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Talent


社交の技 Social Talent


Always Prepared(変則)/Always Prepared 出典 Chronicle of Legends 7ページ:The vigilante can set aside resources to plan for future contingencies. The vigilante gains the Brilliant Planner feat except he can spend up to 100 gp per character level for his brilliant plan fund and only requires 1 minute to enact his brilliant plan. In addition, while in a settlement for at least 1 week, he can spend 24 hours and up to 500 gp per character level to create a stash somewhere within the settlement. Once per day, the vigilante can take 1 hour to retrieve a stash, retrieving any number of items that would have been available in a settlement he visited at the time of making the stash, regardless of the weight of the items. Once he retrieves a stash in this way, he subtracts the price of the items from the stash’s value and the stash is exhausted and lost, regardless if he used the full value of the stash. The vigilante can maintain any number of stashes, but a stash is lost if he does not spend 1 hour to maintain the stash at least once per month. A vigilante’s stash is well-hidden and only the vigilante knows the location of a stash he creates.

Beast Friend(超常)/Beast Friend 出典 Heroes of Golarion 19ページ:The vigilante can cast charm animal once per day as a spell-like ability, with a caster level equal to his level. The vigilante must have the songbird talent to select this talent.

Beast Speech(超常)/Beast Speech 出典 Heroes of Golarion 19ページ:The vigilante can cast speak with animals once per day as a spell-like ability, with a caster level equal to his character level. The vigilante must have the songbird talent to select this talent.

Conflicted Identity(変則)/Conflicted Identity 出典 Antihero's Handbook 16ページ:The vigilante’s mind is in a constant state of turmoil, which makes him even more ethically and morally fluid than other vigilantes. When targeted by a harmful spell or effect that would affect the vigilante in his current identity but not his other identity (or when he would suffer a lesser effect in his other identity), he has a 50% chance of being affected as though he were in his other identity. This chance is rolled when the spell or effect is cast or triggered and before any spell resistance roll, if applicable. For example, if a vigilante has a lawful-neutral social identity and a neutral vigilante identity, he has a 50% chance of taking only half damage from a chaos hammer spell while in his social identity, since he would always take only half damage from a chaos hammer spell when in his vigilante identity.

Morphic Mask(変則)/Morphic Mask 出典 Chronicle of Legends 7ページ:The vigilante’s physical form in his vigilante identity can differ significantly from that of his social identity, within the norms for his race—this can include changes to the vigilante’s proportions, coloration, gender characteristics, and other physical characteristics. This increases the vigilante’s bonus from seamless guise by 2 for every significant change, as per the Disguise skill. The vigilante always assumes the same form when using this ability. A vigilante with multiple natural forms, such as a kitsune, can alter each of his forms using this talent.

Owl's Sight(変則)/Owl's Sight 出典 Heroes of Golarion 19:The vigilante gains low-light vision. If he already has low-light vision, he gains a +4 competence bonus on Perception checks in low light. The vigilante also gains a +2 competence bonus on Sleight of Hand and Stealth checks at night.

Seemless Shapechanger(変則)/Seemless Shapechanger 出典 Blood of the Beast 15ページ:The vigilante seamlessly adopts any persona he assumes with magic. The vigilante adds his seamless guise bonus to the bonus on Disguise checks that he gains to assume the shape of another creature with a polymorph spell or effect. A vigilante must have the shapechanger subtype to select this talent.

Songbird(超常)/Songbird 出典 Heroes of Golarion 19ページ:The vigilante gains the use of animal messenger once per day as a spell-like ability, with a caster level equal to his character level. He also gains Handle Animal as a class skill.

不羈の技 Vigilante Talent


Animal Patron(変則)/Animal Patron 出典 Heroes of Golarion 20ページ:The vigilante gains the benefits of one minor shifter aspect for a number of minutes per day equal to 1 + half his vigilante level. He can shift into this minor aspect as a swift action. The vigilante must be at least 5th level to select this talent.

Leap and Bound(変則)/Leap and Bound 出典 Chronicle of Legends 7ページ:A vigilante with this talent adds his Strength bonus on Acrobatics checks in addition to his Dexterity modifier. He is always treated as having a running start when jumping, and his high jumps are treated as long jumps when determining the DC. When the vigilante jumps, he does not fall until the end of his turn, allowing him to attack or perform other actions in midair. If the vigilante grapples a creature capable of bearing his weight, he does not fall, instead remaining adjacent to the creature as it moves. A vigilante must be at least 10th level to select this talent.

Malleable Flesh(変則)/Malleable Flesh 出典 Chronicle of Legends 7ページ:Whether through mutation or alchemy, some vigilantes have flesh that is as moldable as clay and as fluid as ink. A vigilante with this talent gains the shapechanger subtype and the compression universal monster rule. In addition, the vigilante can alter his appearance as disguise self, except that the changes are physical rather than illusory. However, aspects of the vigilante’s aesthetic persist in all forms, halving the bonus on Disguise checks gained from this effect and from seamless guise. At 12th level, the vigilante can pass through narrow openings, even mere cracks, along with any item he wears or carries (to a maximum of his light load).

Monkey's Paws(変則)/Monkey's Paws 出典 Heroes of Golarion 20ページ:The vigilante gains a climb speed equal to his base speed and a +4 competence bonus on Escape Artist checks. The vigilante must have the rooftop infiltrator talent and be at least 5th level to select this talent.

Morphic Weaponry(変則)/Morphic Weaponry 出典 Chronicle of Legends 7ページ:The vigilante can shape his body into weaponry. This acts as the oozemorph shifter’s morphic weaponry ability, treating the vigilante’s level as his shifter level. The vigilante must have the shapechanger subtype to select this talent.

