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ソーサラーのアーキタイプ Sorcerer Archetypes


Dragon Drinker Dragon Drinker

出典:Dragonslayer's Handbook 22ページ

 The blood of dragons not only flows through a dragon drinker’s veins, but also empowers her spells and magical abilities when consumed. Dragon drinkers have the following class features.

 Bloodline:A dragon drinker must belong to the draconic bloodline.

 Bleeding Spells(超常)/Bleeding Spells:Whenever a dragon drinker casts a spell that deals damage, the spell deals 1 point of bleed damage per spell level to any creatures of the dragon type damaged. This ability replaces the bloodline arcana ability.

 Blood Drinking(超常)/Blood Drinking:Starting at first level, a dragon drinker gains the ability to drink dragon blood to alter or augment her spellcasting abilities. See page 18 for information on dragon’s blood. For the purposes of harvesting dragon’s blood, treat the dragon drinker as though she has Dragoncrafting feat. At 5th level, drinking a vial of dragon’s blood is a standard action that provides the dragon drinker with the normal benef its of the item, as well as a +1 bonus to her caster level for purposes of level-dependent spell effects on a single spell cast within 1 minute. At 7th level, a consumed vial of dragon blood also heals 1d8 points of damage instead of the standard 1d4. At 11th level, the alchemical bonus on Fortitude and Ref lex saves granted by the blood increases to +2.

 In the absence of true dragon’s blood, the dragon drinker may tap into the draconic blood flowing through her veins to gain the temporary effects of having consumed dragon’s blood. As a free action, she can activate this ability, healing 1d4 points of damage and gaining a +1 resistance bonus on Will and Fortitude saves for 1 round. This action may only be performed once per round, and can be performed a number of times per day equal to 3 + her Charisma modifier. This ability replaces the claws bloodline power.

 Energy Assimilation(超常)/Energy Assimilation:At 7th level, when the dragon drinker drinks true dragon’s blood from a dragon with a breath weapon that deals a different type of energy damage than her chosen energy type, she may adopt the energy resistance of the blood’s source dragon as if it were her selected bloodline. This effect lasts for 1 minute per dose of dragon’s blood, after which the dragon drinker’s energy resistance reverts back to her normal energy type. This ability replaces the 7th-level bloodline feat.

 Breath Mimicry(超常)/Breath Mimicry:At 13th level, when the dragon drinker drinks true dragon’s blood from a dragon with a breath weapon of a shape or energy type different from her own, she may use the shape and energy type of the blood’s source dragon when she next uses her breath weapon. This ability replaces the 13th-level bloodline feat.

 Blood Siphon(超常)/Blood Siphon:At 19th level, when the dragon drinker is within 60 feet of a creature of the dragon type that is suffering bleed damage, she can, as a swift action, draw a dose of its blood into herself as though she had consumed it from a vial. Additionally, when she consumes dragon’s blood, it heals 3d8 points of damage and provides a +3 resistance bonus on Fortitude and Will saves for 1 minute in place of its normal effects. This ability replaces the 19th-level bloodline feat.

九尾の継承者 Nine-Tailed Heir

出典:Blood of the Beast 13ページ
 ティエン人の物語では、複数の尾を持つキツネの話がよく出てくるが、1000人に1人未満のキツネがこの可能性を秘めていることを認識している人は多くない。その結果、新しい尻尾の神秘的な力を利用するほとんどの者は、しばしば魔術的な力を得て、九尾の継承者となる。

 このアーキタイプは、キツネのキャラクターのみが使用できる。

 魔法の尾/Magical Tail:3レベル以降は4レベル毎に、九尾の継承者はボーナス特技として《魔法の尾》ARGを得る。九尾の継承者が既にnine tailsを持っている場合、特技を得るたびに、ソーサラーは、この効果の影響を受けていないもっとの低いレベルの《魔法の尾》の能力を1日1回追加で使用できる。

 この能力は血脈の呪文のクラス特徴と置き換える。

ラズミールの神官 Razmiran Priest

出典:Inner Sea Magic 38ページ

 ラズミールの『神官』と呼ばれる者は魔法を使うペテン師である――彼らが旅するところには彼の熱烈な献身を広める生ける神Living Godの宣教師である。ラズミールの魔法によって変わっている部分として、彼らは他のソーサラーとは違う不可能な特技を行うことができる。ラズミールの神官は以下のようなクラス特徴を持つ。

 偽の敬虔(変則)/False Piety:1レベルの時点で、ラズミールの神官は〈知識:宗教〉〈芸能〉をクラス技能として得るが、〈鑑定〉〈飛行〉をクラス技能として失う。信仰呪文を使用す呪文起動型と呪文完成型のアイテムを起動するための〈魔法装置使用〉判定に自身のソーサラー・レベルの半分を加える。《偽りの焦点具》をボーナス特技として得る。〈鑑定〉〈飛行〉をクラス技能として置き換えることに加え、この能力は《物質要素省略》のボーナス特技と置き換える。

