*&aname(excepting-prd-rogue-archetypes)ローグのアーキタイプ &small(){&link(Rogue Archetypes){https://aonprd.com/Archetypes.aspx?Class=Rogue}} **&aname(bekyar-kidnapper)&ref(legal.png,PFS)Bekyar Kidnapper &small(){&link(Bekyar Kidnapper){https://aonprd.com/ArchetypeDisplay.aspx?FixedName=Rogue%20Bekyar%20Kidnapper}} &b(){出典} &i(){Inner Sea Combat 36ページ} One of the many ethnicities found in the Mwangi Expanse, the Bekyar people are slavers and demon worshipers. A Bekyar kidnapper is not only adept at hiding herself in thick jungles and quickly subduing her prey, but also at spreading rumors of hidden ruins, buried treasure, and other such valuables that might lure an unwary foreigner into her traps. &b(){Clean Capture(変則)/Clean Capture}:At 1st level, a Bekyar kidnapper reduces the penalty to her combat maneuver check to tie up a pinned or otherwise restrained target by an amount equal to 1/2 her rogue level. In addition, she can take the feats Improved Grapple and Greater Grapple as rogue talents. She can ignore the Improved Unarmed Strike requirement when selecting these feats as rogue talents, but must meet all other prerequisites. This ability replaces trapfinding. &b(){Abductor(変則)/Abductor}:At 3rd level, a Bekyar kidnapper gains a +1 bonus on combat maneuver checks to grapple a foe. In addition, the Bekyar kidnapper treats her combat maneuver bonus as 1 higher when a foe tries to grapple her or when a grappled target attempts to break free of her grapple. These bonuses increase by 1 for every 3 levels beyond 3rd. This ability replaces trap sense. &b(){ローグの技}:The following rogue talents complement the Bekyar kidnapper archetype: black market connectionsUC, camouflageAPG, combat trick, rope masterUC, survivalistAPG, and terrain masteryUC. &b(){上級の技}:The following advanced rogue talents complement the Bekyar kidnapper archetype: crippling strike, hide in plain sightUC, knock-out blowAPG, rumormongerUC, and weapon snatcherUC. **&aname(carnivalist)&ref(legal.png,PFS)Carnivalist &small(){&link(Carnivalist){https://aonprd.com/ArchetypeDisplay.aspx?FixedName=Rogue%20Carnivalist}} &b(){出典} &i(){Animal Archive 6ページ} Carnivalists train their miniature minions to perform acts of larceny and often hide their true talents behind theatrical sideshows. &b(){クラス技能}:A carnivalist gains Handle Animal as a class skill. &b(){使い魔}:At 1st level, a carnivalist gains a familiar as a wizard of equal level. Levels in a class that grants a familiar stack with carnivalist levels for determining the familiar’s abilities. &b(){Pet Performance(変則)/Pet Performance}:A carnivalist gains use of several bardic performances, making Handle Animal checks in place of any Perform checks. At 2nd level, she gains the distraction bardic performance. At 4th level, she gains the fascinate bardic performance. At 6th level, she also gains use of the following performance. &b(){Trained Legerdemain(変則)/Trained Legerdemain}:At 6th level, a carnivalist can command a familiar or pet within 30 feet to make a Disable Device or Sleight of Hand check as if trained in the skill, using its own skill ranks (if any), Dexterity modifier, and equipment, with a competence bonus equal to 1/2 her rogue level. The check requires the normal amount of time to complete and the DC increases by 5. The carnivalist must maintain this pet performance each round her familiar or pet attempts a Disable Device or Sleight of Hand check. The pet performance ability otherwise functions identically to bardic performance. Levels in a class with the distraction or fascinate bardic performances stack with carnivalist levels for the purpose of determining bonuses granted by these performances. This ability replaces the rogue talents gained at 2nd, 4th, and 6th level. &b(){Sneak Attack(変則)/Sneak Attack}:A carnivalist gains this ability starting at 2nd level. The sneak attack damage dealt is 1d6 points at 2nd level, and increases by 1d6 points every 4 carnivalist levels thereafter. A carnivalist’s familiar can also deal sneak attack damage as appropriate to foes as long as it is within 30 feet of her (though only Small and larger creatures may flank enemies, as usual). &b(){Animal Trainer(変則)/Animal Trainer}:Starting at 3rd level, a carnivalist receives a bonus equal to 1/2 her rogue level whenever she uses Handle Animal on a Tiny or Small animal. In addition, she can increase the DC by 5 to reduce the time needed to teach an animal a new trick or train an animal for a general purpose to 1 day for every week normally required. She can also train more than one animal at once, although each animal after the first adds 2 to the DC. This ability replaces trap sense. **&aname(construct-saboteur)&ref(legal.png,PFS)Construct Saboteur &small(){&link(Construct Saboteur){https://aonprd.com/ArchetypeDisplay.aspx?FixedName=Rogue%20Construct%20Saboteur}} &b(){出典} &i(){Construct Handbook 12ページ} The construct saboteur harnesses arcane energy to combat the golems and eldritch guardians that prowl the depths of ancient ruins and forgotten tombs. &b(){クラス技能}:A construct saboteur has Knowledge (arcana) and Knowledge (engineering) but does not have Knowledge (dungeoneering) and Knowledge (local) as class skills. This alters the rogue’s class skills. &b(){Arcane Strike(変則)/Arcane Strike}:A construct saboteur gains Arcane Strike as a bonus feat, even if she does not meet the prerequisites. She uses her construct saboteur class level in place of her caster level for the purposes of the feat’s effects. This replaces trapfinding. &b(){Arcane Sabotage(超常)/Arcane Sabotage}:At 2nd level, a construct saboteur can user her arcane prowess to hinder constructs. Whenever she uses Arcane Strike to attack a construct, she can activate one of the following sabotage abilities that she has gained. She gains one sabotage ability at 2nd level and can thereafter select any sabotage ability in place of a rogue talent. The DC for any sabotage ability that requires a saving throw is 10 + half the construct saboteur’s level + the construct saboteur’s Intelligence modifier. &i(){Diminish Senses/Diminish Senses}:A jolt of energy overwhelms the construct’s senses. The construct is blinded for 1 round. A construct saboteur can forgo dealing sneak attack damage to extend the duration of the blindness by 1 round for every 2d6 points of sneak attack damage forgone in this way. A construct can negate this effect with a successful Will save. &i(){Magic Vulnerability/Magic Vulnerability}:A field of energy enshrouds the construct, disabling its immunity to magic for 1 round. The construct instead gains spell resistance equal to 15 + its CR. A construct saboteur can forgo dealing sneak attack damage to reduce this spell resistance. The construct’s spell resistance is reduced by 1 for every 1d6 points of sneak attack damage forgone in this way. A construct can negate this effect with a successful Will save. &i(){Overwhelming Jolt/Overwhelming Jolt}:A sudden burst of power moves over the surface of the construct, giving it the staggered condition for 1 round. A construct can negate this effect with a successful Will save. &i(){Slowing Pulse/Slowing Pulse}:A surge of slowing energy ripples through the construct, reducing its speed by 5 feet for a number of rounds equal to the construct saboteur’s Intelligence modifier. A construct saboteur can forgo dealing sneak attack damage to reduce the construct’s speed by an additional 5 feet for every 1d6 points of sneak attack damage forgone in this way. This ability cannot lower a construct’s movement speed below 5 feet. A construct can reduce the duration of this effect to 1 round with a successful Reflex save. This replaces the rogue talent gained at 2nd level. &b(){Dismantling Strikes(変則)/Dismantling Strikes}:At 3rd level, a construct saboteur ignores the first 2 points of DR or hardness when attacking constructs. This value increases by 2 every 3 levels after 3rd, to a total of 12 points of DR or hardness ignored at level 18. This replaces trap sense. **&aname(dark-lurker)&ref(legal.png,PFS)Dark Lurker &small(){&link(Dark Lurker){https://aonprd.com/ArchetypeDisplay.aspx?FixedName=Rogue%20Dark%20Lurker}} &b(){出典} &i(){Heroes of the Streets 26ページ} Dark lurkers use darkness as an ally. They are widely feared in many major metropolises, spoken of as “living shadows” by guards of Magnimar who patrol under the Irespan and called “the hungry night” by citizens of Absalom who mistake them for fetchling assassins. &b(){Blades from the Shadows/Blades from the Shadows}:At 2nd level, a dark lurker gains shadow strikeAPG as a bonus rogue talent. (A character using the unchained rogue class from Pathfinder RPG Pathfinder Unchained instead gains the ability to make attacks of opportunity against foes with cover, though not foes with improved cover or total cover). At 6th level, the dark lurker can deal precision damage to targets with total concealment (though any miss chance applies normally, and may prevent an attack from hitting in the first place). This ability replaces evasion; the dark lurker can take evasion as a rogue talent. &b(){Blind-Fight(変則)/Blind-Fight}:At 2nd level, a dark lurker gains Blind-Fight as a bonus feat. This ability replaces the rogue talent gained at 2nd level. &b(){Improved Blind-Fight(変則)/Improved Blind-Fight}:At 8th level, a dark lurker gains Improved Blind-FightAPG as a bonus feat. This ability replaces the rogue talent gained at 8th level. &b(){Greater Blind-Fight(変則)/Greater Blind-Fight}:At 14th level, a dark lurker gains Greater Blind-FightAPG as a bonus feat. This ability replaces the rogue talent gained at 14th level. &b(){Instinctual