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上級鎧訓練 Advanced Armor Training

出典 Weapon Master's Handbook
 Highly skilled and tenacious fighters can gain advanced armor training, learning techniques and applications of the armor training class feature that give them special benefits in exchange for reducing their ability to mitigate their armor’s armor check penalty and improve its maximum Dexterity bonus. Beginning at 7th level, instead of increasing the benefits provided by armor training (reducing his armor’s check penalty by 1 and increasing its maximum Dexterity bonus by 1), a fighter can choose an advanced armor training option. If the fighter does so, he still gains the ability to move at his normal speed while wearing medium armor at 3rd level, and while wearing heavy armor at 7th level.

 Advanced armor training options function only when the fighter is wearing appropriate armor or using a shield, unless otherwise noted. A fighter with an archetype that replaces armor training cannot select advanced armor training options.

Adaptable Training(変則) Adaptable Training

出典 Weapon Master's Handbook 14ページ
 The fighter can use his base attack bonus in place of his ranks in one skill of his choice from the following list: Acrobatics, Climb, Disguise, Escape Artist, Intimidate, Knowledge (engineering), Profession (soldier), Ride, or Swim. The fighter need not be wearing armor or using a shield to use this option. When using adaptable training, the fighter substitutes his total base attack bonus (including his base attack bonus gained through levels in other classes) for his ranks in this skill, but adds the skill’s usual ability score modifier and any other bonuses or penalties that would modify that skill. Once a skill has been selected, it cannot be changed and the fighter can immediately retrain all of his ranks in the selected skill at no additional cost in money or time. In addition, the fighter adds all skills chosen with this option to his list of class skills. A fighter can choose this option up to four times.

Armor Specialization(変則) Armor Specialization

出典 Weapon Master's Handbook 14ページ
 The fighter selects one specific type of armor with which he is proficient, such as chain shirts or scale mail. While wearing the selected type of armor, the fighter adds one-quarter of his fighter level to the armor’s armor bonus, up to a maximum bonus of +3 for light armor, +4 for medium armor, or +5 for heavy armor. This increase to the armor bonus doesn’t increase the benefit that the fighter gains from feats, class abilities, or other effects that are determined by his armor’s base armor bonus, including other advanced armor training options. A fighter can choose this option multiple times. Each time he chooses it, he applies its benefit to a different type of armor.

Armored Confidence(変則) Armored Confidence

出典 Weapon Master's Handbook 14ページ
 While wearing armor, the fighter gains a bonus on Intimidate checks based upon the type of armor he is wearing: +1 for light armor, +2 for medium armor, or +3 for heavy armor. This bonus increases by 1 at 7th level and every 4 fighter levels thereafter, to a maximum of +4 at 19th level. In addition, the fighter adds half his armored confidence bonus to the DC of Intimidate checks to demoralize him.

Armored Juggernaut(変則) Armored Juggernaut

出典 Weapon Master's Handbook 14ページ
 When wearing heavy armor, the fighter gains DR 1/—. At 7th level, the fighter gains DR 1/— when wearing medium armor, and DR 2/— when wearing heavy armor. At 11th level, the fighter gains DR 1/— when wearing light armor, DR 2/— when wearing medium armor, and DR 3/— when wearing heavy armor. If the fighter is 19th level and has the armor mastery class feature, these DR values increase by 5. The DR from this ability stacks with that provided by adamantine armor, but not with other forms of damage reduction. This damage reduction does not apply if the fighter is helpless, stunned, or unconscious.

Armored Master Armored Master

出典 Weapon Master's Handbook 14ページ
 The fighter gains an armor mastery feat (see pages 16–17) or a shield mastery feat (see pages 18–19) as a bonus feat. He must meet all of the feat’s prerequisites.

Armored Sacrifice(変則) Armored Sacrifice

出典 Weapon Master's Handbook 15ページ
 When damage would cause the fighter or an adjacent ally to be knocked unconscious or killed, the fighter can instead direct the damage to a suit of armor that he is wearing or a shield he is using as an immediate action. The original target takes no damage, but the armor or shield is treated as if it had only half its normal hardness. The fighter can use this option once per day, plus one additional time each day at 11th level and every 8 fighter levels thereafter, to a maximum of three times per day at 19th level.

Armored Sprint(変則) Armored Sprint

出典 Weapon Master's Handbook 15ページ
 The fighter gains Run as a bonus feat. If the fighter is proficient with heavy armor, he treats heavy armor as if it were one category lighter for the purpose of determining how fast he can move while running in armor.

Critical Deflection(変則) Critical Deflection

出典 Weapon Master's Handbook 15ページ
 While wearing armor or using a shield, the fighter gains a +2 bonus to his AC against attack rolls made to confirm a critical hit. This bonus increases by 1 at 7th level and every 4 fighter levels thereafter, to a maximum of +6 at 19th level.

Master Armorer(変則) Master Armorer

出典 Weapon Master's Handbook 15ページ
 The fighter can use his base attack bonus in place of his ranks in the Craft (armor) skill. The fighter need not be wearing armor or using a shield to use this option. The fighter substitutes his total base attack bonus (including his base attack bonus gained through levels in other classes) for his ranks in this skill, but adds the skill’s usual ability score modifier and any other bonuses or penalties that would modify that skill. Additionally the fighter is treated as having the Craft Magic Arms and Armor and Master Craftsman feats, but only for the purpose of making magic armor. The fighter does not need to meet these feats’ prerequisites.

Quick Donning(変則) Quick Donning

出典 Weapon Master's Handbook 15ページ
 The fighter can don armor in a hurry without reducing its effectiveness, and remove it quickly when it becomes a hindrance. When the fighter dons or removes his armor or dons it hastily, the amount of time needed to do so is reduced, as noted on the table below. Other characters can still help the fighter don his armor as normal.

Armor Type Don Don Hastily Remove
Light armor 5 rounds 1 round 5 rounds
Medium armor 1 minute 5 rounds 1 minute
Heavy armor 2 minutes 1 minute 1d4 minutes

 Additionally, when wearing hastily donned armor, the fighter can attempt a Strength or Dexterity check as a full-round action to remove the penalties associated with wearing hastily donned armor (DC = 10 + his armor’s unmodified armor bonus). If he succeeds at the check, he is treated as having properly donned his armor rather than having hastily donned it.

 The fighter can also remove his armor in the same amount of time that it takes him to don his armor hastily. He can even remove sections of armor to escape grapples and similar grasping hindrances. Whenever the fighter attempts a combat maneuver check, an Escape Artist check, or a Strength check to escape from an effect that reduces or restricts his ability to move or act, he can reduce the armor bonus of any armor that he is wearing by up to half his armor’s base armor bonus. If he does so, he gains a bonus on his check equal to the amount by which he reduced his armor’s armor bonus. Multiple uses of this ability cannot reduce the armor’s armor bonus below half its base armor bonus, and the reduction to the armor’s armor bonus lasts until the fighter recovers and dons the removed pieces of armor.

Steel Headbutt(変則) Steel Headbutt

出典 Weapon Master's Handbook 15ページ
 While wearing medium or heavy armor, a fighter can deliver a headbutt with his helm as part of a full attack action. This headbutt is in addition to his normal attacks, and is made using the fighter’s base attack bonus – 5. A helmet headbutt deals 1d3 points of damage if the fighter is wearing medium armor, or 1d4 points of damage if he is wearing heavy armor (1d2 and 1d3, respectively, for Small creatures), plus an amount of damage equal to 1/2 the fighter’s Strength modifier. Treat this attack as a weapon attack made using the same special material (if any) as the armor. The armor’s enhancement bonus does not modify the headbutt attack, but the helm can be enchanted as a separate weapon.

Unmoving(変則) Unmoving

出典 Weapon Master's Handbook 15ページ
 Select one combat maneuver (except sunder). Whether using his armor as leverage against a grappling foe or using its weight to help him stop a bull rush, a fighter can use his armor to protect him from the chosen combat maneuver. While wearing armor or wielding a shield, the fighter gains a bonus to his CMD against the chosen combat maneuver. The bonus is +1 if he’s wearing light armor, +2 if he’s wearing medium armor, and +3 if he’s wearing heavy armor. This bonus increases by 1 at 7th level and every 4 fighter levels thereafter, to a maximum at 19th level of +5 for light armor, +6 for medium armor, and +7 for heavy armor. Mithral armor provides a bonus 1 lower than normal for armor of its type.

上級武器訓練 Advanced Weapon Training

出典 Weapon Master's Handbook
 Highly skilled and experienced fighters can gain advanced weapon training, learning techniques and applications of the weapon training class feature that give them special benefits in exchange for specializing in a smaller number of fighter weapon groups. Beginning at 9th level, instead of selecting an additional fighter weapon group, a fighter can choose an advanced weapon training option for one fighter weapon group that he previously selected with the weapon training class feature. The fighter’s weapon training bonus still increases for weapons from all fighter weapon groups he previously selected with weapon training. Some advance weapon training options can be selected only if the fighter meets the option’s prerequisites.

Advanced weapon training options function only when the fighter is wielding a weapon from the associated group, unless otherwise noted, and use his weapon training bonus for the associated weapon group. Any bonuses on attack rolls and damage rolls granted by advanced weapon training apply only on attack rolls and damage rolls from weapons in the associated group. A fighter with an archetype that replaces weapon training cannot select advanced weapon training options.

Abundant Tactics(変則) Abundant Tactics

出典 Weapon Master's Handbook 18ページ
 The fighter adds his weapon training bonus to the number of times per day he can use a combat feat he has that allows a limited number of daily uses, such as the Stunning Fist feat.

Armed Bravery(変則) Armed Bravery

出典 Weapon Master's Handbook 18ページ
 The fighter applies his bonus from bravery to Will saving throws. In addition, the DC of Intimidate checks to demoralize him increases by an amount equal to twice his bonus from bravery. The fighter must have the bravery class feature in order to select this option.

Combat Competence(変則) Combat Competence

出典 Weapon Master's Handbook 18ページ
 For any weapon in the associated weapon group with which the fighter is not proficient, the penalty on attack rolls taken as a result of not being proficient is reduced by an amount equal to the fighter’s weapon training bonus with that weapon group. Once the penalty is reduced to 0, the fighter becomes proficient with such weapons.

Combat Maneuver Defense(変則) Combat Maneuver Defense

出典 Weapon Master's Handbook 18ページ
 When the fighter is wielding weapons from the associated weapon group, his weapon training bonus applies to his CMD against all combat maneuvers attempted against him, instead of just against disarm and sunder combat maneuvers.

