出典 Distant Realms 62ページ
Whether you were raised on the Astral Plane, had an ancestor with a strong connection to the Astral, or simply had a freak brush with an astral conduit in your youth, you have an unusual connection to both time and space. Your senses extend through the Astral Plane to the far reaches of the multiverse, allowing you to perceive and manipulate the timeless potential that binds the multiverse together. Your ancestors may have also held a connection to one of the astral isles or conduits, or like you, may have plied this cosmic ocean—and some may even survive there to this day.
クラス技能:Knowledge(planes).
ボーナス呪文:true strike(3rd), false life(5th), sands of time(7th), wandering star motes(9th), permanency(11th), contingency(13th), ethereal jaunt(15th), create demiplane(17th), time stop(19th).
ボーナス特技:Combat Reflexes, Dodge, Forge Ring, Improved Initiative, Lightning Reflexes, Quicken Spell, Skill Focus(Knowledge [planes]), Weapon Finesse.
血脈の秘法:When you cast a spell, you can choose to enhance the next spell you cast before the end of your next turn, increasing the enhanced spell’s saving throw 難易度 by 1. The level of the enhanced spell must be lower than that of the spell used to activate this ability.
Astral Warp(擬呪)/Astral Warp:At 1st level, you can create a sparkling field within 30 feet that distorts time within a 5-foot cube. This field lasts until the beginning of your next turn. Any creature that enters the area or that starts its turn within the cube takes 1d4 points of force damage + 1 point of force damage per 2 sorcerer levels you have(Fortitude negates). While within the area, a creature takes a –1 penalty on Reflex saves and to アーマー・クラス. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Peerless Speed(超常)/Peerless Speed:At 3rd level, you can tap into the power of the Astral’s enhanced magical nature to gain the ability to accelerate your spellcasting dramatically. Once per day as a swift action, you can cast one cantrip you know as though it were augmented by the Quicken Spell metamagic feat, without altering the cantrip’s level. At 5th level and every 2 levels thereafter, the maximum level of the spell you can augment with this ability increases by 1, to a maximum of an 8th-level spell at 19th level. If you use this ability while on the Astral Plane or on any plane whose enhanced magic trait allows you to cast a spell as if augmented by Quicken Spell, you can instead choose to augment the spell as though you had applied the Empower Spell or Maximize Spell metamagic feats instead.
Astral Voyager(擬呪)/Astral Voyager:At 9th level, you can send your consciousness to the Astral Plane once per day. This functions as lesser astral projection and allows you to bring with you up to one additional willing creature for every 2 sorcerer levels you have. At 13th level, you can cast plane shift once per day, but only on yourself and willing targets that accompany you, and only from the Material Plane to the Astral Plane and vice versa. At 17th level, the lesser astral projection ability instead functions as astral projection.
Arrest the Flow(超常)/Arrest the Flow:At 15th level, once per day as an immediate action, you can attune yourself to the Astral’s timeless nature to halt the effects of one condition or affliction(such as paralyzed, stunned, a poison, or a curse), including permanent and instantaneous conditions, until the end of your next turn. You can use this ability even when a condition or affliction would normally prevent you from doing so, regardless of whether you’re targeting that prevention effect’s source. At the end of your next turn the condition or affliction resumes its normal effect and the round delayed by this ability does not count toward the condition or affliction’s duration. This ability has no effect on hit point damage, ability damage, or the dead condition. Alternatively, you can use this ability to extend the duration of any one effect affecting you until the end of your next turn; this does not extend the duration for any other creatures under the effect. At 19th level, you can use this ability twice per day.
Timeless Soul(変則)/Timeless Soul:At 20th level, the silver skies and conduits of the Astral Plane are permanently connected to you. You become immune to the retroactive aging side effects incurred when leaving a plane with the timeless planar trait. You do not gain negative levels when slain on the Astral Plane while using astral projection, and any effect that would sever your silver cord instead returns you to your physical body if you succeed at a Will save(難易度 = 10 + the 脅威度 of the creature or caster level of the effect that severed the cord). In addition, when applying the Quicken Spell metamagic feat to a spell, it uses up a spell slot only 3 levels higher than the spell’s actual level. This ability does not stack with other abilities that would reduce the spell’s final adjusted level.
出典 Blood of Fiends 29ページ
A daemon lurks somewhere along your family tree. Your powers derive from these soul-devouring fiends, who take pleasure and gain power from manipulating mortal frailties like aging, pestilence, famine, and the horrors of war. Your lineage gives you great insight into how to exploit the weaknesses of living beings and how to use leeched soul energy to enhance your wicked abilities. Bonus feats marked with an asterisk(*) are detailed in the Advanced Player’s Guide.
クラス技能:Heal.
ボーナス呪文:ray of enfeeblement(3rd), touch of idiocy(5th), vampiric touch(7th), contagion(9th), blight(11th), circle of death(13th), waves of exhaustion(15th), horrid wilting(17th), soul bind(19th).
ボーナス呪文:Diehard, Endurance, Fast Healer*, Great Fortitude, Heroic Defiance*, Heroic Recovery*, Sickening Spell*, Toughness.
血脈の秘法:Whenever you cast a spell that kills one or more living creatures with an Intelligence score of 3 or higher, the caster level of any spell you cast in the next round increases by +1 for each creature your first spell killed. This ability does not stack with other effects that increase your effective caster level, and you cannot gain a bonus greater than 1/2 your Charisma modifier(minimum 1). The second spell you cast must be of an equal or lower level than the first one.
Wasting Ray(擬呪)/Wasting Ray:At 1st level, as a standard action, you can impose either starvation or thirst upon a living creature you can see within 30 feet. This requires the creature to make a Constitution check each round(難易度 10 + 1 for each previous check) to avoid taking 1d6 points of nonlethal damage. The creature must continue to make these checks until, as a full-round action, it quenches its thirst or sates its hunger(see pages 444–445 of the Pathfinder RPG Core Rulebook for more information on starvation and thirst). You can use this ability a number of times per day equal to 3 + your Charisma modifier, but can only apply it once every 24 hours to any given creature. Creatures that do not need to eat are immune to this effect.
Daemonic Resistances(変則)/Daemonic Resistances:At 3rd level, you gain resist acid 5 and a +2 bonus on saving throws made against poison and death effects. At 9th level, your resistance to acid increases to 10 and your bonus on saving throws against poison and death effects increases to +4.
Age Out(超常)/Age Out:At 9th level, you gain the ability to instantly recover from most harmful effects by temporarily aging yourself decades in a matter of moments. As a standard action, you can shift your effective age to the next highest aging step(for example, from adulthood to middle age). Each time you do this, any debilitating condition or effect currently affecting you that initially allowed a Will or Fortitude saving throw immediately ends. When you age yourself in this way, you take the normal penalties associated with growing older(see page 169 of the Core Rulebook) but gain none of the benefits. You cannot use this power to age beyond venerable, recover hit point damage, or remove effects that did not or do not allow a Will or Fortitude saving throw to negate. You return to your actual age 24 hours after the last time you used this ability, and all penalties to ability scores as a result of advanced age are then removed.
Wound Warp(擬呪)/Wound Warp:At 15th level, you gain the ability to travel across the battlefield by literally erupting from the fatal wounds of deceased creatures. As a standard action once per day, you can teleport to an unoccupied square adjacent to any dead creature within 10 feet per caster level. Any creatures adjacent to the square you teleport to take 4d6 points of acid damage as you burst into being and shower them with acidic bile. Creatures that make successful Reflex saves(難易度 10 + 1/2 your sorcerer level + your Charisma modifier) take half damage. This ability otherwise functions like dimension door. At 20th level, you can use this ability twice per day.
One with Abaddon(超常)/One with Abaddon:At 20th level, your body embraces the unspeakable power of your daemon lineage. You gain immunity to acid, death effects, and poison. You also gain ダメージ減少 5/good or silver and resistance to cold 10, electricity 10, and fire 10.
出典 People of the Sands 23ページ
You can trace your ancestry to one of the foul, corrupted genies known as divs.
クラス技能:Knowledge(planes).
ボーナス呪文:disguise self(3rd), touch of idiocy(5th), deeper darkness(7th), bestow curse(9th), insect plague(11th), disintegrate(13th), insanity(15th), earthquake(17th), wish(19th).
ボーナス特技:Blind-Fight, Deceitful, Empower Spell, Improved Initiative, Iron Will, Lightning Reflexes, Persuasive, Power Attack.
血脈の秘法:Whenever you deal damage to more than one creature with a spell that affects an area, the save DCs of your spells increase by 1 for 1d4 rounds.
The corrupt blood within you grants you powers to devastate the works and bonds of mortals.
Spoiling Touch(超常)/Spoiling Touch:At 1st level, you can impose the broken condition upon one Medium or smaller object by making a successful melee touch attack. Magical items or objects carried or worn by a creature are allowed a Fortitude save to resist this effect. Multiple uses of this effect do not stack. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Div Resistances(変則)/Div Resistances:At 3rd level, you gain fire resistance 5 and a +2 bonus on saving throws against poison. At 9th level, your resistance to fire increases to 10 and your bonus on saving throws against poison increases to +4.
Corrupting Aura(変則)/Corrupting Aura:At 9th level, you can surround yourself with an aura of corrupting energy for a number of rounds per day equal to your sorcerer level. Any creature within 10 feet of you takes 1d6 points of nonlethal damage + 1 for every 2 sorcerer levels you possess, and it is sickened for 1 round. In addition, any creature within the aura that attempts casting a divine spell must succeed at a caster level check(難易度 15 + double the level of the spell) or lose the spell. You can use this ability once per day at 9th level, twice per day at 17th, and three times per day at 20th.