 嘘つきの癒やし手(超常)/Lay Healer:3レベルの時点で、ラズミールの神官は2レベル呪文として自身の修得済み呪文リストにエイドを加える。5レベルの時点で、3レベル呪文として自身の修得済み呪文リストにリムーヴ・ディジーズを加える。この能力は3レベルと5レベルで得られる血脈の呪文と置き換える。

 ラズミールのエネルギー放出(超常)/Razmiran Channel:9レベルの時点で、ラズミールの神官は信仰呪文を使用する呪文完成型あるいは呪文起動型のアイテムを使用するために自身の魔法を使うことができる。自分が発動しようとしている呪文レベルより少なくとも1レベル高いソーサラーの呪文スロットを消費し、〈魔法装置使用〉判定を行う。成功すると、アイテムの呪文が発動され、アイテムやチャージ数は消費されない。失敗した場合何も起こらない。成功や失敗にかかわらず、呪文スロットは消費される。この能力は9レベルで得られる血脈の力と置き換える。

探究練士 Seeker

出典 Pathfinder Society Field Guide pg. 29

 オラクルやソーサラーは、信仰や血脈によって選ばれたかどうかに関わらず、神秘的で不思議な方法で魔法の力を得る。ほとんどの者は不思議な力に満足しているかもしれないが、一部のオラクルやソーサラーは、彼らの神秘や血統についての詳細を解明し、彼らの不可思議な技の起源や歴史を明らかにするためにパスファインダーに参加している。これらの術者たちは『呪文の徒/the Spells』の間では『探究練士』として知られており、古代の文書や不明瞭な遺跡を調査して自分たちの遺産や歴史についての手がかりを探すことに夢中になっている。『探究練士』は以下のクラスの特徴を持っている。

 研究狂(変則)/Tinkering:探究練士は、自らのオラクルの神秘やソーサラーの血脈についてさらなる研鑽を深めるため、古代の装置や古文書、不思議な魔法のアイテムに目を向けることが多い。この好奇心の強さに加えて、生来の未知と奇異を解読する能力のおかげで、探究練士はクラス技能として〈装置無力化〉を獲得する。さらに、1レベルの時点で、探究練士は罠を発見するために行う〈知覚〉判定と、全ての〈装置無力化〉の技能判定に、自分のオラクルまたはソーサラーのレベルの半分に等しい値(最小でも+1)を加算する。探究練士は〈装置無力化〉を使用して魔法の罠を解除することができる。探究練士がローグや罠探しの能力を持つ他のクラスのレベルを持っている場合、それらのレベルはオラクルやソーサラーのレベルと累積し、技能判定の総合的なボーナスを決定する。オラクルの場合、この能力は、通常であればオラクルの神秘から得られるボーナス・クラス技能を全てと置き換える。ソーサラーの場合、この能力はソーサラーのボーナス特技《物質要素省略》と置き換える。

 探究練士の学び(変則)/Seeker Lore:3レベルの時点で、探究練士は既に自分の神秘や血脈について多くのことを学び、その神秘や血脈によって得られるボーナス呪文をより簡単に使うことができるようになっている。彼は全ての精神集中判定、呪文抵抗を克服するために行う術者レベル判定、そしてボーナス呪文に関連する事柄について行われる全ての〈知識:神秘学〉〈呪文学〉の判定に+4のボーナスを得る。オラクルの場合、この能力は3レベルで獲得する啓示と置き換える。ソーサラーの場合、この能力は3レベルで獲得する血脈の力と置き換える。

 探究練士の魔法(超常)/Seeker Magic:15レベルの時点で、探究練士は呪文修正により神秘の呪文や血脈の呪文を修正することに長じる。探究練士が神秘や血脈により獲得したボーナス呪文に呪文修正特技を適用した場合、呪文修正特技による呪文レベルの上昇を1減らす。したがって、《呪文動作省略》のような呪文修正特技を呪文に適用してもその呪文の有効呪文レベルは全く変わらず、《呪文高速化》を適用してもその呪文の有効呪文レベルの上昇は4ではなく3だけとなる。この呪文修正特技の呪文レベル上昇の減少は、同じような他の能力の減少と累積して適用されることはない。オラクルの場合、この能力は15レベルで獲得する啓示と置き換える。ソーサラーの場合、この能力は15レベルで獲得する血脈の力と置き換える。

Sorcerer of Sleep Sorcerer of Sleep

出典:Black Markets 26ページ
 Some sorcerers have trouble accessing their innate gifts and must find another way to unlock them. For a sorcerer of sleep, the mind-altering drug pesh (see page 19) is the key. The garbled visions the drug provides allow a sorcerer of sleep to reach an ideal state for channeling her arcane power. The arcane and dreamspunAPG bloodlines are the sorcerer heritages most often associated with pesh, though a sorcerer of sleep might exhibit any bloodline; pesh is a tool to enhance her gifts, rather than their source.

