作者 主题: 【StarFinder CRB】基础职业:科技法师(Technomancer)  (阅读 32656 次)

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Re: 【StarFinder CRB】基础职业:科技法师(Technomancer)
« 回帖 #10 于: 2017-08-20, 周日 23:20:39 »
对了秘术师还有职业能力里的伪·流星爆:陨石雨 Meteor Shower(Su)
12d10的伤害和原版流星雨相差无几了
只是time stop死透了,果然“多动必须死”吗

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Re: 【StarFinder CRB】基础职业:科技法师(Technomancer)
« 回帖 #11 于: 2017-08-20, 周日 23:43:10 »
法术的伤害也不再随CL成长了,魔法飞弹不管几级最猛就是完全动作放一次3颗1d4+1,这算是在缩短施法者跟非施法者之间的差距吗?但是随着环数提高伤害骰也膨胀的挺惊悚的,投掷: 18d8 = (2,2,6,1,3,2,7,6,7,1,8,4,2,5,3,7,4,1) = 71投掷: 14d20 = (11,1,2,7,3,12,8,6,17,17,14,2,9,5) = 114什么的

召唤怪物/自然盟友X系列已亡佚,取而代之的是变化系的Junkbot系列,再也不用放完一个法术查书五分钟了(撒花),啊我忘了异界誓缚...
Nat One to screw them all, Nat One to botch plans.
Nat One to TPK. It's time to roll new sheets then.
On the Virtual Table where the GM lies.

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Re: 【StarFinder CRB】基础职业:科技法师(Technomancer)
« 回帖 #12 于: 2017-08-22, 周二 12:00:55 »
14d20是哪个……
其实147均伤也不算啥,战士一刀100,一半命中率就有这么多了

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Re: 【StarFinder CRB】基础职业:科技法师(Technomancer)
« 回帖 #13 于: 2017-08-22, 周二 13:20:09 »
宇宙世纪版的解离术(Disintegrate)。

售价90万起带触及的14d10半钝半火杀人锤真要命...话说要是那是那个Mach III指的是三倍音速的话这锤子在有空气的地方怎么用啊?
Nat One to screw them all, Nat One to botch plans.
Nat One to TPK. It's time to roll new sheets then.
On the Virtual Table where the GM lies.

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Re: 【StarFinder CRB】基础职业:科技法师(Technomancer)
« 回帖 #14 于: 2019-07-13, 周六 18:35:16 »
引用
填坑用意 :em003
魔法操控术Magic Hack
你在2级时习得第一个魔法操控术,其后每3个等级习得一个额外的操控术。魔法操控术要求你属于特定等级才能选取并据此进行了分类。参阅119页获取更多关于魔法操控术职业特性的信息。

2级
你必须达到2级或更高的等级才能选择这些魔法操控术。

反制科技 Countertech (Su)
 当你即将因为来自中距以内特别指定你为目标的科技武器或科技来源的攻击而受伤时,你能以一个反应动作花费一个尚未使用的法术位来瓦解这次攻击。使用一环到五环的法术位,你能够反击的科技武器的物品等级等于或低于你花费的法术环位*3,最高为你的施法者等级。六环法术位能够反击任何等级等于或低于你施法者等级的武器。举例而言,2级时,你能够花费一环法术位去反击来自1级或2级武器的攻击。要成功进行反击,你必须进行一次DC等于11+武器等级的反击科技检定(1d20+你的施法者等级)。如果这次检定成功,那么这次攻击只造成一半的伤害。如果这次检定失败,那么攻击如常造成伤害。这个魔法操控术只能影响那些直接以你为目标的攻击;你不能使用反击科技去对抗范围攻击和以他人为目标的攻击。

赋能武器 Empowered Weapon (Su)
 以一个移动动作,你能够花费一个未使用的法术位来重置并且增幅你所持用的一把武器。直到你下一回合开始,你使用这把赋能武器做出的攻击在攻击骰上获得等同于你所消耗法术位的法术环级的加值。此外,你使用这把武器做出的攻击额外造成消耗的法术位的每个法术环级1d6点伤害。这个伤害和你武器造成的正常伤害类型相同。

充能法术 Energize Spell (Ex)
 每天一次以一个移动动作,你能够使用一枚蓄电池或一把武器的能量电池来为你的施法充能,这能令你不消耗法术位来施展一个你的已知法术。这个法术的每个法术环级都会从电池或能量电池中消耗20发充能,并且要求你必须接触这枚蓄电池、能量电池或这把武器。你必须在你的下一回合开始前施展这个法术,否则这些充能会被全部浪费而毫无效果。

