Cunning Liar
Source Heroes of the Streets pg. 5
Category Region
Requirement(s) Any City
You were forced into hiding or willingly went on the run at a young age, and learned to reading others’ interests to inform your lies. You can use your Intelligence or Wisdom modifier in place of your Charisma modifier on Bluff checks.
Transmuter of Korada
Source Champions of Purity pg. 13 (Amazon)
Category Basic (Magic)
You learned the secrets of transmutation from a follower of the empyreal lord Korada. Whenever you cast a spell from the transmutation school, its effects manifest at +1 caster level. Additionally, select one of the following transmutation spells: bear’s endurance, bull’s strength, cat’s grace, eagle’s splendor, fox’s cunning, or owl’s wisdom. Once per day when you cast that spell, its duration is doubled. A spell affected by this trait cannot be modified further by the Extend Spell metamagic feat or similar abilities.
Erutaki Sky Reader
Source Advanced Class Origins pg. 17 (Amazon)
Category Region
Requirement(s) Crown of the World
Born in the Crown of the World, you learned to read the aurora and the night sky for portents. Once per day, you gain a +2 luck bonus on a single saving throw. You can apply this bonus after the saving throw is rolled but before the results are revealed.
Bellis Axe Master
Source Andoran, Spirit of Liberty pg. 18 (Amazon)
Category Region
Requirement(s) Bellis [in Andoran]
No one knows how to swing an axe better than a Bellisian! You gain a +2 trait bonus on all rolls made to confirm critical hits with axes (battle axe, hand axe, or greataxe).
Oregent Timing
Source Andoran, Spirit of Liberty pg. 20 (Amazon)
Category Region
Requirement(s) Oregent [in Andoran]
After years of soulnumbing obedience to the schedules of others, you find synchronizing your actions with an ally second nature. Once per day when you take a readied action in combat, you gain a +3 trait bonus on the d20 roll for that action if it was triggered by an ally’s action.
Open Palm of Irori
Source Humans of Golarion pg. 30 (Amazon)
Category Race
Requirement(s) Vudrani
Your practice of the tenets of Vudrani martial arts has granted you a perfect balance between body and spirit. You gain a +1 trait bonus on Acrobatics and Knowledge (religion) checks. If you have a ki pool, once per day as a swift action, you may channel your ki during an unarmed strike, gaining a +2 trait bonus on one damage roll. This additional damage is precision damage.
御守卫ward speaker(武士变体)
御守卫从简单的,向全世界的精魂表达敬意的的仪式中汲取力量,以此来更好的保护被委托给他们的重任。
阵营:御守卫必须是非邪恶阵营。这调整了武士的阵营。
慰灵(EX,SP,SU):御守卫可以通过一种特殊的仪式来取悦社神,并获得他们力量的碎片。此仪式必须在神社或被特定社神御守的地点举行。慰灵仪式花费一分钟,包括拍手,敲钟,鞠躬以及献上香火钱,食物和其他贡品。御守卫必须不受打断的进行此仪式才能从中获得好处。仪式结束时,御守卫立刻获得一种赐福,取决于他们安抚的社神类型。Bestiary 3 159页起给出了常见的社神类型,每种社神的赐福将在下面列出。
以一个直觉动作,御守卫可以解消赐福来在揭示结果之前重骰一个d20骰子,他必须接受第二次骰子的结果,即使更糟。如果没有被解消,赐福会持续直到御守卫重新获得他的每日能力时,此时赐福和其带来的好处会立刻结束。如果御守卫解消了赐福来获取基于他安抚的特定社神的好处(见下),他也无法获得此处描述的重骰。
御守卫在1级时每天可以进行一次此种仪式,在1级后的每3级额外获得一次使用次数,最多为19级时的每日7次。他同时只能保有一个赐福,在已经拥有赐福时进行慰灵仪式会立刻结束上一个赐福及其好处。
此能力取代决意,高等决意和真•决意。
地主神(EX,SP):御守卫(和他的坐骑,如果有)的基础速度获得10尺增强加值。在9级时,此加值提升到20尺。在17级时,他可以用直觉动作解消赐福,来以类法术能力施放地震术,以他的武士等级作为施法者等级。
木灵神(SU):以一个标准动作,御守卫可以用令人混乱的凝视来折磨一个可以看见他的目标。如果目标在意志豁免中失败(DC=10+御守卫武士等级的一半),他将恍惚1d4轮。在9级时,改为恍惚2d4轮。在17级时改为恍惚1分钟。一旦一个生物成为此能力的目标,它在24小时内无法再次被选为目标。