Sense(変則)/Instinctual Sense}:At 20th level, a dark lurker gains blindsight with a range of 30 feet. This ability replaces the rogue talent gained at 20th level. &b(){ローグの技}:The following rogue talents complement the dark lurker archetype: befuddling strikeAPG, fast getawayAPG, fast stealth, opportunist, sniper’s eyeAPG, and surprise attack. **&aname(discretion-specialist)&ref(legal.png,PFS)Discretion Specialist &small(){&link(Discretion Specialist){https://aonprd.com/ArchetypeDisplay.aspx?FixedName=Rogue%20Discretion%20Specialist}} &b(){出典} &i(){Antihero's Handbook 25ページ} Often brought in to handle messy situations, discretion specialists deal with bodies, inconvenient witnesses, and other loose ends. Many organizations employ them to cover up activities that might be unpopular—should they become known to the general populace. This archetype is appropriate for rogues built using either the Pathfinder RPG Core Rulebook or Pathfinder RPG Pathfinder Unchained. &b(){Fast Talker(変則)/Fast Talker}:A discretion specialist adds half her rogue level (minimum +1) as a bonus on Bluff, Diplomacy, and Intimidate checks. This replaces trapfinding. &b(){Obfuscation(超常)/Obfuscation}:A discretion specialist is highly skilled at convincing others not to trust their own senses. At 3rd level as a full-round action, the discretion specialist can convince one living creature within 30 feet that up to 5 minutes of its memories from the past hour are unreliable. If the target fails a Will saving throw (DC = 10 + half the discretion specialist’s rogue level + her Intelligence modifier), the target is convinced that those memories didn’t happen or that it’s confusing the memories with a dream (or is otherwise hazy as to the memories’ reality). Each hour after the discretion specialist uses this ability, the target can attempt a new Will saving throw to realize that its relevant memories have been tampered with, although not necessarily that the discretion specialist was the originator of the tampering. The discretion specialist can use this ability once per day, and one additional time per day for every 5 rogue levels she has. At 6th level and every 3 levels thereafter, the discretion specialist can obfuscate memories from an additional hour in the past (to a maximum of 6 hours at 18th level). This replaces trap sense (for a core rogue) or danger sense (for an unchained rogue). &b(){Evidence Disposal(擬呪)/Evidence Disposal}:A discretion specialist can cover up a corpse’s cause of a death—or dispose of it entirely. At 4th level, the discretion specialist gains the ability to cast dress corpse (Pathfinder RPG Ultimate Intrigue 212) as a spell-like ability, using her rogue level as her caster level. She can use this ability once per day, plus one additional time per day for every 5 rogue levels she has (to a maximum of five times at 20th level). At 12th level, she can spend two uses of this ability to disintegrate a corpse entirely as a full-round action, leaving behind only a trace of fine dust (a disintegrated creature’s equipment is unaffected). The target cannot be an undead creature. A corpse disintegrated this way cannot be brought back to life except by resurrection or more powerful magic, including miracle or wish. This replaces the rogue talents gained at 4th and 12th levels. &b(){No Loose Ends(変則)/No Loose Ends}:At 4th level, the discretion specialist can prevent opponents from escaping. Opponents damaged by the discretion specialist’s sneak attack are unable to take the withdraw action for 1 round, though they can still move as normal. At 8th level, a creature damaged by the discretion specialist’s sneak attack is hampered in casting spells of the teleportation subschool (such as dimension door) as well as using methods of magical transport such as shadow walk. A target attempting to cast such a spell before the end of the discretion specialist’s next turn must succeed at a concentration check (in addition to any concentration checks required for casting while threatened or other circumstances) or lose the spell. The DC of this check is equal to 10 + half the discretion specialist’s rogue level + her Intelligence modifier. This replaces uncanny dodge and improved uncanny dodge. &b(){ローグの技}:The following rogue talents complement this archetype: camouflageAPG, charmerAPG, convincing lieUC, honeyed wordsAPG, and quick disguiseAPG. &b(){上級の技}:The following advanced talents complement this archetype: hide in plain sightUC and master of disguiseAPG. **&aname(earthshadow)&ref(legal.png,PFS)Earthshadow &small(){&link(Earthshadow){https://aonprd.com/ArchetypeDisplay.aspx?FixedName=Rogue%20Earthshadow}} &b(){出典} &i(){Elemental Master's Handbook 8ページ} When the dwarves began their Quest for Sky millennia ago to reach the world’s surface, they already had a deep understanding of the earth’s secrets. In the centuries since, the mystic lore the dwarves call earthcraft has been passed down through the generations, and its practitioners are called earthshadows. While many earthshadows are dwarves, their secrets have been shared with a worthy few members of other races over the ages. &b(){Earthlink(超常)/Earthlink}:The earth grants an earthshadow swiftness and hones her senses. When an earthshadow is in direct contact with an expanse of natural earth or unworked stone that is at least as large as she is, she adds half her rogue level (minimum 1) to Acrobatics and Perception checks. This replaces trapfinding. &b(){Earthcraft(超常)/Earthcraft}:At 2nd level, an earthshadow can draw upon the power of earth to perform mystical tricks. At the start of each day, an earthshadow gains a pool of earthcraft points equal to half her rogue level plus her Wisdom modifier, and she can spend earthcraft points to use certain spell-like abilities. The caster level of these spell-like abilities is equal to the earthshadow’s rogue level. Earthcraft effects affect only the earthshadow, even if the spell could normally affect others. She can spend 1 earthcraft point to cast blend (Pathfinder RPG Advanced Race Guide 29), even if she is not an elf, but this ability works only in areas of natural earth or unworked stone. At 4th level, an earthshadow can spend 2 earthcraft points to cast meld into stone. At 8th level, an earthshadow can spend 3 earthcraft points to cast dimension door. She must be able to see her destination (or she must be able to otherwise sense its surface, such as with tremorsense), and her current location must be connected to her destination by continuous natural earth or unworked stone. At 12th level, an earthshadow can spend 5 earthcraft points to cast the spell stone tell but can communicate only with unworked stone. At 16th level, an earthshadow can spend 6 earthcraft points to cast statue. This ability replaces evasion and the rogue talents gained at 4th, 8th, 12th, and 16th levels. &b(){ローグの技}:The following rogue talents complement the earthshadow archetype: extra earthcraft (see below), favored terrainUC, fortified position (see below), major magic, minor magic, resiliency, and trap spotter. &b(){上級の技}:The following advanced rogue talents complement the earthshadow archetype: against the wall (see below), dispelling attack, hide in plain sightUC, slippery mind, and stony skin (see below). **&aname(eldritch-scoundrel)Eldritch Scoundrel &small(){&link(Eldritch Scoundrel){https://aonprd.com/ArchetypeDisplay.aspx?FixedName=Rogue%20Eldritch%20Scoundrel}} &b(){出典} &i(){Arcane Anthology 23ページ} The eldritch scoundrel is not available for use with the unchained rogue. Students of arcane magic, legerdemain, and stealth, eldritch scoundrels are a rare breed of adventurer most commonly found seeking lost and valuable arcane writings in the ruins of fallen empires, such as Thassilon or the Jistka Imperium. &b(){Armor Proficiencies}:An eldritch scoundrel is not proficient with any armor or shields. Armor sometimes interferes with an eldritch scoundrel’s gestures, which can cause her spells with somatic components to fail (Pathfinder RPG Core Rulebook 83). This alters the rogue’s armor proficiencies. &b(){クラス技能}:An eldritch scoundrel gains 4 skill ranks (plus a number of ranks equal to her Intelligence modifier) at each level instead of a normal 8. She gains Knowledge (arcana) and Spellcraft as class skills, but not Diplomacy and Disguise. This alters the rogue’s skills. &b(){呪文}:An eldritch scoundrel casts arcane spells drawn from the wizard spell list. An eldritch scoundrel must choose and prepare her spells ahead of time. She learns, prepares, and casts spells exactly as a wizard does, including adding new spells to her spellbook and gaining two additional spells known (of any level she can cast) each time she gains a rogue level with this archetype. An eldritch scoundrel can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is the same as the magus class (Pathfinder RPG Ultimate Magic 10). &b(){Alarm Sense(超常)/Alarm Sense}:At 3rd level, an eldritch scoundrel gains an intuitive sense that warns her when she is near a magic trap. This functions as the trap spotter rogue talent, but applies only if the eldritch scoundrel comes within 10 feet of a magic trap. This ability replaces trap sense. &b(){Sneak Attack(変則)/Sneak Attack}:The eldritch scoundrel doesn’t acquire the sneak attack class feature until 3rd level, when she gains a +1d6 sneak attack. This increases by 1d6 at 7th level, and again at every 4 rogue levels thereafter. This modifies the rogue’s normal sneak attack progression. &b(){ローグの技}:At 4th level and every 4 levels thereafter, the eldritch scoundrel gains a rogue or ninja talent