Table 5–2: Companion and Фамильяр Черты — КиберПедия 

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Table 5–2: Companion and Фамильяр Черты

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General Черта Предпосылки Benefits
Boon Companion Верный Зверь or фамильяр Companion or фамильяр abilities are treated as if you were a higher level
  Верный Зверь Черта   Предпосылки   Benefits
Верность against the Unестественная броня Верность special ability Gain additional сопротивляемость to certain creatures’ abilities
Помеха Для Заклинаний Companion† Companion hinders spellcasting
Feral Благодать† Фехтование, базовый модификатор атаки +3 Gain bonus to damage from fighting with Крошечныйsse
Ferocious Beast† Запугивание 1 rank Gain bonuses on Запугивание checks
Ferocious Feint† Блеф 1 rank Gain bonuses to feint
Intercept Blow† Базовый модификатор атаки +1 Щит master from attacks
Improved Intercept Blow† Intercept Blow, базовый модификатор атаки +6 Further reduce damage while using Intercept Blow
Реакцияive Interception† Intercept Blow, базовый модификатор атаки +3, evasion Provide Уклонение to master
Share Feature Master must have the chosen class feature Gain a class feature from master
Tenacious Hunter Внимание 3 ranks, Скрытность 3 ranks Pinpoint невидимость creatures
Greater Tenacious Hunter Combat Реакцияes, Tenacious Hunter, Внимание 3 ranks, Скрытность 3 ranks Deny Dexterity bonus to creatures pinpointed

† This is a combat черта, and it can be selected as a bonus черта by companions with levels in brawler, воин, gunslinger, Головорез, or warpriest gained via черты or another special ability.


 

 


 

In addition, the Верный Зверь counts as a воин with a number of class levels equal to its Кости Здоровья for the purposes of qualifying for the Помеха Для Заклинаний черта, as well as for any черта that lists the Помеха Для Заклинаний черта as a prerequisite. The Верный Зверь also adds those черты to the list of Сфера Животных черты that it can choose from when gaining a new черта.

 

Feral Благодать (Combat)

The animal’s Благодать and Ловкость are honed for battle, making it a смертельный combatant.

Предпосылки: Фехтование, базовый модификатор атаки +3, Верный Зверь.

Benefit: Choose one of the Верный Зверь’s естественная броня attack. When the Верный Зверь makes a melee attack with the chosen естественная броня attack using its Dexterity bonus on attack rolls and its Сила bonus on damage rolls, it adds 1/4 of its Кости Здоровья as a bonus on damage rolls. This bonus damage doesn’t increase or decrease based upon whether the естественная броня attack is a primary or secondary естественная броня attack.

Special: You can select this черта multiple times. Its effects don’t stack. Each Время you select this черта, choose a different естественная броня attack to apply its benefit to.

 

Ferocious Beast (Combat)

Through training or естественная броня ability, the Сфера Животных is Опытный at unnerving its enemies.

Предпосылки: Запугивание 1 rank, Верный Зверь.

Benefit: The Верный Зверь uses half its master’s class level (minimum 1) in place of its Бонус Харизмы on Запугивание checks to demoralize an opponent, as well as on Запугивание checks to Использование the AntАгония UM черта. In addition, the Верный Зверь can Использование Запугивание to demoralize an opponent as a сопутствующее действие.

Special: An Верный Зверь can’t take both Ferocious Beast and Внушительный Вид.


Ferocious Feint (Combat)

Through training or inborn ability, the Сфера Животных is естественная броняly Опытный at feinting against its foes.

Предпосылки: Блеф 1 rank, Верный Зверь.

Benefit: The Верный Зверь uses half its master’s class level (minimum 1) in place of its Бонус Харизмы on Блеф checks to feint an opponent. In addition, the Верный Зверь can Использование Блеф to feint an opponent as a сопутствующее действие.

 

Greater Tenacious Hunter

The Сфера Животных is capable of savaging hidden foes when they least expect it.

Предпосылки: Combat Реакцияes, Tenacious Hunter, Внимание 3 ranks, Скрытность 3 ranks, Верный Зверь.

Benefit: The Верный Зверь can attempt a Внимание check as a быстрое действие to intentionally search for a stimulus. When using Внимание to attempt to pinpoint an невидимость foe, the Верный Зверь’s bonus from the Tenacious Hunter черта increases to +20. In addition, whenever the Верный Зверь successfully uses Внимание to oppose a Скрытность check or to pinpoint an невидимость creature’s location, that foe is denied its Dexterity bonus to AC against all attacks that the Верный Зверь makes before the start of the Верный Зверь’s next turn.

Normal: Using Внимание to intentionally search for a stimulus is a сопутствующее действие.

 

Improved Intercept Blow (Combat)

The animal’s intervention completely protects its master from Повреждение.

Предпосылки: Intercept Blow, базовый модификатор атаки +6, Верный Зверь.

Benefit: When the Верный Зверь uses Intercept Blow to intercept an opponent’s melee attack and succeeds, it can take all the damage from the intercepted attack, in


CHAPTER 5

COMPANIONS AND ФАМИЛЬЯРЫ


which case its master takes no damage from the intercepted attack and doesn’t suffer effects that trigger on a hit.

 

Intercept Blow (Combat)

The Сфера Животных willingly throws itself in Повреждение’s way to defend its master.