One with the Wild(変則)/One with the Wild 出典 Heroes of Golarion 20ページ:The vigilante must have the environmental weapon talent to select this talent. In the same terrain for which he selected that talent, he gains a +4 competence bonus on Stealth, Survival, and Perception checks.

Steel Soldier(変則)/Steel Soldier 出典 Chronicle of Legends 7ページ:Some vigilantes ceaselessly tinker with their armor until the two seem inseparable; masked maidens are particularly prone to developing this obsession. The vigilante can spend 1 day and 100 gp per class level modifying a set of armor with which he is proficient. The vigilante can conceal one set of unworn modified armor on his person as though it were an extraordinarily small object, as per Sleight of Hand, and can don modified armor without aid. The armor skin talent also applies to armor with this ability. At 8th level, the vigilante treats modified armor’s enhancement bonus (if any) as a weapon enhancement bonus when making attacks with the armor’s gauntlets, if the armor has any. Only an avenger vigilante can select this talent.
PFS Legal Steely Resolve (Ex) (Disciple's Doctrine pg. 23): Three times per day, as an immediate action when the vigilante fails a Will saving throw against a mind-affecting effect, the vigilante can delay the effect’s onset for a number of rounds equal to half his vigilante level, after which the vigilante is affected as normal by the entire effect. Rounds spent delaying the effect do not count toward the effect’s duration.

Tiger's Claws(変則)/Tiger's Claws 出典 Heroes of Golarion 20ページ:The vigilante gains the ability to grow claws similar to a shifter’s. These claws are natural weapons that can be extended at will and deal 1d4 points of piercing and slashing damage (1d3 if the vigilante is Small). At 11th level, the damage increases to 1d6 (1d4 if Small).

Volatile Arrows(変則)/Volatile Arrows 出典 Chronicle of Legends 7ページ:A vigilante with this talent gains the ability to attach an alchemist bomb to a ranged attack he makes with a bow or crossbow as part of firing the attack. If the attack hits, it deals an additional amount of damage equal to that of an alchemist bomb, using the vigilante’s level as his alchemist level to determine the bomb’s damage. He can use this ability a number of times per day equal to 3 + his Intelligence modifier. The vigilante can takes this talent multiple times. Each time he does, he can use the ability one additional time per day and he gains one alchemist discovery that can modify bombs, treating his vigilante level as his alchemist level for any prerequisites. He can apply these discoveries to his bombs as normal.

ヴィジランテのアーキタイプ Vigilante‎ Archetypes


Agathiel Agathiel

出典 Spymaster's Handbook 25ページ
 The legends of Golarion teem with intelligent beasts who emerge from the wild to right wrongs perpetrated by a nation, aid a virtuous family, or extract long-overdue vengeance. Many of these trace back to the agathiel tradition, first stolen from agathion celestials by the elves of Kyonin and again later by Old-Mage Jatembe. Agathiels surrender a portion of their immortal souls to Nirvana in exchange for a measure of animalistic might to aid them in their righteous crusades. This exchange is permanent, and each agathiel commits the rest of his mortal life to service of others and the constant thrum of wild instincts. Though agathiels can be found in small numbers all over Golarion, the rituals to transform a mortal into an agathiel are common only in Kyonin and the Mwangi city-states, and among the wandering scholars of the Mwangi Expanse. The elves in particular relied upon these abilities to scout Golarion before reclaiming their abandoned territories after the Age of Darkness, leading to reports of extraordinary fey animals stalking elven ruins in the century before their return.

 Immortal Commitment(超常)/Immortal Commitment:Becoming an agathiel commits a portion of the vigilante’s soul to Nirvana, and in turn invests him with a portion of the plane’s power. An agathiel’s social and vigilante identity alignments must both be within one step of neutral good. If either of the agathiel’s alignments moves outside this range (because of his own actions or magical manipulation), he gains 1 permanent negative level and loses the ability to assume his vigilante identity until both of his alignments are within one step of neutral good. This negative level cannot be overcome in any way (including by restoration spells) until the agathiel’s alignment reverts.

 Bestial Identity(超常)/Bestial Identity:At 1st level, an agathiel’s vigilante identity must invoke the appearance and behavior of a single Small or Medium creature of the animal type. The vigilante can attempt to appear to be a normal member of this animal type, but doing so imposes a –10 penalty on his Disguise check. The bonus provided by seamless guise still applies to the vigilante’s attempts to appear to be an ordinary animal. Once the vigilante’s animal form is selected, it cannot be changed.

 Beginning at 4th level, when an agathiel assumes his vigilante identity, he physically transforms into an animal, though he always retains unusual traits that set him apart from ordinary animals, as if using beast shape I, except the vigilante gains no ability adjustments and can select only a single animal ability from those listed in the spell’s description. His social identity remains his true form, and unlike with beast shape I, an agathiel can remain in his animal form indefinitely. The agathiel’s vigilante identity is considered a polymorph effect, and while in his vigilante identity, the agathiel is immune to other polymorph effects. Unlike with normal polymorph effects, the agathiel’s equipment does not meld into his form, and instead changes shape to fit his animal form and provides the same function, though any equipment requiring hands cannot be used until he returns to his social identity.

 At 8th level, when assuming his vigilante identity, the vigilante can select two abilities provided by beast shape I, or select a single ability provided by beast shape II. At 12th level, he can instead select two abilities provided by beast shape II, or a single ability provided by beast shape III. At 16th level, he can instead select three abilities provided by beast shape III, or a single ability provided by beast shape IV.