式神(EX):御守卫获得随手武器和随手投掷作为奖励专长。在9级时,他获得健壮和快步跟进专长。在17级时,他获得咄咄逼人和飞步进击专长。
岁神(SP):御守卫可以与植物交谈,如图植物交谈法术。在9级时,御守卫可以用一个直觉动作解消赐福来以类法术能力施放加速术。在17级时,每日一次,御守卫可以解消赐福来以类法术能力施放永恒静滞。这些类法术能力的施法者等级等同于御守卫的武士等级。
随神(SP):以一个直觉动作,御守卫可以解消赐福来以类法术能力施放治疗轻伤。在9级时,御守卫可以解消赐福来施放治疗重伤,次级复原术,移除诅咒或移除疾病,在17级时,他还可以将生命之息和医疗术加入这个列表。这些类法术能力的施法者等级等同于御守卫的武士等级。
坚韧抵抗(EX):在11级时,精魂能够激励御守卫的意志和决心,赋予他能在最需要的时刻激发的内在的能量。如果御守卫尚未用尽本日的慰灵次数,他可以呼唤精魂之力来在荣耀抵抗期间重骰一次豁免检定,取代消耗决意次数,这将消耗一次本日的慰灵次数。他必须接受第二次骰出的结果,即使更糟。此能力调整了荣耀抵抗。
waRd speakeR (samuRaI aRCheType)
The ward speaker draws power from simple rituals to honor the spirits found throughout the world so that he might better protect those entrusted to his care.
Alignment: A ward speaker must be of a nonevil alignment. This alters the samurai’s alignment.
Propitiation (Ex, Su, Sp): A ward speaker can perform a special ritual to propitiate kami and gain a sliver of their power. This ritual must be performed at a shrine or a location warded by a specific type of kami. The propitiation takes 1 minute and involves clapping, ringing bells, bowing, and token offerings of coins, food, incense, or other gifts. The ward speaker’s propitiation must be performed uninterrupted to receive any benefits from it. At the end of this ritual, the ward speaker immediately gains a fortune depending on the type of kami he sought to propitiate. Common kami are presented beginning on page 159 of Bestiary 3, and the fortunes each of those kami grant are listed below. As an immediate action, the ward speaker can dismiss the fortune to reroll one d20 roll before the results of the roll are revealed; he must use the result of the second roll, even if it’s worse. If not dismissed, a fortune remains in effect until the ward speaker regains the use of his daily abilities, at which point the fortune and its benefits end. If a ward speaker dismisses a fortune to receive a benefit based on the specific kami he propitiated (see below), he does not also gain the reroll described here. The ward speaker can perform this ritual once per day at 1st level, plus one additional time per day for every 3 levels beyond 1st, to a maximum of seven times per day at 19th level. He can maintain only one fortune at a time; performing a propitiation while he already has a fortune active ends the previous fortune and its benefits. This replaces resolve, greater resolve, and true resolve.
Jinushigami (Ex, Sp): The ward speaker (and his mount, if he has one) gains a 10-foot enhancement bonus to base speed. At 9th level, this enhancement bonus increases to 20 feet. At 17th level, once per day, he can dismiss this fortune as an immediate action to cast earthquake as a spell-like ability, using his samurai level as his caster level.
Kodama (Su): As a standard action, the ward speaker can afflict one target that can see him with a distracting gaze. If the target fails a Will save (DC = 10 + half the ward speaker’s samurai level), it is staggered for 1d4 rounds. At 9th level, it is instead staggered for 2d4 rounds. At 17th level, it is instead staggered for 1 minute. Once a creature has been targeted by this ability, it cannot be targeted by it again for 24 hours.
