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Re: [PF]魔战士变体大全
« 回帖 #70 于: 2017-11-16, 周四 21:41:53 »
Hexbreaker
Hexbreakers—sometimes called witch-hammers for their proclivity toward warhammers—have borne witness to the damage of unrestrained arcane power and hone their own arcane arts to battle such abuse. They train themselves to shatter the curses and dark transformations that can haunt others for a lifetime.

出自Player Companion Blood of the Coven

Repel Curse (Su): At 4th level, a hexbreaker has the chance to protect others from being cursed. As an immediate action when a spell with the curse descriptor or a curse-style effect (such as a witch’s evil eye or misfortune hex or a sea hag’s evil eye) targets a creature within 30 feet of him, a hexbreaker can spend 1 point from his arcane pool to attempt to dispel that effect, as if he had cast remove curse. This ability has no effect on ongoing effects, such as a sea hag’s horrific appearance or a pugwampi’s unluck aura.

The magus adds remove curse to his spell list as a 3rd-level spell and adds break enchantment as a 4th-level spell.

This replaces spell recall.

Counter Curse (Su): At 11th level, whenever a hexbreaker successfully dispels a curse effect or spell with the curse descriptor using his repel curse ability, he can immediately spend 2 points from his arcane pool to reflect the spell back on the original caster. This otherwise functions as spell turning.

This replaces improved spell recall.

Hexbreaker Arcana: hexbreaker can select from the following arcana in addition to those normally available.

Improved Remove Curse (Su): The hexbreaker can spend additional points from his arcane pool to improve his ability to remove a curse. Each point spent while casting remove curse or break enchantment grants a +2 bonus to his caster level check. He can use this arcana after rolling the caster level check, but only before the results are revealed. This can be used with the hexbreaker’s repel curse and counter curse abilities.

Wracking Dispel (Su): Whenever the hexbreaker successfully dispels a spell using break enchantment, dispel magic, or remove curse, he can expend 1 point from his arcane pool to wrack the original caster with pain, dealing 1d4 points of damage per spell level of the effect dispelled. If the target succeeds at a Will save (DC = 15 + the level of the spell dispelled + the hexbreaker’s Intelligence modifier) it takes only 1 point of damage per spell level. The hexbreaker cannot target the same caster more than once per round with this ability, regardless of how many effects he dispels.

Magus Arcana: The following magus arcana complement the hexbreaker: bane bladeUC, dispelling strikeUM, disruptiveUC, lingering painUC, spellbreakerUC, and reflectionUM.

Hexbreaker - You gain the ability to counter and reflect curses. On the one hand, it is very rare for characters to end up cursed, and the ability is unreliable. On the other hand, you don't lose a lot for taking this. So this archetype is a decent trade but not a great one, and rather forgettable. The two new arcana are entirely not worth the cost, though.
« 上次编辑: 2017-12-30, 周六 00:39:05 由 白猫 »
雅各之塔(Jacob's Tower) 个人翻译的Pathfinder RPG非官方长篇系列冒险模组,一系列13个模组共17万字,每个模组皆可独立抽出使用。(已出版,商品页面) 全彩地图素材包
[PF]魔战士变体大全
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Re: [PF]魔战士变体大全
« 回帖 #71 于: 2017-11-16, 周四 21:42:24 »
Nature-Bonded Magus
A nature-bonded magus synergizes arcane magic and the divine magic traditions of druids into a deadly synthesis.

出自Pathfinder Roleplaying Game Ultimate Wilderness

Natural Magic: A nature-bonded magus adds one 0-level and one 1st-level spell from the druid spell list to the magus spell list and his spellbook. Each time a nature-bonded magus gains the ability to cast a new level of spells, he can add one spell of that level from the druid spell list to both the magus spell list and his spellbook.

Plant Familiar: A nature-bonded magus gains the familiar magus arcana. A nature-bonded magus must choose a plant familiar (see page 190) as his familiar.

This replaces arcane pool.