 This ability alters dual identity and replaces the vigilante talents gained at 4th, 8th, 12th, and 16th levels.

 Agathion Blessing(超常)/Agathion Blessing:Beginning at 2nd level, an agathiel gains Aspect of the BeastAPG as a bonus feat while in his vigilante identity. If he selects the claws of the beast option, he can select a bite attack (1d8), a gore attack (1d8), or 2 slam attacks (1d4 each), as appropriate to his animal identity.

 This ability replaces the vigilante talent gained at 2nd level.

Anaphexia Thought-Killer Anaphexia Thought-Killer

出典 Inner Sea Intrigue 38ページ
 Anaphexia thought-killers worship Norgorber’s Reaper of Reputation aspect from their secret home in Ustalav. In sacrifice to him, they cut out their own tongues to gain magical protection from exposure and hunt down secrets to steal before they can be spread—which usually requires executing those who already knew them.

 Tongue Sacrifice(超常)/Tongue Sacrifice:An Anaphexia thought-killer’s social identity is as a Pharasmin priest, one whom many people assume has taken a vow of silence since they speak so infrequently. In order to assume her vigilante identity, an Anaphexia thought-killer must cut out her own tongue as a standard action—an act that deals 1d4 points of damage plus 1 point of bleed damage and leaves her unable to speak (even to cast spells). The thought-killer gains the ability to cast regenerate as a spell-like ability once per day, and only to restore her own tongue.

 Monastic Communication(超常)/Monastic Communication:At 2nd level, an Anaphexia thought-killer is skilled at maintaining a disguise without speaking. She can communicate simple concepts through body language and pantomime as though passing a secret message using the Bluff skill, in half the time normally required to do so. The Anaphexia thought-killer gains a bonus on this check equal to 1/2 her vigilante level.

 This replaces the social talent gained at 2nd level.

 Silent to Magic(超常)/Silent to Magic:At 6th level, an Anaphexia thought-killer is protected by nondetection in her social identity but only against mind-reading effects. Her effective caster level is equal to her vigilante level. At 10th level, this protection also applies to the thought-killer’s vigilante identity.

 This ability replaces the social talent gained at 6th level.

 Thought-Scent(超常)/Thought-Scent:At 7th level, an Anaphexia thought-killer can smell a significant thought. As a standard action, she can choose one fact or idea she already knows, such as a secret she wishes to keep hidden, and can locate any creature within 30 feet who knows it as with the scent ability. The range increases to 60 feet if the creature is upwind and drops to 15 feet if the creature is downwind. She can discern the direction to the creature until she is adjacent, at which point she can pinpoint the creature’s square. This is a mind-affecting divination effect. The Anaphexia thought-killer can use this ability for up to 1 minute per level. These minutes need not be consecutive but must be used in 1-minute intervals.

 This replaces the vigilante talent gained at 7th level.

 False Reading(超常)/False Reading:At 15th level, an Anaphexia thought-killer is immune to all effects attempting to read her mind in both her social and vigilante identities. The Anaphexia thought-killer can attempt a Bluff check to provide false results to the creature attempting to read her thoughts, which the target can see through with a successful opposed Sense Motive check.

 This replaces the vigilante talent gained at 15th level.

チュウ・イェの執行官 Chu Ye Enforcer

 出典Martial Arts Handbook 18ページ
 独裁国家チュウ・イェでは、無慈悲なオニが人間の民衆を圧制している。一部の人間とオニの血統を持つティーフリングは自らの野望のためにオニの力を使う。そして恐ろしいマスクを被ることで、このヴィジランテは模倣する悪の存在になるために自らの人間性を忘れてしまう。
 妖怪の心(超常)/Yokai Heart:チュウ・イェの執行官は自分自身を破壊的な精神へと変化させ、敵を恐怖に追いやる。彼の不羈の人格は善であってはならない。不羈の人格である間、チュウ・イェの執行人は60フィート範囲の暗視と夜目を得、種別が関連する効果のために、自身のもとの種別と、来訪者(原住、オニ)のどちらか悪い方として扱う。
 オニのマスク(変則)/Oni Mask:チュウ・イェの執行官は不羈の人格となる時に着用しなければならないグロテスクなツノのあるマスクを得る。このマスクはヴィジランテ・レベル毎に10ポイントのヒット・ポイントをもち、5ポイントの硬度を持っている。マスクを着用している時、チュウ・イェの執行官は〈威圧〉判定に自身のレベルの1/2に等しいボーナスを得る(最小+1)。このマスクがない時、チュウ・イェの執行官は不羈の人格となることはできない。マスクを失ったチュウ・イェの執行官、8時間と自身のヴィジランテ・レベル毎に200gpのコストを必要とする特別な儀式によって1日後に置き換えることができる。
 これは二つの人格を変更する。
 鋼の指示(変則)/Steel Dictate:チュウ・イェの執行官はボーナス特技として《素手打撃強化》を得、素手打撃で敵にヒットさせると、ダメージ・ロールにヴィジランテ・レベルの半分に等しいボーナスを得る(最小+1、最大+5)。
 これは1レベルの時点で得られる社交の技と置き換える。
 詐欺的な形態(擬呪)/Deceitful Form:4レベルの時点でチュウ・イェの執行官は変身生物の副種別を得、1日に自身のヴィジランテ・レベルに等しい分だけオルター・セルフとして自身の計上を変更する能力を得る。この数分は連続している必要はないが、1分毎に費やす必要がある。14レベルの時点で、ジャイアント・フォームIとしてこの能力を使用することができる。18レベルの時点でジャイアント・フォームIIとしてこの能力を使用することができる。
 これは4、14、18レベルの時点で得られる社交の技と置き換える。
 危険な角(変則)/Deadly Horns:6レベルの時点で、不羈の人格の間、チュウ・イェの執行官は突き刺し攻撃を得る。この攻撃は主要攻撃であり、1d6ポイントの刺突ダメージを与える。
これは6レベルの時点で得られる不羈の技と置き換える。
 第三の眼(超常)/Third Eye:12レベルの時点で、チュウ・イェの執行官のマスクは第三の眼を発現する。即行アクションとして、1日にヴィジランテ・レベルに等しい回数だけ、距離180フィートの遠隔接触攻撃として眼から火のビームを発射することができる。ヒットした場合、ビームは4d6ポイントの火ダメージを与える。18レベルの時点で、ビーム8d6ポイントの火ダメージを与える。
 これは12レベルの時点で得られる不羈の技と置き換える。