Squander(超常)/Squander:At 15th level, you gain the ability to force others to waste the opportunities they are given. Once per day as a standard action, you can cause a target within 30 feet to gain the staggered condition for a number of rounds equal to your sorcerer level. The duration is halved if the target makes a successful Will save(難易度 10 + 1/2 your sorcerer level + your Cha modifier).
Ahriman’s Favor(超常)/Ahriman’s Favor:At 20th level, you are filled with Ahriman’s wickedness. You gain immunity to fire and poison. You also gain acid resistance 10 and electricity resistance 10, and the ability to see perfectly in darkness of any kind to a range of 60 feet.
出典 The Harrow Handbook 28ページ
Just as knowledge of the harrow has passed from generation to generation since time immemorial, so too has a deep spiritual connection to the otherworldly forces bound by the harrow passed through the ages. Your family line might trace back to a branch of the ancient Imlios clan(see History of the Harrow on pages 6–7), or one of your ancestors might have once escaped the Harrowed Realm, carrying its inf luence back in his blood. Perhaps you are descended from exceptionally powerful harrowers, and their skill naturally resonates within you. Regardless, your connection to the mysterious deck grants you magical power over the cards of the harrow, visions of the future, and the ability to call down ephemeral forces.
クラス技能:Knowledge(history).
ボーナス呪文:ill omen(3rd), augury(5th), harrowing(7th), shadow conjuration(9th), contact other plane(11th), legend lore(13th), greater harrowing(15th), moment of prescience(17th), weird(19th).
ボーナス特技:Alertness, Craft Wondrous Item, Extend Spell, Fortune TellerISWG, HarrowedISWG, Skill Focus(Knowledge [history]), Varisian TattooISWG.
血脈の秘法:Whenever you cast a divination spell that requires a percentage roll, add 5 to the result of your roll. In addition, you can roll the percentage dice twice and use the result you prefer. Your maximum percentage chance of receiving a meaningful and accurate reply for divination spells is 100%, instead of the usual 90%.
Your connection to the harrow gives you uncanny insight into both the future and the motivations of mortals.
Twisted Fortune(擬呪)/Twisted Fortune:At 1st level, you can use your supernatural insight to hijack the fortunes of a single target within 30 feet. For 1 round, the target becomes confused and cannot directly control its actions(Will negates). Once a creature has been affected by twisted fortune, it is immune to the ability’s effects for 24 hours. You can use this ability a number of times per day equal to 3 + your Cha modifier.
See It Coming(超常)/See It Coming:At 3rd level, you gain a +1 luck bonus on the saving throw type of your choice(Fortitude, Reflex, or Will). As a full-round action, you can change which saving throw your luck bonus applies to. At 7th level and every 4 levels thereafter, this bonus increases by 1, to a maximum of +5 at 19th level.
Invoke the Harrow(超常)/Invoke the Harrow:At 9th level, you can draw a random harrow card from a complete harrow deck you own as a standard action and channel the aspects of the card into your body. You take on superficial traits featured on the card and gain a +4 enhancement bonus to the ability score associated with the card’s suit. You can invoke the harrow for a number of minutes per day equal to your sorcerer level; the duration need not be continuous, but it must be used in 1-minute increments.
Harrowed Home(擬呪)/Harrowed Home:At 15th level, your otherworldly connection is so strong that your subconscious cleaves off a small portion of the Harrowed Realm for use as your own private sanctuary. Your harrowed home is created the first time you use this ability, and is decorated as a garish ref lection of your personality. Thereafter, you always visit this same home. You can place a portal to your harrowed home once every 24 hours, but placing a new portal destroys the previous one, and you can not move the entrance while you are inside. As long as you are not in your harrowed home, time ceases to pass for anything and anyone still in your pocket dimension; creatures cannot move, objects do not decay, and everything remains exactly the same as you left it the last time you visited the plane. Time continues as normal whenever you are inside your harrowed home. This ability is otherwise identical to mage’s magnificent mansion.
Kin to the Old Tales(超常)/Kin to the Old Tales:At 20th level, your soul becomes host to the otherworldly energies of the harrow. You gain ダメージ減少 10/cold iron and immunity to curses, paralysis, and sleep. You can always act in the surprise round of combat, and you cannot be caught flat-footed. You gain unlimited use of your invoke the harrow ability.
出典 Champions of Balance 21ページ
You can see beyond the mundane, and are capable of visualizing the improbable, and even the impossible. This ability derives from an equally unlikely source, such as the godmind of the axiomites or the monad of aeons. If this expanded perception doesn’t drive you mad, you may learn to make the impossible into reality.
クラス技能:Knowledge(engineering).
ボーナス呪文:lesser confusion(3rd), make whole(5th), shrink item(7th), confusion(9th), fabricate(11th), animate objects(13th), insanity(15th), polymorph any object(17th), wish(19th).
ボーナス特技:Craft Construct, Craft Magic Arms and Armor, Deft Hands, Exotic Weapon Proficiency, Far Shot, Iron Will, Point-Blank Shot, Skill Focus(Knowledge [engineering]).
血脈の秘法:Constructs are susceptible to your enchantment(compulsion) spells as if they were not mindaffecting. Constructs are treated as living creatures for the purposes of determining which spells affect them.
You see the world differently from others, and can mold it to suit your needs.
Disorienting Touch(擬呪)/Disorienting Touch:At 1st level, as a melee touch attack, you can cause a creature to doubt its sense of depth and direction. The target is sickened for a number of rounds equal to 1/2 your sorcerer level(minimum 1). Multiple touches do not stack, but they do add to the duration. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Spontaneous Generation/Spontaneous Generation:At 3rd level, you gain Craft Wondrous Item as a bonus feat. In addition, when you craft a magic item(except a potion, a spell-trigger item, or a spellcompletion item), you may ignore one spell prerequisite without increasing the creation 難易度. You can ignore an additional spell prerequisite at 9th, 15th, and 20th levels.
Distracting Pattern(超常)/Distracting Pattern:At 9th level, you can distort the scenery around you for a number of rounds equal to your sorcerer level. This ability provides a 20% miss chance on ranged attacks made against you and grants you a bonus on Stealth checks equal to 1/2 your sorcerer level. You can use this ability once per day at 9th level, twice per day at 17th level, and three times per day at 20th level.
Relativity(超常)/Relativity:At 15th level, you can traverse vertical surfaces as easily as you walk on the ground. When climbing, you move at your normal land speed and take none of the penalties associated with climbing. The surface must be able to support your weight, and difficult terrain affects your speed as normal. You are also immune to reverse gravity and similar effects.
Living Paradox(変則)/Living Paradox:At 20th level, your outward appearance remains the same, but beneath your skin lies not flesh and blood but clockwork gears, miniature galaxies, or something equally uncanny. You gain immunity to disease and poison. You take no additional damage from bleed effects, critical hits, and sneak attacks.
出典 Blood of Angels 29ページ
One of your ancestors paid the ultimate price for her beliefs. This distant relative martyred herself out of her devout belief in a cause, and that sacrifice echoed down to her descendants, infusing them with arcane power. Your bloodline confers abilities that allow you to endure pain, resist torture, and inspire others.
Spells and feats marked with an asterisk(*) can be found in the Pathfinder RPG Advanced Player’s Guide. Two asterisks(**) indicate a spell or feat from Pathfinder RPG Ultimate Magic.
クラス技能:Perform(oratory).
ボーナス呪文:endure elements(3rd), surmount affliction**(5th), heroism(7th), blessing of fervor*(9th), death ward(11th), greater heroism(13th), joyful rapture**(15th), mind blank(17th), overwhelming presence**(19th).
ボーナス特技:Diehard, Endurance, Heroic Defiance*, Heroic Recovery*, Leadership, Persuasive, Skill Focus(Perform), Toughness.
血脈の秘法:Whenever you take damage in battle, your effective caster level increases by 1 during your next turn. This effect does not apply more than once per round.
You draw upon the power of your ancestor’s self-sacrifice.
Sacrificial Boon(超常)/Sacrificial Boon:At 1st level, as an immediate action, you can sacrifice 1 hit point in exchange for a +1 sacred bonus on the next damage roll, saving throw, or skill check you make. This bonus only applies as long as you use it by or during your next turn—otherwise both your sacrificed hit point and the bonus are wasted. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Rallying Cry(超常)/Rallying Cry:At 3rd level, as a standard action once per day, you can shout a cry instilled with the noble sacrifices of your ancestor. You and any allies within 30 feet who can hear you gain a +1 morale bonus on attack and damage rolls for a number of rounds equal to half your sorcerer level(minimum 1). At 7th level and every four levels thereafter, this bonus increases by +1, to a maximum of +5 at 19th level.
Gift of Blood(超常)/Gift of Blood:At 9th level, as a standard action, you can choose to sacrifice some of your hit points to grant an ally double that number in temporary hit points. You can sacrifice up to your character level in hit points when using this ability. These temporary hit points last up to 1 minute per sorcerer level. You cannot heal your sacrificed hit points until your target has lost its temporary hit points. At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day.
Sacrificial Exchange(超常)/Sacrificial Exchange:At 15th level, as a swift action once per day, you can take 2 points of temporary ability damage to one of your ability scores and add a temporary +2 inherent bonus to any other ability score. This bonus lasts for a maximum of 1 hour per sorcerer level or until you choose to prematurely dismiss it(a free action), during which time the temporary ability damage cannot be healed by any means. After this effect ends, you can heal the ability damage normally. At 20th level, you can use this ability twice per day.
