PRD外 > クラス > キャヴァリアー > アーキタイプ

‌キャヴァリアーのアー‌キ‌タ‌イ‌プ‌ Cavalier ‌Archetypes‌ ‌


‌Castellan‌ ‌Castellan‌ ‌

‌出‌典‌‌ ‌Melee Tactics Toolbox 9ペー‌ジ‌‌ ‌
 A castellan is a cavalier who dedicates himself to the defense of a castle or walled city. Though not as celebrated as the cavaliers who ride forth to take on distant foes, the castellan is no less brave or important, for the castellan and his allies are the last line of defense for those who depend on the fortification for protection.

 Castle Defender/Castle Defender:At 1st level, a castellan gains a +1 bonus to Armor Class and an additional +1 bonus on attack rolls when he is on higher ground. He also gains an additional +1 bonus to Armor Class and on Reflex saves when he has cover other than soft cover from other creatures. At 6th level, a castellan gains evasion (as a rogue) when he has cover (but not soft cover) against the source of the attack. At 11th level, these bonuses increase by 1. At 16th level, he gains improved evasion instead of evasion. Both the evasion and improved evasion abilities work even when the castellan wears medium or heavy armor. This ability replaces mount.

 Castle Lore/Castle Lore:At 3rd level, the castellan gains a +2 bonus on initiative checks and Knowledge (engineering), Knowledge (local), Knowledge (nobility), Perception, and Stealth checks when he is in urban terrain, including fortifications. A castellan in an urban environment can always act in a surprise round, though he remains flat-footed until he acts. At 8th level and every 5 levels thereafter, the castellan’s bonuses on skill and initiative checks increase by 2. This ability replaces cavalier’s charge.

 Guard Companion/Guard Companion:At 4th level, the castellan forms a bond with an animal companion that serves as a guard. While most castellans select birds or canines, the castellan can choose any animal companions available to rangers. This ability functions like the druid nature bond ability, except that the castellan’s effective druid level is equal to his cavalier level – 3 and his animal companion doesn’t gain the share spells special ability. This ability replaces expert trainer.

 Mighty Defense/Mighty Defense:At 11th level, when the castellan readies an action to make a melee attack against a creature that is not yet adjacent to him, he doubles the threat range of any melee weapons wielded during the attack. This increase doesn’t stack with other effects that increase the threat range of his weapons. In addition, the cavalier can attempt a free dirty trick, disarm, sunder, or trip combat maneuver if his readied attack is successful. This free combat maneuver doesn’t provoke an attack of opportunity. This ability replaces mighty charge.

 Defending Challenge/Defending Challenge:At 12th level, the castellan takes no penalty to Armor Class when using his challenge ability. This ability replaces demanding challenge.

 Supreme Defense/Supreme Defense:At 20th level, whenever the castellan readies an action to make a melee attack against a creature that is not yet adjacent to him, his readied attack deals double the normal amount of damage (or triple the damage if using a brace weapon against a charge). In addition, if the cavalier confirms a critical hit on the readied attack, the target is stunned for 1d4 rounds. A successful Will save (DC = 10 + the cavalier’s class level + the cavalier’s Strength modifier) reduces this to being staggered for 1d4 rounds. This ability replaces supreme charge.

突撃者 ‌Charger‌ ‌

‌出‌典‌‌ ‌Inner Sea Monster Codex 5ペー‌ジ‌‌ ‌
 突撃者ほどケンタウロスの壊滅的な武力を象徴する戦士はいない。 この生来のキャヴァリアーは、その種の中で最も迅速で最も強力なものとして生まれ、比類のない馬上戦闘の偉業を達成することができる。突撃者は紛争の真っ只中に真っ向から突入し、敵に素早く接近して攻撃し、彼らの力をランスに向ける。

 前提条件:ケンタウロス(またはGMの裁量で任意のtauricのクリーチャー)

 クラス技能:突撃者は〈知識:自然〉〈生存〉をクラス技能に加えるが、〈登攀〉〈動物使い〉〈騎乗〉はクラス技能として得ない。これはキャヴァリアーのクラス技能を変更する。

 武器と鎧の習熟:突撃者は、すべての単純武器と軍用武器、軽装鎧と中装鎧、および盾(タワー・シールドは除く)に習熟している。突撃者のキャヴァリアー・レベルは《武器開眼》などのランスを特定している特技のレベルの前提条件を満たすためにファイター・レベルと累積する。これはキャヴァリアーの武器と鎧の習熟と置き換える。

 生来の乗機(変則)/Natural Mount:突撃者は、特技の前提条件を満たす目的のみで、《騎乗戦闘》の特技を持っているとみなされ、前提条件としてを持つ特技を取得するときに〈騎乗〉技能の前提条件の代わりに〈軽業〉技能を使用する。自身の馬の姿のために、突撃者は議定しているかのように片手でランスを用いることができ、突撃中にランスで2倍のダメージを与える。突撃者は他のクリーチャーが乗っている場合、《騎乗戦闘》特技の利益(または《曲乗り》などの他の同様の特技や効果)を受けることはできない。この能力は乗騎と置き換える。

 雷鳴の如きの蹄(変則)/Thundering Hooves:3レベルの時点で、突撃者の蹄攻撃は追加の1d6ポイントのダメージを与え、クリティカル可能域は19〜20に増加する。この効果は、武器のクリティカル可能域を拡大する他の効果とは累積しない。突撃を行う時に突撃者は自身の攻撃ロールに-5のペナルティを受け、目標に対して追加の蹄攻撃を行うことができる。この能力はキャヴァリアーの突撃と置き換える。

 駿馬(変則)/Courser:4レベルの時点で、突撃者の継続的なトレーニングにより、地上移動速度が10フィート増加する。突撃者は通常の地形であるかのように、各ラウンドで最大10フィートの移動困難な地形を移動することもできる。これらの利益は、突撃者が鎧を着ていない、軽装鎧または中装鎧を着用しており、重荷重でない場合にのみ適用される。荷重や着用している鎧のために、突撃者の移動速度を修正する前にこのボーナスを適用する。これらのボーナスは、突撃者の地上移動速度や移動困難な地形を無視する能力に対する他のボーナスと累積する。この能力は熟練の調教師と置き換える。

 騎乗追撃(変則)/Ride Down:11レベルの時点で、突撃者はフリー・アクションとして突撃の経路内の任意の目標を蹴散らすことができる。蹴散らしの戦技判定に成功するたび、突撃者は自動的に蹴散らしの目標に蹄攻撃と同じ量のダメージを与え、突撃を続行できる。突撃中に蹴散らしの試みが失敗した場合、突撃者の進行は戦技が失敗した目標の真正面のマスで終了する。この蹴散らしの試みは、機会攻撃を誘発しない。突撃の経路内の全ての目標に対して突撃者は蹴散らしの戦技判定に累積する-2のペナルティを受ける。この能力は力強き突撃と置き換える。

Circuit Judge ‌Circuit Judge‌ ‌

‌出‌典‌‌ ‌Path of the Hellknight 32ペー‌ジ‌‌ ‌
 A circuit judge claims a specific region, becoming an expert in the local laws and, perhaps, becoming a fearsome executioner.

