|
所持金 |
|
銅貨(cp) |
|
|
銀貨(sp) |
|
|
金貨(gp) |
|
|
白金貨(pp) |
|
| 軽荷重 |
23 |
頭上に持ち上げる =最大荷重 |
70 |
| 中荷重 |
46 |
地面から持ち上げる =最大荷重x2 |
140 |
| 重荷重 |
70 |
押し引き =最大荷重x5 |
350 |
|
|
|
特技 |
[言語]共通語、語
[特徴](特徴)
[特徴]Blight-Burned(キャンペーン特徴)
君はファング森の奥深くで育ったが、君の幼少期にDarkblight が君のコミュニティ追い出し、荒廃したフェイは君の友人や家族を攻撃した。逃げた後でさえ、君はかろうじてこの世ならざる菌類の病気の感染から生存したが、試練から未だ酷い傷痕に耐えている。君は病気あるいは毒(選択したほう)に対する頑健セーヴィング・スローに+2の特徴ボーナスを得、君の傷跡は今や、自然でないクリーチャーの存在の前では痛みを伴い、即座に存在を君に警告する。この第六感は君に30フィート以内にいる異形、粘体、blighted feyあるいはファンガル種クリーチャーのテンプレートを持つ全てのクリーチャーの存在を君に警告する。君はそれらのクリーチャーに対して常に不意打ちラウンドに行動でき、君は戦闘の最初のラウンドでそれらのクリーチャーに対し立ちすくみ状態とならない。
→病気+2 ?
[1st]Expanded Phrenic Pool
[1st]Extra Amplification(Overpowering Mind)
Phrenic Amplification
[1st]Formless Spell
[1st]Overpowering Mind (Ex): The psychic can spend 2 points from her phrenic pool to increase the Will save DC of the linked spell by 1. At 8th level, she can choose to instead spend 4 points to increase the DC by 2. At 15th level, she can choose to instead spend 6 points to increase the DC by 3. This amplification can be linked only to spells that have the mind-affecting descriptor and require a Will saving throw.
適正クラスボーナス
1st:hp
成長計画(仮)
[3rd]呪文射程伸長
[5th]Logical Spell
[7th]呪文粘着化
[9th]呪文高速化
[11th]呪文熟練(心術)
[13th]呪文レベル上昇
[15th]成熟せし呪文
[17th]上級呪文熟練(心術)
Phrenic Amplification
[3rd]Will of the Dead (Su): Even undead creatures can be affected by the psychic’s mind-affecting spells. The psychic can spend 2 points from her phrenic pool to overcome an undead creature’s immunity to mind-affecting effects for the purposes of the linked spell. This ability functions even on mindless undead, but has no effect on creatures that aren’t undead. This amplification can be linked only to spells that have the mind-affecting descriptor.
[7th]Relentless Casting (Su): The psychic can spend 1 point from her phrenic pool to roll twice on any caster level checks to overcome spell resistance required for the linked spell and take the better result. Because she must decide to spend points from her phrenic pool when she starts casting a spell, the psychic must decide to use this ability before the GM calls for the caster level check.
[11th]Synaptic Shock (Su): The psychic manipulates an enemy’s mind with brute force, causing mental harm beyond that done by her linked spell. She can spend 1 point from her phrenic pool when casting a mind-affecting linked spell to select one of the spell’s targets. If the target is affected by the linked spell, that target is confused for 1 round after the duration of the spell expires (or immediately, if the spell has an instantaneous duration). If the target succeeds at its save against the linked spell, it is instead confused for 1 round immediately. For each additional point the psychic spends from her phrenic pool, she can confuse one additional target of the linked spell. This amplification can be applied only to a mind-affecting spell that can affect a number of targets or that has an area. It has no effect on creatures that are immune to mind-affecting effects, unless the linked spell is able to affect such creatures (such as a spell that has both will of the dead and synaptic shock applied to it via dual amplification).
[15th]Psychic Possession
呪文入れ替え
[4th]
[6th]
[8th]
[10th]
[12th]
[14th]
[16th]
適正クラスボーナス
2nd:hp
3rd:hp
4th:習得呪文追加(1st、)
5th:習得呪文追加(1st、)
6th:習得呪文追加(2nd、)
7th:習得呪文追加(2nd、)
8th:習得呪文追加(3rd、)
9th:習得呪文追加(3rd、)
10th:習得呪文追加(4th、)
11th:習得呪文追加(4th、)
12th:習得呪文追加(5th)
13th:習得呪文追加(5th)
14th:習得呪文追加(6th)
15th:習得呪文追加(6th)
16th:習得呪文追加(7th)
17th:習得呪文追加(7th)
hp:6+2+1=9
技能:(2+5+1)*1=8 |
|
| |
特殊能力 |
Psychic
Weapon and Armor Proficiency
A psychic is proficient with all simple weapons, but not with any type of armor or shield.