for which she meets the prerequisites (treating her rogue level as her ninja level). If a talent requires her to expend points from her ki pool, she can instead expend a spell slot with a spell level equal to the number of ki points she would normally expend. If a talent functions only if she has ki in her ki pool, it functions as long as she still has a spell of 1st level or higher prepared. At 12th level, she can select an advanced talent in place of a rogue talent. This modifies the normal rogue talent progression and advanced talent. &b(){Uncanny Training/Uncanny Training}:An eldritch scoundrel does not gain uncanny dodge or improved uncanny dodge. Beginning at 4th level, she can take uncanny dodge instead of a rogue talent. Beginning at 12th level, the eldritch scoundrel can choose to take improved uncanny dodge in place of an advanced talent. This modifies uncanny dodge and improved uncanny dodge. **&aname(galtan-agitator)Galtan Agitator &small(){&link(Galtan Agitator){https://aonprd.com/ArchetypeDisplay.aspx?FixedName=Rogue%20Galtan%20Agitator}} &b(){出典} &i(){Inner Sea Intrigue 39ページ} The Galtan agitator gains the Persuasive feat at 12th level rather than Leadership. Galtan agitators fight mightily to cast down the enemies of their ideals within the shambles of the tumultuous nation of Galt. Any rogue (including the rogue from Pathfinder RPG [[Pathfinder Unchained]]) can select the Galtan agitator archetype. &b(){Reputation(変則)/Reputation}:This ability functions as the renown vigilante social talent (Pathfinder RPG Ultimate Intrigue 12). In addition to improving attitudes, it also improves the Galtan agitator’s starting influence (Ultimate Intrigue 102) and reputation with contacts (Pathfinder RPG Ultimate Campaign 148) in the area by one level or step. For the purpose of vigilante social talents, the Galtan agitator does not have a vigilante identity and is always considered to be in her social identity, unless she has another identity (such as from the vigilante class). If the Galtan agitator has another identity, she does not gain any benefits from renown while in that identity unless she has the renown social talent or a similar ability. This ability replaces trapfinding. &b(){Ready for Betrayal(変則)/Ready for Betrayal}:At 3rd level, a Galtan agitator gains a +1 bonus on Perception checks to recognize disguises and notice hiding creatures and on Sense Motive checks to disbelieve lies. These bonuses increase by 1 every 3 rogue levels thereafter (to a maximum of +6 at 18th level). This ability replaces trap sense. &b(){Enthralling Agitation(超常)/Enthralling Agitation}:At 4th level, a Galtan agitator can captivate a crowd once per day, as per the spell enthrall. (DC = 10 + 1/2 the Galtan agitator’s rogue level + her Charisma modifier). During the spell’s effect, the Galtan agitator can attempt a DC 15 Charisma check to increase her individual or organizational influence with the members of the crowd by 1 rank or step. Or, if the crowd members’ attitudes toward the Galtan agitator are indifferent or worse, this check can improve their attitudes by 1 step. The Galtan agitator can never use this ability to increase her individual or organization influence or improve the crowd’s attitude by more than 2 ranks or steps. This replaces the rogue talent gained at 4th level. &b(){Revolutionary’s Cause(超常)/Revolutionary’s Cause}:At 8th level, the Galtan agitator can lift an enthralled crowd’s emotions and turn them toward a common purpose. As a standard action after she has used her enthralling agitation— but before the enthrall effect wears off—she can target the affected creatures with a plausible suggestion (DC = 10 + 1/2 her rogue level + her Charisma modifier). that has a duration of up to 1 day. This ability replaces the rogue talent gained at 8th level. &b(){Leadership(変則)/Leadership}:At 12th level, a Galtan agitator gains Leadership as a bonus feat. If the Galtan agitator already has the Leadership feat, she doubles her Charisma modifier when calculating her base Leadership score. This replaces the rogue talent gained at 12th level. &b(){ローグの技}:The following rogue talents complement the Galtan agitator archetype canny observerAPG, coax informationAPG, follow cluesAPG, hard to foolAPG, and strong impressionAPG. &b(){上級の技}:The following advanced rogue talents complement the Galtan agitator archetype: feat, thoughtful reexaminingAPG, and skill mastery. **&aname(guerrilla)&ref(legal.png,PFS)Guerrilla &small(){&link(Guerrilla){https://aonprd.com/ArchetypeDisplay.aspx?FixedName=Rogue%20Guerrilla}} &b(){出典} &i(){Inner Sea Intrigue 41ページ} Guerrillas fight against oppressive leadership and governments—often under cover of night—including Chelish colonization in Sargava and the power structures in Cheliax proper, Nidal, and Razmiran. Any rogue (including the rogue from Pathfinder Unchained) can select the guerrilla archetype. &b(){Skilled Liar(変則)/Skilled Liar}:Whenever a guerrilla uses Bluff to attempt to deceive someone, she gains a bonus on the opposed roll equal to 1/2 her rogue level (minimum +1). A guerrilla can still use Disable Device to disarm magic traps. This ability replaces trapfinding. &b(){Cover of Night(変則)/Cover of Night}:At 2nd level, a guerrilla learns to use darkness to her advantage. She gains a +5 bonus on Disguise, Sleight of Hand, and Stealth checks while she is in areas of dim light or darkness, and can create mundane disguises in dim light or darkness with a full-round action (instead of the normal 1d3 × 10 minutes). Additionally, while in dim light or darkness, if a guerrilla would have concealment, she instead has total concealment. This ability replaces evasion. &b(){Secret Messenger(変則)/Secret Messenger}:At 3rd level, a guerrilla gains a +1 bonus on Bluff checks to convey secret messages and on Sense Motive checks to discern secret messages. These bonuses increase by 1 every 3 rogue levels thereafter (to a maximum of +6 at 18th level). This ability replaces trap sense. &b(){Guerrilla Sniping(変則)/Guerrilla Sniping}:At 4th level, when a guerrilla is in an area of dim light or darkness, she takes only a –10 penalty on her Stealth check to maintain her obscured location while sniping. This ability replaces uncanny dodge. &b(){Uncanny Dodge(変則)/Uncanny Dodge}:At 8th level, a guerrilla gains uncanny dodge. This ability replaces improved uncanny dodge. &b(){ローグの技}:The following rogue talents complement the guerrilla archetype camouflageAPG, fast stealth, powerful sneakAPG, rogue crawl, stand up, and surprise attack. &b(){上級の技}:The following advanced rogue talents complement the guerrilla archetype deadly sneakAPG, master of disguiseAPG, stealthy sniperAPG, and opportunist. **&aname(gun-smuggler)Gun Smuggler &small(){&link(Gun Smuggler){https://aonprd.com/ArchetypeDisplay.aspx?FixedName=Rogue%20Gun%20Smuggler}} &b(){出典} &i(){People of the Wastes 13ページ} A gun smuggler does not gain the benefits of the black market connections talent but instead treats her effective Fame as 1 higher when purchasing firearms Alkenstar protects the secrets of gunpowder and controls the sale of firearms, creating lucrative opportunities for those who can sneak the technology beyond the Mana Wastes. Gun smugglers are adept at procuring firearms and concealing their secret weapons. &b(){Weapon Proficiency}:A gun smuggler is proficient with all simple weapons and one-handed firearms, plus the rapier, sap, short sword, and sword cane. This replaces the rogue’s weapon proficiencies. &b(){Hidden Gun(変則)/Hidden Gun}:A gun smuggler gains a bonus equal to half her rogue level on Sleight of Hand checks to conceal a one-handed firearm on her body. She increases the DCs of opponents’ Perception checks to realize the true nature of disguised weapons (such as a sword cane) within 5 feet of her by an amount equal to her rogue level (maximum DC 25 plus her rogue level). This replaces trapfinding. &b(){Secret Sidearm(変則)/Secret Sidearm}:As an expert in discreet and easily concealable weapons and firearms, a gun smuggler gains a battered gun identical to that gained by a 1st-level gunslinger and Gunsmithing as a bonus feat (including the ability to restore her battered gun as if she were a gunslinger), though she must select a coat pistol, dagger pistol, or sword cane pistol as her battered weapon. &b(){Selective Targeting(変則)/Selective Targeting}:A gun smuggler focuses on concealable firearms for her sneak attacks. When she makes a sneak attack using any weapon other than a coat pistol, dagger pistol, or sword cane pistol (either firing the weapon or making a melee attack), her sneak attack damage dice are d4s instead of d6s. This alters sneak attack. &b(){Stolen Shots(変則)/Stolen Shots}:At 3rd level, a gun smuggler can access small quantities of cutting-edge firearm technology through clandestine dealers. She gains the benefits of the black market connections rogue talent, though only for the purpose of securing firearms and related equipment. At the beginning of each day, the gun smuggler gains a number of bullets (with accompanying black powder) or paper cartridges—referred to as shots—in any combination equal to her rogue level, representing ammunition smuggled to her by contacts. Her contacts provide only enough shots to replenish this small supply, so she can’t accumulate ammunition indefinitely, and these shots have a market price of 0 gp. At 6th level, the gun smuggler can elect to gain one or more pieces of magic ammunition, though each one replaces a number of her daily shots equal to the ammunition’s enhancement bonus (maximum enhancement bonus of +2 for any