作者 主题: 【#144】进阶职业:凡世渡魂人(Mortal Usher)  (阅读 30467 次)

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【#144】进阶职业:凡世渡魂人(Mortal Usher)
« 于: 2019-12-22, 周日 20:04:08 »
凡世渡魂人(Mortal Usher)
有时,某个麻烦的巫妖奴役了千万魂灵并从中汲取力量,又或者某个古魔(qlippoth)通过某个深渊要塞窃取灵魂,让招魂者们(psychopomps)感到头大。这些灵魂之河的守卫们偶尔会考虑给凡间的特务弄个编制,赋予其招魂者们的力量与智慧,以代为前往这些自身无法涉足之处履行职责。



进阶条件(Requirements)
要进阶成为凡世渡魂人,角色必须满足以下所有条件。
阵营:任意中立
技能:知识(位面)6级,知识(宗教)6级
特殊:凡世渡魂人必须与一位招魂者有着良好关系,亦或完成一项捍卫轮回秩序的功绩。不死生物无法成为尘世渡魂人,而成为不死生物的尘世渡魂人会立刻丧失所有职业特性的好处(除凡世艺业外)。



本职技能(Class Skills)
凡世渡魂人的本职技能为:唬骗(魅力)、交涉(魅力)、威吓(魅力)、知识(位面)(智力)、知识(宗教)(智力)、察觉(感知)、察言观色(感知)和使用魔法装置(魅力)
每级技能点数:4 + 智力调整值
生命骰(Hit Die):d8

职业能力(Class Features)



等级      BAB      强韧      反射      意志      特殊
1级+0+1+0+1灵魂收割 + 1d6,要害打击
2级+1+1+1+1凡世艺业
3级+2+2+1+2灵魂收割 + 2d6,疫鸟面具
4级+3+2+1+2凡世艺业
5级+3+3+2+3灵魂收割 + 3d6,卡崔娜之抚
6级+4+3+2+3凡世艺业
7级+5+4+2+4灵魂收割 + 4d6,莫瑞甘娜之拥
8级+6+4+3+4凡世艺业
9级+6+5+3+5灵魂收割 + 5d6,万斯之翼
10级+7+5+3+5凡世艺业,阎罗羽袍



以下为凡世渡魂人的职业能力。

武器与护甲擅长(Weapon and Armor Proficiency):凡世摆渡人获得长鞭与巨镰的武器擅长。

灵魂收割(Reaping Strike,Su):1级时,每当凡世渡魂人造成伤害,且是通过攻击动作(attack action)、施展范围为目标且指向单个生物的法术(casting a spell targets only a single creature)或使用标准动作投掷炼金物品(包括炼金炸弹)时,他可以对目标造成额外的1d6伤害,再加上1级后每2个等级1d6。如果目标为不死生物则该伤害类型为正能量,如果目标为活物则该伤害类型为负能量,非生非死的目标(如构装体)则不受该能力影响。

要害打击(Vital Strike):1级时,凡世渡魂人获得要害打击专长,6级时获得精通要害打击专长,即使其未达通常所需的前置要求。如果凡世渡魂人在应通过该能力获得专长时已经拥有对应 专长,则他能立刻将相应专长换为获取时满足条件的另外专长。在满足任何以要害打击作为前置专长的专长前置要求时,将凡世渡魂人等级作为基础攻击加值,如常加上来自其他职业的基础攻击加值。

凡世艺业(Mortal Talents):2级时,凡世渡魂人必须选择一个获得进阶之前所拥有的职业。在2级及此后每2级,凡世渡魂人获得所选职业额外一个等级的职业特性(比如一个5级法师/4级凡世渡魂人可以获得7级法师应有的奥术联结、施法者等级和每日法术)。他仍然保留该进阶的生命骰、基础攻击加值、豁免奖励与技能点,但在相应等级获得所选职业的其他职业特性。

疫鸟面具(Nosoi Plague Mask,Su):3级时,凡世渡魂人可以以自由动作召唤或解消一个疫鸟面具。这个瘟疫医生面具是凡世渡魂人灵魂的具现,无法被毁坏或窃取,但其魔法效果会被反魔场或类似效果压制。只要疫鸟面具被召唤出来,凡世渡魂人就得到以标准动作对自己使用隐形术的能力,施法者等级为5+职业等级。

