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*Prestige classes

represent specializations not available to most adventurers, the culmination of extensive practice in a specific field or discipline. The eight prestige classes here
supplement those found in Chapter 11 of the Core Rulebook.
Always check with your GM to make sure a given prestige class is allowed before working toward it. The prestige classes presented in this chapter include the following.

&bold(){Battle Herald}: A veteran whose masterful tactics and air of command inspire allies to greater feats of heroism.
&bold(){Holy Vindicator}: A pious warrior who spreads religion at the edge of a sword.
&bold(){Horizon Walker}: A scout and wanderer comfortable in even the strangest terrain.
&bold(){Master Chymist}: An alchemist whose mutagens create an alternate, brutish personality.
&bold(){Master Spy}: An espionage expert specializing in disguises and striking swiftly from the shadows.
&bold(){Nature Warden}: A master of the wilderness bonded spiritually to a fearsome animal companion.
&bold(){Rage Prophet}: A bold and barbaric champion who embraces other worldly powers in order to perfect the art of combat.
&bold(){Stalwart Defender}: A master of defending territory and holding the line at all costs.

Definition of Terms Below are definitions of some common terms used here.

Core Class: One of the standard eleven classes found in the Pathfinder RPG Core Rulebook.
Base Class: A class that progresses from level 1-20.
Caster Level: Generally equal to the number of class levels (see below) in a spellcasting class. Some prestige classes add caster levels to an existing class.
Character Level: The sum of a character’s class levels.
Class Level: The level of a character in a particular class.

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*Battle Herald

In every army there are leaders who surpass the average cold-hearted mercenary, battle-scarred veteran, or wizened drill instructor, not so much in their skill at arms but in their ability to inspire and lead others. 
Battle heralds are just such captains-skilled warriors to be sure, but ones who have honed the art of leadership to a keen edge and keep it as ready as their sword as a means to victory. Battle heralds tap into reservoirs of courage, skill, bravery, and perseverance that those who serve with them never knew they had, and their allies often find themselves ascending the mount of triumph following the battle herald’s glorious (if often tattered) banner.

Hit Die: d10.

Requirements
To qualify to become a battle herald, a character must fulfill all the ollowing criteria.

Base Attack Bonus: +4.
Special: Challenge and inspire courage class features.
Skills: Diplomacy 5 ranks, Intimidate 5 ranks, Perform
(oratory) 5 ranks, Profession (soldier) 2 ranks.

Class Skills
The battle herald’s class skills are Bluff (Cha), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (engineering) (Int), Knowledge (history) (Int), Knowledge (local) (Int), Knowledge (nobility) (Int), Perception (Wis), Profession (Wis), Ride (Dex), and
Sense Motive (Wis).

Skill Ranks per Level: 4 + Int modifier.

表: バトル・ヘラルド
|LV|BAB|頑健|反応|意思|特殊|
|1st|+1|+1|+0|+1|1st inspiring command (+1), improved leadership, voice of authority|
|2nd|+2|+1|+1|+1|Easy march|
|3rd|+3|+2|+1|+2|2nd inspiring command|
|4th|+4|+2|+1|+2|Inspiring command (+2), inspire greatness|
|5th|+5|+3|+2|+3|3rd inspiring command, banner|
|6th|+6|+3|+2|+3|Teamwork feat|
|7th|+7|+4|+2|+4|4th inspiring command (+3), demanding challenge|
|8th|+8|+4|+3|+4|Persistent commands|
|9th|+9|+5|+3|+5|5th inspiring command, inspire last stand|
|10th|+10|+5|+3|+5|Complex commands, inspiring command (+4)|

Class Features
The following are class features of the battle herald prestige class.

Weapon and Armor Proficiency: A battle herald gains no proficiency with any weapon or armor.

Inspiring Command (Ex): A battle herald uses her keen tactical acumen and decisive judgment to lead others to victory, as well as her mastery of command to assist herself and her allies in battle.
All battle heralds may use inspiring command to inspire courage (as the bardic performance ability); bard and battle herald levels stack to determine the bonuses provided by inspire courage.
At 1st level, and every two levels thereafter, the battle herald chooses one command to learn.
Unless otherwise noted, these abilities provide a competence bonus equal to the battle herald’s inspiring command bonus to her and to all allies within 60 feet able to see or hear her.
Commands marked with an asterisk have the same range as above but only affect a certain number of allies (which can include the battle herald).
Issuing an inspiring command is a move action.
At 5th level, this becomes a swift action, and at10th level, it becomes an immediate action.
Maintaining an inspiring command is a free action that cannot be disrupted, but its effects end immediately if the battle herald is killed or otherwise prevented from taking actions (such as being dazed, helpless, or stunned).
The battle herald cannot have more than one command in effect at a time.
She may use this ability for a number of rounds per day equal to 4 + her Charisma modifier, plus 2 additional rounds per level after 1st.
She may use rounds of bardic performance to issue inspiring commands, but not vice versa.
Inspiring commands are language-dependent, mind-affecting effects.
The battle herald cannot maintain an inspiring command and a bardic performance at the same time (this does not preclude abilities such as persistent command or the Lingering Performance feat, which continue an inspiring command or bardic performance after the battle herald stops maintaining it).

