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http://www.goddessfantasy.net/bbs/index.php?topic=97050.msg898705#msg898705
在2级及之后每提升两个等级时,侠客可以获得一个侠客天赋。除非特别提及,否则侠客的所有侠客天赋只能被选择一次。有一些侠客天赋需要侠客在满足特定的先决条件(比如其他的侠客天赋或是达到一定的侠客等级)的情况下才能选择。侠客天赋一旦选取即无法改变。
如果侠客在他处于社交身份的时候使用任何一项侠客天赋,他都必须通过一个易容技能检定来对抗所有旁观者的察觉技能检定(不应用无痕伪装的+20环境加值),否则看到侠客使用不符合他身份的能力的人可能会意识到侠客的秘密身份。如果一个侠客天赋要求进行豁免检定,那么再没有其他说明的情况下,它的豁免DC=10+1/2侠客等级+侠客的魅力调整值。
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时刻准备(Always Prepared ,Ex)Chronicle of Legends
效果:侠客总是为之后的突发事情预留资源。侠客获得了锦囊妙计专长,除了他拥有100Gp每等级的妙计资金并且只需要1分钟就可以准备锦囊妙计。此外,当在一个定居点停留24小时以上,他可以花费24小时和至多500Gp每等级的资金来在该定居点内创建一个宝藏。每天1次,侠客可以花费1小时取回宝藏,从而获得当他制造宝藏时定居点内可以购买到的任意物品(无论重量大小)。一旦他用这个方法,就需要在宝藏价值中扣去物品的价格,并且当宝藏的资金被耗尽时,这个宝藏就会被摧毁。侠客可以维持任意数量的宝藏,但是他必须每个月都花费1小时来维护特定宝藏,否则该宝藏就会被摧毁。侠客的宝藏藏匿的很好,只有他自己才能知道创建宝藏的位置。
Always Prepared (Ex) (Chronicle of Legends pg. 7): The vigilante can set aside resources to plan for future contingencies. The vigilante gains the Brilliant Planner feat except he can spend up to 100 gp per character level for his brilliant plan fund and only requires 1 minute to enact his brilliant plan. In addition, while in a settlement for at least 1 week, he can spend 24 hours and up to 500 gp per character level to create a stash somewhere within the settlement. Once per day, the vigilante can take 1 hour to retrieve a stash, retrieving any number of items that would have been available in a settlement he visited at the time of making the stash, regardless of the weight of the items. Once he retrieves a stash in this way, he subtracts the price of the items from the stash’s value and the stash is exhausted and lost, regardless if he used the full value of the stash. The vigilante can maintain any number of stashes, but a stash is lost if he does not spend 1 hour to maintain the stash at least once per month. A vigilante’s stash is well-hidden and only the vigilante knows the location of a stash he creates.
先祖启示(Ancestral Enlightenment,Ex)Disciple's Doctrine
效果:侠客可以尝试未受训的知识检定。如果他已经在特定知识上受训,那么在该技能的检定上获得+4加值。
侠客必须达到 5 级才能选择本天赋。
Ancestral Enlightenment (Ex) (Disciple's Doctrine pg. 23): The vigilante can attempt any Knowledge check untrained. If he already has ranks in a particular Knowledge skill, he gains a +4 bonus on checks with that skill. A vigilante must be at least 5th level to select this talent.
万重伪装(Any Guise,Su)Ultimate Intrigue
效果:侠客可以通过他的 千幻伪装 社交天赋伪装成任意一个特定人物,即使是类似国王亦或者是大主教这样的知名人物也可以。除此之外,如果侠客所伪装成的能够人物通常不会被魔法手段探知到(比如这个人其实已经死亡,或是被回避预言系法术的效果所保护),那么侠客将会代替原本的目标而被探知。
侠客必须达到 17 级并且拥有 千幻伪装 社交天赋才能选择本天赋。
Any Guise (Su) (Ultimate Intrigue pg. 10): A vigilante can use his everyman social talent to disguise himself as any specific person, even a king or high priest. Furthermore, if the actual individual wouldn’t normally be able to be found via magic (such as by being dead or protected from divinations designed to locate the individual), such divinations always find the vigilante instead. A vigilante must be at least 17th level and have the everyman social talent to select this talent.
野兽之友(Beast Friend,Ex)Heroes of Golarion
效果:侠客可以每天使用1次魅惑动物作为类法术护能力,施法者等级等同于他的等级。
侠客必须要拥有鸣禽鸟语天赋才能选择此天赋。
Beast Friend (Su) (Heroes of Golarion pg. 19): The vigilante can cast charm animal once per day as a spell-like ability, with a caster level equal to his level. The vigilante must have the songbird talent to select this talent.
新手奇运(Beginner’s Luck,EX)Antihero’s handbook
效果:侠客看上去是那么的无害,以至于旁观者认为他不可能具有那些难以置信的能力,仅仅是运气好而已。当侠客在社交身份使用1个侠客天赋时,他可以把来自于无痕伪装的+20环境加值加到愚弄围观者的易容检定上,只要围观者少于其侠客等级。侠客玩家的盟友不失为围观者(GM也可以决定一些与玩家关系密切的NPC也不视为围观者)。当他已经在本周内被目睹在社交天赋使用侠客身份时,他会失去该加值。
Beginner’s Luck (Ex): The vigilante appears so harmless and innocent that onlookers dismiss his incredible abilities as nothing more than beginner’s luck. When the vigilante uses a vigilante talent while in his social identity, he can add the +20 circumstance bonus from seamless guise to his Disguise check to fool onlookers, so long as the number of onlookers witnessing him is no greater than his vigilante level. The vigilante’s PC allies do not count as onlookers (and at the GM’s discretion, a closely allied NPC might not count as an onlooker, either). He loses this bonus against onlookers who have already witnessed him using a vigilante talent in his social identity within the last week.
铃花暗语(Bellflower Innuendo,EX)Inner Sea Intrigue
效果:拥有该社交天赋的侠客可以学会通过铃花会亦或者是其他秘密组织的密码来更加有效传递加密信息。他可以在正常交流时传递加密信息。有关他加密信息的内容与含义不能通过 预言术 从他或者那些被他直接传递信息的人处了解,除非通过了1次成功的施法者等级检定(DC=15+侠客等级)。
Bellflower Innuendo (Ex) (Inner Sea Intrigue pg. 33): A vigilante with this talent has learned to pass secret messages more efficiently by observing the coded messages of the Bellflower Network or another secret organization. He can pass a secret message with Bluff in the same amount of time it would normally take to convey the message without encryption. The words and meaning of his secret messages cannot be gleaned from him or those he directly delivered the message to by divinations unless the caster succeeds at a caster level check (DC = 15 + the vigilante’s level).
未雨绸缪(Case the Joint,EX)Ultimate Intrigue
效果:侠客可以在之后进入侠客身份之前使用这个社交天赋来了解在其关于一个地点的重要信息。如果当他使用社交身份时,在该地点花费了1个小时进行调查,他可以尝试一次DC20的知识(工程)检定。如果他成功的话,他可以获得在之后重骰一次关于涉及该地区布局的失败技能检定(比如尝试潜入特定地点的潜行检定,解除警报系统的解除装置检定,从展柜中悄悄顺走一件展品的巧手检定)。每在这个知识检定上的结果比20超过10点,侠客就可以获得一次额外的重骰。如果侠客没有在一周内回到该地区,那么这里的情况就会产生变化并让他不能使用重骰。一个侠客每周不能对同样的地点使用超过1次的未雨绸缪。
Legal Case the Joint (Ex) (Ultimate Intrigue pg. 10): The vigilante can use his social identity to learn important facts about a location before returning later in his vigilante identity. If he spends at least 1 hour in a location while in his social identity, he can attempt a DC 20 Knowledge (engineering) check. If he succeeds, he gains the ability to later reroll any one failed skill check involving the location’s layout (such as a Stealth check to sneak into the location, a Disable Device check to disable an alarm, or a Sleight of Hand check to snatch an object from a pedestal). For every 10 by which the check exceeds 20, the vigilante gains an additional reroll. If the vigilante fails to return to the location within 1 week, the situation changes too much and he cannot use the rerolls. A vigilante can’t case the same joint more than once a week.
名人折扣(Celebrity Discount,EX)Ultimate Intrigue
效果:侠客的社交身份在他小有名气的地方已经足够有名,以至于可以享受折扣。每当侠客在他小有名气的地区购买一件价格不超过500GP的物品时,他可以自动享受10%的折扣而非必须付全价。如果侠客拥有声名显赫天赋的话,这个GP限制上升到2000GP;如果侠客拥有名震四方天赋的话,这个GP限制上升到8000GP。
侠客必须达到3级并且拥有小有名气社交天赋才能选择本天赋。
PFS修正:这个效果无法和其他效果叠加,让你获得高于15%的折扣。
Celebrity Discount (Ex) (Ultimate Intrigue pg. 10): The vigilante’s social identity is popular enough to receive discounts in his area of renown. Whenever he buys an item in his area of renown that costs 500 gp or less, he can buy it at 90% of the market price, rather than the full price. If he has the great renown social talent, the gp limit increases to 2,000 gp, and if he possesses the incredible renown social talent, the gp limit increases to 8,000 gp. A vigilante must be at least 3rd level and have the renown social talent to select this talent.
名人效应(Celebrity Perks,EX)Ultimate Intrigue
效果:侠客在其小有名气的区域是一个名人,并且他的崇拜者都十分渴望的给予他生活必需品。当他在他小有名气的地方时,他可以获得基本程度的免费食宿(不超过1GP每餐或每晚),并且可以免于支付不超过1GP的税款或贿赂。如果他需求任何不超过1GP的非魔法物品,他可以花费1d10分钟时间来联系他在当地的崇拜者为来获取该物品(如果他之后出售了这件来自崇拜者的礼物,他会永久性失去本天赋的好处)。如果他拥有声名显赫社交天赋,那么最多可以获得不超过5GP的礼物,获得良好程度的免费食宿(不超过10GP每餐或每晚),并且可以免于支付不超过10GP的税款或贿赂。如果他拥有名震四方社交天赋,那么最多可以获得不超过25GP的礼物,获得精美程度的免费食宿(不超过100GP每餐或每晚),并且可以免于支付不超过100GP的税款或贿赂。
侠客必须达到5级并且拥有小有名气社交天赋才能选择本天赋。
Celebrity Discount (Ex) (Ultimate Intrigue pg. 10): The vigilante’s social identity is popular enough to receive discounts in his area of renown. Whenever he buys an item in his area of renown that costs 500 gp or less, he can buy it at 90% of the market price, rather than the full price. If he has the great renown social talent, the gp limit increases to 2,000 gp, and if he possesses the incredible renown social talent, the gp limit increases to 8,000 gp. A vigilante must be at least 3rd level and have the renown social talent to select this talent.
寂寞伴侣(Companion to the Lonely,EX)Inner Sea Intrigue
效果:无论是处于宗教因素,比如阿谢伊,卡莉丝翠或是纱琳的追随者,还是处于纯粹的肉欲,身体接触可以帮助侠客缓解因为双重身份而带来的孤独感。每天1次,侠客可以花费至少1个小时来与1位自愿的伴侣进行鱼水之欢从而获得一个大小等同于他自己或是他伴侣中较高的魅力调整值的士气池。在之后的24小时,侠客可以花费1点士气点来用1个直觉动作重骰1次已经骰出骰子而未揭晓结果的基于魅力的技能检定或是意志豁免;他必须采取第二次的结果,即使反而比较低。
Companion to the Lonely (Ex) (Inner Sea Intrigue pg. 33): Whether religiously motivated, as are followers of Arshea, Calistria, or Shelyn, or for purely carnal reasons, physical intimacy helps the vigilante cope with the loneliness of his double life. Once per day, the vigilante can spend at least 1 hour engaged in acts of physical pleasure with a willing partner to gain a pool of morale points equal to his Charisma bonus or his partner’s Charisma bonus, whichever is higher. For the next 24 hours, the vigilante can spend a morale point as an immediate action to roll a Charisma-based skill check or a Will saving throw again after rolling the die but before learning the consequences; he must take the second result even if it is lower.
矛盾身份(Conflicted Identity,EX)Antihero’s handbook
效果:侠客的思想一直处于对于身份的困扰之中,这让他在伦理与道德方面比其他侠客更不定。当被选为会影响侠客当前身份阵营而非另一身份阵营的伤害性法术和效果时(亦或者对另外一身份阵营效果不好时),侠客有50%几率来视为由另外一个身份受到效果的影响。这个几率的检定需要再法术或者效果被施放或者触发时进行,并且如果有的话,需要在法术抗力检定之前决定。比如,当1个守序邪恶社交身份的侠客拥有1个绝对中立的侠客身份时,他有50%几率在当处于社交身份时,仅仅受到法术混乱之锤的那一半伤害,因为他处于侠客身份时,只会仅仅受到法术混乱之锤的那一半伤害。
Conflicted Identity (Ex): The vigilante’s mind is in a constant state of turmoil, which makes him even more ethically and morally fluid than other vigilantes. When targeted by a harmful spell or effect that would affect the vigilante in his current identity but not his other identity (or when he would suffer a lesser effect in his other identity), he has a 50% chance of being affected as though he were in his other identity. This chance is rolled when the spell or effect is cast or triggered and before any spell resistance roll, if applicable. For example, if a vigilante has a lawful-neutral social identity and a neutral vigilante identity, he has a 50% chance of taking only half damage from a chaos hammer spell while in his social identity, since he would always take only half damage from a chaos hammer spell when in his vigilante identity.
谨慎调查(Discreet Inquiries,EX)Inner Sea Intrigue
效果:侠客可以尝试交涉检定来暗地收集信息,无论是通过收买线人使之沉默,或是向敌人透露那些他实际上并不在做的事情。当侠客在他小有名气的地区时,可以花费2d4小时和2d4Gp来收集信息。任何尝试尝试注意到收集信息的人都会失败,除非她通过了1个察言观色检定来对抗侠客的唬骗检定。侠客在这个唬骗检定上获得+4的加值。
Discreet Inquiries (Ex) (Inner Sea Intrigue pg. 33): The vigilante can attempt Diplomacy checks to gather information without being obvious he is seeking any, whether by buying the silence of informants or by talking foes into revealing information without realizing they are doing so. While the vigilante is in his area of renown, gathering information in this way takes 2d4 hours and costs 2d4 gp. Anyone who might take notice of the information gathering does not notice unless she succeeds at a Sense Motive check opposed by the vigilante’s Bluff check. The vigilante gains a +4 bonus on this Bluff check.
双倍时间(Double Time,EX)Ultimate Intrigue
效果:侠客的社交身份是一位手艺精熟的工匠或是艺术家而不是有闲钱的富商和贵族,他必须要在兼职侠客之余努力工作来确保自己的秘密行动可以继续——长此以往,他练就了能依靠加班加点完成日常工作的诀窍。拥有本天赋的侠客每天只需工作6小时而非正常的8小时来通过工艺或专业技能进行工作,如果他在指定的手艺或专业技能上拥有社交优雅天赋的好处,那么这个工作时间可以再降低到每天4小时。
侠客必须拥有一项符合其职业表现的社交身份才能选择本天赋。
PFS修正:不可用
Double Time (Ex) (Ultimate Intrigue pg. 11): The vigilante’s social identity is that of a skilled and respected artisan or professional, rather than a merchant or noble. In order to complete his day’s work while still continuing his vigilante activities, he has learned to work faster than normal, hiding his progress so it seems like he is working full shifts at his day job rather than spending some of that time on other pursuits. The vigilante needs to spend only 6 hours each day for mundane uses of the Craft or Profession skill, rather than 8 hours. If he has the social grace social talent, he needs to spend only 4 hours for any skill he’s chosen with social grace. A vigilante must have a social identity appropriate to the chosen skill to select this talent.
企业大亨(Entrepreneur ,EX)Spymaster's Handbook
效果:选择任意1个除了察觉或使用魔法装置外的基于智力,感知或是魅力的技能。侠客可以使用这个技能作为专业技能来赚取金钱。如果他选择了表演或专业,侠客可以作为替代来解锁这个技能对应等级的技能解放(Pathfinder RPG Pathfinder Unchained 82)。如果他拥有社交优雅UI社交天赋,他可以在所有社交优雅选择的技能上获得这个好处。
PFS修正:不可用
Entrepreneur (Ex) (Spymaster's Handbook pg. 26): Select any one Intelligence-, Wisdom-, or Charisma-based skill other than Perception or Use Magic Device. The vigilante can use the selected skill to earn money as if he were using a Profession skill. If he selects Perform or Profession, the vigilante instead gains the skill unlock powers for those skills as appropriate for his number of ranks in that skill (Pathfinder RPG Pathfinder Unchained 82). If he has the social graceUI social talent, he can apply this benefit to all skills selected with the social grace talent.
千幻伪装(Everyman,Su)Ultimate Intrigue
效果:侠客可以通过自己的百变伪装社交天赋来进入世俗身份时,他可以变装成一个特定人物的外貌,但这个人必须是牧场主farmer,工人laborer或农民peasant。在伪装成这个人的时候,侠客可以在伪装这个人的易容检定上获得+20的环境加值,任何尝试定位该人的法术和能力都有50%的可能性,定位到侠客身上而非这个人本身,而对侠客施放的预言系法术与能力会将他显示为侠客当前所伪装的那个人。尽管这个能力并不会为侠客提供任何关于他所伪装的那个人的任何信息,但侠客的娴熟扮演技巧仍然可以在他装扮该人的唬骗检定上提供+10环境加值。
侠客必须达到 11 级并且拥有 百变伪装 社交天赋才能选择本天赋。
Any Guise (Su) (Ultimate Intrigue pg. 10): A vigilante can use his everyman social talent to disguise himself as any specific person, even a king or high priest. Furthermore, if the actual individual wouldn’t normally be able to be found via magic (such as by being dead or protected from divinations designed to locate the individual), such divinations always find the vigilante instead. A vigilante must be at least 17th level and have the everyman social talent to select this talent.
假扮无辜(Feign Innocence,Su)Ultimate Intrigue
效果:侠客的社交身份看起来是如此的纯洁无辜,以至于极少有人会怀疑他是个会做坏事的家伙。每当侠客在他小有名气的地区时,他就会获得一个非魔法的法术无辜眼神(Innocence)APG效果。
侠客必须达到 5 级并且拥有 小有名气 社交天赋才能选择本天赋。
Feign Innocence (Ex) (Ultimate Intrigue pg. 11): The vigilante’s social identity seems so innocent that it is hard to believe he was involved in wrongdoing. Within his area of renown, this provides a nonmagical effect identical to the innocenceAPG spell. A vigilante must be at least 5th level and have the renown social talent to take this talent.
谣言收集(Gossip Collector,Su)Ultimate Intrigue
效果:侠客为自己制造了一张流言的传递网络,他总是可以在第一时间掌握自己身边来来去去的最新小道消息。当侠客希望获取关于一个话题的情报时,他只需要花费1d2小时而非通常的1d4小时时间来搜集信息。每当侠客在他小有名气的地区时,他只需要花费1d4x10分钟时间就可以搜集信息,并且如果他用于搜集信息的检定结果比检定DC高出20点,那么他无需花费任何时间就可以知道自己想要的信息,他已经知道有关这条谣言的内容了。但是,侠客无法在某一地区中打听当地人并不知道的消息,即使是在他小有名气的地区时也不行。
Gossip Collector (Ex) (Ultimate Intrigue pg. 11): The vigilante sits at the center of a web of gossip, granting him access to the latest scuttlebutt with baffling speed. Whenever the vigilante is presented with a topic about which he would normally need to spend 1d4 hours to gather information, he must spend only 1d2 hours instead. If he has the renown social talent and gathers the information in his area of renown, he must instead spend only 1d4 × 10 minutes, and if he beats the DC to gather a piece of information by 20 or more, he knows that piece of information without spending any time at all; he has simply already heard that gossip. This ability doesn’t allow him to gather information that isn’t available in the locale he is canvassing, even if that locale is his area of renown.
声名显赫(Great Renown,EX)Ultimate Intrigue
效果:侠客在更大的区域拥有了声名。他可以在1个至多5000居民组成的社群(1个大城镇)或是2个至多2000居民组成的社群(2个小城镇)。当他处于社交身份的加值不会改变,但是当他处于侠客形态时,来自他小有名气社交天赋的威吓环境加值增加至+6。
侠客必须达到 7 级并且拥有 小有名气 社交天赋才能选择本天赋。
Great Renown (Ex) (Ultimate Intrigue pg. 11): The vigilante is known on a broader scale. He can gain renown in a single community of up to 5,000 individuals (a large town) or up to two communities of no more than 2,000 individuals each (two small towns). The bonus while he is in his social identity remains unchanged, but the circumstance bonus on Intimidate checks from his renown social talent while he is in his vigilante identity increases to +6. A vigilante must be at least 7th level and have the renown social talent to select this talent.
活物伪装(Guise of Life,SU)Spymaster's Handbook
效果:一个拥有这个社交天赋的不死生物侠客可以额外获得1个社交身份,处于1个和侠客生前外貌相同的活物形态。成功的知识检定可以揭示有关侠客的信息,就像他还是个活物一样,并且在判断预言法术和效果时,他也会被视为活着。他不会因为拥有活物外貌而获得任何其他好处,并且依旧受到正能量伤害和影响不死生物的法术的效果。侠客必须是1个拥有肉体的不死生物才能选择这个社会天赋。
拥有负能量亲和种族特性的类人生物侠客也可以选择这个社交天赋,获得1个人类社交身份。
Guise of Life (Su) (Spymaster's Handbook pg. 26): An undead vigilante with this talent gains an additional social identity in the form of one living creature identical to the vigilante’s appearance in life. Successful Knowledge checks reveal information about the vigilante as if he were a living creature, and he counts as living for the purpose of divination spells and effects. He gains no other benefit from appearing to be a living creature, and remains vulnerable to positive energy and spells that effect undead. The vigilante must be a corporeal undead creature to select this talent. Humanoid vigilantes with the negative energy affinity racial trait can also select this talent, gaining a human social identity.
不死伪装(Guise of Unlife ,SU)Spymaster's Handbook
效果:一个拥有这个社交天赋的侠客可以额外获得1个社交身份,处于1个和侠客现有社交身份的不死生物版本的形态,就比如食尸鬼,吸血鬼或是丧尸。成功的知识检定可以揭示有关侠客的信息,就像他还是个不死生物一样,并且在判断预言法术和效果时,他也会被视为不死生物。他不会因为拥有不死生物形态而获得任何其他好处,并且依旧受到负能量伤害和影响活物物的法术的效果。
侠客必须是1个活物才能选择这个社会天赋。
Guise of Unlife (Su) (Spymaster's Handbook pg. 26): A vigilante with this talent gains an additional social identity in the form of an undead version of one of his existing social identities, such as a ghoul, vampire, or zombie. Successful Knowledge checks reveal information about the vigilante as if he were undead, and he counts as undead for the purpose of divination spells and effects. He gains no other benefit from appearing to be an undead creature, and remains vulnerable to negative energy and spells that effect the living. The vigilante must be a living creature to select this talent.
隐藏魔法(Hidden Magic,EX)Antihero’s handbook
效果:侠客所携带的魔法物品的灵光可以被隐藏(如同魔法灵光)。侠客可以用1个标准动作压制或者激活这个效果。在11级时,侠客和其他持有的魔法物品会显现为无魔法灵光(除非使用了高等魔法灵光)。
侠客必须达到5级才能选择此社交天赋。
Hidden Magic (Ex): The auras of magic items the vigilante is carrying are hidden (as per magic aura). The vigilante can suppress or reactivate this effect as a standard action. At 11th level, the vigilante and any magic items he is carrying appear to be nonmagical (as if he had cast greater magic aura). The vigilante must be at least 5th level to select this talent.
流行先驱(In Vogue,EX)Ultimate Intrigue
效果:侠客的手艺或专业技术永远可以在他自己的领域引领潮流,这让他可以比别人赚取更多利益。侠客在使用他拥有社交优雅的手艺技能制造产品时,他的产品可以多赚1/3的收入;侠客在使用他拥有社交优雅的专业技能工作时,他的工作可以赚取双倍的收入。
侠客必须达到 5 级并且拥有 双倍时间 和 社交优雅社交天赋才能选择本天赋。
PFS修正:不可用。
Incredible Renown (Ex) (Ultimate Intrigue pg. 11): The vigilante is incredibly famous in both identities. He can gain renown in a single community of up to 25,000 individuals (a large city) or up to two smaller cities of no more than 10,000 individuals each (two small cities). The bonus while he is in his social identity remains unchanged, but the circumstance bonus to Intimidate from his great renown social talent while in he is in his vigilante identity increases to +8. A vigilante must be at least 11th level and have the great renown social talent to select this talent.
飞速变装(Immediate Change,EX)Ultimate Intrigue
效果侠客现在只需要通过一个移动动作就可以转换身份,他也无需花费额外的时间去调整角色和打扮。
侠客必须达到 13 级并且拥有 快速变装社交天赋才能选择本天赋。
Incredible Renown (Ex) (Ultimate Intrigue pg. 11): The vigilante is incredibly famous in both identities. He can gain renown in a single community of up to 25,000 individuals (a large city) or up to two smaller cities of no more than 10,000 individuals each (two small cities). The bonus while he is in his social identity remains unchanged, but the circumstance bonus to Intimidate from his great renown social talent while in he is in his vigilante identity increases to +8. A vigilante must be at least 11th level and have the great renown social talent to select this talent.
名震天下(Incredible Renown,EX)Ultimate Intrigue
效果:侠客2个身份都愈发出名。他可以在1个至多25000居民组成的社群(1个大城市)或是2个至多10000居民组成的社群(2个小城市)。当他处于社交身份的加值不会改变,但是当他处于侠客形态时,来自他小有名气社交天赋的威吓环境加值增加至+8。
侠客必须达到 11 级并且拥有 声名显赫 社交天赋才能选择本天赋。
Incredible Renown (Ex) (Ultimate Intrigue pg. 11): The vigilante is incredibly famous in both identities. He can gain renown in a single community of up to 25,000 individuals (a large city) or up to two smaller cities of no more than 10,000 individuals each (two small cities). The bonus while he is in his social identity remains unchanged, but the circumstance bonus to Intimidate from his great renown social talent while in he is in his vigilante identity increases to +8. A vigilante must be at least 11th level and have the great renown social talent to select this talent.
相逢恨晚(Instant Recognition,EX)Ultimate Intrigue
效果:侠客的大名几乎无人不知无人不晓。侠客现在只需要4小时的就可以将他在某一社群中的声誉好处转移到一个新的社群。
侠客必须达到 13 级并且拥有 名震天下 社交天赋才能选择本天赋。
Instant Recognition (Ex) (Ultimate Intrigue pg. 11): The vigilante is so well known that his name precedes him, even to other communities. It only takes 4 hours of effort to get the word out to transfer his renown benefits to a new community. A vigilante must be at least 13th level and have both the incredible renown and triumphant return social talents to select this talent.
诡道专长(Intrigue Feats,EX)Spymaster's Handbook
效果:侠客选择下面1个专长作为奖励专长:虚张声势(Blustering Bluff)UI,不痛不痒(But a Scratch)UI,呼吁停战(Call Truce)UI,大话王(Confabulist)UI,黑道名声(Criminal Reputation)UI,刻薄羞辱(Cutting Humiliation)UI,解码神秘(Esoteric Linguistics)UI,戴高帽(Intoxicating Flattery)UI,不破逻辑(Ironclad Logic)UI,冷面交涉人(Nerve-Racking Negotiator)UI,雄辩家(Orator)ACG,行贿高手(Persuasive Bribery)UI,投其所好(Play to the Crowd)UI,略施小惠(Quick Favor)UI,Rhetorical FlourishUI,查知观念(Sense Assumptions)UI,查知关系(Sense Relationships)UI,街头智慧(Street Smarts)UI。他选择专长必须满足前置。这个天赋可以选择多次,每次,都要从列表选择一个不同的专长。
Intrigue Feats (Ex) (Spymaster's Handbook pg. 27): The vigilante gains one of the following feats as a bonus feat: Blustering BluffUI, But a ScratchUI, Call TruceUI, ConfabulistUI, Criminal ReputationUI, Cutting HumiliationUI, Esoteric LinguisticsACG, Intoxicating FlatteryUI, Ironclad LogicUI, Nerve-Racking NegotiatorUI, OratorACG, Persuasive BriberyUI, Play to the CrowdUI, Quick FavorUI, Rhetorical FlourishUI, Sense AssumptionsUI, Sense RelationshipsUI, or Street SmartsUI. He must meet the feat’s prerequisites. This talent can be selected multiple times; each time, the vigilante gains a new feat from the above list.
先知敏锐(Kalistocrat's Acumen,EX)Inner Sea Intrigue
效果:拥有这个社交天赋的侠客必须在他处于社交身份时遵从卡莉斯拉德预言(Pathfinder Campaign Setting: The Inner Sea World Guide 237)对于饮食与性爱的禁忌,否则就会失去这个社交天赋的好处,直到他弥补。他可以在决定基础购买价值和购买上限时,将定居点视为额外大1级。在9级时,侠客可以在决定上述目标时把定居点视为额外2级。在15级时,侠客可以在决定上述目标时把定居点视为额外4级。
Kalistocrat's Acumen (Ex) (Inner Sea Intrigue pg. 33): A vigilante with this talent must follow the dietary and sexual prohibitions of the Prophecies of Kalistrade (Pathfinder Campaign Setting: The Inner Sea World Guide 237) in his social identity or he loses the talent’s benefit until he atones. He can treat settlements as one size category larger when determining their base values and purchase limits. At 9th level, the vigilante can treat settlements as two size categories larger for the above purposes. At 15th level, the vigilante can treat settlements as four size categories larger for the above purposes.
忠诚助手(Loyal Aid,EX)Ultimate Intrigue
效果:侠客拥有一群对他忠心耿耿的伙伴,这些盟友可以帮他搜集情报,掩饰他的双重身份,或是打理些侠客无暇顾及的事务。如果侠客在他小有名气的地区时,他会在用于搜集信息的交涉检定上获得等同于他1/2侠客等级的加值。
除此之外,如果侠客希望的话,他可以请他的伙伴提供散播关于侠客现身的地点和活动的假消息来掩盖他的身份。这可以使任何尝试打探侠客消息的用于收集信息的交涉检定,以及用来追踪他的生存技能检定的DC提高,相当于他的侠客等级。本效果一星期之内只能使用一次,并且持续一天。
最后,每天一次,侠客可以请他的助手为他做点小事。通常这些事情包括传递消息,买一些价值不超过100GP的普通物品(侠客需要为其付款),或是帮侠客取回一件属于他的东西(如果这个助手可以很容易的拿到它)。侠客也可以提出其他的简单要求(GM裁定这些要求的合理程度),但这些任务绝不能涉及战斗或是其他的危险事务。
侠客必须达到3级并且拥有小有名气社交天赋才能选择本天赋。
Loyal Aid (Ex) (Ultimate Intrigue pg. 11): The vigilante gains the service of a number of loyal allies who can help him gather information, cover for his two identities, or perform minor tasks. Inside his area of renown, a vigilante with this talent gains a bonus on Diplomacy checks to gather information equal to half his vigilante level.
In addition, if the vigilante wants, he can task his friends to help cover for him by spreading false tales of his location and activities to others. This has the effect of increasing the DC of Diplomacy checks to gather information about the vigilante and Survival checks to track him by an amount equal to his level. This lasts for 1 day, and can be used only once per week.
Finally, once per day, the vigilante can ask his allies to perform a minor task for him. This usually involves delivering a message, purchasing a piece of mundane gear worth 100 gp or less (which the vigilante must pay for), or retrieving an object owned by the vigilante (that would be easily accessible by the ally). This task might take other forms as well, subject to GM discretion, but can never involve combat or danger. A vigilante must be at least 3rd level and have the renown social talent to select this talent.
百变伪装(Many Guise,Su)Ultimate Intrigue
效果:侠客可以使用一些世俗身份。当侠客选择转换自己的身份时,他可以在侠客身份和社交身份之外选择第三种身份:世俗身份。世俗身份没有特定的角色。每个都可以由意愿而创造,但也会随着移除而被快速遗忘。处于世俗身份的时候侠客不能获得社交身份和侠客身份为他提供的好处,但他可以伪装成属于自己种族的一员,通常是一个任意性别的普通工人,牧场主,农民。他在世俗身份时,会被视为绝对中立阵营。当处于该身份时,侠客可以在伪装成与他同种族的普通人的易容检定上获得+20环境加值。在此时,用来探知他的法术和能力(无论探知目标的侠客本身还是他的世俗身份)会自动失败。侠客必须将自己伪装的尽可能普通和平凡才能进入世俗身份,即使他使用一些魔法物品(比如易容帽)来获得一些帮助,但侠客的世俗身份永远不能超出一个社会或是较大社群中最平凡无奇的那个群体的程度(由GM裁定)。
侠客必须达到 5 级才能选择本天赋。
Many Guises (Ex) (Ultimate Intrigue pg. 12): The vigilante can take on any number of mundane guises. Whenever he changes his identity, he has a third option (instead of social or vigilante): he can become mundane. The mundane identity is not a specific individual. Each one is created at the moment it is assumed, and quickly forgotten as soon as it is removed. While in a mundane identity, the vigilante does not gain the benefit of either his social or vigilante identity, but instead appears as a member of his race, usually a common laborer, farmer, or peasant of any gender. His alignment is treated as neutral when he is in his mundane identity. While in this identity, he receives a +20 circumstance bonus on Disguise checks to appear like an ordinary member of his race. Spells and abilities that are looking for the vigilante in either of his other identities fail while he is in his mundane identity. He must build the appearance for this identity using whatever clothing and tools he has at his disposal. While he can use magic (such as a hat of disguise), his mundane identity can never be anything other than an ordinary member of a society or large group (subject to GM discretion). A vigilante must be at least 5th level to select this talent.
