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PRD外/特技/特技の種類 - (2023/07/31 (月) 02:12:40) のソース

**起源特技 &small(){[[Origin Feats>https://aonprd.com/Feats.aspx?Category=Origin]]}
 &b(){出典} &i(){Plane-Hopper's Handbook 16ページ}

***ダスクウォーカー起源特技 &small(){Duskwalker Origin Feats}
 &b(){出典} &i(){Plane-Hopper's Handbook 16ページ}
 起源特技はダスクウォーカーの元の死因に基づいて追加のパワーを与えるダスクウォーカーの種族特技である。一般にダスクウォーカーは1つの起源特技の資格のみを得ることができるが、GMの裁量により、死亡が複数の起源特技と一致するダスクウォーカーは複数の起源特技を得ることで許可される場合がある。

***シャブティ起源特技 &small(){Shabti Origin Feats}
 &b(){出典} &i(){Pathfinder #139: The Dead Road 73ページ}
 この特技は、製作者の性質に基づいてシャブティの力または能力を与える。

**派閥特技 &small(){[[Faction Feats>https://www.aonprd.com/Feats.aspx?Category=Faction]]}
 &b(){出典} &i(){Familiar Folio 18ページ}
 この特技の前提条件を満たしているキャラクターであれば誰でも選択できるが、特定の派閥からのみ利用可能な特殊な訓練が必要なものである。

**複合特技 &small(){[[Combination Feats>https://aonprd.com/Feats.aspx?Category=Combination]]}
 &b(){出典} &i(){Martial Arts Handbook 26ページ}
 マーシャル・アーツの達人は攻撃を次の攻撃につなげることができる。敵を味方と接敵したり、必然的に避けられない消耗で敵を疲れさせたりする。1つの複合特技の効果のみを攻撃に適用できる。

**魔女団特技 &small(){[[Coven Feats>https://www.aonprd.com/Feats.aspx?Category=Coven]]}
 &b(){出典} &i(){Blood of the Coven 13ページ}
 以下の特技のうちの2つは魔女団特技であり、3体の参加者を必要とする効果を持つ特殊なチームワーク特技である。このような特技は、多くの場合、魔女団のメンバー間のつながりを表しており、グループを魔女団として言及しているが、前提条件を満たしている3体のグループであれば、これらの特技を選択することができる。

**瞑想特技 &small(){[[Meditation Feats>https://www.aonprd.com/Feats.aspx?Category=Meditation]]}
 &b(){出典} &i(){Faiths and Philosophies 19ページ}
 瞑想は、僧院/monastic refugeにいるかのような有利さをどのような場所でも得られる。 瞑想によって、どのようなキャラクターも自身を集中させ、悩んでいる心を沈めることができる一方、特に訓練された芸術は自らの内に秘めた幻想的な能力の鍵をこじ開けることができる。これらの特技は前提条件を満たしていればどのキャラクターでも修得することができるが、一般には僧院で修行したものが修得している。
 &b(){モンクと瞑想特技}:モンクはボーナス特技として瞑想特技を得ることができる。通常と同じく、前提条件を満たしていなければならない。

**技特技 &small(){[[Trick Feats>https://www.aonprd.com/Feats.aspx?Category=Trick]]}
 &b(){出典} &i(){Psychic Anthology 16ページ}
 このセクションでは、技特技を紹介している、これはメスメリスト――とメスメリストの技を取ることが可能なキャラクター――が使用するにあたって変更または拡張することで技を修正できる新しい種類の特技である。目標は1度に1つの技特技で修正された1つのメスメリストの技を埋め込まれ、1つのメスメリストの技は1つの技特技によってしか修正されない。

**Achievement Feats &small(){[[Achievement Feats>https://www.aonprd.com/Feats.aspx?Category=Achievement]]}
 &b(){出典} &i(){Legacy of Fire Player's Guide 28ページ}
 Inspired by a variety of video games and board games that utilize similar conventions, achievement feats require the cooperation of the player and the GM to make the transition into the world of pen-and-paper RPGs. Players who seek to qualify for an achievement feat should tell their GM early so he can begin noting the PC’s progress toward the feat’s requirement, or be aware that the player is tracking his character’s accomplishments with this goal in mind. Although they require more bookkeeping to attain than typical feats, these feats are custom-designed to reward players of Legacy of Fire and should help PCs feel like they’ve accomplished something pertinent to the campaign’s goals. GMs who don’t think achievement feats are for their game can ignore this section with no detriment to their campaign, but for those who do test them out, we’d love to hear your stories and playtest experiences on our messageboards at pazio.com/traits.