Предпосылки: Базовый модификатор атаки +1, Верный Зверь.

Benefit: Whenever the Верный Зверь is adjacent to its master and its master is the target of a melee attack, the Верный Зверь can Расход an внеочередная атака as a свободное действие, even if it isn’t its turn, to attempt to intercept the attack. The Верный Зверь makes an attack roll at its highest бонус атаки with one of its естественная броня attacks, as if it were making an внеочередная атака, with a –2 penalty for each размер category the attacking creature is Крупныйr than the Верный Зверь. If the result of this attack roll is greater than the attacking creature’s attack roll result, the Верный Зверь’s master takes only half damage from the attack, and the other half of the damage is dealt to the Верный Зверь. Effects that trigger on every successful hit (such as кровотечение or the Сбивание С Ног special ability) affect both the Верный Зверь and the master, as if both were hit by the attack; however, if it matters (such as for a touch spell that expires after a single hit), treat the Верный Зверь as if it had been hit first.

If the Верный Зверь knows the defend trick, the

Верный Зверь can Использование Intercept Blow and any черта that lists it as a prerequisite to protect any ally that it is adjacent to and защитное (as per the defend trick).

 

Реакцияive Interception (Combat)

The Сфера Животных can defend its master with Светning быстрое.

Предпосылки: Intercept Blow, базовый модификатор атаки +3, Верный Зверь, evasion.

Benefit: Whenever the Верный Зверь is adjacent to its master and its master is attempts a Реакция save, the Верный Зверь can Расход an внеочередная атака as a свободное действие, even if it isn’t its turn, to attempt a Реакция save to intervene. When using this ability, the Верный Зверь


 

loses the benefits of Уклонение (and Уклонение+ if it has it), but

if the Верный Зверь succeeds at its saving throw, its master gains the benefit of the

Верный Зверь’s Уклонение (or Уклонение+ if it has it).

 

Share Feature

The Сфера Животных expands its capabilities and learns one of its master’s class features.

Предпосылки: Верный Зверь, master must have the chosen class feature.

Benefit: Choose one of the following class features: bravery, Камуфляж, Излюбленная Местность, Мастер Незаметности, Неподвластный Природе, track, Тайные Тропы, Невосприимчивость К Ядам, and woodland stride. The Верный Зверь gains the benefits of the selected class feature, using its Кости Здоровья as its level in its master’s class for the purpose of this ability; the Верный Зверь gains the benefits of the base class feature, even if the master alters the class feature via an archetype or other means, though the Верный Зверь doesn’t count as having the class feature for the purpose of fulfilling Предпосылки.

 

Tenacious Hunter

The Сфера Животных is capable of quickly pinpointing hidden prey.

Предпосылки: Внимание 3 ranks, Скрытность 3 ranks, Верный Зверь.

Benefit: The Верный Зверь gains a +2 bonus on Внимание checks to oppose Скрытность checks. When using Внимание to pinpoint an невидимость creature’s location, this bonus increases to +10. In addition, whenever the Верный Зверь successfully uses Внимание to notice a creature using Скрытность or to pinpoint an невидимость creature’s location, that foe is denied its Dexterity bonus to AC against the next attack the Верный Зверь makes on or before the Верный Зверь’s next turn.


 

 


 

6                              5PELLX


 

T
he gnoll horde charged up the hill, spittle полет ing from

slavering jaws.

Armor still steaming from the Удар Молнии, Valeros crawled to Kyra’s charred form, a potion shaking in his hand. “She needs time!” He looked to Feiya. “Hold them off!” “How am I supposed to do that?” Feiya hissed. “I’m not a damned щит wall!”

“And I’m not a лечение er! Just do it!” Feiya looked down the slope, shivering—and suddenly knew what to do. She raised a hand skyward. “Hold on to something.” “What—” Valeros began, and then his voice was drowned out by

the cracking of the Льда sheet and the howls and shrieks of gnolls sliding back down the hill onto the Копья of their comrades...



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N
ature is a powerful force, and since the beginning of time, people have harnessed Магия to either exploit that power or compete against it. Друидs, hunters, следопытs,

and shamans, as well as жрецs and оракулs of nature, Использование their energies to cultivate and shПримат the wilderness or to completely meld into it, while Скрытнсти and psychic spellcasters can call upon Магия to bend Природа to their воля. Ведьмаes in particular have strong thematic ties to the естественная броня world, and certain чародей Наследиеs delve deeply into such themes. The spells provided in this section grant powers to control, emulate, or harness the might of the wilderness in one way or another.

 

SPELL LISTS

The following lists summarize the new spells presented in this book, arranged by class and level. A superscript “F” or “M” appearing at the end of the spell’s name in the spell list denotes a focus or material component not normally included in a spell component pouch. Additionally, spells for specific races appear in Chapter 1.

Орден of Presentation: These lists present the spells in alphabetical Орден by name, except where a spell’s name begins with “greater,” “lesser,” or “mass,” in which case it is alphabetized under the second word of the spell name.

Кости Здоровья: The term “Кости Здоровья” is used synonymously with “character levels” for effects that affect a specific number of Кости Здоровья of creatures.

Caster Level: A spell’s power often depends on caster level, which is defined as the caster’s class level for the purpose of caЖало a particular spell. The word “level” in the short spell descriptions that follow always refers to caster level.