百舌嘲鸟(Mockingbird,EX)Ultimate Intrigue
效果:侠客可以模仿几乎任何种类的声音,甚至是动物的叫声和其他奇怪的声音都可以。并且,侠客可以将自己发出的的声音投射出一段距离。这个能力的效果如同法术幻音术(Ghost Sound),腹语术(Ventriloquism)和扭曲嗓音(Vocal Alteration)UM的集合。
侠客必须达到 5 级才能选择本天赋。
Mockingbird (Ex) (Ultimate Intrigue pg. 12): The vigilante can mimic almost any sort of voice, or even animal calls and sound effects, and he can throw his voice at a distance. This functions similarly to a combination of the ghost sound, ventriloquism, and vocal alterationUM spells. A vigilante must be at least 5th level to choose this talent.
大隐于市(Obscurity,Ex)Blood of the Beast
效果:拥有这个天赋侠客相对地在社会上不太知名。事实上,他会着重保持他的社交身份尽可能的平凡。这个社交天赋如同名誉(renown),但是它并不会提高社群中NPC们的起始态度,这使得当他在自己隐居的区域里不需要成功通过易容检定来表现为他的社交身份。但是当社群中的NPC面临着无可争议的证据,证明侠客表现得与他平时不同时,侠客仍然需要尝试易容检定,例如他在社交身份下使用了侠客天赋。这个社交天赋在判断是否满足以名誉为前提的相关社交专长时被视作名誉,并且可以被这些专长加强。
一个拥有这个天赋的侠客不能选择小有名气,同时也不能选择那些需要他变得知名的社交天赋(例如名人折扣或名人效应)
Obscurity (Ex): The vigilante is relatively unknown socially. In fact, he makes a point of keeping the life of his social identity as ordinary as possible. This social talent functions exactly as the renown social talent, but instead of improving the starting attitude of all NPCs within the community, it empowers the vigilante so that he no longer needs to succeed at Disguise checks to appear as his social identity while assuming that identity within his area of obscurity. He still has to attempt Disguise checks when NPCs within this settlement are confronted with indisputable proof that the vigilante could be more than he appears to be, such as when he uses a vigilante talent while in his social identity. This social talent counts as renown for the purpose of meeting the prerequisites of social talents that list renown as a prerequisite and can be improved by such talents. A vigilante with this talent cannot select renown, nor can he select any social talent that requires him to be famous (such as celebrity discount or celebrity perks).
恶名愚弄(Notorious Fool,EX)Antihero’s handbook
效果:邪恶愚弄:当处于社交身份时,侠客可以假装自己头晕,弱智,酗酒或是古怪并令人信服。当他处于社交身份时,在1次隐匿或者巧手检定对抗中失败时,他可以立刻尝试1次唬骗检定来对抗围观者的察言观色检定从而使其认为自己只是没站稳或是在行为艺术。如果他在唬骗检定中成功,围观者不会意识到侠客正在做的动作和潜行或巧手有关,但是在在错误的地方进行不礼貌的动作依旧会导致负面结果。这个天赋对在24小时内目睹侠客装傻的围观者无效。
Notorious Fool (Ex): While in his social identity,the vigilante can feign absentmindedness, clumsiness,drunkenness, or eccentricity very convincingly. When he fails an opposed Sleight of Hand or Stealth check while in his social identity, he can immediately attempt a Bluff check opposed by the onlookers’ Sense Motive checks to appear as though he had only blundered or stumbled in a spectacular fashion. If he succeeds at this Bluff check, the onlookers do not realize the vigilante was attempting the action that prompted him to attempt a Sleight of Hand or Stealth check, although being in the wrong place or behaving in an inappropriate manner may still have negative consequences. This talent is ineffective against any onlooker who has already witnessed the vigilante faking a blunder within the last 24 hours.
猫头鹰视(Owl's Sight,Ex)Heroes of Golarion
效果:侠客获得了昏暗视觉。如果侠客已经获得了昏暗视觉,那么在昏暗环境下的察觉检定获得+4表现加值。侠客在晚上的潜行和巧手检定中也获得+2表现加值。
Owl's Sight (Ex) (Heroes of Golarion pg. 19): The vigilante gains low-light vision. If he already has low-light vision, he gains a +4 competence bonus on Perception checks in low light. The vigilante also gains a +2 competence bonus on Sleight of Hand and Stealth checks at night.
快速变装(Quick Change,Ex)Blood of the Beast
效果:侠客学会了如何快速改变自己身份的方法。拥有本天赋的侠客可以以一个整轮动作而非一分钟时间来转换身份。但是如果他进行快速变装后被任何同时认识他的两个身份的生物遇到,那么侠客就必须进行一个易容技能检定来避免这个生物通过他杂乱的变装看穿两个身份事实上属于同一个人。不过,侠客也可以在快速变装后再花1轮时间来完善自己的变装以避免该检定。
侠客必须达到 7 级才能选择本天赋。
Quick Change (Ex) (Ultimate Intrigue pg. 12): The vigilante learns to shift between his identities with ease. Instead of needing 1 minute to change his identity, he can now do so as a full-round action. If, after a quick change, he encounters any creature familiar with both of his identities, he must attempt a Disguise check to avoid the creature seeing through his hastily donned disguise and realizing that the identities are, in fact, the same person. The vigilante can spend 1 additional round adjusting and perfecting his appearance and persona to negate the need for this check. A vigilante must be at least 7th level to select this talent.
小有名气(Renown,Ex)Ultimate Intrigue
效果:侠客的作为和能力为他赢得了相当的知名度,无论他目前的身份是公开的或是私下的。声誉让侠客可以在进行社交时更为圆滑轻松,或是在他披上假面打击敌人时用名声威吓自己的对手。
当他处于自己的社交身份时,侠客可以花费一周时间在一个不超过200人规模的社群或地区(比如一个村庄或是其他类似大小的区域,见 Pathfinder RPG GameMastery Guide第203页)中变得小有名气,这个范围也可以比较灵活,比如一个大城市中的特定几个街区。如果侠客在这一周中每天至少花费4小时来进行社交活动和建立关系网,那么在此之后,该社区或地区的所有居民对侠客的所有身份的起始态度都会上升一级——只要他们对侠客的起始态度不低于不关心(见Pathfinder核心规则书的交涉技能部分)。
当侠客以社交身份提升名气时,他可以同时为自己的侠客身份散布关于他的力量的传闻。一旦侠客成功地在一个社区中建立了声誉,他在处于侠客身份时也会同时在威吓检定上获得+4加值。这个加值只在侠客身处他拥有声誉影响的地区的附近时才会有效,这个范围相当于他的侠客等级/英里。
侠客可以小有名气地区数量是有限的(通常只有一个,除非他拥有其他增加这个数量的社交天赋。如果侠客在一个新的地区中变得小有名气,那么他必须决定哪些他之前小有名气地区的不再受到他的名气。与名气相关的具体效果由GM裁定——比如,GM可以判断某些人或者怪物可能从未听说过侠客的事迹,或是一些从根本上就反对侠客存在的人可能对侠客的名气做出负面反应,他们对侠客的态度可能自动低一级而非高一级。
Renown (Ex) (Ultimate Intrigue pg. 12): The vigilante becomes known for deeds and abilities regardless of his current identity. This renown grants him favorable treatment in civilized company and lends him an air of menace while facing down his enemies. While he is in his social identity, a vigilante can spend 1 week gaining renown among the locals of any community of no more than about 200 individuals (a village, if using settlement population ranges on page 203 of the Pathfinder RPG GameMastery Guide). This could be the entire community or a smaller neighborhood in a larger settlement. He must spend at least 4 hours each day socializing and making contacts. After spending 1 week doing this, whenever he is in his social identity, all NPCs in the community have a starting attitude toward him that is one category better, as long as each person’s initial attitude would have at least been indifferent (see the Diplomacy skill description on pages 93– 94 of the Pathfinder RPG Core Rulebook for more information). While he gains renown in an area using his social identity, he also spreads rumors and tales about his vigilante identity. Once he has gained renown in a community, he gains a +4 circumstance bonus on Intimidate checks whenever he is in his vigilante identity. This bonus applies only while he is near the community in which he has gained renown; he must be within a number of miles equal to his vigilante level.
A vigilante can hold renown in a limited number of communities (normally one, with other social talents allowing two). If he gains renown in a new community, he must decide which one of his previous communities to lose. These effects are subject to GM approval. For example, the GM might rule that an NPC or monster has not heard any tales about the vigilante. Or, a foe may have a starting attitude toward him that’s one category worse, rather than one category better.
藏身之处(Safe House,Ex)Ultimate Intrigue
效果:侠客可以在一个他小有名气的地区建立自己的据点,在他每次变更自己有声誉影响的地区时这个据点的位置也可以随之改变。如果侠客尚未选择声誉社交天赋,那么他仍然可以在一个自己可以到达的地方建立藏身处,但这个藏身处的位置是绝对固定的,除非侠客之后获得了小有名气社交天赋才能开始流动。藏身处的大小相当于边长尺寸等同侠客等级x10尺的立方空间,它们可以是更大的建筑结构的一部分(比如一个密室或地下洞穴)被放置在藏身处内的物品无法被任何强度低于法术感知位置(Discern Location)的效果定位;在7级时,这个效果同样会保护藏身处内的生物;在13级时,藏身处几乎可以防范任何魔法探知(普通的调查手段则不行),如同法术庇护所(Mage’s Private Sanctum)的效果。
侠客可以在一个他已经拥有声誉影响的地区建立自己的据点,在他每次变更自己有声誉影响的地区时这个据点的位置也可以随之改变。如果侠客尚未选择声誉社交天赋,那么他仍然可以在一个自己可以到达的地方建立藏身处,但这个藏身处的位置是绝对固定的,除非侠客之后获得了声誉天赋才能开始流动。藏身处的大小相当于边长尺寸等同侠客等级x10尺的立方空间,它们可以是更大的建筑结构的一部分(比如一个密室或地下洞穴)被放置在藏身处内的物品无法被任何强度低于法术感知位置(Discern Location)的效果定位;在7级时,这个效果同样会保护藏身处内的生物;在13级时,藏身处几乎可以防范任何魔法探知(普通的调查手段则不行),如同法术法师庇护所(Mage’s Private Sanctum)的效果。
无痕变身(Seamless Shapechanger,Su)Blood of the Beast
效果:侠客可以使用魔法无痕地呈现出任何人类伪装。侠客在使用变形法术或效果呈现出另一个生物的形态时,他在易容检定中计入无痕伪装的加值。
侠客必须拥有变形生物子类才可以选择这个天赋。
Seemless Shapechanger (Ex) (Blood of the Beast pg. 15): The vigilante seamlessly adopts any persona he assumes with magic. The vigilante adds his seamless guise bonus to the bonus on Disguise checks that he gains to assume the shape of another creature with a polymorph spell or effect. A vigilante must have the shapechanger subtype to select this talent.
技能精熟(Skill Familiarity,EX)Disciple's Doctrine
效果:侠客可以在获得此天赋时选择四项技能。哪怕受到分心或是威胁影响时,他也可以在所选技能上取10.如果他在不受分心或是威胁影响时取10,他可以在这些检定上获得等同于1/4侠客等级(最低+2)的加值。
侠客必须达到 9 级才能选择本天赋。
Skill Familiarity (Ex) (Disciple's Doctrine pg. 23): The vigilante choses four skills when he gains this talent. He can take 10 on checks with his chosen skills even when distracted or threatened. If he takes 10 on checks with these skills while not distracted or threatened, he gains a bonus on the check equal to one-quarter his vigilante level (minimum +2). A vigilante must be at least 9th level to select this talent.
社交优雅( Social Grace,EX)Ultimate Intrigue
效果:侠客可以选择任何一个除察觉与使用魔法装置外的基于智力,感知或魅力的技能,每当侠客处于他的社交身份时,他就可以在该技能的技能检定上获得+4环境加值。在5级和之后每提升4个等级时,侠客可以选择一个新的技能(限制同上)获得本天赋的好处。
Social Grace (Ex) (Ultimate Intrigue pg. 12): The vigilante selects any one Intelligence-, Wisdom-, or Charisma-based skill other than Perception or Use Magic Device. Whenever the vigilante is in his social identity, he receives a +4 circumstance bonus on checks with the selected skill. At 5th level and every 4 levels thereafter, he can select another skill (with the same restrictions) to gain this bonus.
鸣禽鸟语(Songbird ,Ex)Heroes of Golarion
效果:侠客可以每天使用1次动物信使作为类法术能力,施法者等级等同于角色等级。他还可以把驯养动物变为本职技能
Songbird (Su) (Heroes of Golarion pg. 19): The vigilante gains the use of animal messenger once per day as a spell-like ability, with a caster level equal to his character level. He also gains Handle Animal as a class skill.
主观事实(Subjective Truth,EX)Ultimate Intrigue
效果: 侠客拥有的不同身份允许他对抗侦测谎言的魔法效果。只要侠客所说的内容从他的当前所处的身份视角为真的话,在受到诸如法术辨识谎言(Discern Lies)的侦测时即会显示为真实,他也可以在诸如法术诚实之域(Zone of Truth)之类强迫他说出真相的效果内叙述这些真实的内容。
侠客必须达到9级并拥有假扮无辜社交天赋才能选择本天赋。
Subjective Truth (Ex) (Ultimate Intrigue pg. 13): The vigilante’s disparate identities allow him to defeat magic that detects lies. As long as what he says is true from the point of view of his current identity, it detects as true to effects such as discern lies, and he can say it in effects such as zone of truth that force him to speak the truth. A vigilante must be at least 9th level and have the feign innocence social talent to select this talent.
团队精神(Subjective Truth,EX)Adventurer's Guide
效果:侠客获得迅捷援助APG助作为奖励专长,并且无视其先决条件即可选择。此外,侠客可以用标准动作使用该专长,这样可以让侠客临接的盟友都得到其好处。在10级时,侠客可以用一个移动动作而非迅捷动作使用该专长,从而使得盟友获得的加值变为+2。
Team Player (Ex) (Adventurer's Guide pg. 42, Spymaster's Handbook pg. 27): The vigilante gains Swift AidAPG as a bonus feat, ignoring its prerequisites. Additionally, the vigilante can use the feat as a standard action, in which case it applies to every ally adjacent to the vigilante. At 10th level, the vigilante can increase the bonus provided to one ally by this feat to +2 by using the aid another action as a move action rather than as a swift action.
变形序列(Transformation Sequence,Su)Blood of the Beast
效果:侠客依靠魔法的辅助来完成身份转变。这会比通常用时更短,但是会更加引人注目。他可以使用5轮来切换身份,如果他有快速变装,就可以用一个标准动作来变装,如果他有飞速变装就可以用一个迅捷动作来变装。但是这个转变会制造一个宏大的场面,包括了巨大的声响或音乐,七彩闪耀的能量匹练以及高速的运动。只有有能力施展法术或者类法术能力(不需要来自侠客职业)的侠客可以选择这个天赋。
一个使用魔法少女(magical child)变体的侠客可以在1级免费获得这个天赋。
Transformation Sequence (Su) (Blood of the Beast pg. 15): The vigilante’s transformation between identities is assisted by magic. This makes it faster than usual, but also more noticeable. The vigilante can complete the switch between his identities in 5 rounds, improving to a standard action if he has the quick change social talent, and to a swift action if he has the immediate change social talent. However, the transformation causes quite a spectacle, involving loud sounds or music, brilliant colorful energies, and swift motions. A vigilante can select this talent only if he is able to cast spells or spell-like abilities (this needn’t be from his vigilante class). A vigilante with the magical child archetype effectively gets this social talent for free at 1st level.
英雄归来(Triumphant Return,Su)Ultimate Intrigue
效果:侠客的事迹变得难以被人们忘记,这使他可以很容易地在某地重新变得小有名气。当侠客尝试在某个他曾经小有名气的地区再次建立声誉时,他只需花费3天而非一周时间就可以让自己重新变得小有名气。
侠客必须达到3级并且拥有小有名气社交天赋才能选择本天赋。
Transformation Sequence (Su) (Blood of the Beast pg. 15): The vigilante’s transformation between identities is assisted by magic. This makes it faster than usual, but also more noticeable. The vigilante can complete the switch between his identities in 5 rounds, improving to a standard action if he has the quick change social talent, and to a swift action if he has the immediate change social talent. However, the transformation causes quite a spectacle, involving loud sounds or music, brilliant colorful energies, and swift motions. A vigilante can select this talent only if he is able to cast spells or spell-like abilities (this needn’t be from his vigilante class). A vigilante with the magical child archetype effectively gets this social talent for free at 1st level.
知名专家(Well-Known Expert,Ex)Spymaster's Handbook
效果:侠客的社交天赋是一个在众多领域广为出名的专家,其中包括很多侠客并未有时间钻研的主题与领域。作为结果,侠客善于通过提出尖锐的问题来鼓励他人解决他们自己的困难问题,并且同时得到信息。
处于社交身份时,侠客可以当他尝试对估价,工艺或是知识检定的援助他人上取10.他也可以在假装自己在估价,工艺(全部)和知识(全部)见多识广的唬骗检定上获得等同于1/2侠客等级(最小为1)的加值。如果他拥有小有名气UI社交天赋,他可以在当他成功对这些技能检定使用协助他人时获得+3的加值,而不是+2。
在他小有名气的区域,侠客的社交天赋会得到作为一个专家的足够信任,以从而在与其的讨论中被激发着做出惊人的结论与直觉的推断。如果1个已经在1个特定知识检定上失败的生物他得到了来自侠客协助他人动作的加值的话,他可以尝试一次额外的检定来在同样的主题上获得信息。
Well-Known Expert (Ex) (Spymaster's Handbook pg. 27): The vigilante’s social identity is known as an expert in numerous fields, including areas and topics the vigilante hasn’t actually taken the time to study. As a result the vigilante is skilled at encouraging others to discover solutions to difficult problems themselves by asking probing questions, while appearing to give the information himself.
In his social identity, the vigilante can take 10 when attempting to aid another on Appraise, Craft, and Knowledge checks. He also gains a bonus equal to half his class level (minimum +1) on Bluff checks to appear knowledgeable in Appraise, Craft (all), and Knowledge (all). If he has the renownUI social talent, he grants a +3 bonus when he successfully aids another on these skill checks, rather than +2.
In his area of renown, the vigilante’s social identity is so trusted as an expert that scholars are inspired to make amazing deductions and intuitive leaps in discussions with him. A creature that has already failed a Knowledge check on a specific subject can attempt one additional check to gain information on the same topic if it receives an aid another bonus from the vigilante when doing so.
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动物大亨(Animal Patron,Ex)Heroes of Golarion
效果:侠客获得了1个次级变形者拟态,持续时间为1+1/2侠客等级分钟。他可以用1个迅捷动作来进入次级拟态。
侠客必须要到达5级才能选择此天赋。
Animal Patron (Ex) (Heroes of Golarion pg. 20): The vigilante gains the benefits of one minor shifter aspect for a number of minutes per day equal to 1 + half his vigilante level. He can shift into this minor aspect as a swift action. The vigilante must be at least 5th level to select this talent.
改日再死(Another Day,Ex, Su)Ultimate Intrigue
效果:每当侠客因为受到生命值伤害而陷入失去意识的状态时,他的伤势自动稳定,但侠客看起来就像是普通的尸体一样。检查他的生物需要通过一个DC=(20+侠客等级)的医疗技能检定才能发现他事实上还活着。如果生物使用法术观命术(Deathwatch)检查侠客的状态,他也必须通过同样DC的施法者等级检定,才能了解侠客的真实状态(在这种情况下本天赋视为一个超自然能力)。在处于本状态一小时以后,侠客会自动通过体质检定并恢复意识(除非在此期间他死亡)。
Another Day (Ex, Su) (Ultimate Intrigue pg. 13): When the vigilante is dropped unconscious due to hit point damage, he automatically stabilizes, but he can also appear to be dead, unless an examining creature succeeds at a Heal check (DC = 20 + the vigilante’s class level) or, if using magic such as deathwatch, a caster level check with the same DC (the ability to affect spells is supernatural; the rest of the ability is extraordinary). The vigilante counts as having received aid and automatically succeeds at the Constitution check to become conscious after 1 hour (unless he has actually died in the meantime).
如鱼入水(Aquatic Action ,EX)People Of The Waste
PFS:不可用
效果:侠当侠客在水下环境使用武器,天生武器或者徒手攻击时,视为处于行动自如的效果下,包括当侠客在岸上对水下的敌人发动攻击时。侠客无视远程攻击,包括投掷武器在水下前15英尺的限制和减值(详情请看PF RPG CRB P432的水下战斗章节)。
侠客必须达到 8 级才能选择本天赋。
Aquatic Action (Ex): The vigilante uses weapons, natural weapons, and unarmed strikes in aquatic environments as though under the effect of freedom of movement, including when making melee attacks against targets in the water while the vigilante is on land. The vigilante ignores limitations and penalties on ranged attacks, including thrown weapons, imposed by being underwater for the first 15 feet. (See Underwater Combat on page 432 of the Pathfinder RPG Core Rulebook for more information.) A vigilante must be at least 8th level to select this talent.
着甲如肤(Armor Skin,Ex)Ultimate Intrigue
效果:侠客的铠甲在他身上如同第二层皮肤一般自然,他可以忽略因为穿戴中甲和轻甲而在特技,逃脱和潜行技能上承受的护甲减值(其他技能仍然正常承受护甲减值)。在8级时,侠客的移动速度不再因为穿戴中甲而降低。
Armor Skin (Ex) (Ultimate Intrigue pg. 13): The vigilante’s armor is like a second skin. He doesn’t apply the armor check penalty for light and medium armor on Acrobatics, Escape Artist, or Stealth checks. This penalty applies on other skill checks as normal. At 8th level, he can move at full speed in medium armor.
一叶障目(Blind spot,Ex)Ultimate Intrigue
效果:侠客在潜行能力上达到了超人的水准,他现在甚至可以在那些拥有足以看穿或感知到普通潜伏者的超自然感官的生物眼皮底下尝试潜行检定。这些感官包括盲视,生命感知,灵敏嗅觉或是震颤感知。这些生物的每一种如果侠客不具备直接避免被它们侦测到的方法(比如使用法术消除气味(Negate Aroma)APG对抗灵敏嗅觉或是通过飞行来避免震颤感知)的超自然感官,这些生物都可以在所有察觉侠客的察觉检定上获得+20环境加值,但他们并不能直接注意到潜行的侠客的存在。
侠客必须达到6级并选择诡秘猎手之道才能选择本天赋。
Blind Spot (Ex) (Ultimate Intrigue pg. 13): The vigilante is so skilled at stealth, he can use the Stealth skill to hide from creatures with unusual senses that normally automatically detect creatures. This includes senses such as blindsense, blindsight, lifesense, scent, or tremorsense. For each such ability that the creature possesses, if the vigilante is not bypassing the sense in another way—such as the negate aromaAPG spell for scent or flying for tremorsense—the creature gains a stacking +20 circumstance bonus on all Perception checks to notice the vigilante, rather than automatically noticing the vigilante. Only a stalker vigilante of at least 6th level can select this talent.
残忍战技(Brutal Maneuver,Ex)Blood of the Beast
效果:当侠客每轮第一次使用武器(包括天生武器或徒手攻击)施展替代攻击的战技时(比如卸武,破武或摔绊这些替代近战攻击的战技),可以选择在本轮内所有攻击承受-5罚值。若如此做且战技检定成功,则侠客可以对他使用战技的目标造成伤害,如同他正常使用该武器击中目标一般。
Brutal Maneuver (Blood of the Beast pg. 15): The first time each round that the vigilante uses a weapon, including a natural attack or unarmed strike, to perform a combat maneuver in place of making an attack (such as by performing a disarm, sunder, or trip combat maneuver in place of making a melee attack), he can choose to take a –5 penalty on all his attack rolls during the round. If he does so and succeeds at his combat maneuver check, the vigilante deals damage to the target of his combat maneuver as if he had hit that target with a normal hit from his weapon.
追逐大师(Chase Master,Ex)Ultimate Intrigue
效果:无论是狩猎目标还是逃离他人的追捕,很少有人比侠客做的更好。侠客在使用追逐(Pathfinder RPG GameMastery Guide P232)规则进行追逐对抗时,他可以在所有的追逐检定上获得加值,数值相当于+4或是1/2侠客等级(取其高者)。
Another Day (Ex, Su) (Ultimate Intrigue pg. 13): When the vigilante is dropped unconscious due to hit point damage, he automatically stabilizes, but he can also appear to be dead, unless an examining creature succeeds at a Heal check (DC = 20 + the vigilante’s class level) or, if using magic such as deathwatch, a caster level check with the same DC (the ability to affect spells is supernatural; the rest of the ability is extraordinary). The vigilante counts as having received aid and automatically succeeds at the Constitution check to become conscious after 1 hour (unless he has actually died in the meantime).
见缝插针(Close the Gap,Ex)Ultimate Intrigue
效果:每轮一次,当到他的回合时侠客可以选择一个距离他20尺内且未邻接他的敌人。当侠客移动时,只要他结束移动的位置邻接这个敌人,他就不会受到来自这个敌人的借机攻击。如果侠客对该敌人发动冲锋,那么侠客在受到来自该敌人的攻击时,AC不会获得-2的减值。
Close the Gap (Ex) (Ultimate Intrigue pg. 14): Each round, at the start of his turn, the vigilante can designate one foe within 20 feet that isn’t adjacent to him. When he moves, he doesn’t provoke attacks of opportunity from that foe as long as he ends his move adjacent to that foe. If he charges that foe, he does not take the –2 penalty to his AC on any attacks made by the designated foe.
寓守于攻(Combat Expertise,EX)Antihero’s handbook
效果:侠客获得寓守于攻作为奖励专长,即使他不满足先决条件。如果他已经拥有了寓守于攻这个专长,那么侠客可以转而获得一个他在获得寓守于攻的那个等级上满足先决条件的任意专长。如果侠客的智力值不满13,在满足战斗专长的前置条件时视为13。
Combat Expertise (Ex): The vigilante gains Combat Expertise as a bonus feat, even if he doesn’t meet the prerequisites. If he already has Combat Expertise, he instead gains another feat he qualified for at the level when he chose Combat Expertise. If the vigilante’s Intelligence score is less than 13, it counts as 13 for the purpose of meeting the prerequisites of combat feats.
战斗技巧(Combat Skill,Ex)Ultimate Intrigue
效果:侠客可以任意选择一个战斗专长作为奖励专长。侠客必须满足获得该专长的先决条件才能选择此战斗专长,但他可以将自己的侠客等级的一半视为战士等级来作为获得这些专长的先决条件。
侠客必须选择复仇骑士之道才能选择本天赋。侠客可以多次选择本天赋,每次选择均需要选择一个不同的战斗专长。
Combat Skill (Ex) (Ultimate Intrigue pg. 14): The vigilante gains any one combat feat as a bonus feat. He must meet the prerequisites for this feat, but he is treated as though he had a number of fighter levels equal to half his vigilante level for the purpose of qualifying for this feat. Only an avenger vigilante can select this talent, but he can select this talent more than once; each time he must select a different feat.
隐蔽打击(Concealed Strike,Ex)Spymaster's Handbook
效果:只要侠客用对手尚未注意到的隐藏武器攻击敌人时,他就可以作为一个移动动作来尝试进行1次唬骗检定来对该敌人虚招。如果他拥有精通虚招专长,那么他可以用自由动作而非移动动作进行这次检定
侠客必须达到6级才能选择本天赋。
Concealed Strike (Ex) (Spymaster's Handbook pg. 27): Whenever the vigilante attacks an opponent with a concealed weapon that his target wasn’t aware of, he can attempt a Bluff check to feint that opponent as a move action. If he has the Improved Feint feat, he attempts this check as a free action instead. A vigilante must be at least 6th level to select this talent.
狡黠虚招(Cunning Feint,Ex)Ultimate Intrigue
效果:侠客可以以一个移动动作或是在整轮攻击时放弃第一次攻击次数来发动虚招。在他达到8级时,每当侠客成功的对一个敌人发动虚招,该敌人就会在侠客的下一回合开始前在AC上失去敏捷加值。
Cunning Feint (Ex) (Ultimate Intrigue pg. 14): The vigilante can feint as a move action or in place of his first attack during a full attack. At 8th level, when the vigilante successfully feints, the opponent is denied its Dexterity bonus to AC against all attacks until the vigilante’s next turn.
欺诈阴招(Deceitful Trick,Ex)Blood Of Beast
效果:侠客可以在全力攻击时用阴招来取代他的第一次攻击。他可以选择在检定中承受-4罚值来使他成功使用阴招的对象获得两种负面状态。如果侠客成功使用了这个天赋,则目标要用一个标准动作来同时移除两种状态。
侠客必须拥有精通阴招APG和高等阴招APG才能选择这个天赋。
Deceitful Trick (Blood of the Beast pg. 15): The vigilante can perform a dirty trickAPG combat maneuver in place of his first attack during a full attack. He can take a –4 penalty on his check in order to inf lict two different conditions on his foe if he succeeds at his check. If the vigilante is successful, the target can remove both conditions as a standard action. A vigilante must have Greater Dirty TrickAPG and Improved Dirty TrickAPG in order to select this vigilante talent.
因地制宜(Environmental Weapon,Ex)Ultimate Intrigue
效果:当侠客获得本天赋时,他需要从游侠的偏好地形列表中选择一种地形。当他身处该地形时,侠客可以通过一个迅捷动作从身边的环境中获得一件随手可得的物品(由GM裁定)作为临时武器来使用。侠客不会因为使用此临时武器而承受任何减值,举例来说,在城市环境中冒险的侠客可以用身边的破酒瓶,折凳甚至是门板去打击他的敌人。在5级,10级,15级和20级时,侠客可以选择一种新的他能获得临时武器的地形。
Environmental Weapon (Ex) (Ultimate Intrigue pg. 14): When the vigilante gains this talent, he must select one type of terrain from the ranger’s list of favored terrains. While in this terrain, as a swift action the vigilante can find an improvised weapon if there are any loose or moveable objects around (subject to the GM’s discretion). He doesn’t take a penalty for using these improvised weapons. For example, if the vigilante selected the urban environment, he might attack a foe with a chair, an empty bottle, or even a door. At 5th, 10th, 15th, and 20th levels, the vigilante can select an additional type of terrain.
反射闪避(Evasive,Ex)Ultimate Intrigue
效果:侠客敏捷的身手使他难以被范围性的效果吞没。侠客获得反射闪避能力,在12级时,他还会获得精通反射闪避能力。侠客必须选择诡秘猎手之道才能选择本天赋。
Evasive (Ex) (Ultimate Intrigue pg. 14): The vigilante is hard to catch with area attacks. He gains the evasion ability, and at 12th level, he gains the improved evasion ability. Only a stalker vigilante can select this talent.
弱点识别(Expose Weaknesses,Ex)Ultimate Intrigue
效果:侠客可以用各种花招来帮助更轻松的击败敌人,撒一把寒铁粉末来弱化妖精的魔力,或是往兽化人身上倒一滴熔化银来腐蚀他们的皮毛。侠客可以尝试通过一次阴招战技攻击检定并选择一个特殊的阴招效果:将目标拥有的伤害减免或是硬度降低10点。本天赋的效果不能与它本身叠加,而且对DR/-无效。
Expose Weaknesses (Ex) (Ultimate Intrigue pg. 14): The vigilante is able to use sneaky tricks to make it easier to damage a foe, whether it is throwing a bit of fine dust of cold iron over a fey creature or melting a glob of silver onto a lycanthrope’s hide. The vigilante can add the ability to reduce a creature’s damage reduction or hardness by 10 to the list of options when attempting a dirty trick combat maneuver check (Advanced Player’s Guide 320). This does not stack with itself, and it does not work against creatures with DR/—.
梦幻舞步(Fantastic Stride,Ex)Spymaster's Handbook
效果:侠客获得跳跃攻击作为奖励专长,无视其先决条件。在10级和之后每4级,侠客可以在当他使用跳跃攻击时,额外选择一个敌人。侠客本轮的移动不会引发这些次要生物的借机。
侠客必须达到6级才能选择此侠客天赋。
Fantastic Stride (Ex) (Spymaster's Handbook pg. 27): The vigilante gains Spring Attack as a bonus feat, ignoring its prerequisites. At 10th level and every 4 levels thereafter, the vigilante can designate one additional creature when he uses Spring Attack. The vigilante’s movement this round does not provoke attacks of opportunity from any of these secondary creatures. A vigilante must be at least 6th level to select this talent.
偏好战技(Favored Maneuver,Ex)Ultimate Intrigue
效果:侠客对一种战技的用法有过特训。侠客获得对此战技的精通战技专长(如果这种战技有对应的相关专长的话)。除此之外,当侠客在施展一个战技时,如果他的目标未意识到侠客存在,那么侠客在战技攻击检定上获得+2环境加值。
侠客可以多次选择本天赋,每次选择均需要获得一个不同的战技类型。
Favored Maneuver (Ex) (Ultimate Intrigue pg. 14): The vigilante selects one type of combat maneuver to be a favored maneuver. He gains the Improved feat corresponding to that combat maneuver (if one exists). He gains a +2 circumstance bonus on combat maneuver checks with that combat maneuver against a foe that is unaware of the vigilante’s presence at the start of his combat maneuver. A vigilante can select this talent more than once. Each time, it applies to a different combat maneuver.