 Circuit(変則)/Circuit:At 1st level, a circuit judge chooses a single community. While in that community or within 25 miles of it, she adds half her cavalier level (minimum 1) on Intimidate, Knowledge (local), and Sense Motive skill checks (as well as any other law-related skill checks, at the GM’s discretion). Whenever she advances in level, the range within which she gains this bonus expands by another 25 miles—50 miles at 2nd level, 75 miles at 3rd level, and so forth. This bonus on Intimidate checks increases by 2 when she enters a community within this area that she hasn’t visited for 1 week or more.

 At 9th level and 17th level, the circuit judge can select another community within the range in which she gains this ability’s bonus. She can measure from that community (as well as previous communities) to determine whether she gains this ability’s bonus on the relevant skill checks.

 This ability replaces tactician, greater tactician, and master tactician.

 Sentence(変則)/Sentence:Once per day as a swift action, the circuit judge can choose one target within sight to sentence. The circuit judge gains the potential for a variety of bonuses related to that target. The circuit judge chooses the form of these benefits from the following list of inquisitor judgments: destruction, justice, protection, purity, or smiting.

 The benefits of these judgments apply only to the circuit judge and the target—the protection judgment’s bonus to Armor Class, for example, applies only to attacks made by the sentenced target (not any creature who attacks the circuit judge while the judgment is active). Treat the circuit judge’s level as her inquisitor level for the purposes of determining how these judgments increase in power. The circuit judge can use this ability twice per day at 1st level, plus two additional times per day for every 3 cavalier levels beyond 1st, to a maximum of 14 times per day at 19th level. She can switch her sentence as a swift action, but doing so expends an additional daily use of this ability.

 Sentencing a foe requires much of the circuit judge’s concentration. The circuit judge takes a –2 penalty to her Armor Class, except against attacks made by the target of her sentence.

 The sentence remains in effect either until the target is dead or unconscious or until the combat ends. Sentences are considered challenges for the purposes of the effects listed in the challenge section describing the cavalier’s order.

 This ability replaces challenge.

 Double Jeopardy(変則)/Double Jeopardy:At 12th level, whenever a circuit judge sentences a foe, she can gain the benefits of two inquisitor judgments against the foe instead of one. Using this ability does not expend a daily use of sentence.

 This ability replaces demanding challenge.

Constable ‌Constable‌ ‌

‌出‌典‌‌ ‌Heroes of the Streets 17ペー‌ジ‌‌ ‌
 Constables keep order in the narrow streets and dark alleys of settlements.

 クラス技能:Perception is a class skill for constables. This alters the cavalier’s class skills.

 Apprehend(変則)/Apprehend:A constable gains Improved Unarmed Strike as a bonus feat and can attempt a grapple combat maneuver check in place of the attack at the end of a charge. At 2nd level, the constable receives a +1 bonus on Perception checks and combat maneuver checks to disarm, grapple, or trip opponents. At 7th level and every 5 levels thereafter, this bonus improves by 1. At 4th level, the constable does not treat crowds as difficult terrain. This ability replaces mount.

 Squad Commander(変則)/Squad Commander:At 3rd level, a constable can spend 1 minute laying out a plan to activate the tactician ability without having it count against his number of uses per day. The ability must be triggered within 1 hour of the plan being made, and the benefits last for 1 minute per cavalier level he has. The constable can have only one plan at a time, and if a new plan is made, any old plan is lost. This ability replaces cavalier’s charge.

 Quick Interrogator(変則)/Quick Interrogator:At 4th level, a constable can attempt a Diplomacy check to gather information in 1d6 × 5 minutes and attempt a Diplomacy or Intimidate check to change someone’s attitude in 5 rounds. This ability replaces expert trainer.

 Badge(変則)/Badge:At 5th level, a constable’s badge becomes a powerful symbol of rules and authority. As long as he wears his badge, allies within 30 feet who can see him gain a +2 morale bonus on saving throws against charm, compulsion, and fear effects and a +1 morale bonus on attack rolls against targets the constable has challenged. At 10th level and every 5 levels thereafter, the bonuses increase by 1. This ability replaces banner.

 Instant Order(変則)/Instant Order:At 11th level, a constable can bark an order to an ally within 30 feet as a standard action. That ally can instantly take a single move or standard action to comply with the order. Taking the action dazes the ally for 1 round afterward. At 20th level, the constable can use this ability as a move action, but no more than once per round. This ability replaces mighty charge and supreme charge.

 Greater Badge(変則)/Greater Badge:At 14th level, a constable can hold his badge aloft as a standard action to inspire his allies to be steadfast. All allies within 30 feet gain a number of temporary hit points equal to twice the constable’s cavalier level for 10 minutes. A given ally can benefit from this ability only once per day. This ability replaces greater banner.

Disciple of the Pike ‌Disciple of the Pike‌ ‌

‌出‌典‌‌ ‌Monster Hunter's Handbook 13ペー‌ジ‌‌ ‌
The disciple of the pike does not qualify for Advanced Weapon Training options.
 The Hellknight Order of the Pike are renowned monster hunters, taking on large game using ancient weapon arts combined with modern equipment.

 Bigger They Are(変則)/Bigger They Are:A disciple of the pike gains a +1 dodge bonus to AC against creatures larger than he is. This bonus increases by 1 if the creature is two size categories larger. At 6th level, the bonus increases to +3 against a creature three size categories larger, and at 12th level, the bonus increases to +4 against creatures four size categories larger.