Creatures and Characters: “Creature” and “character” are used synonymously in the short descriptions.

 

  Алхимик Formulae

2nd-Level Алхимик Formulae

Pouncing Fury: Make a full attack with your Когти after a charge.

Vine Strike: Enhance one of your естественная броня or unarmed attacks with thorny vine growth.

 

3rd-Level Алхимик Formulae

Фея Form I: Assume the form of a Небольшой or Средний Фея creature.

 

5th-Level Алхимик Formulae

Фея Form II: Assume the form of a Маленький or Большой Фея creature.

Ooze Form I: Assume the form of a Небольшой or Средний ooze creature.

Метаморфоза r’s Gift: Temporarily change a target into an animal, humanoid, or monstrous humanoid.

 

6th-Level Алхимик Formulae

Фея Form III: Assume the form of a Миниатюрный or Огромный Фея creature.


 

 

Ooze Form II: Assume the form of a Большой ooze creature.

 

  Antiпаладин Spells

2nd-Level Antiпаладин Spells

Водная Cavalry: Summon hippocampi to serve as Водная Скакунs.

Кровотечение for Your Master: Compel a companion to take damage for you.

Vine Strike: Enhance one of your естественная броня or unarmed attacks with thorny vine growth.

 

3rd-Level Antiпаладин Spells

Vigilant Rest: Cause a Сонing creature to retain some внимание of its surroundings.

 

4th-Level Antiпаладин Spells

Companion Перенос: Swap places with your Верный Зверь, фамильяр, or spirit Сфера Животных via Телепортация.

 

  Бард Spells

1st-Level Бард Spells

Echo: Cause a sound to repeat itself.

Tamer’s Lash: Create a whip made of sound that damages foes and can frighten animals.

 

3rd-Level Бард Spells

Alpha Instinct: Gain bonuses when you’re interacting with animals.

MiЯрость: Create illusory terrain.

 

4th-Level Бард Spells

Vigilant Rest: Cause a Сонing creature to retain some внимание of its surroundings.

 

6th-Level Бард Spells

Фея Врата: Create a portal that allows Сфера Путешествий to the First World.

 

  Bloodrager Spells

1st-Level Bloodrager Spells

Снежный Ком: Throw a conjured ball of snow at a target.

Tamer’s Lash: Create a whip made of sound that damages foes and can frighten animals.

 

2nd-Level Bloodrager Spells

Pouncing Fury: Make a full attack with your Когти after a charge.

Vine Strike: Enhance one of your естественная броня or unarmed attacks with thorny vine growth.

With the Wind: Protect a target from being blown away by Ветер of less than windstorm force.


 


 

3rd-Level Bloodrager Spells

Земля Tremor: Unleash a Тремор that creates difficult terrain and can Стук foes down and damage them.

Фея Form I: Assume the form of a Небольшой or Средний Фея creature.

 

4th-Level Bloodrager Spells

Хвост Current: Create a current in Вода to enhance or impede плаваниеming.

Tailwind: Create a current of Ветер to enhance or impede fСвет.

 

  Жрец Spells

1st-Level Жрец Spells

Hidden Spring: Discover a temporary spring of fresh, flowing water.

 

3rd-Level Жрец Spells

Iron Stake: Hurl a spike of Холод iron at a foe.

 

4th-Level Жрец Spells

Хвост Current: Create a current in Вода to enhance or impede плаваниеming.

Tailwind: Create a current of Ветер to enhance or impede fСвет.

 

8th-Level Жрец Spells

Фея Врата: Create a portal that allows Сфера Путешествий to the First World.

Wandering Weather: Control Погода in a Большой area that moves with you.

 

  Друид Spells

1st-Level Друид Spells

Echo: Cause a sound to repeat itself.

Hidden Spring: Discover a temporary spring of fresh, flowing water.

Снежный Ком: Throw a conjured ball of snow at a target.

 

2nd-Level Друид Spells

Alpha Instinct: Gain bonuses when you’re interacting with animals.

Водная Cavalry: Summon hippocampi to serve as Водная Скакунs.

Greensight: Grant a target the ability to see through Сфера Растений matter as if it were transparent.

Pouncing Fury: Make a full attack with your Когти after a charge.

Scamper: Grant your Верный Зверь astonishing agility.

Море Steed: Your Скакун adapts to an Водная environment.

Vine Strike: Enhance one of your естественная броня or unarmed attacks with thorny vine growth.


                                                                  CHAPTER 6     

                                                                             SPELLS

Зима Grasp: Create a Скользкий sheet of Льда on the ground.

With the Wind: Protect a target from being blown away by Ветер of less than windstorm force.

 

3rd-Level Друид Spells

Кровотечение for Your Master: Compel a companion to take damage for you.

Земля Tremor: Unleash a Тремор that creates difficult terrain and can Стук foes down and damage them.

Фея Form I: Assume the form of a Небольшой or Средний Фея creature.

Flashfire: Cause smoky fires to spring up to burn foes and set them aСвет.

Iron Stake: Hurl a spike of Холод iron at a foe.

MiЯрость: Create illusory terrain.

Signs of the Land: Learn up to three details about the surrounding territory.

Soothing Mud: Create restorative mud that лечениеs hit point and ability damage.

Хвост Current: Create a current in Вода to enhance or impede плаваниеming.

Tailwind: Create a current of Ветер to enhance or impede fСвет.