创造科技 Fabricate Tech (Sp)
 以一个完整动作,你能够花费一个未使用的法术位来临时制造出一件不含魔法的科技装置。你能够创造任何一件等级等于或低于被消耗的法术环位*3,至多为你的施法者等级的科技物品。这件物品出现在你的手中或一个你邻接的方格中。你能够将融合法术(Fuse Spells)运用到这个魔法操控术中。这件物品的尺寸不能超过10坨或中型,并且拥有普通的品质。这个魔法操控术视作与消耗的法术环位相同环级的法术。举例而言,4级时,你能够花费一环法术位去创造一件等级为3的物品,或者你可以花费二环法术位去创造一件等级至多为4的物品。这件物品存在的时间为你的每个科技法师等级一分钟。在这段时间结束后,这件物品便会消失。你不能用这个操控术创造护甲,武器,魔法物品,或是任何有充能或使用次数限制的物品(例如蓄电池,药物或燃料)。

致命法术 Harmful Spells (Ex)
 当你施展一个即时生效的造成伤害的法术时,你能够将法术的伤害增加你科技法师等级的一半。增加的伤害适用于范围法术影响的每一个生物,但对于运用多重射线或其他攻击(例如魔法飞弹)影响多个目标的法术,增加的伤害只适用于其中一根射线或一颗飞弹。增加的伤害不适用于法术造成的持续伤害(例如流血或点燃)。这个魔法操纵术不会增强属性伤害或其他法术效果,只会增加对SP或HP造成的伤害。

快速扫描 Quick Scan (Su)
 以一个标准动作,你能够得到储存在光驱或是其他数字存储器中的信息的大致含义。你必须用手凭空靠近数据源,但不必与其接触或建立连接。你所能够得到的信息是十分宽泛的,例如“金融记录”,“军事记录”或“法术”。要得到详细的信息,你必须更为直接地与数据建立联结。如果你尝试快速扫描一个以数字媒介储存记忆的生物——例如取得一个机器人存储记忆的内容——目标可以进行一次意志豁免来抵抗这次扫描,并在24小时内阻止你再次对其进行这种尝试。

情绪化机器 Robot Influence (Ex)
 你能够使用你那些影响心灵的法术来影响构装体,机器人以及其他具有科技亚种的生物,哪怕他们没有心智或通常免疫这类效果。不过,他们会在对抗你施展的影响心灵的法术的意志豁免上获得+2加值。

甄选目标 Selective Targeting (Ex)
 当你施展一个即时生效且具有范围效果的法术时,你能够调整法术的形态使得你的一位盟友不受其影响。选择法术范围内的一个5尺方格不受到这个法术的影响。5级时,你能够花费1点决心运用这个能力使得任意数量的方格不受影响。

法术对策 Spell Countermeasures (Ex)
 你在对抗法术和其他魔法效果的豁免检定上获得+2加值。

5级
你必须达到5级或更高的等级才能选择这些魔法操控术。

震荡充能 Charging Jolt (Su)
 以一个移动动作,你能够花费一个未使用的法术位来给一件武器的能量电池再充能。这要求你接触这件武器或它的能量电池。能量电池会因此恢复每法术环级10点充能,至多恢复至它的容量上限。你也能够运用这个能力去启动一件电子装置或令其短路,这允许你尝试一次工程检定进行解除装置,该次检定上获得等同于被消耗的法术环位两倍的加值。

除错法术 Debug Spell (Ex)
 任何一段代码都有可能出现错误,但你能够将咒文代码中的错误转化为优势。在你为造成HP伤害的即时生效法术投掷伤害时,你能够花费1点决心去重骰一个结果为1的骰子(参阅243页)。11级时,你能够重骰两个结果为1的骰子,而17级时,你能够重骰三个结果为1的骰子。举例而言,如果你有17级并尝试施展解离术(disintegrate),在投骰并确认你有骰出了几个1之后,你能够花费1点决心重骰三个骰出1的骰子。

增距法术 Distant Spell (Ex)
 当你施展一个射程为近距、中距或远距的法术时,你能够花费1点决心将它的射程翻倍。射程并非距离,以及射程不是近距、中距或远距的法术,无法从这个魔法操控术中获益。如果这个法术将影响一片区域,那么翻倍它的射程并不会改变它影响的区域大小。