Dazzling Intimidation(変則) Dazzling Intimidation

出典 Weapon Master's Handbook 18ページ
 The fighter applies his weapon training bonus to Intimidate checks and can attempt an Intimidate check to demoralize an opponent as a move action instead of a standard action. If he has the Dazzling Display feat, he can use it as a standard action instead of a full-round action.

Defensive Weapon Training(変則) Defensive Weapon Training

出典 Weapon Master's Handbook 18ページ
 The fighter gains a +1 shield bonus to his Armor Class. The fighter adds half his weapon’s enhancement bonus (if any) to this shield bonus. When his weapon training bonus for weapons from the associated fighter weapon group reaches +4, this shield bonus increases to +2. This shield bonus is lost if the fighter is immobilized or helpless.

Effortless Dual-Wielding(変則) Effortless Dual-Wielding

出典 Weapon Master's Handbook 18ページ
 The fighter treats all one-handed weapons that belong to the associated weapon group as though they were light weapons when determining his penalties on attack rolls for fighting with two weapons.

Fighter's Finesse(変則) Fighter's Finesse

出典 Weapon Master's Handbook 18ページ
 The fighter gains the benefits of the Weapon Finesse feat with all melee weapons that belong to the associated fighter weapon group (even if they cannot normally be used with Weapon Finesse). The fighter must have the Weapon Finesse feat before choosing this option.

Fighter's Reflexes(変則) Fighter's Reflexes

出典 Weapon Master's Handbook 18ページ
 The fighter applies his weapon training bonus to Reflex saving throws. He loses this bonus when he is flat-footed or denied his Dexterity bonus to AC.

Fighter's Stamina(変則) Fighter's Stamina

出典 Blood of the Beast 29ページ
 The fighter gains Combat StaminaPU as a bonus feat, even when not wielding a weapon from the appropriate weapon group. If the fighter already has this feat, he gains Extra StaminaPU as a bonus feat instead.

Fighter's Tactics(変則) Fighter's Tactics

出典 Weapon Master's Handbook 18ページ
 All of the fighter’s allies are treated as if they had the same teamwork feats as the fighter for the purpose of determining whether the fighter receives a bonus from his teamwork feats. His allies do not receive any bonuses from these feats unless they actually have the feats themselves. The allies’ positioning and actions must still meet the prerequisites listed in the teamwork feat for the fighter to receive the listed bonus.

Focused Weapon(変則) Focused Weapon

出典 Weapon Master's Handbook 18ページ
 The fighter selects one weapon for which he has Weapon Focus and that belongs to the associated fighter weapon group. The fighter can deal damage with this weapon based on the damage of the warpriest’s sacred weaponACG class feature, treating his fighter level as his warpriest level. The fighter must have Weapon Focus with the selected weapon in order to choose this option.

Inspiring Confidence(変則) Inspiring Confidence

出典 Weapon Master's Handbook 18ページ
 A number of times per day equal to his highest weapon training bonus as a swift action, the fighter can allow one ally within 30 feet to attempt a new saving throw against an ongoing fear effect that causes the ally to cower or to become frightened, panicked, or shaken. If the ally succeeds at the save, the effect ends. A fighter can use this option even when not wielding a weapon from the associated weapon group.

Item Mastery Item Mastery

出典 Magic Tactics Toolbox 10ページ
 The fighter gains an item mastery feat (see pages 30–31 and pages 26–27 of Weapon Master’s Handbook) as a bonus feat, which functions with any magic weapon he wields, even if the magic weapon does not meet the feat’s normal requirements. He must meet all of the feat’s prerequisites.

Knockout Training(変則) Knockout Training

出典 Blood of the Beast 29ページ
 The fighter takes no penalties on attack rolls when attempting to deal nonlethal damage with a weapon from the associated fighter weapon group that normally deals lethal damage. In addition, whenever the fighter deals nonlethal damage with a weapon from the associated fighter weapon group, he doubles his weapon training bonus on the damage roll. This doesn’t stack with other advanced weapon training options that allow the fighter to double his weapon training bonus on damage rolls, such as trained finesse or trained throw.

Trained Grace(変則) Trained Grace

出典 Weapon Master's Handbook 18ページ
 When the fighter uses Weapon Finesse to make a melee attack with a weapon, using his Dexterity modifier on attack rolls and his Strength modifier on damage rolls, he doubles his weapon training bonus on damage rolls. The fighter must have Weapon Finesse in order to choose this option.

Trained Initiative(変則) Trained Initiative

出典 Weapon Master's Handbook 18ページ
 As long as he is wielding a weapon from the associated weapon group or is able to draw such a weapon (even if he is not currently wielding it), the fighter applies his weapon training bonus to initiative checks. In addition, if he has the Quick Draw feat and has a weapon from the appropriate weapon group that isn’t hidden, he can draw that weapon as a free action as part of making an initiative check.

Trained Throw(変則) Trained Throw

出典 Weapon Master's Handbook 19ページ
 When the fighter makes a ranged attack with a thrown weapon and applies his Dexterity modifier on attack rolls and his Strength modifier on damage rolls, he doubles his weapon training bonus on damage rolls. Unless he has the Throw Anything feat, the fighter can choose only the thrown fighter weapon group with this option. If he has Throw Anything, the fighter can choose any fighter weapon group with this option and apply this option’s benefits to any weapon from that group that he throws.

Versatile Training(変則) Versatile Training

出典 Weapon Master's Handbook 19ページ
 The fighter can use his base attack bonus in place of his ranks in two skills of his choice that are associated with the fighter weapon group he has chosen with this option (see below). The fighter need not be wielding an associated weapon to use this option. When using versatile training, the fighter substitutes his total base attack bonus (including his base attack bonus gained through levels in other classes) for his ranks in these skills, but adds the skill’s usual ability score modifier and any other bonuses or penalties that would modify those skills. Once the skills have been selected, they cannot be changed and the fighter can immediately retrain all of his skill ranks in the selected skills at no additional cost in money or time. In addition, the fighter adds all skills chosen with this option to his list of class skills. A fighter can choose this option up to two times.

 The Bluff and Intimidate skills are associated with all fighter weapon groups. The various fighter weapon groups also have the following associated skills: axes (Climb, Survival), bows (Knowledge [engineering], Perception), close (Sense Motive, Stealth), crossbows (Perception, Stealth), double (Acrobatics, Sense Motive), firearms (Perception, Sleight of Hand), flails (Acrobatics, Sleight of Hand), hammers (Diplomacy, Ride), heavy blades (Diplomacy, Ride), light blades (Diplomacy, Sleight of Hand), monk (Acrobatics, Escape Artist), natural (Climb, Fly, Swim), polearms (Diplomacy, Sense Motive), siege engines (Disable Device, Profession [driver]), spears (Handle Animal, Ride), and thrown (Acrobatics, Perception).

Warrior Spirit(超常) Warrior Spirit

出典 Weapon Master's Handbook 19ページ
 The fighter can forge a spiritual bond with a weapon that belongs to the associated weapon group, allowing him to unlock the weapon’s potential. Each day, he designates one such weapon and gains a number of points of spiritual energy equal to 1 + his weapon training bonus. While wielding this weapon, he can spend 1 point of spiritual energy to grant the weapon an enhancement bonus equal to his weapon training bonus. Enhancement bonuses gained by this advanced weapon training option stack with those of the weapon, to a maximum of +5.

 The fighter can also imbue the weapon with any one weapon special ability with an equivalent enhancement bonus less than or equal to his maximum bonus by reducing the granted enhancement bonus by the amount of the equivalent enhancement bonus. The item must have an enhancement bonus of at least +1 (from the item itself or from warrior spirit) to gain a weapon special ability. In either case, these bonuses last for 1 minute.

Weapon Mastery(超常) Weapon Mastery

出典 Weapon Master's Handbook 19ページ
 The fighter gains a weapon mastery feat (see pages 20–23) as a bonus feat, even when not wielding a weapon from the appropriate weapon group. He must meet all of the feat’s prerequisites.

Weapon Sacrifice(変則) Weapon Sacrifice

出典 Weapon Master's Handbook 19ページ
 When damage would cause the fighter or an adjacent ally to be knocked unconscious or killed, as a swift or immediate action the fighter can instead direct the damage to a weapon from the associated weapon group that he is wielding. The original target takes no damage, but the weapon receives only half its normal hardness. The fighter can use this option a number of times per day equal to the fighter’s weapon training bonus with the associated weapon group. He cannot use this option with unarmed attacks.

Weapon Specialist(変則) Weapon Specialist

出典 Weapon Master's Handbook 19ページ
 The fighter selects a number of combat feats that he knows equal to his weapon training bonus with the associated weapon group. The selected feats must be ones that require the fighter to choose a type of weapon (such as Weapon Focus and Weapon Specialization), and the fighter must have chosen weapons that belong to the associated fighter weapon group. The fighter is treated as having the selected feats for all the weapons in the associated weapon group that are legal choices for those feats. The fighter is also considered to have those feats with these weapons for the purpose of meeting prerequisites.

‌ファイターの‌アー‌キ‌タ‌イ‌プ‌ ‌Fighter ‌Archetypes


‌Aerial Assaulter‌ ‌Aerial Assaulter

‌出‌典‌Blood of the Ancients 25ペー‌ジ‌
 As staunch believers in the value of higher ground, the Shory developed special fighting styles that capitalize on fighting from above. While many dismiss such techniques as a niche tactic, aerial assaulters leap to great heights and create higher ground where there is none.

 クラス技能:An aerial assaulter gains Acrobatics and Fly as class skills. Knowledge (dungeoneering), Ride, and Swim are not class skills for an aerial assaulter.

 This alters the fighter’s skills.

 Aerial Expertise(変則)/Aerial Expertise:At 2nd level, an aerial assaulter gains a +2 bonus on Fly checks. Additionally, whenever he is affected by a spell or ability that grants him a fly speed, he treats that spell or ability as though its caster level were 2 higher for the purposes of determining its effects. At 6th level and every 4 levels thereafter, this bonus on Fly checks increases by an additional 2, to a maximum of +10 at 18th level.

 This replaces bravery.