复仇铁拳(Fist of the Avenger,Ex)Ultimate Intrigue
效果:如果他尚未获得精通徒手击打专长的话,那么侠客获得精通徒手击打作为奖励专长。除此之外,每当侠客使用自己的拳头或铁手套发动攻击并命中,那么他可以把1/2侠客等级(最少+1,最高+5)加到这次攻击的伤害上。
侠客必须选择复仇骑士之道才能选择此侠客天赋。
Fist of the Avenger (Ex) (Ultimate Intrigue pg. 14): The vigilante gains Improved Unarmed Strike as a bonus feat, if he doesn’t have this feat already. In addition, whenever he successfully attacks with his fist or a gauntlet, he gains a bonus on damage rolls equal to half his vigilante level (minimum +1, maximum of +5). Only an avenger vigilante can select this talent.
鳄鱼翻滚(Gator wrangle,EX)People Of The Waste
PFS:不可用
效果:侠客在对抗来自于攫抓的擒抱战技检定的CMD上获得+8加值,并且他只会受到一半的紧勒伤害。
当攻击擒抱他的生物时,一个复仇骑士之道的侠客可以额外造成等同于1/2侠客等级的伤害。
Gator wrangle (Ex): The vigilante gains a +8 bonus to his CMD against grapple combat maneuvers when using the grab ability, and he halves all damage from constrict attacks. When attacking a creature that is grappling him, an avenger vigilante deals an additional amount of damage equal to half his vigilante level.
残酷审判(Harsh Judgement,Su)Inner Sea Intrigue pg. 33
效果:拥有这个天赋的侠客可以如同等级审判者的职业能力(见 Pathfinder RPG Advanced Player’s Guide P38 )一样,而对敌人进行审判。他可以选择以下1个审判者的审判:毁灭,锐刺,纯净和制裁。在决定该能力的加值数值时,将侠客等级与任何其他获得审判或残酷审判的职业等级叠加。侠客可以每天使用这个能力1次,并在4级和之后每3级可以额外获得1次使用机会(最多达到19级的7次)。
只有选择狂热者变体(PF RPG Ultimate Intrigue P62)的侠客才能选择此侠客天赋。
Harsh Judgement (Su) (Inner Sea Intrigue pg. 33): A vigilante with this talent can pronounce judgment upon his foes as per the inquisitor class feature (see page 38 of the Pathfinder RPG Advanced Player’s Guide). He can choose from among the following inquisitor judgments: destruction, piercing, purity, and smiting. For the purpose of determining the bonuses provided by this ability, the vigilante’s level stacks with levels in any other classes that grant judgment or harsh judgment. The vigilante can use this ability once per day plus an additional time per day at 4th level and every 3 levels thereafter (up to a maximum of seven times per day at 19th level). Only a vigilante with the zealot archetype (Pathfinder RPG Ultimate Intrigue 62) can select this talent.
重装训练(Heavy Training,Ex)Ultimate Intrigue
效果:如果侠客尚未擅长重甲的话,那么侠客获得擅长重甲作为奖励专长,同时如果他拥有着甲如肤侠客天赋的话这个天赋的效果也能影响重甲。在16级时,如果侠客拥有着甲如肤天赋,那么他的移动速度不再因为穿戴重甲而降低。
侠客必须选择复仇骑士之道才能选择此侠客天赋。
Heavy Training (Ex) (Ultimate Intrigue pg. 14): The vigilante gains Heavy Armor Proficiency as a bonus feat, if he does not have that feat already. The armor skin vigilante talent also applies to heavy armor. At 16th level, if the vigilante has the armor skin vigilante talent, he can move at full speed in heavy armor. Only an avenger vigilante can select this talent.
视线躲藏(Hide in Plain Sight,Ex)Ultimate Intrigue
效果:侠客即使在被注意到的情况下也可以进行潜行技能检定。只要距离昏暗光照环境10尺之内,侠客就可以在没有任何掩体可以利用的情况下隐藏自己的身形。但是他不能躲在自己的影子里。
侠客必须达到8级并且选择诡秘猎手之道才能选择此侠客天赋
Hide in Plain Sight (Ex) (Ultimate Intrigue pg. 14): The vigilante can use Stealth to hide even when being observed. As long as he is within 10 feet of dim light (his own shadow doesn’t count), he can hide without anything to actually hide behind. Only a stalker vigilante of at least 8th level can select this talent.
侠客灵感(Inspired Vigilante,Ex)Ultimate Intrigue
效果:侠客现在可以运用过人的灵感力来帮助他解决超常规的问题。这个能力类似于调查员ACG的灵感职业能力,但侠客的灵感池大小永远等同于他的侠客等级(不会加上智力调整值),并且侠客在任何使用灵感能力的情况下都必须消耗灵感点数。在任何涉及灵感职业能力的情况下,本天赋不视为灵感职业能力。
Inspired Vigilante (Ex) (Ultimate Intrigue pg. 14): The vigilante’s powers of deduction are far beyond the norm. This ability functions similarly to the investigator’s inspiration ability, but the vigilante’s inspiration pool is equal to his class level (do not add his Intelligence modifier), the vigilante can never use this ability without expending a use of inspiration, and it doesn’t count as inspiration for any effects that interact with or require the inspiration class feature.
随机应变(Instant Plan,Ex)Inner Sea Intrigue
效果:侠客可以快速掌握似乎就要失控的情况。每天1次,侠客可以声明自己的行动计划。所有30尺内能听得见他的盟友都会在对抗恐惧效果的豁免检定上获得+2士气加值,并且免疫战栗。他们也会在1个侠客选择选择技能检定或者战技检定上获得+1士气加值。这个效果持续每侠客等级1轮。
Instant Plan (Ex) (Inner Sea Intrigue pg. 33): The vigilante can quickly manage a situation that seems to be spiraling out of control. Once per day, the vigilante can state a plan of action. All allies within 30 feet that can hear him gain a +2 morale bonus on saving throws against fear effects and are immune to being demoralized. They also gain a +1 morale bonus on skill checks or combat maneuver checks of the vigilante’s choice. The benefits last for 1 round per vigilante level.
蹦跳飞跃(Leap and Bound,Ex)Chronicle of Legends
效果:拥有此天赋的侠客在进行特技检定时在敏捷调整值之外还可以加上力量调整值。在决定跳高和跳远DC时,侠客始终视为已经经过助跑。当侠客跳跃时,他会在他的回合结束后才会落地,这使得他可以在半空中进行攻击或是其他动作。如果侠客擒抱了一个可以背负他重量的生物,那么他不会坠落,并且在该生物该生物移动时也会保持在它身边。
侠客必须达到 10 级才能选择本天赋。
Leap and Bound (Ex) (Chronicle of Legends pg. 7): A vigilante with this talent adds his Strength bonus on Acrobatics checks in addition to his Dexterity modifier. He is always treated as having a running start when jumping, and his high jumps are treated as long jumps when determining the DC. When the vigilante jumps, he does not fall until the end of his turn, allowing him to attack or perform other actions in midair. If the vigilante grapples a creature capable of bearing his weight, he does not fall, instead remaining adjacent to the creature as it moves. A vigilante must be at least 10th level to select this talent.
致命优雅(Lethal Grace,Ex)Ultimate Intrigue
效果:侠客的攻击兼具破坏性的蛮力和巧妙的运用平衡与速度,在他想要的时候能够造成可怕的创伤。侠客获得武器娴熟作为奖励专长。如果他已经拥有了武器娴熟专长,那么侠客可以转而获得一个他在获得武器娴熟的那个等级上满足先决条件的任意专长。当侠客使用武器娴熟专长来近战攻击的话,以自己的敏捷调整值决定攻击加值但是以力量调整值决定伤害加值的情况下,他可以在伤害检定上获得相当于他的侠客等级一半的加值。这个加值不会因为侠客使用双手武器或是副手使用武器攻击而受到任何影响。
Lethal Grace (Ex) (Ultimate Intrigue pg. 15): The vigilante combines strength and speed into incredibly deadly attacks. He gains Weapon Finesse as a bonus feat, and if he already has the Weapon Finesse feat, he can immediately swap it for another feat for which he qualified at the level he chose Weapon Finesse. When using Weapon Finesse to make a melee attack using his Dexterity bonus on attack rolls and his Strength bonus on damage rolls, he also adds half his vigilante level on damage rolls. This bonus damage is not reduced or increased if the vigilante is wielding a weapon two-handed or in an off-hand.
活体盾牌(Living Shield,Ex)Ultimate Intrigue
效果:每当侠客正擒抱着一个生物且他自己被一次攻击指定为目标,那么侠客可以以一个直觉动作,对被他擒抱的生物发动一次战技检定(这个战技检定不视为擒抱战技检定)将正在被他擒抱的生物拉到自己身前。如果战技检定成功,那么被侠客擒抱的这个生物会成为这次攻击的新目标;如果战技检定失败,那么被擒抱的生物会立刻逃脱并且侠客正常被攻击。这个天赋必须在侠客被宣告为一次攻击的目标,但攻击者的攻击检定结果得出之前使用。
Living Shield (Ex) (Ultimate Intrigue pg. 15): As an immediate action whenever the vigilante is grappling a creature and is targeted by an attack, he can attempt a combat maneuver check against the target of his grapple (this combat maneuver check doesn’t count as a grapple combat maneuver check). If he succeeds, the creature he is grappling becomes the new target of the attack. If the check fails, the creature escapes the grapple and the vigilante is the target of the attack as normal. This ability must be used after the attack is declared against the vigilante, but before the attack is made and the results revealed.
疯狂突进(Mad Rush,Ex)Ultimate Intrigue
效果:每当侠客冲锋时,他可以进行一次全回合攻击,但作为代价,他会直到自己的下回合开始前在防御等级上承受-4减值(与正常冲锋的-2AC减值叠加)。
侠客必须达到12级并且选择复仇骑士之道才能选择此侠客天赋。
Mad Rush (Ex) (Ultimate Intrigue pg. 15): Whenever the vigilante charges, he can make a full attack. Whenever he uses this ability, he takes a –4 penalty to his AC until the start of his next turn (in addition to the AC penalty for charging). Only an avenger vigilante of at least 12th level can select this talent.
魔法精熟(Magical Familiarity,Sp)Disciple's Doctrine
效果:侠客过去曾经对于奥术秘密有所涉猎。他可以从术士/法师法术列表中选择1个0环法术。他每天可以作为类法术能力施展3次。6级时,可以再选择1个0环法术,每天可以作为类法术能力施展3次。在12级,除了0环法术之外,他还可以选择1个1环法术,每天可以作为类法术能力施展1次。在18级时,他可以每天使用3次1环法术并任意使用0环。侠客必须有10点智力才能选择此天赋。
Magical Familiarity (Sp) (Disciple's Doctrine pg. 23): The vigilante taps into a past life’s arcane secrets. He selects a 0-level spell from the sorcerer/wizard spell list. The vigilante can cast the chosen spell three times per day as a spell-like ability, using his vigilante level as his caster level. At 6th level, he chooses a second 0-level spell that he can also use three times per day as a spell-like ability. At 12th level, in addition to these 0-level spells, he chooses a 1st-level spell that he can cast once per day as a spell-like ability. At 18th level, he can cast his 1st-level spell three times per day and his 0-level spells at will. The vigilante must have an Intelligence score of at least 10 to select this talent.
高级魔法(Major Magic,Ex)Spymaster's Handbook
效果:拥有此天赋的侠客可以获得1个在次级魔法相同的法术列表中的1个1环法术。侠客每拥有4个侠客等级,就每天可以作为类法术能力施展1次该法术。施法者等级等同于侠客等级。法术豁免DC等同于10+侠客智力调整值(是异能者,术士/法师或女巫法术时),感知调整值(是牧师,德鲁伊或萨满法术时),魅力调整值(是吟游诗人法术时)。
侠客必须达到4级,拥有次级魔法侠客天赋并且在对应属性上至少拥有11点属性值才能选择此侠客天赋。
Major Magic (Sp) (Spymaster's Handbook pg. 27): A vigilante with this talent gains the ability to cast a 1st-level spell drawn from the same spell list as the minor magic talent. The vigilante can cast this spell once per day as a spell-like ability for every 4 vigilante levels he has. The caster level for this ability is equal to the vigilante’s level. The save DC for this spell is equal to 10 + the vigilante’s Intelligence modifier (for psychic, sorcerer/wizard, and witch spells), Wisdom (for cleric, druid, and shaman spells), or Charisma (for bard spells). A vigilante must be at least 4th level, have the minor magic vigilante talent, and have a score of at least 11 in the appropriate ability to select this talent.
可塑血肉( Malleable Flesh,Ex)Chronicle of Legends
效果:无论是靠突变还是炼金术,一些侠客的血肉变得像黏土一样可塑,墨水一样易变。拥有此天赋的侠客获得变形者亚种和压缩通用怪物规则。此外,侠客可以调整他的外表如同使用易容术,除了这个变化是基于物理的而非幻象。但是,侠客的圣徽会影响他在任何情况下的姿态,这使得他在此效果和无痕伪装中获得易容加值减半。在12级时,侠客可以带着不超过轻载的装备和物品穿过传统狭窄开口,哪怕只是裂缝。
Malleable Flesh (Ex) (Chronicle of Legends pg. 7): Whether through mutation or alchemy, some vigilantes have flesh that is as moldable as clay and as fluid as ink. A vigilante with this talent gains the shapechanger subtype and the compression universal monster rule. In addition, the vigilante can alter his appearance as disguise self, except that the changes are physical rather than illusory. However, aspects of the vigilante’s aesthetic persist in all forms, halving the bonus on Disguise checks gained from this effect and from seamless guise. At 12th level, the vigilante can pass through narrow openings, even mere cracks, along with any item he wears or carries (to a maximum of his light load).
次级魔法(Minor Magic,Ex)Spymaster's Handbook
效果:侠客可以选择1个下述法术列表:吟游诗人,牧师,德鲁伊,异能者,萨满,术士/法师,或者女巫。一经选择,这个部分就无法被改变。侠客可以从被选择的法术列表中获得1个0环法术。侠客每天可以作为类法术能力施展2次该法术。施法者等级等同于侠客等级。法术豁免DC等同于10+侠客智力调整值(是异能者,术士/法师或女巫法术时),感知调整值(是牧师,德鲁伊或萨满法术时),魅力调整值(是吟游诗人法术时)。
Minor Magic (Sp) (Spymaster's Handbook pg. 27): A vigilante with this talent selects one of the following spells lists: bard, cleric, druid, psychic, shaman, sorcerer/wizard, or witch. Once this decision is made, the selection cannot be changed. The vigilante gains the ability to cast a 0-level spell from the selected spell list. This spell can be cast two times per day as a spell-like ability. The caster level for this ability is equal to the vigilante’s level. The save DC for this spell is equal to 10 + the vigilante’s Intelligence modifier (for psychic, sorcerer/wizard, and witch spells), Wisdom (for cleric, druid, and shaman spells), or Charisma (for bard spells).
恶毒讽刺(Mockery,Ex)Spymaster's Handbook
效果:侠客获得嘲讽UM作为奖励专长。他可以对1个生物每天进行2次嘲讽的威吓模式。在12级时,嘲讽的威吓模式持续的时间等同于侠客的魅力调整(最小为1)的轮数。
Mockery (Ex) (Spymaster's Handbook pg. 27): The vigilante gains AntagonizeUM as a bonus feat. He can target a creature with the Intimidate version of Antagonize twice each day, rather than just once. At 12th level, the effects of the Intimidate version of Antagonize last a number of rounds equal to the vigilante’s Charisma modifier (minimum 1).
猴爪猿足(Monkey's Paws,Ex)Heroes of Golarion
效果:侠客获得了等同于其基础速度的攀爬速度并且在逃脱检定上获得+4表现加值。
侠客必须要拥有梁上君子天赋并达到5级才能选择此天赋。
Monkey's Paws (Ex) (Heroes of Golarion pg. 20): The vigilante gains a climb speed equal to his base speed and a +4 competence bonus on Escape Artist checks. The vigilante must have the rooftop infiltrator talent and be at least 5th level to select this talent.
变形武装(Morphic Weaponry,Ex)Chronicle of Legends
效果:侠客可以将他的身体塑造为武器。这等同于泥怪行者的变形武装能力,并且将侠客等级视为变形者等级。
侠客必须要有变形者亚种才能选择此天赋。
Morphic Weaponry (Ex) (Chronicle of Legends pg. 7): The vigilante can shape his body into weaponry. This acts as the oozemorph shifter’s morphic weaponry ability, treating the vigilante’s level as his shifter level. The vigilante must have the shapechanger subtype to select this talent.
无可阻挡(Nothing Can Stop Me,Ex)Ultimate Intrigue
效果:每轮1次,当侠客在进行移动时,他可以以自由动作发动1次攻击来击碎挡在在他前进路线上的无主物品,比如门和桌子。如果侠客造成的伤害成功地摧毁了该物品,那他可以接着继续移动;如果他未能击破该物品,那么侠客的移动会被迫停止。侠客的这次攻击视为他移动动作的一部分并且不计入他在该轮的攻击次数。如果侠客意外攻击了一个生物(比如一只伪装成物品的拟形怪),那么侠客的攻击会自动失手,他被迫停止移动(但侠客仍然可能在结束移动后正常对该生物发动攻击)。
侠客必须选择复仇骑士之道才能选择此侠客天赋。
Nothing Can Stop Me (Ex) (Ultimate Intrigue pg. 15): Once per round, while the vigilante is moving, he can make one attack as a free action against an unattended object in the way of his path, such as a door or table. If his attack deals enough damage to destroy the object, he can continue to move. If he doesn’t destroy the object, his move ends. This attack is made as part of his move action and doesn’t count against his attacks this round. If his attack inadvertently targets a creature (such as a mimic), it automatically misses and his move ends (although he can still attack the creature as normal at the end of his movement). Only an avenger vigilante can select this talent
荒野独行(One with the Wild ,Ex)Heroes of Golarion
效果:侠客必须要拥有因地制宜天赋才能选择此天赋。侠客在选择该天赋的相同地形中,隐匿,生存和察觉检定获得+4表现加值。
One with the Wild (Ex) (Heroes of Golarion pg. 20): The vigilante must have the environmental weapon talent to select this talent. In the same terrain for which he selected that talent, he gains a +4 competence bonus on Stealth, Survival, and Perception checks.
完美落体(Perfect Fall,Ex)Ultimate Intrigue
效果:只要侠客在坠落时身边有可触及的墙壁或其他支点,侠客就不会承受任何坠落伤害;即使侠客找不到这些支点,他在坠落时也只承受一半伤害且不会倒地。
Perfect Fall (Ex) (Ultimate Intrigue pg. 15): As long as there is a wall or another surface within arm’s reach, the vigilante never takes falling damage. Even if no surface is available, he takes only half damage from falling and lands on his feet.
直取要害(Perfect Vulnerability,Ex)Ultimate Intrigue
效果:以一个标准动作,侠客可以发动一次精确的突袭直击敌手的弱点。这次攻击对抗目标的接触防御等级而非正常防御等级,并且目标在防御等级上失去敏捷加值。一旦一个敌人成为了侠客直取要害的目标,他就会在接下来的24小时内免疫同一个侠客的直取要害攻击。
侠客必须要达到8级才能选择本天赋。
Perfect Vulnerability (Ex) (Ultimate Intrigue pg. 15): As a standard action, the vigilante can cleverly strike his foe where that foe is weakest. This attack targets the foe’s touch AC, and the foe is denied her Dexterity bonus against the attack. Once a foe has been the target of perfect vulnerability, she can’t be the target of the same vigilante’s perfect vulnerability for 24 hours. A vigilante must be at least 8th level to select this talent.
用毒大师(Poisoner,EX)Antihero’s handbook
效果:侠客获得炼金术士的用毒职业能力。在6级时,当他有5份相同种类毒素时,每天1次,他可以提纯其中1份,不需要任何费用。这个过程需要1分钟。这并不会消耗这5份毒素,但是这份毒素必须被侠客占有才能进行提纯。这些用这个方法制造的毒素需要谨慎储存和用特殊的技巧来使用。他会不再被侠客的占有时失去活性并且不能出售。侠客每5份毒素只能保持提纯一份毒素。
PFS:不可用
Poisoner (Ex): The vigilante gains the alchemist’s poison use class feature. At 6th level, when he has 5 doses of a single kind of poison, he can synthesize a dose of that poison once per day at no cost. This process takes 1 minute. It doesn’t expend the 5 doses of poison, but the doses must be in the vigilante’s possession to perform the synthesis. The poison produced requires careful storage and special skill to use. It becomes inert if it leaves the vigilante’s possession and can’t be sold. The vigilante can maintain only 1 dose of synthesized poison for every 5 doses of that poison in his possession.
拽入阴影(Pull into the Shadows,Ex)Ultimate Intrigue
效果:以1个整轮动作,侠客可以移动最多相当于他移动速度的距离并且对1个尚未意识到他的存在(或是将他视为盟友)的目标发动一次近战攻击。如果他的攻击成功命中,那么侠客可以对该目标发动1次拖拽战技攻击,这次战技攻击获得+4加值且不引发借机攻击。如果拖拽战技成功,那么即使侠客在本轮中已经没有更多的移动距离,他也可以如同正常情况一般拖着他的敌人移动移动。侠客不能对自己真正的盟友或者1个自愿的目标使用本天赋。
Pull into the Shadows (Ex) (Ultimate Intrigue pg. 15): As a full-round action, the vigilante can move up to his speed toward an opponent who is unaware of his presence (or who considers him an ally) and make a single attack against that opponent. If the attack hits, he can attempt a drag combat maneuver (Advanced Player’s Guide 321) against that enemy with a +4 bonus and without provoking an attack of opportunity. If the drag succeeds, the vigilante doesn’t need to have enough movement remaining to move with the enemy. The vigilante can’t use this ability on a true ally or a willing target.
种族典范(Racial Paragon)Blood of the Beast
效果:侠客可以使用一个移动动作来获得一个他不具有的但是满足种族要求的种族专长的效果。这个效果持续1分钟。侠客必须满足专长的所有先决条件。他每天可以使用【3+1/2侠客等级】次这个能力(最少每天4次)。侠客可以在先前一个效果持续时间结束前使用这个能力重新选择另外一个种族专长。
如果一个以此方法临时获得的专长有每日使用次数限制,那么每次使用这个专长都会计入这个能力的每日使用限制。这个天赋可以被多次选择。在第一次选择后的每次选择,都能让侠客在使用这个能力时额外获得一个种族专长的效果,或者降低激活这个能力所需的动作时间(移动变迅捷,迅捷变自由,自由变直觉)。如果侠客选择同时获得复数专长效果,那么这些专长必须有同样的种族要求。他可以使用这些专长中的一个来满足下一个,如果这么做,就意味着他不能如通常般替换一个目前作为其他专长先决条件的专长,除非将那些专长全部替换。每激活一个独立专长的效果都会计入这个能力的每日使用次数。
PFS修正:只有狐妖可以选择这个专长。
Racial Paragon (Blood of the Beast pg. 15): The vigilante can take a move action to gain the benefit of a feat with a racial prerequisite he meets but doesn’t have. This effect lasts for 1 minute. The vigilante must meet all the feat’s prerequisites. He can use this ability a number of times per day equal to 3 + 1/2 his vigilante level (minimum four times per day). The vigilante can use this ability again before the duration expires to replace a previous racial feat with another choice.
If a feat temporarily gained in this way has a daily use limitation, any uses of that feat while using this ability count toward that feat’s daily limit.
This vigilante talent can be selected multiple times. Each time it is selected after the first, the vigilante can use this ability to gain the benefits of one additional racial feat at the same time, or to reduce the action required to activate this talent by one step (a move action becomes a swift action, a swift action becomes a free action, and a free action becomes an immediate action). If the vigilante chooses to gain the benefits of multiple feats, the feats selected must share the same racial prerequisite. He can use one of these feats to meet a prerequisite of a second feat; doing so means he cannot replace a feat currently fulfilling another’s prerequisite without also replacing those feats that require it. Each individual feat selected counts toward his daily uses of this ability.
武器回返(Returning Weapon,Ex)Ultimate Intrigue
效果:侠客拥有1种他标志性的投掷武器,在把它丢出去的时候这件武器会自己飞回来。侠客需要选择1种投掷武器如匕首或飞斧,每当侠客使用这种武器战斗时,它们会在被投掷后自动返回,如同拥有回返武器特殊附魔一般。在14级时,如果侠客选择将1种可以视为弹药的投掷武器(如手里剑)应用本天赋,那么如果他使用的这1组50发投掷武器均会在被扔出去之后自动返回,使侠客的投掷不会造成任何消耗。如果侠客选择的是1种正常情况下不会消耗的投掷武器,那么当他投出这把武器的同一轮中接下来他所有投掷的同种类非魔法武器都会自动继承第1把武器的所有魔法品质,让侠客可以在一轮中使用拥有同样好处的武器发动整轮投掷攻击——虽然它们仍然会在他的下回合才会飞回来。
Returning Weapon (Ex) (Ultimate Intrigue pg. 15): The vigilante has a signature type of thrown weapon that returns to him. Choose a type of thrown weapon, such as throwing axes. Whenever the vigilante uses that type of weapon, it automatically returns as if it had the returning property. At 14th level, if the vigilante chose a type of thrown weapon that is treated as ammunition, such as shuriken, and buys a set of 50 magic ammunition of that type, he automatically replenishes them at no cost and never runs out. If he chose a non-ammunition thrown weapon instead, he can apply the magical properties of the first weapon he throws in a round to any nonmagical thrown weapons of that type he throws that round. This allows him to make a full attack with the benefits of his magical thrown weapon, even though it only returns next round.
盗贼天赋(Rogue Talent,Ex)Ultimate Intrigue
效果:侠客可以选择一个盗贼的盗贼天赋(不能是高等天赋)。如果侠客选择的是一个带有*号的盗贼天赋,那么该盗贼天赋会作用于他的暗袭攻击而非偷袭攻击,并且它视为带有*号的侠客天赋(也就是必须满足触发侠客天赋的暗袭条件才能发动)。
侠客必须选择诡秘猎手之道才能选择此专长
Rogue Talent (Ex) (Ultimate Intrigue pg. 15): The vigilante gains a single rogue talent (not an advanced talent) of his choice. If he selects a rogue talent marked with an asterisk (*), that talent applies to his hidden strikes instead of to sneak attacks, and the talent counts as a stalker vigilante talent with an asterisk (*) for the limitation of only one applying to a given hidden strike. Only a stalker vigilante can select this talent.
梁上君子(Rooftop Infiltrator,Ex)Ultimate Intrigue
效果:侠客获得相当于他基础移动速度一半的攀爬速度,并且他在爬绳子的时候这个攀爬速度上升到等于他的基础移动速度。
Rooftop Infiltrator (Ex) (Ultimate Intrigue pg. 15): The vigilante gains a climb speed equal to half his base speed, which increases to his full base speed when climbing a rope.
击破镣铐(Shackle Smash,ex)Inner Sea Intrigue
效果:也许是经过了暮光之爪或是铃花会有关解放奴隶的特训,拥有这个天赋的侠客可以在检定1次破武战技检定或者是力量检定来破坏物品时不发出超过人声的声响。他在进行破武战技检定或攻击无主物品时,无视物品一半的硬度。
Shackle Smash (Ex) (Inner Sea Intrigue pg. 33): Perhaps trained to remove or destroy restraints from slaves and prisoners by the Twilight Talons or Bellflower Network, a vigilante with this talent can choose to make no more noise than people talking when he attempts a sunder combat maneuver check or attempts a Strength check to break an object. He ignores half an object’s hardness when attempting sunder combat maneuver checks and when attacking nonmagical objects.
阴影视觉(Shadow's Sight,Ex)Ultimate Intrigue
效果:侠客获得昏暗视觉和60尺黑暗视觉。如果侠客已经拥有了黑暗视觉,那么他的黑暗视觉距离增加30尺。
Shadow's Sight (Ex) (Ultimate Intrigue pg. 15): The vigilante gains low-light vision and darkvision 60 feet. If he already had darkvision, its range increases by 30 feet.
暗影疾行(Shadow's Speed,Ex)Ultimate Intrigue
效果:侠客的基础速度增加10尺。在10级时,这个速度加值再额外增加10尺。。
Shadow's Speed (Ex) (Ultimate Intrigue pg. 15): The vigilante’s base speed increases by 10 feet. At 10th level, it increases by an additional 10 feet.
化剑为盾(Shield of Blades,Ex)Ultimate Intrigue
效果:侠客迅猛的攻击可以使敌人的反击陷于劣势。侠客获得猛力攻击作为奖励专长。如果他已经拥有了猛力攻击专长,那么侠客可以转而获得一个他在获得猛力攻击的那个等级上满足先决条件的任意专长。当侠客使用猛力攻击专长并且以自己的力量调整值决定攻击加值发动攻击或整轮攻击(这些攻击需要受到猛力攻击的效果影响)的情况下,侠客在他的防御等级上获得盾牌加值,数值相当于他使用猛力攻击时在攻击检定上承受的减值。这个天赋的好处只在侠客使用猛力攻击并至少有一次攻击承受减值时有效。
Shield of Blades (Ex) (Ultimate Intrigue pg. 16): The vigilante’s wild attacks allow him to block his foes’ counterattacks. He gains Power Attack as a bonus feat. If he already has the Power Attack feat, he can immediately swap it for another feat for which he qualified at the level he chose Power Attack. When he takes an attack or full attack action, if he uses Power Attack on every attack to make melee attacks that use his Strength bonus on attack rolls, he gains a shield bonus to his AC until his next turn equal to his penalty on attack rolls from Power Attack. This bonus applies only if he actually takes that penalty on at least one of the attack rolls.
愤怒神盾(Shield of Fury,Ex)Ultimate Intrigue
效果:侠客获得精通盾击作为奖励专长。如果他已经拥有了精通盾击专长,那么侠客可以转而获得一个他在获得精通盾击的那个等级上满足先决条件的任意专长。除此之外,如果侠客达到至少6级,那么他还会在至少有使用一面盾牌作为武器的时候视为拥有双武器格斗专长的好处,此天赋可以让侠客选择需要双武器攻击专长作为前置的专长而无视双武器攻击专长或敏捷需求的前置,但所有的这些好处都只在他有持有一面盾牌作为他的武器时才会生效(除非他自己再选择双武器格斗专长,这样他可以无视本限制)。
Shield of Fury (Ex) (Ultimate Intrigue pg. 16): The vigilante gains Improved Shield Bash as a bonus feat. If he already has the Improved Shield Bash feat, he can immediately swap it for another feat for which he qualified at the level he chose Improved Shield Bash. In addition, if he is at least 6th level, he is treated as if he has the Two-Weapon Fighting feat as long as one of the weapons used is a shield. This allows him to take feats that require Two-Weapon Fighting as a prerequisite without meeting the Two-Weapon Fighting or Dexterity prerequisites, but these feats only apply while he is wielding a shield as one of his weapons (unless he takes Two-Weapon Fighting as normal, in which case this restriction is lifted).
招牌武器(Signature Weapon,Ex)Ultimate Intrigue
效果:获得本天赋的侠客可以选择一种武器(比如长剑或手弩),他对此武器获得武器专攻作为奖励专长。如果他已经拥有了武器专攻专长,那么侠客可以转而获得一个他在获得武器专攻的那个等级上满足先决条件的任意专长。在8级时,侠客对他选择的武器获得武器专精作为奖励专长,他无需满足任何先决条件即可获得这些专长。
Signature Weapon (Ex) (Ultimate Intrigue pg. 16): The vigilante must select one type of weapon (such as longsword or crossbow) when he gains this talent. He gains Weapon Focus as a bonus feat for his selected weapon type. If he already has the Weapon Focus feat with the selected weapon, he can immediately swap it for another feat for which he qualified at the level he chose Weapon Focus in the selected weapon. At 8th level, he also gains Weapon Specialization as a bonus feat for his selected weapon. He doesn’t have to meet any of the prerequisites for these feats. Only an avenger vigilante can select this talent.
招牌箭矢(Signature Weapon,Ex)Antihero's Handbook
效果:当选择此天赋时,侠客必须选择一种弓或者弩(比如轻弩或者重弩)。在侠客第一次购买用于该类型弓或者弩的50份魔法弹药后,他可以在购买同种武器的相同弹药支付成本价来替代购买价,即使他并不能正常制造魔法弹药。这个效果仅仅是用于侠客为选定武器后第一种购买50份的魔法弹药。侠客可以多次选择此专长;每次选择,他都可以在购买不同种类的弓和弩的1种特定弹药或者同种武器的不同种魔法弹药上获得该效果。
侠客必须达到14级才能选择该侠客天赋
Signature Arrows (Ex): The vigilante must select one type of bow or crossbow (such as shortbow or heavy crossbow) when he selects this talent. After the first time the vigilante buys a set of 50 pieces of magic ammunition intended for that type of bow or crossbow, he can pay the construction cost instead of the purchase price for additional ammunition with identical magical effects for the same weapon, even if he could not normally craft magic ammunition. This benefit applies only to the first type of magic ammunition that the vigilante buys 50 pieces of for the designated weapon. The vigilante can take this talent more than once; each time he takes it, he can purchase and gain this benefit with either a specific type of magic ammunition for a different type of bow or crossbow or a different type of magic ammunition for the original weapon.The vigilante must be at least 14th level to select this talent
寂静突袭(Silent Dispatch,Ex)Ultimate Intrigue
效果:每当侠客对一个或一群未意识到他存在的目标发动伏击时,侠客都可以再进行一个承受-5减值的潜行技能检定。将这个检定的结果作为目标在自己的行动之前可能听到侠客的袭击的察觉检定DC。在侠客发动攻击后,这个DC再多-5,达到正常的听到战斗发生的察觉检定的-10DC。其他的敌人仍然可能正常的看到侠客的行动,他们只是比较难因为听到侠客而警告目标。
Silent Dispatch (Ex) (Ultimate Intrigue pg. 16): When the vigilante ambushes an enemy or enemies unaware of his presence, he can attempt a Stealth check at a –5 penalty. The result indicates the DC of Perception checks to hear the vigilante’s attacks until an opponent’s first action, when the DC returns to the normal –10 for hearing battle. Other enemies present can still see the attack; this talent only prevents the sounds of battle from alerting others.