one piece of ammunition). She can choose to add any of the following weapon special abilities to the shot, though the shot must have at least a +1 enhancement bonus, and these special abilities use an amount of bonus equal to the ability’s normal price: distance, flaming, flaming burst, merciful, seeking, or thundering. At 9th level and every 3 rogue levels thereafter, the maximum enhancement bonus of a gun smuggler’s shots increases by 1 (to a maximum of +6 at 18th level). This replaces trap sense and the rogue talent gained at 6th level. &b(){Uncanny Aim(変則)/Uncanny Aim}:At 4th level, a gun smuggler increases the range increment of any coat pistol, dagger pistol, or sword cane pistol she wields by 10 feet. At 8th level, the base damage of bullets fired by these weapons increases by one die step. This replaces uncanny dodge and improved uncanny dodge. **&aname(kintargo-rebel)&ref(legal.png,PFS)Kintargo Rebel &small(){&link(Kintargo Rebel){https://aonprd.com/ArchetypeDisplay.aspx?FixedName=Rogue%20Kintargo%20Rebel}} &b(){出典} &i(){Inner Sea Combat 40ページ} With few natural barriers, a thriving international port, and many miles separating it from Egorian, Kintargo is geographically suited for rebellion against the rigid laws that reign in Cheliax. This rebellion is hardly malicious in intent; business is simply easier without the imposing bureaucracy. Whenever the Chelish navy sails into the port, these rebels are quick to appear agreeably subservient in order to conceal their noncompliance and avoid retribution. &b(){Sophisticated Stealth(変則)/Sophisticated Stealth}:At 3rd level, a Kintargo rebel gains a +1 bonus on Knowledge (nobility) checks. In addition, she gains a +1 bonus on Bluff checks to convey a secret message and on Sense Motive checks to discern secret messages. These bonuses increase by 1 every 3 rogue levels thereafter. This ability replaces trap sense. &b(){Misdirection(擬呪)/Misdirection}:At 4th level, a Kintargo rebel gains the ability to cast misdirection on herself once per day, though instead of choosing an object for the second target, she must choose a creature in range. The caster level for this ability is equal to her class level, and the save DC for this spell is 12 + the Kintargo rebel’s Intelligence modifier. The save DC of this ability increases by 1 if the secondary target is lawful or evil. This ability replaces uncanny dodge. &b(){ローグの技}:The following rogue talents complement the Kintargo rebel archetype: canny observerAPG, charmerAPG, false friendARG, fast getawayAPG, honeyed wordsAPG, obfuscate storyARG, and quick disguiseARG. &b(){上級の技}:The following advanced rogue talents complement the Kintargo rebel archetype: hard to foolUC, master of disguiseAPG, skill mastery, slippery mind, and thoughtful reexaminingAPG. **&aname(makeshift-scrapper)&ref(legal.png,PFS)Makeshift Scrapper &small(){&link(Makeshift Scrapper){https://aonprd.com/ArchetypeDisplay.aspx?FixedName=Rogue%20Makeshift%20Scrapper}} &b(){出典} &i(){Melee Tactics Toolbox 15ページ} Some combatants specialize in the study of certain weapons, but those without formal training often learn to survive a fight by making brilliant use of whatever is lying around. &b(){Weapon Proficiency}:The makeshift scrapper is proficient with only simple weapons. &b(){Improvised Weapons(変則)/Improvised Weapons}:At 1st level, a makeshift scrapper gains Catch Off-Guard and Throw Anything as bonus feats. This ability replaces trapfinding. &b(){Supernatural Improvisation(超常)/Supernatural Improvisation}:At 3rd level, a makeshift scrapper gains the ability to enhance an item, making it a more effective weapon or changing the way it can be used. As a swift action, she can alter a single improvised weapon to either grant it a +1 enhancement bonus on attack rolls and damage rolls or use it to gain a +1 shield bonus to her AC. The makeshift scrapper can use this ability for a number of rounds per day equal to her rogue level. These rounds need not be consecutive, and the makeshift scrapper can change the enhancement each time she activates the ability. The bonus increases by 1 every 4 levels thereafter, up to a maximum bonus of +5 at 19th level. This ability replaces trap sense. &b(){Improvised Weapon Mastery(変則)/Improvised Weapon Mastery}:At 12th level, the makeshift scrapper gains Improvised Weapon Mastery as a bonus feat. This ability replaces the rogue talent gained at 12th level. &b(){Rogue Talents/Ninja Tricks/Rogue Talents/Ninja Tricks}:The following rogue talents and ninja tricks complement the makeshift scrapper archetype: acrobatic masterUC, expert leaperAPG, fast getawayAPG, ki poolUC, offensive defenseAPG, peerless maneuverAPG, and surprise attack. &b(){上級の技}:The following advanced rogue talents complement the makeshift scrapper archetype: another dayAPG, defensive roll, fast getawayAPG, and opportunist. **&aname(nameless-shadow)&ref(legal.png,PFS)Nameless Shadow &small(){&link(Nameless Shadow){https://aonprd.com/ArchetypeDisplay.aspx?FixedName=Rogue%20Nameless%20Shadow}} &b(){出典} &i(){Merchant's Manifest 30ページ} Where bandits and tyrants prey on merchants and caravans, the nameless shadow preys on bandits and tyrants. Posing as mundane merchants or other harmless travelers, these assassins can hide both within darkness and in the anonymity of a seemingly unimportant crowd. This archetype is appropriate for rogues built using the rules from the Pathfinder RPG Core Rulebook as well as for unchained rogues. &b(){Harmless Guise(変則)/Harmless Guise}:A nameless shadow gains the dual identity and seamless guise vigilante class features, with the following restrictions. Her social identity must be that of a mundane and nonthreatening member of society, such as a farmer or a merchant. At 6th level, the nameless shadow gains the many guises vigilante social talent. At 8th level, the nameless shadow gains the quick change vigilante social talent. At 14th level, the nameless shadow gains the everyman vigilante social talent. At 18th level, the nameless shadow gains the any guise vigilante social talent. Additionally, when a nameless shadow attacks a foe while in a social or mundane identity, her target takes a –2 penalty to AC for the purpose of resolving that attack. This use of harmless guise forces the nameless shadow into her vigilante identity after the attack is completed, and the target (if it survives) then becomes aware of the nameless shadow’s secret. This ability cannot be used on targets that are aware of the nameless shadow’s dual identity. This replaces trapfinding and the rogue talents gained at 2nd, 6th, 10th, 14th, and 18th levels. &b(){Face in the Crowd(変則)/Face in the Crowd}:At 4th level, so long as there are at least 10 other nonhostile creatures within 30 feet of her, a nameless shadow can use Bluff or Disguise in place of Stealth to hide or for sniping. At 8th level, she can use this ability to hide within a crowd even if she is being observed. This replaces the rogue talents gained at 4th and 8th levels. **&aname(needler)&ref(legal.png,PFS)Needler &small(){&link(Needler){https://aonprd.com/ArchetypeDisplay.aspx?FixedName=Rogue%20Needler}} &b(){出典} &i(){Potions and Poisons 12ページ} While some assassins and killers prefer to be up front with their poison use, others favor a covert approach. Needlers use subtlety and misdirection to deliver deadly poisons to unsuspecting victims in creative and unorthodox ways. This archetype is appropriate for rogues built using the rules from the Pathfinder RPG Core Rulebook as well as for unchained rogues. &b(){Adroit Poisoner(変則)/Adroit Poisoner}:At 2nd level, a needler gains a +2 bonus on Sleight of Hand checks. This bonus increases to +4 when the needler uses Sleight of Hand to draw a hidden weapon that is coated in poison. At 8th level, these bonuses increase to +4 and +6, respectively. This replaces evasion. &b(){Subtle Poisoning(変則)/Subtle Poisoning}:At 4th level, a needler can apply a contact or ingested poison to her weapon and deliver it as if it were an injury poison. The poison must be delivered within 1 minute of this application, or it is wasted. The DC of the saving throw to resist the poison decreases by 1 when the needler uses this ability to deliver a contact or ingested poison via injury. This replaces uncanny dodge. &b(){Needle Poisoner(変則)/Needle Poisoner}:At 6th level, a needler can apply a dose of poison to a weapon as a swift action. This ability counts as swift poisoning for the purpose of meeting prerequisites. This replaces the rogue talent gained at 6th level. &b(){Concealed Delivery(変則)/Concealed Delivery}:At 8th level, a needler learns how to deliver all types of poisons with subtlety. As a standard action, she can deliver an ingested or inhaled poison to a creature within reach by placing a dose of poison on the target’s lips, on the target’s neck, or through other similar contact with the target’s skin as if the poison were a contact poison. Delivering poison in this way requires a successful Sleight of Hand check opposed by the target’s Perception check. The poison is not lost on a failed check, but it must be successfully delivered within 1 minute of the first attempt, or it is wasted. This replaces improved uncanny dodge. **&aname(okeno-liberator)&ref(legal.png,PFS)Okeno Liberator &small(){&link(Okeno Liberator){https://aonprd.com/ArchetypeDisplay.aspx?FixedName=Rogue%20Okeno%20Liberator}} &b(){出典} &i(){Inner Sea Combat 41ページ} The sight of yellow sails on the Inner Sea signals the approach of a ship from Okeno, home port of the most ruthless and feared of all slaving operations. Most who see these sails flee