Eternal Martyr(超常)/Eternal Martyr:At 20th level, your ancestor’s act of martyrdom infuses your spirit. You become immune to death effects. Material components for spells and effects to bring you back to life(such as raise dead or resurrection) cost half as much as normal. Your body cannot be turned into an undead creature, as though you were affected by a permanent hallow effect(caster level equal to your sorcerer level).
出典 Blood of the Beast 16ページ
Naga blood flows within your veins. Perhaps a curious naga experimented upon one of your ancestors in an attempt to create the perfect servant, or maybe one of your ancestors was a shapeshifting naga. Either way, you boast powers similar to those of true nagas.
クラス技能:Knowledge(dungeoneering)
ボーナス呪文:ray of enfeeblement(3rd), invisibility(5th), lightning bolt(7th), poison(9th), dominate person(11th), veil(13th), limited wish(15th), mass charm monster(17th), shapechange(19th).
ボーナス特技:Alertness, Blind-Fight, Combat Casting, Dodge, Improved Initiative, Lightning Reflexes, Skill Focus(Knowledge [dungeoneering]), Stealthy.
血脈の秘法:Whenever you cast a spell with the poison descriptor, increase the spell’s 難易度 by 2.
You can draw upon the ancient magic of the nagas to ensnare the minds of lesser creatures and destroy those who would defy your will.
Vanishing(擬呪)/Vanishing:At 1st level, you can cloak yourself in illusory magic as a standard action, making you invisible(as per invisibility) for a number of rounds per day equal to your sorcerer level + your Charisma bonus(if any). These rounds need not be used consecutively.
Naga Resistances(変則)/Naga Resistances:At 3rd level, you gain a +2 bonus on saving throws against mind-affecting effects and poison effects. At 9th level, this bonus increases to +4.
Ensnaring Eyes(超常)/Ensnaring Eyes:At 9th level, add 2 to the save 難易度 of any spell, spell-like ability, or supernatural ability you use that causes a target to become fascinated or that belongs to the charm subschool.
Cast without Hands(超常)/Cast without Hands:At 15th level, you learn to eschew the use of your hands when casting spells, as a naga would. Whenever you cast an arcane spell with a somatic component, you can do so even with your hands full, by twisting and gyrating your body. This doubles the arcane spell failure chance from your armor(if any), and you can’t use this ability if you are pinned or immobile.
Power of the Naga(超常)/Power of the Naga:At 20th level, your form becomes enhanced by the power of the naga. You gain immunity to charm effects, mind-reading effects, and poison. In addition, you can also assume the shape of a naga at will as if using naga shape III.
出典 People of the River 19ページ
Your conception was marked by the alien influence of Numeria. Either you were born from one of the forgewombs scattered throughout the wastelands, or you were infected by nanites, which now course through your blood.
クラス技能:Knowledge(engineering).
ボーナス呪文:disguise self(3rd), defensive shock(5th), gaseous form(7th), miasmatic form(9th), echolocation(11th), fluid form(13th), magnetic field(15th), iron body(17th), shapechange(19th).
ボーナス特技:Blind-Fight, Combat Expertise, Dodge, Eldritch HeritageUM, Expanded Arcana, Improved Disarm, Lightning Reflexes, Skill Focus(Knowledge [engineering]).
血脈の秘法:Whenever you cast a spell from the transmutation school and target only yourself, increase the spell’s duration by 50%. This does not stack with metamagic feats or abilities such as Extend Spell.
The microscopic nanites in your blood grant you incredible powers and alien magic.
Nanite Strike(変則)/Nanite Strike:At 1st level as a free action, you can cause nanites to flow from your body and coat the striking end of any manufactured melee weapon you wield. When you hit with a melee attack using this weapon, some of the nanites infect the blood of the victim(Poison—injury; save Fort 難易度 10 + 1/2 your sorcerer level + your Con modifier; frequency 1/round for 6 rounds; effect 1 Str damage; cure 1 save). At 5th level, weapons you use with this ability are treated as magical for the purposes of overcoming ダメージ減少, and the poison also deals 1 point of Constitution damage. At 7th level, the damage increases to 1d2 points of Constitution damage and 1d2 points of Strength damage. At 11th level, the cure becomes two successful saves. You can use this ability for a number of rounds per day equal to 3 + your Charisma modifier; these rounds need not be consecutive.
Nanite Surge(変則)/Nanite Surge:At 3rd level, once per day as an immediate action, you can cause your nanites to surge, granting you a bonus equal to 3 + your sorcerer level on any one d20 roll; this ability must be activated before the roll is made. If you already possess the nanite surge ability from another source(such as from being an android), you can use your nanite surge an additional time per day. At 9th level, you can use this ability an additional time per day.
Nanite Resurgence(変則)/Nanite Resurgence:At 9th level, once per day as an immediate action upon being reduced to one-quarter your maximum hit points, you can force the mechanical swarm living inside you to keep you alive. This ability functions like a resurgent transformation spell(Pathfinder RPG Advanced Player’s Guide 239) using your sorcerer level as the caster level, except it is an extraordinary ability and cannot be dispelled. At 17th level, you can use this ability twice per day(though using this ability twice in one 24-hour period entails a chance of system shock and death; see the spell’s description for more details). At 20th level, you never die of system shock from using this ability.
Distributed Body(変則)/Distributed Body:At 15th level, anytime you are struck by a critical hit or a sneak attack, there is a 25% chance that your nanites scatter and reincorporate around the attack, negating the extra damage and causing the attack to deal damage as normal instead.
Living Swarm(超常)/Living Swarm:At 20th level, you and the machines within you become one. Your nanites consume and replicate your body, allowing swift and radical physical alterations with little more than a thought. You become immune to bleed effects, diseases, and poisons, and gain ダメージ減少 5/—. At will, you can break down your body and move in a shimmering stream of flying nanites, as if affected by gaseous form.
出典 Dragon Empires Primer 28ページ
As slaves of capricious oni lords, your ancestors were forced to yield to their masters’ hedonistic desires, inevitably tainting their descendents with oni blood. Now, you wield the powers of the oni thanks to your vile heritage. The oni bloodline is an additional bloodline for the sorcerer class.
クラス技能:Intimidate.
ボーナス呪文:ray of enfeeblement(3rd), invisibility(5th), fly(7th), charm monster(9th), cone of cold(11th), greater dispel magic(13th), waves of exhaustion(15th), trap the soul(17th), dominate monster(19th).
ボーナス特技:Combat Expertise, Combat Reflexes, Enforcer*, Fast Healer*, Improved Initiative, Iron Will, Power Attack, Skill Focus(Intimidate), Weapon Proficiency(katana [see Pathfinder RPG Ultimate Combat])
血脈の秘法:Whenever you cast a spell of the charm or compulsion subschool, you gain a bonus on Bluff, Diplomacy, and Intimidate skill checks equal to the level of the spell for 1d4 rounds.
While some would call you cursed, you have learned to unlock the powers of your oni heritage. Your emergent cruelty becomes more dominant as your power increases.
Touch of Agony(擬呪)/Touch of Agony:At 1st level, you can make a melee touch attack as a standard action that wracks a living creature with agonizing pain. The target takes 1d4 points of nonlethal damage each round for a number of rounds equal to 1/2 your sorcerer level(minimum 1). You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Altered Form(擬呪)/Altered Form:At 3rd level, you gain the ability to change shape(as the spell alter self ) for a number of minutes per day equal to your sorcerer level. These rounds need not be consecutive. At 17th level, the duration of this effect is no longer limited, and you may remain in your chosen form as long as you want.
Windborne(擬呪)/Windborne:At 9th level, you can turn gaseous(as the spell gaseous form) for a number of rounds per day equal to your sorcerer level. These rounds need not be consecutive. At 11th level and every two levels thereafter, your speed while gaseous increases by +10 feet, to a maximum speed of 60 feet at 19th level.
Oni Healing(超常)/Oni Healing:At 15th level, if your hit points drop below 0, you automatically stabilize and begin regenerating 2 hit points per round for a number of rounds per day equal to your sorcerer level. While regenerating in this way, you are not affected by spells or effects that would cause you to continue dying, such as bleed, but if you take any acid or fire damage, you stop regenerating for the rest of the day(but remain stabilized) and you are affected by such effects as normal. You still die if your hit points reach a negative number equal to your Constitution score, regardless of whether you are regenerating. This ability only works once per day—if you drop below 0 hit points a second time, you do not benefit from this ability.
Hedonistic Master(超常)/Hedonistic Master:At 20th level, you fully embrace your oni heritage to unlock its maximum potential. You gain the ability to change your shape between your natural form and that of any one Large humanoid creature of the giant subtype at will(as the spell giant form I). You must choose which creature you wish to be able to change into when you reach 20th level; once you make this decision, you cannot change it. You can switch between your forms at will, and can assume your giant form for as long as you want. In addition, you gain 呪文抵抗 equal to 6 + your sorcerer level, and whenever you cast a spell of the charm or compulsion subschool, the spell’s 難易度 increases by +2.
出典 Orcs of Golarion 14ページ
The rage of your ancestors burns within you, and the taint of savage orc blood flows through your veins. Your anger is never far from the surface, giving you strength and driving you to seek greater power.
クラス技能:Survival.
ボーナス呪文:burning hands(3rd), bull's strength(5th), rage(7th), wall of fire(9th), cloudkill(11th), transformation(13th), delayed blast fireball(15th), iron body(17th), meteor swarm(19th).
ボーナス特技:Diehard, Endurance, Great Fortitude, Intimidating Prowess, Improved Overrun, Power Attack, Toughness, Widen Spell.
