct collector can use his mental focus to restore and gain control of a construct. As an immediate action, he can expend a number of points of generic mental focus (minimum 2 points) to prevent a construct within 30 feet from becoming destroyed when reduced to 0 or fewer hit points. The construct immediately regains a number of hit points equal to half of the construct collector’s current hit points (minimum 1). The construct follows all of the construct collector’s orders until the end of the collector’s next turn or until reduced to 0 or fewer hit points. Afterwards, the construct is completely destroyed and cannot be repowered again, even by another construct collector. At 12th level, the construct is instead completely destroyed after a number of rounds equal to the number of points of generic mental focus expended. At 16th level, the construct is instead completely destroyed after a number of minutes equal to the number of points of generic mental focus expended.
This replaces magic circles, outside contact, binding circles, and fast circles.
出典 Disciple's Doctrine 8ページ
While most occultists learn to draw power from a variety of implements and objects, esoteric initiates have focused their study entirely on items of antiquity connected to the teachings of the Esoteric Order of the Palatine Eye, believing such items to be more powerful than mundane items.
Implements of the Palatine Eye(超常)/Implements of the Palatine Eye:An esoteric initiate has formed a supernatural bond with a set of the order’s writings collected into a book. If the book is damaged, it is restored to full hit points when the initiate’s mental focus refreshes. If the book is lost or destroyed, the initiate can replace it with another similar one, but doing so requires an 8-hour ritual that binds the new book to him.
The book serves as an implement for any two schools of magic at 1st level. The initiate gains new implement schools normally. However, the initiate’s additional implements must be masterwork or magic items worth at least 50 gp, and they must directly or nominally represent the Esoteric Order of the Palatine Eye’s beliefs or history. For example, the initiate’s implements could be Osirian antiques, trinkets covered in Palatine iconography, or the like. When the initiate benefits from his implements’ resonant powers, he treats his occultist level as 1 higher for the purpose of determining the powers’ benefits only.
An esoteric initiate can’t save generic mental focus inside his own body instead of investing all of it. At 4th level, when the initiate gains the ability to shift his mental focus from one implement to another, he loses no focus when doing so.
This alters mental focus, implements, and shift focus.
Symbolism(擬呪)/Symbolism:At 5th level, an initiate who spends 1 minute carefully studying any written work can understand its gist even if he doesn’t speak the language in which the text is written. A number of times per day equal to the initiate’s occultist level, the initiate can cast comprehend languages as a spell-like ability to read a written work, using his occultist level as his caster level. If he uses symbolism to read a portion of the work that contains a hidden message or a cypher, he is automatically granted a Linguistics check with a bonus equal to his occultist level to decipher the message.
This replaces aura sight.
出典 Martial Arts Handbook 8ページ
Extemporaneous channelers study the power of transformation and use items in unintended ways to awaken their potential.
Weapon Proficiency:An extemporaneous channeler is proficient with all simple weapons.
This alters the occultist’s weapon proficiencies.
Improvisational Combatant(変則)/Improvisational Combatant:An extemporaneous channeler does not incur any penalties for using an improvised weapon. She is considered to have the Catch Off-Guard and Throw Anything feats for the purpose of meeting prerequisites.
Fleeting Focus(超常)/Fleeting Focus:An extemporaneous channeler’s studies of the changing nature of objects give her more mental focus, which she learns to quickly invest in her implements throughout the day, but which she struggles to maintain. When an extemporaneous channeler refreshes her mental focus, she must spend 1 hour preparing her implements for spellcasting but does not immediately invest them with her generic focus, which is equal to her occultist level + twice her Intelligence modifier. At any point during the day, she can shift any amount of her generic focus to any number of her implements by concentrating for 1 round while touching her implements. After every 10 minutes, her invested implements each lose 1 point of mental focus, as if it had been expended on a focus power. If the extemporaneous channeler uses her withdraw focus ability to remove focus before a full 10-minute increment has elapsed, each implement still loses 1 point of mental focus as if it had been invested for that entire increment.
This alters mental focus.
