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ACG/クラス・オプション/ブローラー - (2015/03/24 (火) 00:43:58) の編集履歴(バックアップ)


ブローラー Brawler

 モンクが持つ自制する努力と奇妙で神秘的な伝統をやめたブローラーは、素手の力と武術の多様性を体現する。モンクが持つ修道の伝統から逃れたブローラーは、異なったやり方でそれぞれの力を露わにする。

模範(アーキタイプ) Exemplar

 武勇で仲間を鼓舞する多様なる戦士、模範は、どこであれ戦場の最前線を家とする。

 召集(変則)/Call to Arms:1レベルの時点で、模範は多様なる武術を1回分消費することで、仲間を奮起し目覚めさせることができるようになる。30フィート以内にいるすべての仲間は、例え不意打ちされていたとしても立ちすくみ状態ではなくなる。この能力は移動アクションで使用することができる。6レベルの時点で、模範はこの能力をフリー・アクションで使用できるようになる。12レベルの時点で、模範はこの能力を割り込みアクションで使用できるようになる。この能力は素手打撃と置き換える。

 鼓舞する武威(変則)/Inspiring Prowess:3レベルの時点で、模範は特定のバードの呪芸を使用する能力を得る。模範はこの能力を1日に3+【魅力】修正値に等しいラウンドだけ使用することができる。このラウンド数は以降ブローラー・レベルが上昇する毎に1ラウンドずつ増加する。この能力における模範の有効バード・レベルはブローラー・レベル-2に等しい。3レベルの時点で、模範は勇気鼓舞の呪芸を使用できるようになる。11レベルの時点で、模範は武勇鼓舞の呪芸を使用できるようになる。15レベルの時点で、模範は英雄鼓舞の呪芸を使用できるようになる。〈芸能〉技能の代わりに、模範は印象的な身振りや武術の誇示でこの能力を使用することができる(この能力は視覚要素を用いる)。その他の点においては、この能力はバードの呪芸として機能する。バードの呪芸に効果を及ぼす特技やその他の効果(《呪芸時間追加》特技など)は、この能力にも効果を及ぼす。この能力は戦技訓練及びACボーナスと置き換える。

 戦場指揮(変則)/Field Instruction:5レベルの時点で、模範は標準アクションにより、30フィート以内にいて自分の姿を見、声を聞くことのできる仲間全てに、チームワーク特技1つを与えることができるようになる。このチームワーク特技は模範が知っているか、多様なる武術能力で得たものでなければならない。仲間はこのチームワーク特技を3ラウンド+ブローラー・レベル2ごとに+1ラウンドの間使用することができる。与えられたチームワーク特技が多様なる武術で得られたものならば、模範がこの特技を使用できなくなると直ちに終了する。仲間はこのチームワーク特技の前提条件を満たしている必要はない。模範は5レベルの時点でこの能力を1日に1回使用できる。9レベル、12レベル、17レベルの時点で、この能力を1日に使用できる回数は1回ずつ増加する。その他の点では、この能力はキャヴァリアー戦術家クラス特徴として扱われる。戦術家に効果を現す特技やその他の効果(《戦術家回数追加》など)は、この能力にも効果を及ぼす。この能力はブローラーの打撃と置き換える。