Darklantern Darklantern

出典 Heroes of the Darklands 11ページ
 The Lantern Bearers are an elite group of elves dedicated to the containment and eradication of the drow. However, some Lantern Bearers are tasked with the unthinkable assignment of infiltrating drow society so as to relay information to the Winter Council—a secret cabal tasked with keeping the existence of drow a secret—about activities in the Darklands and drow cities. In order to accomplish this task, select members of the Lantern Bearers undergo a horrific ritual allowing them to temporarily experience the dark transformation into a drow, but at the cost of their sanity.

 Elven Ancestry/Elven Ancestry:A darklantern must be a creature with the elf subtype.

 Dark Identity(超常)/Dark Identity:At 1st level, a darklantern can transform into her vigilante identity as a full-round action. When a darklantern switches to her vigilante identity, she undergoes a horrifying transformation from an elf into a drow. After the transformation is complete, the darklantern takes on the appearance of a drow (but otherwise retains her normal facial features and voice) and gains a +2 bonus to Dexterity and Charisma, darkvision with a range of up to 60 feet, and the light blindness universal monster ability. While in her vigilante identity, the darklantern counts as a drow for the purpose of any ability, spell, or magic item targeting drow. A darklantern’s vigilante identity must be chaotic evil, but her social identity can be more than one step removed from this alignment.

 Transforming back into the darklantern’s social identity requires a move action. However, a darklantern must succeed at a Will save (DC = 10 + the number of hours she has been in her vigilante identity) in order to successfully transform back into her social identity; otherwise, the move action is wasted and the action cannot be attempted for 1 minute. Each time a darklantern fails this check, she takes 1 point of Wisdom damage and the DC for the save decreases by 2.

 This ability alters dual identity.

 Drow Magic(擬呪)/Drow Magic:At 1st level, when in her vigilante identity, a darklantern can cast dancing lights, darkness, and faerie fire, once each per day, using her vigilante level as her caster level.

 This replaces the social talent that the darklantern gains at 1st level.

 Drow Paragon(超常)/Drow Paragon:At 4th level, the darklantern gains Spell Resistance equal to 6 + her vigilante level, and the range of her darkvision increases to 120 feet while in her vigilante identity.

 This replaces the vigilante talent gained at 4th level.

Dragonscale Loyalist Dragonscale Loyalist

出典 Heroes of the High Court 24ページ
 Since the disappearance of the Rogarvias, Brevoy draws ever closer to civil war. The rule of King-Regent Noleski Surtova grows increasingly tenuous; to hold his position, he sends handpicked agents into the kingdom’s courts to flush out traitors to the Dragonscale Throne. When not acting as courtiers, these agents don fearsome draconic masks, becoming anonymous protectors of the kingregent’s rule.

 Ruby Courtier(変則)/Ruby Courtier:Surtova’s minions pose as minor nobles studying the Aldori swordlord traditions common throughout Brevoy. At 1st level, a Dragonscale loyalist gains Exotic Weapon Proficiency (Aldori dueling swordISWG) as a bonus feat. His social identity must appear to be that of a noble, and he can’t select double time, many guises, or any social talent inappropriate for a noble social identity.

 This ability alters social talents and replaces the 1st-level social talent.

 Reflexive Reaction(変則)/Reflexive Reaction:A Dragonscale loyalist lacks the conviction of other vigilantes, but his reactions are keenly honed. At 3rd level, if a Dragonscale loyalist acts during a surprise round, he can take a full round’s worth of actions. If he does, he is staggered during the first full round of combat.

 This ability replaces unshakable.

 False Allegiance(変則)/False Allegiance:Eventually, a loyalist begins training to infiltrate one of Brevoy’s great houses. At 5th level, a Dragonscale loyalist chooses one of the seven houses of Brevoy, gaining a bonus feat and a special ability appropriate to the chosen house. He need not meet the feat’s prerequisites.

 House Garess/House Garess:The Dragonscale loyalist gains Sure GraspUC and dwarves’ stonecunning racial trait.

 House Lebeda/House Lebeda:The Dragonscale loyalist gains Skill Focus (Appraise). He can also resell items for 60% of their listed value, rather than 50%. The purchase limit of the settlement must be high enough to accommodate the increased value.

 House Lodovka/House Lodovka:The Dragonscale loyalist gains Sea LegsUC. When attempting Swim checks, he ignores the armor check penalty of light or medium armor. If the loyalist has the heavy training vigilante talent, this applies to heavy armor as well.