Transformative Resonance(超常)/Transformative Resonance:An extemporaneous channeler can expend 1 point of generic focus as a swift action to allow her generic focus to resonate in her improvised weapons. For 1 minute, the extemporaneous channeler grants any item she uses as an improvised weapon a +1 enhancement bonus on attack and damage rolls for every 3 points of generic focus she has in her body. She can give it a maximum bonus of +1 at 1st level; the maximum bonus increases by 1 for every 4 levels after 1st, to a maximum of +5 at 17th level. The extemporaneous channeler can imbue the item with any one weapon special ability with an equivalent enhancement bonus less than or equal to her maximum bonus by reducing the granted enhancement bonus by the appropriate amount, such as reducing a +2 bonus to a +1 flaming enchantment. She chooses the special ability when she activates this power, but she can spend 1 point of generic focus as a swift action to change it, which also resets the duration of the power. The item must have an enhancement bonus of at least +1 (either on its own or from her imbuing it) to gain a weapon special ability. This ability stacks with any other effect that grants an enhancement bonus to an improvised weapon, such as gloves of improvised might, to a maximum of +5.
Withdraw Focus(超常)/Withdraw Focus:At 4th level, an extemporaneous channeler can, as a standard action, shift any amount of focus from any number of implements back into herself as generic focus. Doing so costs her no loss of focus (other than what’s lost due to her fleeting focus ability). Unlike expending focus normally, this shift can reduce the effect of a resonant power in the implement from which the mental focus was taken.
This alters shift focus.
Improvised Spell(超常)/Improvised Spell:At 8th level, an extemporaneous channeler learns to use her implements to improvise a spell similar to one she already knows. Once per day, an extemporaneous channeler can cast an occultist spell from an implement school she knows as if it were one of her spells known, expending a spell slot of the same level and an amount of generic focus equal to the spell’s level to cast the desired spell. A spell cast as an improvised spell always has a minimum casting time of 1 round, regardless of the casting time of the spell. At 12th level, an extemporaneous channeler can use this ability twice per day. At 17th level, she can use this ability three times per day.
This replaces magic circles, outside contact, binding circles, and fast circles.
出典 Psychic Anthology 28ページ
Some occultists specialize in a particular panoply, fully dedicating themselves to mastering the secrets of the psychic resonance of each of its component implements, as well as the way they interact with one another.
Panoply Specialization/Panoply Specialization:At 1st level, the panoply savant must choose (but doesn’t learn how to use) a single panoply. When learning new implement schools, he must choose either schools associated with his chosen panoply or the chosen panoply itself. Once he has learned to use the chosen panoply, he can learn any further implement schools freely.
Panoply Focus(超常)/Panoply Focus:At 4th level, a panoply savant gains 1 additional point of mental focus each day, which can be invested only in implements associated with his chosen panoply. At 8th level, and every 4 occultist levels thereafter, the number of additional points of mental focus he gains increases by 1 (to a maximum of 5 points at 20th level).
This ability replaces shift focus.
Implement Specialist(超常)/Implement Specialist:At 8th level, a panoply savant learns to use his mastery over the implements in his chosen panoply to unlock greater power from magic items associated with that panoply. For a number of times per day equal to 3 + his Intelligence modifier, when he uses a magic item that matches one of his chosen panoply’s associated implements (crystal balls, robes, and wands for the mage’s paraphernalia, for instance) and produces a spell effect, he can have the item use his caster level instead of its own. If the magic item doesn’t produce a spell effect, the panoply savant can use his caster level against attempts to dispel that item. Additionally, if the item has any abilities that can be used at least three times per day or has three or more daily charges, the panoply savant can spend 1 minute quietly meditating on the item and expend 2 points of mental focus to restore one daily use or one charge to the item.
This ability replaces outside contact.
Panoptic Harmony(超常)/Panoptic Harmony:At 8th level, a panoply savant can empower his abilities by harnessing the harmonic resonance between his chosen panoply’s associated implements. Whenever he casts a spell or uses a focus power with one of his chosen panoply’s associated implements, he treats it as though his caster level were 2 higher than it actually is, but only if on his previous turn, he cast a spell with or used a focus power from a different one of his chosen panoply’s associated implements.
This ability replaces magic circles.
Panoptic Call(超常)/Panoptic Call:At 12th level, a panoply savant’s mastery over his chosen panoply’s associated implements is so strong that he can call similar items to him. By taking a standard action and expending 1 point of mental focus from any of his chosen panoply’s associated implements, he can cause a single item he can currently see that matches one of his chosen panoply’s associated implements (such as a weapon or shield for the tools of the warrior) to fly through the air toward him at a rate of 30 feet per round, landing in his outstretched hand. If the item is unattended, the panoply savant automatically succeeds, but if it is held or worn, he must attempt a special disarm or stealAPG combat maneuver check, using his occultist level as his base attack bonus and his Intelligence modifier in place of his Strength modifier. If the item in question is an implement he currently has 1 or more points of focus invested in, he gains a bonus on this combat maneuver check equal to twice the amount of focus currently invested in it.