血脈の秘法:You gain the orc subtype, including darkvision 60 feet and light sensitivity. If you already have darkvision, its range increases to 90 feet. Whenever you cast a spell that deals damage, that spell deals +1 point of damage per die rolled.
You are heir to the bestial power of the great orc warlords of the past. You feel their rage in your blood, and must take care lest the urge to despoil and destroy consumes you.
Touch of Rage(擬呪)/Touch of Rage:At 1st level, you can touch a creature as a standard action, giving it a morale bonus on attack rolls, damage rolls, and Will saving throws equal to 1/2 your sorcerer level(minimum 1) for 1 round. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Fearless(変則)/Fearless:At 3rd level, you gain a +4 bonus on saving throws made against fear and a +1 natural armor bonus. At 9th level, you lose your light sensitivity, gain immunity to fear, and your natural armor bonus increases to +2.
Strength of the Beast(変則)/Strength of the Beast:At 9th level, you gain a +2 inherent bonus to your Strength. This bonus increases to +4 at 13th level, and to +6 at 17th level.
Power of Giants(擬呪)/Power of Giants:At 15th level, you may grow to Large size as a standard action. At this size you gain a +6 size bonus to Strength, a –2 penalty to Dexterity, a +4 size bonus to Constitution, and a +4 natural armor bonus. You may return to your normal size as a standard action. You may remain in this size for up to 1 minute per character level per day; this duration does not need to be consecutive, but it must be used in 1 minute increments.
Warlord Reborn(超常)/Warlord Reborn:At 20th level, you become a true orc warlord of legend. You gain immunity to fire and ダメージ減少 5/—. Once per day, you can cast transformation as a spell-like ability using your sorcerer level as your caster level.
出典 Pathfinder #29:Mother of Flies 29ページ
You were born during the height of a great magical plague, to a mother suffering from an eldritch disease, or you suffered an eldritch pox as a child, such that your very soul now carries a blight of pestilence within it.
クラス技能:Heal.
ボーナス呪文:charm animal(3rd), summon swarm(5th), contagion(7th), repel vermin(9th), insect plague(11th), eyebite(13th), creeping doom(15th), horrid wilting(17th), power word kill(19th).
ボーナス特技:Brew Potion, Diehard, Endurance, Great Fortitude, Self Sufficient, Skill Focus(Knowledge [nature]), Silent Spell, Toughness.
血脈の秘法:Vermin are susceptible to your mind-affecting spells. They are treated as animals for the purposes of determining which mind-affecting spells affect them.
You awaken and quicken the lurking pestilence in your own body or the surrounding world to wreak hideous malice, or to command and commune with agents of such plagues.
Plague's Caress(擬呪)/Plague's Caress:At 1st level, you can make a melee touch attack as a standard action that causes a living creature’s flesh to break out into rancid-smelling pustules and sores for a number of rounds equal to 1/2 your sorcerer level(minimum 1 round). These sores cause the victim to become sickened for the duration of the effect; this is a disease effect. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Accustomed to Awfulness(変則)/Accustomed to Awfulness:At 3rd level, you become immune to the sickened condition and gain a +4 bonus on all saving throws against effects that cause nausea or disease. At 9th level, you become immune to the nauseated condition and to the debilitating effects of disease(but you can still be a carrier of diseases).
Shroud of Vermin(超常)/Shroud of Vermin:At 9th level, swarms no longer see you as prey. You can walk among swarms without fear of being harmed by them at all, and by taking a standard action to mentally command a swarm in which you stand, you can direct that swarm’s attacks and movements as long as you have more Hit Dice than the swarm. Even when you aren’t standing amid a swarm, your body crawls with vermin, and their chitinous bodies increase your natural armor bonus by +1. At 11th level, this bonus increases to +2, and at 17th level it increases to +3.
Pestilential Breath(超常)/Pestilential Breath:At 15th level, the sickness within your body finally becomes so potent that your very breath is deadly. Once per day as a standard action, you can exhale a cloud of pestilence in a 30-foot cone. Those caught in the area of this miasmic cloud receive a single Fortitude save to avoid suffering the effects of two different diseases. The 難易度 of this save is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. You can choose what two diseases you inflict on each target that succumbs to your plague breath, but they must be two different diseases chosen from the following list:blinding sickness, bubonic plague, cackle fever, filth fever, leprosy, mindfire, red ache, shakes, or slimy doom. The victim suffers the initial effects of these two diseases immediately — use the diseases’ frequency and save 難易度 normally to determine further effects as detailed on page 557 of the Pathfinder RPG Core Rulebook. At 17th level, you can use this ability twice per day. At 20th level you can use this ability three times per day.
Plague Carrier(超常)/Plague Carrier:At 20th level, your touch inflicts mummy rot on those you strike. You can choose to suppress this ability for 1 round as a swift action. You can make a touch attack to inflict this disease on a target, or transfer it as part of an attack with any melee weapon or touch-based spell. The creature touched can resist contracting mummy rot by making a Fortitude save - the 難易度 is equal to 10 + 1/2 your sorcerer level + your Charisma modifier.
出典 Heroes of Golarion 24ページ
One of your ancestors bore witness to a phoenix’s resurrection and formed a bond with the magical creature. The resurrecting flames still course through your veins, surging with power.
クラス技能:Knowledge(Arcana)
ボーナス呪文:color spray(3rd), see invisibility(5th), magic circle against evil(7th), wall of fire(9th), break enchantment(11th), path of the winds(13th), firebrand(15th), prismatic wall(17th), fiery body(19th).
ボーナス特技:Dodge, Elemental Focus(fire), Fast Healer, Improved Initiative, Iron Will, Mobility, Quicken Spell, Skill Focus(Knowledge [arcana]).
血脈の秘法:When casting any spell that deals fire damage, you can instead heal your targets. The spell deals no damage, and living creatures affected by the spell instead regain a number of hit points equal to half the fire damage the spell would normally deal.
The phoenix is an elemental creature of sky and primal fire, and its blood within you sings with a similar power.
The Unseen World(超常)/The Unseen World:At 1st level, you gain detect magic and read magic as spells known. At 5th level, the phoenix’s blood drives you to find and save lost knowledge and magical items. As a swift action, you can automatically identify the properties of a non-cursed magic item you hold; you must still identify a cursed item as normal to correctly identify it as cursed. You can use this ability a number of times equal to your Charisma modifier per day.
Immolation(超常)/Immolation:At 3rd level, you gain the ability to surround yourself in fire as a swift action. This fire burns for a number of rounds per day equal to your character level plus your Charisma bonus. These rounds do not have to be consecutive. Any unarmed attacks you make while affected by immolation deal an additional 1d6 points of fire damage, and any creature that ends its turn adjacent to you while you’re affected by immolation also takes 1d6 points of fire damage.
Vermilion Wings(超常)/Vermilion Wings:At 9th level, you gain the ability to grow a pair of phoenix wings from your back as a standard action. The wings grant you a fly speed of 60 feet with good maneuverability. You can dismiss the wings as a free action.
Restoring Flames(擬呪)/Restoring Flames:At 15th level, you can cast greater restoration once per day as a spell-like ability.
Rebirth(超常)/Rebirth:At 20th level, the full power of a phoenix erupts from within you if you perish. When you die, you are brought back to life, as true resurrection, after 1 minute. This ability can be used only once every 24 hours, and if you are slain again within this period, your death is permanent.
出典 Haunted Heroes Handbook 19ページ
Possessed sorcerers channel their magic potential through a unique bond with a possessing spirit rather than through blood alone. These spirits take numerous forms, but such is their tenaciousness that they bond in a way that prevents their banishment from the host. Instead, both possessor and sorcerer work together, their joint nature allowing the sorcerer to unlock many unnatural abilities. Outsider-rich nations such as Cheliax and the Worldwound are common places for possessed sorcerers to appear, though anyplace where an outsider could possess another living being would be equally suitable. The magical nature of a sorcerer’s bloodline means the sorcerer herself does not even need to be the creature initially possessed to have this particular bloodline. It may be that one of your ancestors was possessed by a powerful spirit, one whose presence was so overwhelming that it sends ripples of power down through the generations.
クラス技能:Knowledge(religion)
ボーナス呪文:Anticipate perilUM(3rd), share memoryUM(5th), pure spiritOA(7th), entrap spiritOA(9th), possessionOA(11th), telepathyOA(13th), insanity(15th), bilocationOA(17th), divide mindOA(19th).
ボーナス特技:Combat Casting, Deceitful, Fearsome SpellOA, Improved Iron Will, Iron Will, Persuasive, Selective SpellAPG, Skill Focus(Bluff), Spell Focus, Traumatic SpellOA
血脈の秘法:Whenever you cast a non-cantrip spell, you can roll the next Will save you attempt against a mind-affecting effect before your next turn twice and take the better result. If you have already failed a save against a mind-affecting effect, you can instead attempt another Will save against that ongoing mind-affecting effect after successfully casting your spell. You can use this ability only once against a given mind-affecting effect. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
The mystical connection with your possessing spirit allows you to gain more control over your body and mind.
Aggressive Possession(擬呪)/Aggressive Possession:At 1st level, you can make a melee touch attack as a standard action. The target must succeed at a Will save or be confused for 1 round. The save 難易度 is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Sight Unseen(擬呪)/Sight Unseen:At 3rd level, you gain darkvision with a range of up to 30 feet. If you already have darkvision, its range instead increases by 30 feet. At 9th level, you gain lifesense with a range of 30 feet(lifesense allowsyou to sense and locate living creatures as if you had the blindsight ability).