延时法术 Extended Spell (Ex)
 当你施展一个法术时,你能够花费1点决心将它的持续时间翻倍。那些持续时间为专注、立即、1轮或更短以及永久的法术不受影响,这个能力也不能将法术的持续时间增加至超过24小时。

创造武装 Fabricate Arms (Su)
 以一个完整动作,你能够花费一个未使用的法术位来临时创造出一件不含魔法的科技武器或一套不含魔法的护甲。你能够创造一件等级等于或低于被消耗的法术位三倍,至多为你施法者等级的武器或护甲。这件物品出现在你的手中,装备在你身上,或是出现在一个邻接的方格中。你能够将融合法术(Fuse Spells)运用到这个魔法操控术中。被创造出的武器不能比双手武器更大,物品的尺寸也不能超过10坨。物品的品质在同类物品中属于普通。这个魔法操控术视作与消耗的法术环位相同环级的法术。举例而言,10级时,你能够花费三环法术位去创造一件等级为9或更低的武器,或者花费四环法术位去创造一套等级为10或更低的护甲。被创造的护甲和武器存在的时间为每个科技法师等级一轮。在持续时间结束后,这些物品会消失。你擅长(但并不专精)任何你用这个能力创造出的武器。你不能运用这个魔法操控术创造魔法物品,用特殊材料制作的武器,或是那些可能因使用而耗尽的武器(例如箭矢、手榴弹或导弹)。

否决魔法 Magic Negation (Sp)
 以一个标准动作,你能够花费1点决心暂时压制魔法,如同使用了解除魔法(dispel magic)。选择你周围30尺内任何一个正在生效的法术或魔法物品。这个法术或魔法物品的魔法效果在1d4轮内被压制,之后便会恢复。如果这个法术的环级超过你能施展的环级,或者这件物品的施法者等级比你更高,你便无法压制它。如果你的目标是一个正在影响生物的法术,这个生物能够尝试一次意志豁免来阻止你压制这个法术。

法术手雷 Spell Grenade (Sp)
 你能够花费1点决心将一个射程为接触的法术储存进一个手榴弹中,这允许你将这个法术作用在手雷爆炸半径中的一个目标身上。运用咒法手雷市占一个法术将使用这个法术正常的施法时间,而将咒法手雷投掷出去则是一个标准动作。你必须在你的下一个回合结束之前将手榴弹投掷出去,否则法术会被浪费。你在这次攻击中视作擅长这枚手榴弹。选择一个身处手榴弹爆炸半径中的单一目标;这个目标受到该法术的影响,如同你已经成功地接触它一般。如果你因投掷的手榴弹失手而没能命中目标落点,那么你必须选择手榴弹新的爆炸半径中的一个目标。如果在手榴弹爆炸半径中没有合适的目标,那么这个法术会被浪费。射程不为接触的法术不能从这个魔法操控术中获益。

8级
你必须达到8级或更高的等级才能选择这些魔法操控术。

预言师窃听器 Diviner’s Tap (Su)
 你能够骇入一台电脑并将魔法监控设置于其中。这会花费你10分钟并要求一次成功的电脑检定对抗装置的骇入DC。如果你失败了,你不能对同一台装置再次尝试。如果你成功了,你的窃听器持续等同于你施法者等级的天数。你能够为窃听器编程,让它给予你用户在这台电脑上进行的活动的大致信息,或是让它用户接触或转发特定主题的数据时收到精神警报(从而了解已被发现的信息的主题)。举例而言,一名用户可能进行了一次谈论你经历的视频通话。如果你选择接收大致信息,那么你可能会知道在这台电脑上发生了一次视频通话但并不知道通话的主题。如果你选择让监视器在数据主题是关于你时收到警报,那么你会得到这次谈话的要旨(但并不是完整的记录)。设置一个新的预言师窃听器会结束前一个正在生效的窃听器的持续时间。

闪现传送 Flash Teleport (Sp)
 以一个移动动作,你能够花费1点决心传送至多30尺。你必须选择一个处于你视线范围内的目的地。这次移动不会触发借机攻击。

精神标记 Mental Mark (Su)
 当一名敌人在对抗你的科技法师法术的意志豁免上失败时,它会于一轮内在豁免骰和AC上承受-2的减值。当一名敌人在对抗你的科技法师法术的意志豁免上成功时,它会于一轮内在对抗你的法术的豁免骰上承受-1的减值。一名生物同时只能从精神标记中承受一个减值。