This ability replaces binding circles.
Combined Powers(超常)/Combined Powers:At 16th level, whenever a panoply savant uses a focus power from one of his chosen panoply’s associated implements, he can expend 2 additional points of mental focus to also use a focus power from one of his chosen panoply’s other associated implements as part of the same action. The second focus power must take the same amount of time or less to activate than the first focus power, and the panoply savant must expend the normal mental focus cost to use the second focus power.
This ability replaces fast circles.
出典 Plane-Hopper's Handbook 7ページ
Tuning forks resonate with the music of the planes, guiding travelers between worlds. Planar harmonizers are masters of this symphony, forging bonds with tuning forks to unlock the true potential of these instruments. Planar harmonizers typically select their tuning forks carefully, choosing planes that resonate best with particular schools of magic.
Conductor(超常)/Conductor:A planar harmonizer gains access to only the conjuration school of implements, gaining a common tuning fork as her implement. She must select conjuration for her implement mastery. Each time she gains an occultist level, a planar harmonizer can add one conjuration spell from the wizard spell list to her occultist spell list and her list of spells known. The planar harmonizer can’t choose a spell of a higher level than she is able to cast, and she adds the spell at the same spell level it appears on the wizard spell list. Additionally, she adds plane shift to her list as a 5th-level occultist spell. At 14th level, she doesn’t gain an additional school of implements. Instead, at 14th level, the DCs of saving throws to resist a planar harmonizer’s conjuration spells and conjuration focus powers increase by 2. All future implements that a planar harmonizer gains are common tuning forks.
This alters implements and implement mastery.
Planar Scholar(超常)/Planar Scholar:At 2nd level, a planar harmonizer deepens her knowledge about other worlds. She gains a bonus on Knowledge (planes) checks equal to half her occultist level.
This replaces magic item skill.
Harmonic Shield(超常)/Harmonic Shield:At 4th level, a planar harmonizer learns to cloak herself in the essence of her home plane. She doesn’t take penalties on Intelligence-, Wisdom-, or Charisma-based checks for being on a plane whose alignment traits clash with her own alignment. At 7th level, she can expend 1 point of mental focus to gain the benefits of planar adaptation for 1 minute per occultist level. At 11th level, the duration of this protection extends to 1 hour per occultist level.
This replaces shift focus and the focus power gained at 7th level.
Outside Messenger(超常)/Outside Messenger:At 5th level, a planar harmonizer gains the magic circles class feature. Whenever she creates a magic circle, she can expend 1 additional point of mental focus (either generic focus or focus from any one of her implements) to focus the circle inward and lure that outsider to the circle (similar to using lesser planar binding). This functions as the outside contact occultist ability, except the information gained can be anything that might be learned through an augury spell.
This alters magic circles and replaces aura sight and the focus power gained at 5th level.
出典 Monster Hunter's Handbook 25ページ
The psychodermist archetype grants Skill Focus (Heal, Knowledge [local], Knowledge [nature], or Survival) as a bonus feat instead of Harvest Parts. A psychodermist can have trophies made of any creature whose CR is 2 or lower from Pathfinder RPG Bestiary; trophies made of any other creature must be harvested during play and noted on the Chronicle sheet; a psychodermist may not create trophies from creatures of the humanoid type.
Rather than tapping the psychic energy residing within esoteric items, psychodermists form supernatural bonds with trophies taken from creatures they have slain. Through these mementos, these occultists manifest not only their own magic, but also the unique powers of their fallen foes.
クラス技能:A psychodermist loses Disable Device, Knowledge (engineering), Knowledge (history), and Sleight of Hand as class skills, and adds Heal, Knowledge (nature), Knowledge (local), and Survival as class skills.
This alters the occultist’s class skills.
Trophies(超常)/Trophies:At 1st level, a psychodermist learns how to siphon power from pieces of creatures he has slain. The psychodermist gains Harvest Parts as a bonus feat, and he can select one monster part per implement school he knows to become a permanently preserved trophy so long as it remains in his possession. Each trophy functions as the psychodermist’s implement for its associated implement school. A trophy that fits multiple implement categories, such as a hand with clawed fingers, can function for only one implement school at a time. A trophy can be integrated into another item, such as an ornament or a magic item, but otherwise does not take up a magic item slot, even when worn. A psychodermist can replace trophies with new ones harvested from slain foes, although doing so causes the old trophies to rot at their normal rate. In order to craft a trophy, the psychodermist must have been present during the creature’s death.
This ability alters implements.