Familiar Symbiosis (Su): A 4th level, when a nature-bonded magus is adjacent to his familiar, he can merge with his familiar as a standard action; both the nature-bonded magus and the familiar provoke attacks of opportunity with this action. Doing so causes the plant familiar to bond with a part of the nature-bonded magus’s body as though it were growing on him. While merged, the nature-bonded magus’s familiar can take no actions (but can still attempt Perception checks and communicate with the nature-bonded magus), and it can’t be targeted or harmed by effects. As long as his familiar is merged, the nature-bonded magus gains half his plant familiar’s natural armor adjustment to AC.

The nature-bonded magus can separate from his plant familiar as a standard action that provokes attacks of opportunity for both of them. Once they have separated, the familiar appears in an adjacent square of the nature-bonded magus’ choosing.

This replaces spell recall.

Woodland Stride (Ex): At 7th level, a nature-bonded magus can move through any sort of undergrowth (such as natural briars, overgrown areas, thorns, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. Briars, overgrown areas, and thorns that are enchanted or magically manipulated to impede motion, however, still affect him.

This replaces knowledge pool.

Improved Familiar Symbiosis (Su): At 11th level, when a nature-bonded magus is merged with his familiar, he gains a +4 enhancement bonus to his Strength and Constitution.

This replaces improved spell recall.

Nature-Bonded Magus - An oddball archetype whose main perk is druid spells, which the Magus normally has no way of getting. See the spells section below. You get a familiar for free and probably want to permanently merge with it, for its good bonus to armor class and, at high level, hit points. However, you give up your arcane pool, which locks you out of your enchant weapon ability as well as most (but not all) good arcana. And your familiar cannot take actions when merged, which limits its use. All in all not the greatest trade, but there are some pretty good druid spells out there...
« 上次编辑: 2017-12-30, 周六 00:39:56 由 白猫 »
雅各之塔(Jacob's Tower) 个人翻译的Pathfinder RPG非官方长篇系列冒险模组,一系列13个模组共17万字,每个模组皆可独立抽出使用。(已出版,商品页面) 全彩地图素材包
[PF]魔战士变体大全
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Re: [PF]魔战士变体大全
« 回帖 #72 于: 2018-01-10, 周三 03:05:57 »
盾魔战在1-7级的评价并没有原文那么糟糕,原因是魔战士的多次攻击要到8~9级才比较厉害,届时才一定需要法术战斗。而盾魔战在1级、5级、7级都因为自身的一些能力很强。

盾魔战最大的问题在于难以规划。在1~7级,重盾盾击是最好的选择,但8级时小圆盾成为最强,19级时,又成为塔盾的世界……根据不同等级开卡和升级情况,有天壤之别的做法和强度。很像魔战士对于盔甲选择的纠结。在PFS的中低级升级环境下,全程小圆盾、轻甲转秘银胸偏敏系应该是最全面好用的方法,而从1级开始升级,电爪是必不可少的核心招数。我的盾魔战即将2级,将开始实战征程。
始终如一的男人。

  规则链接点我。专区链接
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Re: [PF]魔战士变体大全
« 回帖 #73 于: 2018-06-22, 周五 16:24:47 »
Jistkan artificer
As part of studying the secret methods the original Jistkan artificers used to build golems, these magi graft construct parts onto their own arms.

出自Pathfinder Player Companion: Blood of the Ancients

Diminished Spellcasting: A Jistkan artificer has one fewer spell slot of each level than a regular magus. If this reduces his number of spell slots of a particular level to zero, he can cast spells of that level only if his Intelligence allows bonus spells of that level.

This alters the magus’s spellcasting.