変異する暴力(アーキタイプ) Mutagenic Mauler

 Not content with perfecting her body with natural methods, a mutagenic mauler resorts to alchemy to unlock the primal beast within.
 変異薬(超常)/Mutagen:At 1st level, a mutagenic mauler discovers how to create a mutagen that she can imbibe in order to heighten her physical prowess, though at the cost of her personality. This functions as an alchemist's mutagen and uses the brawler's class level as her alchemist level for this ability (alchemist levels stack with brawler levels for determining the effect of this ability). A mutagenic mauler counts as an alchemist for the purpose of imbibing a mutagen prepared by someone else.
 At 6th level, a mutagenic mauler gains a +2 bonus on damage rolls when she attacks in melee while in her mutagenic form. This bonus increases to +3 at 11th level, and to +4 at 16th level. At 10th level, a mutagenic mauler learns one of the following alchemist discoveries: feral mutagen or infuse mutagen, preserve organs, spontaneous healing. At 12th level, the mutagenic mauler learns the greater mutagen discovery.
 This ability replaces martial flexibility.
 獣変異(超常)/Beastmorph:Starting at 4th level, a mutagenic mauler gains additional abilities when using her mutagen. At 4th level, she gains low-light vision and a +10 enhancement bonus to her base speed. At 9th level, she gains darkvision to a range of 30 feet and a climb speed of 15 feet. At 13th level, the enhancement bonus to her base speed increases to +15 feet and she gains the scent ability within 30 feet. At 18th level, her climb speed increases to 30 feet, and the enhancement bonus to her base speed increases to +20 feet. This ability replaces AC bonus.

盾の匠(アーキタイプ) Shield Champion

 Stalwart in battle, a shield champion has perfected an entire martial discipline relying on only her hand-to-hand fighting skills and her ever-present shield. What she forgoes in weapon versatility and improved combat maneuvering, she makes up for in her ability to turn her defense into a weapon.
 武器と防具の習熟:A shield champion is proficient with all simple weapons. She is also proficient with light armor, and with bucklers, light shields, and heavy shields. This replaces the brawler's weapon and armor proficiencies.
 Throw Shield(変則)/Throw Shield:At 3rd level, a shield champion can throw a medium or light shield as a normal (non-improvised) thrown weapon with a range increment of 10 feet or the shield's range increment, whichever is greater. The thrown shield deals the same damage as a shield bash, and any damage increases from shield spikes apply to this attack. A shield champion is treated as having the Far Shot feat for the purpose of determining range increment penalties for throwing a shield.
 At 7th level, a shield champion can use a thrown shield to perform a bull rush, dirty trick, disarm, reposition, or trip combat maneuver as if she were making a melee shield bash attack. At 11th level, a shield champion gains Shield Master as a bonus feat. She must meet all prerequisites before selecting that feat.
 This ability replaces 戦技訓練 at 3rd, 7th, and 11th levels.
 Champion Defense(変則)/Champion Defense:At 15th level, once per day when she would be reduced to 0 or fewer hit points by damage in combat from a weapon, unarmed, or natural attack, the shield champion can attempt to absorb all the damage with her shield. To use this ability, the shield champion must attempt a Fortitude saving throw, with the DC equal to the damage dealt. If it succeeds, she takes only half damage from the blow; otherwise, she takes full damage. She must be aware of the attack and able to react to it in order to use this ability――if she is denied her Dexterity bonus to AC, she can't use this ability. At 19th level, she can use this ability twice per day. This ability replaces the maneuver training gained at 15th and 19th levels.
 Returning Shield(変則)/Returning Shield:At 5th level, a shield champion can throw a shield so it ricochets off her target (and possibly other solid objects) to return to her at the end of her turn. This ability functions whether or not the shield champion hits her opponent or moves on her turn. The shield deals no damage to targets it bounces off other than the original target of the shield champion's attack. Other circumstances can prevent the shield from returning to the shield champion, such as an opponent using a readied action to catch the shield, or the shield sticking to a mimic's adhesive. The shield champion can opt to not have a thrown shield return to her, in which case it falls to the ground as it normally would. If the shield has the returning weapon special ability, she can use either that or this ability.
 If a shield champion has additional attacks from a high base attack bonus, these additional attacks can be ricochets off an earlier target. The distance to each additional target adds to the total range of the shield, and range penalties apply, but there are no additional penalties for attacking in this manner. Because ricocheting attacks are treated as separate attacks, effects and modifiers that only apply to one attack roll (such as true strike) only apply to the first attack and not to the others. A shield champion can throw a shield as part of a brawler's flurry.
 At 9th level, a shield champion gains Greater Shield Focus as a bonus feat. She must meet all prerequisites before selecting that feat. At 12th level, a shield champion can use her unarmed strike damage when dealing damage with a shield (whether in melee or thrown) or the shield's damage, whichever is greater. At 17th level, by ricocheting her shield off a nearby surface before hitting your intended target, she can treat that surface as the origin square of the attack to determine whether the target is flanked and whether the target gains a cover bonus to its AC. She can use this ability to attack a creature with total concealment from her if she knows what square it occupies, but the attack still has a 50% miss chance. This ability replaces brawler's strike.