in terror, but some freedom fighters actually endeavor to be captured, knowing that being taken to Stonespine Island in manacles is the easiest way to infiltrate the city, liberate other slaves, and lead them to freedom. &b(){Bond Breaker(変則)/Bond Breaker}:An Okeno liberator adds 1/2 her class level to Escape Artist checks, and never takes a penalty on Disable Device checks when using improvised tools to open locks. This ability replaces trapfinding. &b(){Covert Commander(変則)/Covert Commander}:An Okeno liberator grants all allies within 30 feet who are in her line of sight (but not herself ) a +1 competence bonus on Disguise and Stealth checks. This bonus increases by 1 for every 3 levels beyond 3rd. This ability replaces trap sense. &b(){Catch Off-Guard(変則)/Catch Off-Guard}:At 4th level, the Okeno liberator is adept at improvising weapons. She gains Catch Off-Guard as a bonus feat. This ability replaces uncanny dodge. &b(){ローグの技}:The following rogue talents complement the Okeno liberator archetype: deft palmUC, fast picksAPG, fast stealth, quick disguiseAPG, slow reactions, underhandedUC. &b(){上級の技}:The following advanced rogue talents complement the Okeno liberator archetype: defensive roll, fast tumble, knock-out blowAPG, skill mastery, weapon snatcherUC. **&aname(planar-sneak)&ref(legal.png,PFS)Planar Sneak &small(){&link(Planar Sneak){https://aonprd.com/ArchetypeDisplay.aspx?FixedName=Rogue%20Planar%20Sneak}} &b(){出典} &i(){Planes of Power 8ページ} A planar sneak finds creative ways to defy conventional limitations when trying to overcome extraplanar obstacles. &b(){Planar Sense(変則)/Planar Sense}:At 3rd level, a planar sneak gains a +1 bonus on saving throws against all effects with the air, chaos, earth, evil, fire, good, law, or water descriptors. This bonus increases by 1 for every 3 rogue levels thereafter (to a maximum of +6 at 18th level). This ability replaces trap sense. &b(){Elemental Execution(超常)/Elemental Execution}:At 4th level, a planar sneak treats creatures with the elemental subtype as though they were vulnerable to her sneak attack, but she deals only half as much sneak attack damage as she normally would. She can confirm critical hits against such creatures, though 50% of the time, the critical hit is automatically negated and damage is instead rolled normally. At 8th level, this ability also applies to all outsiders otherwise immune to critical hits and sneak attack damage. This ability replaces uncanny dodge and improved uncanny dodge. &b(){ローグの技}:The following rogue talents complement the planar sneak archetype: guileful polyglotAPG, strong stroke, terrain masteryUC. &b(){上級の技}:The following advanced rogue talents complement this archetype: defensive roll, hide in plain sightUC, and skill mastery. **&aname(relic-raider)Relic Raider &small(){&link(Relic Raider){https://aonprd.com/ArchetypeDisplay.aspx?FixedName=Rogue%20Relic%20Raider}} &b(){出典} &i(){Black Markets 27ページ} Relic raiders are rogues who specialize in recovering treasures from ruins and tombs, some in a quest for knowledge, others out of a desire for riches. In addition to natural dangers and mundane traps, these locations are often protected by ancient curses or the psychic imprints of former occupants. Though not versed in magic, relic raiders learn to unweave these maledictions as easily as they unlock ancient vaults. &b(){Curse Sense(変則)/Curse Sense}:At 4th level, a relic raider adds 1/2 her rogue level on Perception checks to notice haunts and on Spellcraft checks to identify cursed items (using detect magic or similar effects). In addition, the relic raider gains a +1 bonus on saving throws against curses and haunts and a +1 dodge bonus to AC against attacks by haunts. These bonuses increase by 1 at 6th level and every 3 rogue levels thereafter (to a maximum of +6 at 18th level). This ability replaces uncanny dodge. &b(){Disable Curse(超常)/Disable Curse}:At 8th level, a relic raider can attempt to disable a curse as she would a magical trap. This ability acts as remove curse, except instead of a caster level check, the relic raider attempts a Disable Device check (DC = 15 + the DC of the curse). Disabling a curse takes 2d4 rounds, and the relic raider cannot take 10 or 20 on this check. A relic raider can use this ability once per day at 8th level. At 12th level and every 4 rogue levels thereafter, a relic raider can use disable curse one additional time per day. This ability replaces improved uncanny dodge. &b(){上級の技}:A relic raider can select the following advanced talents. Talents marked with an asterisk add effects to a rogue’s sneak attack. Only one of these talents can be applied to an individual attack, and the decision must be made before making the attack roll. &b(){Cursed Strike*(超常)/Cursed Strike}:Once per day, when the relic raider would normally deal sneak attack damage, she can instead forgo all bonus damage to attempt to curse her target (as per the spell bestow curse). The save is DC equal to 10 + 1/2 the relic raider’s rogue level + her Intelligence modifier. A relic raider must have the major magic rogue talent before choosing cursed strike. The relic raider can use this ability an additional time per day at 15th level and 20th level. &b(){Etheric Strike*(超常)/Etheric Strike}:With a successful sneak attack against haunts or undead, the relic raider can deal her sneak attack damage as positive energy damage rather than physical damage. The additional damage affects undead that are normally immune to sneak attacks because of their lack of a discernible anatomy (such as ghosts). A relic raider can make an etheric strike a number of times per day equal to 3 + her Charisma modifier. **&aname(rotdrinker)&ref(legal.png,PFS)Rotdrinker &small(){&link(Rotdrinker){https://aonprd.com/ArchetypeDisplay.aspx?FixedName=Rogue%20Rotdrinker}} &b(){出典} &i(){Potions and Poisons 12ページ} Poisons are common tools in a rogue’s trade, and some poison-using rogues are so frequently exposed to these toxins that they have developed resistances to particular poisons. Known as rotdrinkers, these rogues purposefully consume poisons to augment their minds and bodies, though they do so at the expense of traditional roguish nimbleness. This archetype is appropriate for rogues built using the Core Rulebook as well for unchained rogues. &b(){Poison Resistance(変則)/Poison Resistance}:At 2nd level, a rotdrinker gains a +2 bonus on saving throws against all poisons. This bonus increases to +4 at 8th level. This replaces evasion. &b(){Unnatural Ingestion(変則)/Unnatural Ingestion}:At 4th level, a rotdrinker gains immunity to all ingested poisons, including poisons that are converted to or considered ingested poisons (such as a poison converted to an ingested poison using the alchemist’s poison conversion discovery). Further, when the rotdrinker ingests an ingested poison, she gains a number of temporary hit points equal to half her rogue level. These temporary hit points stack with temporary hit points from other effects, and they last until they are lost or for a number of rounds equal to the rotdrinker’s rogue level, whichever comes first. Additionally, the rotdrinker gains benefits from the ingested poisons that she ingests depending on the poison’s details, as explained below. A rotdrinker can gain hit points and additional benefits from only one ingested poison at a time. If she ingests another poison while she has temporary hit points and additional benefits from another poison, the previous temporary hit points and benefits are lost. At 8th level, the temporary hit points and additional benefits last for a number of minutes equal to the rotdrinker’s rogue level. Ingested poisons provide an alchemical bonus equal to the number of consecutive saving throws required to cure the poison (for example, lich dust provides a +2 bonus). An ingested poison that affects Strength, Dexterity, or Constitution grants this bonus on the rotdrinker’s damage rolls and Fortitude saving throws. An ingested poison that affects Intelligence, Wisdom, or Charisma instead grants this bonus on the rotdrinker’s attack rolls and Will saving throws. An ingested poison that does not affect any ability scores (such as oil of taggit) grants this bonus to the rotdrinker’s AC. If an ingested poison falls into more than one of these categories, the rotdrinker chooses which benefit she receives at the time of ingestion. This replaces improved uncanny dodge and uncanny dodge. **&aname(sapper)Sapper &small(){&link(Sapper){https://aonprd.com/ArchetypeDisplay.aspx?FixedName=Rogue%20Sapper}} &b(){出典} &i(){Dungeoneer's Handbook 21ページ} The sapper is a trained siege engineer and can deal with traps and other obstacles given plenty of time. &b(){Destructive Dismantle(変則)/Destructive Dismantle}:A sapper is able to quickly breach obstacles. Using a combination of engineering, explosives, alchemical reagents, and sheer bloodymindedness, she can deal up to 10 points of damage per sapper level upon an object once per day, ignoring the object’s hardness. She might crack open a stone wall with an explosive charge, or collapse a ceiling by tunneling through its supports. This ability requires 1d4+1 hours of preparation, so it can be used only on immobile and unresisting objects. This ability replaces trapfinding. &b(){Sapping(変則)/Sapping}:At 2nd level, a sapper gains a +4 bonus on Perception or Disable Device checks to find or disable traps. She also grants a +4 bonus when using the aid another action to assist with Strength checks to lift gates, bend bars, or force open doors. However, the sapper is focused, so it takes her a full-round