狙击高手(Sniper,Ex)Ultimate Intrigue
效果:侠客的远程暗袭攻击不再受到任何距离限制。
侠客必须达到6级并且选择诡秘猎手之道才能选择此侠客天赋
Sniper (Ex) (Ultimate Intrigue pg. 16): The vigilante can deal hidden strike damage with ranged attacks at any distance, rather than within 30 feet. Only a stalker vigilante of at least 6th level can select this talent.
猎手直觉(Stalker Sense,Ex)Ultimate Intrigue
效果:侠客的第六感随时警告他危险的迫近。侠客总是能在突袭轮行动。在6级时,侠客获得直觉闪避能力;在12级时,侠客获得精通直觉闪避能力。
侠客必须选择诡秘猎手之道才能选择此侠客天赋
Stalker Sense (Ex) (Ultimate Intrigue pg. 16): The vigilante has a sense for danger. He always acts on the surprise round. At 6th level, he gains uncanny dodge, and at 12th level, he gains improved uncanny dodge. Only a stalker can select this talent.
钢铁士兵(Steel Soldier,Ex)Chronicle of Legends
效果:一些侠客不断改造他们的盔甲,直到使其与自身看起来密不可分;假面少女对于这种行为特别的痴迷。侠客可以花费1天和每等级100Gp来修改一套他熟练的盔甲。侠客可以在自己身上隐藏一套未穿戴的改装盔甲,如同一件在巧手技能定义中的非常小的物品,并且可以在不需要他人协助的情况下穿上这套盔甲。在8级时,如果侠客在用甲刺攻击时,可以将盔甲的防具增强加值视为自己的武器增强加值。
只有复仇骑士之道的侠客才可以选择此天赋。
Steel Soldier (Ex) (Chronicle of Legends pg. 7): Some vigilantes ceaselessly tinker with their armor until the two seem inseparable; masked maidens are particularly prone to developing this obsession. The vigilante can spend 1 day and 100 gp per class level modifying a set of armor with which he is proficient. The vigilante can conceal one set of unworn modified armor on his person as though it were an extraordinarily small object, as per Sleight of Hand, and can don modified armor without aid. The armor skin talent also applies to armor with this ability. At 8th level, the vigilante treats modified armor’s enhancement bonus (if any) as a weapon enhancement bonus when making attacks with the armor’s gauntlets, if the armor has any. Only an avenger vigilante can select this talent.
钢铁信念(Steely Resolve,Ex)Disciple's Doctrine
效果:每天3次,侠客在对抗影响心灵效果的意志检定上失败时可以用一个直觉动作来延缓几轮发作时间。回合数等同于1/2侠客等级,并且在之后会照常受到效果影响。延迟的回合并不会计算入效果持续时间。
Steely Resolve (Ex) (Disciple's Doctrine pg. 23): Three times per day, as an immediate action when the vigilante fails a Will saving throw against a mind-affecting effect, the vigilante can delay the effect’s onset for a number of rounds equal to half his vigilante level, after which the vigilante is affected as normal by the entire effect. Rounds spent delaying the effect do not count toward the effect’s duration.
直击真身(Strike the Unseen,Ex)Ultimate Intrigue
效果:侠客获得盲斗作为奖励专长。除此之外,他还可以对拥有全隐蔽的敌人发动暗袭攻击。在11级时,侠客获得精通盲斗作为奖励专长,并且他可以对拥有隐蔽或是全隐蔽的敌人造成任何种类的精准伤害。在16级时,侠客获得高等盲斗作为奖励专长。侠客无需满足任何先决条件即可通过本天赋获得精通盲斗和高等盲斗专长。
Strike the Unseen (Ex) (Ultimate Intrigue pg. 16): The vigilante gains Blind-Fight as a bonus feat. He can also deal hidden strike damage against targets with total concealment. At 10th level, he gains Improved Blind-Fight as a bonus feat and can deal all types of precision damage against targets with concealment or total concealment. At 16th level, he gains Greater Blind- Fight as a bonus feat. The vigilante does not have to meet the prerequisites for either Improved Blind-Fight or Greater Blind-Fight to gain these feats with this talent.
愚蠢直拳(Sucker Punch,Ex)Ultimate Intrigue
效果:每当侠客对一个尚未意识到他的存在(或是将他当做盟友)的目标发动攻击并且他选择造成非致命伤害时,这次攻击可以造成额外的1d6点非致命伤害,这个额外伤害可以在6级,12级和18级时再额外增长1d6点。
侠客必须选择复仇者之道才能选择本天赋。
Sucker Punch (Ex) (Ultimate Intrigue pg. 16): Whenever the vigilante attacks a foe that is unaware of his presence (or who views him as an ally), and the attack deals nonlethal damage, the attack deals an additional 1d6 points of nonlethal damage. This additional damage increases by 1d6 at each of 6th, 12th, and 18th levels. Only an avenger vigilante can select this talent.
稳如泰山(Sure-Footed,Ex)Ultimate Intrigue
效果:侠客可以以全速移动并进行潜行和特技动作检定而不再这些技能检定上承受减值。在8级时,侠客可以以全速在困难地形中移动。
Sure-Footed (Ex) (Ultimate Intrigue pg. 16): The vigilante can move at full speed while using the Stealth and Acrobatics skills without penalty. At 8th level, he can move at full speed across difficult terrain.
惊异强袭(Surprise Strike ,Ex)Ultimate Intrigue
效果:侠客可以在对手来不及防御自己时榨取更多的战斗优势。每当侠客对一个在防御等级上失去敏捷加值的敌人发动攻击时,他就会在攻击检定上获得+1加值。这个加值在8级时提升到+2,在16级时提升到+3。
Surprise Strike (Ex) (Ultimate Intrigue pg. 16): The vigilante gains a greater advantage when his foe is unable to defend herself. Whenever he makes an attack against a foe that is denied her Dexterity bonus to AC, he gains a +1 bonus on his attack roll. This bonus increases to +2 at 8th level and to +3 at 16th level.
沼泽调和(Swamp Concoctions,EX)People Of The Waste
PFS:不可用
效果:每天2次作为整轮动作,侠客可以使用因地制宜侠客天赋(PF RPG UI P14)来调和一份不超过15Gp每侠客等级的炼金武器。这个调和炼金武器无法贩卖并且必须要在3回合内使用,否则就会失去活性。
侠客在使用这些调和炼金武器时可以获得随手投掷专长的好处。这个能力不能让这些调和武器加入特殊材料,除非这些你同时拥有这些材料。
侠客必须选择因地制宜,并且选择丛林,沼泽和水域才能选择此天赋。
Swamp Concoctions (Ex): Twice per day as a full-round action, the vigilante can use the environment weapon vigilante talent (Pathfinder RPG Ultimate Intrigue 14) to improvise an alchemical weapon worth no more than 15 gp per vigilante level. This improvised weapon cannot be sold and must be used within 3 rounds before it becomes inert.The vigilante gains the benefits of the Throw Anything feat for the purpose of these improvised weapons. This ability cannot create improvised weapons that incorporate special materials unless those materials are also present. To select this talent, the vigilante must have the environment weapon vigilante feat, and he must have selected jungle, swamp, or water for that talent.
横扫攻击(Sweeping Strike,Ex)Antihero's Handbook
效果:侠客获得顺势斩作为1个奖励专长。在6级时,侠客获得大顺势斩作为奖励专长。他无需满足这些专长的前置条件。在12级时,当使用大顺势斩时,他不再需要目标邻接的你攻击的敌人才能发动额外攻击。
侠客必须选择复仇骑士之道才能选择该侠客天赋。
Sweeping Strike (Ex): The vigilante gains Cleave as a bonus feat. At 6th level, he gains Great Cleave as a bonus feat.He does not need to meet the prerequisites for these feats.At 12th level, while using Great Cleave, he no longer has to hit a target in order to make an additional attack against a foe that is adjacent to that target. Only an avenger vigilante can select this talent.
手下留情(Take 'Em Alive,Ex)Spymaster's Handbook
效果:侠客不需要在用通常造成致命伤害的武器进行非致命攻击时在攻击骰上获得-4减值。此外,侠客在只造成非致命伤害而无其他次要效果(比如毒素)的攻击骰和伤害骰上获得+1加值。这个加值在5级提升1点并且之后每3级提升1点,直到20级的+5。
PFS:不可用。
Take 'Em Alive (Ex) (Spymaster's Handbook pg. 27): The vigilante doesn’t take the usual -4 penalty on attack rolls made to deal nonlethal damage with weapons that normally deal lethal damage. In addition, the vigilante gains a +1 bonus on all attack and damage rolls for attacks that deal only nonlethal damage and have no secondary effects (such as poison). This bonus increases by 1 at 5th level and every 3 levels thereafter, to a maximum of +5 at 20th level.
团队玩家(Team Player,Ex)Adventurer's Guide
效果:侠客获得了迅捷援助APG作为奖励专长,并忽视其先决条件。此外,侠客可以使用标准动作激活该专长,在这种情况下,它适用于与侠客领接的全部队友。在10级时,侠客可以用移动动作而非迅捷动作激活该专长,并且加值变为+2.
Team Player (Ex) (Adventurer's Guide pg. 42, Spymaster's Handbook pg. 27): The vigilante gains Swift AidAPG as a bonus feat, ignoring its prerequisites. Additionally, the vigilante can use the feat as a standard action, in which case it applies to every ally adjacent to the vigilante. At 10th level, the vigilante can increase the bonus provided to one ally by this feat to +2 by using the aid another action as a move action rather than as a swift action.
猛虎利爪(Tiger's Claws ,Ex)Heroes of Golarion
效果:侠客可以获得了像变形者一样长出爪子的能力。这些爪子视为可以任意长出缩回的的天生武器,并且可以造成1d4穿刺和挥砍伤害(如果小体型则是1d3)。在11级时,伤害增强到1d6(小体型1d4)
Tiger's Claws (Ex) (Heroes of Golarion pg. 20): The vigilante gains the ability to grow claws similar to a shifter’s. These claws are natural weapons that can be extended at will and deal 1d4 points of piercing and slashing damage (1d3 if the vigilante is Small). At 11th level, the damage increases to 1d6 (1d4 if Small).
回转反击(Turnabout,Ex)Spymaster's Handbook
效果:拥有该天赋的侠客可以掌握战斗中的任何机会。当敌人因为攻击或者施法从而导致来自侠客的借机攻击时,侠客可以尝试1次阴招APG战技检定来替代借机攻击。如果他成功通过了检定,除了通常的选择外,侠客还可以重新改变目标的攻击目标或法术的目标或者是区域。
Turnabout (Ex) (Inner Sea Intrigue pg. 33): A vigilante with this talent can capitalize on any opportunities in combat. Whenever a foe provokes an attack of opportunity from the vigilante by attacking or casting a spell, the vigilante can attempt a dirty trickAPG combat maneuver check in place of the attack of opportunity. If he succeeds at the check, in addition to the usual options, the vigilante can redirect the attack or spell to a new target or area the foe could have chosen.
扭曲恐惧(Twisting Fear,Ex)Ultimate Intrigue
效果:每当侠客成功地使一个敌人陷入战栗,惊惧或恐慌状态时,这个敌人还会同时因为极度恐惧而承受严重压力,受到相当于侠客较弱的暗袭数量的非致命伤害。一个生物每轮只能因为绞肠之惧而承受一次非致命伤害。在恐慌状态的敌人如果受到绞肠之惧的影响,那么它们不但会开始逃跑,并且会同时崩溃般的大声嚎叫。
侠客必须达到4级才能选择本天赋
Twisting Fear (Ex) (Ultimate Intrigue pg. 16): Whenever the vigilante causes an opponent to gain the shaken, frightened, or panicked condition, that opponent takes an amount of nonlethal damage equal to the vigilante’s reduced hidden strike damage, as the stress wears upon its body. A creature can’t take damage from twisting fear more than once per round. Panicked creatures that take damage from twisting fear are too winded even to scream as they flee in terror. Only a stalker vigilante can select this talent.
意外攻击(Unexpected Strike,Ex)Ultimate Intrigue
效果:侠客获得即时备战作为奖励专长。在8级时,侠客可以以迅捷动作(而非正常的移动动作)拔出一把隐藏着的武器。
Unexpected Strike (Ex) (Ultimate Intrigue pg. 16): The vigilante gains Quick Draw as a bonus feat. At 8th level, he can draw hidden weapons as a swift action (instead of a move action).
至死不屈(Unkillable,Ex)Ultimate Intriguek
效果:侠客获得顽强作为奖励专长,即使他尚未满足获得顽强的先决条件。在6级时,侠客在瘫痪状态下执行标准动作时不会再损失生命值。在12级时,如果侠客因为生命值伤害而死亡,他可以硬撑住一轮不死(如果在此期间他的生命值被治疗到低于体质值的负值那么他仍然可以快乐的躺着)。在18级时,侠客不会再因为生命值降为负数而瘫痪并且可以正常在该轮中行动。
侠客必须选择复仇骑士之道才能选择本天赋。
Unkillable (Ex) (Ultimate Intrigue pg. 16): The vigilante gains Diehard as a bonus feat, though he does not have to meet the prerequisites for this feat. At 6th level, he doesn’t lose hit points when he takes a standard action while disabled. At 12th level, when he would die from hit point damage, he remains alive for 1 round before dying (and if his hit points rise above a negative amount equal to his Constitution score before that round is over, he doesn’t die). At 18th level, he is no longer disabled at negative hit points and can take a full round’s worth of actions. Only an avenger vigilante can select this talent.
亲密接触(Up Close and Personal,Ex)Ultimate Intrigue
效果:每当侠客尝试通过一个移动动作来进行一个特技动作检定以穿越敌人占据的空间时,他都可以同时以一个迅捷动作对这个敌人进行一次近战攻击。如果侠客的特技动作检定成功,那么他的这次近战攻击可以附带暗袭伤害,如同敌人未意识到他的存在一般。如果侠客的特技动作检定不成功,那么他也可以获得暗袭攻击机会,但只能造成相当于敌人失敏时的暗袭伤害。
侠客达到4级且选择诡秘猎手之道才能选择本天赋。
Up Close and Personal (Ex) (Ultimate Intrigue pg. 17): When the vigilante attempts an Acrobatics check to move through an opponent’s space during a move action, he can attempt a single melee attack against that opponent as a swift action. If the Acrobatics check succeeds, this attack applies the vigilante’s hidden strike damage as if the foe were unaware of the vigilante. Otherwise, the vigilante applies the hidden strike damage he would deal if the target were denied its Dexterity bonus to AC. Only a stalker vigilante of at least 4th level can select this talent.
侠客反射(Vigilante’s Reflexes,Ex)Antihero's Handbook
效果:侠客获得战斗反射作为1个奖励专长。如果他已经拥有战斗反射这个专长,那么侠客可以转而获得一个他在获得战斗反射的那个等级上满足先决条件的任意专长。在8级和16级,侠客每轮借机攻击的次数在侠客的敏捷调整值之外额外获得1次。
Vigilante’s Reflexes (Ex): The vigilante gains Combat Reflexes as a bonus feat. If he already has the Combat Reflexes feat, he instead gains another feat he qualified for at the level when he chose Combat Reflexes. At 8th and 16th levels, the number of additional attacks of opportunity per round the vigilante can make increases by 1, regardless of the vigilante’s Dexterity bonus.
要害惩戒(Vital Punishment,Ex)Ultimate Intrigue
效果:侠客获得要害打击作为奖励专长,并且他无需满足获得要害打击专长的先决条件。每轮一次,当侠客发动藉机攻击时他可以宣告他要要害惩戒自己的目标。如果这次攻击命中,侠客就可以应用要害打击专长的好处。如果侠客之后获得了精通要害打击和高等要害打击,那么他也可以将这些专长用来发动要害惩戒。
侠客达到6级才能选择本天赋。
Vital Punishment (Ex) (Ultimate Intrigue pg. 17): The vigilante gains Vital Strike as a bonus feat, though he does not have to meet the prerequisites for this feat. Once per round, before he makes an attack of opportunity, he can declare it to be a vital punishment. If the attack hits, the vigilante can apply the Vital Strike feat. The vigilante can apply the Improved Vital Strike or Greater Vital Strike feat as his vital punishment instead if he later gains those feats. A vigilante must be at least 6th level to select this talent
易爆箭矢(Volatile Arrows,Ex)Chronicle of Legends
效果:拥有此天赋的侠客获得了将炼金炸弹附着于他的弓或是弩上面作为开火的一部分进行远程攻击的能力。当攻击时,他会造成炼金术士炸弹的额外伤害,使用侠客等级作为炼金术士等级来计算炸弹伤害。他每天可以使用这个能力的次数等同于3+他的智力调整值。侠客可以多次选择这个天赋。每次这么做,他可以额外获得1次使用该能力的次数,并且获得一个可以修改炸弹的炼金发现,在计算先决条件时将他的侠客等级视为炼金术士等级。他可以和正常一样把这些发现应用到他的炸弹上。
Volatile Arrows (Ex) (Chronicle of Legends pg. 7): A vigilante with this talent gains the ability to attach an alchemist bomb to a ranged attack he makes with a bow or crossbow as part of firing the attack. If the attack hits, it deals an additional amount of damage equal to that of an alchemist bomb, using the vigilante’s level as his alchemist level to determine the bomb’s damage. He can use this ability a number of times per day equal to 3 + his Intelligence modifier. The vigilante can takes this talent multiple times. Each time he does, he can use the ability one additional time per day and he gains one alchemist discovery that can modify bombs, treating his vigilante level as his alchemist level for any prerequisites. He can apply these discoveries to his bombs as normal.
漩涡飞溅(Vortex Splash,EX)People Of The Waste
PFS:不可用
效果:当下雨时或者处于及腰深的水中,侠客可以用整轮动作做出一次旋转打击,这允许他进行1次阴招APG战技检定或者虚招来对抗每个领接的敌人。侠客可以为每个敌人做出不同的选择。
Vortex Splash (Ex): When in rain or waist deep in water, the vigilante can make a whirling splash as a full-round action, allowing him to attempt a single dirty trick APG combat maneuver or feint against each adjacent foe. The vigilante can make a separate choice for each target.
武器精熟(Weapon Familiarity,Ex)Disciple's Doctrine
效果:侠客在获得此天赋时可以选择2样简易或军用武器,亦或者是1样一种武器。他会获得所选武器的擅长。在8级时,他还可以获得所选武器的武器专攻作为奖励专长。
侠客选择复仇骑士之道才能选择本天赋。
Weapon Familiarity (Ex) (Disciple's Doctrine pg. 23): The vigilante selects either two simple or martial weapons or one exotic weapon when he gains this talent. He gains proficiency with his chosen weapon or weapons. At 8th level, he also gains Weapon Focus as a bonus feat for his selected weapon or weapons. Only an avenger vigilante can select this talent.
复仇之鞭(Whip of Vengeance,Ex)Inner Sea Intrigue效果:侠客获得
长鞭熟稔UC作为奖励专长。如果他已经拥有专长
长鞭熟稔UC,他可以转而获得一个他在获得b]长鞭熟稔[/b]
UC的那个等级上满足先决条件的任意专长。此外,当他6级时,他还可以获得专长
精通长鞭熟稔UC。他可以用自己的侠客等级作为BAB来满足以
长鞭熟稔UC为先决条件的专长的先决条件。
Whip of Vengeance (Ex) (Inner Sea Intrigue pg. 33): The vigilante gains Whip MasteryUC as a bonus feat. If he already has the Whip Mastery feat, he can immediately swap it for another feat he qualified for at the level when he chose Whip Mastery. In addition, if he is at least 6th level, he also gains the Improved Whip MasteryUC feat. He treats his vigilante level as his vigilante base attack bonus for the purpose of meeting prerequisites of feats and abilities that have Whip Mastery as a prerequisite.
-
复仇之鞭(Whip of Vengeance,Ex)Inner Sea Intrigue
效果:侠客获得长鞭熟稔UC作为奖励专长。如果他已经拥有专长长鞭熟稔UC,他可以转而获得一个他在获得长鞭熟稔UC的那个等级上满足先决条件的任意专长。此外,当他6级时,他还可以获得专长精通长鞭熟稔UC。他可以用自己的侠客等级作为BAB来满足以长鞭熟稔UC为先决条件的专长的先决条件。
Whip of Vengeance (Ex) (Inner Sea Intrigue pg. 33): The vigilante gains Whip MasteryUC as a bonus feat. If he already has the Whip Mastery feat, he can immediately swap it for another feat he qualified for at the level when he chose Whip Mastery. In addition, if he is at least 6th level, he also gains the Improved Whip MasteryUC feat. He treats his vigilante level as his vigilante base attack bonus for the purpose of meeting prerequisites of feats and abilities that have Whip Mastery as a prerequisite.
-
攻敌以敌(Foe Collision ,Ex)Ultimate Intrigue
效果:侠客可以把一个敌人砸到另一个敌人身上对他们两者都造成伤害。当侠客对一个有实体的敌人发动近战攻击并造成暗袭伤害时,他可以同时对邻接该目标的敌人(即使后者处于侠客的触及范围之外)造成一次相当于较弱的暗袭伤害的非致命伤害。这个伤害属于钝击类型。如果被侠客推动的首要目标拥有天生武器,那么这个额外伤害也在克服伤害减免时视为拥有该生物的天生武器可能具有的阵营或魔法品质。和大多数影响侠客的暗袭攻击的侠客天赋不同,掷敌也可以在任何目标在防御等级上失去敏捷调整值的情况下伴随暗袭发动。
侠客必须选择诡秘猎手之道能选择本天赋。
Foe Collision (Ex) (Ultimate Intrigue pg. 14): The vigilante can shove one of his foes into another. When the vigilante deals hidden strike damage to a corporeal foe with a melee attack, he can also deal an amount of nonlethal damage equal to his reduced hidden strike damage to an opponent adjacent to the first (even if the second opponent is out of his reach). The damage is bludgeoning damage, and if the colliding foe has any natural attacks, the damage is also considered magic, evil, or any other type of damage the natural attack deals. Unlike normal vigilante talents that affect hidden strikes, this vigilante talent applies in all cases when the target is denied its Dexterity bonus to AC. Only a stalker vigilante can select this talent.
空门大开(Leave an Opening ,Ex)Ultimate Intrigue
效果:侠客的暗袭可以将对手打得失去平衡,让目标可以被继续乘机猛攻。在他的敌人的下一回合开始时,只要侠客仍然威胁该目标,这个敌人就会引发一次侠客对他的藉机攻击。对同一个敌人多次暗袭不会给予对同一个敌人的多次藉机攻击(但对多个不同敌人的暗袭则可能触发对他们所有人的每人一次藉机攻击)。
侠客必须选择诡秘猎手之道能选择本天赋。
Leave an Opening (Ex) (Ultimate Intrigue pg. 14): The vigilante’s hidden strike leaves an unbalancing opening in a foe’s defenses, setting up the foe to be attacked again. At the beginning of the foe’s next turn, if the vigilante threatens the foe, the foe provokes an attack of opportunity from the vigilante. Multiple attacks against the same foe don’t create multiple attacks of opportunity in the same round (but attacks against several foes can cause each to provoke one attack of opportunity). Only a stalker vigilante can select this talent.
强力伏击(Mighty Ambush ,Ex)Ultimate Intrigue
效果:每轮一次,当侠客成功的发动了一次暗袭时,他可以将被攻击的目标打到失去意识1d4轮时间。这个效果可以通过一个DC=(10+1/2侠客等级+侠客的力量或敏捷调整值[取其高者])的强韧豁免检定免除。无论目标是否成功抵抗了强力伏击,他都会免疫侠客的这个天赋效果24小时。
侠客必须达到10级并且选择诡秘猎手之道能选择本天赋。
Mighty Ambush (Ex) (Ultimate Intrigue pg. 15): Once per round, when the vigilante succeeds at a hidden strike, he can instantly drop the damaged enemy unconscious for 1d4 rounds. A successful Fortitude saving throw negates this effect (DC = 10 + 1/2 the vigilante’s class level + the higher of the vigilante’s Strength and Dexterity modifiers). Whether or not a creature’s saving throw is successful, it can’t be affected by that vigilante’s mighty ambush again for 24 hours. Only a stalker vigilante of at least 10th level can select this talent.
戳喉窒息(Throat Jab,Ex)Ultimate Intrigue
效果:侠客的暗袭直取敌人的咽喉,使得该敌人无法说话,直到侠客的下回合开始(若他在突袭轮对一个受突袭的目标使用此能力,并且在首个战斗轮先于目标行动时,则持续到目标第一次行动的下一次侠客的行动回合)。这会防止目标呼叫援手,使用有语言成分的法术,或采取其他任何需要说话的行动。目标在24小时内不再受到同一个侠客的戳喉影响。
侠客必须达到4级并且选择诡秘猎手之道能选择本天赋。
Throat Jab (Ex) (Ultimate Intrigue pg. 16): The vigilante’s hidden strike jabs his opponent in the throat, preventing that opponent from speaking until the vigilante’s next turn. (If the vigilante uses this ability on the surprise round, it lasts until the end of his first full turn after the surprise round.) This prevents the target from calling out for help, using spells with verbal components, or doing anything else that requires speaking. The target cannot be affected by that vigilante’s throat jab again for 24 hours. Only a stalker vigilante of at least 4th level can select this talent.
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盖丁圣者 Agathiel(侠客变体)Spymaster Handbook
几乎在格拉利昂的每一个国家,人们都在传说着来自荒野的智慧野兽行走世间,打倒压迫人民的残酷统治者,帮助贫苦百姓或是对恶徒执行历时多年的复仇的故事。这些传奇中的许多个例都可以追溯到一群神秘的侠客——盖丁圣者的传统之中。
最早的盖丁圣者出现在奇奥尼(Kyonin)王国的古老精灵之中,再后来则是在老巫师贾特比(Old-Mage Jatembe)的学徒间。这些侠客将自己的不朽灵魂的一部分永远的融入了上层界的涅槃圣境(Nirvana)的本质中,作为交换,他们获得了用来帮助自己行侠仗义的,来自天界猛兽的力量。这种交换是无法逆转的,因此,每一个盖丁圣者都必须在自己的余生中不断磨炼自己,尝试稳定他助人为乐的高尚理想和来自野兽面的直觉冲动之间的平衡。
尽管如此,在格拉利昂也仅有有数量非常稀少的一些盖丁圣者存在。只有奇奥尼和玛迦比恩的秘术师,以及流浪在莽吉丛林里的孤独学者才通常知晓将凡人转化为圣者的仪式。现在有不少奇奥尼的精灵都选择成为盖丁圣者,利用自己新获得的能力来寻找自从黑暗之年就被精灵放弃的古代王国。这些探索活动已经在各地引起了许多关于妖精般的野兽徘徊在古代精灵废墟附近的传闻。
圣灵体验 Immortal Commitment(Su):成为盖丁圣者意味着侠客自己的一部分灵魂将融入涅槃圣境的善良本质中,他借此才能获得来自异界的力量。因此,盖丁圣者的侠客身份与社交身份的阵营都必须处于中立善良阵营一阶以内。只要盖丁圣者的两个身份之一的阵营偏离了中立善良阵营一阶之外,他就会立刻受到一个永久性的负向等级并且无法转换到自己的侠客身份,直到他两个身份的阵营再次回到中立善良阵营一阶以内为止。在他恢复到合适的阵营之前,盖丁圣者因此而受到的负向等级无法通过任何方法移除。
兽化身份 Bestial Identity(Su):在1级时,盖丁圣者在处于侠客身份时,他的形态与习性会展现出一只体型为小型或中型动物的元素。盖丁圣者可以尝试伪装成一只看起来平常无奇的此类动物,但他会在这样做的易容检定上承受-10减值(但与此同时,他因为侠客的无痕伪装职业能力获得的易容检定加值仍然存在)一旦盖丁圣者选定他的动物形态,这一选择即永久性不可改变。
在4级时,每当盖丁圣者转换到他的侠客身份时,他的形态完全变成他所选的那种动物,但盖丁圣者仍然会保留一些使他和普通动物看起来略有不同的超自然特质。这个效果如同他使用了法术一级兽型术(Beast Form I)只不过盖丁圣者不会获得任何属性加值,并且他只能选择获得单独一个法术描述中列出的他所变成的动物可以获得的能力。盖丁圣者的社交身份仍然是他的真实形态。和法术本身不同,盖丁圣者的动物形态没有持续时间限制,并且因为他的侠客身份视为一种变形效果,盖丁圣者在处于自己的侠客身份时免疫任何变形(Polymorph)效果的影响。和普通的变形法术不同的另外一点是盖丁圣者的装备不会掉落,而是会融入他的动物形态并继续生效(虽然如果他没有手的话,需要手才能用的装备会在他恢复自己的社交身份时才会自行出现)。
在8级时,当处于他的侠客身份下时盖丁圣者可以同时获得两个一级兽型术法术描述中列出的他所变成的动物可以获得的能力,并且获得一个二级兽型术法术描述中列出的他所变成的动物可以获得的能力;在12级时,当处于他的侠客身份下时盖丁圣者可以同时获得两个二级兽型术法术描述中列出的他所变成的动物可以获得的能力,并且获得一个三级兽型术法术描述中列出的他所变成的动物可以获得的能力;在16级时,当处于他的侠客身份下时盖丁圣者可以同时获得两个三级兽型术法术描述中列出的他所变成的动物可以获得的能力,并且获得一个四级兽型术法术描述中列出的他所变成的动物可以获得的能力。
本能力调整了双重身份,以及取代侠客在4级,8级,12级和16级时获得的侠客天赋。
盖丁祝福 Agathion Blessing(Su):在2级时,盖丁圣者可以获得化兽态(Aspect of Beast)APG作为奖励专长。如果他选择获得兽爪选项,那么他可以也从啮咬(1d8伤害),抵撞(1d8伤害)或是两次挥击(每次1d4伤害)中选择适合他的动物形态的一种攻击方式。
本能力取代侠客在2级获得的侠客天赋。
Agathiel
Source Spymaster's Handbook pg. 25
The legends of Golarion teem with intelligent beasts who emerge from the wild to right wrongs perpetrated by a nation, aid a virtuous family, or extract long-overdue vengeance. Many of these trace back to the agathiel tradition, first stolen from agathion celestials by the elves of Kyonin and again later by Old-Mage Jatembe. Agathiels surrender a portion of their immortal souls to Nirvana in exchange for a measure of animalistic might to aid them in their righteous crusades. This exchange is permanent, and each agathiel commits the rest of his mortal life to service of others and the constant thrum of wild instincts. Though agathiels can be found in small numbers all over Golarion, the rituals to transform a mortal into an agathiel are common only in Kyonin and the Mwangi city-states, and among the wandering scholars of the Mwangi Expanse. The elves in particular relied upon these abilities to scout Golarion before reclaiming their abandoned territories after the Age of Darkness, leading to reports of extraordinary fey animals stalking elven ruins in the century before their return.
Immortal Commitment (Su): Becoming an agathiel commits a portion of the vigilante’s soul to Nirvana, and in turn invests him with a portion of the plane’s power. An agathiel’s social and vigilante identity alignments must both be within one step of neutral good. If either of the agathiel’s alignments moves outside this range (because of his own actions or magical manipulation), he gains 1 permanent negative level and loses the ability to assume his vigilante identity until both of his alignments are within one step of neutral good. This negative level cannot be overcome in any way (including by restoration spells) until the agathiel’s alignment reverts.
Bestial Identity (Su): At 1st level, an agathiel’s vigilante identity must invoke the appearance and behavior of a single Small or Medium creature of the animal type. The vigilante can attempt to appear to be a normal member of this animal type, but doing so imposes a –10 penalty on his Disguise check. The bonus provided by seamless guise still applies to the vigilante’s attempts to appear to be an ordinary animal. Once the vigilante’s animal form is selected, it cannot be changed.
Beginning at 4th level, when an agathiel assumes his vigilante identity, he physically transforms into an animal, though he always retains unusual traits that set him apart from ordinary animals, as if using beast shape I, except the vigilante gains no ability adjustments and can select only a single animal ability from those listed in the spell’s description. His social identity remains his true form, and unlike with beast shape I, an agathiel can remain in his animal form indefinitely. The agathiel’s vigilante identity is considered a polymorph effect, and while in his vigilante identity, the agathiel is immune to other polymorph effects. Unlike with normal polymorph effects, the agathiel’s equipment does not meld into his form, and instead changes shape to fit his animal form and provides the same function, though any equipment requiring hands cannot be used until he returns to his social identity.
At 8th level, when assuming his vigilante identity, the vigilante can select two abilities provided by beast shape I, or select a single ability provided by beast shape II. At 12th level, he can instead select two abilities provided by beast shape II, or a single ability provided by beast shape III. At 16th level, he can instead select three abilities provided by beast shape III, or a single ability provided by beast shape IV.
This ability alters dual identity and replaces the vigilante talents gained at 4th, 8th, 12th, and 16th levels.
Agathion Blessing (Su): Beginning at 2nd level, an agathiel gains Aspect of the BeastAPG as a bonus feat while in his vigilante identity. If he selects the claws of the beast option, he can select a bite attack (1d8), a gore attack (1d8), or 2 slam attacks (1d4 each), as appropriate to his animal identity.
This ability replaces the vigilante talent gained at 2nd level.