 This ability replaces mount.

 Pike Charge(変則)/Pike Charge:At 3rd level, a disciple of the pike learns to make more accurate charge attacks with weapons from the polearms or spears fighter weapon group. He receives a +4 bonus on melee attacks when charging with a polearm or spear (instead of the normal +2). In addition, the disciple of the pike takes no penalty to his AC after making a charge attack with a polearm or spear.

 This ability replaces cavalier’s charge.

 Monster Hunter(変則)/Monster Hunter:At 4th level, a disciple of the pike has an uncanny ability to identify monsters. He can attempt Knowledge checks untrained to identify monsters and their weaknesses, and gains a bonus equal to half of his cavalier level on Knowledge checks to identify monsters.

 This ability replaces expert trainer.

 Weapon Training(変則)/Weapon Training:At 5th level, a disciple of the pike gains weapon training, just like a fighter. He must select polearms or spears as his weapon group, and never gains another weapon group. His bonuses with the selected group otherwise progress as though his fighter level were equal to his cavalier level.

 This ability replaces banner and greater banner.

 Agile Charger(変則)/Agile Charger:At 11th level, a disciple of the pike takes no penalties caused by difficult terrain while charging. His movement is still hampered by obstacles, poor visibility, and other conditions. This ability doesn’t allow him to move through impassible terrain.

 This ability replaces mighty charge.

 Deadly Charge(変則)/Deadly Charge:At 20th level, whenever a disciple of the pike makes a charge attack with a polearm or spear, he deals double the normal amount of damage. In addition, if he confirms a critical hit on a deadly charge, the target is stunned for 1d4 rounds. If the target succeeds at a Will save (DC = 10 + the cavalier’s base attack bonus), it is instead staggered for 1d4 rounds.

 This ability replaces supreme charge.

#ref error :ご指定のファイルが見つかりません。ファイル名を確認して、再度指定してください。 (or the order of the dragon)
Drakerider ‌Drakerider‌ ‌

‌出‌典‌‌ ‌Legacy of Dragons 24ペー‌ジ‌‌ ‌

 While many cavaliers dream of riding a dragon into battle, drakeriders come to learn that the reality involves far more effort than they had expected. Unlike other cavaliers, drakeriders must train their mounts from hatchlings, fighting and toiling alongside their drakes for years through countless struggles before the proud dragons are willing to accept them as riders. Some residents of Triaxus, envious of the close connection between dragonriders and dragons, attempt to emulate this relationship by raising drake hatchlings. These efforts aren’t always successful, sometimes leaving the would-be drakeriders dead or maimed.

 Drake Mount/Drake Mount:A drakerider gains a drake companion instead of a mount. She gains cavalier’s charge at 9th level instead of 3rd.

 This ability replaces mount, tactician, expert trainer, banner, greater tactician, greater banner, and master tactician and alters cavalier’s charge.

 Approved Order/Approved Order:A drakerider can join only an order approved by its mount. Suitable orders include order of the beast (ISC), order of the cockatrice, and order of the dragon, as well as other fitting orders at the GM’s discretion.

Esquire ‌Esquire‌ ‌

‌出‌典‌‌ ‌Cohorts and Companions 30ペー‌ジ‌‌ ‌
 The esquire is a roving knight who acquires the services of a faithful follower—an aide-de-camp—who serves as the esquire’s assistant, spear carrier, and guard.

 Aide-De-Camp(変則)/Aide-De-Camp:At 3rd level, an esquire acquires the services of a loyal aide-de-camp. This NPC functions similarly to a cohort, though the aide-de-camp must advance in a class that grants proficiency with all martial weapons and cannot multiclass until the esquire reaches 7th level (though the aide-de-camp can select an archetype). If the aide-de-camp is a cavalier, he must follow the same order as the esquire.

 The aide-de-camp gains Swift Aid as a bonus feat, and provides a +2 (rather than +1) bonus when using this feat to aid the esquire. As a move action, the aide-de-camp can retrieve a stored item or an item on the ground and hand it to the esquire. The esquire does not have to take an action to receive the item, though he must be conscious and have a free hand. This action does not provoke attacks of opportunity for the aide-de-camp or esquire.

 If the aide-de-camp dies performing an act that directly supports the edicts of the esquire’s order (GM’s discretion), the esquire does not take a penalty to his Leadership score. If an aide-de-camp dies, or is released from the esquire’s service, the esquire may gain a new aide-de-camp by scouting for potential candidates in a city or large town. This requires 1 day per 5 levels of the aide-de-camp to be recruited. This ability replaces mount.

 Teamwork(変則)/Teamwork:At 3rd level, as long as an esquire and his aide-de-camp are adjacent, the aide-de-camp is treated as having any teamwork feats the esquire has. They also share any teamwork feats that function when two or more allies threaten the same target, as long as they both threaten the same target. This ability replaces cavalier’s charge.

 Shared Challenge(変則)/Shared Challenge:At 4th level, whenever an esquire challenges an opponent when his aide-de-camp is within 30 feet, he may grant his aide-de-camp bonuses equal to one-half of the bonuses he gains from challenge, including bonuses derived from the cavalier’s order. If the aide-de-camp is also a cavalier and challenges the same target, these bonuses do not stack. Like the esquire, his aide-decamp takes a –2 penalty to Armor Class against attacks from creatures other than the challenged opponent. This ability replaces expert trainer.

 Banner(変則)/Banner:An aide-de-camp can carry an esquire’s banner for him and still grant allies within range the banner’s bonuses. While doing so the aide-de-camp gains double the normal morale bonuses provided by the banner. This ability modifies banner.

 Avenge Me(変則)/Avenge Me:At 11th level, whenever the esquire is killed, dying, stunned, dazed, or otherwise unable to take actions, his aide-de-camp gains the full benefits of the esquire’s challenge and order abilities against all creatures that attacked the esquire in the previous round. If the aidede- camp is also a cavalier and challenges the same target, these bonuses do not stack. These benefits last until the esquire regains the ability to take actions, or until the aide-de-camp or the triggering opponents are killed.