Spell Casting
A psychic casts psychic spells drawn from the psychic class’s spell list. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a psychic must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a psychic’s spell is equal to 10 + the spell’s level + the psychic’s Intelligence modifier.
A psychic can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Psychic. In addition, she receives bonus spells per day if she has a high Intelligence score.
The psychic’s selection of spells is limited. A psychic begins play knowing four 0-level spells and two 1st-level spells of the psychic’s choice. At each new psychic level, she learns one or more new spells, as indicated on Table: Psychic Spells Known. Unlike a psychic’s spells per day, the number of spells a psychic knows isn’t affected by her Intelligence score.
At 4th level and every even-numbered level thereafter (6th, 8th, and so on), a psychic can choose to learn a single new spell in place of one she already knows. In effect, the psychic loses the old spell in exchange for the new one.
The new spell’s level must be the same as that of the spell being exchanged, and it must be at least 1 level lower than the highest-level spell from the psychic’s class list that the psychic can cast. A psychic can swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.
A psychic need not prepare her spells in advance. She can cast any psychic spell she knows at any time, assuming she has not yet used up her allotment of spells per day for the spell’s level.
Knacks: Psychics learn a number of knacks, or 0-level spells. These spells are cast like any other spell, but they don’t consume any slots and can be used again. Knacks cast using other spell slots (due to metamagic feats, for example) consume spell slots as normal.
Phrenic Pool (Su)
A psychic has a pool of supernatural mental energy that she can draw upon to manipulate psychic spells as she casts them. The maximum number of points in a psychic’s phrenic pool is equal to 1/2 her psychic level + her Wisdom or Charisma modifier, as determined by her psychic discipline. The phrenic pool is replenished each morning after 8 hours of rest or meditation; these hours don’t need to be consecutive. The psychic might be able to recharge points in her phrenic pool in additional circumstances dictated by her psychic discipline. Points gained in excess of the pool’s maximum are lost.
Phrenic Amplifications
A psychic develops particular techniques to empower her spellcasting, called phrenic amplifications. The psychic can activate a phrenic amplification only while casting a spell using psychic magic, and the amplification modifies either the spell’s effects or the process of casting it. The spell being cast is called the linked spell. The psychic can activate only one amplification each time she casts a spell, and doing so is part of the action used to cast the spell. She can use any amplification she knows with any psychic spell, unless the amplification’s description states that it can be linked only to certain types of spells. A psychic learns one phrenic amplification at 1st level, selected from the list below. At 3rd level and every 4 levels thereafter, the psychic learns a new phrenic amplification.
A phrenic amplification can’t be selected more than once.
Once a phrenic amplification has been selected, it can’t be changed. Phrenic amplifications require the psychic to expend 1 or more points from her phrenic pool to function.
Psychic Discipline (Ex or Sp)
Each psychic accesses and improves her mental powers through a particular method, such as rigorous study or attaining a particular mental state.
This is called her psychic discipline. She gains additional spells known based on her selected discipline. The choice of discipline must be made at 1st level; once made, it can’t be changed. Each psychic discipline gives the psychic a number of discipline powers (at 1st, 5th, and 13th levels), and grants her additional spells known. In addition, the discipline determines which ability score the psychic uses for her phrenic pool and phrenic amplifications abilities. The DC of a saving throw against a psychic discipline ability equals 10 + 1/2 the psychic’s level + the psychic’s Intelligence modifier.
At 1st level, a psychic learns an additional spell determined by her discipline. She learns another additional spell at 4th level and every 2 levels thereafter, until learning the final one at 18th level. These spells are in addition to the number of spells given. Spells learned from a discipline can’t be exchanged for different spells at higher levels.
Detect Thoughts (Sp)
At 2nd level, a psychic can use detect thoughts as a spell-like ability once per day. She can also expend any unused spell slot of 1st level or higher to cast detect thoughts. If she does so, she uses the level of the spell slot expended to determine the Will save DC. When a psychic gains this ability, if she knows detect thoughts, she can learn a different 1st-level spell in place of detect thoughts, losing the old spell in exchange for the new one.