Inside Agent(擬呪)/Inside Agent:At 9th level, you can reroll any Perception check you just attempted by allowing your possessing spirit to take further control. You take a –2 penalty on all other skill checks for the following minute as the spirit interferes with your concentration. At 13th level, you can reroll any other skill check, but the penalty for using the ability in this way increases to –4 for the following 10 minutes. You must reroll the check before you learn the result of your original check, and cannot use this power while the skill check penalty associated with inside agent is imposed on you.
One Body, Two Minds(擬呪)/One Body, Two Minds:At 15th level, once per day, you can improve the effectiveness of a single spell by havingyour possessing spirit channel that spell. The spell acts as though it were affected by both the Silent Spell and Still Spell metamagic feats. If the spell chosen is a mindaffecting spell, it also benefits from the Extend Spell metamagic feat. This ability does not use up a spell slot higher than the level of the base spell, nor does it increase the level of the base spell.
Dual Spirit(超常)/Dual Spirit:At 20th level, you gain immunity to mind-affecting effects. Whenever you successfully employ a possession effect(such as magic jar or possessionOA), you remain in complete control of your body and the body of your possessed target.
出典 Elemental Master's Handbook 6ページ
You are descended from the elemental outsiders known as salamanders. You wield flame as a weapon and a tool, and your smithing skills are unrivaled.
クラス技能:Acrobatics
ボーナス呪文:magic weapon(3rd), molten orbACG(5th), magic vestment(7th), fire shield(warm shield)(9th), fire snakeAPG(11th), tar poolUC(13th), firebrandAPG(15th), wall of lavaAPG(17th), meteor swarm(19th).
ボーナス特技:Cleave, Craft Wondrous Item, Iron Will, Power Attack, ProdigyUM, Skill Focus(Acrobatics), Skill Focus(Perception), Toughness.
血脈の秘法:The DCs of your sorcerer spells increase by 2 against creatures that are suffering ongoing fire damage.
Your salamander blood gives you great skill at crafting, even as it reshapes your form.
Ember(超常)/Ember:At 1st level, when making a Craft check involving metal, you can expend any number of uses of this ability(up to half your sorcerer level, minimum one use) to gain a circumstance bonus on the check equal to twice the number of uses expended. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Forge and Fire(超常)/Forge and Fire:At 3rd level, you gain Craft Magic Arms and Armor as a bonus feat. In addition, whenever you cast a nonpermanent, noninstantaneous spell that improves or enhances a manufactured weapon, you can also give that weapon the flaming special ability for the spell’s duration.(This has no effect if the weapon already has the flaming special ability.)
Serpent’s Tail(超常)/Serpent’s Tail:At 9th level, you can transform your legs into a slithering serpentine tail as a free action. Your speed is reduced by 10 feet(to a minimum of 5 feet), and you can’t be tripped. Your footwear melds into your body and is nonfunctional unless it provides a constant bonus and does not need to be activated. You also gain a tail slap natural attack that deals 1d8 points of damage(1d6 if you are Small) + your Strength modifier. At 15th level, your reach with your tail slap increases by 5 feet. These effects last a number of minutes per day equal to your sorcerer level; the duration does not need to be consecutive, but it must be used in 1-minute increments.
Searing Heat(超常)/Searing Heat:At 15th level, your body becomes as hot as a salamander’s. You deal 1d6 additional points of fire damage with natural weapons and melee attacks made with metal weapons. In addition, you deal 2d6 points of fire damage per round to any creature you grapple. This heat does not damage your equipment. You can activate or deactivate this effect as a free action.
Reforged Flesh(変則)/Reforged Flesh:At 20th level, you become immune to fire damage and gain ダメージ減少 10/adamantine and magic.
出典 Potions and Poisons 7ページ
Whether your ancestors served a scorpion goddess or simply worked closely with more mundane members of the species, the venom from these arachnids has seeped down through generations into your blood.
クラス技能:Climb.
ボーナス呪文:thorn javelin(3rd), spider climb(5th), poison(7th), giant vermin(scorpions only)(9th), vermin shap II(11th), sirocco(13th), creeping doom(15th), horrid wilting(17th), transmute blood to acid(19th).
ボーナス特技:Arcane Strike, Blind-Fight, Combat Reflexes, Disruptive Spell, Improved Initiative, Nimble Moves, Skill Focus(Climb), Stealthy.
血脈の秘法:You are trained in the use of poison and cannot accidentally poison yourself when applying poison to a weapon.
Wherever your lineage hails from now, the desert is in your blood. Your ancestors may have worshiped the power of the scorpion or learned to channel it to survive.
Progenitor’s Sting(擬呪)/Progenitor’s Sting:You can magically apply your toxic essence onto your weapon or onto the weapon of a willing ally within 30 feet as a standard action.(Poison—injury; save Fort 難易度 10 + half your sorcerer level + your Charisma modifier; frequency 1/round for 6 rounds; effect 1 Str, Dex, or Con damage [chosen when this ability is used]; cure 1 save). You can use this ability a number of times per day equal to 3 + your Charisma modifier.
At 5th level, the ability damage of your poison increases to 1d3.
At 7th level, each time you apply your progenitor’s sting, you can choose two ability scores for your bloodline poison to affect.
At 11th level, whenever you apply your progenitor’s sting to a weapon, you can magically apply it onto all willing allies’ weapons within 20 feet as well. This counts as one use of your bloodline ability.
Modify Onset(超常)/Modify Onset:At 3rd level, you can increase the onset time of poisons you use by up to 1 hour per level. At 9th level, you can alter a poison so that it does not have an onset time, but you can trigger it as a swift action to take effect at any time, regardless of distance. If you do not trigger this poison within 1 week of poisoning a target, the poison dissipates harmlessly. The poison can be detected and removed before it is triggered using any normal methods of detecting and removing poison.
Sudden Sting(変則、擬呪)/Sudden Sting:At 9th level, when you are able to act in the surprise round, you can take a full round’s worth of actions rather than just a single standard action. You can also cast accelerate poison and delay poison as spell-like abilities a total of three times per day.
Sandwalker(変則)/Sandwalker:At 15th level, you gain you gain a burrow speed of 30 feet and tremorsense with a range of 60 feet.
It Is My Nature(超常)/It Is My Nature:At 20th level, your poisoned blood protects you, reflexively conjuring an ethereal stinger to lash out at foes who come too close. Three times per day when an enemy moves into a square adjacent to you, you can make a melee touch attack against the creature as an immediate action. On a hit, the creature must succeed at a Fortitude save(難易度 = 10 + half your sorcerer level + your Charisma modifier) or die. A creature that succeeds at this Fortitude save is immune to this effect for 24 hours. This is a poison and death effect. You can use this ability even when you are surprised or flat-footed.
出典 Legacy of the First World 21ページ
Channeling the power of your shapeshifting ancestors that you carry in your blood, you gain powers that allow you to change your shape and alter your appearance and physical abilities.
クラス技能:Disguise.
ボーナス呪文:disguise self(3rd), alter self(5th), fly(7th), beast shape II(9th), polymorph(11th), transformation(13th), greater polymorph(15th), frightful aspectUC(17th), shapechange(19th).
ボーナス特技:Combat Casting, Dodge, Extend Spell, Great Fortitude, Improved Initiative, Lightning Reflexes, Skill Focus(Disguise), Toughness.
血脈の秘法:You are very skilled with magic that transforms you. Transmutation spells you cast only on yourself affect you as though your caster level were 1 higher.
Your bloodline grants you the following powers.
Hardened Fists(超常)/Hardened Fists:At 1st level, you can make your fists grow large, callused, and gnarled as a free action. Your unarmed strikes deal damage as though you were one size category larger, deal lethal damage, and do not provoke attacks of opportunity. If you have claws, they are affected instead, and they deal damage as though you were one size category larger. You can use this ability for a number of rounds per day equal to 3 + your Charisma modifier. These rounds do not need to be consecutive.
Mutable Flesh(超常)/Mutable Flesh:At 3rd level, once per day when you cast a transmutation spell with a duration of 1 minute per level that affects only you, you can increase its duration to 10 minutes per level. At 9th level, you can increase the duration to 1 hour per level.
Vortex of Flesh(超常)/Vortex of Flesh:At 9th level, you can momentarily change into an amalgam of erratic geometric shapes once per day, lashing out at every creature in a 20-foot-radius spread around you as a standard action. This attack deals 1d6 points of bludgeoning, piercing, and slashing damage per sorcerer level. If you benefit from a spell or effect that allows you to overcome damage resistance with your natural attacks(such as magic fang), this attack ignores ダメージ減少 of the same type. Those caught in the area can attempt a Reflex saving throw(難易度 = 10 + half your sorcerer level + your Charisma modifier) for half damage. At 17th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day.
Superior Transformation(超常)/Superior Transformation:At 15th level, you become master of your own shape and you fully understand the intricacies of all shapechanging magic. You are immune to polymorph effects unless you are a willing target. Once per day when you cast a polymorph spell on yourself, in addition to the normal effects of the spell, you can choose to gain a fly speed of 60 feet(average maneuverability), a swim speed of 60 feet, or an increase to your base land speed of 30 feet.
Amorphous Anatomy(超常)/Amorphous Anatomy:At 20th level, your vital organs shift position, and as a rule they are constantly changing their shape and size to best protect you. You gain immunity to critical hits and sneak attacks. In addition, you gain blindsight with a range of 60 feet and damage reduction 5/—. You automatically recover from physical blindness or deafness after 1 round by growing new sensory organs to replace the compromised ones; you cannot otherwise regenerate lost body parts.
出典 Qadira, Jewel of the East 19ページ
Sorcerers who serve in the sun goddess’s court display powers infused with the glory of the sun itself.