**Armor Mastery Feats &small(){[[Armor Mastery Feats>https://www.aonprd.com/Feats.aspx?Category=Armor%20Mastery]]}
 &b(){出典} &i(){Armor Master's Handbook 16ページ}
 Armor mastery feats are a new type of feat that require armor training as a prerequisite. They count as combat feats for all purposes, including which classes can select them as bonus feats. You gain the benefits of an armor mastery feat only while wearing armor with which you are proficient and only while wearing a type of armor that matches the feat’s armor proficiency feat prerequisite, if any. Armor mastery feats without armor proficiency prerequisites can be used while wearing any suit of armor. Characters who lack the armor training class feature can access armor mastery feats by taking the Armor Focus feat, presented below.

**Betrayal Feats &small(){[[Betrayal Feats>https://www.aonprd.com/Feats.aspx?Category=Betrayal]]}
 &b(){出典} &i(){Champions of Corruption 22ページ}
 “Teamwork” is a relative term. Many villains don’t concern themselves with collateral damage and make their plans with exceeding ruthlessness. Presented below are several teamwork feats with the common theme of reaping a benefit at your allies’ expense. All of these feats refer to an initiator and an abettor. The initiator is the one activating the feat (also referred to as “you”) and the abettor is an ally who also has the feat and whose presence and (perhaps unwilling) sacrifice allows the feat to take effect. Choosing one of these feats effectively grants consent for an ally with the same feat to harm you in combat, and vice versa, but evil characters are often willing to take big risks to get the upper hand. Some recruit devoted minions specifically to use in this way. Characters with class abilities granting allies access to teamwork feats (such as cavaliers or inquisitors) can select these teamwork feats normally, but allies who are granted these feats can use the feats only as initiators, not as abettors. An inquisitor could not grant an ally the Ally Shield feat and then use the ally as a shield, for example, but he could allow that ally to use him as a shield.

**Blood Hex Feats &small(){[[Blood Hex Feats>https://www.aonprd.com/Feats.aspx?Category=Blood%20Hex]]}
 &b(){出典} &i(){Magic Tactics Toolbox 28ページ}
 The spilling of blood can unleash significant magic power, and many cultures on Golarion have developed ways of accessing that power. Some among the winter witches of Irrisen and the dervishes of Casmaron can use magic powered by inflicting significant wounds to curse their enemies. More sinister versions of these hexes can be found in the shadowy realms of Nidal and among the criminal blood magicians of Tian Xia. While these disparate magical traditions employ different terms for the tactic, a curse powered by the subject’s own blood loss is commonly known as a blood hex.

 Blood hexes take many forms, but all obey some basic rules that apply to each blood hex feat. Blood hex feats are available to any character who meets the feat’s prerequisites. Blood hex feats work only against targets you have dealt hit point damage to recently, with the exact time frame and any requirements for how you deal the damage outlined in each feat. The saving throw DC of a blood hex is always equal to 10 + 1/2 your character level + your Intelligence, Wisdom, or Charisma modifier (whichever is highest). You can target a creature with the same blood hex at most once every 24 hours, whether it is affected by the blood hex or not. You can use a number of blood hexes per day equal to the number of blood hex feats you have, plus one additional use per day at 4th level and every 4 character levels thereafter. You can use the same blood hex multiple times, as long as you don’t exceed your total uses of blood hexes for the day.

 Shamans and witches can take a blood hex feat in place of a regular hex and sometimes gain additional effects when they use a blood hex, but must still deal hit point damage to a creature in order to use the blood hex. A shaman or witch can use blood hexes an unlimited number of times per day, but still cannot target the same creature with the same blood hex more than once every 24 hours. All blood hexes with a duration of 1 round can be extended normally using the cackle hex or the chant hex.