Battle Magic*: One ally gains a bonus on caster level checks and concentration checks equal to the battle herald’s command bonus.

Inspire Hardiness: Allies gain DR/- equal to the battle herald’s inspiring command bonus.

Inspired Tactics: Allies apply the battle herald’s inspiring command bonus on critical hit confirmation rolls, on combat maneuver checks, and as a dodge bonus to AC against any attacks of opportunity provoked by combat maneuvers.

Keep Your Heads: Allies apply the battle herald’s inspiring command bonus on Will saves and concentration checks.

None Shall Fall*: A number of allies equal to the battle herald’s inspiring command bonus heal 1d6 points of damage.
Targeted allies who are poisoned may attempt anew poison saving throw with a bonus equal to the battle herald’s inspiring command bonus; a failed save has no additional effect, but a successful save counts toward curing the poison.
This healing is not positive energy and can heal undead creatures.

Pincer Maneuver: Allies apply the battle herald’s inspiring command bonus to attack and damage rolls when flanking and as a dodge bonus to AC against attacks of opportunity provoked by movement (including standing from prone).

Rally: Allies affected by a fear effect may attempt a new saving throw against each fear effect on them; this new save has a bonus equal to the battle herald’s inspiring command bonus.

Reveille: Allies affected by exhaustion, fatigue, or sleep effects may attempt a new saving throw against each such effect; this new save has a bonus equal to the battle herald’s inspiring command bonus.
Allies who are sleeping normally automatically awaken when this ability is used.

Scatter*: A number of allies equal to the battle herald’s inspiring command bonus gain the benefits of the Wind Stance feat.

Shake It Off*: One ally subject to an ongoing condition may attempt a new saving throw to negate the effects witha bonus equal to the battle herald’s inspiring command bonus.
This ability does not help against instantaneous effects, effects that require recurring saving throws to avoid additional penalties (such as diseases and poisons),or effects that do not allow a saving throw.

Sound the Charge: Allies apply the battle herald’s inspiring command bonus to attack and damage rolls.
Charging allies increase their speed by 5 feet times the battle herald’s inspiring command bonus.

Sound the Retreat: Allies gain the benefit of the Lightning Stance feat.
The battle herald must have the scatter ability to select this ability.

Stand Firm: Allies apply the battle herald’s inspiring command bonus to CMD and on Fortitude saves.

Teamwork: Allies add the battle herald’s inspiring command bonus on skill checks or attack rolls made when using the aid another action, and if successful, the assisted ally increases the aid another bonus by an amount equal to the battle herald’s inspiring command bonus.

Tuck and Roll: Allies apply the battle herald’s inspiring command bonus on Reflex saves and Acrobatics checks.

Improved Leadership (Ex): A battle herald with the Leadership feat adds her inspiring command bonus to her leadership score.

Voice of Authority (Ex): A battle herald is skilled at shouting commands over the din of the battlefield and signaling allies when speech is impossible.
She gains a +2bonus on Diplomacy and Intimidate checks with creatures with which she shares a language.
In addition, her allies gain a bonus equal to the battle herald’s class level on Perception or Sense Motive checks to hear her commands or interpret her secret messages conveyed with Bluff.
The battle herald’s levels stack with cavalier levels for the purpose of the cavalier’s tactician ability.

Easy March (Ex): At 2nd level, allies within 60 feet of the battle herald can hustle or force march during overland travel without ill effects for a number of hours per day equal to 1 hour times her inspiring command bonus.

Inspire Greatness (Ex): At 4th level, a battle herald may use her inspiring command ability to inspire greatness (as the 9th-level bardic performance ability).
This ability affects one creature at 4th level, two at 7th,and three at 10th.

Banner (Ex): At 5th level, a battle herald may fly a battle standard that inspires her allies.
This ability is identical to the cavalier’s banner ability, and cavalier levels stack with battle herald levels to determine the bonuses provided byte banner.

Teamwork Feat: At 6th level, a battle herald receives a teamwork feat as a bonus feat.
She must meet the prerequisites for this feat.
She can use her cavalier tactician ability as a move action to grant this feat to allies (if she has the cavalier greater tactician ability, this is a swift action).

Demanding Challenge (Ex): This ability is identical to the 12th-level cavalier demanding challenge ability.

Persistent Commands (Ex): At 8th level, a battle herald may allow her inspiring commands to persist even if she is incapacitated and unable to maintain them.
If the player chooses, the effects of the battle herald’s inspiring commands persist for a number of rounds equal to her Charisma bonus (these count toward her number of rounds per day limit).
This ability does not apply if the battle herald intentionally stops maintaining an inspiring command-only if she is dazed, held, stunned,killed, and so on, and is unable to maintain them.
If the battle herald recovers from incapacity while an inspiring command is ongoing, she may resume maintaining it as a free action.