クラス技能:Perception
ボーナス呪文:searing light(3rd), fury of the sunARG(5th), daylight(7th), shield of dawnISG(9th), flame strike(11th), true seeing(13th), sunbeam(15th), sunburst(17th), overwhelming presenceUM(19th).
ボーナス特技:Alertness, Combat Casting, Empower Spell, Improved Initiative, Lightning Reflexes, Quicken Spell, Spell Focus, Spell Penetration.
血脈の秘法:Whenever you cast a spell with the fire descriptor, if it deals damage, it deals +1 point of damage per die rolled.
The solar power that infuses your being alters the way you interact with the world, searing through your spells.
Sunsight(超常)/Sunsight:At 1st level, you gain low-light vision and cannot be dazzled. If you already have lowlight vision, you instead gain a +4 bonus on saving throws against blindness effects.
Friend of Fire(超常)/Friend of Fire:At 3rd level, you gain fire resistance 10. At 5th level, when in contact with flame or a burning object(including a flaming weapon, lantern, or torch), add 1 per die to any healing effect of which you are the target. At 9th level, your fire resistance increases to 20. At 20th level, you gain immunity to fire.
Cleansing Flame(超常)/Cleansing Flame:At 9th level, twice per day, you can use fire to restore the health of yourself or your allies. As a standard action, you can wreathe your hand in a halo of flame and touch yourself or another creature. The touch heals 2d8 + your character level points of damage. You can also remove one of the following conditions affecting the target:1d6 points of ability damage, blinded, confused, dazzled, deafened, diseased, exhausted, fatigued, nauseated, poisoned, or sickened. At 20th level, you can use this ability three times per day.
Healing Fire(超常)/Healing Fire:At 15th level, you can channel energy twice per day as a cleric of half your level. Instead of using this ability to damage undead, you can convert the positive energy to flame and deal an equivalent amount of fire damage instead.
Solar Ascension(超常)/Solar Ascension:At 20th level, as a full-round action, you can become an incorporeal being of light for 1 round per sorcerer level. While in this form, you gain the incorporeal subtype and take half the normal damage from corporeal magic attacks(you take no damage from nonmagical weapons and objects). Your spells deal half damage to corporeal creatures, but spells and abilities that do not deal damage function normally. The duration need not be continuous, but it must be used in 1-round increments. While in this form, any creature you move through(as the overrun combat maneuver) takes 2d6 points of fire damage.
出典 Heroes of Golarion 10ページ
The deep forests of Avistan, such as those found in Molthune and Nirmathas, are a haven for one of Golarion’s most fabled creatures:unicorns. Deeply empathetic and fiercely protective, unicorns on occasion form close bonds with humans, often young and noble-hearted women. When the two have a particularly strong bond, the unicorn’s magic can become a part of the bonded human, and sometimes is even passed on to her children. These children, blessed by their parent’s connection to that force of true good, grow up to become sorcerers of the unicorn bloodline.
クラス技能:Heal
ボーナス呪文:cure light wounds(3rd), cure moderate wounds(5th), cure serious wounds(7th), neutralize poison(9th), atonement(11th), heal(13th), greater restoration(15th), mass cure critical wounds(17th), mass heal(19th).
ボーナス特技:Alertness, Animal Affinity, Brew Potion, Fleet, Greater Fortitude, Improved Counterspell, Self-Sufficient, Skill Focus(Heal).
血脈の秘法:Every time you cast a spell, you can restore a number of hit points equal to double the level of the spell you cast to one target of your choice that you can see. A creature at its maximum hit points cannot be affected by this ability. Healing a dying creature with this ability does not automatically stabilize the creature unless its hit points are brought to 0 or above.
Your connection to the unicorns’ blessing shapes you as you grow, empowering you with the forces of good and restoration.
Safekeeping(超常)/Safekeeping:At 1st level, you can touch a creature as a standard action, granting it a +2 insight bonus to アーマー・クラス for 1 round. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Pure of Mind(超常)/Pure of Mind:At 3rd level, you gain a +2 bonus on saving throws against charm effects and a +4 bonus on saving throws against spells with the evil descriptor. At 9th level, your bonus on saving throws against charm effects increases to +4 and your bonus on saving throws against spells with the evil descriptor increases to +6.
Righteous Fury(超常)/Righteous Fury:At 9th level, once per day you can create a spear of pure light and throw it at a creature within 60 feet as a standard action. This is a ranged touch attack that uses your Charisma modifier in place of your Dexterity modifier to determine the attack bonus. The spear deals 1d6 points of damage per sorcerer level and ignores all damage reduction and hardness. This damage increases to 1d8 points of damage per sorcerer level against an evil creature. At 13th level, you can use this ability twice per day. At 17th level, you can use this ability three times per day.
Friend to Nature(超常)/Friend to Nature:At 15th level, creatures with the animal or magical beast type and a nonevil alignment instinctually trust you. Such creatures automatically have a starting attitude of indifferent or better toward you unless you or a creature allied with you has attacked or otherwise threatened violence against such a creature.
Blessing(超常)/Blessing:At 20th level, you gain immunity to poison, to charm effects, and to spells and weapons with the evil descriptor. You can also cast magic circle against evil at will with a caster level equal to your sorcerer level.
出典 Blood of the Ancients 4ページ
You trace your ancestry to a bygone civilization and can call upon its forgotten people or places for power.
クラス技能:Knowledge(history).
ボーナス呪文:identify(3rd), share memory(5th), arcane sight(7th), hypercognition(9th), telepathic bond(11th), analyze dweomer(13th), vision(15th), discern location(17th), foresight(19th).
ボーナス特技:Arcane Strike, Augment Summoning, Craft Wondrous Item, Echoing Spell, Iron Will, Leadership, Skill Focus(Knowledge [history]), Spell Focus.
血脈の秘法:Whenever you cast a spell of the divination school, you see into the past. You gain an insight bonus equal to the divination spell’s level on the next Appraise, Craft, or Knowledge skill check you attempt within 24 hours.
Your connection to your past allows you to tap into ancient secrets and power.
Bonded Object(擬呪)/Bonded Object:At 1st level, you gain an arcane bond, per a wizard equal to your sorcerer level, with an object constructed by a long-lost civilization. Your sorcerer levels stack with any wizard levels you have when determining the powers of your bonded object. This ability does not allow you to have both a familiar and a bonded object. Once per day, your bonded object allows you to cast any one of your spells known and increase the save 難易度 of that spell by 1.
Restored Glory(超常)/Restored Glory:At 3rd level, objects in your possession with the broken condition function as if they did not have the broken condition, though if they reach 0 hit points they are destroyed as normal. At 9th level, destroyed objects(objects with 0 hit points) in your possession function and appear as if they had only the broken condition, though if they reach a number of negative hit points equal to your level, they become fully destroyed and don’t function at all, even in your possession. At 15th level, destroyed objects in your possession function and appear as if fully repaired, though they can become fully destroyed as described above. Destroyed objects must have physical pieces left to be affected by this ability. Objects that leave your possession are affected normally by these conditions. This ability does not affect artifacts.
Call Ancestor(擬呪)/Call Ancestor:At 9th level, once per day, you can spend a standard action to grant a long-dead relative a brief facsimile of life. This functions as the lesser simulacrum spell, except the simulacrum lasts only 1 round per sorcerer level you have, has the same statistics as you, and always has the likeness of an ancestor. In addition, the simulacrum has lost knowledge from the past. When summoning the simulacrum, select one Knowledge skill. The simulacrum is considered trained in that skill and has a bonus on Knowledge checks of this type equal to twice your level plus your Intelligence modifier. The simulacrum is under your control, but it cannot attack or take hostile actions. At 17th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day. You cannot have more than one ancestor simulacrum active at any one time.
Eternal Past(超常)/Eternal Past:At 15th level, you gain an immersive mindscape(Pathfinder RPG Occult Adventures 235). This functions as a permanent greater create mindscape spell, except it must appear as a lost civilization, and you do not target any other creatures when the mindscape is created. You can open a conduit to your mindscape as a standard action at will(per the mindscape door spell), allowing you or other creatures to enter or leave. The mindscape is only as detailed as your knowledge of the lost civilization but still holds valuable secrets. The mindscape functions as a library for all Knowledge skills; while within your mindscape, you can spend 1d4 hours researching to use a Knowledge(history) check in place of any other Knowledge check.
Manifest Memory(超常)/Manifest Memory:At 20th level, you can overlay portions of your mindscape onto the world around you. This functions as the mirage arcana spell, except all structures and terrain created must be places appearing within your mindscape. You can use this ability at will, but you can maintain only a single manifest memory at any one time. You can allow any creature you can see who has previously entered your mindscape to automatically disbelieve the illusion as a free action.