 The effects of a given blood hex doesn’t stack with themselves, even if the blood hex is used by different sources, but a creature can be cursed with any number of different blood hexes at one time. A blood hex is a supernatural curse effect, and counts as a hex for the purposes of abilities that work against hexes.

**Damnation Feats &small(){[[Damnation Feats>https://www.aonprd.com/Feats.aspx?Category=Damnation]]}
 &b(){出典} &i(){Champions of Corruption 18ページ}
 Damnation feats represent a bargain the character has made with some dark power, granting the character great power at the cost of her eternal soul. Damnation feats are distinct from more common feats in three ways.

 Damned: A character with a damnation feat is damned (see the sidebar). This is likely a permanent condition, but might be avoided through redemption.

 Greater Power: Damnation feats increase in power relative to the number of damnation feats a character possesses. Each new damnation feat increases the power of all of the character’s damnation feats, including the newly taken feat and future feats.

 Patronage: All damnation feats require the patronage of an evil outsider—typically a daemon, devil, demon, or kyton. This evil outsider patron must be favorably disposed toward the character and must have a number of Hit Dice equal to or greater than her character level. An evil outsider summoned via a spell like planar binding might be coerced to serve as a character’s patron (whether that character is the spell’s caster or another seeking patronage). The caster of a planar binding spell must still attempt Charisma checks to coerce the outsider into service, but she gains a +4 bonus on her Charisma checks if that service is to act as a damnation feat’s patron. Other outsiders might more willingly serve as patrons at the GM’s discretion.
****Damnation
 When a character takes a damnation feat, his soul is damned. The character’s spirit is promised to a dark power, whether an evil deity or a foul planar race, and his soul will ultimately be consigned to some grim fate after his death. The method by which one becomes damned typically determines the specifics of this eternal doom, but the in-game effects are the same regardless.

 Upon taking a damnation feat, the character’s soul becomes ensnared by dark, otherworldly forces. From that point on, if the character dies, returning him to life proves to be more difficult. Any nonevil spellcaster who attempts to bring the character back from the dead must attempt a caster level check (DC = 10 + the slain character’s Hit Dice). Success means the spell functions as normal, while failure means the spell fails and cannot be attempted again for 24 hours. Evil spellcasters, however, can raise the slain character normally, without a check.

 Upon taking a second damnation feat, the character becomes even more ensnared by his doom. He remains difficult to return from the dead (as noted above), and he can’t be affected by breath of life or raise dead, even when these spells are cast by an evil spellcaster. Also, the character’s alignment shifts one step toward evil (typically toward the alignment of whatever creature serves as his patron).

 This corruption continues if the character takes a third damnation feat. He is affected as previously noted, and in addition, the spell resurrection no longer affects him. The character’s alignment again shifts one step toward evil (typically toward the alignment of whatever creature serves as his patron).

 Finally, upon taking a fourth damnation feat, the character can no longer be returned from the dead by any method short of a wish or miracle. The character’s alignment shifts one more step toward the alignment of whatever creature serves as his patron.

**Familiar Feats &small(){[[Familiar Feats>https://www.aonprd.com/Feats.aspx?Category=Familiar]]}
 &b(){出典} &i(){Familiar Folio 18ページ}
 The following feats can be taken by characters who have familiars that meet the listed prerequisites. Wizards can take a familiar feat as a bonus feat, and witches can select a familiar feat in place of a hex. If you lose your familiar and gain a new familiar that doesn’t meet the listed prerequisites for a familiar feat you possess, your new familiar doesn’t gain the benefits of that feat. A new familiar that meets the prerequisites automatically gains the benefits of that feat.

 When you gain a new level, if your current familiar does not meet the prerequisite of a familiar feat you possess, you can learn a new familiar feat in place of the feat your familiar doesn’t qualify for. In effect, you lose the old familiar feat in exchange for the new one. The feat lost can’t be a prerequisite for another feat you possess, and your familiar must meet the new feat’s prerequisites. You can exchange only one feat in this way each time you gain a level.