Monster Hunting Lore(変則)/Monster Hunting Lore:At 2nd level, a psychodermist gains a bonus equal to half his occultist level on skill checks made to craft trophies and Knowledge checks made to identify the abilities and weaknesses of creatures.
This ability replaces magic item skill.
Discern Death(超常)/Discern Death:At 2nd level, as a full-round action that provokes attacks of opportunity, a psychodermist can glean information from a creature’s corpse. The psychodermist must study at least one drop of the creature’s blood, a small portion of its flesh, or a fragment of one of its bones as a part of this action. This ability otherwise functions as blood biographyAPG, using the psychodermist’s occultist level as his caster level. The psychodermist can use this ability once per day at 2nd level, plus one additional time per day for every 3 levels beyond 2nd.
This ability replaces object reading.
Seek Prey(超常)/Seek Prey:At 5th level, a psychodermist can supernaturally detect creatures around him as a standard action. This functions as the spell aura sightACG, except the duration is 1 round and the psychodermist learns the locations and power of all auras of a specific creature type, similar to detect undead except the psychodermist can choose any creature type represented among the trophies he has selected for that day.
This ability replaces aura sight.
Residual Hatred(超常)/Residual Hatred:At 8th level, a psychodermist can tap into the psychic death throes of the monsters his trophies are derived from, increasing his efficiency at slaying similar beasts. The psychodermist can spend mental focus invested in a trophy to gain the ranger’s favored enemy class feature against the kind of creature from which the trophy was crafted. The favored enemy bonus applies against the specific creature variety, not the creature type; a psychodermist could use a red dragon scale trophy to gain favored enemy (red dragon), but not favored enemy (dragon). Each point of mental focus spent grants a cumulative +2 favored enemy bonus, with a maximum bonus equal to +2 for every 5 psychodermist levels he has. This benefit lasts until the psychodermist regains his mental focus.
This replaces outside contact.
Manifest Abilities(超常)/Manifest Abilities:At 12th level, a psychodermist can use the latent energy within his trophies to replicate his victims’ special abilities. As a standard action, he can spend 1 point of mental focus invested in a trophy to gain one of that creature’s special abilities that could be granted by the spell monstrous physique IIIUM. At 16th level, the psychodermist adds abilities offered by monstrous physique IVUM to the options he can select using this ability. The saving throw DC for these special abilities is equal to 10 + half the psychodermist’s level + his Intelligence modifier.
Alternatively, he can spend 1 point of mental focus as a standard action to add any two of the creature’s spell-like abilities to his list of spells known. To determine the spell’s level for this ability, use the level as it appears on the spell list for an occultist, wizard, or cleric, in that order; if it appears on none of those lists, use the spell’s highest spell level. For example, lesser restoration would be a 2nd-level spell, despite appearing on the paladin’s 1st-level list.
Both uses of this ability last for 1 minute per psychodermist level. He can instead spend 2 points of mental focus to activate this ability as a move action, or 3 points to activate it as a swift action.
This replaces binding circles and fast circles.
TROPHIES
Psychodermists use the following monster parts for each implement school.
Abjuration:Chitin, hides, scales, and other natural armor.
Conjuration:Gizzards, glands, hearts, livers, and other internal organs.
Divination:Ears, eyes, tongues, and other sensory organs.
Enchantment:Feathers, fur, hair, spines, and other decorative features.
Evocation:Claws, fangs, horns, and other natural weapons.
Illusion:Fingers, tendrils, toes, and other prehensile digits.
Necromancy:Bones, bile, and life-sustaining fluids, such as blood.
Transmutation:Feet, hands, paws, wings, and other appendages tied to locomotion.
出典 Occult Origins 14ページ
Not all occultists derive their power from psychic impressions left on objects. Some find faith first, and draw out the divine potential in religious relics. Many see these religious scholars as eccentrics or heretics who pilfer holy magic with their bizarre rituals.
Faithful:A reliquarian must worship a deity, and must be within one step of her deity’s alignment, along either the law/chaos axis or the good/evil axis. A reliquarian is proficient with her deity’s favored weapon in addition to her normal weapon and armor proficiencies.
呪文:A reliquarian’s spells are considered divine spells, not psychic spells. The reliquarian’s spells use verbal components instead of thought components, and somatic components instead of emotional components, and she uses a sacred implement (see below) as a divine focus. This ability alters the occultist’s spells.
領域:A reliquarian gains access to one of her deity’s domains. She treats her occultist level as her cleric level for the purposes of access to domain powers and their strength. Additionally, the reliquarian adds the domain’s spells to her occultist spell list and her spells known.