 

4th-Level Друид Spells

Explosion of Rot: Call forth a Взрыв of Распада that damages and can stagger targets.

Forest’s Sense: Sense the location of a distant target that is near a Сфера Растений or fungus.

Море Stallion: You and your Скакун adapt to an Водная environment.

 

5th-Level Друид Spells

Cave FangsM: Create a trap from stalactites and stalagmites. Companion Перенос: Swap places with your Верный Зверь, фамильяр, or spirit Сфера Животных via Телепортация.

Фея Form II: Assume the form of a Маленький or Большой Фея creature.

Replay Tracks: ReКонструкций past events from a set of tracks.

Sturdy Tree Fort: Create a tree with a defensive fort within it.

Tidal Surge: Create a Всплеск of Вода to bludgeon foes and extinguish fires.

 

6th-Level Друид Spells

Фея Form III: Assume the form of a Миниатюрный or Огромный Фея creature.

 

8th-Level Друид Spells

Фея Form IV: Assume the form of a powerful Фея creature.

Фея Врата: Create a portal that allows Сфера Путешествий to the First World.

Wandering Weather: Control Погода in a Большой area that moves with you.

 

9th-Level Друид Spells

Море of Dust: Permanently drive Вода out of a region to create a desert.



 


 

224


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  Инквизитор Spells

2nd-Level Инквизитор Spells

Iron Stake: Hurl a spike of Холод iron at a foe.

 

4th-Level Инквизитор Spells

Replay Tracks: ReКонструкций past events from a set of tracks.

 

  Магус Spells

1st-Level Магус Spells

Снежный Ком: Throw a conjured ball of snow at a target.

Tamer’s Lash: Create a whip made of sound that damages foes and can frighten animals.

 

2nd-Level Магус Spells

Pouncing Fury: Make a full attack with your Когти after a charge.

With the Wind: Protect a target from being blown away by Ветер of less than windstorm force.

 

3rd-Level Магус Spells

Земля Tremor: Unleash a Тремор that creates difficult terrain and can Стук foes down and damage them.

 

4th-Level Магус Spells

Фея Form I: Assume the form of a Небольшой or Средний Фея creature.

Хвост Current: Create a current in Вода to enhance or impede плаваниеming.

Tailwind: Create a current of Ветер to enhance or impede fСвет.

 

5th-Level Магус Spells

Ooze Form I: Assume the form of a Небольшой or Средний ooze creature.

Метаморфоза r’s Gift: Temporarily change a target into an animal, humanoid, or monstrous humanoid.

 

6th-Level Магус Spells

Фея Form II: Assume the form of a Маленький or Большой Фея creature.

Ooze Form II: Assume the form of a Большой ooze creature.

 

  Средний Spells

1st-Level Средний Spells

Echo: Cause a sound to repeat itself.

 

2nd-Level Средний Spells

Alpha Instinct: Gain bonuses when you’re interacting with animals.


 

3rd-Level Средний Spells

Replay Tracks: ReКонструкций past events from a set of tracks.

Vigilant Rest: Cause a Сонing creature to retain some внимание of its surroundings.

 

  Mesmerist Spells

1st-Level Mesmerist Spells

Echo: Cause a sound to repeat itself.

 

3rd-Level Mesmerist Spells

Alpha Instinct: Gain bonuses when you’re interacting with animals.

MiЯрость: Create illusory terrain.

 

4th-Level Mesmerist Spells

Vigilant Rest: Cause a Сонing creature to retain some внимание of its surroundings.

 

  Occultist Spells

1st-Level Occultist Spells

Echo: Cause a sound to repeat itself.

 

2nd-Level Occultist Spells

Ropeweave: Create useful tools from a coil of rope.

With the Wind: Protect a target from being blown away by Ветер of less than windstorm force.

 

3rd-Level Occultist Spells

MiЯрость: Create illusory terrain.

Replay Tracks: ReКонструкций past events from a set of tracks.

Хвост Current: Create a current in Вода to enhance or impede плаваниеming.

Tailwind: Create a current of Ветер to enhance or impede fСвет.

Vigilant Rest: Cause a Сонing creature to retain some внимание of its surroundings.

 

  Паладин Spells

2nd-Level Паладин Spells

Водная Cavalry: Summon hippocampi to serve as Водная Скакунs.

Море Steed: Your Скакун adapts to an Водная environment.

 

3rd-Level Паладин Spells

Небо Steed: Grant your Скакун angelic wings.

Vigilant Rest: Cause a Сонing creature to retain some внимание of its surroundings.

 

4th-Level Паладин Spells

Companion Перенос: Swap places with your Верный Зверь, фамильяр, or spirit Сфера Животных via Телепортация.


 

           CHAPTER 6     

                      SPELLS


Море Stallion: You and your Скакун adapt to an Водная environment.

 

  Psychic Spells

1st-Level Psychic Spells

Echo: Cause a sound to repeat itself.

 

3rd-Level Psychic Spells

MiЯрость: Create illusory terrain.

 

4th-Level Psychic Spells

Vigilant Rest: Cause a Сонing creature to retain some внимание of its surroundings.

 

5th-Level Psychic Spells

Replay Tracks: ReКонструкций past events from a set of tracks.


Signs of the Land: Learn up to three details about the surrounding territory.

Soothing Mud: Create restorative mud that лечениеs hit point and ability damage.