**Gathlain Court Title Feats &small(){[[Gathlain Court Title Feats>https://www.aonprd.com/Feats.aspx?Category=Gathlain%20Court%20Title]]}
 &b(){出典} &i(){Plane-Hopper's Handbook 22ページ}
 The courts of the Eldest have many fanciful titles, and the strange logic of the fey means bearing one of them can grant a creature unusual powers. The following feats represent the metaphysical weight of gaining a title from a fey patron. Generally, the following titles are available only to creatures with the fey creature type (most frequently gathlains), but loyal and particularly impressive servants of the Eldest can court the favor of the fey with audacious deeds, and are sometimes rewarded by being made peers.

**Shield Mastery Feats &small(){[[Shield Mastery Feats>https://www.aonprd.com/Feats.aspx?Category=Shield%20Mastery]]}
 &b(){出典} &i(){Armor Master's Handbook 18ページ}
 To some combatants shields are just as important, if not more so, than weapons or armor. Shields are multipurpose, capable of defense or offense. They slide on and off far faster than armor, and allow adventurers to change their tactics on a whim.

 A handful of specialists train to maximize a shield’s use in battle. Presented here are new feats categorized as shield mastery feats, each requiring Shield Focus as a prerequisite. Characters with the armor training class feature can ignore the Shield Focus feat as a prerequisite for shield mastery feats. Shield mastery feats count as combat feats for all purposes, including which classes can select them as bonus feats. You gain the benefits of a shield mastery feat only while wielding a shield with which you are proficient. Characters with the Shield Focus feat also qualify for the Improved Shield Focus feat below.

**Item Mastery Feats &small(){[[Item Mastery Feats>https://www.aonprd.com/Feats.aspx?Category=Item%20Mastery]]}
 &b(){出典} &i(){Weapon Master's Handbook 26ページ}
 Using an item mastery feat is a standard action that doesn’t provoke attacks of opportunity, similar to activating a command word item, though you do not need to speak to use the feat. Creating these effects requires you to assault the existing magic of the item through your force of will and channel the item’s inherent magic through your own body; this act is thus governed by the user’s fortitude. All effects created by item mastery feats act as spell-like abilities and use your base attack bonus as the caster level. Any spell-like ability’s save DC is equal to 10 + the spell level + your Constitution modifier. If a spell-like ability calls for a calculation using your Intelligence, Wisdom, or Charisma bonus or modifier, use your Constitution bonus or modifier instead.

 Magic item mastery is stressful for the item as well as the user and can’t be performed on items that can be used only a limited number of times or that must be recharged (such as elixirs, potions, scrolls, staffs, and wands)-it requires items with constant effects or daily uses. Magic item mastery doesn’t affect an item’s normal properties or deplete any of its daily uses.

 The following magic item mastery feats are available to any character who qualifies.

**Targeting Feats &small(){[[Targeting Feats>https://www.aonprd.com/Feats.aspx?Category=Targeting]]}
 &b(){出典} &i(){Ranged Tactics Toolbox 8ページ}
 Several of the following feats have the new targeting type. If you are using the optional called shots rules (Pathfinder RPG Ultimate Combat 193), attacks made with targeting feats count as called shots for the purposes of abilities or effects that modify called shots, such as the Improved Called Shot feat from Ultimate Combat.

**Weapon Mastery Feats &small(){[[Weapon Mastery Feats>https://www.aonprd.com/Feats.aspx?Category=Weapon%20Mastery]]}
 &b(){出典} &i(){Weapon Master's Handbook 20ページ}
 Although most combat techniques are general enough to be categorized as combat feats, some require such a high level of martial skill that they are instead categorized as weapon mastery feats. Weapon mastery feats count as combat feats for all purposes, including which classes can select them as bonus feats, and you gain the benefits of a weapon mastery feat only while wielding a weapon that belongs to a fighter weapon group that you have selected with the fighter weapon training class feature (referred to hereafter as an “appropriate weapon”), and any effect of these feats related to attacks applies only to attacks from such weapons unless the feat specifies otherwise. Characters who lack the weapon training class feature can access weapon mastery feats by taking the Martial Focus feat below.