 House Medvyed/House Medvyed:The Dragonscale loyalist gains Endurance and the druid’s resist nature’s lure class feature.

 House Orlovsky/House Orlovsky:The Dragonscale loyalist gains Call TruceUI and a +3 bonus to his CMD.

 House Rogarvia/House Rogarvia:The Dragonscale loyalist gains Skill Focus (Knowledge [history]) and a +2 bonus on Diplomacy checks to gather information. This bonus increases to +4 when gathering information related to the Rogarvias.

 House Surtova/House Surtova:The Dragonscale loyalist gains Persuasive and a +4 bonus on Sense Motive checks against creatures that profess to be his allies.

 This ability replaces startling appearance.

 Dragonscale Vigilance(超常)/Dragonscale Vigilance:A Dragonscale loyalist becomes supernaturally perceptive to plots against his lord. At 11th level, while in his vigilante identity, a Dragonscale loyalist is treated as constantly being under the effects of perceive betrayal . This effect’s caster level is equal to the Dragonscale loyalist’s vigilante level, and he doesn’t require material components or a focus.

 This ability replaces the vigilante’s frightening appearance.

 Conqueror’s Wrath(変則)/Conqueror’s Wrath:Inspired by the deeds of Chora the Conqueror, a loyalist can rampage through enemy ranks. At 17th level, as a full-round action, a Dragonscale loyalist can make a full attack and move up to his speed. The loyalist can pause at any point or points during the movement, make one or more of his attacks, and continue moving. Creatures making attacks of opportunity against the loyalist during this movement gain a +4 bonus on their attack and damage rolls. Using this ability counts as using a vigilante talent.

 This ability replaces stunning appearance.

Faceless Enforcer Faceless Enforcer

出典 Path of the Hellknight 50ページ
 Unyielding warriors, faceless enforcers lock their identities behind implacable helms. While their infamous reputations spread far, striking fear in their foes, the individual behind the mask remains a complete mystery.

 Weapon and Armor Proficiencies:A faceless enforcer is proficient with heavy armor, but not with shields.

 This alters the vigilante’s weapon and armor proficiencies.

 Dual Identity(変則)/Dual Identity:A faceless enforcer’s vigilante identity is tied to a particular helmet or face covering and suit of armor. Switching between identities means donning or removing this armored outfit. Switching identities means entirely donning or removing armor (even if it is donned hastily) and never takes less than the minimum amount of time to do so. How long this takes depends on the type of armor, as detailed on page 153 of the Pathfinder RPG Core Rulebook. Once per month, the vigilante can replace the helmet or face covering and armor associated with his vigilante identity and buy or make a new outfit that becomes tied to that identity. A faceless enforcer cannot select the immediate changeUI or quick changeUI social talents.

 This ability alters dual identity.

 Armored Juggernaut(変則)/Armored Juggernaut:At 2nd level, a faceless enforcer does not need help donning half-plate or full-plate armor, but donning it alone takes him 8 minutes. At 4th level, he can don his half-plate or full-plate alone in 4 minutes, and can don it hastily in 2 minutes. At 6th level, he doesn’t apply the armor check penalty for any armor on Acrobatics, Escape Artist, or Stealth checks, but the penalty applies on other skill checks as normal. At 8th level, a faceless enforcer can move 5 feet faster than normal in heavy armor, to a maximum of his base speed. At 10th level, it takes him 2 minutes to don heavy armor, 1 minute to don it hastily, and 1 minute to remove it. At 16th level, he can move at full speed in heavy armor. At 18th level, it never takes the vigilante more than 1 minute to don his armor.

 This replaces the vigilante talent gained at 2nd level.

 Faceless Infiltrator(変則)/Faceless Infiltrator:At 5th level, when he changes his identity, a faceless enforcer has a third option (instead of social or vigilante) he can assume a fictional identity with no known ties to his Hellknight affiliation, his social identity, or his vigilante identity. When he gains this ability, the faceless enforcer must choose a group, organization, or social structure he wishes to infiltrate (such as the beggars in Egorian’s Cheapside or the city’s congregation of the Midnight Temple to Asmodeus), and the fictional identity he creates must be a recruit, ally, or prospective employee of that group. This fictional identity’s alignment must be within one step from either his vigilante or his social identity. A faceless enforcer can use social and vigilante talents when in his fictional identity, but he risks exposing his secret when he does so.

 When he gains this ability, the faceless enforcer creates mundane records that can verify his fictional identity. While he is in his fictional identity, a faceless enforcer appears to be an otherwise ordinary member of his race, and he receives a +10 bonus on Disguise checks to appear to be the fictional person he says he is. He must create the appearance for this fictional identity using whatever clothing and tools he has at his disposal. If the faceless enforcer changes from his vigilante identity to his fictional identity and vice versa, changing identities takes him the normal amount of time to don or remove his armor (see the armored juggernaut ability). If he changes from his fictional identity to his social identity and vice versa, it takes him 1 minute. Any attempts to scry or otherwise locate the fictional identity work as normal if the faceless enforcer is in his fictional identity. Otherwise, it reveals a random member of the group he is attempting to infiltrate.

 At 11th level, the faceless enforcer’s bonus on Disguise checks to appear to be his fictional identity increases to +20. Any spell or ability designed to locate the fictional individual while the faceless enforcer is in that identity has a 50% chance of instead finding a random member of the group. Although this ability does not give the faceless enforcer any special knowledge of the group outside what he gleans himself, the faceless enforcer’s training grants him a +10 circumstance bonus on Bluff checks to maintain his fictional guise.