出典 In the Company of Kappa 62ページ
多くのカッパのソーサラーは元素の血統(一般的に水)を持つが、しばしばカッパのソーサラーは防御の強さと水、ヨウカイの技の組み合わせを強調した以下のユニークな血脈を持つ。
クラス技能:カッパの血脈のソーサラーは彼のクラス技能のリストに〈知識:自然〉を加える。
ボーナス呪文:スピーク・ウィズ・アニマルズ(3レベル)、フォッグ・クラウド(5レベル)、スロー(7レベル)、ポイズン(9レベル)、エレメンタル・ボディII(水)(13レベル)、エレメンタル・ボディIV(15レベル)、アイアン・ボディ(17レベル)、シェイプチェンジ(19レベル)。
ボーナス特技:《不屈の闘志》、《回避》、《持久力》、《鋼の意志》、《頑健無比》、《強打》、《呪文高速化》、《技能熟練:知識(自然)》。
血脈の秘法:君が[火炎]ダメージを与える呪文を発動するとき、君はそのダメージを[氷雪]ダメージに変更するとができる。君が[氷雪]ダメージを与える呪文を発動するとき、そのダイス・ロール毎に1ポイントのダメージを増加させる。
甲羅の子(変則)/Child of the Shell:1レベルで君の外皮ボーナスは+1増加する。9、15、20レベルでさらに+1増加する。20レベルで君はダメージ減少 5/-を得る。5レベルで君の爪攻撃はダメージ減少を克服する目的で魔法の武器としてみなされる。
水の子(変則)/Child of the Water:3レベルで君は抵抗 [氷雪]5を得、君の水泳移動速度は5フィート増加する。5レベルで君は水中で息ができるようになる。9レベルで君の氷雪に対する抵抗は10に増加する。11レベルで君の爪攻撃は氷雪の武器となり、1d6ポイントの追加の[氷雪]ダメージを与える。15レベルで君の水泳移動速はさらに5フィート増加する。
地の子(変則)/Child of the Earth:9レベルで君は抵抗 [強酸]5を得る。この抵抗は20レベルで10に増加する。12レベルで君は回数無制限にスピーク・ウィズ・アニマルズを使用できる。
アンティマジックの甲羅(擬呪)/Antimagic Shell:15レベルで君のソーサラー・レベル+10に等しい呪文抵抗を得る。
川の竜の子(擬呪)/Child of the River-Dragon:20レベルで君は[氷雪]と睡眠に対する完全耐性を得る。水棲の動物は、魔法によって強制されない限り君を攻撃することはない。最終的に君は水面を回数無制限にウォーター・ウォークとして歩くことができる(この力は油、溶岩、その他の水でない液体の上では機能しない)。
出典 Path of Iron
Your bloodline has been imparted with the fires of creation. Perhaps your ancestors were blessed by a god of artifice, or you were exposed to the animating forces used to power constructs. You often feel more at home at a forge or among a priceless collection than among other people.
クラス技能:Knowledge(engineering).
ボーナス呪文:alter weapon(3rd), make whole(5th), greater magic weapon(7th), grasping steel(9th), major creation(11th), animate objects(13th), control construct(15th), iron body(17th), field of blades(19th).
ボーナス特技:Craft Construct, Extend Spell, Forge Ring, Great Fortitude, Improved Unarmed Strike, Iron Will, Prodigy, Skill Focus(Knowledge [engineering])
血脈の秘法:The 難易度 of any spells you cast with the metal descriptor are increased by +1. You may treat constructs as living creatures and humanoids for the purpose of affecting them with your spells.
Restructure(擬呪)/Restructure:At 1st level, you can alter the structural integrity of an object within 30 feet as a standard action. You choose to either repair or destroy the object. If you repair the object, it is restored of 1d6 + 1 hit point per two sorcerer levels; this otherwise functions as mending. If you destroy the object, it instead loses 1d6 + 1 hit point per two sorcerer levels; this damage ignores hardness. A Fortitude save negates the damage. The save 難易度 is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. You may use this ability a number of times per day equal to 3 + your Charisma modifier.
Smith’s Insight(変則)/Smith’s Insight:At 3rd level, you gain your choice of either Craft Magic Arms and Armor or Craft Wondrous Item as a bonus feat. You gain a bonus equal to half your sorcerer level to all Craft checks and to Spellcraft checks made to identify or create a magical item. You also only lose half your materials if you fail a check to craft a magic item and only one-quarter the materials if you fail a check to craft a mundane item.
Steel Skin(変則)/Steel Skin:At 9th level, your flesh begins to harden like metal. You gain a 25% chance to ignore any critical hit or sneak attack used against you. This chance increases to 50% at 13th level.
Meltdown(擬呪)/Meltdown:At 15th level, you can reduce multiple objects near you to slag. You can target one object per two sorcerer levels, and no two objects can be further than 30 feet apart. Each object you target melts, as the spell quicksilver. Any object that melts is reduced to a superheated slag for 1 round; any creature in the same space as a melted object or that was holding or wearing a now-melted object takes 1d6 fire damage per sorcerer level(max 20d6). A Reflex save halves the damage. The 難易度 of both the quicksilver effect and the Reflex save to avoid damage is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. After the 1 round passes, the objects remains destroyed, but are no longer hot enough to harm creatures. The damage from multiple objects does not stack. You can use this ability once per day.
Wrought in Iron(変則)/Wrought in Iron:At 20th level, your body becomes more metal than flesh. You become immune to critical hits, sneak attacks, bleed damage, and gain ダメージ減少 5/–. Any metal you create with spells such as wall of iron has its hardness increased by 10.
出典 Kitsune Compendium
One of your ancestors was a kitsune who achieved the apex of their race’s mystical powers. Your sorcerous abilities stem from the same font of mystic power, allowing you to effortlessly dominate the minds of your enemies with powerful enchantments and illusions.
クラス技能:Disguise
ボーナス呪文:silent image(3rd), invisibility(5th), major image(7th), charm monster(9th), magic jar(11th), mislead(13th), project image(15th), mass charm monster(17th), wish(19th).
ボーナス特技:Alertness, Craft Wondrous Item, Dodge, Lightning Reflexes, Improved Initiative, Skill Focus(Disguise)
血脈の秘法:Whenever you cast an enchantment or illusion spell, creatures targeted by or that interact with your spell suffer a –2 penalty on their saving throw if you have won them over with Diplomacy or fooled them with Bluff in the past 24 hours.
Foxfire(擬呪)/Foxfire:At 1st level, as a standard action, you can create up to four eerie spheres of light that function as dancing lights. While in possession of one or more of these spheres, you can attack one target within 30 feet as a ranged touch attack by directing a sphere at it. This sphere deals 1d6 points of fire damage. Whether or not the sphere hits, it disappears as if its duration ended. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Shift Form(超常)/Shift Form:At 3rd level, you gain the ability to change shape(as the spell alter self) for a number of minutes per day equal to your sorcerer level. These minutes need not be consecutive. At 7th level, you can also change shape into any animal allowed by beast shape I. At 11th level, you can also change shape into any animal allowed by beast shape II. At 15th level, you can also change shape into any animal allowed by beast shape III. At 19th level, you can also change shape into any natural, inanimate object(such as a rock or a tree) as the spell statue except this ability is a polymorph effect and grants you a +10 racial bonus on Disguise checks to appear as an ordinary object.
Potent Illusions(超常)/Potent Illusions:At 9th level, any illusion spell that you cast with a duration of concentration lasts an additional number of rounds equal to half your sorcerer level. Additionally, when casting an illusion spell you can expend two spell slots of the spell’s level(including level adjustments from metamagic) as a free action in order to imbed an illusion within your illusion. Effectively, if a creature disbelieves the illusion, it sees a second, identical illusion in its place, which it must attempt to disbelieve separately. You cannot imbed more than two illusions into a spell using this ability or any similar one.
Formless Casting(超常)/Formless Casting:At 15th level, you can complete the verbal and somatic components of spells while polymorphed into any creature allowed by greater polymorph or while possessing a living creature with magic jar by substituting various noises and gestures for the normal verbal and somatic components of a spell. You can also use any material components or focuses you possess, even if such items are melded within your current form. At 20th level, you gain this benefit while under any polymorph effect, even if the form you take cannot normally make any noise or gestures.
Master Manipulator(超常)/Master Manipulator:At 20th level, you no longer need to make concentration checks to cast enchantment spells and can concentrate on illusion spells as a swift action, rather than a standard action. Additionally, you can expend a spell slot as a free action in order to regain a number of minutes of your shift form ability equal to the spell’s level. This ability does not allow you to exceed the ability’s maximum minutes per day–any excess minutes are lost.
出典 Call to Arms:Decks of Cards
Maybe your father was actually generated by the Knight card, maybe you grew up in a keep generated by the Throne card, or maybe your mother had the misfortune of drawing the Donjon card while she was pregnant with you. In any case, you have been infused with the power of the Deck of Many Things itself, and it has granted you a portion of its magical power.
クラス技能:Sleight of Hand
ボーナス呪文:anticipate peril(1st), touch of idiocy(5th), tiny hut(7th ), minor creation(9th), mirage arcana(11th), circle of death(13th), prismatic spray(15th), temporal stasis(17th), wish(19th)
ボーナス特技:Alertness, Agile Maneuvers, Arcane Strike, Augment Summoning, Combat Casting, Deceitful, Heighten Spell, Improved Counterspell, Magical Aptitude, Spell Penetration.
血脈の秘法:Whenever you cast a spell, or use a magic item which has a chance for a random outcome(Such as the spell prismatic spray or using a rod of wonder), you have a chance to affect the outcome. The base percent chance of this is 10%, but increases by another 10% every 3 levels, to a maximum of 60% at 16th level. When the item is rolled, roll percentile dice(d%), if it is within the casters success rate, then they roll twice on the random outcome(or draw multiple cards in case of a magical deck of cards), and may choose which outcome they receive. The percent is lowered by 20% when used on artifact level magic items.
Talons(超常)/Talons:At first level, you gain a natural affinity for relieving others of their items, in particular their magic items. Three times plus your Charisma modifier per day, you may add your sorcerer level to a sleight of hand roll to steal an item from someone else. If this item is a magical item, then you add an additional +1 to the roll. At 7th level, the bonus for stealing magical items increases to +3, and at 11th level it becomes +5.