 Take the High Ground(変則)/Take the High Ground:At 2nd level, an aerial assaulter can leap above his foes to gain an advantage in combat. As a move action, he can attempt an Acrobatics check with the DC equal to the CMD of an adjacent enemy. If he succeeds, the aerial assaulter is treated as if he had higher ground against that enemy until the beginning of his next turn. At 4th level and every 4 levels thereafter, an aerial assaulter increases his bonus from higher ground by 1, to a total of a +6 bonus at 20th level. At 12th level, an aerial assaulter can use this ability as a swift action.

 This replaces the bonus feats gained at 2nd and 12th level.

 Aerial Dodge(変則)/Aerial Dodge:At 19th level, an aerial assaulter can perform an aerial dodge that allows him to evade attacks while flying. As an immediate action, when an opponent attempts an attack against the aerial assaulter, he can attempt a Fly check with a DC equal to the result of the attacker’s attack roll. If he succeeds, he can take a 5-foot step and gain a dodge bonus to his AC equal to his Dexterity modifier. This movement doesn’t negate the attack if the aerial assaulter remains in range of the attacking enemy’s reach at the end of the 5-foot step. If the Fly check fails, the aerial assaulter does not move, does not gain an AC bonus, and provokes an attack of opportunity from each creature that threatens him, including the initial attacker. The aerial assaulter must be flying to use this ability.

 This replaces armor mastery.

 High Ground Mastery(変則)/High Ground Mastery:At 20th level, whenever an aerial assaulter threatens a critical hit with an attack made from higher ground, he automatically confirms the critical hit, and the weapon’s damage multiplier is increased by 1. In addition, all bull rush, dirty trick, drag, grapple, reposition, and trip combat maneuver checks against the aerial assaulter fail when attempted by opponents on lower ground than he is.

 This replaces weapon mastery.

‌Aquanaut ‌Aquanaut

‌出‌典‌Aquatic Adventures 51ペー‌ジ‌
 Aquanaut fighters master the movement of water, using its flow to their advantage in combat.

 Armor Proficiency:An aquanaut is proficient with light and medium armor, but not with shields.

 This alters the fighter’s armor proficiency.

 Piercing Focus/Piercing Focus:If an aquanaut takes a fighter bonus feat that normally requires selecting a single weapon (except weapon proficiency feats), he can instead apply the feat to all melee piercing weapons with which he is already proficient and that meet all other prerequisites for that feat. This ability counts as having the feat for each such individual weapon for the purpose of meeting prerequisites. This ability also applies to the weapon mastery class feature.

 This alters bonus feats and weapon mastery.

 Tidal Celerity/Tidal Celerity:At 2nd level, an aquanaut gains a +1 bonus on Reflex saves and saving throws against effects that would immobilize or paralyze him. This bonus increases by 1 for every 4 levels beyond 2nd.

 This ability replaces bravery.

 Aquadynamic Paragon/Aquadynamic Paragon:At 3rd level, an aquanaut gains a swim speed equal to his unmodified base land speed (if he has a racial swim speed, he instead increases it by 10 feet) and can choose to have a neutral buoyancy once per turn as a free action. At 7th level, he can choose any of the five states of buoyancy once per turn as a free action, and can take his buoyancy movement as part of that free action instead of at the end of his turn without becoming off-balance and without requiring a Swim check; additionally, he can choose to double or halve how far a current moves him. At 11th level, whenever he takes a move, double move, withdraw, or run action underwater, he can leave a current behind him in the squares along his path; this current has a speed of 10 feet in the direction of his movement (if his movement was circuitous, so is the current) and lasts until the beginning of his next turn. At 15th level, as a full round action, an aquanaut can spin ferociously underwater, creating a whirlpool around himself with a spinning force that drags all creatures within 120 feet of him 30 feet closer to him. Creatures closer than 30 feet spend the 30 feet of movement circling around the aquanaut in a single direction of his choice. The whirlpool isn’t fast enough to deal damage, but the aquanaut is unaffected by his own whirlpool, allowing him to make attacks of opportunity against creatures moving in it. At 19th level, the aquanaut learns to use the water around him to soften blows, gaining DR 5/— while underwater.

 This ability replaces armor training and armor mastery.

 Underwater Training/Underwater Training:At 5th level, an aquanaut chooses bludgeoning, slashing, or piercing melee weapons. If he chooses piercing melee weapons, he gains a +1 bonus on attack and damage rolls with those weapons when attacking underwater. If he chooses bludgeoning or slashing melee weapons, he can ignore the usual underwater penalties for attacking with those weapons (see page 44). At 9th and 13th levels, he can choose another type of melee weapon, applying this ability’s initial benefit to his new choice and gaining an additional +1 bonus on attack and damage rolls to his previously chosen weapon types. At 17th level, he gains an additional +1 bonus on attack and damage rolls with all three types.

 This ability replaces weapon training.

Calistrian Hunter ‌Calistrian Hunter

‌出‌典‌Inner Sea Combat 36ペー‌ジ‌
 Not every Calistrian who dedicates himself to the goddess can channel divine magic to track down those who deserve punishment. Like a bounty hunter following his own rules, a Calistrian hunter tracks down elusive prey using his wits and delivers long-overdue retribution while easily ignoring his own injuries thanks to the joy he receives from a job well done.

 Weapon and Armor Proficiency:A Calistrian hunter is proficient with all simple and martial weapons, plus the whip. In addition, the hunter is proficient with light and medium armor as well as shields (except tower shields). This replaces the normal fighter armor and weapon proficiencies.

 クラス技能:A Calistrian hunter gains Diplomacy, Knowledge (local), and Perception as class skills and loses Knowledge (dungeoneering) and Knowledge (engineering) as class skills.

 Tenacious Tracker(変則)/Tenacious Tracker:At 2nd level, a Calistrian hunter gains a +1 bonus on Diplomacy checks to gather information and on Survival checks made to identify or follow tracks. This bonus increases by 1 for every 4 levels the Calistrian hunter possesses beyond 2nd. This ability replaces bravery.

 Vengeance(変則)/Vengeance:At 5th level, a Calistrian hunter deals 1d4 points of bleed damage when he damages a creature that has damaged him since the beginning of his last turn. Whenever a creature takes bleed damage from this effect, it also takes a –1 penalty on attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks for 1 round. This penalty is a pain effect and does not stack with the effects of the sickened condition. This bleed damage increases to 1d6 at 9th level, 1d8 at 13th level, and 2d6 at 17th level. This ability replaces weapon training 1.

 Savor the Sting(変則)/Savor the Sting:At 9th level, whenever a target takes bleed damage from a Calistrian hunter’s vengeance ability, the Calistrian hunter gains an equal number of temporary hit points. These temporary hit points last for 1 minute and do not stack with each other. This ability replaces weapon training 2.

 Swift Revenge(変則)/Swift Revenge:At 13th level, a Calistrian hunter gains the quarry class feature; this functions like the ranger ability of the same name, but the target must be one that has damaged the Calistrian hunter in the past hour. This ability replaces weapon training 3.

 Perceived Wrongs(変則)/Perceived Wrongs:At 17th level, a Calistrian hunter can, once per day, use his vengeance ability against any creature—even one that has not harmed him. If the target is also one that has damaged him since the beginning of his last turn, the bleed damage increases to 3d6 and the target is sickened for as long as the bleed effect continues. This ability replaces weapon training 4.

 Certain Revenge(変則)/Certain Revenge:At 20th level, a Calistrian hunter gains the improved quarry class feature; this functions like the ranger ability of the same name, but the target must have attacked him in the past day. Whenever he uses his vengeance ability against his quarry, the bleed damage increases by 2 per bleed damage die. This ability replaces weapon mastery.

Child of Acavna and Amaznen ‌Child of Acavna and Amaznen

‌出‌典‌Arcane Anthology 10ペー‌ジ‌
 The child of Acavna and Amaznen has trained in the nearly forgotten arts of Azlant passed down by Aroden, which combine martial prowess with elementary wizardry. Inspired by the deities Aroden once worshiped long ago, children of Acavna and Amaznen strive to understand the dangers of the world and overcome them with knowledge and strength of arms.

 Weapon and Armor Proficiency:A child of Acavna and Amaznen is not proficient with two-handed martial weapons or tower shields. This alters the fighter’s weapon and armor proficiency.

 Eldritch Lore/Eldritch Lore:A child of Acavna and Amaznen gains 4 skill ranks + a number of skill ranks equal to her Intelligence modifier at each level, instead of the normal 2 skill ranks + her Intelligence modifier at each level. Furthermore, Knowledge (arcana, religion), Linguistics, and Spellcraft are all class skills for the child of Acavna and Amaznen. This alters the fighter’s skills and replaces the bonus fighter combat feat gained at 1st level.

 Lore of Acavna and Amaznen(変則)/Lore of Acavna and Amaznen:At 2nd level, a child of Acavna and Amaznen is further initiated into the arcane secrets passed down from Azlant. This gives her minor spellcasting abilities and access to lore collected to give her an edge against the enemies of humanity.

 The child of Acavna and Amaznen gains a spellbook containing 4 0-level wizard spells of her choice. She can prepare and cast these spells as a wizard, using her fighter level as her caster level. She can prepare a number of 0-level spells each day equal to 1 + 1 per 6 fighter levels.

 She also gains a +2 bonus on Knowledge checks relating to Azlant and the Azlanti, and on Knowledge checks to identify and learn the powers and weaknesses of aboleths, demons, serpentfolk, and undead.

 This ability replaces the bonus feat gained at 2nd level.

 Eldritch Armor Training(変則)/Eldritch Armor Training:At 3rd level, a child of Acavna and Amaznen gains eldritch armor training. This functions as armor training, except as a swift action she can also reduce the arcane spell failure chance due to armor she is wearing by 15% for any spells she casts this round. This reduction increases to 20% at 7th level, 25% at 11th level, and 30% at 15th level. In addition, if she has Arcane Armor Training or Arcane Armor Mastery, rather than having their normal effects, each of those feats increases the arcane spell failure reduction of her eldritch armor training by 10%. This ability modifies armor training.

 呪文:Starting at 5th level, the spellcasting ability of a child of Acavna and Amaznen increases to allow her to cast a limited number of spells drawn from the bloodrager spell list (Pathfinder RPG Advanced Class Guide 22). She automatically adds to her spellbook a number of 1st-level bloodrager spells equal to 3 + her Intelligence modifier. Her caster level for these spells is equal to her fighter level, and the bloodrager class spell list is considered to be her class spell list for the purposes of meeting prerequisites and using magic items.