蛇牙撃ち(アーキタイプ) Snakebite Striker

 With her lightning quickness and guile, a snakebite striker keeps her foes' attention focused on her, because any one of her feints might be an actual attack. By giving up some of a brawler's versatility, she increases her damage potential and exposes opponents to deadly and unexpected strikes.
 クラス技能:The snakebite striker gains Bluff and Stealth as class skills, but does not gain Intimidate as a class skill.
 急所攻撃(変則)/Sneak Attack:At 1st level, the snakebite striker can make a sneak attack. This is as the rogue ability of the same name. At 1st level, her sneak attack damage is +1d6. This increases by 1d6 at 6th, 10th, 12th, and 20th levels. If she gets a sneak attack bonus from another source, the bonuses on damage stack. This ability replaces martial flexibility.
 Snake Feint(変則)/Snake Feint:At 3rd level, a snakebite striker who uses a standard action to move can combine that move with a feint. If she is able to feint as a move action (such as from having the Improved Feint feat), she can combine a move action to move with her feint. At 11th level, once per round she can declare her square and one adjacent square as the origin of her attacks until her next turn (allowing her to use one or both squares to determine whether she or allies are flanking an opponent). At 15th level, she counts an additional adjacent square for this purpose. This ability replaces maneuver training gained at 3rd and 7th levels.
 追い討ち(変則)/Opportunist:At 11th level, once per round the snakebite striker can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as an attack of opportunity for that round. She cannot use this ability more than once per round, even if she has the Combat Reflexes feat or a similar ability. At 19th level, she can use this ability twice per round. This ability replaces the maneuver training gained at 11th and 19th levels.

鋼砕き(アーキタイプ) Steel-Breaker

 The steel-breaker studies destruction and practices it as an art form. She knows every defense has a breaking point, and can shatter those defenses with carefully planned strikes.
 クラス技能:The steel-breaker gains Knowledge (engineering) as a class skill, and does not gain Knowledge (dungeoneering) as a class skill.
 弱点の利用(変則)/Exploit Weakness:At 5th level, as a swift action a steel-breaker can observe a creature or object to find its weak point by succeeding at a Wisdom check, adding her brawler level against a DC of 10 + the object's hardness or the target's CR. If it succeeds, the steel-breaker gains a +2 bonus on attack rolls until the end of her turn, and any attacks she makes until the end of her turn ignore the creature or object's DR or hardness.
 A steel-breaker can instead use this ability as a swift action to analyze the movements and expressions of one creature within 30 feet, granting a bonus on Sense Motive checks and Reflex saving throws, as well as a dodge bonus to AC against that opponent equal to 1/2 her brawler level until the start of her next turn. This ability replaces brawler's strike.
 Sunder Training(変則)/Sunder Training:At 3rd level, a steel-breaker receives additional training in sunder combat maneuvers. She gains a +2 bonus when attempting a sunder combat maneuver checks and a +2 bonus to her CMD when defending against this maneuver. At 7th level, these bonuses increase by 1, and she gains a +2 bonus on disarm combat maneuver checks and a +2 bonus to her CMD when defending against a disarm maneuver. At 11th, 15th, and 19th levels, all of these bonuses increase by 1. This ability alters maneuver training.