 At 17th level, attempts to scry or otherwise locate the faceless enforcer’s fictional identity always reveal a random member of the group he has infiltrated. Furthermore, his bonus on Bluff checks to maintain his fictional identity increases to +15.

 Every month, a faceless enforcer can create a new fictional identity, if he wishes, but not another fictional identity that is attempting to infiltrate the same group. A faceless enforcer cannot select the any guiseUI, everymanUI, or many guisesUI social talents.

 This ability replaces the social talents gained at 5th, 11th, and 17th levels.

 Enforcer’s Wrath(変則)/Enforcer’s Wrath:At 6th level, a faceless enforcer has become adept at using his vigilante identity to terrify and coerce lone enemies, particularly among the group he is currently infiltrating. He gains a +4 bonus on Intimidate checks against enemies when no other opponents are within 30 feet of him (or the creature he is intimidating). This bonus stacks with any bonuses the vigilante receives from renown or similar abilities. Additionally, if the vigilante successfully demoralizes a lone opponent with Intimidate, the opponent is shaken for 1 additional round.

 This ability replaces the vigilante talent gained at 6th level.

Ferocious Hunter Ferocious Hunter

出典 Heroes from the Fringe 26ページ
 Half-orcs with more distant orc ancestry often look almost indistinguishable from humans, aside from a slightly greenish tint to their skin or sharp teeth. The ability to move through the world without experiencing the same discrimination many of their kin face opens doors that might otherwise be closed, yet many of these half-orcs still take great pride in their heritage and have a powerful desire to show the world that half-orcs are deserving of respect. By taking on an alter-ego that allows them to show their true colors, they can become a champion of the downtrodden and a hero among half-orcs.

 Hidden Heritage(変則)/Hidden Heritage:A ferocious hunter must present as human for his social identity and as a half-orc for his vigilante identity in order to gain the benefits of dual identity. He gains Pass for Human as a bonus feat. In addition, his alignment stays the same when he switches between identities.

 This alters dual identity.

 Symbol of Pride/Symbol of Pride:At 2nd level, a ferocious hunter gains the signature weapon vigilante talent, but must select a falchion, greataxe, or a weapon with “orc” in its name as his chosen weapon. He gains this talent regardless of his chosen vigilante specialization.

 This replaces the vigilante talent gained at 2nd level.

 Spirit of Ferocity(変則)/Spirit of Ferocity:Starting at 3rd level, when using orc ferocity to continue fighting after falling below 0 hit points, a ferocious hunter fights on for a number of rounds equal to his Constitution modifier.

 This replaces unshakable.

 Symbol of Mastery/Symbol of Mastery:At 8th level, a ferocious hunter gains Improved Critical with the weapon chosen for the symbol of pride ability. His base attack bonus is equal to his vigilante level for the purpose of qualifying for Critical Focus and any feats that require Critical Focus as a prerequisite.

 This replaces the vigilante talent gained at 8th level.

Half-Elf Double Scion Half-Elf Double Scion

出典 Heroes from the Fringe 22ページ
 Many half-elves who live in human or elven societies try to blend in, hiding their true ancestry. But deception takes a toll, and some half-elves form alternate identities to let the suppressed side of their heritage be known. This other identity can be either a force for good, enabling the half-elf to express a part of himself that has been denied to him, or for evil, with the half-elf hurting others to make up for his own pain.

 Dual Heritage/Dual Heritage:A half-elf double scion appears to be an elf in one identity and a human in the other identity. He takes no penalties to Disguise checks to appear as the race that matches his current identity. The selection of which race is the social identity and which is the vigilante identity is made at 1st level and cannot be changed. Additionally, when a half-elf double scion switches from one identity to another, he is representing different aspects of his heritage rather than personality. As a result, a half-elf double scion has the same alignment in both of his identities.

 This alters dual identity.

 Half-Elf Double Scion Talents/Half-Elf Double Scion Talents:A half-elf double scion can select from the following vigilante talents, in addition to general vigilante talents. Elven Weapon Command (Ex): A half-elf double scion can wield traditional elven weapons as well as elves can. The half-elf double scion treats any weapon with the word “elven” in its name as a martial weapon, and gains Weapon Focus as a bonus feat for one such weapon.

 Arrogant Strike(変則)/Arrogant Strike:A half-elf double scion has a highly confident style in battle, characteristic of both humans and elves. A half-elf double scion can declare that he is using this ability at the beginning of his turn as a free action. He automatically confirms any critical hits until the beginning of his next turn. He can use this ability once per day plus one additional time at 14th level and 18th level. A half-elf double scion must be at least 10th level to select this talent.

 Slick Step(変則)/Slick Step:A half-elf double scion can, as a move action, move 10 feet without provoking an attack of opportunity. This movement cannot pass through an opponent’s square and must otherwise be a legal movement. He cannot draw a weapon during this movement.

Hidden Current Hidden Current

出典 Blood of the Sea 8ページ
legal for play for any PC whose race grants them a natural swim speed (e.g. naiad or undine).
 Sometimes the best place to hide is in plain sight. The hidden current operates above and below the sea. When operating underwater, he blends easily with the locals, passing himself off as one of them or as an experienced aquatic traveler. When operating on land, he erases all traces of his aquatic heritage. When the hidden current needs to avoid pursuit, he slips away into his native environment.

 Guise of the Land Walker(変則)/Guise of the Land Walker:At 1st level, a hidden current gains the many guises social talent, but the mundane identity assumed must be of a nonaquatic humanoid and functions only when he is on land.

 This ability replaces the hidden current’s 1st-level social talent.