 She uses the ranger’s spells per day, but uses her Intelligence score to determine her bonus spells and spell saving throw DCs, just as a wizard does. She does not gain any other wizard abilities, such as an arcane bond or school. Each time she attains a new fighter level, she gains one bloodrager spell of her choice to add to her spellbook. The free spells must be of spell levels she can cast. She otherwise follows the rules for a wizard regarding her spellbook and learning or preparing spells.

 This replaces all weapon training and the bonus feats gained at 8th, 12th, 16th, and 20th level.

コルセア ‌Corsair

‌出‌典‌Pirates of the Inner Sea 22ペー‌ジ‌
 コルセアは船上での戦闘に重点を置く海賊で、敏捷性よりも腕力に重きを置いている。伝統的な海賊の武器を得意とするが、通常船で見るよりも重い鎧を身に着けていることが多い。しかし、コルセアは鎧を着たまま水中でも容易に移動し、戦うことができる。船長は、船を守り、乗り込む際に発揮される技術のために、コルセアを高く評価する。

 海賊の武器(変則)/Pirate Weapons:コルセアは、海賊の好む種類の武器に精通している。 武器修練能力のために武器グループを選択するとき、グループとして海賊武器を選択することができる。海賊武器グループは、クロスボウ、カットラス、ダガー、フック・ハンド、レイピア、ショートソードである。

 甲板戦闘(変則)/Deck Fighting:コルセアは混雑したデッキでの戦闘に慣れており、一度に複数の敵と戦うことに惑わされることはない。2レベルの時点で、ボーナス特技として《薙ぎ払い》を得る。前提条件を満たしていない場合でも、この特技を使用できる。《薙ぎ払い》特技を使用している場合、コルセアはACに通常の-2ペナルティを受けない。この能力は、ファイターの2レベルのボーナス特技と置き換える。

 鎧を着た海賊(変則)/Armored Pirate:コルセアは船に乗っている一般的な海賊よりも重い鎧を着ている。3レベルの時点で、コルセアは〈軽業〉〈水泳〉判定の目的で着用している軽装鎧の防具による判定ペナルティを0に減少させる。7レベルの時点で、これは中装鎧にも適用される。11レベルの時点で、重装鎧にも適用される。この能力は鎧修練と置き換える。

 甲板戦闘強化(変則)/Improved Deck Fighting:6レベルの時点で、コルセアはボーナス特技として《薙ぎ払い強化》を得る。前提条件を満たしていない場合でも、この特技を使用できる。 《薙ぎ払い強化》特技を使用している場合、コルセアはACに通常の-2ペナルティを受けない。この能力は、ファイターの6レベルのボーナス特技と置き換える。

Dragonheir Scion ‌Dragonheir Scion

‌出‌典‌Legacy of Dragons 12ペー‌ジ‌
 Dragonheir scions are the martially inclined humanoid descendants of those influenced by draconic power. Unlike their sorcerous brethren, dragonheir scions manifest their heritage in ways more suited to strength of arms and skill with steel than arcane energies. Those who follow this path are often the children of mighty dragon-blooded sorcerers and others who drew energy from their dragon blood, though they themselves might not exhibit spellcasting ability.

 クラス技能:The dragonheir scion adds Knowledge (arcana) and Use Magic Device to her list of class skills, instead of Handle Animal or Ride.

 This alters the fighter’s class skills.

 Draconic Bloodline(超常)/Draconic Bloodline:Each dragonheir scion can draw her lineage back to the influence of a great draconic progenitor. At 1st level, a dragonheir scion must select one of the chromatic or metallic dragon types. Once chosen, this cannot be changed. A number of dragonheir scion’s abilities deal damage and grant resistances based on her dragon type, as noted below. If a dragonheir scion takes a level in another class that grants a bloodline, the bloodlines must be of the same type, even if that means that the bloodline of one of the classes must change. Subject to GM discretion, the dragonheir scion can change her former bloodline to make them conform.

Chromatic Dragon Type Energy Type Metallic Dragon Type Energy Type
Black Acid Brass Fire
Blue Electricity Bronze Electricity
Green Acid Copper Acid
Red Fire Gold Fire
White Cold Silver Cold

 Eldritch Strikes(超常)/Eldritch Strikes:At 1st level, a dragonheir scion gains Arcane Strike as a bonus feat. She does not need to meet its prerequisites.

 This ability replaces the bonus feat gained at 1st level.

 Fearful Might(変則)/Fearful Might:At 1st level, a dragonheir scion gains a +1 bonus on Intimidate checks to demoralize a foe. This bonus increases to +2 at 6th level and by an additional 1 every 4 fighter levels thereafter to a maximum of +5 at 18th level.

 This ability replaces bravery.

 Draconic Defense(超常)/Draconic Defense:At 3rd level, a dragonheir scion gains a +1 natural armor bonus and energy resistance 5 against her energy type. At 7th level, this increases to a +2 natural armor bonus and energy resistance 10; at 13th level, it increases to a +3 natural armor bonus and energy resistance 20.

 This ability replaces armor training 1, 2, and 3.

 Draconic Strike(超常)/Draconic Strike:At 3rd level, whenever the dragonheir scion damages a target with an attack augmented by Arcane Strike, the attack deals an additional 1d4 points of damage of the dragonheir scion’s energy type.

 This ability replaces the bonus feat gained at 3rd level.

 Draconic Presense(超常)/Draconic Presense:At 5th level, the dragonheir scion receives Dazzling Display as a bonus feat. She does not need a weapon in hand to use this ability, and can use it as a standard action.

 This ability replaces the bonus feat gained at 5th level.

 Wings(超常)/Wings:At 15th level, a dragonheir scion can grow leathery dragon wings from her back as a standard action, granting her a fly speed of 60 feet with average maneuverability. She can dismiss the wings as a free action.

 This ability replaces armor training 4 and armor mastery.

 Might of Wyrms(超常)/Might of Wyrms:At 20th level, a dragonheir scion’s draconic heritage becomes manifest. She gains immunity to paralysis, sleep, and damage of her energy type, as well as blindsense with a range of 60 feet.

 This ability replaces weapon mastery.

Drill Sergeant ‌Drill Sergeant

‌出‌典‌Melee Tactics Toolbox 11ペー‌ジ‌
 Drill sergeants excel at training other combatants in fighting techniques.

 Tactician(変則)/Tactician:At 2nd level, a drill sergeant gains the cavalier’s tactician class feature, treating his fighter level as his cavalier level for the purposes of this ability. This ability replaces bravery.

 Weapon Training(変則)/Weapon Training:At 5th level, a drill sergeant gains weapon training with one group of weapons. He doesn’t gain weapon training with other groups at later levels, though his weapon training bonus improves by 1 for every 4 levels after 5th level. This ability modifies weapon training 1.

 Greater Tactician(変則)/Greater Tactician:At 9th level, the drill sergeant gains the cavalier’s greater tactician class feature. This ability replaces weapon training 2.

 Weapon Trainer(変則)/Weapon Trainer:At 13th level, when a drill sergeant wields a weapon he has weapon training in, all allies within 30 feet who can see and hear the drill sergeant gain half his weapon training bonus when they wield any weapon from the same weapon group. This bonus doesn’t stack with any weapon training bonus an ally already possesses. This ability replaces weapon training 3.

 Master Tactician(変則)/Master Tactician:At 17th level, the drill sergeant gains the cavalier’s master tactician class feature. This ability replaces weapon training 4.

Druman Blackjacket ‌Druman Blackjacket

‌出‌典‌Inner Sea Combat 36ペー‌ジ‌
 Known as the Blackjackets, the elite soldiers of Druma are and always have been mercenaries rather than a standing army. Still, gold buys loyalty, and the Kalistocrats pay best of all. As a result, the Blackjackets are well equipped and dedicate themselves to training in small-unit tactics, quickly communicating strategies and tricks to handle any threat to their charges.

 ボーナス特技:In addition to combat feats, a Druman Blackjacket can choose Improved Iron Will, Iron Will, or any teamwork feat as bonus feats.

 Well-Paid Loyalty(変則)/Well-Paid Loyalty:At 2nd level, a Druman Blackjacket gains a +1 bonus on Will saves against compulsion spells, spell-like abilities, and effects. This bonus increases by 1 for every 4 levels the Blackjacket possesses beyond 2nd. This ability replaces bravery.

 Blackjacket Tactics(変則)/Blackjacket Tactics:At 4th level, two or more Druman Blackjackets can spend 1 minute discussing strategy, then choose a single teamwork feat (Advanced Players Guide 150) possessed by at least one of them. For a number of hours equal to the class level of the highest-level Blackjacket, the participants each gain the benefits of the selected feat even if they do not meet the feat’s prerequisites. If a creature benefiting from this ability moves more than 30 feet away from any other participant, it loses all benefits of this ability until it is again within 30 feet. Creatures that do not have levels in this archetype can’t benefit from this ability, and no creature can benefit from this ability more than once at any given time. This ability replaces the bonus feat gained at 4th level.

 Amateurs!(変則)/Amateurs!:At 8th level, when using the Blackjacket tactics ability, a Druman Blackjacket can include one or more creatures without levels in this archetype, but doing so reduces the duration of the effect to a number of minutes equal to the class level of the highest-level Blackjacket instead of a number of hours per level. If only Blackjackets are included in the effect, all Druman Blackjackets affected gain a +1 morale bonus on skill checks and saving throws for the duration of the effect. This ability replaces the bonus feat gained at 8th level.

 Superior Tactics(変則)/Superior Tactics:At 12th level, a Druman Blackjacket who uses the Blackjacket tactics ability can allow all affected Blackjackets to gain a second bonus teamwork feat possessed by at least one of the participants. This ability replaces the bonus feat gained at 12th level.

 Esprit de Corps (変則)/Esprit de Corps:At 16th level, a Druman Blackjacket grants all Blackjackets with whom he is sharing one or more teamwork feats through the Blackjacket tactics ability a +2 morale bonus on attack rolls, ability checks, skill checks, and saving throws. Each affected Blackjacket increases this bonus by 1 if another affected Blackjacket has been reduced to 0 or fewer hit points since the beginning of his last turn. This ability replaces the bonus feat gained at 16th level.

Eldritch Guardian ‌Eldritch Guardian

‌出‌典‌Familiar Folio 7ペー‌ジ‌
 Eldritch guardians are trained to detect and give warning about magic threats to the people and places they protect.

 クラス技能:The eldritch guardian adds Perception, Spellcraft, and Use Magic Device to his list of class skills, but does not gain Intimidate, Ride, or Swim as class skills.