缄默者思维杀手Anaphexia Thought-KillerInner Sea Intrigue
PFS:不可用
来自于乌斯塔拉夫秘密据点的缄默者思维杀手崇拜着诺格巴(Norgorber)的名誉抹杀者(Reaper of Reputation)面相。作为一种自我牺牲,他们切断了他们自己的舌头以获得避免泄密的魔法保护,进而在秘密被扩散之前积极地追寻并窃取它们——这通常意味着需要解决那些已经知晓它们的人。
牺牲之舌(Tongue Sacrifice ,Su):一名缄默者思维杀手的社交身份(Social Identity)是法莱斯玛(Pharasma)的信徒,一个大多数人都会因为他们极少的言语而猜想他们已经许下沉默誓言的身份。为了呈现(assume)他的侠客身份(Vigilante Identity),缄默者思维杀手必须以一个标准动作切断她的舌头——这个行动会造成1d4点伤害加上1点流血伤害,并导致她无法说话(甚至是施展法术)。思维杀手会得到每天一次以类法术形式施展再生术(Regenerate)的能力,并且只能用来修复她的舌头。
僧院传讯(Monastic Communication,Ex):在2级时,缄默者思维杀手十分擅长于不依赖说话来维持伪装。她能够通过肢体语言和手势来传达一个简单的概念,就像使用唬骗(Bluff)技能传递密语一样,而且这么做需要的时间只有正常的一半。缄默者思维杀手在这个检定上获得等同于她1/2职业等级的加值。
本能力取代了2级的社交天赋。
(译注:2级没有社交天赋,所以这个能力到底取代啥,看GM吧233)
缄默秘法(Silent to Magic,Su)在6级时,缄默者思维杀手身处社交身份时会被回避侦测(Nondetection)所保护,但只能用于对抗读取思维(mind-reading)的效果。她的有效施法者等级等同于她的侠客等级。在10级时,这种保护也适用于思维杀手的侠客身份。
这个能力取代(replaces)6级时获得的社交天赋(Social Talent)。
(译注:同上)
思维嗅探(Thought-Scent,Su):在7级时,缄默者思维杀手能够嗅探到有意义的思想活动。以一个标准动作,她能够选择一个她已经知晓的事实或想法,例如一个她希望隐藏的秘密,并且如同灵敏嗅觉(Scent)能力一般定位30尺内任何知晓此类思想的生物。如果这个生物位于上风向(upwind),那么嗅探范围会扩大到60尺,若这个生物位于下风向(downwind),那么嗅探范围会缩减到15尺。她能够识别这个生物的方位,一直到她邻接这个生物为止,到那时,她就能够精确地定位生物所在的方格。这是一个影响心灵的预言系效果。缄默者思维杀手每等级能够使用这个能力1分钟。这些时间不必连续,但必须以1分钟为单位使用。
这个能力取代(replaces)7级时获得的侠客天赋(Vigilante Talent)。
(译注:同上)
欺骗读心(False Reading,Su):在15级时,缄默者思维杀手身处她的社交身份和侠客身份时,免疫任何尝试读取她思想的效果。缄默者思维杀手能够尝试进行一个唬骗(Bluff)检定以提供一个虚假的结果给那些试图读取她思维的生物,该目标能够通过一次成功的察言观色(Sense Motive)检定对抗来看穿这种欺骗。
这个能力取代(replaces)15级时获得的侠客天赋(Vigilante Talent)。
(译注:同上)
Anaphexia Thought-Killer
Source Inner Sea Intrigue pg. 38
Anaphexia thought-killers worship Norgorber’s Reaper of Reputation aspect from their secret home in Ustalav. In sacrifice to him, they cut out their own tongues to gain magical protection from exposure and hunt down secrets to steal before they can be spread—which usually requires executing those who already knew them.
Tongue Sacrifice (Su): An Anaphexia thought-killer’s social identity is as a Pharasmin priest, one whom many people assume has taken a vow of silence since they speak so infrequently. In order to assume her vigilante identity, an Anaphexia thought-killer must cut out her own tongue as a standard action—an act that deals 1d4 points of damage plus 1 point of bleed damage and leaves her unable to speak (even to cast spells). The thought-killer gains the ability to cast regenerate as a spell-like ability once per day, and only to restore her own tongue.
Monastic Communication (Ex): At 2nd level, an Anaphexia thought-killer is skilled at maintaining a disguise without speaking. She can communicate simple concepts through body language and pantomime as though passing a secret message using the Bluff skill, in half the time normally required to do so. The Anaphexia thought-killer gains a bonus on this check equal to 1/2 her vigilante level.
This replaces the social talent gained at 2nd level.
Silent to Magic (Su): At 6th level, an Anaphexia thought-killer is protected by nondetection in her social identity but only against mind-reading effects. Her effective caster level is equal to her vigilante level. At 10th level, this protection also applies to the thought-killer’s vigilante identity.
This ability replaces the social talent gained at 6th level.
Thought-Scent (Su): At 7th level, an Anaphexia thought-killer can smell a significant thought. As a standard action, she can choose one fact or idea she already knows, such as a secret she wishes to keep hidden, and can locate any creature within 30 feet who knows it as with the scent ability. The range increases to 60 feet if the creature is upwind and drops to 15 feet if the creature is downwind. She can discern the direction to the creature until she is adjacent, at which point she can pinpoint the creature’s square. This is a mind-affecting divination effect. The Anaphexia thought-killer can use this ability for up to 1 minute per level. These minutes need not be consecutive but must be used in 1-minute intervals.
This replaces the vigilante talent gained at 7th level.
False Reading (Su): At 15th level, an Anaphexia thought-killer is immune to all effects attempting to read her mind in both her social and vigilante identities. The Anaphexia thought-killer can attempt a Bluff check to provide false results to the creature attempting to read her thoughts, which the target can see through with a successful opposed Sense Motive check.
This replaces the vigilante talent gained at 15th level.
复仇怒兽 Avenging Beast(侠客变体)Ultimate Wilderness
一些侠客依靠自然原力和超自然力量转变为野兽,在回归人形之前向他们的敌人释放原初的狂怒。
本职技能 Class Skills(Su):复仇恶兽获得知识(自然)和法术辨识作为本职技能,但不再获得解除装置,知识(工程),表演和巧手作为本职技能。
这个能力调整了侠客的本职技能。
每级技能点数:Skills per level复仇怒兽每级获得的技能点数等同于4+他的智力调整值,而非6+他的智力调整值。
这个能力调整了侠客的每级技能点数。
动物假面(Animal Mask, Ex):复仇怒兽获得一张华丽的动物头颅假面用于凝聚他的力量,当他转变为侠客身份时必须佩戴这张面具。这张面具象征着一个特定的动物,一旦选定就不能改变。没有这张面具时,复仇怒兽无法转变为侠客身份。失去面具的复仇怒兽可以在一周后用八小时完成一场专门的仪式并花费每个复仇怒兽等级200gp来取得一张新面具。[/color]
这个能力替换了侠客之道。
施法能力(Spellcasting, Ex):复仇恶兽如同一名猎人一般施展神术并使用猎人的法术列表。
这个能力取代4级,8级,10级,14级和16级时获得的侠客天赋。
庇护主法术(Patron Spells):复仇怒兽从女巫的庇护主列表中选择一名庇护主,将庇护主奖励法术添加到他的法术列表中(最高添加到六环法术)。七环以及更高环级的庇护主法术不视为存在于复仇恶兽的法术列表中。[/color]
这个能力替换了侠客之道。
自然变身(Wild Shape, Su):5级时,复仇怒兽处于侠客身份时能够展现出如同他动物假面所代表的动物的形态。这个能力如同德鲁伊的自然变身一般运作,但是这个能力只会获得野兽形态I的效果,不会随等级提升。复仇怒兽将他的侠客等级视作德鲁伊等级来判断这个能力的效果。复仇恶兽在5级时能够每天使用自然变身一次,在7级以及之后每2个等级,每天能够使用的次数还会增加一次,在19级时达到最高每天使用八次。
这个能力了替换惊愕现身,骇人现身,震撼现身。
Avenging Beast
Source Ultimate Wilderness pg. 96
Some vigilantes turn to natural traditions and supernatural forces to transform into beasts, unleashing a primal fury on their foes before returning to an ordinary guise.
Class Skills: An avenging beast gains Knowledge (nature) and Spellcraft as class skills, but does not gain Disable Device, Knowledge (engineering), Perform, and Sleight of Hand as class skills.
This alters the vigilante’s class skills.
Skill Ranks per Level: An avenging beast gains a number of skill ranks equal to 4 + his Intelligence modifier at each level, instead of 6 + his Intelligence modifier.
This alters the vigilante’s skill ranks per level.
Animal Mask (Ex): An avenging beast gains an ornate animal-headed mask that is a focus for his power and must be worn when assuming his vigilante identity. This mask symbolizes one specific animal, and the animal cannot be changed once chosen. Without this mask, an avenging beast cannot assume his vigilante identity. An avenging beast who loses his mask can replace it after 1 week through a specialized ritual that takes 8 hours to complete and costs 200 gp per avenging beast level.
This alters dual identity.
Spellcasting: An avenging beast casts divine spells as a hunter and uses the hunter’s spell list.
This replaces the vigilante talents gained at 4th, 8th, 10th, 14th, and 16th level.
Patron Spells: An avenging beast selects a patron from the witch patron list and adds the patron bonus spells to his spell list (up to 6th-level spells). Patron spells of 7th level or higher are not counted as being on the avenging beast’s spell list.
This replaces vigilante specialization.
Wild Shape (Su): At 5th level, when in his vigilante identity, the avenging beast gains the ability to take on the shape of the animal represented by his animal mask. This ability functions identically to the druid’s wild shape ability, except the ability does not improve beyond functioning as beast shape I. The avenging beast treats his vigilante level as his druid level for the purposes of this ability. An avenging beast can use wild shape once per day at 5th level and one additional time per day at 7th level and every 2 levels thereafter, for a total of eight times per day at 19th level.
This replaces startling appearance, frightening appearance, and stunning appearance.
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铃花之镰 Bellflower Harvester(侠客变体)]Spymaster Handbook
铃花之镰是秘密组织铃花会——一群致力于以沉默的奴隶和仆从身份潜入切利亚斯帝国,盗取情报,破坏安保并安排奴隶向国外逃亡的解放者之中的武工队。当他们的同僚铃花阡陌客PoP (http://www.goddessfantasy.net/bbs/index.php?topic=56605.0)潜伏在乡间和荒野,将被解救的“收成”们引向解放之路时,铃花之镰则自愿保持着他们的被奴役状态。以此为伪装,这些侠客悄悄告知其他奴隶逃向自由的方法,挫败猎奴者的行动,或是暗杀那些最为恶毒的奴隶主。
目前的铃花之镰几乎全是半身人。但任何拥有善良的心地,稳健的耐性,和能在奴隶主经年累月的残酷对待下忍气吞声而不失控回敬以暴力的人都是这些侠客的潜在成员。
自由战士 Rebellious Identity(Ex):一个铃花之镰的侠客身份的阵营必须处于混乱善良阵营的一阶以内,而且他的社交身份必须是奴隶,仆役或是其他类似受压迫的苦力角色。
本能力调整了双重身份。
铃花的收获 Bellflower Corp(Ex):一个铃花之镰可以将最多相当于(3+他的魅力调整值)数量的盟友设定为他的“收成”。当他的“收成”处于铃花之镰周围30尺内时,这些盟友才能从铃花之镰的下述职业能力中获得好处;如果他的“收成”离开这个影响范围,那么铃花之镰必须重新将这些盟友设为他的“收成”才能让他们重新获得他的职业能力的好处。
当铃花之镰使用援助他人动作来为一个作为他的“收成”的盟友在攻击一个敌人的攻击检定,或是一次技能检定,或是对抗一个敌人下次攻击的防御等级提供加值时,他的援助他人加值提升到+3。这个好处不与其他提升援助他人加值的专长和职业能力叠加。在5级和之后每提升6个侠客等级时,铃花之镰通过援助他人能为他的“收成”盟友通过的加值在提升1点。在17级时这个加值达到最大值+6。
本能力取代侠客之道。
良民证 Obsequious(Ex):铃花之镰懂得如何利用压迫者对于压迫者的轻视以及种族主义的态度来回避直接的怀疑与打击,通过伪装成无害而驯顺的样子来更好地保护自己的多重身份,让其他人对他留下模范顺民的印象。在隐蔽自己的侠客身份(包括掩饰当他在处于自己的社交身份但使用侠客天赋所造成的可能的穿帮)时,铃花之镰可以使用唬骗技能而非易容技能检定来避免他人的怀疑,并且在进行这类唬骗检定时获得+2加值。在1级以后,该加值在铃花之镰每提升4个侠客等级时额外+1,在17级时达到最大值+6。
本能力取代侠客在1级时获得的社交天赋。
通晓稼穑 Tend the Garden(Ex):在2级时,铃花之镰开始研究如何让他的“收成”可以在战斗中表现的更为协调,他获得协同隐藏(Stealth Synergy)UC作为奖励专长。以一个标准动作,铃花之镰可以将一个自己所拥有的团队专长分享给可以听见和看见他的所有的“收成”盟友,他分享的这个专长的持续时间为(1+之后每5个侠客等级1)轮,在17级时达到最多4轮时间。铃花之镰最多每次只能以此能力分享一个团队专长。
本能力取代侠客在2级时获得的侠客天赋。
推荐社交天赋:以下社交天赋有利于完善铃花之镰的能力:未雨绸缪(Case the Joint),扮无辜(Feign Innocence),飞短流长(Gossip Collector),忠诚助手(Loyal Aid),主观事实(Subjective Truth)
推荐侠客天赋:以下侠客天赋有利于完善铃花之镰的能力:抄来就打(Environment Weapon),盲点(Blindspot),黑暗之眼(Shadow`s Sight)和团队之星(Team Player,见下)
Bellflower Harvester
Source Adventurer's Guide pg. 42, Spymaster's Handbook pg. 25
Bellflower harvesters are the front-line operatives of the secretive Bellflower Network, whose members infiltrate Chelish estates in the guise of servants and slaves, and tolerate a harsh life as they uncover secrets, gauge security, and send slaves on the first steps toward freedom. While Bellflower tillers (see page 40) wander the countryside, escorting the crop of escapees to freedom, Bellflower harvesters remain in seeming bondage to direct others to the road to freedom, undermine efforts to recapture slaves, and end the threat of especially vile masters. Bellflower harvesters consist almost exclusively of halflings, though the role could be taken by anyone with the patience or humility to withstand months or years of cruel abuse without risking being caught raising a hand in his own defense.
Rebellious Identity (Ex): A Bellflower harvester’s vigilante identity must be within one step of chaotic good, and his social identity must appear to be a servant, slave, or other menial laborer.
This alters dual identity.
Bellflower Crop (Ex): As a standard action, a Bellflower harvester can designate a number of allies equal to 3 + his Charisma modifier as part of his Bellflower crop. Members of a Bellflower crop must remain within 30 feet of the vigilante to gain any benefits from abilities that affect a Bellflower crop, regardless of the ability’s source (whether it’s a Bellflower harvester, irrigator, or tiller). If the allies leave this range, the Bellflower harvester must designate them again to include them in his crop.
Crop Vigilance (Ex): When the Bellflower harvester uses the aid another action to grant a member of his Bellflower crop a bonus on an attack roll against an opponent, on a skill check, or to AC against an opponent’s next attack, the bonus increases to +3. This doesn’t stack with the benefits of other feats or class features that improve the bonus he grants to an ally with aid another. At 5th level and every 6 vigilante levels thereafter, the bonus that the Bellflower harvester provides when using aid another to assist a member of his Bellflower crop increases by 1, to a maximum of +6 at 17th level.
This ability replaces vigilante specialization, but the Bellflower harvester is still treated as if he had the stalker specialization for the purpose of selecting other vigilante talents.
Obsequious (Ex): A Bellflower harvester works hard to cultivate a social identity that plays off others’ racist assumptions to deflect blame and excuse suspicious behavior, making him seem harmless or even a model servant. He can use the Bluff skill to deflect suspicion about his vigilante identity and activities (including use of vigilante talents when in his social identity) rather than Disguise, and gains a +2 bonus on Bluff checks to do so. This bonus increases by 1 for every 4 vigilante levels he has beyond 1st, to a maximum of +6 at 17th level.
This ability replaces the social talent gained at 1st level.
Tend the Garden (Ex): At 2nd level, a Bellflower harvester gains the ability to coordinate the members of his Bellflower crop to improve their performance in battle. He gains Stealth SynergyUC as a bonus feat. As a standard action, a Bellflower harvester can grant any one teamwork feat he has to all members of his Bellflower crop who can see and hear him. Members of his Bellflower crop retain this feat for 1 round, plus 1 round for every 5 vigilante levels the Bellflower harvester has beyond 2nd, to a maximum of 4 rounds at 17th level. A Bellflower harvester can share only one teamwork feat at a time in this manner.
This ability replaces the vigilante talent gained at 2nd level.
Social Talents: The following social talents complement the Bellflower harvester: case the jointUI, feign innocenceUI, gossip collectorUI, loyal aidUI, and subjective truthUI. Vigilante Talents The following vigilante talents complement the Bellflower harvester: blind spotUI, environment weaponUI, shadow’s sightUI, and team player (see below).
异变侠 BruteUltimate Intrigue
PFS:不可用
通过怪异的魔法实验或是激活天生的精神力,一些侠客可以将自己的潜力转化为形态的改变,将他们的身躯变成巨大的战斗机器。这些恐怖而强悍的怪物般的侠客极为适合格斗——但他们付出的代价则是冷静与理智。
混沌 Chaotic Vigilante(Ex):异变侠的侠客身份的阵营必须属于混乱阵营,并且他的社交身份和侠客身份的阵营轴距离不能超过一阶之内。
本能力调整了双重身份。
粗壮 Brutish Fortitude(Ex):异变侠的基本强韧豁免检定加值等于2+他的侠客等级的一半,但他的基本反射和意志豁免检定加值下降到他的侠客等级的1/3。
本能力调整了侠客的基本豁免检定加值成长。
武器和护甲擅长:异变侠不擅长中甲或是军用武器。但是,他获得精通徒手击打作为奖励专长。
本能力调整了侠客的武器和护甲擅长。
战斗变形 Brute Form(Ex):虽然有时会因为难以控制而造成麻烦,但异变侠仍然可以在某种程度上掌握自己的战斗形态。
当他处于自己的侠客身份时,异变侠的体型会变大一级。他不会获得特别的属性调整值,但会因为体型的变化而获得相应的调整,包括触及增加(如果合适的话)。异变侠的战斗形态看起来野蛮而狂暴,在他的变化的侠客身份下,异变侠在防御等级以及所有基于魅力,敏捷或智力的技能检定上承受-2减值。除此之外,异变侠在此时不能使用任何基于魅力,敏捷和智力的技能(除特技动作,飞行和威吓以外),也不能使用任何需要保持耐心和专注的能力(比如施法)。
每当异变侠处于可能对他造成生命威胁的场景中,比如战斗开始时,如果此时他仍然处于他的社交身份,那么异变侠就必须成功的通过一个DC=(20+他的侠客等级一半)的意志检定否则他的侠客身份会被立刻激活。以此方式被迫转入侠客身对于异变侠来说是苦痛而恐怖的体验并且需要花费一整轮时间,在此期间他处于措手不及状态——而且当然的,他的敌人可能通过这种变形而发现异变侠的不同身份。在侠客身份中的异变侠极为暴躁,他很难在投入战斗后分辨目标是敌是友。虽然他会选择优先攻击有敌意的生物,但当异变侠击败所有敌人而周围并没有更多敌人时,他每轮必须通过一个DC=(20+他的侠客等级一半)的意志检定,否则他将会继续和周围的盟友和路人战斗。在此时,异变侠的盟友可以使用援助他人动作,进行诸如交涉等有效的技能检定来援助异变侠的这个意志检定,尝试让他的情绪稳定下来。如果他的意志检定成功,异变侠就会慢慢地冷静下来,在1分钟的时间内渐渐恢复到他的社交身份中(或是更短的时间,如果他拥有可以降低身份转换时间的社交天赋的话)。
异变侠可以使用他的侠客等级作为基础攻击加值,但这只在他处于侠客身份时有效。在5级时,侠客会在近战攻击和伤害检定上获得+1加值,本加值在13级时上升到+2,在19级时上升到+3。在用来判断专长和其他能力的先决条件时,即使处于侠客身份,异变侠也只能使用他正常的基础攻击加值;在决定基于基本攻击加值的专长的效果(比如猛力攻击的伤害加值)时,处于侠客身份的异变侠可以使用他成长后的基础攻击加值。
残念,异变侠的普通衣物和护甲不会在他进入战斗变形时一起增长体型。当异变侠使用战斗变形时,他所有随身的此类穿戴物都会被扯坏,损失1/4的生命值。魔法衣物与杂物会随着异变侠进入战斗形态而变化体型(魔法武器和护甲如常地不会有体型变化)。
异变侠每次进入战斗形态最多持续2小时,并且在24小时内总的战斗形态时间不能超过6小时。当被迫进入他的侠客身份时,异变侠的战斗形态可能会对旁人和盟友造成伤害。当异变侠从侠客身份恢复回社交身份时,他会陷入疲乏状态,时间相当于他在侠客身份度过的时间(轮,分钟或是小时),而且除非经过合适时间的休息否则该疲乏状态无法以任何手段被移除与忽略。如果异变侠在疲乏状态转换到他的侠客身份,那么当他转换会自己的社交身份时,他会陷入力竭状态,时间相当于这次他在侠客身份度过的时间(轮,分钟或是小时),而且除非经过合适时间的休息否则该力竭状态无法以任何手段被移除与忽略。免疫疲乏或是力竭的异变侠不能使用战斗变形,如同战斗变形本身的疲乏和力竭效果会被阻止一般。
处于力竭状态的异变侠也可以尝试转换到侠客身份,但持续时间不能超过他的侠客等级的一般(最少1轮);在此之后,异变侠立刻失去意识。如果他拥有可以避免失去意识的能力,那么他则会处于混沌的状态。在此状态下的异变侠可以被正常治疗(并且如果此时异变侠至少有0点生命值,然后魔法治疗或是一个DC15的医疗技能检定都可以让他恢复清醒),但在接下来的一小时中异变侠都不能尝试再转换到侠客身份。
本能力取代侠客之道。
暴力天赋 Brute Talents:除了标准的侠客天赋外,异变侠还可以额外选择以下这些侠客天赋。
本能力调整了侠客天赋。
可怖殴击 Awesome Blow(Ex):异变侠可以将他变异的躯体作为引导巨大动量的武器。他获得可怖殴击怪物专长的好处,但这个专长只能在他的侠客身份下使用。异变侠可以忽略选择本怪物专长的先决条件。异变侠的可怖殴击战技攻击造成的伤害为1d6或他的徒手击打伤害骰+他的力量调整值(取其高者)。在16级时,异变侠可以对任意体型的生物发动可怖殴击,并且他也可以对任何体型的生物发动冲撞,拖拽和移位战技攻击。
异变侠必须达到8级才能选择本天赋。
重拳 Heavy Punches(Ex):异变侠放弃了文明人的战斗方式而化身为一阵野蛮的拳头雨。当他处于自己的侠客身份时,异变侠的徒手击打造成额外的伤害,如同一个等级相当于他的侠客等级的武僧的徒手击打伤害一般。如果异变侠在其他给予他以类武僧等级的方式增长徒手击打伤害骰的职业上获得了等级,那么这些等级可以和他的侠客等级叠加来决定他的徒手击打伤害。
翻墙过室 Scale Surrounding(Ex):异变侠不会让任何有形之物阻止自己的行动——他可以轻易的翻过去或者爬过去。当他处于自己的侠客身份时,异变侠获得30尺攀爬速度。
异变侠至少要达到4级才能选择本天赋。
调整尺寸 Sizing Equipment(Ex):异变侠重新设计了他使用的魔法护甲和武器,让它们在自己变形以后仍然可以起到作用。当异变侠转换到他的侠客身份时,一件他在社交身份中穿戴的正常尺寸的魔法护甲可以为他的防御等级提供护甲加值,但从原来的护甲加值-1;他可以使用一把他在社交身份可以正常持用尺寸的魔法武器,并且这件武器的伤害骰会在他转换到侠客身份以后随着他的体型变化,但异变侠在使用他的时候在攻击检定上承受-1减值。在6级时,异变侠不再因为使用他调整过的魔法武器和护甲而承受任何减值,这些武器和护甲会如同增长过体型一般在他的身上正常工作(包括武器伤害骰增长)。本天赋仅对魔法武器和护甲生效,而尺寸不适合异变侠的非魔法武器与护甲不享受上述好处。
毁灭风暴 Total Destruction(Ex):异变侠可以如同旋风般卷过一片区域,将任何他抓得到的东西砸向自己的目标。异变侠获得随手投掷作为奖励专长。当他处于自己的侠客身份时,以一个标准动作,异变侠可以将一件最大比他的体型小两级的物体扔出60(如果他是中体型)或是80(如果他是大体型)尺远。这件物体造成1d6(如果他是中体型)或是1d8(如果他是大体型)加上异变侠的力量调整值的1.5倍的钝击伤害。在8级时,异变侠可以抓起一个体型最大比他小两级的生物这样丢出去,但他必须成功的通过一个战技检定来对抗该生物的CMD才能这么做。当被异变侠丢出去以后,该生物会被击倒至俯卧并承受和他砸到的目标相同的伤害(如上述),无论异变侠有没有砸到他的目标被他丢出去的生物都会承受这一伤害。在16级时,异变侠甚至可以扔出一件体型比他自己还大一级的物体或是生物,对他瞄准的目标周围10尺半径内的生物都造成伤害。这些生物可以通过一个DC=(10+异变侠的侠客等级的一半+他的力量调整值)的反射检定来回避,否则将承受相当于每异变侠等级1d6点伤害。
手撕活人 Tear Them Apart(Ex):在20级时,异变侠可以在多次命中一个敌人时将他扯成支离破碎的肉块。当异变侠处于他的侠客身份并使用整轮攻击动作时,只要他成功的对一个生物造成了至少两次攻击命中,他就可以将该生物撕开,造成相当于1d10+异变侠的力量调整值的1.5倍的额外伤害;如果异变侠处于他的侠客身份并使用整轮攻击动作时,只要他成功的对一个生物造成了至少四次攻击命中,他就可以将该生物撕开,造成相当于3d10+异变侠的力量调整值的1.5倍的额外伤害,本额外伤害在异变侠在整轮攻击中完成他的最后一次攻击时才会结算。本能力可以视为撕裂特殊攻击并且不能与其他提供撕裂的能力叠加。
本能力取代替天行道。
Brute
Source Ultimate Intrigue pg. 54
Either through the results of magical experimentation or bizarre natural sparks, some vigilantes can transform into brutish versions of themselves, becoming larger, more terrifying in appearance, and far more formidable in combat—though at a price.
Chaotic Vigilante (Ex): A brute’s vigilante alignment must be chaotic, and his vigilante identity and his social identity must be within one step of each other on the alignment axis.
This ability alters dual identity.
Brutish Fortitude (Ex): A brute’s base Fortitude save bonus from his vigilante levels is equal to 2 + half his vigilante level, and his base Reflex and Will save bonuses are equal to 1/3 his vigilante level.
This ability alters the vigilante’s base saving throws.
Weapon and Armor Proficiency: A brute isn’t proficient with medium armor or martial weapons. However, he gains Improved Unarmed Strike as a bonus feat.
This alters the vigilante’s armor and weapon proficiencies.
Brute Form (Ex): Though it is sometimes difficult to maintain, a brute has a measure of control over his abilities.
While in his vigilante identity, a brute becomes one size category larger, gaining no ability score adjustments but otherwise gaining all adjustments for his new size, including additional reach, if appropriate. A brute’s vigilante identity is savage and dangerous. While in his vigilante identity, the brute takes a –2 penalty to AC, as well as to all ability checks and skill checks that rely on Charisma, Dexterity, or Intelligence. Furthermore, the brute cannot use any Charisma-, Dexterity-, or Intelligence-based skill (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration (such as spellcasting). When a brute is in mortal peril, such as when combat starts, if he is in his social identity, he must succeed at a Will save (DC = 20 + 1/2 his vigilante level) or enter his vigilante identity. Entering his vigilante identity in this way is a horrifying and painful process that takes 1 full round, during which he is flat-footed, and it typically allows his enemies to see his transformation and learn his identity. The brute’s vigilante identity can’t always tell friend from foe. While he still attacks enemies preferentially during a battle, when there are no more enemies around, each round he must succeed at a Will save (DC = 20 + 1/2 his vigilante level) or continue fighting against his allies or bystanders. Allies can use the aid another action to assist this saving throw with skills like Diplomacy, as they attempt to calm him down. On a successful save, he slowly turns back to his social identity over the course of 1 minute (or shorter if he has a social talent that reduces that time).
A brute uses his vigilante level as his base attack bonus, but only while he is in his vigilante identity. At 5th level, while in his vigilante identity, the brute gains a +1 bonus on melee attack and damage rolls. This bonus increases to +2 at 13th level and to +3 at 19th level. He uses his normal base attack bonus to qualify for feats and other abilities, although when in his vigilante identity, he uses his increased base attack bonus to determine the effects of feats (such as Power Attack) and other abilities.
A brute’s mundane clothes and armor do not increase in size with him, and any such items he wears while changing into his vigilante identity lose one-quarter of their hit points. Magical clothes and accessories increase in size with the vigilante, however (though his magical armor and weapons initially do not, as normal).
A brute can stay in his vigilante identity for up to 2 hours at a time, for a total of up to 6 hours in a 24-hour period. When threatened in his vigilante identity, he has the potential to damage bystanders or allies. After switching from his vigilante identity to his social identity, he is fatigued for the same amount of time (rounds, minutes, or hours) that he spent in his vigilante identity and cannot remove or ignore this fatigue by any means except by waiting the appropriate amount of time. If he enters his vigilante identity while fatigued, once he switches back to his social identity, he becomes exhausted for the amount of time he just spent in his vigilante identity, and he also can’t remove or ignore the exhaustion by any means other than waiting the appropriate length of time. A character with immunity to fatigue or exhaustion cannot adopt a brute form at all; that immunity prevents the transformation as an effect that would cause fatigue or exhaustion.
An exhausted brute can only enter his vigilante identity for a number of rounds equal to half his vigilante level (minimum 1); following these rounds, the brute immediately falls unconscious, or into a stupor if he is somehow prevented from falling unconscious. In this state, a brute can be healed as normal (and, if he has 0 hit points or more, he returns to consciousness after receiving any amount of magical healing or a DC 15 Heal check), but he cannot enter his vigilante identity for 1 hour.
This ability replaces vigilante specialization.
Brute Talents: A brute can select from any of the following vigilante talents, in addition to general vigilante talents.
This alters vigilante talents.
Awesome Blow (Ex): The brute has learned that his body is his most formidable weapon. He gains the Awesome Blow monster feat as a bonus feat, but only while in his vigilante identity. He can ignore the feat’s prerequisites. His awesome blow combat maneuver deals an amount of damage equal to 1d6 plus his Strength modifier, or his unarmed strike damage, whichever is better. At 16th level, the brute can use Awesome Blow against a creature of any size, and he can bull rush, dragAPG, repositionAPG, and trip creatures of any size. A brute must be at least 8th level to select this talent.
Heavy Punches (Ex): The brute eschews civilized combat and prefers to wade into a fight with his fists swinging. While in his vigilante identity, the brute’s unarmed strikes deal damage as if he were a monk of his size and vigilante level. If he has levels in other classes that provide monk advancement for unarmed strike damage, his vigilante level stacks with those levels whenever he is in his vigilante identity.
Scale Surroundings (Ex): Instead of letting physical barriers stop him, the brute can simply climb over them. He gains a climb speed of 30 feet when he is in his vigilante identity. A brute must be at least 4th level to select this talent. Sizing Equipment (Ex): The brute has learned how to adjust his magic armor so that it provides him some protection while in his vigilante identity. Magic armor the brute wears that is sized for his social identity provides an armor bonus equal to its normal armor bonus – 1 while he is in his vigilante identity. In addition, wielding a magic weapon properly sized for his social identity deals damage as if it were a magic weapon properly sized for his vigilante identity, but it imposes a –1 penalty on attack rolls. At 6th level, he takes no penalties when using such weapons and armor, and his weapons and armor work in all ways (including damage dice) as if they were of the vigilante’s new size. This talent only applies to magic arms and armor; inappropriately sized mundane arms and armor are not affected.
Total Destruction (Ex): The brute is adept at rampaging through an area, throwing whatever is available at his opponents. The brute gains Throw Anything as a bonus feat. As a standard action, while in his vigilante identity, he can throw any unattended object up to two size categories smaller than he is up to 60 feet if he is Medium and 80 feet if he is Large. This deals 1d6 points of bludgeoning damage if he is Medium or 1d8 if he is Large, and the brute adds 1-1/2 times his Strength modifier to this damage. At 8th level, he can also throw a creature up to two size categories smaller than himself, but he must succeed at a combat maneuver check against that creature’s CMD to do so. The thrown creature lands prone and takes an amount of damage equal to the damage dealt to the target of the throw (as noted above), whether the brute hits or misses. At 16th level, he can instead throw an object one size category larger than himself at creatures within a 10-foot radius from the object’s point of impact. These creatures must succeed at a Reflex save (DC = 10 + 1/2 the brute’s vigilante level + his Strength modifier) or take 1d6 points of damage per vigilante level.
Tear Them Apart (Ex): At 20th level, a brute has learned how to tear at his enemies’ bodies when he hits with multiple attacks. When he takes a full attack action while in his vigilante identity, if a brute hits an opponent with at least two attacks, he deals an additional 1d10 points of damage plus 1-1/2 times his Strength modifier. If he hits an opponent with four attacks during a full attack action while in his vigilante identity, he instead deals an additional 3d10 points of damage plus 1-1/2 times his Strength modifier. The damage occurs after he has taken his last attack with the full attack action. This counts as a rend and does not stack with other abilities that grant rend.