 Sea’s Return(擬呪)/Sea’s Return:At 11th level, a hidden current can magically slip between the sea and the land, as if using the spell dimension door with a caster level equal to the hidden current’s vigilante level. The starting point of this ability must be on land and the ending point in water at least waist deep, or vice versa. Using this ability is a move action. The hidden current cannot take other creatures with him when he uses this ability. A hidden current can use this ability once per day at 11th level and an additional time per day every 4 levels thereafter (to a maximum of three uses per day at 19th level).

 This ability replaces frightening appearance.

 Stealthy Swimmer(変則)/Stealthy Swimmer:Hidden currents can transition between land and sea at a moment’s notice. If a hidden current begins his movement on land and ends his movement in water at least waist deep, or vice versa, he gains a +5 circumstance bonus on a Stealth check in the same turn.

 This ability replaces the hidden current’s 2nd-level vigilante talent.

Imperial Agent Imperial Agent

出典 Blood of the Ancients 19ページ
 Many residents of Lung Wa’s successor states refuse to admit the empire has truly fallen, but the self-proclaimed imperial agents have taken matters into their own hands. Imperial agents are often the descendants of nobility and generals from Lung Wa, devoted to reuniting the empire by conquering Lung Wa’s successor states. Often forming secret networks with fanciful names, they focus on destabilizing nations with blackmail, slander, and treachery.

 Slander(変則)/Slander:At 1st level, an imperial agent becomes an expert at spreading malicious rumors in order to foment chaos and strife to further his aims. Slandering an individual or organization takes 1d4 days in a settlement smaller than a town, or 1 week in a town or larger settlement. The imperial agent must succeed at either a Bluff or Diplomacy check. If the general populace is indifferent towards the target of the slander, the DC of this check is 20 + the target’s Charisma modifier. For each step above indifferent the public’s attitude towards the target is, the DC increases by 5, and for each step below indifferent the public’s attitude towards the target is, the DC decreases by 5. If the imperial agent is successful, the public’s attitude toward his target is decreased by 1 step. If the imperial agent fails the check, however, he cannot affect the settlement with this ability for 1 week, and the target of his slander becomes aware that someone is spreading malicious rumors. The GM determines the exact effects of the public’s shift in attitude. Even if the public is hostile toward the target, they might not act openly against the target, especially if doing so might be dangerous.

 This replaces the social talent gained at 1st level.

 Manipulative(変則)/Manipulative:At 3rd level, an imperial agent is a master of blackmail, extortion, and subterfuge. He gains a bonus equal to 1/2 his vigilante level on Bluff checks (except those to feint) and on Intimidate checks (except those to demoralize an opponent).

 This replaces unshakable.

 False Flag(変則)/False Flag:At 5th level, whenever an imperial agent changes his identity, he has a third option (instead of social or vigilante) he can wear a false flag. This functions identically to the many guises social talent, except that the false flag identity is associated with a particular nation, organization, or other faction. The imperial agent gains a +20 circumstance bonus on Disguise checks to impersonate a member of that faction against creatures who are unaffiliated with that faction, potentially allowing the imperial agent to pin the blame for his actions on the faction he was impersonating. However, the imperial agent receives no bonus and a –10 penalty on Disguise checks against members of the faction he is impersonating. An imperial agent can choose a different faction each time he uses this ability. Factions that lack a flag, uniform, or other symbol of membership may be difficult or impossible to impersonate, at the GM’s discretion.

 This replaces the social talent gained at 5th level.

変異した守護者 Mutated Defender

出典 People of the Wastes 9ページ
 時々、突然変異がヴィジランテの体を支配することがあるが、彼は通常、錬金術の調合や魔法の隠蔽によって、自分の病気を隠すことを学ぶ。アルケンスターや他の集落で敬遠される他の突然変異とは異なり、変異を持つヴィジランテは自分の突然変異を明かすことなく公の場に出ることができる。しかし、彼らは秘密裏にその能力を最大限に発揮するのだ。

 変異の流儀/Mutant Specialization:変異した守護者は、ヴィジランテのクラス表に記載されているものを使用する代わりに、ヴィジランテ・レベルに等しい基本攻撃ボーナスを得る。彼はこの値を、他のクラスや種族のヒット・ダイスから得られる他の基本攻撃ボーナスに通常通り足す。また、彼は精神を持たないと不死身以外のミュータントの畸形(Bestiary 5 180ページ)を1つ選択する。この畸形はヴィジランテが社交の姿を現したときに魔法で元の姿に戻り、彼の畸形の才能によるすべての突然変異と同様に、彼自身の変異を完全に隠すことができるようになる。他のヴィジランテの才能とは異なり、ヴィジランテは社交の姿である間は、その畸形の才能の恩恵を全く受けることができない。

 これは不羈の流儀を置き換える。

 突然変異の技/Mutant Talents:2レベルの時点と以降2ヴィジランテ・レベルごとに、変異した守護者は通常使用できるヴィジランテの技に加えて、以下の突然変異の技から選択することができるようになる。

 これは不羈の技を変更する。

 突然変異爆発(超常)/Mutant Blast:変異した守護者の片方の四肢が元素的に歪み、この四肢からエネルギーの爆発を放つことができる。これは(エレメンタルのソーサラーの血脈)元素の光線の血脈の力として機能し、ヴィジランテ・レベルをソーサラー・レベルとして使用する。変異した守護者はこの技を選択する際に、突然変異爆発のダメージタイプ([強酸]、[氷雪]、[雷撃]、[火炎])を選択する。この技を選択するには、変異した守護者は少なくとも9レベルでなければならない。