 Familiar(変則)/Familiar:At 1st level, an eldritch guardian gains a familiar, treating his fighter level as his effective wizard level for the purpose of this ability. This ability replaces the bonus feat gained at 1st level.

 Share Training(変則)/Share Training:At 2nd level, when the familiar can see and hear its master, it can use any combat feat possessed by the eldritch guardian. The familiar doesn’t have to meet the feat’s prerequisites, but at the GM’s discretion may be precluded from using certain combat feats due to its physical form. For example, an eldritch guardian’s pig familiar with access to Exotic Weapon Proficiency (spiked chain) would not gain the ability to use spiked chains, since it doesn’t have any limbs capable of properly handling them. This ability replaces the bonus feat gained at 2nd level.

 Steel Will(変則)/Steel Will:At 2nd level, the eldritch guardian gains a +1 bonus on Will saves against fear and mind-affecting effects. This bonus increases by 1 for every 4 levels beyond 2nd. This ability replaces bravery.

High Guardian ‌High Guardian

‌出‌典‌Heroes of the High Court 8ペー‌ジ‌
 As the shield that protects his lord from the myriad dangers around every corner, the high guardian pledges his life to keep his charge safe. High guardians epitomize personal devotion, making them especially popular among Taldan nobles envious of the emperor’s Ulfen Guard, as well as in the courts of the Lands of the Linnorm Kings, the war councils of Molthune and Lastwall, and the refined chambers of Osirion.

 クラス技能:A high guardian adds Knowledge (local) and Knowledge (nobility) to his list of class skills, instead of Knowledge (dungeoneering) and Knowledge (engineering).

 This alters the fighter’s class skills.

 Obligation(変則)/Obligation:At 1st level, a high guardian can spend 1 minute of focused concentration each day to select a single ally as his obligation, vowing to keep that person alive for that day. Once he has chosen, he can’t change his obligation until the following day. If his obligation dies, the high guardian must atone for 1 week before he can select another obligation.

 Right Hand(変則)/Right Hand:At 1st level, a high guardian can take a 5-foot step as an immediate action, as long as he ends this movement adjacent to his obligation. If he takes this step, he cannot take a 5-foot step during his next turn and his total movement is reduced by 5 feet during his next turn.

 This ability replaces the bonus feat gained at 1st level.

 Defender’s Reflexes(変則)/Defender’s Reflexes:At 2nd level, a high guardian gains Combat Reflexes as a bonus feat, and he can use his Strength modifier instead of his Dexterity modifier to determine the number of additional attacks of opportunity he can make per round. If he already has Combat Reflexes, he instead gains Stand Still as a bonus feat.

 This ability replaces the bonus feat gained at 2nd level.

 Unassailable Allegiance(変則)/Unassailable Allegiance:At 2nd level, a high guardian gains a +1 bonus on Will saves against compulsion spells and effects. This bonus increases by 1 for every 4 fighter levels beyond 2nd.

 This ability replaces bravery.

 Royal Protector(変則)/Royal Protector:At 4th level, a high guardian gains BodyguardAPG and In Harm’s WayAPG as bonus feats, though he can use them only to improve his obligation’s AC or intercept a successful attack against his obligation.

 This ability replaces the bonus feat gained at 4th level.

Lore Warden (PFS Field Guide) ‌Lore Warden(PFS Field Guide)

‌出‌典‌Pathfinder Society Field Guide 31ペー‌ジ‌
 Quick thinking and deception can often carry the day where raw force might not. Lore wardens are the bodyguards, guardians, and soldiers of the Pathfinder Society. Not only are they often called upon to protect and watch over important repositories of lore, but they themselves are impressive keepers of all manner of knowledge. Lore wardens are fighters who benefit from learning to outsmart and outmaneuver their foes rather than just overpower them. Even out of combat, lore wardens have a quick wit and a surprising breadth of knowledge that can often grant them significant advantages over enemies even before a battle begins. Indeed, for many lore wardens, a fight that can be won without a single weapon being drawn is the best kind of victory. A lore warden has the following class features.

 Scholastic(変則)/Scholastic: (Ex): Lore wardens gain 2 additional skill ranks each level. These ranks must be spent on Intelligence-based skills. All Intelligence-based skills are class skills for lore wardens. This ability replaces the lore warden’s proficiency with medium armor, heavy armor, and shields.

 Expertise(変則)/Expertise:At 2nd level, a lore warden gains Combat Expertise as a bonus feat, even if he would not normally qualify for this feat. This ability replaces bravery 1.

 Maneuver Mastery(変則)/Maneuver Mastery:At 3rd level, a lore warden gains a +2 bonus on all CMB checks and to his CMD. This bonus increases to +4 at 7th level, +6 at 11th level, and +8 at 15th level. This ability replaces armor training 1.

 Know Thy Enemy(変則)/Know Thy Enemy:At 7th level, a lore warden can take a standard action to study a specific target in sight. He must make a Knowledge check to determine the target’s abilities and weaknesses as part of this standard action. If successful, the lore warden not only notes the appropriate abilities and weaknesses, as detailed under the Knowledge skill on page 100 of the Pathfinder RPG Core Rulebook, but also gains a +2 competence bonus on all attack rolls and weapon damage rolls made against that enemy. Note that this bonus on attack and damage rolls applies only to that specific creature. This bonus lasts for the duration of an encounter, or until the lore warden attempts a new Knowledge check to use this ability on a different target. This ability replaces armor training 2.

 Hair’s Breadth(変則)/Hair’s Breadth:At 11th level, a lore warden can attempt an Acrobatics check as an immediate action to negate a confirmation role for a critical hit. The critical hit confirmation is negated (though the attack still hits and deals normal damage) if the Acrobatics check is greater than the opponent’s confirmation roll. This ability replaces armor training 3.

 Swift Lore(変則)/Swift Lore:At 14th level, a lore warden can use his Know Thy Enemy ability as a swift action. This ability replaces armor training 4.

 Know Weakness(変則)/Know Weakness:At 19th level, a lore warden can automatically conf irm a critical hit once per round when he threatens a critical hit. This ability replaces armor mastery.

Opportunist ‌Opportunist

‌出‌典‌Blood of the Beast 20ペー‌ジ‌
 Opportunists believe every battle is one of wits rather than arms. The ratfolk enforcers who protect Goka’s infamous Deepmarket embrace this philosophy, unleashing a disorienting mix of martial skill and alchemical weaponry.

 Duplicitous(変則)/Duplicitous:An opportunist adds Bluff, Sense Motive, Sleight of Hand, and Stealth to his list of class skills. He gains 2 bonus skill ranks at each level, which must be allocated among these skills.

 This ability replaces bravery and alters the fighter’s class skills.

 Underhanded(変則)/Underhanded:An opportunist gains Improved Dirty TrickAPG as a bonus feat at 1st level even if he does not meet the prerequisites.

 This ability replaces the bonus feat gained at 1st level.

 Cunning Edge(変則)/Cunning Edge:At 4th level, an opportunist can select an edge from those listed below. Every 4 levels beyond 4th, he can select one additional edge, to a maximum of five at level 20.

 This ability replaces the bonus feats gained at 4th, 8th, 12th, 16th, and 20th levels.

 Alchemical Admixture(変則)/Alchemical Admixture:As a full round action that provokes an attack of opportunity, the opportunist can combine two alchemical weapons into a single vial. When thrown as a splash weapon, the mixture has the effects of both component substances and targets are affected as if hit by both. The mixture becomes inert after 1 hour. Combining identical alchemical weapons has no effect. The opportunist can use this ability once per day for every 4 fighter levels he has.

 Alchemical Refinement(変則)/Alchemical Refinement:The opportunist increases the save DC of any alchemical item he crafts by 1 for every 3 fighter levels he has. Doing so increases the raw material cost to craft that item by 10 gp for every +1 increase. This bonus applies only when the opportunist uses the crafted alchemical item himself; it functions as a normal item of its type for all other users.

 Bombs(変則)/Bombs:The opportunist can make a number of bombs per day equal to his Intelligence modifier (minimum 1). These bombs act as alchemist’s bombs and deal 1d6 points of fire damage, plus an additional 1d6 points for every 3 fighter levels the opportunist has.

 Clouded Shift(変則)/Clouded Shift:As part of the standard action to ignite a smokestick or smoke pellet (Pathfinder RPG Ultimate Equipment 105), the opportunist can take a 5-foot step, even if he has already moved this round. He can use this ability only if he has not already taken a 5-foot step this round, and only if the smoke from his alchemical tool conceals his starting location.

 Poison Use(変則)/Poison Use:The opportunist no longer risks poisoning himself when applying poison to a weapon.

 Rogue Talent(変則)/Rogue Talent:The opportunist can select one of the following rogue talents for which he qualifies, treating his fighter level as his rogue level: deft palmUC, fast fingersAPG, fast stealth, honeyed wordsAPG, lasting poisonAPG, minor magic, or quick trapsmithAPG. The opportunist can select this edge multiple times.

 Alchemical Onslaught(変則)/Alchemical Onslaught:At 5th level, an opportunist gains a +1 bonus on attack rolls with alchemical weapons and bombs and can add his Intelligence modifier to damage rolls for splash weapons. He can draw an alchemical weapon as a free action once per round.

 This ability replaces weapon training 1.

Pack Mule ‌Pack Mule

‌出‌典‌Black Markets 26ペー‌ジ‌
 Pack mules carry heavy loads with ease and small packages with discretion. Unlike most couriers or porters, pack mules are also trained combatants able to defend their charges should the need arise. Many are willing to transport illegal goods, serving as runners for smugglers or muscle for bandits. Pack mules seeking legitimate work prove useful additions to merchant caravans and adventuring parties.

 レベル毎の技能ランク:4 + Int modifier. This alters the fighter’s skill ranks per level.

 Unobtrusive/Unobtrusive:A pack mule gains Bluff (Cha), Disguise (Cha), Sleight of Hand (Dex), and Stealth (Dex) as class skills. This ability replaces the bonus feat gained at 1st level.

 Efficient Packer(変則)/Efficient Packer:At 2nd level, a pack mule adds a bonus equal to 1/2 his fighter level on Sleight of Hand checks to conceal objects on his body. He also adds a bonus equal to 1/2 his class level to his Strength score for the purpose of determining his carrying capacity. This ability replaces bravery.