Golem Arm (Ex): A Jistkan artificer begins play with a golem arm grafted in place of one of his arms. The golem arm is a masterwork weapon that is treated as an unarmed strike and deals damage as if he were a monk 2 levels lower than his class level (minimum 1st level). The golem arm is made from basic parts and mundane materials that grant no additional benefits. A Jistkan artificer can recreate his golem arm from other materials by spending 1 day and paying an additional +50% of the normal cost of the special material used in the creation of this new golem arm. For the purposes of determining the weapon type and weight for special materials, the golem arm is treated as a heavy mace. If a Jistkan artificer recreates his golem arm, any previously used special materials are destroyed. The arm gains no benefits from items that enhance unarmed strikes, such as an amulet of mighty fists.

At 1st level, a Jistkan artificer can use his arcane pool to enhance his unarmed strikes as if they were manufactured weapons. At 5th level, he can use this ability to add any of the following special abilities to his unarmed strikes: corrosive, corrosive burst, defending, flaming, flaming burst, frost, icy burst, impact, shock, shocking burst, or thundering. At 11th level, he gains access to the following special abilities: brilliant energy and speed.

This alters arcane pool.

Improved Unarmed Strike: A Jistkan artificer gains Improved Unarmed Strike as a bonus feat. He prepares one fewer cantrip per day than normal.

This alters cantrips.

Empowered Arm (Ex): At 3rd level, a Jistkan artificer’s golem arm is treated as a magic weapon and gains a +1 enhancement bonus on attack and damage rolls. This bonus increases by 1 at 7th level and every 4 levels thereafter, to a total bonus of +5 at 19th level.

This replaces the magus arcana gained at 3rd level.

Unarmed Spellstrike (Su): A Jistkan artificer can use spellstrike to deliver spells only when attacking with his unarmed strikes.

This alters spellstrike.

Magus Arcana: A Jistkan artificer gains access to the following arcana in addition to those normally available to the magus. He cannot select any arcana more than once.

Break Spell (Ex): A Jistkan artificer can use his arm to disrupt spells targeted at him. When a ranged attack generated by a spell effect targets the Jistkan artificer, he can spend a point from his arcane pool to attempt a melee attack roll as an attack of opportunity. If the result is greater than the total attack roll of the ranged attack, the attack is negated. Spell effects that do not require attack rolls cannot be deflected. The magus must be at least 13th level and have the shielding arm arcana before selecting this arcana.

Flurrying Arm (Ex): A Jistkan artificer can improve his golem arm to attack faster. He gains the flurry of blows monk class ability, treating his class level as his monk level. A Jistkan artificer makes only one additional attack when he uses flurry of blows. The magus must be at least 11th level to select this arcana.

Sharpened Arm (Ex): A Jistkan artificer can rework his arm to more closely resemble a blade. He can choose to deal piercing or slashing damage with his golem arm. When he does so, the golem arm threatens a critical hit on 19–20. The artificer also adds keen and wounding to his list of arcane pool weapon abilities.

Shielding Arm (Ex): A Jistkan artificer learns to deflect blows with his arm. If he is not wielding any other weapons, he gains a shield bonus to his AC equal to his golem arm’s enhancement bonus.

Jistkan Artificer (level 1-13 / 14+) - Aside from flavor, the main appeal of this archetype is the AC bonus from its shielding arm arcana; and at high levels, combining your golem arm with size-increasing polymorph effects gives a good damage bonus. While hands-down much better than the esoteric, this archetype doesn't get unique abilities except the situational Break Spell, and comes at a the cost of diminished spellcasting and less arcana.
雅各之塔(Jacob's Tower) 个人翻译的Pathfinder RPG非官方长篇系列冒险模组,一系列13个模组共17万字,每个模组皆可独立抽出使用。(已出版,商品页面) 全彩地图素材包
[PF]魔战士变体大全
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Re: [PF]魔战士变体大全
« 回帖 #74 于: 2018-06-22, 周五 21:57:42 »
强强强
求团