Inspire Last Stand (Ex): At 9th level, a battle herald may use inspiring command to grant herself and all allies within 30 feet the benefits of the Diehard feat.
Conscious affected creatures also gain the benefits of inspire courage while at negative hit points.

Complex Commands (Ex): At 10th level, a battle herald can have more than one command ability in effect atone time.
Each must be begun separately and requires a separate maintenance cost.
This allows the battle herald to have more than one single-target command (such as battle magic) in effect at the same time.
The effects of multiple instances of the same command ability do not stack, even if the bonuses provided by that ability would normally stack (for example, if the battle herald maintains two pincer maneuver commands, her allies do not get double the bonus, even though dodge bonuses normally stack).
The battle herald can also maintain one bardicperformance in addition to her inspiring commands,though each must be begun separately and each requiresits own maintenance cost.

----

*ホーリィ・ヴィンディケイター

Many faiths have within their membership an order of the church militant be they holy knights or dark warriors, who put their lives and immortal souls on the line for their faith.
They are paragons of battle, eschewing sermons for steel.
These men and women are living conduits of divine power down to their very blood, which they happily shed in a moment if it brings greater glory to their deity or judgment upon heretics infidels, and all enemies of the faith.
Holy vindicators are usually clerics or fighter/clerics though many paladins (or even paladin/clerics) are drawn to this class as well. In all cases the class offers a further opportunity to fuse and refine their martial and ministerial powers and role.

Role: The holy vindicator has substantial spellcasting
ability, though not so much as a focused cleric or paladin.
His combat skills are considerable and his healing powers
prodigious, and those whose religious views align well
with the vindicator will find a ready ally.
Alignment: While lawful vindicators are somewhat
more common, vindicators may be of any alignment.

ヒットダイス: d10.

Requirements
To qualify to become a holy vindicator, a character must fulfill all the following criteria.

基本攻撃ボーナス: +5.
特殊: エネルギー放出のクラス能力
技能: <知識:宗教> 5ランク
特技: 《来訪者への霊力》 または 《エレメンタルへの霊力》
呪文: 1レベルの信仰呪文発動能力

Class Skills
The vindicator’s class skills are Climb (Str), Heal
(Wis), Intimidate (Cha), Knowledge (planes) (Int),
Knowledge (religion) (Int), Ride (Dex), Sense Motive
(Wis), Spellcraft (Int), and Swim (Str).

Skill Ranks per Level: 2 + Int modifier.


表:ホーリィ・ヴィンディケイター
|LV|BAB|頑健|反応|意思|特殊|一日の呪文数|
|1st|+1|+1|+0|+1|Channel energy, vindicator’s shield|-|
|2nd|+2|+1|+1|+1|Stigmata|+1 level of divine spe casting class|
|3rd|+3|+2|+1|+1|Faith healing(empower)|+1 level of divine spel casting class|
|4th|+4|+2|+1|+1|Divine wrath|+1 level of divine spel casting class|
|5th|+5|+3|+2|+2|Bloodfire, Channel Smite|-|
|6th|+6|+3|+2|+2|Versatile channel|+1 level of divine spel casting class|
|7th|+7|+4|+2|+2|Divine judgment|+1 level of divine spel casting class|
|8th|+8|+4|+3|+3|Faith healing (maximize)|+1 level of divine spel casting class|
|9th|+9|+5|+3|+3|Bloodrain|-|
|10th|+10|+5|+3|+3|Divine retribution|+1 level of divine spel casting class|


クラスの特徴
ホーリィ・ヴィンディケイター上級クラスのクラスの特徴は以下の通り。

武器と防具の習熟:ホーリィ・ヴィンディケイターはすべての単純武器と軍用武器、すべての種類の鎧、そして盾(タワーシールドを除く)に習熟している。

1日の呪文数:示されたレベルになるたびに、ホーリィ・ヴィンディケイターは、自分がこの上級クラスに就く前に属していた、信仰呪文発動能力のあるクラスのレベルが上がったかのように、1日に使える呪文数が増える。しかし呪文を発動する際の有効レベルが上昇する以外の、他の利益を得ることはない。
キャラクターがホーリィ・ヴィンディケイターになる前に複数の信仰呪文発動能力のあるクラスをとっていたならば、術者レベルの上昇があるたびにその新たなレベルを、どのクラスに適用するか決めなければならない。

エネルギー放出(超常): エネルギー放出を与える、他のどのようなクラスでも、ホーリィ・ヴィンディケイターのクラスレベルは累積する。

Vindicator’s Shield (Su):ホーリィ・ヴィンディケイターは標準アクションとしてエネルギーを自身の盾に伝えることができる。
身に着ければ、盾はホーリィ・ヴィンディケイターの、エネルギー放出のダイスの数と等しい数、アーマー・クラスへ、清浄ボーナス(正のエネルギーならば)または不浄ボーナス(負のエネルギーならば)を、与える。
このボーナスは24時間か、ホーリィ・ヴィンディケイターが戦闘において攻撃を受けるまで、持続する。。
盾はホーリィ・ヴィンディケイター以外にはこのボーナスを提供しないが、ホーリィ・ヴィンディケイターは、この能力を保持するために盾を持つ必要はない。