法术炮击 Spellshot (Sp)
 你能够通过一把远程武器施展一个施法时间不超过一个标准动作的区域法术,这会允许你使用武器的射程来代替法术的射程。你的攻击必须瞄准一个单独的生物,法术的区域将以这名生物为中心,而锥形或线形的效果则是从这名生物所在的位置源起(并朝向由你选择的方向),即使这个法术原本是以点为中心或从点源起的也是如此。作为施法所用的标准动作的一部分,你可以用这把武器开火。你必须在法术完成的那一轮进行开火,否则法术会被浪费。如果这次攻击失手,那法术也会被浪费。拥有弥漫效果的法术不能从这个魔法操控术中获益。

科技对策 Tech Countermeasures (Su)
 以一个移动动作,你可以花费1点决心让敌人在一轮内更难使用科技武器瞄准你。直到你的下一回合开始,以一个反应动作,你能够迫使用科技武器攻击你的敌人骰两次攻击骰并取较低的结果;如果这把武器允许用一次反射豁免检定代替攻击骰,你可以转而在对抗这次攻击时获得反射闪避的好处(如同特工的职业特性;参阅93页)。这个魔法操控术对那些瞄准你的法术或本质上并非科技的武器和攻击没有效果。

延展法术 Widened Spell (Ex)
 当你施展一个爆发、弥漫或扩散法术时,你能够花费2点决心令法术半径加倍。举例而言,一个30尺爆发的法术将变为60尺爆发。没有上述三种区域类型之一的法术不受这个魔法操控术影响。

11级
你必须达到11级或更高的等级才能选择这些魔法操控术。

反科技哨卫 Countertech Sentinel (Su)
 你能够花费1点决心将你的反制科技魔法操控术用于反制针对你15尺范围内的一名盟友的攻击。你不能使用反科技哨卫对抗目标为一个区域的攻击。你必须先获得反制科技魔法操控术才能选择这个魔法操控术。

永恒法术 Eternal Spell  (Ex)
 从寻星者核心规则书的科技法师法术列表中选择一个你已知的一环法术。你能够随意施展它,就好像它是一个零环法术一样。它仍然算作一个你已知的一环法术,而不是你已知的零环法术。你能够在GM的认可下选择一个来自于其他资源而不是核心规则书的一环法术。

思维重启 Reboot Mind (Su)
 你能够将某人从魔法精神支配和异常状态中解放出来。以一个标准动作,你能够花费1点决心并接触一名自愿的生物。这会重启目标的大脑,结束所有正在影响它的影响心灵的效果,以及那些能够被高等移除异常(greater remove condition)所移除的异常状态,但目标直到它下一回合结束为止都会陷入昏迷。一旦你重启了一个思维,24小时内你不能再次使用这个能力。你能够尝试重启那些因为影响心灵的效果而变得不自愿的盟友的思维。在这种情况下,这名盟友能够尝试针对那个效果进行一次新的豁免检定,对抗相同的DC。如果她成功了,这名盟友将允许她的思维进行重启,但如果他失败了,你所花费的决心和动作都会被浪费。你能够使用这个能力重启你自己的思维。如果你没法进行动作,你能够不花费动作来重启你的思维,但这必须是你的回合开始时你所做的第一件事,之后你会陷入昏迷直到你的下回合结束为止。

寻踪射击 Seeking Shot (Su)
 以一个标准动作,你能够花费1决心运用一把远程武器对你射程内的一名已知目标进行一次单独的射击。这次射击会追踪那名目标,甚至会绕过拐角。只有无法绕开的障碍或是武器射程的限制才能阻止这次射击抵达目标。这个能力会忽略掩蔽和隐蔽的调整,但除此之外仍需正常投掷攻击骰。

14级
你必须达到14级或更高的等级才能选择这些魔法操控术。

相位射击 Phase Shot (Su)
 以一个标准动作,你能够花费1决心运用一把远程武器对你射程内的一名已知目标进行一次单独的射击。这次射击会直接追上目标,穿过任何挡在路径上的非魔法障碍,忽略它们的硬度和生命值(任何魔法障碍,例如力墙,仍会阻止这次射击)。这个能力会忽略掩蔽和隐蔽的调整,但除此之外仍需正常投掷攻击骰。

增速法术 Quickened Spell (Ex)
 你能够以移动动作施展一个法术。你能够花费2点决心施展一个增速零环法术,或花费4点决心施展一个增速一环法术。你能够增速的只有那些施法时间为一轮或更短的法术。16级时,你能够花费6点决心施展一个增速二环法术。