此外,凡世渡魂人可以以一个标准动作激活疫鸟面具,使60尺内的所有活物与不死生物尝试一个意志检定(DC = 15 + 凡世渡魂人等级)。未能通过意志检定的目标将被迷魂,只要凡世渡魂人每轮以一个迅捷动作维持效果就会继续,在停止维持后仍保持1轮。当使用迷魂能力时,凡世渡魂人无法使用面具的隐形术能力,且通过意志检定的生物对该迷魂效果免疫24小时。这是一种基于声音的影响心灵效果,它能影响不死生物,尽管通常它们免疫影响心灵的效果。

卡崔娜之抚(Catrina’s Calm,Su):5级时,凡世渡魂人得到一个30尺半径的灵光,效果如同对范围内的生物使用安定心神法术,DC为15+凡世渡魂人等级。生物每次离开灵光范围后重新进入可以得到一次新的豁免机会。通过豁免的生物对该灵光的效果免疫24小时。凡世渡魂人能以一个迅捷动作压制或展开该灵光。

莫瑞甘娜之拥(Morrigna Wrappings,Su):7级时,凡世渡魂人可以指定身上任一斗篷、围巾、袍子或衬衫作为其武装(warppings),赋予其本身能力之外的独特力量。只要仍被凡世渡魂人穿着,该武装就能提供等于主人职业等级一半的天生护甲加值,它也能如魔法长鞭一般使用,且能在凡世渡魂人两手都被占用时持用。当作为长鞭使用时,该武装得到等于凡世渡魂人等级的增加加值。这些加值能用于提升长鞭的增强加值到最多+5(最少+1),也能用于增加下列武器特性:光能(brilliant energy)瓦解(disruption,不受限于该附魔通常要求的钝击武器要求)炽焰(flaming)焰爆(flaming burst)冻寒(frost)神圣(holy)冰爆(icy burst)电击(shock)电爆(shocking burst)邪恶(unholy)斩首(vorpal)。增加这些特性会从总的增强加值中减去等量的消耗。凡世渡魂人能在8小时的休息后重新指定武装,或重新分配增强加值与附魔属性。

万斯之翼(Vanth Wings,Ex):9级时,凡世渡魂人获得良好机动性的60尺的飞行速度及10+等级的寒冷抗性。凡世渡魂人也在特技检定和为施展法术所尝试的专注检定上获得+5的环境加值。

阎罗羽袍(Yamaraj-Feather Cloak,Su):10级时,凡世渡魂人免疫电击和即死效果,且每当遭受造成电击伤害的攻击或效果,都能获得相当于原本应受伤害1/3的治疗。如果该治疗溢出凡世渡魂人最大的生命值,则多余部分转化为临时生命值(最多50点)并持续1小时。

原文
剧透 -   :
Mortal Usher
Source Pathfinder #144: Midwives to Death pg. 76
Whether the trouble is a formidable lich draining power from thousands of enslaved ghosts or a qlippoth funneling stolen souls through an Abyssal stronghold, occasionally the psychopomps must enlist a mortal usher—a living agent imbued with their power and cunning—to travel where even the guardians of the River of Souls cannot tread.
Requirements
To qualify to become a mortal usher, a character must fulfill all the following criteria.

Alignment: Any neutral.
Skills: Knowledge (planes) 6 ranks, Knowledge (religion) 6 ranks.
Special: A mortal usher must befriend a psychopomp or perform a deed of great significance in defense of the natural order of life and death. Undead creatures can never become mortal ushers, and a mortal usher who becomes undead immediately loses the benefits of all class features granted by this class except for mortal talents.
Class Skills
The Mortal Usher's class skills are Bluff (Cha), Diplomacy (Cha), Fly (Dex), Intimidate (Cha), Knowledge (planes) (Int), Knowledge (religion) (Int), Perception (Wis), Sense Motive (Cha), and Use Magic Device (Cha)..

Skill Points at each Level: 4 + Int modifier.
Hit Die: d8.
Class Features
Level   Base Attack Bonus   Fort Save   Ref Save   Will Save   Special
1st   +0   +1   +0   +1   Reaping strike +1d6, Vital Strike
2nd   +1   +1   +1   +1   Mortal Talents
3rd   +2   +2   +1   +2   Reaping strike +2d6, nosoi plague mask
4th   +3   +2   +1   +2   Mortal talents
5th   +3   +3   +2   +3   Catrina's calm, reaping strike +3d6
6th   +4   +3   +2   +3   Mortal talents
7th   +5   +4   +2   +4   Morrigna wrappings, reaping strike +4d6
8th   +6   +4   +3   +4   Mortal talents
9th   +6   +5   +3   +5   Reaping strike +5d6, vanth wings
10th   +7   +5   +3   +5   Mortal talents, yamaraj-feather cloak

The following are class features of the mortal usher.