This ability replaces vengeance strike.
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邪术师 CabalistUltimate Intrigue
在公众眼中,这些双面人是正直高贵的名流和学者。而在黑暗之中,邪术师研究血祭,死灵术和影魔法等诸般禁忌知识,运用恶毒和阴暗的魔力为自己的侠客身份服务。
本职技能:邪术师将知识(神秘)和法术辨识加入他的本职技能列表,但他的本职技能列表中移除解除装置,知识(工程学),察觉和生存。
本能力调整了侠客的本职技能。
技能点数:邪术师每等级获得4+他的智力调整值点技能点数而非6+智力调整值。
本能力调整了侠客的每等级技能点数。
武器和护甲擅长:邪术师不擅长中甲,但是与魔战士相似,他可以在着轻甲时施放邪术师法术而不承受奥术魔法施法失败率。
本能力取代侠客原本的武器和护甲擅长。
血手 Spill Blood(Ex):当他对一个未意识到他的存在,将他当做盟友或是在防御等级上失去敏捷加值的活物目标发动近战攻击(或是对一个距离他不超过30尺内的目标发动远程攻击)且造成挥砍或穿刺伤害时,邪术师可以对目标同时造成流血伤害。这个流血伤害的数量等同于邪术师的侠客等级。邪术师不能对拥有全隐蔽的生物造成此流血伤害。
本能力取代侠客之道。
法术:邪术师可以如同魔战士一般准备和施放奥术法术与戏法。他需要使用法术书来准备法术,但他只能从女巫APG法术列表的6环及更低环数的法术中选择法术;高于6环的女巫法术不视为在邪术师的法术列表内。本能力取代4级,8级,10级,14级和16级的侠客天赋。
法术书:邪术师如同魔战士一般获得一本法术书,但他的法术书只能用来记录6环及以更低环数的女巫法术。
邪术天赋 Cabalist Talent:除了标准的侠客天赋外,邪术师还可以额外选择以下这些侠客天赋。
本能力调整了侠客天赋。
血池 Bond of Blood(Sp,Su)邪术师对于生命之血拥有一种魔力联结。每当邪术师对一个邻接他的活物造成至少5点流血伤害时,他就可以获得1d6点临时生命值。这个临时生命值可以存在1小时,并且在此期间邪术师不能以血池获得更多的临时生命值(即使这些临时生命值已经在此之前就被消耗了)。邪术师每提升4个等级,血池可以提供的临时生命值就增加1d6点。在4级时,每天一次,邪术师还可以以一个迅捷动作施放法术硬化血甲(Blood Armor)ACG。
使魔 Familiar(Ex):邪术师获得一只魔宠,将他的侠客等级视为有效的法师等级来决定魔宠的能力。当邪术师处于他的社交身份时这只魔宠看起来就像是普通的家养宠物一样,但如果他的魔宠过于花哨或奇异,邪术师仍然需要想办法隐藏它的本质。
活体阴影 Living Shadow(Sp):每天一次,邪术师可以加工自己变成一片活着的影子,如同法术影之躯(Shadow Body)OA的效果一般。这个天赋的效果持续每侠客等级1轮的时间,并且邪术师无法在此形态下施放法术。在14级时,邪术师可以维持影子形态的时间延长到每侠客等级1分钟,并且可以在此形态下施放法术。邪术师至少要达到12级才能选择本天赋。
死灵专攻 Necromantic Focus(Ex):邪术师获得法术专攻(死灵系)作为奖励专长。除此之外,他可以将以下法术加入他的法术书:1环——惊恐术(Cause Fear),2环——造成聋/盲(Blindness/Deafness),3环——降咒(Bestow Curse),4环——毒击术(Poison),5环——恐惧饕宴(Feast of Fear)ACG,6环——杀生术(Slay Living)
影跃 Shadow Jump(Su):邪术师获得影舞者进阶职业的影跃职业能力,他的有效影舞者等级视为他的侠客等级-6。如果邪术师在影舞者进阶职业上获得了职业等级,那么计算影跃距离时他的影舞者等级可以与侠客等级叠加(最远每日320尺)。邪术师必须达到10级才能选择本天赋。
刺青储藏室 Tattoo Chamber(Su):邪术师可以将一件物品吸入他纹在手心或者手腕上的一个魔法刺青内,他无需使这些物品显形就可以轻松地取出它们或是激活它们的力量。被装入刺青的物品似乎凭空消失了,但事实上它被邪术师放进了一个入口是他的刺青的异次元空间里。将一件物品装入刺青空间需要一个整轮动作,邪术师每拥有3个侠客等级,他就可以将一件额外的物品装入刺青里。从刺青里取出装进去的东西需要邪术师心念一动并使用一个迅捷动作启动刺青的魔法。邪术师也可以直接使用刺青储存的法术触发型物品,如同他正持有这些物品一样。这样做会使法术的效果从邪术师的刺青而非这件物品上传导出来。如果邪术师在他有储存在刺青中时被杀,这些物品会慢慢出现在他尸体周围的5尺范围内。
血缚咒 Bloodbound Spell(Ex):在5级时,邪术师可以对一个正在流血的目标发动更强效的法术。每当邪术师对一个流血状态的目标施放一个法术,这个目标会在对抗该法术的豁免检定上承受-1减值(如果该法术需要攻击检定来命中,那么她则在防御等级上承受-1减值)。如果邪术师施放的法术是死灵系法术,那么这个减值提升到-2。
本能力取代惊愕现身。
血惧 Bloody Horror(Ex):在11级时,如果一个邪术师施放的法术目标(或是法术范围内影响的生物)正在承受流血效果,邪术师就可以以一个自由动作对这些生物使用威吓检定来挫败他们的士气。邪术师只能进行一次威吓检定,这次威吓的结果会用来对抗所有被作为威吓目标的生物的DC。
一旦某个生物成为了血惧的目标(无论他是否被成功挫败士气),该生物就会免疫该邪术师的血惧能力24小时时间。这是一个影响心灵的恐惧效果。
本能力取代骇人现身。
影之型 Shadowy Appearance(Sp):在17级时,当他处于自己的侠客身份时,邪术师会被幽影所笼罩。所有对邪术师的攻击会受到20%的失手率(如同法术模糊术的效果)。邪术师可以以一个标准动作自行选择启动或解除本能力的效果。除此之外,每天一次以一个即时动作,邪术师可以为自己施加法术高等隐形术的效果,持续1d6轮。
本能力取代震撼显形。
Cabalist
Source Ultimate Intrigue pg. 55
Appearing to be an upstanding member of society, the cabalist clandestinely follows the tenets of a secret society. Practice with blood sacrifices, necromancy, and shadow magic gives a cabalist a reputation as a sinister and dangerous vigilante.
Class Skills: The cabalist adds Knowledge (arcana) and Spellcraft to his list of class skills, instead of Disable Device, Knowledge (engineering), Perception, and Survival.
This alters the vigilante’s class skills.
Skill Ranks per Level: The cabalist gains a number of skill ranks equal to 4 + his Intelligence modifier at each level, instead of 6 + his Intelligence modifier skill ranks.
This alters the vigilante’s skill ranks per level.
Weapon and Armor Proficiencies: A cabalist is not proficient with medium armor. Like a magus, he can cast cabalist spells while wearing light armor without incurring the normal arcane spell failure chance.
This alters the vigilante’s armor and weapon proficiencies.
Spellcasting: A cabalist casts arcane spells and cantrips as a magus. He prepares spells using a spellbook, choosing them from the 6th-level and lower spells from the witch spell list; higher-level witch spells are not on the cabalist’s spell list.
This replaces the 4th-, 8th-, 10th-, 14th-, and 16th-level vigilante talents.
Spellbook : A cabalist has a spellbook that functions in the same way as a magus’s spellbook but uses the 6th-level and lower spells from the witch spell list.
Spill Blood (Ex): A cabalist can cause bleeding when he deals piercing or slashing damage with a melee attack (or a ranged attack within 30 feet) against a living foe who is unaware of his presence, who considers him an ally, or who is denied its Dexterity bonus to AC. The amount of bleed damage is equal to the cabalist’s level. A cabalist can’t deal this bleed damage to a creature with total concealment.
This ability replaces vigilante specialization.
Cabalist Talents: A cabalist can select from the following vigilante talents, in addition to general vigilante talents. This alters vigilante talents.
Bond of Blood (Sp, Su): The cabalist has a magical bond to life-giving blood. When the cabalist deals bleed damage or 5 or more points of piercing or slashing damage to an adjacent living creature, he gains 1d6 temporary hit points. These temporary hit points last for 1 hour, and the cabalist can’t gain temporary hit points again from bond of blood during that hour (even if he loses all the temporary hit points from bond of blood before that time). The number of temporary hit points gained increases by 1d6 for every 4 vigilante levels he has. At 4th level, the cabalist can also activate blood armorACG once per day as a spell-like ability as a swift action.
Familiar (Ex): The cabalist gains a familiar, using his vigilante level as his effective wizard level. The familiar also has a social identity as a seemingly normal animal, though cabalists with outlandish familiars might still need to hide them.
Living Shadow (Sp): Once per day, the cabalist can become a living shadow as though he were using shadow bodyOA. This effect lasts for 1 round per vigilante level, and the cabalist can’t cast spells while in this form. At 14th level, the cabalist can remain as a living shadow for 1 minute per vigilante level instead, and can cast spells while he is a living shadow. A cabalist must be at least 12th level to select this talent.
Necromantic Focus (Ex): The cabalist gains Spell Focus (necromancy) as a bonus feat. He also adds additional spells to his spellbook from the following list, provided he can cast spells of the appropriate level: 1st—cause fear, 2nd— blindness/deafness, 3rd—bestow curse, 4th—poison, 5th—feast on fearACG, 6th—slay living.
Shadow Jump (Su): The cabalist gains the shadowdancer’s shadow jump ability with an effective shadowdancer level equal to his vigilante level – 6. If he has levels in shadowdancer, those levels stack with his vigilante levels to determine the total distance per day he can shadow jump (to a maximum of 320 feet per day). A cabalist must be at least 10th level to select this talent. Tattoo Chamber (Su): The cabalist can magically absorb items through a tattoo on his hand or wrist and easily retrieve them or activate their magical abilities without making them manifest. The items seemingly disappear into the tattoo, but actually enter an extradimensional space that the cabalist can access via the tattoo. Stowing an item in this way requires a full-round action, and the space can store one item plus one additional item per 3 vigilante levels he has. These items must be items the cabalist can hold in one hand. Retrieving a stowed item requires mentally activating the tattoo as a swift action. The item appears in the cabalist’s hand, so worn items must still be donned to gain their benefits. The cabalist can also activate any spell-trigger abilities of a stored item as though he were wielding the item, producing the magic effect from his tattoo rather than from the item. If the cabalist dies while items are within his tattoo chamber, those items fade into existence within 5 feet of the corpse.
Bloodbound Spell (Ex): At 5th level, a cabalist gets an advantage when casting spells against bleeding foes. Whenever the cabalist casts a spell against a foe that is taking bleed damage, the foe takes a –1 penalty on its saving throw against the spell (or to its AC if the spell requires an attack roll). This penalty increases to –2 if the spell is from the necromancy school.
This ability replaces startling appearance.
Bloody Horror (Ex): At 11th level, when a cabalist casts a spell and one of the targets (or one creature in the area for an area spell) is taking bleed damage, the cabalist can, as a free action, make an Intimidate check to demoralize all targets of the spell (or all creatures in the area for an area spell). The cabalist rolls only one Intimidate check and applies the result to all the targets.
Once a creature has been the target of this ability (regardless of whether or not it was successful), it is immune to that cabalist’s bloody horror for 24 hours. This is a mind-affecting fear effect.
This ability replaces frightening appearance.
Shadowy Appearance (Sp): At 17th level, a cabalist becomes cloaked in shadow while in his vigilante identity. He gains a continuous 20% miss chance (as per blur). The cabalist can deactivate or reactivate this effect as a standard action. Once per day, he can spend an immediate action to gain the benefits of greater invisibility for 1d6 rounds.
This ability replaces stunning appearance.
楚业豪强Chu Ye EnforcerMartial Arts Handbook
在专制国家楚业,冷血无情的恶鬼压迫着人类平民。有些混有恶鬼血脉的人类和魔裔为着自己的野心而驱使恶鬼之力。当这些侠客戴上骇人的面具,他们会舍弃自身的人性而更趋近所模仿的邪恶存在。
妖怪之心(Yokai Heart, Su):楚业豪强希望将自己转化为一个强力的妖魔鬼怪并唬倒敌人。他的侠客身份阵营必须属于非善良阵营。当处于侠客身份时,楚业豪强得到60尺黑暗视觉和昏暗视觉,并且对于任何与生物类型相关的效果,同时视作本地异界生物(恶鬼子类)与他原本的生物类型,两者取更不利。
鬼假面(Oni Mask, Ex):楚业豪强得到一个丑陋怪异的带角面具,当他以侠客身份现身时必须戴上这个假面。这个面具的生命值为每侠客等级10点,硬度为5。佩戴面具时,楚业豪强在威吓上得到1/2等级的加值(至少为+1)。未佩戴面具时,楚业豪强无法变为侠客身份。丢失面具的楚业豪强能在1天后用另一个面具替代它,这需要完成一个耗时8小时的特殊仪式并花费每侠客等级200金币。
这调整了双重身份。
铁令(Steel Dictate, Ex):楚业豪强得到精通徒手攻击作为奖励专长,当他使用徒手攻击命中目标后,在伤害骰上得到等同于侠客等级一半的加值(最低+1,最高+5)。
这替代了1级得到的社交天赋。
欺骗形态(Deceitful Form, Sp):4级时,楚业豪强得到变形者子类及变化自身的能力,如同变身术(alter self),持续时间为每天每侠客等级分钟。这些分钟数无需连续,但是必须以每1分钟为单位使用。14级时,他可以使用该能力如同巨人形态I(giant form I)。18级时,他可以使用该能力如同巨人形态II(giant form II)。
这替代了在4级、14级与18级获得的侠客天赋。
致死角抵(Deadly Horns, Ex):6级时,当楚业豪强处于侠客身份,他得到一次抵撞攻击。这是一个可造成1d6点穿刺伤害的主要天生武器。
这替代了6级获得的侠客天赋。
第三只眼(Third Eye, Su):12级时,楚业豪强的面具可以生成第三只眼。以一个迅捷动作,每天每侠客等级次,他可以从这只眼中发射一条火焰光线作为一次射程为180尺的远程接触攻击。若命中,该光线造成4d6点火焰伤害。18级时,光线的伤害增加为8d6点火焰伤害。
这替代了12级获得的侠客天赋。
Chu Ye Enforcer
Source Martial Arts Handbook pg. 18
In the despotic nation of Chu Ye, merciless oni oppress the human populace. Some humans and tieflings with oni blood use the power of the oni for their own ambitions. Donning terrifying masks, these vigilantes forsake their humanity to become more like the evil beings they mimic.
Yokai Heart (Su): A Chu Ye enforcer seeks to transmute himself into a destructive spirit and terrorize his enemies. His vigilante identity alignment must be non-good. While in his vigilante identity, the Chu Ye enforcer gains darkvision with a range of 60 feet and low-light vision, and he counts as both a native outsider with the oni subtype and his original type for any effect related to type, whichever is worse for him.
Oni Mask (Ex): A Chu Ye enforcer gains a grotesque horned mask that he must wear when assuming his vigilante identity. The mask has 10 hit points per vigilante level he has and hardness 5. While wearing the mask, the Chu Ye enforcer gains a bonus to Intimidate equal to 1/2 his level (minimum +1). Without this mask, a Chu Ye enforcer can’t assume his vigilante identity. A Chu Ye enforcer who loses his mask can replace it after 1 day through a specialized ritual that takes 8 hours to complete and costs 200 gp per vigilante level he has.
This alters dual identity.
Steel Dictate (Ex): A Chu Ye enforcer gains Improved Unarmed Strike as a bonus feat, and when he hits with his unarmed strike, he gains a bonus on damage rolls equal to half his vigilante level (minimum +1, maximum of +5).
This replaces the social talent gained at 1st level.
Deceitful Form (Sp): At 4th level, a Chu Ye enforcer gains the shapechanger subtype and the ability to change his form, as per alter self, for a number of minutes per day equal to his vigilante level. These minutes do not need to be consecutive, but they must be spent in 1-minute increments. At 14th level, he can instead use this ability as per giant form I. At 18th level, he can use this ability as per giant form II.
This replaces the vigilante talents gained at 4th, 14th, and 18th levels.
Deadly Horns (Ex): At 6th level, while in his vigilante identity, a Chu Ye enforcer gains a gore attack. This is a primary natural attack that deals 1d6 points of piercing damage.
This replaces the vigilante talent gained at 6th level.
Third Eye (Su): At 12th level, a Chu Ye enforcer’s mask manifests a third eye. As a swift action a number of times per day equal to his vigilante level, he can launch a beam of fire from the eye as a ranged touch attack with a range of 180 feet. On a hit, the beam deals 4d6 points of fire damage. At 18th level, the beam damage increases to 8d6 points of fire damage.
This replaces the vigilante talent gained at 12th level.
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暗行灯(Darklantern)Heroes of the Darklands
PFS:不可用
掌灯人(The Lantern Bearers)是一个致力于遏制并根除卓尔(Drow)的精灵精锐组织。然而,某些掌灯人被委派了一个难以想象的任务,那就是潜伏进卓尔社会以便传递给寒冬议会(The Winter Council)——一个负责隐瞒卓尔存在真相的秘密集团——那些关于幽暗地域(Darklands)和卓尔城市中进行的活动的情报。为了完成使命,这些掌灯人的秘密成员所经历的恐怖仪式允许他们藉由短暂地经历黑暗转化来变为卓尔,但这却要以他们的神智作为代价。
精灵血脉Elven Ancestry暗行灯必须是一个拥有精灵子类的生物。
幽暗身份(Dark Identity,Su):在1级时,暗行灯能够以一个整轮动作变身为她的侠客身份(Vigilante Identity)。当暗行灯转变为侠客身份时,她会经历一个从精灵化身为卓尔的骇人转变。在这个转变完成之后,暗行灯将会呈现卓尔的外貌(除此之外,她仍然保持她原本的面部特征和声音),在敏捷和魅力上获得+2的加值,获得60尺范围的黑暗视觉(Darkvision),以及强光失明(light blindness)通用怪物能力。当她身处侠客身份时,暗行灯在判断任何以卓尔为目标的能力(Ability),法术(Spell)或魔法物品(Magi Item)的效果时被视作一名卓尔。暗行灯侠客身份的阵营必须是混乱邪恶的,但她的社交身份(Social Identity)的阵营可以偏移这个阵营超过一阶。
转变回暗行灯的社交身份需要一个移动动作。然而,暗行灯若想要转变为社交身份,她必须成功通过一个意志豁免检定(DC =10+她处于侠客身份的小时数)。否则,这个移动动作将被浪费掉,并且在1分钟内不能再次进行此类尝试。每次暗行灯在这个检定中失败,她都会承受1点感知伤害并且这个意志豁免检定的DC会减少2。
这个能力调整(Alters)了双重身份(Dual Identity)。
卓尔魔法(Drow Magic,Sp):在1级时,只要处于她的侠客身份,暗行灯就能够每天一次施展舞光术(Dancing Lights),黑暗术(Darkness),和妖火术(Faerie Fire),使用她的侠客等级作为她的施法者等级。
这个能力取代(Replaces)暗行灯在1级时获得的社交天赋(Social Talent)。
卓尔典范(Drow Paragon):在4级时,暗行灯获得等同于6+她的侠客等级的法术抗力(Spell Resistance),并且她身处侠客身份时获得的黑暗视觉范围增加至120尺。
这个能力取代(Replaces)在4级时获得的侠客天赋(Vigilante Talent)。
Darklantern
Source Heroes of the Darklands pg. 11
The Lantern Bearers are an elite group of elves dedicated to the containment and eradication of the drow. However, some Lantern Bearers are tasked with the unthinkable assignment of infiltrating drow society so as to relay information to the Winter Council—a secret cabal tasked with keeping the existence of drow a secret—about activities in the Darklands and drow cities. In order to accomplish this task, select members of the Lantern Bearers undergo a horrific ritual allowing them to temporarily experience the dark transformation into a drow, but at the cost of their sanity.
Elven Ancestry: A darklantern must be a creature with the elf subtype.
Dark Identity (Su): At 1st level, a darklantern can transform into her vigilante identity as a full-round action. When a darklantern switches to her vigilante identity, she undergoes a horrifying transformation from an elf into a drow. After the transformation is complete, the darklantern takes on the appearance of a drow (but otherwise retains her normal facial features and voice) and gains a +2 bonus to Dexterity and Charisma, darkvision with a range of up to 60 feet, and the light blindness universal monster ability. While in her vigilante identity, the darklantern counts as a drow for the purpose of any ability, spell, or magic item targeting drow. A darklantern’s vigilante identity must be chaotic evil, but her social identity can be more than one step removed from this alignment.
Transforming back into the darklantern’s social identity requires a move action. However, a darklantern must succeed at a Will save (DC = 10 + the number of hours she has been in her vigilante identity) in order to successfully transform back into her social identity; otherwise, the move action is wasted and the action cannot be attempted for 1 minute. Each time a darklantern fails this check, she takes 1 point of Wisdom damage and the DC for the save decreases by 2.
This ability alters dual identity.
Drow Magic (Sp): At 1st level, when in her vigilante identity, a darklantern can cast dancing lights, darkness, and faerie fire, once each per day, using her vigilante level as her caster level.
This replaces the social talent that the darklantern gains at 1st level.
Drow Paragon (Su): At 4th level, the darklantern gains Spell Resistance equal to 6 + her vigilante level, and the range of her darkvision increases to 120 feet while in her vigilante identity.
This replaces the vigilante talent gained at 4th level.
龙主秘卫(Dragonscale Loyalist)Heroes of The High Court
自从罗加维亚家族消失后,布雷斡 (http://www.goddessfantasy.net/bbs/?topic=53144.0)已经日渐濒临内战的边缘。而诺莱斯基•萨托瓦国王的统治也越发岌岌可危。为了保住自己的地位,诺莱斯基•萨托瓦亲自挑选了一批特工,并将其派遣到王国的各个宫廷之内,以铲除妄图夺取龙主宝座的叛徒逆贼。当不在廷殿中逢场作戏时,这些特工就会戴上骇人的龙形面具,化身为无名保卫者以捍卫国王的统治。
红宝石侍臣(Ruby Courtier,Ex):萨托瓦的宠臣把自己伪装成低级贵族,并像后者那样学习在布雷斡随处可见的奥多里剑豪传统技艺。1级时,龙主秘卫获得异种武器擅长(奥多里决斗剑)作为奖励专长。他的社交身份必须看起来像是一位贵族,并且不能选择专业赶工(Double Time),百变(Many Guises),或者任何不适合贵族社交身份的社交天赋。这项能力调整了社交天赋并且替代1级时的社交天赋。
疾若雷霆(Reflexive Reaction,Ex):龙主秘卫不如其他侠客那般意志坚定,但他的反射神经久经磨炼。3级时,如果龙主秘卫在突袭轮中行动,他能进行需要整轮时间的动作。如果他这样做了,那他在接下来战斗中的第一个回合内一直处于恍惚状态。这项能力替代不可动摇。
虚伪效忠(False Allegianc,Ex):龙主秘卫在最终要接受渗透进布雷斡其中一个大家族的训练。5级时,龙主秘卫必须选择布雷斡七大家族中的一个,并得到对应的奖励专长和特殊能力,他无须满足这些专长的前置条件。这项能力替代惊愕现身。
伽勒斯家族(House Garess:):龙主秘卫获得可靠抓握(Sure Grasp)专长和矮人的岩石敏锐种族特性。
莱贝达家族(House Lebeda):龙主秘卫获得技能专攻(估价)。他也能以列出价格的60%而不是50%卖出物品。该定居点必须拥有可以满足本天赋提升的物品售价的买入限额
劳道佛卡家族(House Lodovka):龙主秘卫得到海腿子(Sea Legs)专长。当尝试游泳检定时,他忽略轻甲和中甲带来的防具检定减值。如果秘卫拥有重装训练(Heavy Training)侠客天赋,那么也可以忽略重甲带来的防具检定减值。
麦迪伟家族(House Medvyed):龙主秘卫获得坚忍(Endurance)专长和德鲁伊的抗自然诱惑(Resist Nature's Lure)职业特性。
奥洛夫斯基家族(House Orlovsky):龙主秘卫获得呼吁停战(Call Truce,UI)专长,并且在其CMD上得到+3加值。
罗加维亚家族(House Rogarvia):龙主秘卫获得技能专攻(知识[历史])以及在收集信息的交涉检定上获得+2加值。而当收集的信息和罗加维亚家族有关时,这项加值提高到+4。
萨托瓦家族(House Surtova):龙主秘卫获得说服者(Persuasive)专长,并且在对抗伪装成自己盟友生物的察言观色检定上获得+4奖励.
龙卫无眠(Dragonscale Vigilance,Su):龙主秘卫在察觉针对自己主上的阴谋时拥有超自然的觉知。在11级时,当处于侠客身份的状态下,龙主秘卫视作一直具有法术谋逆探知(perceive betrayal)的效果。而该法术的施法者等级等同于龙主秘卫的等级,并且他无须准备施法材料或是维持专注。这项能力替代侠客的骇人现身。
真龙之怒(Conqueror’s Wrath,Ex):受征服者卓拉尔的事迹所激励,龙主秘卫能在敌阵中七进七出。17级时,以一个整轮动作,龙主秘卫能进行全回合攻击并且以自身速度移动。秘卫能在移动中的任意时刻停下并进行1次或多次攻击,然后继续移动。而对秘卫进行借机攻击的生物此时在自己的攻击骰和伤害骰上各获得+4奖励。使用该能力视作使用了一个侠客天赋。这项能力替代侠客的震撼现身。
Dragonscale Loyalist(Vigilante Archetype )
Since the disappearance of the Rogarvias, Brevoy draws ever closer to civil war. The rule of King-Regent Noleski Surtova grows increasingly tenuous; to hold his position, he sends handpicked agents into the kingdom’s courts to flush out traitors to the Dragonscale Throne. When not acting as courtiers, these agents don fearsome draconic masks, becoming anonymous protectors of the king- regent’s rule.
Ruby Courtier (Ex): Surtova’s minions pose as minor nobles studying the Aldori swordlord traditions common throughout Brevoy. At 1st level, a Dragonscale loyalist gains Exotic Weapon Proficiency (Aldori dueling sword ISWG ) as a bonus feat. His social identity must appear to be that of a noble, and he can’t select double time, many guises, or any social talent inappropriate for a noble social identity. This ability alters social talents and replaces the 1st-level social talent.
Reflexive Reaction (Ex): A Dragonscale loyalist lacks the conviction of other vigilantes, but his reactions are keenly honed. At 3rd level, if a Dragonscale loyalist acts during a surprise round, he can take a full round’s worth of actions. If he does, he is staggered during the first full round of combat. This ability replaces unshakable.
False Allegiance (Ex): Eventually, a loyalist begins training to infiltrate one of Brevoy’s great houses. At 5th level, a Dragonscale loyalist chooses one of the seven houses of Brevoy, gaining a bonus feat and a special ability appropriate to the chosen house. He need not meet the feat’s prerequisites.
House Garess: The Dragonscale loyalist gains Sure Grasp UC and dwarves’ stonecunning racial trait.
House Lebeda: The Dragonscale loyalist gains Skill Focus (Appraise). He can also resell items for 60% of their listed value, rather than 50%. The purchase limit of the settlement must be high enough to accommodate the increased value.
House Lodovka: The Dragonscale loyalist gains Sea Legs UC . When attempting Swim checks, he ignores the armor check penalty of light or medium armor. If the loyalist has the heavy training vigilante talent, this applies to heavy armor as well.
House Medvyed: The Dragonscale loyalist gains Endurance and the druid’s resist nature’s lure class feature.
House Orlovsky: The Dragonscale loyalist gains Call Truce UI and a +3 bonus to his CMD. House Rogarvia: The Dragonscale loyalist gains Skill Focus (Knowledge [history]) and a +2 bonus on Diplomacy checks to gather information. This bonus increases to +4 when gathering information related to the Rogarvias.
House Surtova: The Dragonscale loyalist gains Persuasive and a +4 bonus on Sense Motive checks against creatures that profess to be his allies. This ability replaces startling appearance.
Dragonscale Vigilance (Su): A Dragonscale loyalist becomes supernaturally perceptive to plots against his lord. At 11th level, while in his vigilante identity, a Dragonscale loyalist is treated as constantly being under the effects of perceive betrayal (see below). This effect’s caster level is equal to the Dragonscale loyalist’s vigilante level, and he doesn’t require material components or a focus. This ability replaces the vigilante’s frightening appearance.
Conqueror’s Wrath (Ex): Inspired by the deeds of Choral the Conqueror, a loyalist can rampage through enemy ranks. At 17th level, as a full- round action, a Dragonscaleloyalist can make a full attack and move up to his speed. The loyalist can pause at any point or points during the movement, make one or more of his attacks, and continue moving. Creatures making attacks of opportunity against the loyalist during this movement gain a +4 bonus on their attack and damage rolls. Using this ability counts as using a vigilante talent. This ability replaces stunning appearance.
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实验员(Experimenter)Horror Adventures
PFS:实验员在3级和11级时获得技能专攻(手艺(炼金术)(Craft(Alchemy)),易容(Disguise)或知识(工程)(Knowledge(engineering)))作为奖励专长,代替制造药水(Brew Potion)和制造构装体(Craft Construct)。
一些侠客为了从公众视野中隐藏他们怪异的实验而选择活在秘密之中。
本职技能(Class Skills):实验员将所有的知识(Knowledge)技能加入他的本职技能列表中。
这个能力改变(Alters)了侠客的本职技能。
武器和防具擅长(Weapen and Armor Proficiencies):实验员不擅长军用武器,中型盔甲以及盾牌。
这个能力改变(Alters)了侠客的武器和防具擅长。
禁忌科学(Forbidden Science, Ex):实验员在知识(工程)(Knowledge(Engineering))和用于制作炼金物品的手艺(炼金术)(Craft(Alchemy))检定上获得等同于1/2侠客等级的加值(至少+1)。他也知晓如何像一名等同于他职业等级的炼金术士(Alchemist)一般制作突变药剂(Mutagen)APG。他能够选择一项炼金术士科研发现(Discovery)代替他获得的侠客天赋(Vigilante Talent),但只能选择那些影响突变药剂的发现(包括异变药剂(Cognatogen)UM科研发现)。
当实验员陷入困惑(Confused),晕眩(Dazed),惊惧(Frightened),恐慌(Panicked)或震慑(Stunned)时,他必须在每次他的回合开始时尝试进行一次意志检定(DC=20+他的侠客等级)。如果他失败了,他立即如同使用了他的突变药剂一般进行突变(随机决定能力赋予的加值)。这并不会消耗他的突变药剂,效果只会持续等同于3+他的侠客等级的轮数,并且在突变结束之后他会变得疲乏。以这种方式进行突变时,他会陷入困惑,并且重骰任何“正常行动(Act Normally)”的结果。这个困惑效果是突变药剂带来的突变的一部分,那些防止或移除困惑效果的能力无法适用于该效果,然而那些能够终止突变药剂影响的效果会正常运作。他会忘记在处于这种偶然性的突变期间经历的一切。
这个能力取代(Replaces)侠客之道(Vigilante Specialization)。
诱发变身(Mutagenic Change, Ex):以一个整轮动作,实验员能够使用他的突变药剂并从他的社交身份(Social Identity)转变为侠客身份(Vigilante Identity),如同他拥有快速变装(Quick Change)社交天赋(Social Talent)。
这个能力取代(Replaces)1级时获得的社交天赋(Social Talent)。
制造药水(Brew Potion):在3级时,实验员获得制造药水(Brew Potion)作为奖励专长。他能够将他的侠客等级视作施法者等级并使用手艺(炼金术)(Craft(Alchemy))代替制造药水所需的法术辨识(Spellcraft)。他能够使用另一瓶含有同样法术的药水作为样本来提供制作药水所必须的法术,这个行为不会消耗这瓶药水并会导致制造DC上升5。
这个能力取代(Replaces)不可动摇(Unshakeble)。
博学(Lore Master, Ex):在5级时,实验员获得博学(Lore Master)吟游诗人(Bard)职业能力。
这个能力取代(Replaces)惊愕现身(Startling Appearance)。
制造构装体(Craft Construct):在11级时,实验员获得制造构装体(Craft Construct)作为奖励专长。他将他的侠客等级视作施法者等级并使用知识(工程)(Knowledge(Engineering))代替制造构装体所需的法术辨识(Spellcraft)。
这个能力取代(Replaces)骇人现身(Frightening appearance)。
不定突变(Mutable Mutagen, Su):在17级时,实验员的突变药剂的持续时间增加至每等级1小时。
这个能力取代(Replaces)震撼现身(Stunning appearance)。
EXPERIMENTER (ARCHETYPE)
Some vigilantes adopt lives of secrecy to hide their strange experiments from public view.
Class Skills: An experimenter adds all Knowledge skills to his list of class skills.
This alters the vigilante’s class skills.
Weapon and Armor Proficiencies: Experimenters aren’t proficient with martial weapons, medium armor, or shields.
This alters the vigilante’s weapon and armor proficiencies.