枪林弹雨 Rain of Fire (Su)
 每天一次以一个完整动作,你能够花费2点决心运用一把远程武器朝射程内的多个目标射击;目标的数量至多等于你科技法师等级的一半或是你这把武器的弹药数量,取其低者。每次攻击均使用你最高的攻击加值,每个敌人只能成为单发子弹的目标。

法术书库 Spell Library (Ex)
 你能施展的每个法术环级都获得一个额外的已知法术。你必须在你获得这个魔法操控术的同时选择这些新法术。如果你在选择这个操控术之后得到了使用更高环级法术的能力,你可以在那个法术环级上获得一个额外的已知法术。


原文:
剧透 -   :
MAGIC HACKS
You learn your first magic hack at 2nd level and an additional hack every 3 levels thereafter. Magic hacks require you to be a certain level and are organized accordingly. See page 119 for more information on the magic hack class feature.

2nd Level
You must be 2nd level or higher to choose these magic hacks.

Countertech (Su) D As a reaction when you take damage from an attack by a technological weapon or source within medium range that specifically targets you, you can expend an unused spell slot to disrupt the attack. With a spell slot of 1st to 5th level, you can counter an attack from a technological weapon whose item level is equal to or less than the level of the expended spell slot × 3, to a maximum of your caster level. 6th-level spell slots can counter any weapon with a level equal to or less than your caster level. For example, at 2nd level, you could expend a 1st-level spell slot to counter an attack from a 1st- or 2nd-level weapon. To successfully counter the attack, you must roll a countertech check (1d20 + your caster level) with a DC equal to 11 + the weapon’s level. If the countertech check succeeds, the attack deals half damage. If the countertech check fails, the attack deals normal damage. This magic hack only affects attacks that target you directly; you cannot use countertech against attacks that target an area or that target another person.

Empowered Weapon (Su) D As a move action, you can expend an unused spell slot to reconfigure and enhance a weapon you’re wielding. Until the start of your next turn, your attacks with the enhanced weapon gain a bonus to attack rolls equal to the level of the spell slot you expended. In addition, your attacks with that weapon deal 1d6 additional damage per level of the expended spell slot. This damage is of the same type the weapon normally deals.

Energize Spell (Ex) D Once per day as a move action, you can use a battery or a weapon’s power cell to power your spellcasting, enabling you to cast one spell you know without using a spell slot. This expends 20 charges per spell level from the battery or power cell and requires you to touch the battery, power cell, or weapon. You must cast the spell before the start of your next turn, or the charges are wasted with no effect.

Fabricate Tech (Sp) D As a full action, you can expend an unused spell slot to temporarily construct a piece of technological gear from raw magic. You can create any single technological item with a level equal to or less than the level of the expended spell slot × 3, to a maximum of your caster level. The item appears in your hands or in an adjacent square. You can use fuse spells with this magic hack. The size of the item cannot exceed 10 bulk or Medium size, and the quality of the item is average. Treat this as a spell of the same level as the expended spell slot. For example, at 4th level, you could expend a 1st-level spell slot to fabricate an item of up to 3rd level, or you could expend a 2nd-level spell slot to fabricate an item of up to 4th level. The item persists for a number of minutes equal to your technomancer level. At the end of this duration, the item disappears. You can’t create armor, weapons, magic items, or items with limited uses or charges (such as batteries, drugs, or fuel) with this hack.

Harmful Spells (Ex) D When you cast an instantaneous spell that deals damage, you can increase the spell’s damage by half your technomancer level. This increased damage applies to all creatures damaged by an area spell, but for spells that target multiple creatures with multiple rays or other attacks (such as magic missile), the increased damage applies only to a single ray or missile. This increased damage doesn’t apply to ongoing damage from the spell (such as bleed or burn). This magic hack doesn’t increase ability damage or other spell effects, only damage to Stamina Points or Hit Points.

Quick Scan (Su) D As a standard action, you can get a general sense of what information is stored on drives or other digital storage media. You must pass your hand in the air near the data source, but don’t have to touch it or connect to it. The information you get is very general, such as “financial records,” “military records,” or “spells.” Getting detailed information requires interfacing with the data more directly. If you attempt a quick scan on a creature that stores its memories in a digital medium—to get a sense of the memories stored in a robot, for example—the target can attempt a Will save to negate the scan and prevent you from trying against it again for 24 hours.