 Weight Training(変則)/Weight Training:At 3rd level, a pack mule learns to be more maneuverable when carrying loads. Whenever he is carrying a medium or heavy load, he reduces the check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by 1. At 7th, 11th, and 15th levels, these benefits increase by 1 (to a maximum of 4 at 15th level).

 In addition, a pack mule can move at his normal speed while carrying a medium load. At 7th level, a pack mule can move at his normal speed while carrying a heavy load. This ability replaces armor training 1 through 4.

 Healthy as a Mule(変則):At 19th level, whenever the pack mule takes Constitution, Dexterity, or Strength damage, he reduces the amount of ability damage taken by 2, to a minimum of 0. This ability replaces armor mastery.

Qadira: Dawnflower Dervish ‌Qadira: Dawnflower Dervish

‌出‌典‌Inner Sea Primer 25ペー‌ジ‌
 In Qadira, home of the whirlwind, the scorpion, and the djinni, no enemy is as feared as the dervishes of Sarenrae. While dervishes can be clerics, paladins, or rangers, zealous fighters join their ranks as well. These spinning warriors prefer light or no armor and wield scimitars with devastating consequences, moving swiftly over the treacherous desert sands to attack with lightning-fast strikes. They maneuver quickly among their enemies, relying on their speed and their skill to see them through the battle.

 Suggested Feats/Suggested Feats:Agile Maneuvers, Combat Expertise, Dazzling Display, Dervish Dance (see World Guide: The Inner Sea), Dodge, Mobility, Spring Attack, Step Up, Weapon Finesse, Weapon Focus (scimitar), Weapon Specialization (scimitar), Whirlwind Attack.

 Burst of Speed(変則)/Burst of Speed:At 3rd level, a Dawnflower dervish takes only a –1 penalty to her AC after charging. At 7th level, the Dawnflower dervish can charge with no penalty. This ability replaces armor training 1.

 Desert Stride(変則)/Desert Stride:At 7th level, a Dawnflower dervish can move through 10 feet of difficult terrain each round as if it were normal terrain. This benefit stacks with the benefits provided by the Acrobatic Steps and Nimble Moves feats. This ability replaces armor training 2.

 Rapid Attack(変則)/Rapid Attack:At 11th level, a Dawnflower dervish can combine a full attack with a single move. She must forgo the attack at her highest bonus but may take the remaining attacks at any point during her movement. This movement provokes attacks of opportunity as normal. This ability replaces armor training 3.

 Lightning Strike(変則)/Lightning Strike:At 15th level, as part of a full attack, a Dawnflower dervish can make one additional attack. This attack is at the dervish’s highest base attack bonus, but each attack in the round (including the extra one) takes a –2 penalty. This ability replaces armor training 4.

Relic Master ‌Relic Master

‌出‌典‌Weapon Master's Handbook 27ペー‌ジ‌
 Commonly trained in the well-funded temples of Osirion or Qadira, the relic master is skilled in magic item mastery.

 クラス技能:The relic master receives Knowledge (arcana) and Use Magic Device as class skills, but doesn’t receive Handle Animal or Ride as class skills. This alters the fighter’s class skills.

 Improved Item Mastery(超常)/Improved Item Mastery:At 3rd level, once per day, a relic master can use a item mastery feat she knows with a magic item that doesn’t have an appropriate spell in its construction requirements. The magic item must meet all other requirements of the item mastery feat. Alternatively, if she is using a magic item with an appropriate spell in its construction requirements, she can use an item mastery feat without it counting against the feat’s total uses per day. She can use this ability one additional time per day at 7th, 11th, and 15th levels. This ability replaces armor training.

 Relic Channeler(超常)/Relic Channeler:At 5th level, a relic master can increase the potency of a magic item she wields by investing it with a bit of her vitality as a swift action. If the item is armor, a shield, or a weapon, its enhancement bonus increases by 1 to a maximum of +5. If the magic item creates a spell or has a save DC, its effective caster level increases by 1. A relic master can use this ability for a number of minutes per day equal to 1 + her Constitution modifier (minimum 1 minute). This duration doesn’t need to be consecutive, but it must be used in 1-minute increments. This ability replaces weapon training.

 Improvised Item Mastery(超常)/Improvised Item Mastery:At 19th level as a full-round action, the relic master can select one item mastery feat whose prerequisites she meets but that she doesn’t already have. She gains access to this feat, though she can’t use it as a prerequisite for other feats or options. If she selects a different item mastery feat, she loses access to her previous use of improvised item mastery and any magic effect created with it ends immediately. Any daily uses of a selected improvised item mastery feat count against all improvised mastery feats selected in the same day. This ability replaces armor mastery.

Scrapper ‌Scrapper

‌出‌典‌Construct Handbook 14ペー‌ジ‌
 Scrappers are adept at collecting the leftovers from their enemy’s armor and using these scraps to improve their own armor.

 Scrap Armor(変則)/Scrap Armor:At 3rd level, a scrapper learns to salvage scrap from constructs or other pieces of armor and attach them to his own armor. Salvaging scrap from a destroyed construct or from another creature’s armor takes 1 minute. Scrap from a construct grants the scrapper a natural armor bonus to AC equal to one-quarter the construct’s Hit Dice (minimum +1). If the scrap is salvaged from a piece of armor, it instead grants a natural armor bonus to AC equal to 1 + the armor’s enhancement bonus (if any). The salvaged armor piece is flimsy and prone to breaking. Scrap is immediately destroyed by any sunder combat maneuver that targets the armor to which the scrap is attached. Otherwise, scrap crumbles and falls away after a number of days equal to the natural armor bonus that it grants. At 11th level, scrap salvaged from a construct also grants DR/adamantine equal to one-quarter of the construct’s Hit Dice.

 This replaces armor training.

 Scrapper Training(変則)/Scrapper Training:At 5th level, a scrapper selects one fighter weapon group. He gains a +1 bonus on attack and damage rolls when performing a sunder combat maneuver with a weapon from the chosen group. He does not provoke attacks of opportunity when performing a sunder combat maneuver with a weapon from the chosen group. If the scrapper has the Improved Sunder feat, the bonuses on attack and damage rolls from this ability double. At 9th level and every 4 levels thereafter, a scrapper can either take the fighter’s weapon training class feature or improve his bonuses from the scrapper training class feature by 1.

 This replaces weapon training 1.

Siegebreaker ‌Siegebreaker

‌出‌典‌Heroes of the Streets 11ペー‌ジ‌
 The siegebreaker is trained to break through lines of enemy soldiers.

 Breaker Rush(変則)/Breaker Rush:At 1st level, a siegebreaker can attempt bull rush or overrun combat maneuvers without provoking attacks of opportunity. When he performs either combat maneuver, he deals an amount of bludgeoning damage equal to his Strength bonus (minimum 1). If he has Improved Bull Rush or Improved Overrun, the damage dealt by the appropriate maneuver increases by 2 and he adds any enhancement bonus from his armor or shield (though such enhancement bonuses do not stack, if both armor and shield are magic). This ability replaces the feat gained at 1st level.

 Armored Vigor(変則)/Armored Vigor:At 2nd level as a swift action, a siegebreaker can gain 2 temporary hit points that last for 1 minute. He can use this ability a number of times per day equal to 3 + his Constitution modifier (minimum 1 per day), but only while wearing armor. At 6th level and every 4 levels thereafter, the number of temporary hit points the siegebreaker gains increases by 2, to a maximum of 10 at 18th level. This ability replaces bravery.

 Breaker Momentum(変則)/Breaker Momentum:At 2nd level, when a siegebreaker successfully bull rushes a foe, he can attempt an overrun combat maneuver check against that foe as a free action. This ability replaces the feat gained at 2nd level.

 Persistent Menace(変則)/Persistent Menace:At 4th level, a siegebreaker must choose either Step Up or Disruptive as his bonus feat, but need not meet the prerequisites.

 Disorienting Blow(変則)/Disorienting Blow:At 8th level, as an immediate action, a siegebreaker can distract a foe he just hit with an attack or combat maneuver, imposing a –2 penalty on the foe’s attack rolls, caster level checks, or skill checks for 1 round. The foe can negate this penalty with a successful Fortitude save (DC = 10 + 1/2 the siegebreaker’s fighter level + his Strength modifier). At 14th level, the penalty increases to –4. This ability replaces the bonus feat gained at 8th level.

 Masterful Distraction(変則)/Masterful Distraction:At 20th level, a siegebreaker can nauseate a foe he targets with his disorienting blow instead of inflicting a penalty. This ability replaces weapon mastery.

Spear Fighter ‌Spear Fighter

‌出‌典‌Martial Arts Handbook 11ペー‌ジ‌
 The spear is one of the oldest weapons known to most humanoid races, and no weapon has seen as much use across the different continents of Golarion. One of the oldest spear-fighting styles originates in Vudra, where many martial arts traditions consider the spear to be the ultimate weapon.

 クラス技能:A spear fighter adds Acrobatics to his list of class skills and removes Ride as a class skill.

 This alters the fighter’s class skills.

 Armor Proficiency:A spear fighter is not proficient with heavy armor or tower shields. Instead, he gains Dodge as a bonus feat, even if he doesn’t fulfill the prerequisites, but he can’t use this feat while wearing heavy armor or using a shield.

 This alters the fighter’s armor proficiencies.

 Balanced Stride(変則)/Balanced Stride:At 2nd level, the spear fighter gains a +1 bonus on Acrobatics checks to avoid attacks of opportunity. This bonus increases by 1 for every 4 levels he has beyond 2nd.

 This replaces bravery.

 Spear Parry(変則)/Spear Parry:At 3rd level, a spear fighter learns to parry his opponents’ attacks with his spear. This functions as a swashbuckler’s opportune parry and riposte deed except as noted below. The spear fighter must use a weapon from the spears weapon group to perform the parry. He doesn’t need panache to parry an attack or to make an attack against a creature whose attack he has parried; instead, he takes a cumulative –4 penalty on all attacks (including further parry attempts) until the end of his next turn. At 7th, 11th, and 15th levels, the penalty decreases by 1. At 19th level, a spear fighter can use spear parry without penalty.

 This replaces armor training 1, 2, 3, and 4, and armor mastery.

 Weapon Training(変則)/Weapon Training:At 5th level, a spear fighter must choose the spears weapon group for the weapon training class feature.

 Weapon Mastery(変則)/Weapon Mastery:At 20th level, a spear fighter must choose a weapon from the spears weapon group for his weapon mastery class feature.