action to complete any aid another action. This ability replaces her 2nd-level rogue talent. &b(){Fence(変則)/Fence}:At 4th level, a sapper loots a dungeon or other adventuring complex of its mundane goods and sells them to her various contacts. These mundane goods include things like brass fittings, stewpots, scrap metal, and so on. The sapper automatically loots this junk while in the dungeon, and must spend 24 uninterrupted hours selling the objects in town. She shares a portion of the proceeds with the adventurers; the amount typically equals 1d10 gp per sapper level per dungeon. This ability replaces her 4thlevel rogue talent. **&aname(scroll-scoundrel)&ref(legal.png,PFS)Scroll Scoundrel &small(){&link(Scroll Scoundrel){https://aonprd.com/ArchetypeDisplay.aspx?FixedName=Rogue%20Scroll%20Scoundrel}} &b(){出典} &i(){Pathfinder Society Field Guide 27ページ} The scroll scoundrel is a rogue archetype that relies on cunning and quick wits to stay alive. He excels in exploiting overconfidence and predictability, using knowledge he’s gained from his extensive research and field experience combined with hearsay and recent observations to react to problems as soon as they arise with swift but unnaturally accurate guesswork. A scroll scoundrel is often called upon by the Pathfinders to undertake missions where killing a foe isn’t nearly as important as humiliating them in public duels or similar conf licts. A scroll scoundrel has the following class features. &b(){Fast Talker(変則)/Fast Talker}:At 2nd level, a scroll scoundrel’s penalty on Bluff checks that are unlikely, farfetched, or impossible to achieve is reduced by 5. When he makes a Diplomacy check to adjust a creature’s starting attitude, he gains a +3 competence bonus on the skill check. This ability replaces the rogue’s 2nd-level rogue talent. &b(){Adaptive Learning(変則)/Adaptive Learning}:At 3rd level, a scroll scoundrel gains a +1 bonus on saving throws against abilities and spells he has already successfully saved against within the past minute (even if the spells or abilities in question were used by different creatures). This bonus increases by +1 when the scroll scoundrel reaches 6th level, and by an additional +1 for every three levels thereafter, to a maximum of +6 at 18th level. This ability replaces trap sense. &b(){Pay it Back(変則)/Pay it Back}:At 4th level, a scroll scoundrel receives a +1 bonus on attack rolls and weapon damage rolls against foes who made melee attacks against him in the previous round. This bonus increases to +2 at 10th level. This ability replaces uncanny dodge. &b(){Elusive Gambit(変則)/Elusive Gambit}:At 6th level, a scroll scoundrel’s movement can leave a foe off-balance. If a scroll scoundrel provokes an attack of opportunity by moving past an opponent and that opponent then misses with the attack, that foe is considered to be f lat-footed against the scroll scoundrel’s next melee attack, provided that melee attack comes within 1 round of the missed attack of opportunity. This ability replaces improved uncanny dodge. &b(){Spot Weakness(変則)/Spot Weakness}:At 10th level, a scroll scoundrel can discover a weakness in his enemy’s defenses as a swift action. His next successful hit in the same round ignores 5 points of the foe’s damage reduction or hardness. At 15th level, he ignores the first 10 points, and at 20th level, the first 15 points. If the attack deals any sneak attack damage, he ignores all of the foe’s damage reduction or hardness for that attack. He cannot use this ability on foes that are immune to critical hits. This ability replaces the scroll scoundrel’s 10th-level rogue talent. **&aname(sczarni-swindler)&ref(legal.png,PFS)Sczarni Swindler &small(){&link(Sczarni Swindler){https://aonprd.com/ArchetypeDisplay.aspx?FixedName=Rogue%20Sczarni%20Swindler}} &b(){出典} &i(){The Harrow Handbook 13ページ} If life is a game, the Sczarni play to win. When skill and luck aren’t enough, cheating is often the best option. &b(){Let Fate Decide(変則)/Let Fate Decide}:At 1st level, the Sczarni swindler can declare two different actions that rely on different types of rolls or checks, such as attacking a creature (an attack roll) or sneaking past the same creature (a Stealth check). As a standard action, the swindler then uses a random method to choose one of the declared activities, such as flipping a coin, rolling a die, or drawing a harrow card. The specific method doesn’t matter as long as there is an equal chance of either activity being chosen. If the swindler then performs the chosen activity within the next round, she gains a luck bonus on the roll type required for that activity—attack rolls with a specific weapon, a specific skill check, a specific ability check, or a specific saving throw—equal to half her rogue level (minimum +1) for 1 minute. If the swindler performs any other action (whether declared or not) in the round after using this ability, she becomes shaken for 1 minute instead. The swindler can use this ability a number of times per day equal to 3 + her Charisma modifier. This ability replaces trapfinding. &b(){Quicker Than the Eye(変則)/Quicker Than the Eye}:At 2nd level, when the Sczarni swindler uses Sleight of Hand, creatures take a penalty on their Perception checks equal to half the swindler’s class level to notice the attempt. The swindler also reduces the normal –20 penalty by an amount equal to her class level when attempting a Sleight of Hand check as a move action instead of as a standard action. Lastly, the swindler can draw hidden weapons or objects from her person as a move action instead of the usual standard action. This ability replaces evasion. &b(){Poker Face(変則)/Poker Face}:At 3rd level, the Sczarni swindler gains a +1 bonus on Bluff, Profession (gambler), and Sense Motive checks. This bonus increases by 1 for every 3 levels beyond 3rd. The Sczarni swindler can also attempt to feint against non-humanoid targets without penalty, though she still takes a –8 penalty on feint attempts against creatures with animal intelligence and she cannot feint against mindless creatures. This ability replaces trap sense. &b(){No Fool(変則)/No Fool}:At 4th level, the Sczarni swindler gains a +1 bonus on Will saving throws. This bonus increases by 1 for every 4 levels beyond 4th (to a maximum of +5 at 20th level). This ability replaces uncanny dodge. &b(){Cheat Fate(変則)/Cheat Fate}:At 8th level, once per day, the Sczarni swindler can reroll any one d20 roll she has just made before the GM has revealed the result. She must take the result of the second roll, even if it is worse. The swindler can use this ability twice per day at 14th level, and three times per day at 20th. This ability replaces improved uncanny dodge. &b(){ローグの技}:The following rogue talents complement the Sczarni swindler archetype: canny observerAPG, fast fingersAPG, hard to foolAPG, honeyed wordsAPG, major magic, and minor magic. &b(){上級の技}:The following advanced rogue talents complement the Sczarni swindler archetype: master of disguiseAPG, skill mastery, and slippery mind. **&aname(seeker-o-fthe-lost)Seeker of the Lost &small(){&link(Seeker of the Lost){https://aonprd.com/ArchetypeDisplay.aspx?FixedName=Rogue%20Seeker%20of%20the%20Lost}} &b(){出典} &i(){Blood of the Sea 5ページ} legal for play for any PC whose race grants them a natural swim speed (e.g. naiad or undine). Aquatic elven adventurers descending into the ruins of sunken Azlant developed techniques to ease their explorations, and they now share these techniques among a loose group of acquaintances calling themselves the seekers of the lost. These aquatic elves eagerly explore trap-laden ruins of all types, using their skills to bypass traps and dispatch animated guardians put in place long ago by the lost cities’ original founders. These seekers rarely travel far inland, though they may journey to larger landlocked bodies of water, such as Lake Encarthan, to explore submerged ruins there. &b(){Arcana Breaker(超常)/Arcana Breaker}:Typically, only magical traps survive for long periods underwater, so a seeker of the lost specializes in noticing and disarming such traps. At 3rd level, a seeker of the lost gains a +1 competence bonus on Perception checks to notice magical traps and on Disable Device checks to disarm magical traps. This bonus increases by an additional +1 every 3 levels beyond 3rd (to a maximum of +6 at 18th level). This ability replaces the 2nd-level rogue talent. &b(){Underwater Striker(変則)/Underwater Striker}:At 4th level, a seeker of the lost gains the ability to strike precisely underwater. When a seeker of the lost makes a sneak attack with a melee weapon, the damage is not halved for being made underwater, as is usually the case for attacks that deal slashing or bludgeoning damage or, if the rogue is offbalance, attacks that deal piercing damage (see Pathfinder Campaign Setting: Aquatic Adventures for more information about being off-balance). In addition, when a seeker of the lost makes a sneak attack with a melee weapon against a construct, she ignores any hardness the construct has. This ability replaces uncanny dodge. &b(){Wary Disarm(変則)/Wary Disarm}:At 8th level, whenever a seeker of the lost attempts to disarm a trap using Disable Device, she does not spring the trap unless she fails by an amount equal to her rogue level or more. If she does set off a trap she was attempting to disarm, she doubles her trap sense bonus to avoid the trap. This ability replaces improved uncanny dodge. &b(){ローグの技}:The following rogue talents complement the seeker of the lost archetype: canny observerAPG, strong strokeUC, terrain