聖痕(Su):ホーリィ・ヴィンディケイターは血を自発的に流し、信仰のために捧げる、信仰する神格に似合った乱刺された傷によって特徴づけられる。
ホーリィ・ヴィンディケイターは標準アクションとして出血するか、安定状態になるか選択できる。6レベルでは移動アクションに、10レベルでは、それは即行アクションとなる。
活性化した聖痕はホーリィ・ヴィンディケイターのクラスレベルの半分と等しい出血ダメージを起こし、この出血ダメージは治療可能な魔法によって停止することができない。
聖痕が出血している間、ホーリィ・ヴィンディケイターは、クラスレベルの1/2と等しい、清浄ボーナス(正のエネルギー放出ならば)または不浄ボーナス(彼が負のエネルギー放出能力ならば)を得る。
ボーナスは攻撃判定、武器によるダメージ判定、アーマー・クラス、術者レベル判定、またはセーヴィング・スローのどれか1つに決定し適用される。ボーナスを変更するためには、聖痕を非活性化し、再活性化しなければならない。
聖痕が出血していて、能力を使うことができる間、ホーリィ・ヴィンディケイターは他のどのような能力からでも流血(blood drain)と出血ダメージを無視する。

Faith Healing (Su): 3レベル時、より高いレベルの呪文スロットまたは増加した発動時間を使わない事を除き、《呪文威力強化》特技を使用したかのように、ホーリィ・ヴィンディケイターが自身に唱えるどのようなキュア呪文でも自動的に《呪文威力強化》される。
複数のクリーチャーに影響する治療呪文によって、ホーリィ・ヴィンディケイターが自身を目標としても、この能力は自身のみ適用される。
8レベル時、これらの治癒呪文は《呪文威力強化》ではなく《呪文威力最大化》されたように扱う。

Divine Wrath (Sp): At 4th level, when a vindicator confirms a critical hit, he may sacrifice a prepared 1st-level spell or available 1st-level spell slot to invoke doom upon the target as an immediate action (using the vindicator’s caster level). The save DC is increased by +2 if his weapon has a ×3 damage multiplier, or by +4 if it is ×4. The vindicator can also use this ability in response to being critically hit, even if the attack incapacitates or kills the vindicator.

Bloodfire (Su): At 5th level, while a vindicator’s stigmata are bleeding, his blood runs down his weapons like sacred or profane liquid energy; when he uses Channel Smite, the damage increases by 1d6, and if the target fails its save, it is sickened and takes 1d6 points of bleed damage each round on its turn. The target can attempt a new save every round to end the sickened and bleed effects.

《霊力の一撃》: 5レベル時、ホーリィ・ヴィンディケイターは《霊力の一撃》をボーナス特技として得る。

Versatile Channel (Su): At 6th level, a vindicator’s channel energy can instead affect a 30-foot cone or a 120-foot line.
Divine Judgment (Sp): At 7th level, when a vindicator’s melee attack reduces a creature to -1 or fewer hit points, he may sacrifice a prepared 2nd-level spell or available 2ndlevel spell slot to invoke death knell upon the target as an immediate action (using the vindicator’s caster level).
As vindicators mete out divine judgment, this is not an evil act.
The save DC increases by +2 if his weapon has a ×3 critical multiplier, or by +4 if it is ×4.

Bloodrain (Su): At 9th level, while his stigmata are bleeding,the vindicator’s harmful channeled energy is accompanied by a burst of sacred or profane liquid energy, increasing the damage by 1d6.
Creatures failing their saves against the channeled energy become sickened and take 1d6 points of bleed damage each round. Affected creatures can attempt a new save every round to end the sickened and bleed effects.

Divine Retribution (Sp): At 10th level, when a vindicator confirms a critical hit, he may sacrifice a prepared 3rdlevel spell or available 3rd-level spell slot to invoke bestow curse upon the target as an immediate action (using the vindicator’s caster level). The save DC increases by +2 if his weapon has a ×3 critical multiplier, or by +4 if it is ×4. The vindicator can also use this ability in response to being critically hit, even if the attack incapacitates or kills the vindicator.

----

Horizon Walker

Those whose wanderlust drives them to push the boundary of safe environments sometimes seek the calling of the horizon walker. Horizon walkers are masters of travel,always seeking to find the safe ways through inhospitable terrain. They are comfortable in places others speak of only in hushed whispers, and they can both venture forth onto untrod paths themselves and guide the less-traveled through such hazardous lands.
Though rangers are most likely to be attracted to the ever-wandering life common to horizon walkers,barbarians, fighters, and rogues have also been known
to find it appealing. Horizon walkers are most common in areas on the edge of civilization, where they can easily spend time away from the known and boring streets of settled lands.

Role: Horizon walkers have the accuracy and resilience to face frontline combat. They also have the skills and abilities to make excellent scouts, often taking the role of the first member of a group into danger and the last one out. 
Of course, walkers shine when adventuring in areas that match their many favored terrains, but many of the tricks they pick up in specific regions have application in a wide range of situations, allowing a horizon walker to be more mobile and resourceful than typical combatants.