Хвост Current: Create a current in Вода to enhance or impede плаваниеming.

Tailwind: Create a current of Ветер to enhance or impede fСвет.

Vigilant Rest: Cause a Сонing creature to retain some внимание of its surroundings.

 

4th-Level Следопыт Spells

Companion Перенос: Swap places with your Верный Зверь, фамильяр, or spirit Сфера Животных via Телепортация.

Море Stallion: You and your Скакун adapt to an Водная environment.

Sturdy Tree Fort: Create a tree that supports a defensive fort within its branches.


 

  Ranger Spells

 

    
  Shaman Spells

 


1st-Level Следопыт Spells

Echo: Cause a sound to repeat itself.

Hidden Spring: Discover a temporary spring of fresh, flowing water.

Tamer’s Lash: Create a whip made of sound that damages foes and can frighten animals.

 

2nd-Level Следопыт Spells

Alpha Instinct: Gain bonuses when you’re interacting with animals.

Водная Cavalry: Summon hippocampi to serve as Водная Скакунs.

Greensight: Grant a target the ability to see through Сфера Растений matter as if it were transparent.

Iron Stake: Hurl a spike of Холод iron at a foe.

Pouncing Fury: Make a full attack with your Когти after a charge.

Replay Tracks: ReКонструкций past events from a set of tracks.

Ropeweave: Create useful tools from a coil of rope.

Scamper: Grant your Верный Зверь astonishing agility.

Море Steed: Your Скакун adapts to an Водная environment.

Vine Strike: Enhance one of your естественная броня or unarmed attacks with thorny vine growth.

With the Wind: Protect a target from being blown away by Ветер of less than windstorm force.

 

3rd-Level Следопыт Spells

Кровотечение for Your Master: Compel a companion to take damage for you.

Forest’s Sense: Sense the location of a distant target that is near a Сфера Растений or fungus.

MiЯрость: Create illusory terrain.


1st-Level Shaman Spells

Hidden Spring: Discover a temporary spring of fresh, flowing water.

 

2nd-Level Shaman Spells

Alpha Instinct: Gain bonuses when you’re interacting with animals.

Водная Cavalry: Summon hippocampi to serve as Водная Скакунs.

Callback: Телепортация a фамильяр or spirit Сфера Животных to your side when it is injured.

Greensight: Grant a target the ability to see through Сфера Растений matter as if it were transparent.

Merge with Фамильяр: Merge the body of your фамильяр or spirit Сфера Животных into your own.

Vine Strike: Enhance one of your естественная броня or unarmed attacks with thorny vine growth.

Зима Grasp: Create a Скользкий sheet of Льда on the ground.

 

3rd-Level Shaman Spells

Земля Tremor: Unleash a Тремор that creates difficult terrain and can Стук foes down and damage them.

Фея Form I: Assume the form of a Небольшой or Средний Фея creature.

Flashfire: Cause smoky fires to spring up to burn foes and set them aСвет.

Signs of the Land: Learn up to three details about the surrounding territory.

Soothing Mud: Create restorative mud that лечениеs hit point and ability damage.

Хвост Current: Create a current in Вода to enhance or impede плаваниеming.

Tailwind: Create a current of Ветер to enhance or impede fСвет.


 


 


 

226


U lTImaTe

4th-Level Shaman Spells

Forest’s Sense: Sense the location of a distant target that is near a Сфера Растений or fungus.

Vigilant Rest: Cause a Сонing creature to retain some внимание of its surroundings.

 

5th-Level Shaman Spells

Callback, Greater: Телепортация a фамильяр or spirit Сфера Животных from miles away to your side when it is injured.

Cave FangsM: Create a trap from stalactites and stalagmites. Companion Перенос: Swap places with your Верный Зверь, фамильяр, or spirit Сфера Животных via Телепортация.

Фея Form II: Assume the form of a Маленький or Большой Фея creature.

Tidal Surge: Create a Всплеск of Вода to bludgeon foes and extinguish fires.

 

6th-Level Shaman Spells

Фея Form III: Assume the form of a Миниатюрный or Огромный Фея creature.

 

8th-Level Shaman Spells

Фея Form IV: Assume the form of a powerful Фея creature.

Wandering Weather: Control Погода in a Большой area that moves with you.

Sorcerer/Wizard Spells

1st-Level Чародей/Волшебник Spells

Снежный Ком: Throw a conjured ball of snow at a target.

 

2nd-Level Чародей/Волшебник Spells

Callback: Телепортация a фамильяр or spirit Сфера Животных to your side when it is injured.

Greensight: Grant a target the ability to see through Сфера Растений matter as if it were transparent.

Merge with Фамильяр: Merge the body of your фамильяр or spirit Сфера Животных into your own.

Pouncing Fury: Make a full attack with your Когти after a charge.

Vine Strike: Enhance one of your естественная броня or unarmed attacks with thorny vine growth.

With the Wind: Protect a target from being blown away by Ветер of less than windstorm force.

 

3rd-Level Чародей/Волшебник Spells

Кровотечение for Your Master: Compel a companion to take damage for you.

Земля Tremor: Unleash a Тремор that creates difficult terrain and can Стук foes down and damage them.

Iron Stake: Hurl a spike of Холод iron at a foe.