 If his aide-de-camp is killed, dying, or otherwise unable to take actions the esquire may declare one creature of his choice that attacked the aide-de-camp in the past round as his quarry; this functions identically to the ranger class ability. These bonuses last until the aide-de-camp recovers or until the cavalier or the triggering opponents are killed. This ability replaces mighty charge.

 Fight As One(変則)/Fight As One:At 20th level, the shared challenge ability increases in power, granting the aide-de-camp full benefit of the esquire’s challenge. In addition, if the esquire and aide-de-camp both confirm a critical hit against the same target within the same round, the target must make a Fortitude save (DC 10 +1/2 the esquire’s cavalier level + the esquire’s Charisma bonus) or be staggered for 1d4 rounds. This ability replaces supreme charge.

First Mother's Fang ‌First Mother's Fang‌ ‌

‌出‌典‌‌ ‌Blood of the Beast 17ペー‌ジ‌‌ ‌
 Nagajor legend states that when Nalinivati created the first nagaji, she chose a paragon of their kind to instruct in the use of exotic weapons, lore, and words so the creature could best serve her as a bodyguard and emissary: the original first mother’s fang. Whether or not these paragons descend from a single nagaji, first mother’s fangs of Nagajor have expanded their numbers over the generations, and they no longer speak with the full authority of the First Mother. In modern times, a first mother’s fang acts as a servant of his nation, a skilled general and tactician in times of war and a noble governor during times of peace.

 クラス技能:A first mother’s fang adds all Knowledge skills to his list of class skills.

 This alters the cavalier’s class skills.

 Weapon and Armor Proficiency:A first mother’s fang is proficient with all simple and martial weapons. Additionally, a first mother’s fang is proficient in one exotic melee weapon of his choice and one exotic ranged weapon of his choice.

 This alters the cavalier’s weapon proficiencies.

 Serpent Mount(変則)/Serpent Mount:Instead of the usual choices for a cavalier’s mount, first mother’s fangs ride on giant riding constrictors. These use the statistics of the constrictor snake druid animal companion, except that they are suitable mounts and begin as size Large at 1st level with no other adjustments to their abilities or statistics based on this size change. A serpent mount is considered to be a quadruped for the purpose of determining its carrying capacity, and its base land speed is 40 feet (other speeds are unaffected). At 4th level, a giant riding constrictor doesn’t increase in size again, but it does receive all the other usual 4th-level benefits.

 This alters mount.

 Honored Warrior(変則)/Honored Warrior:A first mother’s fang is expected to act as a military leader in wartime and a governor in peace time, and as a result, he must be versed both in the martial and political arts. At 1st level, he gains Combat Expertise as a bonus feat, and if his Intelligence score is less than 13, it counts as 13 for the sole purpose of meeting the prerequisites of combat feats that require Combat Expertise as a prerequisite.

 At 2nd, 8th, and 15th levels, the first mother’s fang gains a vigilante social talent and a bonus combat feat. When selecting his vigilante social talent, a first mother’s fang can select celebrity discount, celebrity perks, great renown, incredible renown, instant recognition, loyal aid, renown, social grace, or triumphant return. He treats his cavalier level as his effective vigilante level when determining whether he meets a talent’s prerequisites, as well as its effects. He gains the improved attitude and Intimidate bonuses from renown as if he were in both social and vigilante identities. When selecting skills with social grace, he must choose from the following list: Appraise, Bluff, Diplomacy, Intimidate, Knowledge (geography, history, local, or nobility), Perform, Profession (soldier), or Sense Motive. He is always considered to be in his social identity for the purpose of social grace (though he continues to receive the benef its for both identities from renown). When selecting his bonus combat feat, he can choose from only combat feats that list Combat Expertise as a prerequisite.

 This ability replaces order.

Gallant ‌Gallant‌ ‌

‌出‌典‌‌ ‌Heroes of the High Court 12ペー‌ジ‌‌ ‌
 Gallants embody the virtues of honor, generosity, and civility. Their personal symbol serves as an inspiration to others in a courtly setting as much as on a battlefield.

 Code of Gallantry/Code of Gallantry:A gallant must belong to either the order of the blue rose, the order of the guard, the order of the lion, or the order of the sword. A gallant must also be of lawful good or neutral good alignment. A gallant who ceases to be lawful good or neutral good, or who violates his order’s edicts, loses all class features except armor and weapon proficiencies until he restores his alignment or atones for his violation (see the atonement spell), as appropriate.

 This alters the cavalier’s order.

 Symbol of Inspiration(変則)/Symbol of Inspiration:At 5th level, the gallant’s personal crest becomes an inspirational symbol of his chivalrous ideals. As long as he displays his crest on his tabard, banner, or similar item, allies within 60 feet who can see him gain a +2 morale bonus on saving throws against charm, compulsion, and fear effects, and a +2 bonus on damage rolls to deal nonlethal damage. At 10th level and every 5 cavalier levels thereafter, these bonuses increase by 1.

 This ability replaces banner.

 Symbol of Resilience(超常)/Symbol of Resilience:At 14th level, the gallant’s personal crest empowers his allies to stand firm against evil. While his personal crest is displayed, the gallant can bolster his allies’ resilience as a standard action. All allies within 60 feet of the gallant gain DR 5/evil for 1 minute. An ally cannot benefit from this ability more than once per day.

 This ability replaces greater banner.

Herald Squire ‌Herald Squire‌ ‌

‌出‌典‌‌ ‌Knights of the Inner Sea 21ペー‌ジ‌‌ ‌
 The herald squire is the eyes and ears of a traveling knight, often arriving ahead of her liege to bring word of his arrival, find lodgings, and get the lay of the land.

 Introduction(変則)/Introduction:At 1st level, whenever a herald squire tries to influence a creature’s attitude with the Diplomacy skill for the first time, she may roll her Diplomacy check twice and take the best result. In addition, any improvement of a creature’s attitude toward the herald squire also applies to her knight. This ability replaces tactician.

 Fleet of Foot(変則)/Fleet of Foot:At 2nd level, a herald squire gains fast movement, as the barbarian class feature of the same name. If the herald squire gains fast movement from another class, the bonuses to her speed do not stack. Whenever she makes long overland journeys alone or with only her mount, the distance a herald squire can travel each day increases by 20%. This ability replaces the 2nd-level order ability.

