符文突击兵(Symbol Striker) [血脉狂怒者变体]
出自《Heroes from the Fringe pg. 7》 顿加堡(Dongun Hold)——阿肯斯塔(Alkenstar)的天空堡垒,坐落于盖布(Geb)与奈克斯(Nex)之间的冲突之地。在那里有一群名为符文突击兵的的荣耀战士。堡垒中的矮人居民使用强大的魔法爆炸品将堡垒跟外界隔绝,防止它成为两个大国之间奥术战争的棋子。 直至4588 AR,随着安塞尔·阿肯斯塔(Ancil Alkenstar)的到来,顿加堡才重新向外界开放。在那时,不断暴露于奇怪的符文能量和长期的与世隔绝导致一种独特职业发展起来——身披符文的狂战士施法者,尽管符文突击兵的风格已经声名远播。本职技能(Class Skills):符文突击兵获得语言学作为本职技能,但不获得驯养动物作为本职技能。
此调整血脉狂怒者的本职技能。 符文训练(Rune Training, Sp):符文突击兵能任意施放
阅读魔法(Read Magic)并每天1次施放
通晓语言(Comprehend Languages),但只能用于破译书面文字。符文突击兵还将秘法印记(Arcane Mark)和抹消术(Erase)作为1环法术加进其血脉狂怒者的法术列表,然而他必需选择这些才为已知法术才能施放它们。
此取代快速移动。 武器符文(Weapon Rune, Su):6级时,每天1次以标准动作,符文突击兵能将他已知的任何范围为接触或更大以及有明确目标数量(而不是区域或其他非基于目标的效果)的法术灌输到他持有的近战武器中。此法术自行形成一个明亮的发光符文,随意观察也显而易见。此能力只在符文突击兵握持用该武器才生效。若掉落或被夺走,武器将停止获得此能力,直到回到符文突击兵之手。符文突击兵同一时间只能拥有单一武器符文存在;若他在上个武器符文存在时施放额外武器符文,上个将会枯萎。武器符文也会在符文突击兵重获每天法术位时枯萎。否则,符文保留至法术被释放或解除。12级时,符文突击兵能每天2次使用此能力。18级时,他能每天3次使用此能力。
以标准动作,符文突击兵能以存在武器符文的武器进行近战攻击,若攻击成功,将造成正常伤害并消耗武器符文以对该目标释放已储存的法术,如同使用魔战士的法术打击(Spellstrike)特性来传递法术。
此取代在6、12、18级获得的血脉专长。 符文陷阱(Rune Trap, Sp):9级时,以标准动作,符文突击兵能使用近战武器把符文陷阱放在任一邻接空格。任何生物进入含有符文陷阱的空格将受到1d6+每2个血脉狂怒者等级1点的伤害。此符文能造成强酸、寒冷、闪电或火焰伤害,在符文创造时决定。符文清晰可见并持续「符文突击兵的血脉狂怒者等级」的分钟数或直至释放。符文突击兵不能在被其他生物占据的方格创造符文陷阱。此符文在解除时视为1环法术。生物能成功通过DC 26的解除装置检定来除去它。符文突击兵能每天「3+其魅力调整值」次使用此能力。
此取代在9级获得的血脉专长。 剧透 - :
Symbol Striker
Source Heroes from the Fringe pg. 7
Symbol strikers are honored warriors of Dongun Hold, a Sky Citadel in Alkenstar that was a site of frequent conflicts between the nations of Geb and Nex. The dwarven inhabitants used powerful magic explosives to seal the fortress against the outside world and prevent the Sky Citadel from becoming a pawn in the arcane wars between the two powers. Only with the arrival of Ancil Alkenstar in 4588 AR did Dongun Hold reopen itself to the outside world. By then, the constant exposure to strange runic energies and the long isolation had caused a unique form of rune-wielding berserker spellcaster to develop, though the symbol striker tradition has since spread beyond its origins.
Skills: A symbol striker gains Linguistics as a class skill, but does not gain Handle Animal as a class skill.
This alters the bloodrager’s class skills.
Rune Training (Sp): A symbol striker can cast read magic at will and comprehend languages once per day, but only to decipher written text. A symbol striker also adds arcane mark and erase to his bloodrager spell list as 1st-level spells, though he must select these as spells known to be able to cast them.
This replaces fast movement.
Weapon Rune (Su): At 6th level, once per day as a standard action, a symbol striker can imbue any spell he knows that has a range of touch or greater and a defined number of targets (rather than an area or other non-target- based effect) into a melee weapon he is holding. The spell forms itself into a brightly glowing rune, which is obvious to a casual observer. This ability functions only while the symbol striker wields the weapon. If dropped or taken, the weapon ceases granting this ability until it is returned to the symbol striker. The symbol striker can have only a single weapon rune active at a time; if he casts an additional weapon rune while a previous rune is active, the earlier rune fades. Weapon runes also fade when the symbol striker regains his spell slots for the day. Otherwise, the rune remains until the spell is discharged or dispelled. At 12th level, a symbol striker can use this ability twice per day. At 18th level, he can use this ability three times per day.
As a standard action, the symbol striker can make a melee attack with a weapon that has an active weapon rune and, if the attack is successful, deal normal weapon damage and also expend the weapon rune to discharge the stored spell into the target, as if delivering the spell with the magus spellstrike class feature.
This replaces the bloodline feats gained at 6th, 12th, and 18th levels.
Rune Trap (Sp): At 9th level, as a standard action, the symbol striker can use a melee weapon to place a rune trap in any adjacent square. Any creature entering a square containing a rune trap takes 1d6 points of damage plus 1 additional point of damage for every 2 bloodrager levels the symbol striker has. This rune deals either acid, cold, electricity, or fire damage, which is decided at the rune’s creation. The rune is clearly visible and lasts a number of minutes equal to the symbol striker’s bloodrager level or until discharged. A symbol striker cannot create a rune trap in a square occupied by another creature. This rune counts as a 1st-level spell for the purpose of dispelling. A creature can disarm the rune by succeeding at a DC 26 Disable Device check. The symbol striker can use this ability a number of times per day equal to 3 plus his Charisma modifier.
This replaces the bloodline feat gained at 9th level.