首絞め屋(アーキタイプ) Strangler

 A strangler is trained to choke the life out of her victims with her vise-like grip. Some stranglers are self-taught and are little more than brutish murderers, unhinged sociopaths, or opportunistic alley-bashers. Others are members of murder cults or specialized schools of assassination, trained since the cradle to kill with their bare hands.
 クラス技能:A strangler gains Stealth as a class skill.
 Strangle(変則)/Strangle:At 1st level, a strangler deals +1d6 sneak attack damage whenever she succeeds at a grapple check to damage or pin an opponent. The strangler is always considered flanking her target for the purpose of using this ability. This damage increases by +1d6 at 2nd, 8th and 15th levels. This ability replaces unarmed strike and brawler's flurry.
 Practiced Strangler(変則)/Practiced Strangler:At 2nd level, when a strangler has the grappled condition, she does not take a -4 penalty to Dexterity and does not lose her Dexterity bonus to AC. At 9th level, a grappling or grappled strangler still threatens an area and is still able to make attacks of opportunity while grappling or grappled; when pinned, she is not denied her Dexterity bonus and does not take a -4 penalty to Armor Class. This ability replaces AC bonus.
 Sleeper Hold(変則)/Sleeper Hold:At 4th level, a strangler can instantly render a pinned opponent unconscious. This works like the knockout ability, but requires a successful grapple combat maneuver check against the pinned opponent and does not have to damage the opponent. Creatures that do not need to breathe, are immune to critical hits, or are immune to nonlethal damage are immune to this ability. At 10th level, a strangler can use this ability twice per day. At 16th level, she can use it three times per day. This alters knockout.
 Neckbreaker(変則)/Neckbreaker:At 16th level, a strangler can attempt to instantly kill a pinned opponent as a standard action. This works like the sleeper hold ability, but imposes a -5 penalty on her grapple combat maneuver check. If the opponent succeeds at its Fortitude save, the strangler deals damage as if she had attempted the grapple check to damage her opponent; if the opponent fails its Fortitude save, it dies. Creatures that are immune to critical hits are immune to this ability. At 20th level, the strangler can attempt this as a move action instead of a standard can. This ability replaces awesome blow and improved awesome blow.

自然の子(アーキタイプ) Wild Child

 The wild child works with his sworn animal friend to conquer the challenges that lay before them. This kinship could come from being lost in the wilderness and raised by animals or growing up with an exotic pet.
 クラス技能:A wild child gains Heal as a class skill.
 動物の相棒(変則)/Animal Companion:At 1st level, a wild child forms a bond with a loyal companion that accompanies the wild child on his adventures. A wild child can begin play with any of the animals available to a druid. The wild child uses his brawler level as his effective druid level for determining the abilities of his animal companion. This ability replaces the bonus combat feats gained at 2nd, 5th, 11th, and 14th levels.
 Hunter's Tricks:At 5th level, a wild child can expend a use of martial flexibility to use a trick from the ranger skirmisher archetype. Each time he activates this ability, the wild child can use a different hunter trick. He cannot choose any tricks that rely on ranged attacks. Activating this ability is not an action, but using the trick might require the wild child to use an action of a different type. This ability replaces close weapon mastery.
 戦技訓練(変則)/Maneuver Training:Whenever the wild child chooses a new maneuver for this ability, his animal companion also learns a trick to make use of this combat maneuver. For example, if the wild child chooses maneuver training (dirty trick), his animal companion also learns a trick that allows it to use the dirty trick combat maneuver. He cannot choose any tricks that rely on ranged attacks. This bonus trick doesn't count against the animal companion's total tricks known and does not take any time or checks to train. Should the wild child gain a new animal companion (such as if the previous one dies), this new animal companion begins with the same number of bonus tricks. This ability alters maneuver training.
 Wild Tricks(変則)/Wild Tricks:The wild child has learned a number of tricks to aid his allies and his animal companion, as well as to hinder his opponents. At 5th level and every 3 levels thereafter, the wild child learns one hunter's trick. He cannot choose any tricks that rely on ranged attacks. The wild child can use these tricks a number of times per day equal to 1/2 his brawler level + his Constitution modifier. This ability otherwise follows the rules of the hunter's tricks ability, including all action costs. This ability replaces the bonus combat feats gained at 5th, 8th, 11th, 14th, 17th, and 20th levels.