Weapon and Armor Proficiency: A mortal usher gains proficiency with whips and scythes.

Reaping Strike (Su): At 1st level, whenever a mortal usher deals hit point damage by using the attack action, casting a spell that targets only a single creature, or throwing an alchemical item as a standard action (including an alchemist’s bombs), he deals an additional 1d6 points of damage to the target, plus an additional 1d6 points of damage for every 2 additional class levels he has beyond 1st. This damage is positive energy damage if the target is undead, or negative energy damage if the target is living; creatures that are neither living nor dead, such as constructs, are unaffected by this ability.

Vital Strike: At 1st level, a mortal usher gains the Vital Strike feat, and at 6th level he gains the Improved Vital Strike feat, even if he would not normally meet the prerequisites for them. If the mortal usher already has Vital Strike or Improved Vital Strike when he would gain it through this ability, he can immediately swap it for another feat for which he qualified at the level he first took it. For the purposes of qualifying for any feat that includes Vital Strike as a prerequisite, the mortal usher can use his class level in place of his base attack bonus, adding this value to his base attack bonus from any other classes he has as normal.

Mortal Talents: At 2nd level, a mortal usher must choose a class he belonged to before adding the prestige class. At 2nd level and every 2 levels thereafter, the mortal usher gains the class features of an additional level in his chosen class (for example, a wizard 5/mortal usher 4 would have the arcane bond benefits, caster level, and spells per day of a 7th-level wizard). He still retains the Hit Dice, base attack bonus, saving throw bonuses, and skill ranks of the prestige class, but gains all other class features of his chosen class at the specified levels.

Nosoi Plague Mask (Su): At 3rd level, a mortal usher can conjure or dismiss a nosoi plague mask as a free action. This plague mask is a physical manifestation of the mortal usher’s soul and cannot be destroyed or stolen, though its magic can be suppressed by an antimagic field or similar effect. As long as the mortal usher’s nosoi plague mask is conjured, the mortal usher gains the ability to cast invisibility on himself as a standard action with a caster level equal to 5 + his class level.

In addition, the mortal usher can activate the nosoi plague mask as a standard action, forcing all living and undead creatures within a 60-foot radius to attempt a Will saving throw (DC = 15 + the mortal usher’s class level). Those that fail are fascinated; this effect continues for every round the mortal usher maintains the effect as a swift action and for 1 round thereafter. The mortal usher cannot use the invisibility effect of the plague mask while using its fascinate ability, and a creature that saves against the fascination effect is immune for 24 hours. This is a sonic mind-affecting effect; it can affect undead even though they would normally be immune to mind-affecting effects.

Catrina’s Calm (Su) At 5th level, a mortal usher emits a 30-foot-radius aura that acts as a calm emotions spell on creatures within its area, with a DC of 16 + the mortal usher’s class level. Creatures are entitled to a new saving throw each time they reenter the area of the aura after leaving it, and a creature who successfully saves against the aura’s effects is immune to it for 24 hours. The mortal usher can suppress or resume this aura as a swift action.

Morrigna Wrappings (Su): At 7th level, a mortal usher gains the ability to designate any cloak, scarf, robe, or shirt in his possession as his wrappings, granting it unique powers in addition to any abilities or enchantments it may already have. The wrappings grant the mortal usher a natural armor bonus equal to half his class level as long as it is in his possession, and they can be used as a magic whip that can be wielded even if the mortal usher’s hands are full. When used as a whip, the wrappings gain an enhancement bonus equal to the mortal usher’s class level. These bonuses can be added to the whip to increase its enhancement bonus to a maximum of +5 (minimum +1), or they can be used to add any of the following weapon properties: brilliant energy, disruption (this supersedes the normal requirement that a disruption weapon must be a bludgeoning weapon), flaming, flaming burst, frost, holy, icy burst, shock, shocking burst, unholy, or <%MAGIC.WEAPON%Vorpal">vorpal. Adding these properties reduces the enhancement bonus granted by this ability by an amount equal to the property’s cost. The mortal usher can change how these properties and enhancements are assigned, or designate a new item as his wrappings, after an 8-hour rest.

Vanth Wings (Ex): At 9th level, a mortal usher gains a 60-foot fly speed with good maneuverability and resistance to cold equal to 10 + his class level. The mortal usher gains a +5 circumstance bonus on Acrobatics checks and on concentration checks attempted while casting a spell.