 Pesh Expert/Pesh Expert:A sorcerer of sleep adds 1/2 her sorcerer level (minimum 1) on Appraise, Craft (alchemy), Heal, and Knowledge (local) checks related to pesh and other drugs. This ability replaces bloodline arcana.

 Sahir-Afiyun/Sahir-Afiyun:A sorcerer of sleep gains Sahir-Afiyun (see page 18) as a bonus feat at 1st level, even if she does not meet the prerequisites. A sorcerer of sleep adds Pesh Euphoria, Pesh Healing, Pesh Rejuvenation, and Sahir- Afiyun (see page 18 for these feats) to her list of bloodline feats. This ability replaces eschew materials.

 Pesh Touch(超常)/Pesh Touch:As a standard action, a sorcerer of sleep can make a melee touch attack against a living creature to cause one of the following effects (sorcerer’s choice): the target gains a +2 enhancement bonus to Strength, the target is fatigued, or the target takes a –2 penalty on saving throws against illusion and mind-affecting effects. The effects of pesh touch last a number of rounds equal to 1/2 the sorcerer of sleep’s sorcerer level. The effects of pesh touch are not cumulative, and cannot make the target exhausted. A sorcerer of sleep can use pesh touch a number of times per day equal to 3 + her Charisma modifier. This ability replaces the 1st-level bloodline power.

Stone Warder Stone Warder

出典:Arcane Anthology 29ページ
 Stone warders have an innate ability to create runes that allow them to ward areas with magic traps built from their spells. These sorcerers are most common among dwarves, but have been known to appear among other races who have strong ties to earth, rock, stone, mountains, and the Darklands.

 Blood of the Earth/Blood of the Earth:Stone warders must have a bloodline with strong ties to earth and rock. A stone warder must select the deep earthAPG, draconic (copper dragon only), elemental (earth only), orc (Pathfinder Player Companion: Orcs of Golarion 14), or shaitanUM bloodline.

 Power of Stone(超常)/Power of Stone:A stone warder draws power from natural rock, and gains a +1 bonus to her caster level when in hills, mountains, or underground terrain. This bonus increases to +2 at 5th level, and by an additional 1 every 5 sorcerer levels thereafter. However, this strong elemental tie prevents a stone warder from casting spells that have the air, cold, electricity, fire, or water descriptor.

 Rune of Warding(擬呪)/Rune of Warding:As a standard action, a stone warder can create a warding rune in any adjacent square. The stone warder selects a sorcerer spell known that is at least 1 level lower than the highest-level spell she can cast, and casts it as part of creating the rune of warding. The spell must have a casting time of 1 standard action or less, and it must target one or more creatures. Rather than have its normal effect, the spell is stored in the rune. The first creature to enter the square triggers the rune of warding, and becomes the target of the selected spell. Regardless of the number of targets the spell can normally affect, it affects only the creature that triggers the rune.

 The rune is invisible and lasts a number of rounds equal to the stone warder’s level or until discharged. If placed on a solid rock or stone surface, it instead lasts 1 minute per sorcerer level the stone warder has or until discharged. The stone warder cannot create a rune of warding in a square occupied by an existing rune of warding or another creature. The rune counts as a spell of the same level as the spell stored within it for the purposes of dispelling. It is considered a magic trap and can be discovered with a successful Perception check (DC = 25 + the level of the stored spell) and disarmed with a successful Disable Device check (DC = 25 + the level of the stored spell). The stone warder can use this ability a number of times per day equal to 3 + her Charisma modifier.

 This ability replaces Eschew Materials, the bloodline spell gained at 3rd level, and the bloodline feat gained at 7th level.


Tattooed Sorcerer Tattooed Sorcerer

出典:Inner Sea Magic 40ページ
 The tattooed sorcerer has embraced the ancient traditions of Varisian spellcasting, and uses colorful and intricate tattoos to enhance her magical powers. A tattooed sorcerer has the following class features.

 Familiar Tattoo(超常)/Familiar Tattoo:A tattooed sorcerer gains a familiar as an arcane bond, as a wizard equal to her sorcerer level. Her sorcerer levels stack with any wizard or witch levels she possesses when determining the powers of her familiar—this ability does not allow her to have both a familiar and a bonded item.