 進化した突然変異/Mutant Evolution:変異した防御者は、幻獣の1ポイント進化のリストから登攀、外皮強化、乗騎、練達者、水泳以外を得る。彼は通常通りあらゆる前提条件を満たさなければならず、サモナー・レベルを必要とする前提条件にはヴィジランテ・レベルを用いる。彼はサブタイプの条件を満たさずに肉体攻撃を付与する進化を選択できるが、片手をその肉体攻撃に置き換える必要がある。変異した守護者はこの突然変異の技を複数回選択でき、その都度異なる進化を選択する。

 変異した脳葉(擬呪)/Mutated Lobe:変異した守護者の脳は肥大して膨張しており、超能力を付与する。彼はヴィジランテ・レベル4ごとに1日1回、自分のヴィジランテ・レベルに等しい術者レベルで、擬似呪文能力としてディテクト・ソウツを使用することができる。ヴィジランテはこの技を選択するために少なくとも4レベルでなければならない。

Splintersoul Splintersoul

出典 Antihero's Handbook 17ページ
 A splintersoul pushes the boundaries of what it means to have two separate identities. One may be kind and calm while the other is angry and heartless, and the change from one identity to another is sudden and frightening. The splintersoul is torn by conflicting emotions and thoughts, but because of his dual mind, he can master a uniquely disparate set of skills and abilities no normal person should be able to manage.

 Splintered Identity(変則)/Splintered Identity:A splintersoul’s two identities are even more distant from one another than those of a normal vigilante. He cannot use any of his vigilante talents while in his social identity.

 However, for the purpose of qualifying for classes, feats, and other abilities, he is eligible if one of his alignments meets the requirements. While in an identity whose alignment is incompatible with an ability, class, or feat, he temporarily loses access to the feat or ability or is treated as an ex-member of the class, as appropriate.

 For example, a splintersoul with barbarian levels, a lawful-good social identity, and a neutral vigilante identity can’t use his vigilante talents or his rage class feature while in his social identity, but he regains these abilities and can use them as normal as soon as he changes to his vigilante identity.

 A splintersoul with paladin levels must follow the paladin’s normal code of conduct while in a lawful-good identity, but while in an identity with a different alignment, the following changes apply to his code: Willingly committing an evil act (for example, casting a spell with the evil descriptor) still causes the vigilante to become an ex-paladin, but otherwise, he can do whatever else he feels is necessary to uphold the causes of law and good. He should strive to act with honor and uphold the tenets of his faith, but failing to do so is not a violation of his code. At the GM’s discretion, other classes or archetypes with similarly strict codes of conduct can also follow a less strict version of a code of conduct while in an identity with an incompatible alignment.

 This alters dual identity.

 Sudden Change(変則)/Sudden Change:More adaptive than other vigilantes, a splintersoul must select the quick change social talent at 3rd level and the immediate change social talent at 7th level, ignoring the minimum levels for those talents.

 This replaces unshakable and alters the social talents gained at 3rd and 7th levels.

 Surprising Change(変則)/Surprising Change:At 7th level, when a splintersoul uses the immediate change talent to reveal his vigilante identity and then attacks a foe in the same round, he can use the startling appearance ability against that foe as though the foe were unaware of his presence. At 11th and 17th levels, he can use frightening appearance and stunning appearance, respectively, while using this ability. A splintersoul can use frightening appearance and stunning appearance only against foes who are unaware of his presence, and he can do so a number of times per day equal to his Charisma modifier. This ability doesn’t function against foes who already know the splintersoul’s identity.

 This alters startling appearance, frightening appearance, and stunning appearance.

Teisatsu Teisatsu

出典 Spymaster's Handbook 26ページ
 Teisatsu are specialized vigilantes who focus on infiltrating social scenes and high-society gatherings on behalf of the feuding lords of Minkai. Trained as assassins and spies, they cultivate a suite of personalities and study secret arts that hone their bodies into deadly weapons.

 Weapon and Armor Proficiency:Teisatsu are proficient with all simple weapons, plus the kama, katana, kusarigama, nunchaku, sai, short sword, shortbow, shuriken, siangham, and wakizashi. They are proficient with light and medium armor, but not with shields.

 This replaces the vigilante’s normal weapon and armor proficiencies.

 Infiltrator(変則)/Infiltrator:A teisatsu is required to choose stalker as his specialization.

 This alters vigilante specialization.

 Ki Pool(超常)/Ki Pool:At 2nd level, a teisatsu gains a ki pool, identical to the ninja class feature (Pathfinder RPG Ultimate Combat 14), using his vigilante level as his effective ninja level.

 This ability replaces the vigilante talent gained at 2nd level.

 Teisatsu Talents/Teisatsu Talents:A teisatsu selects vigilante talents as normal. He can’t select the rogue talent vigilante talent. He can, however, select either of the talents below, which are unique to the teisatsu.

 This ability alters vigilante talents.

 Ki Power(超常)/Ki Power:The teisatsu gains a single ki power of his choice from the list available to the unchained monk class (Pathfinder RPG Pathfinder Unchained 14).

 Shadow Tricks(変則)/Shadow Tricks:The teisatsu gains a single ninja trick (but not a master trick) of his choice. He cannot select a rogue talent in place of a ninja trick in this manner. If he selects a ninja trick marked with an asterisk (*), that talent applies to his hidden strikes instead of to sneak attacks, and the talent counts as a stalker vigilante talent with an asterisk (*) for the limitation of applying only one effect to a single hidden strike.

最終更新:2020年12月09日 21:44