Diminished Focus Power(超常)/Diminished Focus Power:A reliquarian learns only the base focus power from one implement school at 1st level. She gains additional focus powers as normal. This ability alters focus powers.
Sacred Implements(超常)/Sacred Implements:A reliquarian gains one implement school at 1st level. Additionally, the reliquarian gains a relic of her god, typically a holy symbol of significant age, a fixture from a lost temple, or bone or hair from a prominent historical figure of the religion. This grants the reliquarian access to one of her deity’s domains, as detailed above. Without this implement, the reliquarian cannot use her domain powers and must succeed at a Concentration check to cast spells from her domain. All of a reliquarian’s future implements must be somehow representative of her faith. This ability modifies implements.
Orisons:A reliquarian gains one orison, or 0-level divine spell, each time she selects an implement school (including when she again selects a school that she has already learned to use.) These orisons otherwise behave as an occultist’s knacks. This ability replaces knacks.
Divine Focus(超常)/Divine Focus:A reliquarian uses her Wisdom modifier, rather than her Intelligence modifier, to determine the amount of mental focus available to her each day. This ability modifies mental focus.
出典 Heroes of the High Court 29ページ
Occultists who recognize that flashy garb and fashionable accoutrements can be just as powerful as psychically charged relics in the right situations are known as silksworn. They draw their power from wearing luxurious garments and can be found in many noble courts throughout Golarion, though they often keep their abilities secret. Silksworn are even found among the mystics and the magical practitioners of Nex, each seeking the patronage of one or more of the Arclords.
クラス技能:A silksworn adds Bluff and Knowledge (nobility) to his list of class skills, instead of Knowledge (engineering) and Knowledge (planes).
This alters the occultist’s class skills.
呪文:A silksworn’s spells are considered arcane spells, not psychic spells, and his spells use verbal and somatic components instead of thought and emotion components.
This alters the occultist’s spells.
装具:When a silksworn chooses an implement school, he does not choose a specific object. Instead, a silksworn must be wearing an ostentatious garment or magic item worth 10 gp or more of the appropriate type and in the appropriate slot: abjuration (wrists), conjuration (shoulders), divination (eyes), enchantment (neck), evocation (hands), illusion (head), necromancy (chest), and transmutation (feet). A silksworn who does not meet this requirement is treated as lacking the appropriate implement for the purpose of his class features, including spellcasting.
This alters the occultist’s implements.
Cantrips:Each time he selects an implement school, a silksworn gains one cantrip, or 0-level arcane spell (including when he selects a school that he has already learned to use). These cantrips otherwise behave as an occultist’s knacks.
This ability replaces knacks.
Mental Focus(超常)/Mental Focus:The silksworn’s available mental focus is equal to his occultist level + his Intelligence modifier + his Charisma modifier.
This ability alters mental focus.
Devoted Mystic/Devoted Mystic:A silksworn is proficient with only simple weapons and isn’t proficient with any armor or shields. At 1st level, the silksworn gains access to four implement schools instead of two. At 2nd level and every 4 occultist levels thereafter, the silksworn gains access to an additional implement school, to a maximum of nine schools at 18th level. At 8th, 12th, and 16th levels, the silksworn increases the number of spells of each level he can cast each day by one. This does not allow the silksworn to cast spells of a level he does not yet have access to.
This ability alters implements and the occultist’s weapon and armor proficiencies, and replaces outside contact.
Silksworn Eloquence(変則)/Silksworn Eloquence:At 8th level, a silksworn gains a +1 bonus on Bluff and Diplomacy checks for each magical article of clothing occupying one of his implement schools’ magic item slots.
This ability replaces magic circles.
Silksworn Deception(超常)/Silksworn Deception:At 12th level, a silksworn can hide his speech and gestures within his extravagant clothing. Whenever the silksworn casts a spell, he can attempt a Bluff check opposed by Sense Motive checks from those observing him. Those who fail are unaware of his spellcasting, unless an effect obviously originates from the silksworn.
This ability replaces binding circles.
Silksworn Arcana(超常)/Silksworn Arcana:At 16th level, when a silksworn casts a spell while wearing a magic article of clothing in the appropriate school’s magic item slot, the spell’s saving throw DC increases by 2.
This ability replaces fast circles.
Implement Mastery(超常)/Implement Mastery:At 20th level, a silksworn chooses two implement schools instead of one, and implement mastery’s effects apply to both. The silksworn gains 4 additional points of mental focus for each school’s implement.
This alters the occultist’s implement mastery.
最終更新:2024年09月02日 15:09