Forbidden Science (Ex): An experimenter gains a bonus equal to 1/2 his vigilante level on Craft (alchemy) checks to create alchemical items and on Knowledge (engineering) checks (minimum +1). He also learns how to craft a mutagenAPG as if he were an alchemist of his class level. He can take alchemical discoveries in place of vigilante talents, but only discoveries that affect his mutagen (including cognatogenUM discoveries). When an experimenter is confused, dazed, frightened, panicked, or stunned, he must attempt a Will save (DC = 20 + his vigilante level) each round at the start of his turn. If he fails, he transforms as if he had consumed his mutagen (determine which ability score gets the bonus randomly). This doesn’t consume his mutagen, and lasts a number of rounds equal to 3 + his vigilante level, after which the transformation ends and he becomes fatigued. While transformed in this way, he is confused, and he rerolls any result of “act normally.” Since the confusion is part of the mutagenic transformation, abilities that prevent or remove confusion don’t apply to this effect, though abilities that end the effect of a mutagen work normally. He forgets everything that happened while he was involuntarily transformed.
This ability replaces vigilante specialization.
Mutagenic Change (Ex): As a full-round action, an experimenter can consume his mutagen (if he has one) and shift from his social identity to his vigilante identity, as if he had the quick change social talent. This ability replaces the 1st-level social talent. Brew Potion: At 3rd level, an experimenter gains Brew Potion as a bonus feat. He treats his vigilante level as his caster level and can use Craft (alchemy) instead of Spellcraft to brew potions. He can use another potion of the same spell as a sample to provide the necessary spell without consuming the potion, increasing the DC by 5.
This ability replaces unshakable.
Lore Master (Ex): At 5th level, an experimenter gains the lore master bard class feature. This ability replaces startling appearance. Craft Construct: At 11th level, an experimenter gains Craft Construct as a bonus feat. He treats his vigilante level as his caster level and can use Knowledge (engineering) instead of Spellcraft to craft a construct.
This ability replaces frightening appearance.
Mutable Mutagen (Su): At 17th level, the duration of an experimenter’s mutagen increases to 1 hour per level.
This ability replaces stunning appearance.
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无面执法者(Faceless Enforcer)Path of the Hellknight
坚忍而善战的无面执法者将他们的身份封锁在冰冷无情的铁盔之后。尽管恶名远扬的他们早已将恐惧烙印在敌人的心中,然而隐藏在假面之后的那些人却仍然是一个彻彻底底的谜团。
武器和盔甲擅长:一名无面执法者擅长重型盔甲,但不擅长盾牌。
这个能力改变(Alters)了侠客的武器和盔甲擅长。
双重身份(Dual Identity,Ex):无面执法者的侠客身份(Vigilante Identity)与一顶独特的头盔或面罩,以及一套盔甲联系在一起。两个身份之间的切换意味着穿上或者脱下这套完整的盔甲(即使它是被快速穿上(donned hastily)的)并且花费至少等同于穿戴盔甲所需的时间。这一行为所需的时间取决于盔甲的类型(详见Pathfinder RPG核心规则手册153页)。每月一次,侠客可以更换与他的侠客身份关联的头盔或面罩以及盔甲,并购买或制造新的套装来建立联系。无面执法者不能选择飞速变装(Immediate ChangeUI)或快速变装(Quick ChangeUI)社交天赋(Social Talent)。
这个能力改变(Alters)了双重身份(Dual Identity)。
盔甲主宰(Armored Juggernaut,Ex):在2级时,无面执法者不需要他人协助来穿上半身甲或全身甲,但他独自这么做时必须为此花费8分钟。在4级时,他能够独自花费4分钟来穿上半身甲或全身甲,或者花费2分钟来快速穿上它们。在6级时,他不会因穿戴盔甲而在特技(Acrobatics),逃脱(Escape Artist)或隐匿(Stealth)检定上承受防具检定减值,但在其他技能检定上仍如常承受该减值。在8级时,无面执法者穿戴重甲时的移动速度比通常高5尺,最多等同于他的基础速度。在10级时,他只需要花费2分钟来穿上重甲,或者花费1分钟来快速穿上他,并且能够花费1分钟来脱掉它。在16级时,他能够在穿戴重甲时全速移动。在18级时,侠客只需要1分钟来穿上他的盔甲。
这个能力取代(Replaces)2级时获得的侠客天赋(Vigilante Talent)。
无面渗透者(Faceless Infiltrator,Ex):在5级时,当他转变他的身份时,无面执法者拥有第三种选择,(取代变为社会或侠客身份)他能够呈现一种与他隶属的地狱骑士团,他的社会身份(Social Identity)或侠客身份(Vigilante Identity)都毫无关联的虚假身份(fictional identity)。当他获得这个能力时,无面执法者必须选择一个他想要渗透的团体(Group),组织(Organization)或社会结构(Social Structure)(例如作为一名乞丐混迹在艾格利安的贫民窟(Egorian’s Cheapside)或者午夜神殿(Midnight Temple)为阿斯莫迪尔斯(Asmodeus)举办的城市集会中),并且这个虚假身份必须是那些团体的新兵(Recruit),盟友(Ally)或者未来的雇员(Employee)。虚假身份的阵营必须与他的侠客身份或社会身份都相差一阶之内。无面执法者身处他的虚假身份时能够使用他的侠客天赋(Vigilante Talent)和社交天赋(Social Talent),但这么做时他必须承受他的秘密被揭穿的风险。
当他获得这个能力时,无面执法者创造了能够证明他虚假身份的世俗记录。当他身处他的虚假身份时,无面执法者看起来就像他的种族中的另一名普通成员,他在呈现这个虚假身份的易容(Disguise)检定上获得+10的加值。他必须使用任何他所拥有的衣物和工具来为这个虚假身份进行伪装。如果无面执法者从他的侠客身份转变为他的虚假身份,他必须为了改变身份而花费通常穿上或脱下他的盔甲所需的时间(参考盔甲主宰(Armored Juggernaut)能力),反之亦然。如果他从他的虚假身份转变为社会身份,他将会花费1分钟的时间,反之亦然。以探知(Scry)或其他手段定位虚假身份的尝试都会在无面执法者身处虚假身份时正常运作。否则,这种尝试会揭示一名他正试图渗透的组织中的随机成员。
在11级时,无面执法者呈现为虚假身份的易容检定的加值提升至+20。在无面执法者身处虚假身份时,任何试图定位这个虚假个体的法术或能力都有50%的几率代替原本的目标而定位到该组织的一名随机成员身上。尽管这个能力并不会在他自己收集的信息之外给予无面执法者任何关于该组织的特殊知识,但无面执法者所受的训练会协助他在维持他虚假身份的唬骗(Bluff)检定上获得+10的环境加值。
在17级时,以探知或其他手段定位无面执法者的虚假身份的尝试总是会揭示他已经渗透的那个组织的一名随机成员。此外,他在维持虚假身份的唬骗检定上的环境加值提升到+15。
每个月,无面执法者都能依照意愿建立一个新的虚假身份,但不能是另一个试图渗透进和之前相同组织的虚假身份。无面执法者不能选择万重伪装(Any GuiseUI),千幻伪装(EverymanUI)或百变伪装(Many GuiseUI)社交天赋。
这个能力取代(Replaces)在5级,11级和17级时获得的社交天赋(Social Talent)。
威逼执法(Enforcer’s Wrath,Ex):在6级时,无面执法者变得擅长于利用他的侠客身份去威胁和逼迫落单的敌人,尤其是那些当前正被他渗透的组织的成员。当他(或者他正在威吓的生物)周围30尺内没有其他对手时,他在针对敌人的威吓检定上获得+4的加值。这个加值能够与侠客从小有名气(Renown)社交天赋或类似的能力中获得的任何加值叠加。此外,如果侠客成功地通过威吓来对一名落单的对手挫败士气(Demoralizes),这名对手会额外战栗(Shaken)1轮。
这个能力取代(replaces)在6级时获得的侠客天赋(Vigilante Talent)。
Faceless Enforcer
Source Path of the Hellknight pg. 50
Unyielding warriors, faceless enforcers lock their identities behind implacable helms. While their infamous reputations spread far, striking fear in their foes, the individual behind the mask remains a complete mystery.
Weapon and Armor Proficiencies: A faceless enforcer is proficient with heavy armor, but not with shields.
This alters the vigilante’s weapon and armor proficiencies.
Dual Identity (Ex): A faceless enforcer’s vigilante identity is tied to a particular helmet or face covering and suit of armor. Switching between identities means donning or removing this armored outfit. Switching identities means entirely donning or removing armor (even if it is donned hastily) and never takes less than the minimum amount of time to do so. How long this takes depends on the type of armor, as detailed on page 153 of the Pathfinder RPG Core Rulebook. Once per month, the vigilante can replace the helmet or face covering and armor associated with his vigilante identity and buy or make a new outfit that becomes tied to that identity. A faceless enforcer cannot select the immediate changeUI or quick changeUI social talents.
This ability alters dual identity.
Armored Juggernaut (Ex): At 2nd level, a faceless enforcer does not need help donning half-plate or full-plate armor, but donning it alone takes him 8 minutes. At 4th level, he can don his half-plate or full-plate alone in 4 minutes, and can don it hastily in 2 minutes. At 6th level, he doesn’t apply the armor check penalty for any armor on Acrobatics, Escape Artist, or Stealth checks, but the penalty applies on other skill checks as normal. At 8th level, a faceless enforcer can move 5 feet faster than normal in heavy armor, to a maximum of his base speed. At 10th level, it takes him 2 minutes to don heavy armor, 1 minute to don it hastily, and 1 minute to remove it. At 16th level, he can move at full speed in heavy armor. At 18th level, it never takes the vigilante more than 1 minute to don his armor.
This replaces the vigilante talent gained at 2nd level.
Faceless Infiltrator (Ex): At 5th level, when he changes his identity, a faceless enforcer has a third option (instead of social or vigilante) he can assume a fictional identity with no known ties to his Hellknight affiliation, his social identity, or his vigilante identity. When he gains this ability, the faceless enforcer must choose a group, organization, or social structure he wishes to infiltrate (such as the beggars in Egorian’s Cheapside or the city’s congregation of the Midnight Temple to Asmodeus), and the fictional identity he creates must be a recruit, ally, or prospective employee of that group. This fictional identity’s alignment must be within one step from either his vigilante or his social identity. A faceless enforcer can use social and vigilante talents when in his fictional identity, but he risks exposing his secret when he does so.
When he gains this ability, the faceless enforcer creates mundane records that can verify his fictional identity. While he is in his fictional identity, a faceless enforcer appears to be an otherwise ordinary member of his race, and he receives a +10 bonus on Disguise checks to appear to be the fictional person he says he is. He must create the appearance for this fictional identity using whatever clothing and tools he has at his disposal. If the faceless enforcer changes from his vigilante identity to his fictional identity and vice versa, changing identities takes him the normal amount of time to don or remove his armor (see the armored juggernaut ability). If he changes from his fictional identity to his social identity and vice versa, it takes him 1 minute. Any attempts to scry or otherwise locate the fictional identity work as normal if the faceless enforcer is in his fictional identity. Otherwise, it reveals a random member of the group he is attempting to infiltrate.
At 11th level, the faceless enforcer’s bonus on Disguise checks to appear to be his fictional identity increases to +20. Any spell or ability designed to locate the fictional individual while the faceless enforcer is in that identity has a 50% chance of instead finding a random member of the group. Although this ability does not give the faceless enforcer any special knowledge of the group outside what he gleans himself, the faceless enforcer’s training grants him a +10 circumstance bonus on Bluff checks to maintain his fictional guise.
At 17th level, attempts to scry or otherwise locate the faceless enforcer’s fictional identity always reveal a random member of the group he has infiltrated. Furthermore, his bonus on Bluff checks to maintain his fictional identity increases to +15.
Every month, a faceless enforcer can create a new fictional identity, if he wishes, but not another fictional identity that is attempting to infiltrate the same group. A faceless enforcer cannot select the any guiseUI, everymanUI, or many guisesUI social talents.
This ability replaces the social talents gained at 5th, 11th, and 17th levels.
Enforcer’s Wrath (Ex): At 6th level, a faceless enforcer has become adept at using his vigilante identity to terrify and coerce lone enemies, particularly among the group he is currently infiltrating. He gains a +4 bonus on Intimidate checks against enemies when no other opponents are within 30 feet of him (or the creature he is intimidating). This bonus stacks with any bonuses the vigilante receives from renown or similar abilities. Additionally, if the vigilante successfully demoralizes a lone opponent with Intimidate, the opponent is shaken for 1 additional round.
This ability replaces the vigilante talent gained at 6th level.
残虐猎手(Ferocious Hunter)Heroes from the Fringe
PFS:不可用
除了些微泛绿的皮肤和偶露的尖牙之外,那些兽人血脉较为淡薄的半兽人看起来几乎和人类相同。这份能力让他们能够穿行世界却不会遭受加诸于他们同族身上的歧视,从此为他们打开了本应被关上的大门,但这些半兽人中仍有许多人为自己的血统而骄傲,并且渴望向世界证明他们的种族值得尊敬。藉由向另一个自我的转变,他们得以展露出自己真实的肤色,从而成为饱受压迫者中的勇士和半兽人中的英雄。
隐秘血统(Hidden Heritage, Ex):一名残虐猎手必须在社交身份上表现为人类,而在侠客身份上表现为半兽人才能获得双重身份能力的好处。他获得人类之证(Pass for Human)作为奖励专长。此外,当他转变身份时他的阵营仍然保持不变。
这个能力修改了双重身份。
骄傲之证(Symbol of Pride):2级时,残虐猎手获得标志武器(Signature Weapon)侠客天赋,但他所选的武器必须为弯刃大刀(Falchion),巨斧(Greataxe)或其他在名字中带有“兽人”的武器。无论他选择何种侠客之道都能获得这个天赋。
这个能力替换了2级时获得的侠客天赋。
凶猛之魂(Spirit of Ferocity, Ex):3级起,当HP降低到0以下并使用兽人凶猛持续作战时,残虐猎手能够战斗的轮数等同于他的体质调整值。
这个能力替换了不可动摇。
征服之证(Symbol of Mastery):8级时,残虐猎手在使用骄傲之证能力所选的武器时获得精通重击专长。在判断重击专攻和任何以重击专攻为先决条件的专长时,他的基本攻击加值视为等同于他的侠客等级。
这个能力替换了8级时获得的侠客天赋。
Ferocious Hunter
Source Heroes from the Fringe pg. 26
Half-orcs with more distant orc ancestry often look almost indistinguishable from humans, aside from a slightly greenish tint to their skin or sharp teeth. The ability to move through the world without experiencing the same discrimination many of their kin face opens doors that might otherwise be closed, yet many of these half-orcs still take great pride in their heritage and have a powerful desire to show the world that half-orcs are deserving of respect. By taking on an alter-ego that allows them to show their true colors, they can become a champion of the downtrodden and a hero among half-orcs.
Hidden Heritage (Ex): A ferocious hunter must present as human for his social identity and as a half-orc for his vigilante identity in order to gain the benefits of dual identity. He gains Pass for Human as a bonus feat. In addition, his alignment stays the same when he switches between identities.
This alters dual identity.
Symbol of Pride: At 2nd level, a ferocious hunter gains the signature weapon vigilante talent, but must select a falchion, greataxe, or a weapon with “orc” in its name as his chosen weapon. He gains this talent regardless of his chosen vigilante specialization.
This replaces the vigilante talent gained at 2nd level.
Spirit of Ferocity (Ex): Starting at 3rd level, when using orc ferocity to continue fighting after falling below 0 hit points, a ferocious hunter fights on for a number of rounds equal to his Constitution modifier.
This replaces unshakable.
Symbol of Mastery: At 8th level, a ferocious hunter gains Improved Critical with the weapon chosen for the symbol of pride ability. His base attack bonus is equal to his vigilante level for the purpose of qualifying for Critical Focus and any feats that require Critical Focus as a prerequisite.
This replaces the vigilante talent gained at 8th level.
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持枪死神 GunmasterUltimate Intrigue
PFS:不可用
聪明和冷酷的侠客懂得如何用枪火轰响将恐惧植入他敌人的内心。持枪死神使用枪与子弹贯彻他们的意志,通过精确的狙杀和破坏性的射击打垮自己的对手。
武器和护甲擅长:持枪死神擅长所有类型的火器,但他不擅长军用武器和中甲。
本能力调整了侠客的武器和护甲擅长。
枪手 Gunmaster:在1级时,持枪死神获得铳士的枪匠职业能力。除此之外,持枪死神也可以使用枪匠专长来像铳士一样维修和翻新他的破损火器。在5级和之后每提升4个等级时,持枪死神均会在使用所有火器的攻击和伤害检定上获得+1加值。
本能力取代侠客之道。
枪弹天赋 Gunmaster Talent:除了标准的侠客天赋外,持枪死神还可以额外选择以下这些侠客天赋。
本能力调整了侠客天赋。
狙击之眼 Deadeye(Ex) 每天一次,持枪死神可以在他的火器的第一个射程增量后瞄准目标的接触防御等级。持枪死神在使用本天赋时,仍旧在第一个射程增量后的每个增量受到攻击检定-2减值。在6级和之后每提升4个等级时持枪死神每日可以多使用本天赋一次。持枪死神可以通过消耗额外的次数来在一次获取攻击上额外延伸其有效距离(举例来说,他可以消耗3次本能力的使用次数来延长打接触射程三个增量)。
死神之枪 Death`s Shot(Ex):每天一次,当持枪死神造成了一次重击时,他都可以以一个即时动作来使用本天赋尝试一枪毙命。他攻击的目标需进行强韧豁免检定,DC=(10+持枪死神等级的一半+他的敏捷调整值)。豁免检定失败则目标死亡。
持枪死神需要达到20级才能选择本天赋。
枪客之迅捷 Gunmaster Initiative(Ex):持枪死神在先攻检定上获得+2加值。若他同时拥有即时备战专长且他的双手空闲且不受约束,火器也未被隐藏起来,他便可以拔出一把火器作为先攻检定的一部分。
持枪死神至少要达到4级才能选择本天赋。
闪电装填 Lighting Reload(Ex):每天相当于他的侠客等级次,持枪死神可以通过迅捷动作为单手或双手火器的一个枪管进行装填,每轮最多一次。若他已有快速装填专长或使用炼金封弹(或两者兼备),他可通过自由动作进行上述装填。此外,使用此天赋不会招致借机攻击。
持枪死神至少要达到12级才能选择本天赋。
快速清膛(Ex):每天一次以一个标准动作,持枪死神可以用一个标准动作移除一件他当前正在使用的火器的破损状况,只要该状况是由于枪械不发火而造成的。在12级时,每天一次如果持枪死神在使用一支破损状态的火器并哑火时,他可以保护自己的火器不会爆炸。但该火器仍然保持破损状态。
机敏 Nimble(Ex):在4级时,当持枪死神穿着轻甲或不着甲时他的防御等级获得+1闪避加值。任何使铳士无法将敏捷加到他的防御等级上的效果均会令本能力无效。此加值在2级后的每6级再+1,在16级时达到最大的+3。
本能力取代不可动摇。
Gunmaster
Source Ultimate Intrigue pg. 57
Firearms can be potent tools for striking fear into the hearts of enemies, and canny vigilantes use this to their advantage. Gunmasters brandish firearms like extensions of their will, taking down their foes with deadly accuracy and skill.
Weapon and Armor Proficiencies: A gunmaster is proficient with all firearms but not with martial weapons or medium armor.
This alters the vigilante’s weapon and armor proficiencies.
Gunmaster: At 1st level, a gunmaster gains the gunslinger’s gunsmith ability (Pathfinder RPG Ultimate Combat 9). Additionally, the Gunsmithing bonus feat allows the gunmaster to repair and restore his initial battered firearm as if he were a gunslinger. At 5th level, and every 4 vigilante levels thereafter, the gunmaster gains a +1 bonus on attack and damage rolls with all firearms.
This ability replaces vigilante specialization.
Gunmaster Talents: A gunmaster can select from any of the following vigilante talents, in addition to general vigilante talents.
This alters vigilante talents.
Deadeye (Ex): Once per day, the gunmaster can resolve an attack against touch AC instead of normal AC when firing one increment beyond his firearm’s first range increment. The gunmaster still takes the –2 penalty on attack rolls for shooting a target outside the firearm’s first range increment. At 6th level and every 4 vigilante levels thereafter, he can use this ability one additional time per day. A gunmaster can spend multiple daily uses to resolve an attack at a further range increment (for instance, he can spend three uses to resolve an attack three increments beyond his first range increment).
Death’s Shot (Ex): Three times per day, as an immediate action when the gunmaster scores a critical hit, he can attempt to kill his enemy instantly. When the gunmaster uses this talent, the target must succeed at a Fortitude saving throw with a DC equal to 10 + 1/2 the gunmaster’s vigilante level + his Dexterity modifier. On a failed saving throw, the target dies instantly. A gunmaster must be 20th level to select this talent.
Gunmaster Initiative (Ex): The gunmaster gains a +2 bonus on initiative checks. Furthermore, if he has the Quick Draw feat, his hands are free and unrestrained, and the firearm is not hidden, he can draw a single firearm as part of the initiative check. A gunmaster must be at least 4th level to select this talent.
Lightning Reload (Ex): A number of times per day equal to half his vigilante level, a gunmaster can reload a single barrel of a one-handed or two-handed firearm as a swift action once per round. If he has the Rapid Reload feat or is using an alchemical cartridge (or both), he can reload a single barrel of the weapon as a free action each round instead. Using this talent does not provoke attacks of opportunity. A gunmaster must be at least 12th level to select this talent.
Quick Clear (Ex): Once per day as a standard action, the gunmaster can remove the broken condition from a single firearm he is currently wielding, as long as that condition was gained by a firearm misfire. Starting at 12th level, once per day, when the gunmaster rolls a misfire with a gun that has the broken condition, she can prevent the gun from exploding, though it retains the broken condition.
Nimble (Ex): Starting at 4th level, a gunmaster gains a +1 dodge bonus to AC while wearing light or no armor. Anything that causes the gunmaster to lose her Dexterity bonus to AC also causes the gunmaster to lose this dodge bonus. This bonus increases by 1 for every 6 vigilante levels beyond 4th (to a maximum of +3 at 16th level).
This ability replaces unshakable.
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半精灵双身子嗣Half-Elf Double ScionHeroes from the Fringe
PFS:不可用
许多生活在人类或精灵社会中的半精灵尝试融入其中并隐藏起自己真正的血统。然而长久的欺骗终会付出代价,一些半精灵生出了另一种身份,好让自己被抑制另一种血脉能够得以显现。这种身份可能是极端的善良,让半精灵能够展示自己长久拒绝的另一面,或者是极端的邪恶,让半精灵藉由伤害他人来抚慰自己的痛苦。
双重遗产:一位半精灵双身子嗣在他的一个身份中呈现为精灵,而在另一个身份中呈现为人类。他通过易容来表现为与他身份匹配的种族时不会承受减值。侠客身份与社交身份对应的种族必须在1级时决定并且此后不能改变。此外,当半精灵双身子嗣从一个身份转变为另一个身份时,他会展现出血统遗传的另一个相貌而非改变自己的性格。因此,半精灵双身子嗣的两个身份拥有相同的阵营。
这个能力调整了双重身份。
双身天赋(Half-Elf Double Scion Talents):除了普通的侠客天赋之外,半精灵双身子嗣还能选择下列侠客天赋。
精灵武器掌控(Elven Weapon Command, Ex):半精灵双身子嗣能够如同精灵一般持用精灵传统武器。他将任何名字中带有“精灵”的武器视作军用武器,并且从这些武器中选择一个获得对应的武器专攻作为奖励专长。
傲慢打击(Arrogant Strike, Ex):半精灵双身子嗣在战斗中展现出十分自信的姿态,让他同时具有人类和精灵的特质。他能在自己的回合开始时以一个自由动作宣布使用这个能力。直到他的回合结束为止,他造成的任何重击威胁都自动确认重击。他每天能够使用这个能力一次,在14级和18级时每天还可以额外使用一次。半精灵双身子嗣必须至少10级才能选择这个天赋。
灵活步伐(Slick Step, Ex):半精灵双身子嗣能够以一个移动动作移动10尺而不引发借机攻击。这个移动不能通过敌人占据的空间,而且必须符合移动的规则。他不能够在这次移动中拔出武器。
Half-Elf Double Scion
Source Heroes from the Fringe pg. 22
Many half-elves who live in human or elven societies try to blend in, hiding their true ancestry. But deception takes a toll, and some half-elves form alternate identities to let the suppressed side of their heritage be known. This other identity can be either a force for good, enabling the half-elf to express a part of himself that has been denied to him, or for evil, with the half-elf hurting others to make up for his own pain.
Dual Heritage: A half-elf double scion appears to be an elf in one identity and a human in the other identity. He takes no penalties to Disguise checks to appear as the race that matches his current identity. The selection of which race is the social identity and which is the vigilante identity is made at 1st level and cannot be changed. Additionally, when a half-elf double scion switches from one identity to another, he is representing different aspects of his heritage rather than personality. As a result, a half-elf double scion has the same alignment in both of his identities.
This alters dual identity.
Half-Elf Double Scion Talents: A half-elf double scion can select from the following vigilante talents, in addition to general vigilante talents. Elven Weapon Command (Ex): A half-elf double scion can wield traditional elven weapons as well as elves can. The half-elf double scion treats any weapon with the word “elven” in its name as a martial weapon, and gains Weapon Focus as a bonus feat for one such weapon.
Arrogant Strike (Ex): A half-elf double scion has a highly confident style in battle, characteristic of both humans and elves. A half-elf double scion can declare that he is using this ability at the beginning of his turn as a free action. He automatically confirms any critical hits until the beginning of his next turn. He can use this ability once per day plus one additional time at 14th level and 18th level. A half-elf double scion must be at least 10th level to select this talent.
Slick Step (Ex): A half-elf double scion can, as a move action, move 10 feet without provoking an attack of opportunity. This movement cannot pass through an opponent’s square and must otherwise be a legal movement. He cannot draw a weapon during this movement.
处刑人 HangmanHorror Adventures
无论罪恶横行于何处,处刑人终将为其带去审判。
武器和防具擅长:处刑人擅长捕网(Net)和长鞭(Whip),但是不擅长盾牌。
这个能力改变(Alters)了侠客的武器和防具擅长。
侠客之道(Vigilante Specialization):处刑人必须选择诡秘猎手(Stalker)之道
这个能力改变(Alters)了侠客之道(Vigilante Specialization)。
处刑人之索(Hangman’s Noose, Ex):在2级时,处刑人能够将一根活绳绞索(Rope noose)作为一张捕网(Net)或一根鞭子(Whip)来持用(Wield),也可以使用它来进行擒抱(Grapple),并且在使用它时会得到精通擒抱(Improved Grapple)的好处。他不会因为手中持有绞索而在用绞索进行的战技(Combat Maneuver)检定上承受减值,但他仍然无法将任何因为持有捕网或鞭子而获得的加值(例如武器增强加值(Weapen Enhancement bonuses)或来自武器专攻(Weapen Focus)的好处)加到战技检定上。他能够花费1分钟的时间来把一张魔法捕网或者一根魔法鞭子编织成一根绞索,并在之后使用它来获得这些好处。
这个能力取代(Replaces)2级时获得的侠客天赋(Vigilante Talent)。
誓求真相(Bound to Truth, Ex, Sp):在3级时,经由感知他们紧缩的喉咙和呼吸的变化,处刑人将他侠客等级的一半加到注意那些被他的绞索纠缠(Entangled)或擒抱(Grappled)的生物说谎(Lies Told)的察言观色(Sense Motive)检定上。此外,他能够通过收紧绞索来防止那些被绞索纠缠或擒抱的生物说谎,如同一个只针对单一目标的诚实之域(Zone of Truth)(施法者等级等于他的侠客等级;豁免DC基于魅力(Charisma-based))。他每天能够使用后一个能力的轮数等同于他侠客等级的一半。这些轮数不需要连续。
这个能力取代(Replaces)不可动摇(Unshakable)。
扭曲之绳(Twisted Rope, Su):在4级时,处刑人能够花费1小时来准备他的绞索,赋予它等同于他的侠客等级的临时生命值,给予它等同于他的侠客等级加上双倍武器增强加值的硬度(Hardness)(或者它原本的硬度,取较好者),破坏它的DC变为23+1/2他的侠客等级(或者破坏它原本所需的DC,取较好者)。这个效果持续8小时,但也会在处刑人准备另一根绞索时立即结束。
这个能力取代(Replaces)4级时获得的侠客天赋(Vigilante Talent)。
锁喉(Chokehold):在5级时,处刑人获得锁喉(Chokehold)UC作为奖励专长。
这个能力取代(Replaces)惊愕现身(Starling Appearance)。
绞索处刑(Tighten the Noose, Ex):在11级时,当处刑人正在使用他的绞索擒抱一个目标时,他能够以一个迅捷动作对这个目标造成较强的暗袭(Increased Hidden Strike)伤害。
这个能力取代(Replaces)骇人现身(Frightening Appearance)。
闷杀(Suffocation, Ex):在17级时,在处刑人第一次成功地(在他进入擒抱状态(Establishing the grapple)之后的下一轮)维持擒抱(Maintain A Grapple)时,代替其他的选择,他能够让他的目标窒息(Suffocation)并陷入昏迷(Unconscious)。一次成功的强韧豁免(DC=15+处刑人的力量调整值)能够免于窒息。在接下来的轮中,处刑人能够继续维持擒抱来让他的目标窒息。在第二次强韧豁免失败时,该目标的HP降至-1并进入濒死状态。在第三次强韧豁免失败时,该目标就会死亡。即使处刑人有能力以比标准动作低级的动作维持擒抱,他一轮也只能尝试一次在维持擒抱中让目标窒息。
这个能力取代(Replaces)震撼现身(Stunning Appearance)。
HANGMAN (ARCHETYPE)
Wherever the guilty walk free, the hangman brings judgment.
Weapon and Armor Proficiencies: A hangman is proficient with nets and whips, but not shields.
This alters the vigilante’s weapon and armor proficiencies.
Vigilante Specialization: A hangman must choose the stalker specialization.
This alters vigilante specialization.
Hangman’s Noose (Ex): At 2nd level, a hangman can wield a rope noose as a net or whip, and also can use it to grapple, gaining the benefits of Improved Grapple with it. He takes no penalty on combat maneuver checks with the noose for having the noose in his hand, but he still doesn’t add any bonuses he might have with a net or whip (such as weapon enhancement bonuses or benefits from Weapon Focus) on the check. He can spend 1 minute to weave a magical or masterwork net or whip into a noose, thereafter gaining these benefits with it.
This ability replaces the 2nd-level vigilante talent.
Bound to Truth (Ex, Sp): At 3rd level, a hangman adds half his vigilante level to his Sense Motive checks to notice lies told by a creature entangled or grappled by his noose, by feeling the creature’s throat clench or changes in its breathing. In addition, he can prevent a creature entangled or grappled in his noose from lying by tightening the noose, as per a single-target zone of truth (the caster level equals his vigilante level; the save DC is Charisma-based). He can use the latter ability a number of rounds per day equal to half his vigilante level. These rounds don’t need to be consecutive.
This ability replaces unshakable.
Twisted Rope (Su): At 4th level, a hangman can spend 1 hour preparing his noose, granting it temporary hit points equal to his vigilante level, giving it a hardness equal to 1/2 his vigilante level plus double the weapon’s enhancement bonus (or its current hardness, whichever is better), and changing its break DC to 23 + 1/2 his vigilante level (or its current break DC, whichever is better). These benefits last for 8 hours, but end immediately if the hangman prepares another noose. This ability replaces the 4th-level vigilante talent. Chokehold: At 5th level, a hangman gains ChokeholdUC as a bonus feat.
This ability replaces startling appearance.
Tighten the Noose (Ex): At 11th level, while a hangman is grappling a target with his noose, as a swift action he can deal increased hidden strike damage to the target.
This ability replaces frightening appearance.
Suffocation (Ex): At 17th level, the first time the hangman succeeds at a check to maintain a grapple (on his next turn after establishing the grapple), in place of the other options, he can suffocate the target and cause her to fall unconscious. A successful Fortitude save (DC = 15 + the hangman’s Strength bonus) negates the suffocation. On subsequent rounds, the hangman can maintain the grapple to suffocate the target again. On the next failed save, the target drops to –1 hit points and starts dying. On the third failed save, she dies. Even if the hangman has the ability to maintain a grapple with less than a standard action, he can attempt to maintain a grapple to suffocate only once per round.
This ability replaces stunning appearance.
暗流Hidden CurrentBlood of the Sea
PFS:不可用
有时候最佳的藏身之处正是无处藏身之地。无论是海洋深处还是水面之上,暗流都如鱼得水。在海底下行动时,他总能轻易地混迹于当地居民之中,并作为他们的一员或是老练的海洋旅行者而隐去自己的身形。在陆地上行动时,他也会巧妙地藏住自己所有的水生特征。当他需要躲避他人的追踪时,他同样可以悄无声息地逃回原本居住的环境。
陆行者伪装(Guise of the Land Walker,Ex)::在1级时,暗流获得百变伪装(Many Guises)社交天赋(Social Talent),但是这种伪装的世俗身份(Mundane Identity)必须是一种非水生的类人生物(Nonaquatic Humanoid),并且只有暗流身处陆地时才会生效。
这个能力取代1级获得的社交天赋(Social Talent)。
深海归来(Sea’s Return,Sp)::在11级时,暗流能够如魔法般地穿行在海洋和陆地之间,就像施展一个施法者等级等于暗流的侠客等级的任意门(Dimension door)法术一般。这个法术的起始点(Starting Point)必须是陆地,而终止点(Ending Point)则是至少齐腰深的水里(或者是反过来)。使用这个能力是一个移动动作。暗流在使用这个能力时不能携带其他生物。暗流在11级时每天能使用一次该能力,之后每4级每天可以再额外使用一次(最多到19级时可以每天使用3次)。
这个能力取代骇人现身。
隐秘泳者(Stealthy Swimmer,Ex)::暗流能够悄无声息地在陆地和海洋之间潜行。如果暗流在陆地上开始他的移动并且在至少齐腰深的水里结束(或者是反过来),那么他在同一轮内进行的隐匿(Stealth)检定上获得+5的环境加值。
这个能力取代暗流在2级时获得的侠客天赋(Vigilante Talent)。
Hidden Current
Source Blood of the Sea pg. 8
Sometimes the best place to hide is in plain sight. The hidden current operates above and below the sea. When operating underwater, he blends easily with the locals, passing himself off as one of them or as an experienced aquatic traveler. When operating on land, he erases all traces of his aquatic heritage. When the hidden current needs to avoid pursuit, he slips away into his native environment.