Telepathic Bond (Sp)
At 9th level, a psychic can use telepathic bond as a spell-like ability once per day, using her psychic level as her caster level. She can’t leave herself out of a bond created in this way. She can also expend any unused spell slot of 4th level or higher to cast telepathic bond. Casting the spell using a higher-level spell slot gives no benefit on its own, but the psychic can apply metamagic feats that would increase the spell level to the appropriate level. For instance, if the psychic knows Extend Spell, she can use a 5th-level spell slot to cast extended telepathic bond as a full-round action. When a psychic who knows telepathic bond gains this ability, she can learn a different 4th-level spell in place of telepathic bond, losing the old spell in exchange for the new one.
Major Amplifications
At 11th level and every 4 levels thereafter, a psychic can choose one of the following major amplifications in place of a phrenic amplification.
Telepathy (Su)
At 17th level, the psychic can mentally communicate with any other creature within 100 feet that has a language. It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as both speaking and listening to multiple people at the same time. When a psychic who knows telepathy gains this ability, she can learn a different 5th-level spell in place of telepathy, losing the old spell in exchange for the new one.
Remade Self (Sp)
At 20th level, the psychic is affected by one of the following spells as a constant spell-like ability: arcane sight, fly, haste, heroism, nondetection, or tongues. This ability is chosen when the psychic reaches 20th level and can’t be changed. While the psychic is under the effects of this spell-like ability, each time she casts a psychic spell, she can link one phrenic amplification or major amplification she knows that has a point cost of 1 to that spell without spending any points from her phrenic pool.
This amplification is in addition to the normal maximum of one amplification per spell.
Formless Adept
Phrenic Charisma
A formless adept uses his Charisma modifier to determine the number of points in his phrenic pool.
This ability alters phrenic pool.
Formless Body
A formless adept gradually sheds his body, taking on increasingly nebulous forms. A formless adept can assume a formless body as a standard action.
He can remain in each formless body type for a number of rounds per day equal to 3 + his Charisma modifier. The rounds don’t have to be used consecutively, but must be used in 1-round increments. Resuming his physical form takes another standard action; otherwise, the formless adept continues spending rounds of formless body until he runs out of them. The formless adept must return to his physical form before assuming a different formless body.
Blurred Body (Su)
At 1st level, a formless adept can act under the effect of a blur spell. At 5th level, the formless adept can use this ability for a number of minutes per day instead of rounds per day. These minutes don’t have to be used consecutively, but must be used in 1-minute increments.
Gaseous Body (Su)
At 5th level, a formless adept can become gaseous as gaseous form. At 13th level, the formless adept can use this ability for a number of minutes per day instead of rounds per day. These minutes don’t have to be used consecutively, but must be used in 1-minute increments.
Incorporeal Body (Su)
At 13th level, a formless adept can become incorporeal.
This ability replaces the psychic discipline and discipline powers class features.
Formless Spell
At 1st level, a formless adept gains the formless spell phrenic amplification. He can spend 1 point from his phrenic pool to cast a spell with a standard-action casting time as part of the action he uses to assume his formless body, expending the spell slot as normal.
This ability replaces the 1st-level phrenic amplification.
Bonus Spells
The formless adept adds extra spells to his list of spells known while he’s in a formless body (including when he uses the formless spell phrenic amplification).
Spells with a duration last for their full duration, even if the psychic reverts to his physical form. For feats and other abilities that require these spells as prerequisites, the psychic counts as knowing the spells but can benefit from the feats and abilities only while in a formless body. The formless adept gains the following spells at the appropriate levels: chill touch and expeditious retreat (1st), levitate and stricken heart (4th), gaseous form and vampiric touch (6th), shadow step and telekinesis (8th), dominate person and synapse overload (10th), disintegrate and enemy hammer (12th), finger of death and telekinetic sphere (14th), etherealness and power word stun (16th), and dominate monster and telekinetic storm (18th).
This ability replaces discipline spells.
Psychic Possession (Su)
At 15th level, while using his incorporeal body ability, a formless adept can attempt to psychically possess another living creature. To use this ability, the formless adept must be adjacent to the target.
This effect works as the greater possession* spell and can be maintained only as long as the formless adept maintains his incorporeal body form. The target can attempt a Will save with a DC equal to 10 + 1/2 the formless adept’s class level + the formless adept’s Intelligence modifier to resist the effect. A creature that successfully saves is immune to the formless adept’s psychic possession for 24 hours.
This ability replaces the 15th-level phrenic amplification.