Knight(超常)/Knight:At 3rd level, you gain the ability to summon a ghostly, spectral image of a warrior, similar to the one summoned by the Knight Card of the Deck of Many Things. This knight persists for 3 plus your Charisma modifiers rounds(which do not be to be consecutive).
This image is obviously an illusion and cannot actually attack, but it can be used to flank opponents.
Balance(超常)/Balance:At 9th level, you can temporarily change a target’s alignment with a touch. This is a mind-affecting enchantment effect, which requires a touch attack and permits a Will save(難易度 10 + your Charisma modifier plus half your class level). If the saving throw fails then the subject is shifted to a radically different alignment than his own and is compelled to act within his new alignment for one hour per sorcerer level. Note this does not actually give you any control over the subject, you merely change his alignment. This ability can be used three times plus your Charisma modifier per day.
The Void(超常)/The Void:at 15th level, you gain the ability to cast a victim’s mind into the void. This is a mind-affecting ability with a range of 40 feet plus 10 feet per level. The Will save is 10 Plus your Charisma Modifier plus half your class level.) Failure of the save sends the victim’s mind into the void, leaving his body an empty vessel for one round per Charisma modifier bonus. When they return to their body, the victim is immediately shaken.
Avatar of the Deck(変則)/Avatar of the Deck:At 20th level, you become a personification of one of the cards of the Deck of Many Things. Whether you become a skeletal grim reaper as depicted by the Skull card, the Demon depicted on the Flames card, or bronze clawed gorgon like the Euryale card. You gain a pair of wings(flight speed 40 ft. With average maneuverability), +4 natural アーマー・クラス, and you become immune to poisons and disease. You also gain a +4 to Intimidate checks due to your new, horrific appearance.
出典 Fields of Blood
A powerful ruler or otherworldly being cast your family out of their homeland and condemned your ancestors to a life of exile. You get the sense that you never fit in no matter where you go and are constantly on the run. Your magic draws strength from this sense of desperation to grant you the ability to escape those who hunt you and consign them to the same fate.
クラス技能:Disguise.
ボーナス呪文:disguise self(3rd), darkness(5th), nondetection(7th), lesser geas(9th), dismissal(11th), geas/quest(13th), banishment(15th), maze(17th), freedom(19th).
ボーナス特技:Agile Maneuvers, Alertness, Deceitful, Defensive Combat Training, Dodge, Lightning Reflexes, Mobility, Quick Draw, Skill Focus(Disguise), Stealthy.
血脈の秘法:Whenever you cast a spell with a range of personal, your resolve hardens, granting you a morale bonus on Will saves equal to the spell’s level for 1d4 rounds.
Touch of the Shunned(擬呪)/Touch of the Shunned:At 1st level, you can make a melee touch attack as a standard action to temporarily sever the target’s bonds of friendship. On a successful hit, the target gains immunity to spells and effects that target allies. Furthermore, it must succeed on a Will save to be affected by any conjuration(healing) spells cast upon it. These effects last for 1 minute per sorcerer level. The target receives a Will save to negate both of these effects. The save 難易度 is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Otherworldly Alliances(超常)/Otherworldly Alliances:At 3rd level and every four levels thereafter, you gain a +1 insight bonus to アーマー・クラス against outsiders and on saving throws made to resist spells and effects created by outsiders.
Isolate(擬呪)/Isolate:At 9th level, you point your finger and fire an invisible ray at any target within 60 feet. You must succeed on a ranged touch attack to hit. If you hit, the subject is invisible to all creatures except for you and your allies. This effect functions as the greater invisibility spell. In addition, the creature is affected by silence(as the spell), though the effect does not extend beyond the target. While the target is aware of the silence effect, it is generally unaware that it is invisible to other creatures. These effects last for 1 round per sorcerer level. A successful Will save negates these effects. The 難易度 of this save is 10 + 1/2 your sorcerer level + your Charisma modifier.
You can use this ability once per day at 9th level. At 17th level you can use this ability twice per day, and at 20th, three times per day.
Exile(擬呪)/Exile:At 15th level, once per day, you can force an extraplanar creature out of your home plane or force a creature from your home plane to return to its birthplace. Otherwise, this ability functions as banishment.
This effect uses your sorcerer level as the caster level. At 20th level, you can use this ability twice per day.
Stay Put(変則)/Stay Put:At 20th level, you gain spell resistance equal to your sorcerer level + 5. You gain immunity to enchantment(compulsion) spells, as well as spells and effects that displace you from your current location and attempt to move you to another location. These spells include, but are not limited to banishment, imprisonment and maze. You are also immune to bull rush, drag and reposition maneuvers.
出典 Fields of Blood
You were born on the open road, and it is your destiny to travel to farflung locales in search of adventure. The blood of nomads courses through your veins and wanderlust roams in the deepest reaches of your soul. Your magic reflects your innate desire to seek out new experiences and visit foreign lands.
クラス技能:Survival.
ボーナス呪文:expeditious retreat(3rd), whispering wind(5th), fly(7th), dimension door(9th), teleport(11th), shadow walk(13th), greater teleport(15th), discern location(17th), etherealness(19th).
ボーナス特技:Acrobatic Steps, Dodge, Endurance, Fleet, Mobility, Nimble Moves, Run, Skill Focus(Survival), Step Up, Strike Back.
血脈の秘法:Whenever you cast a spell that increases your speed or grants you a mode of movement that you normally do not have, such as burrow, climb, fly or swim, you treat your caster level as if it were one higher.
Fast Movement(擬呪)/Fast Movement:At 1st level, you can touch a creature as a standard action, increasing its base land speed by +10 feet for a number of rounds equal to 1/2 your sorcerer level(minimum 1). This adjustment is treated as an enhancement bonus. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Woodland Strike(変則)/Woodland Strike:At 3rd level, you can move through any sort of undergrowth(such as natural thorns, briars, overgrown areas and similar terrain) at your normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect you.
Seen the World(変則)/Seen the World:At 9th level, whenever you teleport to another location, treat the destination as one step more familiar to you. In addition, when determining whether you successfully teleported to your intended destination, you may roll your percentile dice twice and use either result.
The preceding benefits apply to all conjuration spells from the teleportation subschool. In addition, whenever you scry on a subject, treat the subject as one step more familiar to you.
Wanderlust(変則)/Wanderlust:At 15th level, your base land speed increases by +30 feet.
Unfettered(擬呪)/Unfettered:At 20th level, you can teleport once per day as the spell as a standard action. In addition you gain immunity to all effects that impede your movement.
This ability duplicates the effects of the freedom of movement spell.
出典 Magic Tactics Toolbox 10ページ
似たような複数の秘術の血脈が継承される場合には共通する特質が受け継がれていくものであるが、ある種の血脈がブラッドレイジャーやソーサラーの血統の中に紛れ込む特殊な状況によっては、血脈変異と呼ばれる、取り分けて奇妙な、あるいは珍しい血脈の力が現れることがある。ブラッドレイジャーやソーサラーが新しい血脈の力を得るたびに、その血脈の力をその前提条件を満たす血脈突然変異と置き換えることができる。一旦この選択を行えば、変更する事はできず、また、ブラッドレイジャーやソーサラーは、アーキタイプにより変更されたり置き換えられた血脈の力を血脈変異に置き換えることはできない。ブラッドレイジャーは血脈変異の力を使うために“血の激怒”を使用する必要はない。
あるいは、ブラッドレイジャーやソーサラーは血脈のボーナス特技の代わりに血脈変異を選択することもできるが、そのクラス・レベルがその血脈変異が通常置き換えている血脈の力のレベル以上である必要がある。
術者がダメージを与えるブラッドレイジャー呪文やソーサラー呪文を発動する場合、ダイス・ロール毎に1点のダメージを加える。この効果は、《呪文熟練》で指定した系統に属する、または術者の血脈の血脈呪文から得られる、ダメージ呪文にのみ適用される。この能力は、ソーサラーの1レベルの血脈の力か、ブラッドレイジャーの4レベルの血脈の力を置き換える。
術者がダメージを与えるブラッドレイジャー呪文やソーサラー呪文を発動するたびに、術者はその呪文の ダメージ・ダイスの最大数を、術者の【筋力】または【魅力】修正値のいずれか高い方の値だけ増やすことができる。それ以外の点では、これは《呪文ダメージ激化》UM特技と同じように機能し、効果は累積しない。術者はこの能力を1日1回、3レベルの時に使用することができ、3レベルを超える4術者レベル毎に1日1回追加で使用することができるようになり、最大で19レベル時の1日5回まで使用することができる。この能力は、ソーサラーの3レベルの血脈の力またはブラッドレイジャーの8レベルの血脈の力を置き換える。
術者がダメージを与えるブラッドレイジャー呪文やソーサラー呪文を発動した場合、その呪文の影響を受けたクリーチャーは呪文の効果に対するエネルギー抵抗と呪文抵抗を、あなたの【筋力】または【魅力】修正値のいずれか高い方に等しい値だけ減少させる。術者はこの能力を4レベルで1日1回、3レベルを超える5術者レベルごとに1日1回追加で使用でき、最大で18レベルでの1日4回まで使用できる。この能力は、ソーサラーの9レベルの血脈の力またはブラッドレイジャーの4レベルの血脈の力に置き換わる。
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.
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。
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〉と〈芸能〉をクラス技能として得るが、〈鑑定〉と〈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〉と〈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。
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〉と〈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。
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.
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(難易度 = 25 + the level of the stored spell) and disarmed with a successful Disable Device check(難易度 = 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.
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.
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 難易度 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 難易度 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 難易度 for the spell increases by 1. This bonus increases by 1 at 18th level.
This ability replaces the 13th-level bloodline feat.