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Re: [PF]魔战士变体大全
« 回帖 #75 于: 2018-06-22, 周五 23:12:10 »
强强强
求团
恐怖墓穴,结果你发现三条路都是假路,团灭,结团。 :wub:
雅各之塔(Jacob's Tower) 个人翻译的Pathfinder RPG非官方长篇系列冒险模组,一系列13个模组共17万字,每个模组皆可独立抽出使用。(已出版,商品页面) 全彩地图素材包
[PF]魔战士变体大全
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Re: [PF]魔战士变体大全
« 回帖 #76 于: 2018-11-29, 周四 23:34:19 »
铁环斗士(Iron-Ring Striker)
这种武艺的力量之源是奥术魔法,修习者需要在每只手上带着一只铁戒。这种传统从乌笃剌(Vudrani)的创始人那里代代相传。

出自Pathfinder Player Companion: Martial Arts Handbook

武器擅长:铁环斗士不擅长任何军用武器。
这调整了魔战士的武器擅长

削弱施法(Diminished Spellcasting):铁环斗士每法术等级每日可使用法术数量比平常的魔战士少1个。如果该级获得的每日法术量为0,那么他就只能依靠智力修正带来的额外法数量使用该级的法术。
这调整了魔战士的施法

奥能力池(Arcane Pool, Su):铁环斗士可以用奥能力池如人工武器一般强化他的徒手打击。 5级时,他可以给徒手打击赋予以下武器特殊能力:推进,残忍,护体,守护,冲击,兴奋,模仿,否决,追击,反噬。
这调整了奥能力池。

徒手法术打击(Unarmed Spellstrike, Su)(Su):铁环斗士获得魔战士的法术打击能力,但是只能通过徒手打击进行传递法术。
这调整了法术打击。

徒手攻击(Unarmed Strike):铁环斗士获得精通徒手攻击奖励专长。他可以造成等同等级武僧的徒手攻击伤害。在决定伤害的时候,这些职业等级与其他强化徒手攻击的职业等级相叠加。

奖励专长(Bonus Feat):5级时,铁环斗士必须从如下列表选择奖励专长:精通冲撞,精通卸武,精通破武,或精通摔绊。他不需要达到先决条件就可以选择这些专长。
这调整了5级获得的奖励专长。

强能格斗(Empower Combat, Su):7级时,铁环斗士学会了使用魔法让自己拥有更大体型生物的力量。通过一个标准动作,他可以​​消耗一个已准备的非戏法法术,让自己在决定CMB和CMD,以及战技可以影响何种体型生物时变得更大。他消耗的法术每有一个环级,他的有效体型提升一级,最高到达超巨型。有效体型每提升两级,他的力量获得+2体型加值,最高+6。这并不会改变铁环斗士的实际体型。这一效果持续消耗的每法术等级一分钟。
这取代了中甲以及重甲擅长。

法术战技(Spell Maneuvers, Su):7级时,只要铁环斗士身穿轻甲或无甲,他可以作为冲撞、卸武、破武或摔绊战技的一部分使用他的法术打击能力。
这取代了知识力池。

反应法术战技(Reflexive Spell Maneuver, Ex):16级时,当铁环斗士成为冲撞、卸武、破武或摔绊战技的目标,他可以用一个直觉动作将一个准备的距离为接触的法术定向至攻击者。如果法术通常需要接触攻击,铁环斗士可以使用一次战技检定代替该攻击。铁环斗士需要身穿轻甲或无甲才能使用反应法术战技。

这取代了反制击。

Iron-Ring Striker - Almost everything about this archetype is a drawback or restriction: diminished spellcasting, fewer pool enchantments, less feat choice, and the enlarge ability is weaker than the polymorph spells on your list and can’t be used with spell combat. The only actual benefit is unarmed damage, and it takes 12 to 16 levels before that matches your weapon damage. Just take the Jistkan Artificer archetype and forget about this one.
雅各之塔(Jacob's Tower) 个人翻译的Pathfinder RPG非官方长篇系列冒险模组,一系列13个模组共17万字,每个模组皆可独立抽出使用。(已出版,商品页面) 全彩地图素材包
[PF]魔战士变体大全
Pathfinder v2.0Pathfinder RPG的规则资源合集电子书,绝赞好评废猫中。