Shikigami (Ex): The ward speaker gains Catch Off-Guard and Throw Anything as bonus feats. At 9th level, he gains Toughness and Step Up. At 17th level, he gains Following StepAPG and Step Up and StrikeAPG, even if he does not meet the prerequisites.
Toshigami (Sp): The ward speaker can speak with plants, as the speak with plants spell. At 9th level, the ward speaker can dismiss this fortune as an immediate action to cast haste as a spell-like ability. Once per day at 17th level, the ward speaker can instead dismiss this fortune to cast temporal stasis as a spell-like ability. The ward speaker’s caster level for these spell-like abilities is equal to his samurai level.
Zuishin (Sp): As an immediate action, the ward speaker can dismiss this fortune to cast cure light wounds as a spelllike ability. At 9th level, the ward speaker can dismiss this fortune to cast cure serious wounds, lesser restoration, remove curse, or remove disease; at 17th level, he also adds breath of life and heal to this list. The ward speaker’s caster level for these spell-like abilities is equal to his samurai level.
Resilient Stand (Ex): At 11th level, the spirits can bolster a ward speaker’s willpower and resolve, granting him an inner reservoir he can use when he needs it most. If a ward speaker has not expended his daily uses of propitiation, he can call upon the spirits to reroll a saving throw during an honorable stand instead of expending a use of resolve to do so. He must take the result of the second roll, even if it is worse. This expends a daily use of propitiation. This alters honorable stand.
活神面具(忍者变体)
mask of The lIvIng god (nInja aRCheType)
When the Living God needs to silence the voices of those heretics who question too loudly, these enforcers are the tools he employs.
Weapon and Armor Proficiency: In addition to having the ninja’s normal weapon and armor proficiencies, the mask of the Living God is proficient with bolas, saps, and whips. This alters the mask of the Living God’s weapon and armor proficiency.
Mask (Ex): A mask of the Living God has a mask that is a symbol of his faith and the myriad powers invested inhim. Abilities granted by this class other than undercover faith function only while the mask of the Living God is wearing his mask. Putting on or removing this mask is a move action.
Undercover Faith (Ex): At 1st level, when not wearing his mask, a mask of the Living God can take on an utterly mundane identity as if he were a vigilante with the many guises social talent (Pathfinder RPG Ultimate Intrigue 12). While in a mundane identity, the mask of the Living God cannot wear his mask; putting it on while in a mundane identity immediately ends the mundane identity and its effects. Changing into this mundane identity takes 1 minute and must be done out of sight to preserve the mask of the Living God’s secret. The time it takes the mask of the Living God to change into a mundane identity cannot be decreased. This replaces poison use.
Expurgate (Sp): The role of a mask of the Living God is to silence heretics and blasphemers, and he is an expert at rendering even the most glib of his foes into babbling fools. At 2nd level, when he deals damage to a target, he can expend 1 point from his ki pool to affect that target as if he had cast fumbletongueUM, using his ninja level as his caster level. The target can attempt a Will saving throw (DC = 10 + half the ninja’s level + his Charisma modifier) to negate this effect. At 6th level, the target of this ability is instead struck entirely mute for 1d4 rounds unless it succeeds at a Will saving throw. The mask of the Living God cannot spend a point from his ki pool to make an additional attack. This alters ki pool.
Stern Gaze (Ex): A mask of the Living God is trained to sense deception and strike fear into the hearts of his foes. At 3rd level, he gains a morale bonus equal to half his ninja level on Intimidate and Sense Motive checks. This replaces no trace.
Ninja Tricks: The following ninja tricks complement the mask of the Living God archetype: forgotten trickUC, kamikaze (Pathfinder Player Companion: Champions of Balance 18), unarmed combat trainingUC, vanishing trickUC, weapon trainingUC.
Master Tricks: The following master tricks complement the mask of the Living God: ghost stepUC, see the unseenUC, and shadow splitUC.