また、未訳呪文の訳を提出させて頂きます。 Earth Tremor[出典:Ultimate Wilderness] You strike the ground and unleash a tremor of seismic force, hurling up earth, rock, and sand. You choose whether the earth tremor affects a 30-foot line, a 20-foot cone-shaped spread, or a 10-foot-radius spread centered on you. The space you occupy is not affected by earth tremor. The area you choose becomes dense rubble that costs 2 squares of movement to enter. Dense rubble adds 5 to the DC of Acrobatics checks and adds 2 to the DC of Stealth 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. Medium or smaller creatures that fail their saves are knocked prone.
This spell can be cast only on a surface of earth, sand, or stone. It has no effect if you are in a wooden or metal structure or if you are not touching the ground.
Shadow Trap[出典:Blood of Shadows] School illusion (shadow); Level antipaladin 1, arcanist 1, bard 1, bloodrager 1, cleric/oracle 1, mesmerist 1, occultist 1, psychic 1, shaman 1, skald 1, sorcerer/wizard 1, warpriest 1, witch 1 Casting Casting Time 1 standard action Components V, S Effect Range close (25 ft. + 5 ft./2 levels) Target one creature Duration 1 round/level (D) Saving Throw Will negates; Spell Resistance yes Description You pin the target’s shadow to its current location, causing the target to become entangled and preventing it from moving farther than 5 feet from its original position, as if its shadow were anchored to the terrain. Each round on its turn, the target can attempt a new saving throw to end the effect as a full-round action. A flying creature can only hover in place or fall while entangled in this manner. This spell automatically fails when cast on a creature that doesn’t throw a shadow, and it ends if the creature is entirely in an area with no illumination.
Storm Step Source Blood of the Elements School conjuration (teleportation) [electricity]; Level arcanist 3, magus 3, sorcerer/wizard 3, witch 3 Casting Casting Time 1 standard action Components V, S Effect Range close (25 ft. + 5 ft./2 levels) Target you Duration instantaneous Saving Throw Reflex halves; Spell Resistance yes Description You are able to harness the power of the storm to transport yourself a short distance, by taking the form of a furious, sizzling bolt of elemental electricity. You must either have line of sight to your destination or you must specify a direction and distance within range. Creatures and objects in the path of your passage take 1d8 points of electricity damage per 2 caster levels (maximum 5d8). A successful Reflex save halves the damage.
If your path intersects with a solid object, you damage the barrier accordingly. If the damage is enough to break through the barrier, you continue beyond the barrier as long as the spell’s range permits; otherwise, your movement stops in the square adjacent to the barrier and the effect ends.
Driven by Guilt: As you regain your memories, you relive all of the terrible things that you did, which you would not do now, given the choice. This sensation can be demoralizing, but the clarity it brings and your most recent actions fighting against cosmic evils center you in your current goal of helping others -- and the world.
Once per day as a standard action, you can grant your allies a +1 trait bonus for 1 minute on saving throws against spells or spell-like abilities cast by evil creatures.
Enduring Stoicism: As you regain your memories, you are strangely unaffected by the deluge of past experiences while in service to Count Lowls. You recognize that your earlier actions were shameful, but there’s nothing that you can do about that now -- it’s best to continue your fight against the unspeakable forces that plague you and your companions.
You become immune to the shaken condition, but can still be frightened or panicked. If you are using the new fear system in Pathfinder RPG Horror Adventures, you are also immune to the spooked condition.
62 :位坂敏樹/GM:2018/08/04(土) 18:19:18 ID:3DFM0DDB
〔整然とした精神〕/Methodical Mind 君は記憶を取り戻したことにより、君は未知のまま残された情報を読むか暴き立てなければならないことを理解した。 ブライアストーン精神病院で目を覚ましてから経験した様々について、君は閉ざされた記憶の中でそれら宇宙的悪について より多くを既に知っており、また君のそれらに対する整然とした解析は将来の苦難において君を助けるだろう。
効果:1日1回、[精神作用]へのセーヴ時に2回ダイスを振り、より良い出目を選択することが出来る。
Methodical Mind: As you regain your memories, you now realize that you’ve read or been exposed to information best left unknown. Your most recent experiences since waking in Briarstone Asylum seem more familiar, as if you might have already known about some of these cosmic evils from your occluded memories, and your methodical approach to them will help you in future struggles.
Once per day, you can roll twice whenever you attempt a saving throw against a mind-affecting effect, keeping the better result.
Pugnacious: As you regain your memories, you feel strong anger for those who wronged you during the period you couldn’t previously remember. You can’t get the image of Count Lowls’s face out of your head and it makes you shudder with rage while you plan your revenge. Once per day, you gain a +1 trait bonus on either attack rolls or weapon damage rolls for a single combat.
〔敏感な精神〕/Sensitive Mind 自分の記憶を取り戻したことで、君は自分の鋭い認識が過去に良心的でない行いをする時でさえ自身を助けていたことを思い出した。 この新たに発見された明晰さは現在進行中の戦いに於いてさえ君を助けるだろう。
Sensitive Mind: As you regain your memories, you recall times when your keen awareness has helped you in the recent past, even when performing unscrupulous acts. This newfound clarity aids you in your ongoing fight.
Once per day, you can roll twice whenever you attempt an Appraise, Perception, or Sense Motive check and keep the better result.
◆Armor Specialization 出典:Armor Master's Handbook pg. 14 The fighter selects one specific type of armor with which he is proficient, such as chain shirts or scale mail. While wearing the selected type of armor, the fighter adds one-quarter of his fighter level to the armor’s armor bonus, up to a maximum bonus of +3 for light armor, +4 for medium armor, or +5 for heavy armor. This increase to the armor bonus doesn’t increase the benefit that the fighter gains from feats, class abilities, or other effects that are determined by his armor’s base armor bonus, including other advanced armor training options. A fighter can choose this option multiple times. Each time he chooses it, he applies its benefit to a different type of armor.
>呪文 ドリーム・ランドへの小旅行/DREAMLANDS EXCURSION School conjuration (creation); Level 5 Casting Time 50 minutes Components V, S, F (a miniature staircase made of polished horn and ivory worth 25, 000 gp), SC(儀式参加者) (at least 2 and up to 8) Skill Checks Knowledge (arcana) DC 25, 2 successes; Knowledge (planes) DC 25, 3 successes Range touch Duration instantaneous; see text Saving Throw none; SR no Backlash All casters take 2d6 points of damage. Failure An animate dream (Pathfinder RPG Bestiary 2 29) appears at the site of the ritual and attacks the casters. At the GM's discretion, the animate dream may have the advanced template, be accompanied by other animate dreams, or both.