 Transcend Language(擬呪)/Transcend Language:At 3rd level, three times per day, a herald squire can cast tongues on herself, using her herald squire level as her caster level. The effects of this ability last for a number of rounds equal to her herald squire level. This ability replaces cavalier’s charge.

Hooded Knight ‌Hooded Knight

‌出‌典‌‌ ‌Legacy of the First World 26ペー‌ジ‌
 Some cavaliers wander the lonely roads of the world—any world, including the First World—protecting travelers and acting as their honor guard. Like the Eldest they usually venerate, they wear heavy hoods and rarely show their faces. Hooded knights are usually members of the order of the blossom (see page 27), the order of the shield, or the order of the sword.

 クラス技能:A hooded knight gains Knowledge (geography) and Survival as class skills instead of Climb and Swim.

 This alters the cavalier’s class skills.

 Feytouched Mount/Feytouched Mount:A hooded knight’s mount has the feytouched simple template (see page 10) when he is riding it, but it cannot use its change shape ability while being ridden.

 This ability alters the cavalier’s mount.

 Hero of the Roads(変則)/Hero of the Roads:When on a road, a hooded knight gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival checks. These bonuses increase by 2 at 9th and 17th level. The speed of any mount a hooded knight rides is increased by 10 feet at 9th level and by an additional 10 feet at 17th level. By spending 1 minute coaxing his allies’ mounts and expending one use of his challenge ability, a hooded knight can grant the same speed increase to the mounts ridden by all allies within 30 feet who can see and hear him. This speed increase to his allies’ mounts lasts for 1 hour.

 A hooded knight and his mount can hustle while traveling on a road without taking damage for 2 hours each day, plus an additional 2 hours at 5th level and every 5 levels thereafter (to a maximum of 8 hours at 15th level).

 This ability replaces tactician.

 Champion of the Roads(擬呪)/Champion of the Roads:At 9th level, a hooded knight gains dimension door as a spell-like ability with a caster level equal to his cavalier level. If the hooded knight is riding a mount, his mount does not count against the number of creatures he brings along with this ability. If the destination is not a road, the hooded knight is shunted to the nearest open space on a road, taking damage as described in the dimension door spell. The cavalier can use this ability once per day, plus one additional time for every 4 levels beyond 9th, to a maximum of three times per day at 17th level.

 This ability replaces greater tactician.

 Paragon of the Roads(擬呪)/Paragon of the Roads:At 17th level, when a hooded knight uses his champion of the roads ability, he can treat the ability as greater teleport rather than dimension door. The hooded knight’s mount and the mounts ridden by any creatures he brings along do not count against the number of teleported creatures.

 This ability replaces master tactician.

Huntmaster ‌Huntmaster‌ ‌

‌出‌典‌‌ ‌Animal Archive 6ペー‌ジ‌
 Huntmasters train the beasts favored by lordly castes into swift and deadly trackers.

 クラス技能:A huntmaster gains Knowledge (nature), Stealth, and Survival as class skills.

 Weapon and Armor Proficiency:A huntmaster is not proficient with heavy armor. Huntmasters are proficient with all simple and martial weapons, plus the net and whip.

 Bestial Challenge(変則)/Bestial Challenge:Whenever a huntmaster issues a challenge, both he and his hunting pack gain the bonuses and penalties associated with his challenge. This modifies the challenge ability.

 Hunting Pack(変則)/Hunting Pack:At 1st level, a huntmaster forms a close bond with an animal companion. This animal companion functions as a druid’s animal companion, using the cavalier’s level as his effective druid level. He can choose either a bird or a dog when selecting his animal companion.

 The huntmaster can have more than one animal companion, but he must divide up his effective druid level between his companions to determine the abilities of each companion. Each time a huntmaster’s effective druid level increases, he must decide how to allocate the increase among his animal companions (including the option of adding a new 1st-level companion). Once an effective druid level is allocated to a particular companion, it cannot be redistributed while that companion is in the huntmaster’s service (he must release a companion or wait until a companion dies to allocate its levels to another companion). The share spells animal companion ability does not give the huntmaster the ability to cast a single spell so that it affects all of his animal companions.

 A huntmaster’s animal companions gain a bonus on Survival checks to follow tracks equal to 1/2 the cavalier’s class level (minimum 1). This ability replaces mount.

 Tactician(変則)/Tactician:A huntmaster’s tactician ability affects only his hunting pack, not other allies. This modifies the tactician, greater tactician, and master tactician abilities.

 Takedown(変則)/Takedown:At 3rd level, a huntmaster’s dog can make a free trip or dirty trick (entangled) combat maneuver after a successful melee attack. A huntmaster’s bird can make a free dirty trick (dazzled or deafened) combat maneuver after a successful melee attack; if the target is already dazzled, the bird can choose dirty trick (blinded) instead. These combat maneuvers do not provoke attacks of opportunity. This ability replaces cavalier’s charge.

 Animal Trainer(変則)/Animal Trainer:At 4th level, a huntmaster’s expert trainer ability applies to birds and dogs rather than mounts. This modifies the expert trainer ability.

 Swift Tracker(変則)/Swift Tracker:At 5th level, a huntmaster gains the swift tracker ability, as the ranger ability of the same name. This ability replaces banner.

 ボーナス特技:At 6th level, a huntmaster and all members of his hunting pack gain Step Up as a bonus feat. At 12th level, they gain Following Step and at 18th level, they gain Step Up and Strike. This ability replaces a cavalier’s standard bonus feats.

 Pack Attack(変則)/Pack Attack:At 11th level, whenever a huntmaster and any of his hunting pack or multiple animals in his hunting pack are adjacent and attack the same target in melee, they are treated as flanking. In addition, they can flank a creature with improved uncanny dodge if the huntmaster has at least 4 more levels than the target. This ability replaces mighty charge.

 Quarry(変則)/Quarry:At 14th level, a huntmaster gains quarry, as the ranger ability of the same name. The benefits of this ability also apply to his hunting pack. This ability replaces greater banner.

 Improved Quarry(変則)/Improved Quarry:At 20th level, a huntmaster gains improved quarry, as the ranger ability of the same name. The benefits of this ability also apply to his hunting pack. This ability replaces supreme charge.