 

4th-Level Чародей/Волшебник Spells

Фея Form I: Assume the form of a Небольшой or Средний Фея creature.

Хвост Current: Create a current in Вода to enhance or impede плаваниеming.

Tailwind: Create a current of Ветер to enhance or impede fСвет.


 

5th-Level Чародей/Волшебник Spells

Callback, Greater: Телепортация a фамильяр or spirit Сфера Животных from miles away to your side when it is injured.

Companion Перенос: Swap places with your Верный Зверь, фамильяр, or spirit Сфера Животных via Телепортация.

Ooze Form I: Assume the form of a Небольшой or Средний ooze creature.

Метаморфоза r’s Gift: Temporarily change a target into an animal, humanoid, or monstrous humanoid.

 

6th-Level Чародей/Волшебник Spells

Фея Form II: Assume the form of a Маленький or Большой Фея creature.

Ooze Form II: Assume the form of a Большой ooze creature.

 

7th-Level Чародей/Волшебник Spells

Фея Form III: Assume the form of a Миниатюрный or Огромный Фея creature.

Magical Beast Shape: Assume the form of a magical beast.

Ooze Form III: Assume the form of a Огромный ooze creature.

Метаморфоза r’s Gift, Greater: Temporarily change a target into an animal, elemental, fey, humanoid, monstrous humanoid, or vermin.

 

8th-Level Чародей/Волшебник Spells

Фея Врата: Create a portal that allows Сфера Путешествий to the First World.

Wandering Weather: Control Погода in a Большой area that moves with you.

 

9th-Level Чародей/Волшебник Spells

Фея Form IV: Assume the form of a powerful Фея creature.

 

  Spiritualist Spells

1st-Level Spiritualist Spells

Echo: Cause a sound to repeat itself.

 

2nd-Level Spiritualist Spells

With the Wind: Protect a target from being blown away by Ветер of less than windstorm force.

 

3rd-Level Spiritualist Spells

Хвост Current: Create a current in Вода to enhance or impede плаваниеming.

Tailwind: Create a current of Ветер to enhance or impede fСвет.

 

4th-Level Spiritualist Spells

Vigilant Rest: Cause a Сонing creature to retain some внимание of its surroundings.

 

  Призыватель Spells

1st-Level Призыватель Spells

Снежный Ком: Throw a conjured ball of snow at a target.


 


 

2nd-Level Призыватель Spells

Водная Cavalry: Summon hippocampi to serve as Скакунs.

 

6th-Level Призыватель Spells

Фея Врата: Create a portal that allows Сфера Путешествий to the First World.

 

  Ведьма Spells

1st-Level Ведьма Spells

Echo: Cause a sound to repeat itself.

Hidden Spring: Discover a temporary spring of fresh, flowing water.

Снежный Ком: Throw a conjured ball of snow at a target.

 

2nd-Level Ведьма Spells

Callback: Телепортация a фамильяр or spirit Сфера Животных to your side when it is injured.

Merge with Фамильяр: Merge the body of your фамильяр or spirit Сфера Животных into your own.

Pouncing Fury: Make a full attack with your Когти after a charge.

Зима Grasp: Create a Скользкий sheet of Льда on the ground.

 

3rd-Level Ведьма Spells

Кровотечение for Your Master: Compel a companion to take damage for you.

Земля Tremor: Unleash a Тремор that creates difficult terrain and can Стук foes down and damage them.

Iron Stake: Hurl a spike of Холод iron at a foe.

 

4th-Level Ведьма Spells

Фея Form I: Assume the form of a Небольшой or Средний Фея creature.

Vigilant Rest: Cause a Сонing creature to retain some внимание of its surroundings.

 

5th-Level Ведьма Spells

Callback, Greater: Телепортация a фамильяр or spirit Сфера Животных from miles away to your side when it is injured.

Cave FangsM: Create a trap from stalactites and stalagmites. Companion Перенос: Swap places with your Верный Зверь, фамильяр, or spirit Сфера Животных via Телепортация.

 

6th-Level Чародей/Волшебник Spells

Фея Form II: Assume the form of a Маленький or Большой Фея creature.

 

7th-Level Ведьма Spells

Фея Form III: Assume the form of a Миниатюрный or Огромный Фея creature.

 

8th-Level Ведьма Spells

Фея Врата: Create a portal that allows Сфера Путешествий to the First World.

Wandering Weather: Control Погода in a Большой area that moves with you.

 

9th-Level Ведьма Spells

Фея Form IV: Assume the form of a powerful Фея creature.


 

ALPHA INSTINCT                                           

School Очарование (charm) [Разум]; Level бард 3, друид 2, Средний 2, mesmerist 3, следопыт 2, shaman 2

Casting time 10 minutes

Components V, S, M (a bit of musk from an alpha Волк or another socially dominant animal)

Range personal

Target you

Duration 1 hour/level (D)

Животные perceive you as a social superior. The starting attitude of Животные you interact with improves by one step, and you gain a +2 боевой дух bonus on Дрессировка checks. Helpful Животные provide simple assistance (such as using the Помощь another Действие on skill checks they understand) as long as the spell lasts, but they flee from attacks and do not support you in combat. At one point during the spell’s duration, you can issue a nonсловесный Приказ to helpful Животные within 60 feet to foЯрость for you; the Сфера Животных or Животные immediately Голова out into the wilderness to do just that. After 1 hour, the Животные return to the location where you issued the Приказ to make you an offering of edible food sufficient for one meal for you and a number of others equal to your caster level.