Alignment: Anyone can crave new vistas and constant travel, and thus a horizon walker can be of any alignment.

Hit Die: d10.

Requirements
To qualify to become a horizon walker, a character must fulfill all the following criteria.
Skills: Knowledge (geography) 6 ranks.
Feats: Endurance.

Class Skills
The horizon walker’s class skills are Climb (Str), Diplomacy (Cha), Handle Animal (Cha), Knowledge (geography) (Int),Knowledge (nature) (Int), Knowledge (the planes) (Int),Linguistics (Int), Perception (Wis), Stealth (Dex), Survival
(Wis), and Swim (Str).

Skill Ranks at Each Level: 6 + Int modifier.

表: ホライゾン・ウォーカー
|LV|BAB|頑健|反応|意思|特殊|
|1st|+1|+1|+0|+0|Favored terrain|
|2nd|+2|+1|+1|+1|Favored terrain,terrain mastery|
|3rd|+3|+2|+1|+1|Terrain dominance|
|4th|+4|+2|+1|+1|Favored terrain,terrain mastery|
|5th|+5|+3|+2|+2|Favored terrain|
|6th|+6|+3|+2|+2|Terrain dominance,terrain mastery|
|7th|+7|+4|+2|+2|Favored terrain|
|8th|+8|+4|+3|+3|Favored terrain,terrain mastery|
|9th|+9|+5|+3|+3|Terrain dominance|
|10th|+10|+5|+3|+3|Favored terrain,master of all lands|

Class Features
The following are class features of the horizon walker prestige class.


Weapon and Armor Proficiency: A horizon walker gains no proficiency with any weapon or armor.

Favored Terrain: At 1st level, a horizon walker may select a favored terrain from the ranger Favored Terrains table(Pathfinder RPG Core Rulebook 65).
This works exactly like the ranger favored terrain ability.
The horizon walker gains an additional favored terrain at 2nd, 4th, 5th, 7th,8th and 10th level, and he can increase the bonus from an existing favored terrain as described in the ranger ability.
If the horizon walker has abilities from other classes that only work in a favored terrain (such as a ranger’s camou flage and hide in plain sight abilities), those abilities work in favored terrains selected as a horizon walker.

Terrain Mastery: At 2nd level, a horizon walker selects a favored terrain to master.
When within this terrain the horizon walker may, as a move action, grant a +2 bonus on Climb, Stealth, Perception and Survival checks made by all allies within 30 feet who can see and hear him.
The character masters one additional terrain at 4th, 6th, and8th levels.
Mastery of each terrain has additional benefits,outlined below; these benefits apply to the horizon walker at all times whether or not he is in the relevant terrain.

Astral Plane: The horizon walker’s fly speed increases by+30 feet on planes with no gravity or subjective gravity.

Cold: The horizon walker gains cold resistance 10.

Desert: The horizon walker gains immunity to exhaustion; anything that would cause him to become exhausted makes him fatigued instead.

Ethereal Plane: The horizon walker ignores the 20%concealment miss chance from fog and mist, and treats total concealment from these sources as concealment.

Forest: The horizon walker gains a +4 competence bonus on Stealth checks.

Jungle: The horizon walker gains a +4 competence bonus on Escape Artist checks and increases his CMD against grapple maneuvers by +4.

Mountain: The horizon walker gains a +4 competence bonus on Climb checks and does not lose his Dexterity modifier to AC while climbing.

Plains: The horizon walker’s movement is not reduced by wearing medium armor or carrying a medium load.

Plane of Air: The horizon walker gains a +4 competence bonus on Fly checks and +1 competence bonus on all attack and damage rolls against f lying creatures.
He gains the ability to breathe air if he cannot already do so.

Plane of Earth: The horizon walker gains DR 1/adamantine.

Plane of Fire: The horizon walker gains fire resistance 10.

Plane of Water: The horizon walker gains a +4competence bonus on Swim checks and a+1 competence bonus on all attack and damage rolls against swimming creatures.
He gains the ability to breathe water if he cannot already do so.

Plane, aligned: If the horizon walker selects a plane with an alignment trait, he can choose to detect as that alignment(fooling all forms of magic divination) as an immediate action; this benefit lasts until he dismisses it (a free action).

Swamp: The horizon walker gains a +4 competence bonus on Perception checks.

Underground: The horizon walker gains Blind-Fight as a bonus feat.

Urban: The horizon walker gains a +4 competence bonus on Diplomacy checks.

Water: The horizon walker gains a +4 competence bonus on Swim checks and +1 competence bonus on all attack and damage rolls against swimming creatures.

Terrain Dominance: At 3rd level, a horizon walker learns total dominance over one terrain he has already selected for terrain mastery.
When dealing with creatures native to that terrain, the horizon walker treats his favored terrain bonus for that terrain as a favored enemy bonus(as the ranger class feature) against those creatures.
This bonus overlaps (does not stack with) bonuses gained when fighting a favored enemy.
Each terrain dominance grants additional abilities,detailed below.
When the horizon walker gains a new terrain dominance he may, if he prefers, instead pick an additional terrain mastery.