masteryUC (water), and trap spotter. &b(){上級の技}:The following advanced rogue talents complement the seeker of the lost archetype: defensive roll, dispelling attack, and hide in plain sightUC (water). **&aname(shadow-scion)&ref(legal.png,PFS)Shadow Scion &small(){&link(Shadow Scion){https://aonprd.com/ArchetypeDisplay.aspx?FixedName=Rogue%20Shadow%20Scion}} &b(){出典} &i(){Legacy of the First World 15ページ} Count Ranalc’s worshipers congregate in the places between dark and light, searching for secrets that might one day free their patron from his mysterious exile. Shadow scions have learned some of these secrets and draw power from the shadows themselves. Many shadow scions are dedicated fetchling (Pathfinder RPG [[Bestiary 2]] 123) or wayang (Pathfinder RPG [[Bestiary 4]] 274) devotees of Count Ranalc. &b(){Shadow Dweller(変則)/Shadow Dweller}:A shadow scion gains darkvision with a range of 30 feet and a +1 competence bonus on Stealth checks in dim light and darkness. If she already has darkvision, the range of her darkvision increases by 10 feet. At 3rd level, and every 2 levels thereafter, the range of her darkvision increases by 10 feet and her bonus on Stealth checks increases by 1. This ability replaces trapfinding. &b(){Shadow Strike/Shadow Strike}:At 2nd level, a shadow scion gains Shadow StrikeAPG as a bonus feat. A character using the unchained rogue class from Pathfinder RPG Pathfinder Unchained instead gains Blind-Fight as a bonus feat. This ability replaces the rogue talent gained at 2nd level. &b(){Shadow Step(擬呪)/Shadow Step}:At 8th level, a shadow scion can walk through the Shadow Plane and reappear elsewhere on the Material Plane as a standard action. The shadow scion can travel up to 30 feet per rogue level per day in this fashion, either in a single round or broken up across multiple shadow steps. This movement must be used in increments of at least 5 feet and does not provoke attacks of opportunity. Travel through the Shadow Plane is imprecise; when the shadow scion arrives back on the Material Plane, she reenters 1 square off target, as per the rules for thrown splash weapons. If this would place her in an occupied square, she instead arrives in the nearest safe location. When the shadow scion arrives on the Material Plane, she is cloaked in shadow and gains concealment as per the blur spell for 1 round. This ability replaces the rogue talent gained at 8th level. &b(){Shadow Speaker(擬呪)/Shadow Speaker}:At 14th level, a shadow scion can spend 1 minute meditating within a patch of dim light or darkness; at the end of the time, she can draw information from the shadows. This functions as commune with nature, except that it functions in any terrain to a radius of 100 feet per rogue level, and it cannot reveal information about any object or subject that is not currently in dim light or darkness. The shadow scion can use this ability once per day at 14th level and twice per day at 19th level. This ability replaces the rogue talent gained at 14th level. &b(){Shadow Master(超常)/Shadow Master}:At 20th level, whenever a shadow scion is in an area of dim light, she gains DR 10/cold iron and a +2 luck bonus on all saving throws. In addition, whenever she confirms a critical hit against a foe that is in an area of dim light, that foe is blinded for 1d6 rounds. This ability replaces master strike. &b(){ローグの技}:The following rogue talents complement the shadow scion archetype: false friendARG, fast stealth, slow reactions, surprise attack, and underhandedUC. &b(){上級の技}:The following advanced rogue talents complement the shadow walker archetype: hide in plain sightUC, improved evasion, slippery mind, and unwitting allyUC. **&aname(shadow-walker)&ref(legal.png,PFS)Shadow Walker &small(){&link(Shadow Walker){https://aonprd.com/ArchetypeDisplay.aspx?FixedName=Rogue%20Shadow%20Walker}} &b(){出典} &i(){Blood of Shadows 9ページ} Shadow walkers are comfortable in light, darkness, and the shadows in between. Fetchling rogues naturally gravitate toward becoming shadow walkers, but shadow walkers exist among other creatures both above and below the surface. &b(){Expanded Sight(超常)/Expanded Sight}:At 1st level, a shadow walker gains darkvision with a range of 30 feet. If she already has darkvision, the range of her darkvision increases by 10 feet. When the shadow walker reaches 3rd level, and every 2 rogue levels thereafter, the range of her darkvision increases by 10 feet. Also at 3rd level, the shadow walker loses the light sensitivity weakness, if she has it. If she has light blindness, she instead treats it as light sensitivity. This ability replaces trapfinding. &b(){Illumination Control(擬呪)/Illumination Control}:At 3rd level, a shadow walker can manipulate nearby illumination. At the start of each day, a shadow walker gains a number of illumination points equal to half her rogue level and can spend illumination points to use certain spell-like abilities. As long as she has at least 1 illumination point, she can cast light at will. She can spend 2 illumination points to cast darkness, and 3 illumination points to cast daylight, deeper darkness, or motes of dusk and dawn (see page 28). These spell-like abilities have a caster level equal to the shadow walker’s rogue level. Using these spell-like abilities does not hamper the shadow walker’s vision; for example, she can see through the deeper darkness she creates, and does not take penalties for light sensitivity in the area of her own daylight. This ability replaces the rogue talent gained at 2nd level and trap sense. &b(){Favored Illumination(超常)/Favored Illumination}:At 4th level, a shadow walker chooses one illumination level: bright light, normal light, dim light, or darkness (including supernatural darkness). While she is within her chosen illumination level, she gains a +2 bonus on initiative checks and Acrobatics, Perception, and Sleight of Hand skill checks, and can take 10 on any Stealth check attempted within that illumination level. When the shadow walker confirms a critical hit with a melee attack that deals sneak attack damage while in her chosen illumination level, she regains 1 illumination point (to a maximum of half her rogue level). Confirming a critical hit on a creature that has fewer Hit Dice than half the shadow walker’s character level doesn’t restore illumination points. When the shadow walker reaches 6th level, and every 3 rogue levels thereafter, the bonuses she gains within her chosen illumination level increase by 1. This ability replaces the rogue’s uncanny dodge and improved uncanny dodge. &b(){ローグの技}:The following rogue talents complement the shadow walker archetype: deft palmUC, gloom magic, greater gloom magic, obscuring blow, surprise attack, umbral gear. &b(){上級の技}:The following advanced rogue talents complement the shadow walker archetype: hide in plain sightUC, see in darkness, slippery mind, unwitting allyUC, and weapon snatcherUC. **&aname(smuggler)&ref(legal.png,PFS)Smuggler &small(){&link(Smuggler){https://aonprd.com/ArchetypeDisplay.aspx?FixedName=Rogue%20Smuggler}} &b(){出典} &i(){Pirates of the Inner Sea 23ページ} Smugglers specialize in moving contraband from one area to another while avoiding detection by authorities. Sometimes a smuggler’s cargo is illegal goods, such as drugs or slaves. Other times, a smuggler hides legal goods to avoid paying duties or taxes, and some may even use their abilities to help smuggle escaped slaves to freedom. Smugglers may work on a ship that does nothing but smuggle goods from one port to another, or they may freelance, working on ships that require a smuggler’s services for a short time. &b(){Bribery/Bribery}:An experienced smuggler knows how to smooth over interactions with customs officials. At 3rd level, when dealing with officials working at a checkpoint, conducting an inspection, or performing another such activity, a smuggler can make a Diplomacy check opposed by the presiding official’s Sense Motive check to ensure her contraband makes it through. She gains a +1 bonus on this Diplomacy check. On a successful check, the smuggler pays a small bribe (5d4 gp) to guarantee her cargo remains undisturbed. This bonus rises to +2 when the smuggler reaches 6th level, +3 at 9th level, +4 at 12th level, +5 at 15th level, and +6 at 18th level. This ability replaces trap sense. &b(){Conceal Item/Conceal Item}:A smuggler adds 1/2 her level on Sleight of Hand checks (minimum +1). A smuggler can use Sleight of Hand to conceal a small item in a container or room, such as the false bottom of a chest or beneath floorboards. Anyone attempting to find an item concealed by a smuggler makes a Perception check opposed by the Sleight of Hand check made by the smuggler when she concealed the object. This ability replaces trapfinding. &b(){Distraction/Distraction}:A smuggler uses patter and body language to deflect searchers from hidden items. At 2nd level, a smuggler may make a Bluff check opposed by a searcher’s Perception check when a searcher looks for items the smuggler has concealed. If the smuggler’s Bluff check succeeds, the searcher must make a second Perception check and take the lower of the two rolls. This ability replaces Evasion. **&aname(snare-setter)Snare Setter &small(){&link(Snare Setter){https://aonprd.com/ArchetypeDisplay.aspx?FixedName=Rogue%20Snare%20Setter}} &b(){出典} &i(){Kobolds of Golarion 23ページ} Deep in darkness, the snare setter constructs his deadly traps and brutal mechanisms to confound and destroy any who try to invade his domain. &b(){Trapper(変則)/Trapper}:At 1st level, a snare setter gains Learn Ranger Trap (see page 24) as