 

ВОДНАЯ CAVALRY                                         

School Воплощение (Призывание); Level antiпаладин 2, друид 2, паладин 2, следопыт 2, shaman 2, призыватель 2

Casting time 1 round

Components V, S, DF

Range Средний (100 ft. + 10 ft./level)

Эффект 1 hippocampus plus 1 hippocampus/3 caster levels

Duration 1 hour/level (D)

Saving Throw none; Spell Сопротивляемость no

You summon a school of hippocampi (one plus one per 3 caster levels, to a maximum of six at 15th level; Pathfinder RPG Bestiary

2 155) to serve as combat-trained Скакунs. The hippocampi avoid combat if possible but defend themselves if attacked. If any hippocampus attacks, the remaining duration of the spell changes from 1 hour per level to 1 round per level (so if a full 4 hours remained, the hippocampi last for only 4 more rounds).

 

КРОВОТЕЧЕНИЕ FOR YOUR MASTER                    

School Очарование (Принуждение) [Разум]; Level

antiпаладин 2, друид 3, следопыт 3, чародей/волшебник 3, ведьма 3

Casting time 1 прерывающее действие

Components V, S

Range touch

Target your Верный Зверь, фамильяр, or fiendish servant

Duration instantaneous

Saving Throw none; Spell Сопротивляемость no

When you would be hit by an attack that requires an attack roll, or when you are within an area of Эффект that allows you to attempt a Реакция saving throw, with a single touch you compel the target to throw itself in front of the blow or щит you from the effect.


228


If an attack roll triggered this spell’s casting, the target takes the damage instead of you, even if the attack roll would not normally hit the target’s Armor Class.

If an area of Эффект that allows you to attempt a Реакция save triggered this spell’s casting, the target instead grants you cover against the Эффект (+2 bonus on Реакция saves) if it is your размер or Небольшойer, or improved cover (+4 bonus on Реакция saves and Уклонение+ against the effect) if it is Крупныйr than you. The target automatically fails its Реакция save against the Эффект but can still benefit from Уклонение+ and similar mitigating effects.

After taking damage, the target is потрясение for 1 minute. If the target was already потрясение, it becomes испуг instead.

 

CALLBACK                                                

School Воплощение (Телепортация); Level shaman 2, чародей/ волшебник 2, ведьма 2

Casting time 1 основное действие Components V, S, M (a crushed grasshopper) Range long (400 ft. + 40 ft./level)

Target your фамильяр or spirit animal

Duration 10 minutes/level or until Expended (see text)

Saving Throw Стойкость negates (Повреждениеless); Spell Сопротивляемость

yes (Повреждениеless)

If the target takes hit point damage while within range of this spell, it immediately Телепортацияs to your space (or adjacent to your space) after the damage is applied. If the target is killed, its corpse Телепортацияs instead. Optionally, you can specify a number of points of damage for your фамильяр to take before the spell takes effect, but you must do so when the spell is cast. Once the фамильяр has Телепортацияed back to you, the spell ends.

 

CALLBACK, GREATER                                   

School Воплощение (Телепортация); Level shaman 5, чародей/ волшебник 5, ведьма 5

Range 1 mile/level

Duration 1 hour/level or until Expended

This spell functions as callback, except as noted above.

 

CAVE FANGS                                              

School Воплощение (creation) [earth]; Level друид 5, shaman 5, ведьма 5

Casting time 1 основное действие

Components V, S, M (a sharp gemКамень fragment worth 150 gp)

Range Тычковое (25 ft. + 5 ft./2 levels)

Area one 5-ft. square/level (S); the area must be a Камень surface

Duration 1 day/level or until triggered (D)

Saving Throw Реакция half (see below); Spell Сопротивляемость no

You create a magical trap in the area that causes смертельный stalactites or stalagmites to lurch out of the floor or ceiling of a Камень surface to “bite” an intruder. The magical trap is triggered whenever a Небольшой or Крупныйr creature (other than you or your Верный Зверь, фамильяр, or spirit animal) moves through the affected area. The Эффект of cave fangs depends on whether you create stalactites or stalagmites (see below). You can place these trapped squares anywhere within the spell’s range; they need not be adjacent to each other, and you can create any mix of stalactites and


stalagmites you Желание. Cave fangs can be detected and disarmed as per a magical trap with successful DC 30 Внимание and Механика checks. All trapped squares created by a single caЖало are linked, and they are all едва жив if one of them is. If you place the traps in an area that is occupied by a creature, the spell Эффект is triggered at the completion of the casting.

Stalactites: Shards of rock drop from the ceiling, dealing 3d8 points of bludgeoning and Проницательность damage (Реакция half) and creating an area of dense rubble that costs 2 squares of movement to enter. Dense rubble adds 5 to the DC of Акробатics checks and adds 2 to the DCs of Скрытность checks. A creature that fails its Реакция save is обездвиженность to the ground under stalactites and rubble, gaining the опутывание condition until it can free itself with a successful DC 15 Сила check or DC 20 Изворотливость check. One Небольшой or Крупныйr creature can automatically clear the rubble by working for 1 minute.