アルニサントの騎士 ‌Knight of Arnisant

‌出‌典‌‌ ‌Armor Master's Handbook 5ペー‌ジ‌
 アルニサントの騎士と呼ばれるキャヴァリアーは、強力な魔法使いの王である囁きの大帝を倒すのに重要な役割を果たした有名な将軍を尊敬している。アルニサントの騎士は、エイローデンの盾が彼を守ったように、邪悪な魔法からの保護をアルニサントに求める。これらのキャヴァリアーの多くは、盾の騎士団に加わることでさらに彼を模倣する。ほとんどのアルニサントの騎士は、この運動の発祥の地であるラストウォールに所属しているが、将軍の故郷であるタルドールからワールドウーンズの最前線まで、あらゆる場所で見られる。

 盾の専門化/Shield Expertise:1レベルの時点で、アルニサントの騎士はボーナス特技としてShield Focus特技を得る。キャヴァリアー・レベルはShield Focus特技を前提条件としてリストしているすべての特技の資格の目的でファイター・レベルとみなされる。

 この能力は戦術家と置き換える。

 反発の盾(変則) Shield:4レベルの時点で、アルニサントの騎士は攻撃をそらすためにたtwを使用することを専門にする。ACへの盾ボーナスに等しいボーナスをACとCMD加える・これは最大でキャヴァリアー・レベルの半分までである。この計算には魔法の盾から得た強化ボーナスは含まない。

 この能力は熟練の調教師と置き換える。

 紋章の旗印(変則)/Heraldic Banner:5レベルの時点で、アルニサントの騎士は盾を旗印として使用するが、利益は30フィート以内の味方にのみ適用される。

 この能力は旗印を変更する。

 魂の盾(超常)/Soul Shield:9レベルの時点で、アルニサントの騎士が盾を持っている時、[呪い]の呪文と効果に対するすべてのセーヴィング・スローに、最大でキャヴァリアー・レベルの半分までの、ACへの盾ボーナスに等しいボーナスを加える。この計算には魔法の盾から得た強化ボーナスは含まない。

 この能力は上級戦術家と置き換える。

 防衛的な挑戦(変則)/Defensive Challenge:12レベルの時点で、アルニサントの騎士が挑戦を宣言する時、目標はアルニサントの騎士に特に注意を払わなければならない。目標はキャヴァリアーの機会攻撃の間合い内にいる限り、アルニサントの騎士以外に対する攻撃ロールに-2のペナルティを受ける。

 この能力は高度な挑戦と置き換える。

 心の盾(超常)/Heart Shield:17レベルの時点で、アルニサントの騎士が盾を持っている時、[即死]呪文と魔法の[即死]効果に対するすべてのセーヴィング・スローに、最大でキャヴァリアー・レベルの半分までの、ACへの盾ボーナスに等しいボーナスを加える。この計算には魔法の盾から得た強化ボーナスは含まない。

 この能力は上級戦術家と置き換える。

海洋乗り ‌Oceanrider‌ ‌

‌出‌典‌‌ ‌Aquatic Adventures 53ペー‌ジ‌
 海洋乗りはドルフィン、オルカ、シーホースに乗る水中のキャヴァリアーである。

 鎧への習熟:海洋乗りは軽装鎧と中装鎧、および盾(タワー・シールドは除く)に習熟する。

. これは鎧への習熟を変更する。

 水棲の乗機/Aquatic Mount:中型の海洋乗りは通常の選択肢の代わりにシーホースまたはオルカ(ほとんどのオルカとは異なり、これは大型サイズから開始し、7レベルまでの他の7レベル能力はない)のいずれかに騎乗することができる一方で、小型の海洋乗りはドルフィンに騎乗することができる。

 この能力は乗機を変更し、熟練の調教師と置き換える。

クァバラットの先駆 ‌Qabarat Outrider

‌出‌典‌‌ ‌People of the Stars 11ペー‌ジ‌
 カストロヴェル都市国家クァバラット/Qabaratの戦術大学では、クァバラットの先駆と呼ばれる特殊な騎兵を生み出している。ラシュンタの都市国家を守るために、クァバラットの先駆は正規軍の小部隊を率いており、そのメンバーは互いに心を通わせて、戦闘において比類なき絆を形成する。

 鎧の習熟:クァバラットの先駆は重装鎧への習熟を得ない。

 《攻防一体》/Combat Expertise:1レベルの時点で、クァバラットの先駆は、前提条件を満たしていなくても、ボーナス特技として《攻防一体》を得る。

 戦技の戦術(変則)/Maneuver Tactics:1レベルの時点で、クァバラットの先駆は、ボーナス特技として戦技強化特技(《フェイント強化》など)を得る。この特技の前提条件は満たしていなければならない。標準アクションとして、クァバラットの先駆は、見るか聞くことができるか、または特技の前提条件を満たしているかどうかに関係なく、30フィート以内のすべての味方にこの特技を与えることができる。味方はこのボーナス特技を3ラウンド+2クァバラットの先駆レベル毎に1ラウンドの間、保持する。クァバラットの先駆は、この能力を1レベルで1日1回、以降5レベル毎に追加で1回しようできる。

 9レベルの時点で、クァバラットの先駆はボーナス特技として、前提条件を見ていしている戦技強化特技または上級戦技特技(《上級蹴散らし》など)を得る。先駆は戦技の戦術を使用して、この特技を味方に与えることができる。戦技の戦術能力を使用することは即行アクションとなる。

 17レベルの時点で、クァバラットの先駆はボーナス特技として、戦技強化、上級戦技、戦技打撃特技(《足払い打撃》など)を得る。依然としてこの特技の前提条件は満たしていなければならない。先駆は戦技の戦術を使用して、この特技を味方に与えることができる。

 この能力は、戦術家、上級戦術家、達人戦術家と置き換える。

 マインドリンク(超常)/Mindlink:5レベルの時点で、クァバラットの先駆は生来のテレパシーがマインド陸に発展し、自身と味方や相棒との接触を可能にする。クァバラットの先駆の意識がある限り、制限付きテレパシーの種族能力の距離内のすべての味方は(ほとんどのクァバラットの先駆の場合は30フィート)、(魅惑)と(強制)効果に対するセーヴィング・スローに+2の士気ボーナスと、挟撃中による攻撃ロールに+1の士気ボーナスを得る。10レベルの時点と以降5レベル毎に、このボーナスは1ずつ増加する。この能力は旗印と置き換える。