a bonus feat. In addition to the trap granted by this feat, he learns how to construct the tripwire trap for free. For the purposes of this feat, he’s considered a ranger of his snare setter level, and uses his Intelligence in place of Wisdom to determine uses per day and the DC of his ranger traps. Whenever the snare setter could learn a new rogue trick, he may instead learn a new ranger trap. This ability replaces sneak attack (but see below). &b(){Trapsmithing(変則)/Trapsmithing}:A snare setter gains a bonus on Perception skill checks to detect traps and on Craft (traps) checks equal to 1/2 his snare setter level. He can use Craft (traps) in place of Disable Device to disarm traps, including magical traps. This ability replaces trapfinding. &b(){Deadly Traps(変則)/Deadly Traps}:At 3rd level, the snare setter’s traps deal an additional 1d6 points of damage on the first round they’re activated. This damage is of the same type the trap normally deals. Traps that don’t deal damage are unaffected by this ability. This additional damage increases by 1d6 points every 4 levels beyond 3rd (7th, 11th, 15th, and 19th). &b(){Sneak Attack(超常)/Sneak Attack}:At 5th level, the snare setter gains sneak attack +1d6. This functions as the rogue ability of the same name, but the damage increases by 1d6 every 4 levels after 5th (9th, 13th, and 17th). &b(){Master Snare Setter(変則)/Master Snare Setter}:At 20th level, the snare setter can attach one of a rogue’s master strike effects to a trap he creates. When the trap is triggered, the subject makes an additional Fortitude save at the same DC as the trap to avoid this effect. A snare setter can have only one trap affected by this ability active at any time. He may remove this ability from a trap at any range as a free action. This ability replaces master strike. &b(){ローグの技}:The following rogue talents complement the snare setter archetype: camouflage, cunning trigger, fast stealth, sniper’s eye. **&aname(swamp-poisoner)&ref(legal.png,PFS)Swamp Poisoner &small(){&link(Swamp Poisoner){https://aonprd.com/ArchetypeDisplay.aspx?FixedName=Rogue%20Swamp%20Poisoner}} &b(){出典} &i(){Potions and Poisons 4ページ} Swamp poisoners use their own toxins to defend their homes and level the playing field. The swamp poisoner is an archetype available to grippli characters, and it is appropriate for rogues built using the rules from the Pathfinder RPG Core Rulebook as well as for unchained rogues. &b(){前提条件}:A swamp poisoner must have selected the toxic skin grippli alternate racial trait. &b(){Mucous Membrane(変則)/Mucous Membrane}A swamp poisoner gains a bonus equal to half his class level on Escape Artist checks and to his CMD when resisting grapple attempts (minimum 1). This replaces trapfinding. &b(){Mark the Vein(変則)/Mark the Vein}:At 2nd level, when the swamp poisoner attacks a target that is currently affected by his grippli racial poison, that target is denied its Dexterity bonus to AC. The target must be actively poisoned, not just suffering the effects of poison, such as lingering ability damage. This replaces the rogue talent gained at 2nd level. &b(){Poison the Well(変則)/Poison the Well}:At 3rd level as a standard action, a swamp poisoner can smear the poison generated through the use of his toxic skin alternate racial trait onto the ground in a 5-foot area, instead of onto a weapon or his own body. The first creature other than the swamp poisoner to enter the area is exposed to the poison. The poison loses its potency after 1 hour. This area is considered a trap, and the DCs of Perception checks to notice it and Disable Device checks to disable it are equal to 10 + half the swamp poisoner’s level + the swamp poisoner’s Constitution modifier. The swamp poisoner also gains an extra use per day of his toxic skin alternate racial trait, plus one additional use per day for every 3 levels beyond 3rd. This replaces trap sense. An unchained rogue replaces danger sense instead. **&aname(tidal-trickster)&ref(legal.png,PFS)Tidal Trickster &small(){&link(Tidal Trickster){https://aonprd.com/ArchetypeDisplay.aspx?FixedName=Rogue%20Tidal%20Trickster}} &b(){出典} &i(){Aquatic Adventures 55ページ} Tidal tricksters roam the seas, using their skillful mastery of the currents to move across aquatic battlefields and throw their enemies off-balance. &b(){Wisdom of the Waves(変則)/Wisdom of the Waves}:A tidal trickster gains a swim speed equal to her unmodified base land speed (or increases her swim speed by 10 feet, if she has a racial swim speed). Instead of the +8 bonus granted by a swim speed, she gains a racial bonus on Swim checks equal to 4 + half her rogue level (if she has a racial swim speed, she uses the better bonus). She gains a bonus on Bluff checks equal to half her rogue level. At 3rd level, she gains a +1 bonus on Will saves whenever she is underwater; this bonus increases by 1 at 6th level and every 3 levels thereafter. This ability replaces trapfinding and trap sense. &b(){Liquid Disruption(変則)/Liquid Disruption}:At 4th level, a tidal trickster can use her knowledge of the cohesion of liquids to disrupt certain foes. She can deal sneak attack damage to oozes and creatures with the water subtype that are normally immune to precision damage (such as water elementals), and she ignores a hydrokineticist’s chance to negate precision damage from elemental overflow. This ability alters sneak attack and replaces uncanny dodge and the 4th-level rogue talent. &b(){Tidal Distortion(変則)/Tidal Distortion}:At 8th level, while making a full attack underwater, a tidal trickster can give up one attack to create a tidal distortion. When she creates a tidal distortion, the tidal trickster moves up to 10 feet. If any part of her movement includes a square adjacent to one or more foes, she can choose one of those foes and attempt a Bluff check with a DC of 11 + either the enemy’s Sense Motive or Swim modifier, whichever is higher. Her Bluff check is subject to any penalties the attack roll she sacrificed would have taken, and if she trades an iterative attack gained from having a high base attack bonus, she also takes a penalty based on that attack’s lower base attack bonus (a –5 penalty for the second iterative attack, a –10 penalty for the third iterative attack, and a –15 penalty for the fourth iterative attack, if she manages to gain one). If she succeeds at the Bluff check, the movement doesn’t provoke an attack of opportunity from that foe and the foe becomes off-balance (see page 45) until its next turn. A tidal trickster can give up any number of her attacks in a given full attack to create tidal distortions, but she can’t give up two consecutive attacks. This ability replaces improved uncanny dodge and the 8th-level rogue talent. **&aname(vexing-dodger)&ref(legal.png,PFS)忌々しい回避屋 &small(){&link(Vexing Dodger){https://aonprd.com/ArchetypeDisplay.aspx?FixedName=Rogue%20Vexing%20Dodger}} &b(){出典} &i(){Giant Hunter's Handbook 21ページ} 忌々しい回避屋は、その小さなサイズを利用して、巨人などの大きな敵を打ち負かす。忌々しい回避屋は以下の[[クラス]]特徴を持つ。 &b(){四肢登り(変則)/Limb-Climber}:自分よりも大きいサイズの実体のあるクリーチャーに隣接しているかそのマスにいるとき、そのクリーチャーのCMDに等しい[[〈登攀〉>技能の詳細/3#Climb]]判定に成功すると、そのクリーチャーの身体に登ることができる。忌々しい回避屋はそのクリーチャーにしがみついているが、このアクションは組みつきではない;そのクリーチャーから機会攻撃を誘発せず、忌々しい回避屋も登られている敵も[[組みつき状態>用語集/状態#Grappled]]にならない。忌々しい回避屋が登っているクリーチャーは忌々しい回避屋に対する攻撃のロールに、急所攻撃のダイス数に等しいペナルティを受ける。この能力は罠探しと置き換える。 &b(){《裏技強化》(変則)/Improved Dirty Trick}:2レベルの時点で、忌々しい回避屋は前提条件を満たしていなくともボーナス特技として[[《裏技強化》>APG/特技の詳細/1#Improved Dirty Trick]]&sup(){APG}を得る。この能力は2レベルで得られるローグの技と置き換える。 &b(){足下の機敏さ(変則)/Underfoot Agility}:3レベルの時点で、忌々しい回避屋は自分より大きいクリーチャーへの[[〈軽業〉>技能の詳細#Acrobatics]]、[[〈登攀〉>技能の詳細/3#Climb]]、[[〈脱出術〉>技能の詳細/2#Escape Artist]]に+1士気ボーナスを得る。このボーナスは3レベル以降3レベル毎に1ずつ増加する。この能力は罠感知と置き換える。 &b(){足下のトリックスター(変則)/Underfoot Trickster}:4レベルの時点で、忌々しい回避屋は[[〈軽業〉>技能の詳細#Acrobatics]]判定を試みる必要なく、サイズが自身より2段階大きい敵のマスを通過することができる。機械攻撃を誘発せずに機会攻撃の間合い内から離れるためには依然として[[〈軽業〉>技能の詳細#Acrobatics]]判定の成功を必要とする;この能力は移動するための能力のみをカバーする。加えて、忌々しい回避屋はサイズが1段階以上大きい敵に近接急所攻撃を命中させたとき、即行アクションとして急所攻撃のダメージ・ボーナスを諦め、代わりに裏技の戦技を試みることができる。この能力は直感回避と置き換える。 &b(){惑わしの登攀(変則)/Distracting Climber}:8レベルの時点で、忌々しい回避屋が登っているクリーチャーに対して裏技の戦技を試みるとき、急所攻撃のダイス数に等しい戦技判定へのボーナスを得る。裏技の戦技で目標に[[不調状態>用語集/状態#Sickened]]を与えることを選択肢、戦技判定に成功した場合、目標は頑健セーヴィング・スローに成功するか(DC = 10+忌々しい回避屋レベルの半分+【知力】修正値)、1ラウンドの間[[吐き気がする状態>用語集/状態#Nauseated]]とならなければならない。この能力は直感回避強化と置き換える。 &b(){ローグの技(変則)}:忌々しい回避屋は4レベルの時点で開始するローグの技として直感回避を選択でき、上級の技として直感回避強化を選択できる。以下の技は忌々しい回避屋のアーキタイプを補完する:困惑化攻撃&sup(){APG}、幻惑の刃&sup(){UC}、比類なき身のこなし&sup(){APG}、変位攻撃&sup(){APG}、鈍らせ、壁登り&sup(){UC}。 **&aname(waylayer)要撃手 &small(){&link(Waylayer){https://aonprd.com/ArchetypeDisplay.aspx?FixedName=Rogue%20Waylayer}} &b(){出典} &i(){Dirty Tactics Toolbox 13ページ} 賢い[[ローグ]]は、勝つための最も簡単な戦い方は、敵が戦いが始まったことを知る前に戦いが終わっていることを知っている。 であるので、一部のローグは、敵を不意を突くために待ち伏せすることを専門としている。 &b(){よろめき知らずの反応(変則)/Staggering Reflexes}:1レベルの時点で、要撃手は不意討ちラウンドで行動した場合、イニシアチブ判定にレベルの半分に等しいボーナスを得(最小+1)、戦闘開始時に[[立ちすくみ状態>用語集/状態#Flat-Footed]]となることはない(不意討ちラウンドの間の行動に失敗した場合でも)。この能力は罠探しと置き換える。 &b(){待ち伏せの急所攻撃(変則)/Ambuscading Sneak Attack}:4レベルの時点で、要撃手は気が付いていない敵を攻撃するのに特に熟達する。不意討ちラウンド中に急所攻撃を行うとき、d6の代わりにd8を使用して急所攻撃のダメージをロールする。この能力は直感回避と置き換える。 &b(){危険意識(変則)/Danger Awareness}:8レベルの時点で、要撃手は気が付いていない戦闘要員とみなされず、常に不意討ちラウンドで行動することができる。これは直感回避強化と置き換える。 &b(){例外的な反応(変則)/Exceptional Reflexes}:12レベルの時点で、要撃手は不意討ちラウンドでアクションを行う前に移動速度まで移動できる。これは12レベルで得られるローグの技と置き換える。 &b(){絶対的な反応(変則)/Masterful Reflexes}:20レベルの時点で、要撃手のイニシアチブ判定は自動的に出目20となる。これは20レベルの時点で得られるローグの技と置き換える。 &b(){ローグの技}:以下のローグの技は要撃手のアーキタイプを補完する:木の葉隠れ&sup(){APG}、巧みな引き金&sup(){APG}、迅速なる罠師&sup(){APG}、鈍らせ、不意討ち攻撃、隠し玉&sup(){UC} &b(){上級の技}:以下の上級の技は要撃手のアーキタイプを補完する:束縛の刃&sup(){APG}、影隠れ&sup(){UC}、打ち倒す一撃&sup(){APG}、武器強奪&sup(){UC} ----