Robot Influence (Ex) D You can affect constructs, robots, and other creatures that have the technological subtype with your mind-affecting spells, even if they’re mindless or normally immune to such effects. However, they receive a +2 bonus to their Will saves against your mind-affecting spells.

Selective Targeting (Ex) D When you cast an instantaneous spell with an area effect, you can shape the spell so it doesn’t affect one of your allies. Choose one 5-foot square within the spell’s area to be unaffected by the spell. At 5th level, you can spend 1 Resolve Point to exclude any number of squares with this ability.

Spell Countermeasures (Ex) D You gain a +2 bonus to saving throws against spells and other magical effects.

Technomantic Proficiency (Ex) D As a standard action, you can spend 1 Resolve Point to temporarily learn how to use a weapon in combat. Choose a single weapon; you gain proficiency with it (and any identical weapon) for a number of minutes equal to your class level. Each round you use the weapon reduces this magic hack’s duration by 1 minute. For example, at 4th level, you could gain proficiency with corona laser rifles for 4 minutes. If you fire such a weapon for 2 rounds, you remain proficient with it for 2 more minutes.

5th Level
You must be 5th level or higher to choose these magic hacks.

Charging Jolt (Su) D As a move action, you can expend an unused spell slot to refill charges in a weapon’s power cell. This requires you to touch the weapon or its power cell. The power cell regains 10 charges per spell level, up to its capacity. You can also use this ability to jump-start or short out an electronic device, allowing you to attempt an Engineering check to disable a device with a bonus equal to double the level of the spell you expended.

Debug Spell (Ex) D Any piece of code has bugs, but you can turn the bugs in your spellcode into features. After rolling damage for an instantaneous spell that deals Hit Point damage, you can spend 1 Resolve Point to reroll one die with a result of 1 (see page 243). At 11th level, you can reroll up to two dice with a result of 1, and at 17th level, you can reroll up to three dice with a result of 1. For example, if you were 17th level and cast disintegrate, you could spend 1 Resolve Point to reroll up to three dice that rolled 1s, after rolling and seeing how many 1s you rolled.

Distant Spell (Ex) D When you cast a spell with a range of close, medium, or long, you can spend 1 Resolve Point to double its range. Spells whose ranges are not defined by distance, as well as spells whose ranges are not close, medium, or long, do not benefit from this magic hack. If the spell affects an area, doubling its range doesn’t alter the size of its area.

Extended Spell (Ex) D When you cast a spell, you can spend 1 Resolve Point to double its duration. This has no effect on spells with a duration of concentration, instantaneous, 1 round or less, or permanent, nor can it increase a spell’s duration to more than 24 hours.

Fabricate Arms (Su) D As a full action, you can expend an unused spell slot to temporarily construct a technological weapon or suit of armor out of raw magic. You can create one suit of armor or weapon with a level equal to or less than the level of the expended spell slot × 3, to a maximum of your caster level. The item appears in your hands, on your person, or in an adjacent square. You can use fuse spells with this magic hack. A weapon can’t be larger than two-handed, and the size of the item can’t exceed 10 bulk. The quality of the item is average for its type. Treat this as a spell of the same level as the expended spell slot. For example, at 10th level, you could expend a 3rd-level spell slot to fabricate a weapon of 9th level or lower, or expend a 4thlevel spell slot to fabricate a suit of armor of 10th level or lower. The armor or weapon persists for a number of rounds equal to your technomancer level. At the end of this duration, the item disappears. You are proficient with (but not specialized in) any weapons you create with this ability. You can’t create magic items, weapons made from a special material, or weapons that are expended with use (such as arrows, grenades, or missiles) with this magic hack.

Magic Negation (Sp) D As a standard action, you can spend 1 RP to temporarily suppress magic, as if using dispel magic. Choose either an ongoing spell or a magic item within 30 feet of you. The magical effects of the spell or magic item are suppressed for 1d4 rounds, and then they return. If the spell’s level is higher than you can cast or the item’s caster level is greater than yours, you can’t suppress it. If you target a spell affecting a creature, the creature can attempt a Will save to stop you from suppressing the spell.

Spell Grenade (Sp) D You can spend 1 Resolve Point to store a spell with a range of touch in a grenade, allowing you to affect a target within the grenade’s blast radius with the spell. Casting a spell with spell grenade uses the spell’s standard casting time, and throwing the spell grenade is a standard action. You must throw the grenade before the end of your next turn, or the spell is wasted. You are considered proficient with the grenade for this attack. Choose a single target within the grenade’s blast radius; that target is affected by the spell as if you had successfully touched it. The grenade goes off as normal, with all of its usual effects within its blast radius. If you miss the targeted intersection with the grenade, you must choose a target within the grenade’s new blast radius. If there are no suitable targets within the grenade’s blast radius, the spell is wasted. Spells whose ranges are not touch don't benefit from this magic hack.