Steelbound Fighter ‌Steelbound Fighter

‌出‌典‌Haunted Heroes Handbook 22ペー‌ジ‌
 Whenever a particularly imposing intelligent weapon controls the mind of its wielder for long enough, spiritual echoes of this dominance can have strange resonances throughout that wielder’s bloodline for generations to come. The steelbound fighter is sometimes the result of such a legacy: a fighter who has impressive martial resolve and technique with a specific weapon as the result of a powerful relationship a similar weapon had with one of his ancestors.

 Steelbound Weapon(変則)/Steelbound Weapon:At 1st level, a steelbound fighter selects one type of weapon (such as shortswords, longbows, or heavy flails). He gains Weapon Focus with that specific weapon. Whenever he isn’t wielding or carrying at least one weapon of this type (the weapon can be broken but not destroyed), a steelbound fighter takes a –2 penalty to his Wisdom score and can’t benefit from his fighter class abilities (excluding bonus feats gained from fighter levels). Once the steelbound fighter’s weapon awakens (see steelbound awakening below), these penalties apply whenever the fighter isn’t carrying or wielding that particular weapon.

 This ability replaces the fighter’s 1st-level bonus feat.

 Steelbound Awakening(超常)/Steelbound Awakening:At 5th level, one nonintelligent weapon carried by the steelbound fighter becomes possessed by the latent spiritual energies that cling to his soul, transforming that weapon into an intelligent weapon. The weapon must be of the type the fighter chose at 1st level as his steelbound weapon. The steelbound weapon grants its wielder Alertness as a bonus feat as long as the weapon is wielded. A steelbound fighter gains a +1 bonus on attack rolls and damage rolls with his steelbound weapon. This bonus increases to +2 at 9th level, +3 at 13th level, +4 at 17th level, and +5 at 20th level.

 A steelbound weapon gains Intelligence, Wisdom, and Charisma scores of 10 when it awakens, and has the same alignment as its wielder. It communicates via empathy, and has senses that extend 30 feet. It has 5 ranks in a skill of the steelbound fighter’s choice.

 At 9th level, the steelbound weapon’s ability scores increase to 12 and it gains the ability to speak in its wielder’s native tongue. The weapon gains the ability to cast a 3rd-level spell once per day (the choice of the spell is made by the steelbound fighter, but is subject to GM approval, and once chosen, it can’t be changed), with a caster level equal to the steelbound fighter’s level. The spell’s save DC is based off of the item’s Charisma.

 At 13th level, the steelbound weapon’s ability scores increase to 14 and its senses extend to 120 feet. The weapon gains a special purpose of the steelbound fighter’s choice (subject to GM approval).

 At 17th level, the steelbound weapon’s ability scores increase to 16 and it gains telepathy as well as darkvision with a range of 60 feet. The weapon can now use its spelllike ability three times a day, and can select a second 3rdlevel spell that it can use once per day.

 A steelbound fighter transfers the effects of his steelbound awakening to a new weapon of the proper type automatically after carrying that weapon on his person for 24 hours, but can have only one weapon under the effects of steelbound awakening at any given time.

 This ability replaces weapon training.

Swarm Fighter ‌Swarm Fighter

‌出‌典‌Kobolds of Golarion 23ペー‌ジ‌
 Kobolds know there’s strength in numbers, and they rarely send fewer than two kobolds out on patrol. This reliance on one another extends to combat tactics too— overwhelming numbers and tight quarters are the kobold fighter’s friends. Scuttling between the legs of friend and foe alike, the swarm fighter is an unshakable combatant.

 Weapon and Armor Proficiency:A swarm fighter is proficient with all simple and martial weapons. She is proficient with light and medium armor, but not with shields.

 Athletic Prowess(変則)/Athletic Prowess:A swarm fighter adds Acrobatics and Climb to her class skills, and gains a bonus on checks with these skills equal to 1/2 her swarm fighter level.

 Mobility(変則)/Mobility:The swarm fighter gains Mobility as a bonus feat, even if she does not meet the prerequisites.

 This replaces the bonus feat a fighter gains at first level, and can’t be replaced at a later level.

 Safety in Numbers(変則)/Safety in Numbers:A swarm fighter benefits greatly from the proximity of her allies. She gains a morale bonus on saves against fear effects equal to the number of allies within 20 feet of her. This bonus can’t exceed half her level.

 This ability replaces bravery.

 ボーナス・チームワーク特技(変則):At 2nd level and every 4 levels thereafter, the swarm fighter gains a bonus Teamwork Feat.

 This ability replaces the bonus combat feats the fighter normally receives at those levels.

 ボーナス特技(変則):At 4th level, and every 4 levels thereafter, the swarm fighter gains a bonus combat feat. These are gained as with the fighter’s normal bonus feats class feature (but less frequently).

 Share Space(変則)/Share Space:At 5th level, the swarm fighter can move into the space of another creature at least one size category larger than she is. She may end her movement in, and make attacks from, that space. She must succeed at the Acrobatics check for moving through an occupied square to move into a space occupied by an enemy. While sharing the space of another creature, she gains a +2 shield bonus to AC and a +1 circumstance bonus on Reflex saves.

 This ability replaces weapon training 1.

 Strike the Underbelly(変則)/Strike the Underbelly:At 9th level, creatures with which the swarm fighter shares a space are denied their Dexterity bonus to Armor Class against the swam fighter’s attacks.

 This ability replaces weapon training 2.

 Always Underfoot(変則)/Always Underfoot:At 13th level, the swarm fighter gains Step Up as a bonus feat. A creature sharing a square with the swarm fighter is considered adjacent for the purposes of this feat. At 17th level, the swarm fighter gains Following Step as a bonus feat.

 These abilities replace weapon training 3 and 4.

 Soft Underbelly(変則)/Soft Underbelly:At 20th level, any attacks made against creatures with which the swarm fighter shares a space automatically confirm all critical threats.

 This ability replaces weapon mastery.

Taldor: Rondelero Duelist ‌Taldor: Rondelero Duelist

‌出‌典‌Inner Sea Primer 25ペー‌ジ‌
 Taldor’s warriors have perfected the art of fighting with the falcata and buckler in an art they call rondelero. They use their bucklers both to defend themselves and to launch unexpected strikes while chopping and hewing at their foes’ unprotected bodies and heads with their falcatas. Rondeleros wear any type of armor, but favor bucklers, and are comfortable using both hands for offense and defense.

 Suggested Feats/Suggested Feats:Exotic Weapon Proficiency (falcata), Improved Shield Bash, Improved Two-Weapon Fighting, Power Attack, Shield Slam, Shield Master, Taldan Duelist (see World Guide: The Inner Sea), Two-Weapon Fighting, Weapon Focus (falcata), Weapon Specialization (falcata).

 Buckler Bash(変則)/Buckler Bash:At 2nd level, a rondelero can perform a shield bash with a buckler (use the same damage and critical modifier as for a light shield). This ability replaces bravery.

 Buckler Catch(変則)/Buckler Catch:At 3rd level, a rondelero can catch his opponent’s weapon between his buckler and his forearm, effectively wedging the hafts of polearms and hammers or the flats of blades. This functions as a disarm combat maneuver, and the rondelero gains a +4 bonus on the roll. If the rondelero’s attack fails by 10 or more, he suffers a –2 penalty to his AC until the start of his next turn. This ability replaces armor training 1.

 Strong Swing(変則)/Strong Swing:At 5th level, a rondelero gains a +1 bonus on attack and damage rolls when wielding a falcata and buckler that applies to attacks made by either hand. These bonuses increase by +1 for every four levels beyond 5th. With a full-attack action, a rondelero may alternate between using his falcata or his buckler for each attack. This does not grant additional attacks or incur penalties as two-weapon fighting does. This ability replaces weapon training 1.

 Armor Training(変則)/Armor Training:At 7th level, a rondelero gains armor training 1, and can move at his normal speed in medium armor. At 15th level, the rondelero gains armor training 2, and can move at his normal speed in heavy armor. This ability replaces armor training 2.

 Chopping Blow(変則)/Chopping Blow:At 11th level, as a standard action, a rondelero can make a single melee attack with a falcata. If the attack hits, he may make a sunder combat maneuver against the target of his attack as a free action that does not provoke an attack of opportunity. This ability replaces armor training 3.

Titan Fighter ‌Titan Fighter

‌出‌典‌Giant Hunter's Handbook 21ペー‌ジ‌
 Titan fighters make use of enormous weapons others can barely lift. Titan fighters have the following class features.

 Giant Weapon Wielder(変則)/Giant Weapon Wielder:At 1st level, a titan fighter can wield two-handed melee weapons intended for creatures one size category larger than himself, treating them as two-handed weapons. He takes an additional –2 penalty on attack rolls when using an oversized two-handed weapon. This ability replaces the fighter’s 1st level bonus feat.

 Incredible Heft(変則)/Incredible Heft:At 3rd level, a titan fighter becomes more skilled at wielding weapons intended for creatures one size category larger than himself. The penalty on attack rolls for using such weapons is reduced by 1, including when using oversized two-handed weapons. At 7th level and every 4 levels thereafter, this penalty is reduced by another 1 (minimum 0). This ability replaces armor training.

 Unstoppable Momentum(変則)/Unstoppable Momentum:At 5th level, a titan fighter gains a +1 bonus on combat maneuver checks and to CMD while wielding a weapon sized for a creature of a larger size category. At 9th level and every 4 levels thereafter, this bonus increases by 1. When wielding oversized weapons, the titan fighter can attempt to bull rush, drag, overrun, reposition, and trip creatures up to two sizes categories larger than himself. This ability replaces weapon training.

Trench Fighter ‌Trench Fighter

‌出‌典‌Pathfinder #71: Rasputin Must Die! 67ペー‌ジ‌
 Note from Nethys:This archetype was introduced in a section on Modern Firearms, where guns were treated as the 'guns everywhere' mechanic. GMs may wish to read the appropriate section in Pathfinder #71 to see if this is suitable for their game.

 Advances in technology have made archaic armors obsolete by the twentieth century, and modern soldiers concentrate training on firearms and swift feet.

 Trench Warfare(変則)/Trench Warfare:Starting at 3rd level, a trench fighter can select one specific type of firearm (such as a machine gun, revolver, or rifle). He gains a bonus equal to his Dexterity modifier on damage rolls when firing that type of firearm. Every 4 levels thereafter (7th, 11th, and 15th), the trench fighter picks up another type of firearm, gaining these bonuses for those types as well. Furthermore, when behind partial, normal, or improved cover, a trench fighter gains an additional +2 AC bonus from the cover. This ability replaces armor training 1, 2, 3, and 4.