 マインドリンクのパルス(超常)/Mindlink Pulse:14レベルの時点で、クァバラットの先駆は標準アクションとして、自身の制限付きテレパシーの距離内で、味方の精神を通して精神的エネルギーのパルスを送ることができる。不意討ちラウンド内にそうする場合、通常は不意討ちラウンドで行動することが出来ないすべての味方が行動することができる味方が不意討ちラウンドで行動する能力を拒否される場合、その味方のイニシアチブは、その味方のイニシアチブ・ロールまたはクァバラットの先駆のイニシアチブ-1のいずれか低い方に等しい。

 不意討ちラウンドであるかに関わらず、先駆がこの能力を使用すると。距離内の味方は立ちすくみ状態でなくなる(最初から立ちすくみ状態であったと仮定して)。この能力は上級旗印と置き換える。

Spellscar Drifter ‌Spellscar Drifter‌ ‌

‌出‌典‌‌ ‌Inner Sea Combat 45ペー‌ジ‌
 The Spellscar Desert is a dangerous wasteland into which few venture without a guide. Spellscar drifters have made themselves at home in these badlands. When not scouring the desert for forgotten treasures or magic hidden by the region’s shifting magic-dead zones, a Spellscar drifter might hire himself out as a guide, bodyguard, or assassin. There are even a few Spellscar drifters who are temporarily deputized by the Grand Duchy of Alkenstar to perform law enforcement tasks beyond the reach of the city’s normal constabulary. Spellscar drifters are self-reliant and always keep their firearms loaded—in the Spellscar Desert, a rider with a slow draw doesn’t live long.

 Weapon and Armor Proficiency:Spellscar drifters are proficient with all simple and martial weapons, the whip, and with all firearms. They are proficient with all light armor. This replaces the cavalier’s normal weapon and armor proficiencies.

 Have Gun/Have Gun:At 1st level, the Spellscar drifter gains Amateur Gunslinger and Gunsmithing as bonus feats. The Spellscar drifter uses his Charisma modifier (minimum 1) in place of his Wisdom modifier when determining his maximum grit points and for any other abilities which use grit. Additionally, he also gains a battered gun identical to the one gained by the gunslinger. This ability replaces tactician.

 Daring Deeds(変則)/Daring Deeds:At 3rd level, a Spellscar drifter gains Rapid Reload as a bonus feat. The Spellscar drifter must choose a firearm to associate with this feat. Additionally, the Spellscar drifter can select one additional 1st-level gunslinger deed which he can use with his Amateur Gunslinger feat. This ability replaces cavalier’s charge.

 Worn Banner(変則)/Worn Banner:At 5th level, a Spellscar drifter can choose to use his hat as his banner. If the drifter does not wear a hat, another iconic accessory—such as an eyemask, bandana, or distinguishing coat—can instead serve as his banner. In all other ways, this ability functions as and replaces the banner cavalier ability.

 ボーナス特技:At 6th level, and at every 6 levels thereafter, a Spellscar drifter gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be either combat or grit feats, and the Spellscar drifter must meet the prerequisites as normal. This replaces the cavalier’s normal bonus feats.

 Notorious Deeds(変則)/Notorious Deeds:At 9th level, a Spellscar drifter can select two additional gunslinger deeds which he can use with his Amateur Gunslinger feat. The Spellscar drifter can choose one deed from the list of deeds available to 3rd-level gunslingers and one from the list available to 7th-level gunslingers. This ability replaces greater tactician.

 Old Reliable(変則)/Old Reliable:At 11th level, whenever a Spellscar drifter declares a challenge, the threat range of the Spellscar drifter’s firearm is doubled against the target of his challenge. This increase only affects one weapon and does not stack with other effects that increase the threat range of the weapon. In addition, if the Spellscar drifter rolls a misfire during his challenge, the Spellscar drifter can spend 1 grit point to reroll the attack roll. The Spellscar drifter must accept the results of the second roll, even if it is worse. This ability replaces mighty charge.

 Spell Severed(変則)/Spell Severed:At 12th level, a Spellscar drifter becomes permanently marked by long exposure to the Spellscar Desert. The Spellscar drifter gains spell resistance equal to 10 + his character level. The Spellscar drifter can drop this spell resistance for 1 round as a standard action, or he can spend 1 grit point to drop it as a swift action. This ability replaces demanding challenge.

 Infamous Deeds(変則)/Infamous Deeds:At 17th level, a Spellscar drifter can select two additional gunslinger deeds which he can use with his Amateur Gunslinger feat. The Spellscar drifter can choose one deed from the list of deeds available to 7th-level gunslingers and one from the list available to 11th-level gunslingers. This ability replaces master tactician.

 Tough as Nails(変則)/Tough as Nails:At 20th level, a Spellscar drifter is able to select three additional deeds for use with his Amateur Gunslinger feat—two from the list of deeds available to 15th-level gunslingers, and one from the list available to 19th-level gunslingers.

 In addition, if the Spellscar drifter confirms a critical hit on an attack made with a firearm, the target is stunned for 1d4 rounds. A successful Will saving throw (DC = 10 + the Spellscar drifter’s base attack bonus) reduces this effect to staggered instead of stunned. This ability replaces supreme charge.

Verdivant ‌Verdivant‌ ‌

‌出‌典‌‌ ‌Wilderness Origins 15ペー‌ジ‌
 Some vine leshys’ spirits are vibrant enough to project this animus beyond their own bodies. Called verdivants, these leshys explore the world atop unique companions formed from the leshy’s vines and animated by their nearly boundless energy. Both mount and rider brim with new growth, sporting bright flowers, whipping tendrils, clouds of pollen, and other manifestations charged with nature’s power. This archetype is typically available only to vine leshys, but with the GM’s permission, other races can take it as well.

 Plant Mount(変則)/Plant Mount:A verdivant buds off and cultivates his vines into an animal form, imbuing them with limited intelligence. The verdivant selects a mount appropriate for his size as normal, but this mount is a plant with the leshy subtype and has the same immunities as a vine leshy.

 A verdivant can absorb and regrow his plant mount. This can either replace a slain mount or change a mount’s form; the new form must still be a suitable mount the verdivant is capable of riding. Either function takes 1 week, after which the newly regrown mount immediately benefits from its special abilities.