8th Level
You must be 8th level or higher to choose these magic hacks.

Diviner’s Tap (Su) D You can hack a computer to set up magical surveillance. This takes 10 minutes and requires a successful Computers check against the device’s DC. If you fail, you can’t try again on the same device. On a success, your tap lasts for a number of days equal to your caster level. You can program your tap either to give you general information about user activity on the device or to receive a mental alarm when a user accesses or transmits data about a specific topic (getting an idea of the information found). For instance, a user might hold a video call to talk about your exploits. If you chose to receive general information, you might know that a video call took place but not the call’s topic. If you chose to have the tap receive an alarm when the topic is you, you’d get the gist of the conversation (but not a complete transcript). Setting up a new diviner’s tap ends the duration of any previous one still in effect.

Flash Teleport (Sp) D As a move action, you can spend 1 Resolve Point to teleport up to 30 feet. You must have line of sight to your destination. This movement doesn’t provoke attacks of opportunity.

Mental Mark (Su) D When an enemy fails a Will save against one of your technomancer spells, it takes a –2 penalty to saving throws and AC for 1 round. When an enemy succeeds at a Will save against one of your technomancer spells, it takes a –1 penalty to saving throws against your spells for 1 round. A creature can take only one penalty from a mental mark at a time.

Spellshot (Sp) D You can cast an area spell with a casting time of 1 standard action or less through a ranged weapon, allowing you to use the weapon’s range rather than the spell’s range. You must target a single creature with your attack, and the spell’s area is centered on that creature, or originates at the creature’s location for a cone or line effect (oriented in whichever direction you choose), even if the spell would normally be centered on or originate from a point. You can fire the weapon as part of the standard action to cast the spell. You must fire the weapon during the round that the casting is completed, or the spell is wasted. If the attack misses, the spell is wasted. Spells with an emanation effect that would be centered on you don’t benefit from this magic hack.

Tech Countermeasures (Su) D As a move action, you can spend 1 Resolve Point to make it more difficult for enemies to target you with technological weapons for 1 round. Until the start of your next turn, as a reaction just before an enemy attacks you with a technological weapon, you can force that enemy to roll the attack twice and take the lower result; if the weapon allows a Reflex save instead of requiring an attack roll, you instead gain the benefit of evasion (as the operative’s class feature; see page 93) against the attack. This magic hack has no effect on spells that target you or on weapons or attacks that are not technological in nature.

Widened Spell (Ex) D When you cast a spell with a burst, emanation, or spread, you can spend 2 Resolve Points to double its radius. For instance, a spell with a 30-foot burst would have a 60-foot burst instead. Spells that don’t have an area of one of these three types are not affected by this magic hack.

11th Level
You must be 11th level or higher to choose these magic hacks.

Countertech Sentinel (Su) D You can spend 1 Resolve Point to use your countertech magic hack to counter a direct attack against an ally within 15 feet. You can't use countertech sentinel against attacks that target an area. You must have the countertech magic hack to choose this magic hack.

Eternal Spell (Ex) D Choose one 1st-level spell you know from the list of technomancer spells in the Starfinder Core Rulebook. You can cast it at will, as though it were a 0-level spell. It still counts as one of your 1st-level spells known, not one of your 0-level spells known. You can choose a 1st-level spell from a source other than the Core Rulebook with the GM’s permission.

Reboot Mind (Su) D You can free someone from magical mental control or conditions. As a standard action, you can spend 1 Resolve Point and touch a willing creature. This restarts the subject’s brain, ending all mind-affecting effects affecting it, as well as all conditions that could be removed by greater remove condition that were imparted on the creature by mindaffecting effects, but the subject becomes stunned until the end of its next turn. Once you reboot a mind, you can’t use this ability again for 24 hours. You can attempt to reboot the mind of an ally who is unwilling due to the influence of a mind-affecting effect. In this case, the ally can attempt a new saving throw against the effect at the same DC. If she succeeds, the ally can allow her mind to be rebooted, but if she fails, you waste the expended Resolve Point and action. You can use this ability to reboot your own mind. If you’re unable to take actions, you can reboot your mind without spending actions, but it must be the first thing you do on your turn, and you are stunned until the end of your next turn.