Ustalavic Duelist ‌Ustalavic Duelist

‌出‌典‌Inner Sea Combat 47ペー‌ジ‌
 The University of Lepidstadt has developed a reputation for churning out fearsome duelists. At the end of each academic year, the students all gather together and duel one another with light blades. Each student duels one opponent after another until he is marked on the cheek by an adversary’s blade. These “Lepidstadt scars” are recognized throughout the Inner Sea region and beyond as marks of their prowess. The Lepidstadt Style is one of fluid motion and precise thrusts.

 Weapon and Armor Proficiency:An Ustalavic duelist is proficient with all simple and martial weapons and with all light and medium armor and shields (except tower shields). This replaces the fighter’s normal weapon and armor proficiencies.

 Duelist Stance(変則)/Duelist Stance:At 1st level, an Ustalavic duelist gains a +1 dodge bonus to AC as long as he is wearing no armor or light armor, wields a melee weapon in one hand, and his other hand is empty. This bonus increases by 1 for every 5 levels the duelist possesses to a maximum of +5 at 20th level. This ability replaces the fighter’s 1st-level bonus feat.

 Duelist Training(変則)/Duelist Training:At 5th level, an Ustalavic duelist must select the light blades group for the weapon training class feature. The Ustalavic duelist’s weapon training bonus with light blades increases by 1 on attack and damage rolls for every 4 levels he possesses beyond 5th (to a maximum of +4 on attack and damage rolls at 17th level). If he is using his duelist stance, this damage bonus increases by 2. The Ustalavic duelist does not gain weapon training in any other groups as he increases in level. This ability replaces weapon training 1.

 Lepidstadt Thrust(変則)/Lepidstadt Thrust:At 9th level, when using Vital Strike, Improved Vital Strike, or Greater Vital Strike, an Ustalavic duelist adds his Intelligence modifier to damage rolls (this bonus to damage is not multiplied on a critical hit). If the duelist confirms a critical hit while using one of these feats, he automatically deals maximum damage. This ability replaces weapon training 2.

 Science of the Blade(変則)/Science of the Blade:At 13th level, an Ustalavic duelist is able to apply his specialized knowledge of anatomy and physiology to his bladework. The duelist can make dirty trick (Advanced Player’s Guide 320), disarm, and trip combat maneuvers using any one-handed piercing or slashing weapon. This ability replaces weapon training 3.

 Surgical Strike(変則)/Surgical Strike:At 17th level, when an Ustalavic duelist confirms a critical hit with a light or one-handed piercing or slashing weapon, he deals ability damage in addition to the normal bonus damage from the critical hit. The duelist chooses which ability is damaged, and deals an amount of damage equal to the critical multiplier of the wielded weapon. This ability replaces weapon training 4.

Varisian Free-Style Fighter ‌Varisian Free-Style Fighter

‌出‌典‌Weapon Master's Handbook 7ペー‌ジ‌
 Free-style fighters are most common in Varisia, where their training—students’ traveling study with multiple teachers, or perhaps instruction in the anything-goes mentality of the Price of Freedom school in Kaer Maga—allows them to blend fighting styles into a greater whole.

 クラス技能:A Varisian free-style fighter receives Escape Artist and Knowledge (local) as class skills, but does not receive Knowledge (dungeoneering) or Ride as class skills. This alters the fighter’s class skills.

 Martial Flexibility(変則)/Martial Flexibility:A Varisian free-style fighter gains martial flexibilityACG as per the brawler class feature, treating his fighter level as his brawler level for the purposes of this ability. This ability replaces the bonus feats gained at 1st level, 6th level, 10th level, and 12th level, as well as weapon training and weapon mastery.

 Free Fighting Style(変則)/Free Fighting Style:At 3rd level, a Varisian freestyle fighter can freely mix two of the styles he knows into a more flexible style. A Varisian free-style fighter can have an additional style feat stance active simultaneously with his first style feat stance. He can enter all of his allowed stances as a move action or one stance as a swift action. At 11th level, a Varisian free-style fighter can have the stances of up to two additional style feats active at the same time. At 15th level, a Varisian free-style fighter can have the stances of up to three additional style feats active at the same time. This ability replaces armor training.

Venomblade ‌Venomblade

‌出‌典‌Potions and Poisons 5ペー‌ジ‌
 The venomblade has learned to take full advantage of his toxic spittle, blinding his targets and then rushing in to cut them down where they stand. The venomblade is an archetype of the fighter class that is available to nagaji characters.

 Venom Projection(変則)/Venom Projection:The venomblade must take the Spit Venom nagaji racial feat as his 1st-level fighter bonus feat if he does not already have that ability. At 2nd level, he does not provoke an attack of opportunity for using the ability granted by the Spit Venom feat. At 4th level, he can use the ability granted by the Spit Venom feat as a standard action; at 8th level, he can use it as a move action; and at 12th level, he can use it as a swift action.

 This replaces bravery and alters the bonus feat gained at 1st level.

 Sneak Attack(変則)/Sneak Attack:At 6th level, a venomblade deals 1d6 additional points of damage to targets within 30 feet that he flanks or that are denied their Dexterity bonus to AC against him. This damage increases by 1d6 every 4 levels beyond 6th.

 This replaces the bonus feat gained at 6th level.

 Viper Strike(変則)/Viper Strike:At 12th level, upon making a successful attack with a slashing or piercing weapon, the venomblade can spend a use of the ability granted by the Spit Venom feat as a swift action to spray his toxin into the wound. This imposes a –4 penalty on the victim’s saving throw against the poison and causes the target to take 1d6 additional points of damage from all successful attacks for 1 round. This is a poison effect.

 This replaces the bonus feat gained at 12th level.

Warlord ‌Warlord

‌出‌典‌Pathfinder: Worldscape #3 26ペー‌ジ‌
 Honorable, fearless experts in gun and blade, warlords roam the dried seabeds of time-worn Mars, warring in great tribes for supremacy over a dying planet. Capable of relentless brutality and quick to flare into open hostilities, warlords cloak their violent ways with paens to great noble houses or honored ancient traditions, bringing an air of respectability and etiquette to the butchery of brazen blades against bare skin. Warlords eschew armor as impractical to their harsh and often desert-like environment, preferring the free movement of near- nakedness. Warlords tend to specialize in the traditional weapons of Barsoom, leaving them ignorant of even simple Weapons common on other worlds. The same impulse that guides a warlord to stick to the traditional garb and gear of his culture can lead to a single-mindedness of purpose that can propel him far within his tribe or noble house. Even warlords of low status in Martian society claim a connection— no matter how ancient—with some great chieftain or emperor, seeing in the glorious past a path to a more hopeful future. Barsoom confers noble status upon its warlords through ritual combat in the case of green Martians or on merit and upon great achievement or heroics in the case of red Martians, so climbing the ladder ofstatus is an important part of a warlord’s journey through life.

 クラス技能:The warlord gains Acrobatics and Knowledge (nobility) as class skills as replacements for Swim and Knowledge (dungeoneering).

 Weapon and Armor Proficiency:A warlord is proficient with the halberd. radium pistol*, rapier, radium rifle*, longspear, longsword, shortspear, spear, Thark rifle*, trident, and whip.

 Warlords are not proficient with armor or shields.

 This ability replaces the fighter’s standard Weapon and Armor Proficiency class feature.

 Evasive Dueling(変則)/Evasive Dueling:At 1st level, and at every even level thereafter, warlord can add a +1 dodge bonus to his Armor Class instead of taking a bonus feat. The dodge bonus does not apply when wearing any armor, when using a shield, or when carrying a medium or heavier load.

 This ability modifies bonus feat.

 Battle Bravado(変則)/Battle Bravado:At 3rd level. the warlord's self confidence and force of will make him more difficult to hit. When unarmored and unencumbered. the warlord adds his Charisma bonus(if any)to his AC and his CMD. In addition, the warlord gains a +1 dodge bonus at 7th, 11th, and 15th levels. He loses these bonuses when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

 This ability replaces armor training.

 Weapon Training(変則)/Weapon Training:A warlord adds the following weapon group to those he can choose from when using weapon training.

 Barsoomian/Barsoomian:Halberd, radium pistol*, rapier, radium rifle*, longspear, longsword, shortspear, spear, Thark rifle*, trident, whip.

 Sun-Bronzed Skin(変則)/Sun-Bronzed Skin:At 19th level, the warlord gains DR 5/- whenever he is not wearing armor or using a shield.

 This ability replaces armor mastery.

 * Rules for radium pistols. radium rifles. and Thark rifles can be found in the Pathfinder Chronicles appendix featured in Pathfinder Worldscape #2.

Weapon Bearer Squire ‌Weapon Bearer Squire

‌出‌典‌Knights of the Inner Sea 21ペー‌ジ‌
 With myriad weapons, armor, and useful gear always on hand, the weapon bearer squire ensures her knight is equipped for any task.

 Weapon Rack(変則)/Weapon Rack:At 1st level, once per round, a knight can retrieve an item carried by his weapon bearer squire as a move action that does not provoke attacks of opportunity. In addition, a weapon bearer squire can pick up items dropped by her knight as an immediate action without provoking attacks of opportunity. The knight and the weapon bearer squire must be adjacent to each other and must both be able to move and communicate to use these abilities. This ability replaces the 1st-level fighter bonus combat feat.

 Swift Sharpening(変則)/Swift Sharpening:At 2nd level, a weapon bearer squire can quickly hone her lord’s weapons to make them more effective in combat. As a fullround action, a weapon bearer squire can use a whetstone to sharpen a weapon she is holding, granting whoever wields the weapon a +1 circumstance bonus on his next attack roll with that weapon. In addition, she can apply a weapon blanch (see Ultimate Equipment) to a weapon she is holding as a standard action, instead of a full-round action. This ability replaces the 2nd-level fighter bonus combat feat.

 Combat Repairs(変則)/Combat Repairs:At 3rd level, a weapon bearer squire can ensure her liege never goes unarmed, even if his weapon has all but shattered. As a full-round action, a weapon bearer squire can make rapid repairs to a weapon she is holding and is proficient with by succeeding at a DC 20 Craft (weapons) check. The item does not regain any hit points, but loses the broken condition for a number of rounds equal to the weapon bearer squire’s class level. This ability replaces armor training 1.

最終更新:2020年12月31日 23:08