Formless Master (Su)
At 20th level, a formless adept can assume any formless body as a swift action and change between formless body types as a standard action (without returning to his physical form first). He can use the formless spell phrenic amplification to cast any spell with a swiftaction casting time when assuming a formless body or any spell with a standard-action casting time while switching between formless bodies. The formless adept also adds his Charisma bonus as a deflection bonus to his AC while in a formless body. A formless adept can attempt a saving throw to bypass any spells that prevent entry of incorporeal creatures (such as anti-incorporeal shell), even if the spells don’t normally allow one.
This ability replaces remade self. |
|
経験点 |
次のレベル |
|
|
|
|
|
呪文 |
Phrenic Pool:2+2
Blurred Body:3+2R/日
CL1st 精神集中+6
DC15+
SR克服+1
接触-2、遠隔接触-1
1st:3+2
習得呪文(V=Thought、S=Emotion)
0:
・デイズ 心VS
・ディテクトマジック
・リードマジック
・ダンシングライツ
1st:
・イアーピアシングスクリーム 力VS
・カラースプレー 幻VSM
成長計画(案)
[2nd]ディテクトサイキックシグニフィカンス
[3rd]イルオーメン
[4th]ユーフォリッククラウド、プレスティディジテイション、(マジックミサイル)、カラースプレー→マーダラスコマンド?
[5th]インフリクトペイン、ヴァニッシュ、(ハイトンドアウェアネス)
[6th]ローサムヴェイル、ゴーストサウンド、(ミラーイメージ)、デイズ→?
[7th]ヘイスト、シーインヴィジビリティ、トゥルーストライク、(プラシーボエフェクト)
[8th]ディメンジョンドア、メイジハンド、(フライ)、ローサムヴェイル→スロー
[9th]コンフュージョン、ディスペルマジック、インスティゲイトサイキックデュエル、(ディスペルマジック)
[10th]Mass Debilitating Pain、グレイヴワーズ、(フリーダムオブムーヴメント)、?→?
[11th]ウォールオブフォース、テレキネティックチャージ、3rd?、オブジェクトリーディング、(コンデンストイーサー)
[12th]ブレードバリア、(サフォケイション)、?→?
[13th]グレーターディスペル、エクスプロードヘッド、レジリエントスフィア、(エコーロケーション)
[14th]リミテッドウィッシュ、(コンティンジェンシィ)、?→?
[15th]グレーターテレポート、レジェンドローア、グレーターフォービドアクション、(Decapitate)
[16th]メイズ、(フォウトゥフレンド)、?→?
[17th]プリズマティックウォール、マインドブランク、()
習得計画(17th時点、案)
()は適性取得想定
*はFormless Adept呪文
0
・ディテクトマジック
・ダンシングライツ
・プレスティディジテイション
・メイジハンド
・リードマジック
・ディテクトサイキックシグニフィカンス
・グレイヴワーズ
・デイズ
・ゴーストサウンド
1st
・マジックミサイル
・イアーピアシングスクリーム
・マーダラスコマンド
・イルオーメン
・トゥルーストライク
*チルタッチ
*エクスペディシャスリトリート
(デジャヴ)?
(ハイトンドアウェアネス)
2nd
・インフリクトペイン VS
・シーインヴィジビリティ
・プラシーボエフェクト
・オブジェクトリーディング
・ユーフォリッククラウド
*レヴィテイト
*ストリッケンハート
(インスティゲイトサイキックデュエル)
(ミラーイメージ)
3rd
・ヘイスト
・フライ
・ディスペルマジック
・スロー
*ガシアスフォーム
*ヴァンピリックタッチ
(イドインシニュエイションII)
(マインドスケイプドア)?
4th
・ディメンジョンドア
・テレキネティックチャージ
・コンフュージョン
・フリーダムオブムーヴメント
*シャドウステップ
*テレキネシス
(レジリエントスフィア)
(コンデンストイーサー)
5th
・ウォールオブフォース
・サフォケイション
・Debilitating Pain、Mass
・エクスプロードヘッド
*ドミネイトパースン
*シナプスオーヴァーロード
(フォービドアクション、グレーター)
(エコーロケーション)
6th
・ディスペルマジック、グレーター
・ブレードバリア
・レジェンドローア
*ディスインテグレイト
*エネミーハンマー
(コンティンジェンシィ)
(Decapitate)
7th
・リミテッドウィッシュ
・テレポート、グレーター
・マインドブランク
*フィンガーオブデス
*テレキネティックスフィア
(フォウトゥフレンド)
()
8th
・メイズ
・プリズマティックウォール
*イセリアルネス
*パワーワードスタン
9th(巻物)
・タイムストップ
・ウィッシュ
・メイジズディスジャンクション
Ocult Skill Unlock
・鑑定
・言語学 |
|