Seeking Shot (Su) D As a standard action, you can spend 1 Resolve Point to fire a single shot from a ranged weapon at a target known to you within range. The shot travels to the target, even around corners. Only an unavoidable obstacle or the limit of the weapon’s range prevents the shot from reaching the target. This ability negates cover and concealment modifiers, but otherwise the attack is rolled normally.

14th Level
You must be 14th level or higher to choose these magic hacks.

Phase Shot (Su) D As a standard action, you can spend 1 Resolve Point to fire a single shot from a ranged weapon at a target known to you within range. The shot travels straight to the target, passing through any nonmagical barrier in its way, ignoring hardness and Hit Points (any magical barrier, such as a wall of force, stops the shot). This ability negates cover and concealment modifiers, but otherwise the attack is rolled normally.

Quickened Spell (Ex) D You can cast a spell as a move action. You can spend 2 Resolve Points to cast a quickened 0-level spell or 4 Resolve Points to cast a quickened 1st-level spell. You can quicken only spells with a casting time of 1 full action or shorter. At 16th level, you can spend 6 Resolve Points to cast a quickened 2nd-level spell.

Rain of Fire (Su) D Once per day as a full action, you can spend 2 Resolve Points to shoot a ranged weapon at multiple targets within range; the maximum number of targets is equal to half your technomancer level or the number of shots in your weapon, whichever is lower. Each attack uses your highest attack bonus, and each enemy can be targeted only by a single shot.

Spell Library (Ex) D You gain one extra spell known for each level of spell you can cast. You must choose the new spells when you gain this magic hack. If you gain access to a higher level of spell after choosing this hack, you gain one extra spell known for that spell level. 
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Re: 【StarFinder CRB】基础职业:科技法师(Technomancer)
« 回帖 #15 于: 2019-07-13, 周六 18:35:36 »
科技法师范型:战斗法师 BATTLEMAGE
主题:佣兵(Mercennary)
引用

  你的魔法即是战争的工具,你将其融合至先进的科技武器之中。

关键属性:智力是你最重要的属性,它能强化你的法术与能力,而体质能保证你的生存,力量则让你更容易携带重型武器。

魔法操控术:赋能武器(2级),创造武装(5级),法术炮击(8级),寻踪射击(11级),相位射击(14级)

专长:重甲擅长,重型武器擅长,步枪擅长,武器专精(重型武器)

技能:电脑,工程,神秘学,物理学,驾驶


科技法师范型:企业科技法师 CORPORATE TECHMAGE
主题:标志人物(Icon)
引用

  你为一个重要企业工作,在它们需要你办事时便会召唤你。

关键属性:智力是你最重要的属性,它能强化你的法术与能力,而敏捷能让你躲开子弹。

魔法操控术:创造科技(2级),增距法术(5级),预言师监视器(8级),寻踪射击(11级),法术书库(14级)

专长:战斗施法,法术穿透,高等法术穿透,技能协同(文化和察言观色)

技能:电脑,文化,工程,神秘学,察言观色



科技法师范型:科研学者 RESEARCH SCIENTIST
主题:学者(Scholar)
引用

  你运用魔法研究宇宙中的一切陌生事物,并且需要为任何可能的危险做好准备。

关键属性:智力是你最重要的属性,它能强化你的法术、能力以及技能,而体质能让你生存下来。

魔法操控术:反制科技(2级),否决魔法(5级),科技对策(8级),反科技哨兵(11级),枪林弹雨(14级)

专长:精通钢铁意志,钢铁意志,技能协同(电脑和工程,生命科学与物理学)

技能:电脑,工程,生命科学,神秘学,物理学



科技法师范型:奇术师 THAUMATURGE
主题:学者(Scholar)
引用

  你毕生致力于研究魔法的一切形态,但你也不吝于使用科技。

关键属性:智力是你最重要的属性,它能强化你的法术和能力,而敏捷能让你更容易运用那些要求远程攻击的法术命中敌人。

魔法操控术:致命法术(2级),除错法术(5级),精神标记(8级),永恒法术(11级),增速法术(14级)

专长:灵活施法,高等法术穿透,穿透法术,法术专攻,法术穿透

技能:电脑,工程,生命科学,神秘学,物理学

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Re: 【StarFinder CRB】基础职业:科技法师(Technomancer)
« 回帖 #16 于: 2019-07-14, 周日 11:41:53 »
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