 At 4th level, regrowing a mount takes only 24 hours.

 This alters mount and replaces expert trainer.

 Effloresce/Effloresce:At 2nd level, a verdivant can use a standard action to create efflorescences, explosive growths fed by his animating spirit. A verdivant can use this ability three times per day, plus one additional time per day for every 4 cavalier levels he has beyond 2nd. A verdivant can apply effloresces to himself, or his plant mount if it is adjacent. Efflorescences last for 1 round per cavalier level, and a verdivant can have at most two efflorescences in effect at a time. A verdivant can end an efflorescence during his turn as a free action.

 At 6th level, a verdivant can effloresce as a move action. At 12th level, a verdivant can effloresce as a swift action, and he can have two efflorescences in effect simultaneously. At 17th level, a verdivant can effloresce twice as part of the same action.

 At 2nd level, a verdivant can use the following efflorescences.

 Shieldvines(変則)/Shieldvines:Allies within 10 feet do not provoke attacks of opportunity when leaving threatened squares; this increases to 20 feet at 9th level.

 Floatflower(変則)/Floatflower:Allies within 10 feet ignore the effects of nonmagical difficult terrain. At 9th level, they also gain the effects of air walk while within 10 feet of the verdivant.

 At 5th level, a verdivant gains the following efflorescences.

 Innervating Pollen(変則)/Innervating Pollen:The verdivant and his allies within 30 feet gain a competence bonus either on attack rolls or to saving throws (the verdivant’s choice; all allies gain the same benefit) equal to one-third the verdivant’s cavalier level.

 Bolsterbloom(超常)/Bolsterbloom:The verdivant and his allies within 30 feet gain fast healing 1; this fast healing increases by 1 at 9th level, and again at 14th and 17th levels.

 At 9th level, a verdivant gains the following efflorescences.

 Charged Blossoms(超常)/Charged Blossoms:Choose an energy type: acid, cold, electricity, or fire. The verdivant and his allies within 10 feet gain energy resistance 10 to the chosen energy type. At 14th level this affects allies within 20 feet, and the energy resistance increases to 20.

 Slipstrands(超常)/Slipstrands:The verdivant and his allies within 10 feet are affected by freedom of movement; this increases to 20 feet at 17th level.

 At 14th level, a verdivant gains the following efflorescences.

 Ambrosia(超常)/Ambrosia:The efflorescence temporarily suppresses enchantments, transmutations, and curses on the verdivant and his allies within 30 feet, as break enchantment with a caster level equal to the verdivant’s cavalier level. Affected creatures ignore the effects of such conditions for the duration of the efflorescence, after which the conditions’ full effects resume. The duration of suppressed conditions continues to elapse while the condition is suppressed.

 Luckleaf(超常)/Luckleaf:When attempting a d20 roll, allies of the verdivant within 30 feet of him can roll twice and use the better result; each ally can benefit from this ability only once per efflorescence. Luckleaf can be activated once per minute.

 This replaces tactician, banner, greater tactician, greater banner, master tactician, and bonus feats.

 Sinuous Steps(変則)/Sinuous Steps:At 3rd level, a verdivant and his plant mount gain the woodland stride druid class feature. In addition, they do not take any penalty to AC after making a charge attack.

 This alters cavalier’s charge.

Vermin Tamer ‌Vermin Tamer‌ ‌

‌出‌典‌‌ ‌Heroes of the Darklands 17ペー‌ジ‌
 Due to the strange terrain, the lack of sunlight, and numerous other hazards, keeping a traditional mount in the Darklands can prove difficult. Cavaliers native to or traveling the region may choose to tame local creatures instead. Those who can overcome their revulsion and distrust of Sekamina’s strange fauna often find that such partnerships with native creatures serve both rider and mount well. While these mounts may be harder to handle than typical mounts, their versatility and adaptations prove indispensable.

 Darklands Mount(変則)/Darklands Mount:At 1st level, a vermin tamer chooses a creature native to the Darklands as his mount. This functions as a cavalier’s mount. He can choose a giant beetle, giant centipede, giant gecko, giant slug, or giant spider as his mount. These mounts (except the giant gecko) and the rules for vermin companions are detailed here, under Vermin Companions.

 The selected mount is combat trained. The vermin trainer does not take an armor check penalty on Ride checks while riding his mount. If the vermin tamer’s starting mount is large enough to act as a mount, it gains Light Armor Proficiency as a bonus feat. If the selected animal companion is too small to act as a proper mount, then the vermin tamer gains Undersized Mount as a bonus feat.

 This ability alters mount.

 Stuck in the Saddle(変則)/Stuck in the Saddle:A practiced vermin tamer can remain steady in the saddle even in unconventional situations. At 4th level, he gains a +4 circumstance bonus on any checks to stay in the saddle when his mount is climbing walls or flying. At 8th level, this bonus increases to +8, and he never falls off his mount when he is rendered unconscious.

 This replaces expert training.

 Disorienting Challenge(変則)/Disorienting Challenge:At 12th level, whenever a vermin tamer declares a challenge, he can confound his target with the erratic movements of his mount. As long as the vermin tamer begins his turn mounted, with his mount climbing or flying at a higher location than his target, the target of his challenge takes a –2 penalty to its AC.

 This replaces demanding challenge.

波乗り ‌Wave Rider‌ ‌

‌出‌典‌‌ ‌Inner Sea Combat 47ペー‌ジ‌
 内海地域には、港をパトロールし、危険な海の生き物から彼らを守り、密輸業者を監視する波乗りたちがいる。最も有名なのは、ヒポカンパスに乗っているアブサロムの海騎兵隊である。

 武器と鎧の習熟:波乗りはすべての単純武器と、軍用武器、軽装鎧、中装鎧に習熟しているが、盾には習熟していない。これはキャヴァリアーの武器と鎧の習熟と置き換える。

 船旅の相棒/Seafaring Companion:1レベルの時点で、波乗りはボーナス特技として《Monstrous Mount》を得る。波乗りはこの特技を使用してヒポカンパスの乗騎しか選択することができない。それ以外については、この能力はキャヴァリアーの乗機と同様に機能し、キャヴァリアーの乗騎能力と置き換える。

最終更新:2024年09月02日 15:11