Stalagmites: Проницательность spires of rock erupt up from the ground, dealing 3d8 points of Проницательность damage and Стукing the creature распластан (a creature that succeeds at a Реакция saving throw takes half damage and avoids being Knocked распластан). Once the stalagmites appear, they function thereafter as Шипастые Камни for 1 minute per caster level and then crumble to dust.

If cave fangs is cast inside of a cave or cavern, each Эффект of the spell deals 4d8 points of damage instead of 3d8, and creatures that trigger the cave fangs take a –2 penalty on their испытания against the spell’s effect.

 

COMPANION ПЕРЕНОС                               

School Воплощение (Телепортация); Level antiпаладин 4, друид 5, паладин 4, следопыт 4, shaman 5, чародей/волшебник 5, ведьма 5

Casting time 1 основное действие

Components V, S, F (a чертаher, tuft of fur, or similar memento from your target)

Range long (400 ft. + 40 ft./level)

Target yourself and one Верный Зверь, фамильяр, or spirit Сфера Животных within range

Duration instantaneous

Saving Throw none (Повреждениеless); Spell Сопротивляемость no

You Сделки places with the other target, Телепортацияing as if you were both affected by Дверь В Пространстве. Both you and the other target arrive in a square you choose in the other’s former space. If the targets are different размерs, they must appear in locations that cover previously occupied squares. As with Дверь В Пространстве, after caЖало this spell, you can’t take any other actions until your next turn, and the other target is ошеломление until the end of its next turn due to the Перенос.

 

ЗЕМЛЯ TREMOR                                         

School Превращение [earth]; Level bloodrager 3, друид 3, магус 3, shaman 3, чародей/волшебник 3, ведьма 3

Casting time 1 основное действие

Components V, S

Range up to 30 ft. (see text)

Area 30-ft. line, 20-ft. cone-shaped spread, or 10-ft.-radius Облако (see text)

Duration instantaneous



Saving Throw Реакция half (see text); Spell Сопротивляемость no

You strike the ground and unleash a Тремор of seismic force, Метатель up earth, rock, and sand. You choose whether the Земля Тремор affects a 30-foot line, a 20-foot cone-shaped spread, or a 10-foot-radius Облако centered on you. The space you occupy is not affected by Земля tremor. The area you choose becomes dense rubble that costs 2 squares of movement to enter. Dense rubble adds 5 to the DC of Акробатics checks and adds 2 to the DC of Скрытность checks. Creatures on the ground in the area take 1d4 points of bludgeoning damage per caster level you have (maximum 10d4) or half damage on a successful save. Средний or Небольшойer creatures that fail their saves are Knocked распластан.

This spell can be cast only on a surface of earth, sand, or stone. It has no Эффект if you are in a wooden or Металл structure or if you are not touching the ground.

 

ECHO                                                                      

School Иллюзия (figment); Level бард 1, друид 1, Средний 1, mesmerist 1, occultist 1, psychic 1, следопыт 1, spiritualist 1,

ведьма 1

Casting time 1 основное действие

Components S, F (a conch shell)

Range Тычковое (25 ft. + 5 ft./2 levels) or long (400 ft. + 40 ft./level); see text

Area one 10-ft. cube/level (S)

Duration 1 round/level (D)

Saving Throw Воля disbelief (if interacted with); Spell Сопротивляемость yes You cause a sound heard in the target area up to 1 round ago and laЖало up to 1 round in duration to repeat at a regular interval. The original sound need not have come from the area, but it echoes from the target area at its original full volume. Any special effects of the sound are not duplicated by this spell. If the area is естественная броняly распластан to echoes, such as a space surrounded on at least two sides by cliffs or high river banks, the spell’s range is long. Otherwise, the spell’s range is close.

You can Концентрация as a основное действие to alter the echo. You can change it to be any sound audible in the area within the last 1 round, move the apparent source of the sound within the area, or attempt a Блеф check to create a Отвлечение to hide with a bonus equal to your caster level.

 

EXPLOSION OF ROT                                                   

School Некромантия; Level друид 4 Casting time 1 основное действие Components V, S, M (a rotting flower) Range Тычковое (25 ft. + 5 ft./2 levels) Area 10-ft.-radius burst

Duration instantaneous

Saving Throw Реакция half (see text); Spell Сопротивляемость yes

You call forth a Взрыв of Распада that ravages all creatures in the area. Even nonliving creatures such as Конструкцийs and нежить crumble or wither in this malignant eruption of rotting energy. Creatures in the area of Эффект take 1d6 points of damage per caster level (maximum 15d6) and are ошеломление for 1d4 rounds. A target that succeeds at a Реакция saving throw takes half damage and negates the ошеломление effect. Сфера Растений creatures are particularly susceptible to this rotting


effect; a Сфера Растений creature caught in the Взрыв takes a –2 penalty on the saving throw and takes 1 extra point of damage per die.

 

ФЕЯ FORM I                                                 

School Превращение (Полиморф); Level алхимик 3, bloodrager 3, друид 3, магус 4, shaman 3, чародей/волшебник 4, ведьма 4

Casting time 1 основное действие

Components V, S, M (a piece of the creature whose form you plan to assume)

Range personal

Target you

Duration 1 minute/level (D)

You assume the form of a Небольшой or Средний creature of the Фея type. Your base быстрое changes to match the new form’s base быстрое, with a maximum быстрое of 60 feet (even if the chosen Фея form has a base быстрое in excess of t


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