 Unlike most familiars, her familiar can transform itself into a tattoo that she carries in her flesh. Transforming into a tattoo or back to normal familiar form is a move action for her familiar. In tattoo form, the familiar looks like a stylized version of itself, but does not count as a creature separate from the tattooed sorcerer. In tattoo form it continues to grant its special familiar ability (Core Rulebook 82), but otherwise has no abilities and can take no actions except to transform from tattoo into creature. A familiar tattoo cannot be erased or dispelled. This ability replaces her 1st-level bloodline power.

 Varisian Tattoo(変則)/Varisian Tattoo:At 1st level, the tattooed sorcerer gains Varisian Tattoo (see the Inner Sea World Guide) as a bonus feat. If she doesn’t have Spell Focus, she may choose which school of magic her Varisian Tattoo enhances. This ability replaces her Eschew Materials bonus feat.

 Bloodline Tattoos(変則)/Bloodline Tattoos:Whenever a tattooed sorcerer gains a bloodline spell, a new tattoo manifests on her body to represent this spell. Her bloodline spells are always enhanced by her Varisian Tattoo feat, even if they don’t match the school to which her Varisian Tattoo belongs.

 Create Spell Tattoo(超常)/Create Spell Tattoo:At 7th level, a tattooed sorcerer can create a spell tattoo (see page 16) once per day with a single touch as a standard action. The recipient of the spell tattoo must be willing to receive the spell tattoo. If she gives the spell tattoo to herself, it does not count against the regular limit of magic tattoos she can have. The spell tattoo must be of a spell that she knows that has no material or focus component. She can maintain one spell tattoo created by this ability at a time—if she uses this ability again, the previous spell tattoo she created fades away. Spell tattoos she creates with Inscribe Magic Tattoo do not count against this limit. She can use this ability twice per day at 11th level, and three times per day at 15th level. This ability replaces the bloodline feat gained at 7th level.

 Enhanced Varisian Tattoo(超常)/Enhanced Varisian Tattoo:At 9th level, the tattooed sorcerer can pick any one spell she knows for which she has a Varisian Tattoo feat. This spell must be one that lacks focus components and costly material components. She can now use that spell as a spell-like ability once per day. This spell-like ability is not enhanced by her Varisian Tattoo, but it functions at +2 caster levels above her sorcerer caster level. Whenever she gains a bloodline power at a later date, she may change this spell-like ability to another qualifying spell. This ability replaces the 9th-level bloodline power.

Umbral Scion Umbral Scion

出典:Blood of Shadows 19ページ
 Umbral scions are sorcerers who are able to expertly control their especially potent shadow heritage. The majority of umbral sorcerers hail from the Darklands.

 Bloodline:An umbral scion must have the shadowAPG bloodline.

 Diminished Spellcasting/Diminished Spellcasting:An umbral scion can cast one fewer spell per day of each level than normal. If this reduces the number to 0, she can cast spells of that level only if her Charisma score grants her bonus spells of that level.

 This ability alters the sorcerer’s spellcasting.

 Shrouded Spells(超常)/Shrouded Spells:An umbral scion is enveloped by wisps of shadow whenever she casts a spell. The DC to identify spells cast by an umbral scion increases by 2. If the spell is being cast within an area of dim light or darkness, the DC increases by 5 instead.

 Encroaching Darkness(超常)/Encroaching Darkness:An umbral scion is capable of influencing light around her. As a standard action, she can produce a 10-foot-radius veil centered on a creature or object within 30 feet. This veil decreases the light level by one step and remains for a number of rounds equal to the sorcerer’s Charisma modifier. At 7th level, the veil increases to a 30-foot radius. At 8th level, the veil decreases the light level by two steps. If the light level is decreased past darkness, the veil is treated as deeper darkness. At 14th level, the veil increases to 60 feet and grants any creature within it cover (even against senses normally able to penetrate total darkness, such as the see in darkness ability). An umbral scion can use this ability a number of times per day equal to 3 + her Charisma modifier.

This ability replaces the shadowstrike bloodline power.

 Potent Shadows(超常)/Potent Shadows:At 7th level, when an umbral scion casts a spell of the shadow subschool or a spell with the darkness or shadowUM descriptor within an area of dim light or darkness, she treats her caster level as 1 higher. Only the sorcerer herself needs to be in dim light or darkness. This bonus increases by 1 every 4 sorcerer levels beyond 7th she has to a maximum of +4 at 19th level.

 This ability replaces the 7th-level bloodline feat.

 Crippling Darkness(超常)/Crippling Darkness:At 13th level, when an umbral scion targets a creature within an area of dim light or darkness with a spell of the shadow subschool or a spell with the darkness or shadowUM descriptor, the DC for the spell increases by 1. This bonus increases by 1 at 18th level.

 This ability replaces the 13th-level bloodline feat.

最終更新:2021年09月13日 22:14