Astral Plane: The horizon walker gains a +1 insight bonus on attack and damage rolls against outsiders.
He gains dimension door as a spell-like ability a number of times per day equal to 3 + the character’s Wisdom modifier (caster level equal to the character’s level).

Cold: The horizon walker gains cold resistance 20 (this replaces the character’s cold resistance from mastery of the cold terrain) and a +1 competence bonus on all attack and damage rolls against creatures of the cold subtype.

Desert: The horizon walker gains fire resistance 10 and immunity to fatigue.

Ethereal Plane: The walker gains ethereal jaunt as a spell-likeability once per day (caster level equal to the character’s level).
He must be at least 7th level before selecting this power.

Forest: The horizon walker gains hallucinatory terrain as a spell-like ability a number of times per day equal to 3+ the character’s Wisdom modifier (caster level equal to the character’s level).
The horizon walker can only use this ability to create illusory forests.

Jungle: The horizon walker gains charm monster as a spell-like ability a number of times per day equal to 3 +the character’s Wisdom modifier (caster level equal to the character’s level).
This charm only affects animals, magical beasts, and creatures primarily found in the jungle.

Mountain: The horizon walker gains DR 2/adamantine.

Plains: The walker’s base speed increases by +10 feet.

Plane of Air: The horizon walker gains fly as a spell likeability a number of times per day equal to 3 + the character’s Wisdom modifier (caster level equal to the character’s level).

Plane of Earth: The horizon walker gains tremorsense with a range of 30 feet.
He must be at least 5th level before selecting this plane for this ability.

Plane of Fire: The horizon walker gains fire resistance 20(this replaces the character’s file resistance from mastery of the Plane of Fire terrain) and a +1 competence bonus on all attack and damage rolls again creatures of the fire subtype.

Plane of Water: The horizon walker’s movements and actions are not hampered when underwater.
This allows him to speak, make attacks, and cast spells normally underwater (as if using freedom of movement).

Plane, aligned: For the purpose of bypassing damage reduction, the horizon walker’s manufactured and natural weapons count as the opposite alignment of his chosen plane of dominance.
If his chosen plane has more than one alignment type, he must choose one of those types for this ability.
For example, if he selects “Hell” (an evil, lawful plane) for his terrain dominance ability, he may choose“evil” or “lawful,” which means his attacks bypass good or chaotic damage reduction, respectively.
Alternatively,if native creatures of his chosen plane are vulnerable to a particular special material (such as cold iron or silver), he may choose to have his weapons bypass damage reduction as if they were that special material.
If he selects this plane more than once for his terrain dominance ability,his attacks count as an additional alignment or special material (such as “good and silver” or “chaotic and good”).

Swamp: The horizon walker gains tremor sense with a30-foot range.

Underground: The horizon walker gains darkvision with a range of 60 feet.
If he already has darkvision 60 feet, its range extends by 60 feet.

Urban: The horizon walker gains charm person as a spell-like ability a number of times per day equal to 3 +the character’s Wisdom modifier (caster level equal to the character’s level).

Water: The horizon walker gains a swim speed of 20 feet.
If he already has a natural swim speed, his swim speed increases by +20 feet.

Master of All Lands (Su): At 10th level, the horizon walker becomes familiar with and comfortable in all possible terrains.
His terrain bonus in all favored terrains increases by +2, and he treats all other terrains as if they were favored terrains (+2 bonus).
If a naturally occurring condition of temperature or weather requires a check or saving throw, he automatically succeeds.
All allies within 60 feet of him gain a +2 bonus on these checks and saves; if the horizon walker is in a mastered terrain, this bonus increases to +4.

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*スタウォート・ディフェンダー

Drawn from the ranks of guards, knights, mercenaries, and thugs alike stalwart defenders are masters of claiming an area and refusing to relinquish it.
This behavior is more than a tactical decision for stalwart defenders; it’s an obsessive,stubborn expression of the need to be undefeated.
When stalwart defenders set themselves in a defensive stance,they place their whole effort into weathering whatever foe,conflict, or threat comes their way.
Most stalwart defenders come from the ranks of fighters,often those desiring to be better guards for friends and allies.
Dwarves are particularly suited to the role, though stalwart defenders of all races exist.
More rarely barbarian stake the path of the stalwart defender as a matter of pride to overcome some perceived shortcoming.
Such character soften seem to suffer from dual personalities flinging them selves recklessly into combat one moment then calmly fending off all attackers the next.

役割: Stalwart defenders are masters of melee combat,striving to prove that the best offense is a good defense.
Stalwart defenders are normally found on the front linesof battle, holding a position to cover their allies, leapinginto breaches of opposing formations and holding themopen for others, and guarding more vulnerable allies byacting as mobile fortifications, stable points inthe ever-changing chaos of battle.