Yamaraj-Feather Cloak (Su): At 10th level, a mortal usher becomes immune to electricity and death effects, and whenever he is struck by an attack or effect dealing electricity damage, he regains 1 hit point per 3 points of electricity damage the attack or effect would normally deal. If the amount of healing would cause the mortal usher to exceed his maximum hit points, he gains any excess as temporary hit points (maximum 50) that last for 1 hour.
« 上次编辑: 2022-02-05, 周六 05:12:46 由 沉沦 »
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Re: 【Pathfinder #144】进阶职业:凡世渡魂人(Mortal Usher)
« 回帖 #1 于: 2019-12-22, 周日 21:59:58 »
这个进阶的画风好二次元啊!!!

我懂了,一定是下面这种东西
« 上次编辑: 2019-12-22, 周日 22:17:52 由 沙包 »

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Re: 【Pathfinder #144】进阶职业:凡世渡魂人(Mortal Usher)
« 回帖 #2 于: 2019-12-23, 周一 00:20:16 »
不愧是最后狂欢的资源!!!

While you live, shine
have no grief at all
life exists only for a short while
and Time demands his due

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Re: 【Pathfinder #144】进阶职业:凡世渡魂人(Mortal Usher)
« 回帖 #3 于: 2019-12-23, 周一 12:23:36 »
9级就能随意用隐形,5d6几乎无条件额外伤,每等级+1附魔不占手的长鞭。EX飞行。。。。。。。总感觉这个职业的强度有点问题。顺便疫鸟面具+隐形+类偷袭=鸟面怪盗?

绿托快来看你老婆!
« 上次编辑: 2019-12-23, 周一 12:25:48 由 Tekkaman Last »
人在动,天在看,一轮万动留祸患,众生皆为先攻来,乱插动作忘前缘

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Re: 【Pathfinder #144】进阶职业:凡世渡魂人(Mortal Usher)
« 回帖 #4 于: 2019-12-23, 周一 13:20:57 »
9级就能随意用隐形,5d6几乎无条件额外伤,每等级+1附魔不占手的长鞭。EX飞行。。。。。。。总感觉这个职业的强度有点问题。顺便疫鸟面具+隐形+类偷袭=鸟面怪盗?

绿托快来看你老婆!
疫鸟面具、莫瑞甘娜之拥、万斯之翼等无限时间也无限次数总感觉是不是漏了些什么…

While you live, shine
have no grief at all
life exists only for a short while
and Time demands his due

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Re: 【Pathfinder #144】进阶职业:凡世渡魂人(Mortal Usher)
« 回帖 #5 于: 2019-12-23, 周一 23:30:15 »
这就是版本最后的疯狂吗.jpg
关注嘉然,顿顿解馋!

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Re: 【Pathfinder #144】进阶职业:凡世渡魂人(Mortal Usher)
« 回帖 #6 于: 2019-12-24, 周二 01:39:41 »
这个职业很狗屎的是偶数等级是正常提升你的主职业能力,只是用他的基础数据
也就是最后是15的主职业,换5级的这个,而BAB和豁免、血量会有一些调整
以战屌为例子,实际最后就是BAB-3,血量减10,换来10级强意志豁免,然后用5级的职业能力换来这一大票能力,
16级升满的时候(6战10渡魂),有效战士等级是11级
所以这个进阶实际也就才5级
5级换来5d6格外伤害骰(不过这个能力好像必须是标动攻击触发),一个专长,一个良好的EX飞行,20冰抗,电、死双免疫(附带被电回血)
无限隐身,60尺迷魂光环,30尺安神光环,+5天防的披风/+10的不用手长鞭

这种强度的话感觉终于可以说是“进阶职业”了呢 :em032
« 上次编辑: 2019-12-24, 周二 01:50:18 由 沙包 »

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Re: 【Pathfinder #144】进阶职业:凡世渡魂人(Mortal Usher)
« 回帖 #7 于: 2019-12-24, 周二 04:00:52 »
多少要注意这是AP资源,而AP资源往往容易超标(不管是往上限还是下限)。
愚蠢都是相互成就的。不要去成就别人的愚蠢。

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Re: 【Pathfinder #144】进阶职业:凡世渡魂人(Mortal Usher)
« 回帖 #8 于: 2019-12-24, 周二 04:07:54 »
校对完毕,收录。
愚蠢都是相互成就的。不要去成就别人的愚蠢。

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Re: 【Pathfinder #144】进阶职业:凡世渡魂人(Mortal Usher)
« 回帖 #9 于: 2019-12-31, 周二 11:58:53 »
所有的职业技能都没有每日次数和每日总时间的限制,就感觉挺怪的……