属性: Anyone can be as stubborn as arock and dedicated to holding one point nomatter the cost, so stalwart defenders can beof any alignment.
The dedication and practicerequired to learn the talents of a stalwartdefender come more easily to characters witha strong respect for order and organization,however, so lawful stalwart defenders are muchmore common than chaotic ones.

ヒットダイス: d12.

スタウォート・ディフェンダーになるためには、キャラクターは以下の基準すべてを満たさなければならない。

基礎攻撃ボーナス: +7

特技: 《回避》, 《持久力》, 《追加hp》

特殊: 軽装と中装鎧に対する習熟

クラス技能:スタウォート・ディフェンダーのクラス技能(と各技能の対応能力)は、<軽業>【敏】、〈登攀〉【筋】、〈威圧〉【魅】、〈知覚〉【判】、〈真意看破〉【判】

レベルごとの技能ポイント: 2 + 【知】修正値

表: スタウォート・ディフェンダー
|レベル|BAB|頑健|反応|意思|ACボーナス|特殊|
|1st|+1|+1|+0|+1|+1|Defensive stance|
|2nd|+2|+1|+1|+1|+1|Defensive power|
|3rd|+3|+2|+1|+2|+1|Uncanny dodge|
|4th|+4|+2|+1|+2|+2|Defensive power|
|5th|+5|+3|+2|+3|+2|Damage reduction 1/-|
|6th|+6|+3|+2|+3|+2|Defensive power|
|7th|+7|+4|+2|+4|+3|Damage reduction 3/-, improved uncanny dodge|
|8th|+8|+4|+3|+4|+3|Defensive power|
|9th|+9|+5|+3|+5|+3|Mobile defense|
|10th|+10|+5|+3|+5|+4|Damage reduction 5/-, defensive power, last word|

クラスの特徴
以下のすべてがスタウォート・ディフェンダー上級クラスの特徴である。

武器と防具の習熟: スタウォート・ディフェンダーは全ての単純武器・軍用武器、鎧、盾(タワーシールドを含む)に習熟を得る。

ACボーナス (変則): スタウォート・ディフェンダーはACに回避ボーナスを得る。ボーナスは+1から始まり、クラスレベルの上昇と共に向上し、10レベル時に最大の+4に達する。

防御の構え (変則): At 1st level, a stalwart defender can enter a defensive stance, a position of readiness and trancelike determination.
A stalwart defender can maintain this stance for a number of rounds per day equal to 4 + his Constitution modifier.
At each level after 1st, he can maintain the stance for 2 additional rounds per day.
Temporary increases to Constitution, such as those gained from the defensive stance and spells like bear’s endurance, do not increase the total number of rounds that the stalwart defender can main taina defensive stance per day.
The stalwart defender can enter a defensive stance as a free action.
The total number of rounds of defensive stance per day is renewed after resting for 8hours, although these hours do not need to be consecutive.
While in a defensive stance, the stalwart defender gains a+2 dodge bonus to AC, a +4 morale bonus to his Strength and Constitution, as well as a +2 morale bonus on Will saves.
The increase to Constitution grants the stalwart defender 2 hit points per Hit Die, but these hit points disappear when the defensive stance ends and are not lost first like temporary hit points.
While in a defensive stance, a stalwart defender cannot willingly move from his current position through any means (including normal movement, riding a mount,teleportation, or willingly allowing allies to carry him).
If he enters a defensive stance while on a moving vehicle he does not control (such as a wagon or ship), he can maintain the stance even if the vehicle moves.
If the stalwart defender moves under his own power as a result of an enemy’s successful use of the Bluff skill or an enchantment spell,his stance ends.
The stalwart defender can end his defensive stance as a free action; after ending the stance, he is fatigued for a number of rounds equal to 2 times the number of rounds spent in the stance.
A stalwart defender cannot enter a new defensive stance while fatigued or exhausted but can otherwise enter a stance multiple times during a single encounter or combat.
If a stalwart defender falls unconscious, his defensive stance immediately ends, placing him in peril of death.
A defensive stance requires a level of emotional calm,and it may not be maintained by a character in a rage (such as from the rage class feature or the rage spell).

Defensive Powers (Ex): As a stalwart defender gains levels,he augments his defensive stance.
Starting at 2nd level, the stalwart defender gains a defensive power.
He gains another defensive power for every two levels of stalwart defender attained after 2nd level.
The stalwart defender gains the benefits of defensive powers only while in a defensive stance, and some of these powers require him to take an action first.
Unless otherwise noted, he cannot select an individual power more than once.

Bulwark (Ex): The defender adds his armor check penalty as a bonus to the DC of opponents attempting to bluff him and Acrobatics checks to pass by him without provoking an attack of opportunity for moving through spaces he threatens.

Clear Mind (Ex): The stalwart defender may reroll a failed Will save.
This power is used as an immediate action after the first save is attempted, but before the results are revealed by the GM.
The stalwart defender must take the second result, even if it is worse.
This power can only be used once per defensive stance.

Fearless Defense (Ex): While in a defensive stance, the stalwart defender is immune to the shaken and frightened conditions.
He must be at least 4th level before selecting this power.

Halting Blow (Ex): If a foe’s movement in the defender’s threatened area provokes an attack of opportunity and the stalwart defender successfully hits the foe with the attack,the foe’s movement ends immediately.
The foe cannot move again until its next turn but can still take the rest of its action.
A stalwart defender must have selected the bulwark power prior to selecting halting blow.

Increased Damage Reduction (Ex): The stalwart defender’s damage reduction from this class increases by 1/-.
This increase is always active while the stalwart defender is in a defensive stance.
He can select this power up to two times.
Its effects stack.
The stalwart defender must be at least 4thlevel before selecting this defensive power.

Intercept (Ex): Once a round as an immediate action,when a melee or ranged weapon would successfully strike an adjacent ally, the stalwart defender can choose to have the weapon strike him instead of the intended target.
The attack automatically hits the stalwart defender, regardless his AC or any miss chance in effect, and he suffers the normal consequences of the attack.

Internal Fortitude (Ex): While in a defensive stance,the stalwart defender is immune to the sickened and nauseated conditions.

Mighty Resilience (Ex): The stalwart defender automatically negates the additional damage of one successful critical hit or sneak attack, as well as other abilities or effects that rely on a successful critical hit or sneak attack (such as blinding from Blinding Critical or bleed from sneak attack).
The stalwart defender takes only normal damage from the attack.
This power may only be used once per defensive stance.
The stalwart defender must be at least 6th level to select this power.

Renewed Defense (Ex): As a standard action, the stalwart defender heals 1d8 points of damage + his Constitution modifier.
For every two levels the stalwart defender has attained above 2nd, this healing increases by 1d8, to a maximum of 5d8 at 10th level.
This power can be used only once per day and only while in a defensive stance.

Roused Defense (Ex): The stalwart defender may enter a defensive stance even if fatigued.
While maintaining a defensive stance after using this ability, he is immune to the fatigued condition.
Once this stance ends, he is exhausted for 10 minutes per round spent in a defensive stance.

Smash (Ex): While in a defensive stance, the stalwart defender may make an extra attack per round that is either a shield bash or a slam (even if he doesn’t normally have a slam attack).
If used as part of a full attack action, the extra attack is made at the stalwart defender’s full base attack bonus -5.
The smash deals 1d4 points of damage (if the stalwart defender is Medium, or 1d3 if he is small) plus half the character’s Strength modifier.
The character can make this attack as part of the action to maintain or break free from a grapple this attack is resolved before the grapple check is made.
If the attack hits, any grapple checks made by the stalwart defender against the target this round are at a +2 bonus.

Unexpected Strike (Ex): The stalwart defender can make an attack of opportunity against a foe that moves into any square threatened by the stalwart defender, regardless of whether or not that movement would normally provoke an attack of opportunity.
This power can only be used once per stance.
A stalwart defender must be at least 4th level before selecting this power.

Uncanny Dodge (Ex): At 3rd level, a stalwart defender gains the ability to react to danger before his senses would normally allow him to do so.
He cannot be caught flat-footed, even if the attacker is invisible.
He still loses his Dexterity bonus to AC if immobilized.
A stalwart defender with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against him.
If the character gains uncanny dodge from a second class,he automatically gains improved uncanny dodge (see below).

Damage Reduction (Ex): At 5th level, a stalwart defender gains DR 1/-.
At 7th level, this DR increases to 3/-, and at 10th level it increases to 5/-.
Damage reduction from different sources does not stack; however, a stalwart defender of 5th or higher level that gains DR from armor (but not from any other source) increases his class-based DR by the value of the armor’s DR.
Thus a 7th-level stalwart defender wearing adamantine full plate (DR 3/-) has DR 6/-.

Improved Uncanny Dodge (Ex): At 7th level a stalwart defender can no longer be flanked.
This defense denies rogues the ability to use f lank attacks to sneak attack the stalwart defender.
The exception to this defense is that a rogue at least four levels higher than the stalwart defender can flank him (and thus sneak attack him).
If the character gains uncanny dodge from a second class (see above) he automatically gains improved uncanny dodge, and the levels from those classes stack to determine the minimum rogue level required to f lank the character.

Mobile Defense (Ex): At 9th level, a stalwart defender can adjust his position while maintaining a defensive stance.
While in a defensive stance, he can take one 5-footstep each round without losing the benefit of the stance.

Last Word (Ex): Once per day, while in a defensive stance,a stalwart defender can make one melee attack against an opponent within reach in response to an attack that would reduce him to negative hit points, knock him unconscious or kill him.
For example, a stalwart defender has 1 hit point left when a red dragon bites him; the defender may use this ability even if the dragon’s bite would otherwise kill him instantly.
If the attack hits, roll the damage dice for the attack twice and add the results together, but do not multiply damage bonuses from Strength, weapon abilities(such as flaming), or precision-based damage (such as sneak attack).
This bonus damage is not multiplied on a critical hit(although other damage bonuses are multiplied normally).
Once the defender’s attack is resolved, he suffers the normal effect of the attack that provoked this ability.

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