Guise of the Land Walker (Ex): At 1st level, a hidden current gains the many guises social talent, but the mundane identity assumed must be of a nonaquatic humanoid and functions only when he is on land.
This ability replaces the hidden current’s 1st-level social talent.
Sea’s Return (Sp): At 11th level, a hidden current can magically slip between the sea and the land, as if using the spell dimension door with a caster level equal to the hidden current’s vigilante level. The starting point of this ability must be on land and the ending point in water at least waist deep, or vice versa. Using this ability is a move action. The hidden current cannot take other creatures with him when he uses this ability. A hidden current can use this ability once per day at 11th level and an additional time per day every 4 levels thereafter (to a maximum of three uses per day at 19th level).
This ability replaces frightening appearance.
Stealthy Swimmer (Ex): Hidden currents can transition between land and sea at a moment’s notice. If a hidden current begins his movement on land and ends his movement in water at least waist deep, or vice versa, he gains a +5 circumstance bonus on a Stealth check in the same turn.
This ability replaces the hidden current’s 2nd-level vigilante talent.
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帝国特使 Imperial Agent(侠客变体)]Blood of the Ancients
PFS:不可用
许多龙瓦遗土的居民拒绝承认他们的帝国早已陨落,而那些自称帝国特使的人则将帝国复兴的重任握在手中。帝国特使通常是龙瓦贵族和将军的子嗣,他们致力于征服龙瓦遗土继而重塑帝国的辉煌。凭借由空想的名号构成的秘密网络,这些特使着重利用敲诈,诽谤和变节之举来撼动各个国家的根基。
造谣中伤(Slander, Ex):1级时,帝国特使成为了传播恶毒谣言的专家,他藉此制造混乱和冲突并暗中实现自己的目的。在城镇或更小的地区造谣诽谤某一个体或组织需要花费1d4天,而在更大的地区则需要花费1周的时间。帝国特使必须在唬骗或交涉检定上取得成功才能制造谣言。如果平民大众对造谣诽谤的对象态度冷漠,那么这个检定的DC为20+目标的魅力调整值。民众对目标的态度每比冷漠高一级,这个检定的DC就增加5,每比冷漠低一级,这个检定的DC就减少5。如果帝国特使在检定中成功,民众对目标的态度就减少一级。如果帝国特使在检定中失败,那么他在1周内都不能用这个能力尝试影响这个地区,而且他造谣诽谤的目标会意识到某个人正在传播关于他的恶意谣言。GM自行决定民众态度转变带来的额外效果。即使民众对目标的态度变为敌对,他们也可能不会公然采取行动对抗目标,在对抗行为会带来危险时尤其如此。
本能力取代侠客在1级时获得的社交天赋。
蛊惑人心(Manipulative, Ex):3级时,帝国特使成为善用敲诈勒索以及阴谋诡计的大师。他在唬骗检定(虚招除外)和威吓检定(挫败士气除外)上获得等同于1/2侠客等级的加值。
本能力替换了不可动摇。
伪装标志(False Flag, Ex):5级时,帝国特使在改变身份时获得第三种选项,(在社交和侠客身份之外)他还能穿戴上一种伪装标志。这个能力如同百变伪装(Many guises)社交天赋一般运作,但伪装标志身份下的帝国特使是属于某个特定的国家,组织或派系的成员。对抗那些不属于该派系的生物时,帝国特使在扮演这个派系的成员的易容检定上获得+20的环境加值,这可能允许他将自己的罪行归咎于他所模仿的派系。然而,在对抗属于该派系的成员时,帝国特使在易容检定上不会获得加值,而是承受-10的减值。帝国特使每次使用这个能力都能够选择一个不同的派系。那些缺少标志,制服或其他身份象征的派系可能会很难或无法模仿,具体由GM决定。
本能力取代侠客在5级时获得的社交天赋。
Imperial Agent
Source Blood of the Ancients pg. 19
Many residents of Lung Wa’s successor states refuse to admit the empire has truly fallen, but the self-proclaimed imperial agents have taken matters into their own hands. Imperial agents are often the descendants of nobility and generals from Lung Wa, devoted to reuniting the empire by conquering Lung Wa’s successor states. Often forming secret networks with fanciful names, they focus on destabilizing nations with blackmail, slander, and treachery.
Slander (Ex): At 1st level, an imperial agent becomes an expert at spreading malicious rumors in order to foment chaos and strife to further his aims. Slandering an individual or organization takes 1d4 days in a settlement smaller than a town, or 1 week in a town or larger settlement. The imperial agent must succeed at either a Bluff or Diplomacy check. If the general populace is indifferent towards the target of the slander, the DC of this check is 20 + the target’s Charisma modifier. For each step above indifferent the public’s attitude towards the target is, the DC increases by 5, and for each step below indifferent the public’s attitude towards the target is, the DC decreases by 5. If the imperial agent is successful, the public’s attitude toward his target is decreased by 1 step. If the imperial agent fails the check, however, he cannot affect the settlement with this ability for 1 week, and the target of his slander becomes aware that someone is spreading malicious rumors. The GM determines the exact effects of the public’s shift in attitude. Even if the public is hostile toward the target, they might not act openly against the target, especially if doing so might be dangerous.
This replaces the social talent gained at 1st level.
Manipulative (Ex): At 3rd level, an imperial agent is a master of blackmail, extortion, and subterfuge. He gains a bonus equal to 1/2 his vigilante level on Bluff checks (except those to feint) and on Intimidate checks (except those to demoralize an opponent).
This replaces unshakable.
False Flag (Ex): At 5th level, whenever an imperial agent changes his identity, he has a third option (instead of social or vigilante) he can wear a false flag. This functions identically to the many guises social talent, except that the false flag identity is associated with a particular nation, organization, or other faction. The imperial agent gains a +20 circumstance bonus on Disguise checks to impersonate a member of that faction against creatures who are unaffiliated with that faction, potentially allowing the imperial agent to pin the blame for his actions on the faction he was impersonating. However, the imperial agent receives no bonus and a –10 penalty on Disguise checks against members of the faction he is impersonating. An imperial agent can choose a different faction each time he uses this ability. Factions that lack a flag, uniform, or other symbol of membership may be difficult or impossible to impersonate, at the GM’s discretion.
This replaces the social talent gained at 5th level.
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魔法少女 Magical ChildUltimate Intrigue
英雄不问年少,有这么一群幸运的年轻人通过各种机缘巧合获得了强大而梦幻般的魔力,并踏上了侠客的道路。虽然魔法少女在日常生活中需要小心隐藏自己绚丽的魔法本质,但是她们精彩的冒险则有神奇而忠诚的魔宠在身边相伴。
本职技能:魔法少女将知识(神秘),知识(位面)和法术辨识加入她的本职技能列表,但从她的本职技能列表中移除解除装置,知识(工程学),察觉和生存。
本能力调整了侠客的本职技能。
技能点数:魔法少女每等级获得4+她的智力调整值点技能点数而非6+智力调整值。
本能力调整了侠客的每等级技能点数。
武器和护甲擅长:魔法少女不擅长中甲,但是与魔战士相似,她可以在着轻甲时施放召唤师法术而不承受奥术魔法施法失败率。
本能力取代侠客原本的武器和护甲擅长。
法术:魔法少女可以如同召唤师APG一般施放奥术法术与戏法,她不需要事先准备即可施放任何她已知的法术(只要她仍然有足够的法术位)。魔法少女可以从召唤师的法术列表中选择法术(但她不能选择任何影响幻灵的法术)。
魔法少女可以选择的法术数量受到很大的限制,她在每个等级只能按照Unchained召唤师职业的表:召唤师已知法术来获得一定数量的可知法术。魔法少女每天需要花费1小时时间和她的魔宠沟♀通来恢复她当日的法术位。
本能力取代4级,8级,10级,14级和16级的侠客天赋。
变身 Transformation Sequence(Su):魔法少女使用华丽的魔法来完成她的身份转换,这让魔法少女可以快速的完成身份转换的过程,但也使她的身份更容易被发现。魔法少女只需要5轮时间就能完成身份之间的转换,变身的时间可以通过快速变装社交天赋降低到一个标准动作或是通过飞速变装社交天赋降低到一个迅捷动作。但是,魔法少女的变身极为炫目——少不了登场音乐,多彩的炫光,魔法般的换装,等等。
吉祥物伙伴 Animal Guide(Ex):在开始游戏时,魔法少女可以获得一只以魔宠形式出现的魔法指导者,将他的侠客等级视为有效的法师等级来决定魔宠的能力。这只魔宠拥有自己的社交身份,但它处于自己的社交身份时这只魔宠看起来总像是一只普通的动物宠物,但魔法少女仍然需要隐藏过于奇异的魔宠。
在3级时,魔法少女的吉祥物伙伴可以进化自己的形态,在处于侠客身份时,魔法少女的魔宠可以变成一只需要通过进阶魔宠专长在施法者等级3才能选择的进阶魔宠种类(但它的社交身份仍然是一只普通的动物)。当魔法少女达到5级和7级时,这只魔宠还可以随之变化,成为相当于需要通过进阶魔宠专长在如上施法者等级才能选择的进阶魔宠种类。虽然她仍然必须属于特定的阵营才能获得有阵营限制的进阶魔宠,但只有魔法少女的侠客身份需要被用来决定此阵营要求。魔法少女对魔宠变化后的形态决定是永久性的,一经变化则直到魔法少女达到9级前不能回到原本的形态。在9级时,魔法少女的吉祥物伙伴获得变形怪物特殊能力,这让它在处于自己的侠客身份时可以自由地在四种它曾经拥有的形态(基础形态,3级进阶形态,5级进阶形态,7级进阶形态)间转换。除此之外,在侠客身份时魔法少女的魔宠获得DR/魔法,数值相当于她的侠客等级。该DR/魔法无法与吉祥物伙伴原本拥有的DR/魔法相叠加。
如果魔法少女的吉祥物伙伴死去,它的意识仅仅脱离目前的躯壳,魔法少女可以在24小时后为它重塑一个躯体。重塑吉祥物伙伴需要魔法少女进行持续8小时的仪式并花费每侠客等级200GP的消耗。一旦仪式完成,吉祥物伙伴会立刻以新的躯体复活,并且拥有伴随魔法少女冒险的全部记忆和经验。
本能力取代侠客之道。
寸步不离 Staunch Ally(Ex):在判断魔法少女的惊愕现身,骇人现身和震撼现身效果时,魔法少女的吉祥物伙伴可以视为魔法少女本身。另外,吉祥物伙伴可以使用自己或是魔法少女的魅力调整值(取高)来决定这些能力效果DC的魅力调整值部分。最后,在20级时,吉祥物伙伴可以如同魔法少女一般发动替天行道。
本能力调整了惊愕现身,骇人现身,震撼现身和替天行道。
Magical Child
Source Ultimate Intrigue pg. 57
Some vigilantes, no matter their age, carry a spark of capricious whimsy under which flows a powerful current of magic and wonder. They keep these wondrous abilities secret, though they are aided in their endeavors by creatures just as magical as they are.
Class Skills: A magical child adds Knowledge (arcana), Knowledge (planes), and Spellcraft to her list of class skills, instead of Disable Device, Knowledge (engineering), Perception, and Survival.
This alters the vigilante’s class skills.
Skill Ranks per Level: A magical child gains a number of skill ranks equal to 4 + her Intelligence modifier at each level, instead of the normal 6 + her Intelligence modifier skill ranks.
This alters the vigilante’s skill ranks per level.
Weapon and Armor Proficiencies: A magical child is not proficient with medium armor. She can cast summoner spells (see spellcasting below) while wearing light armor without incurring the normal arcane spell failure chance.
This alters the vigilante’s armor and weapon proficiencies.
Spellcasting: A magical child casts arcane spells and cantrips as an unchained summoner. She can cast any spell she knows without preparing it ahead of time, assuming she has not yet used up her allotment of spells per day for the spell’s level, and she chooses her spells known from the summoner spell list (she cannot choose spells that would affect an eidolon). A magical child’s selection of spells is extremely limited; use Table 1–5: Summoner Spells Known on page 27 of Pathfinder RPG Pathfinder Unchained to determine how many spells the magical child knows at each level. A magical child needs to commune with her animal guide for 1 hour in order to replenish her daily spell slots.
This replaces the 4th-, 8th-, 10th-, 14th-, and 16th-level vigilante talents.
Transformation Sequence (Su): A magical child’s transformation between identities is assisted by magic. This makes it faster than usual, but also more noticeable. A magical child can normally transform between her identities in 5 rounds, though this improves to a standard action with the quick change social talent and a swift action with the immediate change social talent. However, the transformation is quite a spectacle, involving loud sounds or music, brilliant colorful energies, and swift motions.
Animal Guide (Ex): A magical child starts play with a magical spirit guide in the form of a familiar, using her vigilante level as her effective wizard level. The familiar also has a social identity as a seemingly normal animal, though vigilantes with outlandish familiars might still need to hide the familiar.
At 3rd level, the magical child’s familiar reveals another aspect of its form, and its vigilante identity changes into a creature on the Improved Familiar list that would be available to a 3rd-level spellcaster (the animal guide’s social identity always remains as the original normal animal). The familiar can change its vigilante identity again when the magical child reaches 5th and 7th level, each time to familiars available at those levels. The Improved Familiar feat’s alignment restrictions apply to this ability, but only the magical child’s vigilante identity needs to have an alignment that fulfills the alignment requirements of the improved familiar. The familiar’s new vigilante form choices are permanent, and it cannot transform back into its former vigilante identities until 9th level, when the familiar gains the change shape universal monster ability if it doesn’t already have it. It can use this ability at will when in its vigilante identity to transform into any of its four vigilante identities. In vigilante form, a magical child’s familiar gains an amount of DR/magic equal to her vigilante level. This doesn’t stack with any DR/magic that her vigilante form might already possess.
If a magical child’s familiar dies, its consciousness simply leaves its body, and the magical child can replace its body after 24 hours. To do so, she must conduct an 8-hour ritual that costs 200 gp per her vigilante level, but once the ritual is complete, the familiar returns in a new body. It retains all of its memories from its earlier service to the magical child.
This ability replaces vigilante specialization.
Staunch Ally (Ex): A magical child’s familiar counts as the magical child for purposes of the startling appearance, frightening appearance, and stunning appearance abilities, and it can calculate its DCs using either its own Charisma modifier or the magical child’s, whichever is better. At 20th level, the familiar can make vengeance strikes as if it were the magical child.
This ability alters startling appearance, frightening appearance, stunning appearance, and vengeance strike.
假面少女Masked MaidenAdventurer's Guide
随着艾莲莎(Ileosa)的死亡,一些幸存的灰少女(Gray Maidens)试图重返他们旧日的生活——但这却是个因她们在启蒙(indoctrination)中所承受的肉体和精神上的伤痕而难以实现的目标。有些时候,她们似乎能够抑制启蒙所带来的影响。然而,那些被抑制的姿态仍会如约显现,迫使这些昔日的征召兵穿上她们的铠甲去寻求战斗。这些被称作假面少女的人们意识到自己过着双重生活:在白天,她们是普通(尽管身处麻烦之中)的市民,而在晚上则是无名的战士。在最悲惨的情况下,伴随着这些少女在醒来时所经历的难以解释的疲惫感和满身的伤痕,她们的身份被完全地割裂开来了。
尽管她们的社会身份涵盖了广泛的性格特征,但在她们的侠客身份下,假面少女通常是冷漠而无情的。这种侠客身份很少是善良阵营,其中大多数都是毫无慈悲的秩序捍卫者而不是温和的救赎者。一些假面少女仍然执行着女皇的暴政,而其他人则与罪犯斗争,或是追逐私人恩怨。在处于侠客身份的时候,一名假面少女总是穿戴着标志性的灰少女头盔,因为这些头盔十分适合于在隐藏真实身份的同时,唤起那些与灰少女相关联的重大社会意义。假面少女通常会穿着特征鲜明的服装,例如特地用各色羽毛装饰,或是在表面蚀刻着类似于伤痕的图样的头盔,又或者是一件独特的披风。尽管假面少女隐藏在装甲之中推进着她的目标,但她仍旧想作为一个独特的个体而被认同。
武器和盔甲擅长:所有假面少女侠客擅长灰少女铠甲(见84页),但是并不会获得其他形式的重甲擅长。
这个能力调整了侠客的武器和盔甲擅长
瑕疵控制(Imperfect Control,Ex):一个假面少女坚决抗拒进入她过去的身份,但是某些触发条件(比如暴力)会让她做出让步。每天开始时,假面少女总是处于社交身份之中。如果想要自愿的变为侠客身份,假面少女必须成功通过一个意志检定(DC=10+1/2她的侠客等级);如果她失败了,她会战栗1分钟并且不能在这段时间再次做出这个尝试。
而在自己的社交身份时,如果假面少女暴露在致命的危险下(比如开始战斗),她必须通过一个相同DC的意志检定,否则她就会被迫尽可能快的远离视线后进入侠客身份。假面少女不能选择放弃豁免坚定。
此外,如果假面少女已经有一周或更长时间没有进入侠客身份,那么她必须在每天开始时进行一个意志检定;如果失败了,她会不得不立刻进入侠客身份。(或者尽可能快的远离视线然后这么做。)
假面少女可以在没有协助的情况下花费1分钟穿戴灰少女全身甲作为进入她的侠客身份的一部分。如果假面少女减少了变身的时间(比如使用快速变身社交天赋),她仍然把穿戴她的盔甲作为变身的一部分。一个在非自愿情况下变身的假面少女不得选择当天从侠客身份变回社交身份。
当她处于侠客身份的时候,假面少女在魅力相关的能力和技能检定(除了威吓)上获得-2减值并且无法从士气加值或者吟游表演(bardic performances)中获益。
这个能力取代了双重身份(Dual Identity)。
过往伤痕(Scars of the Past,Ex):假面少女必须选择复仇骑士侠客之道。在1级时,假面少女免费获得一套灰少女铠甲。这套盔甲是破旧的,其他生物始终不视作擅长它。这套盔甲只能作为废品出售4d6Gp,但是这套盔甲对于假面少女来说可以如同正常的一般使用。假面少女可以花费150Gp和1天的工作来把她的破旧盔甲升级为精制品(但是它依旧被认为是破旧的)。
这个能力取代了无痕伪装(Seamless Guise)。
PFS:铠甲的售价为14gp
盔甲训练(Armor Training,Ex):所有灰少女都曾经练习过如何使用她们的盔甲,而作为一个在昔日接受过的启蒙中挣扎的假面少女,这些训练技巧仍然缓慢地从她的潜意识中浮现出来。
在3级时,假面少女获得战士的盔甲训练职业能力,并且在19级获得盔甲宗师能力。她在计算这2个能力时把侠客等级视为战士等级。
这个能力取代了在3,7,11,15,19级获得的社交天赋(Social Talent)。
MASKED MAIDEN
(VIGILANTE ARCHETYPE)
In the wake of Ileosa’s death, some of the surviving Gray Maidens attempted to return to their former lives—a task made difficult by the physical and emotional scars of their indoctrination. For a few, suppressing the indoctrination’s effects seemed to work. In time, though, the repressed aspects returned, pushing these former conscripts to don their armor and seek out conflict. These so-called masked maidens find themselves leading a double life: ordinary (albeit troubled) citizen by day, faceless warrior by night. In the most tragic cases, the identities entirely disassociate, with the maiden experiencing unexplained exhaustion and injuries upon awakening.
While their social identities cover a wide range of personality types, in their vigilante identities, masked maidens are usually icy and dispassionate. These identities are rarely good-aligned, and are more often merciless bringers of justice than gentle redeemers. Some masked maidens continue enforcing the queen’s cruel agenda, while others fight crime or pursue personal vendettas. A masked maiden always uses the iconic Gray Maiden helm when in her vigilante identity, as these helms serve excellently at both hiding the vigilante’s identity while simultaneously evoking the significant social gravitas associated with the Gray Maidens. Often, the masked maiden wears signature garb, such as a helm with a distinctively colored plume or a scarlike etching on the helm’s face, or perhaps a unique cloak. Although the masked maiden hides behind the armor and is pursuing her goals, she wants to be able to be identified as a specific individual.
Weapon and Armor Proficiency: All masked maiden vigilantes are proficient with Gray Maiden plate armor (see page 84), but not with any other forms of heavy armor.
This alters the vigilante’s weapon and armor proficiencies.
Imperfect Control (Ex): A masked maiden compulsively resists entering her indoctrinated state, but certain triggers (such as violence) can cause her to lapse. The masked maiden always starts the day in her social identity. To begin willingly changing to her vigilante identity, the masked maiden must succeed at a Will save(DC = 10 + half her vigilante level); if she fails, she becomes shaken for 1 minute and cannot try again during that time. While in her social identity, when the masked maiden is exposed to mortal peril (such as when combat starts), she must succeed at a Will save at the same DC or be compelled to enter her vigilante identity as soon as she can get out of sight to do so. The masked maiden cannot choose to fail this Will save. In addition, if the masked maiden hasn’t entered her vigilante identity for a week or longer, she must attempt this Will save at the start of each day; on a failure, she is compelled to change into her vigilante identity immediately (or as soon as she can slip out of sight to do so).
A masked maiden can don Gray Maiden plate in 1 minute without aid, and can do so as part of switching to her vigilante identity. If the maiden reduces the time it takes to change identities (such as with the quick change social talent), she
can still don her armor as part of changing to her vigilante identity. A masked maiden who changes to her vigilante identity unwillingly can’t choose to switch from her vigilante identity back to her social identity that day.
While in her vigilante identity, the masked maiden takes a –2 penalty on all Charisma-based ability and skill checks (except for Intimidate) and can’t benefit from morale bonuses or bardic performances.
This ability alters dual identity.
Scars of the Past (Ex): A masked maiden must choose avenger as her vigilante specialization.
A 1st-level masked maiden gains a set of Gray Maiden plate at no cost. This armor is battered, and other creatures are never considered proficient with it. This armor can be sold only as scrap for 4d6 gp, but for the masked maiden the armor
functions normally. The masked maiden can spend 150 gp and 1 day of work to improve her battered armor to masterwork quality (although it is still considered battered).
This ability replaces seamless guise.
Armor Training (Ex): All Gray Maidens were drilled in the use of their armor, and as a masked maiden continues to lapse in and out of indoctrination, that training emerges slowly from her subconscious. At 3rd level, a masked maiden gains the fighter’s armor training class feature, and at 19th level she gains armor mastery. She treats her vigilante level as her fighter level for the purposes of both.
This replaces the vigilante’s social talents gained at 3rd, 7th, 11th, 15th, and 19th levels.
骑侠 Mounted FuryUltimate Intrigue
有些侠客充分信赖伴随左右的忠实而强健的坐骑,将他们无言的伙伴看做是和自己一样的英雄(或反英雄)角色。利用自己与坐骑之间的联系,骑侠可以简单地在日常生活中装扮为普通的骑师或是军务官。
本职技能:骑侠将驯养动物加入他的本职技能列表,但他的本职技能列表中移除游泳和使用魔法装置。
本能力调整了侠客的本职技能。
复杂变装 Thorough Change:在他转换到侠客身份时,骑侠必须同时小心地伪装自己与自己的坐骑以免被旁观者看出它与骑侠的社交身份之间的联系(但当他在处于自己的社交身份而被怀疑真实身份时,骑侠不需要为自己的坐骑进行额外的易容检定)。在转换身份时骑侠必须花费1分钟时间,无论他拥有任何可以减少这个时间的能力和效果都是一样。除此之外骑侠不能选择快速变装和飞速变装社交天赋。
本能力调整了双重身份。
坐骑(Ex):骑侠拥有一匹忠诚而可靠的坐骑为它服务并带他出入战场。这一坐骑与德鲁伊的动物伙伴类似,使用骑侠的侠客的等级作为他的有效德鲁伊等级。骑侠选择的坐骑生物必须是自己能够骑乘并且适合骑乘的。中体型的骑侠可以选择骆驼或者马,小体型可以选择矮种马或狼,4级后也可以选择野猪或骑乘用犬。GM可以允许其他动物作为合适坐骑。
骑侠在骑乘其坐骑时在骑术检定上不受盔甲检定减值。坐骑总被视为受过战斗训练,并在开始时获得擅长轻甲作为额外专长。骑侠的坐骑不会获得法术共享(Share Spells)特殊能力
骑侠与其坐骑之间的联结是异常紧密的,能够互相理解和预测对方的情绪和行动。在3级时,骑侠的坐骑可以自动共享所有骑侠拥有的团队专长而无需满足先决条件(但是在骑侠骑乘他的坐骑时,他们不会在决定专长效果时视为两个分开的生物)。在5级时,骑侠的坐骑可以使用他的惊愕现身能力,如同它自己是骑侠一般。如果骑侠的坐骑死亡,骑侠可以在一周的哀悼之后找到一个新的坐骑。新的坐骑不会获得链接(Link),反射闪避,忠诚(Devotion),或精通反射闪避能力,直到骑侠下次提升侠客等级。
骑侠可以如同一个属于复仇骑士之道的侠客一般选择要求复仇骑士之道的侠客天赋,当他选择一个侠客天赋时,骑侠可以取而代之选择一个他满足先决条件的团队专长作为代替。在10级时,骑侠每以此法获得一个团队专长时,他可以获得一个额外的团队专长(如果他在10级前有用选择侠客天赋的机会换取过团队专长,那么在10级时他可以每个团队专长再多另外补一个)。
本能力取代侠客之道。
侠客冲锋 Furious Charge(Ex):在6级时,骑侠习得了如何在骑乘坐骑时进行更为精确冲锋的方法。在骑乘坐骑冲锋并进行近战攻击时,骑侠在攻击检定上获得+4加值而非正常的+2。除此之外,骑侠和他的坐骑在骑乘冲锋时在防御等级上不承受任何减值。
本能力取代侠客在6级时获得的侠客天赋。
猛力冲锋 Mighty Charge(Ex):在12级时,骑侠可以驾驭自己的坐骑发动毁灭性的冲锋。他在骑乘冲锋时持用的武器重击范围翻倍,这个效果不与其他增加武器重击范围的效果叠加。除此之外,骑侠士的冲锋攻击成功后他可以自动对目标发动一次冲撞,卸武,破武或摔绊战技攻击。这个自由发动的战技攻击不会导致借机攻击。
本能力取代侠客在12级时获得的侠客天赋。
替天行道:在20级时,骑侠不必在他使用替天行道研究目标时保持坐骑状态,但在发动替天行道攻击时,骑侠必须骑乘他的坐骑。
本能力调整了替天行道
突变秘卫(Mutated Defender)【侠客】
在罕见的情形下,某位侠客(《探索者RPG 极限诡道》第9页)的身体会为突变所掌控,但他学会了把自己的病变隐藏起来,这通常求助于炼金调剂以及魔法隐匿等手段。跟其他经常在阿肯斯塔和其他聚居地为人避之不及的变种人不同, 突变秘卫能在不显露其突变的情况下出没于公众视野——尽管他们私下里仍能发挥出其全部潜藏的能力。
突变之道(Mutant Specialization): 突变秘卫不使用侠客列表(《极限诡道》第10页)中的基础攻击加值成长,而是使用他的侠客等级作为他的基础攻击加值,另外再加上从其他职业和种族HD中获得的基础攻击加值。同时他能选择一个除了无心智和易伤以外的畸化(《怪物图鉴5》第180页)。该畸化在侠客处于社交身份时会通过魔法方式恢复正常,而侠客其他从突变天赋中获得的突变也同样如此,如是侠客得以完全隐藏他的突变。跟其他侠客天赋不同,侠客完全无法在处于社交身份时使用任何来自他突变天赋的好处。这替代了侠客之道。
突变天赋(Mutant Talents):在2级及之后每2个侠客等级时, 突变秘卫除了其正常可选的侠客天赋以外,还能从选取下列的突变天赋中进行选择。这替代了侠客天赋。
突变爆发(Mutant Blast,Su): 突变秘卫的某条肢体为元素所扭曲,他能从该肢体中释放出爆发性的能量。这如同元素射线血统力量(《核心规则书》第76页)一般运作,并以其侠客等级作为术士等级。 突变秘卫在选择该天赋时要选择一种伤害类型(强酸、寒冷、电击或者火焰)。 突变秘卫至少要达到9级才能选取该天赋。
突变进化(Mutant Evolution): 突变秘卫从幻灵的进化列表(《探索者RPG:极限解放》第35页)中获得除攀爬、天防强化、骑乘、技能精通或游泳外的一项进化型态I。他必须如常满足所有先决条件,并将其侠客等级在满足先决条件时视作召唤师等级。 突变秘卫能在不满足亚种先决条件的情况下选取赋予1个天生攻击的进化,但他必须将自己其中一只手替换成天生武器。 突变秘卫可以多次选取该天赋,且每次都必须选取不同的进化。
突变脑叶(Mutated Lobe,Sp): 突变秘卫的大脑膨大扩张,并让其获得了异能。 突变秘卫能以类法术能力施放侦测思想,他每天可用该能力的次数等同于其侠客等级的1/4,并将其侠客等级作为施法者等级。 突变秘卫必须至少达到4级才能选取该天赋。
MUTATED DEFENDER (VIGILANTE ARCHETYPE)
Occasionally a mutation takes hold of the body of a vigilante (Pathfinder RPG Ultimate Intrigue 9), but he learns to hide his maladies, usually through alchemical concoctions or magical concealment. Unlike other mutants, who are usually shunned in Alkenstar and other settlements, mutated defenders can appear in public without revealing their mutations—though they can still use them to their full potential in secret.
Mutant Specialization: A mutated defender gains a base attack bonus equal to his vigilante level instead of using those listed in the vigilante’s class table (Ultimate Intrigue 10). He adds this value as normal to any other base attack bonus gained from other classes or racial Hit Dice. He also selects one mutant deformity (Bestiary 5 180) other than mindless or vulnerability. This deformity magically reverts when the vigilante is in his social identity, as do all mutations from his mutant talents, allowing him to hide his mutation entirely. Unlike with other vigilante talents, the vigilante is entirely unable to use the benefits of his mutant talents while in his social identity. This replaces vigilante specialization.
Mutant Talents: At 2nd level and every 2 vigilante levels thereafter, a mutated defender can select from the following mutant talents, in addition to the vigilante talents normally available to him. This alters vigilante talent.
Mutant Blast (Su): One of the mutated defender’s extremities becomes elementally warped, and he can discharge a blast of energy from this limb. This functions as the elemental ray bloodline power (Core Rulebook 76) and uses his vigilante level as his sorcerer level. The mutated defender chooses the damage type (acid, cold, electricity, or fire) of his mutant blast when selecting this talent. The mutated defender must be at least 9th level to select this talent.
Mutant Evolution: The mutated defender gains a 1-point evolution from the eidolon list (Pathfinder RPG Pathfinder Unchained 35) other than climb, improved natural armor, mount, skilled, or swim. He must meet any prerequisites as normal, using his vigilante level for prerequisites that require a summoner level. He can select an evolution granting a natural attack without fulfilling the subtype requirement, though he must replace one of his hands with the natural weapon. A mutated defender can select this mutant talent multiple times, choosing a different evolution each time.
Mutated Lobe (Sp): A mutated defender’s brain is enlarged and distended, granting him psychic powers. He can cast detect thoughts as a spell-like ability once per day for every 4 vigilante levels he has, with a caster level equal to his vigilante level. A vigilante must be at least 4th level to select this talent.
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异能织者 Psychometrist
有一些侠客了解在看似简单的事物中所蕴含的潜在力量。虽然他们并不是施法者,异能织者却能够从古老或稀有的奇物中寻找到运用它们的魔力的方法,尽管这些灵具似乎只响应这些侠客的呼唤。大多数异能织者是日常身份就像是工程师,鉴定家或是收藏家。
本职技能:异能织者将知识(神秘)和知识(历史)加入她的本职技能列表,但从她的本职技能列表中移除知识(地城)和知识(工程学)。
本能力调整了侠客的本职技能。
感应神秘 Occult Awareness:在1级时,异能织者获得异能敏感OA作为奖励专长。
本能力取代侠客在1级时获得的社交天赋。
灵器和灵器之力 Implements and Focus Powers(Su):在2级时,异能织者可以学会使用来自于一个秘学士OA灵器学派的力量;异能织者不能选择咒法灵器学派。拥有该灵器的灵器学派能力并不能让异能织者施放任何该学派的法术,并且若没有如常通过合适的使用魔法装置技能检定,他也无法使用所有法术学派的法术完成型和法术触发型物品。异能织者不能选择同一个灵器学派超过一次。
在决定灵器学派的灵器之力效果和可选择学派能力的先决条件时,异能织者可以将他的侠客等级视为他的秘学士等级。不过和秘学士不同,异能织者的每一件灵器都拥有自己独一的灵器之力,比如他的剑鞘灵器只能容纳武器馈赠灵器之力,或是他的靴子灵器只能容纳瞬时加速灵器之力,诸如此类。异能织者必须每天为每件灵器提前分配好心智点数,并且他不会获得灵器的共鸣之力。除此之外,这些灵器与秘学士的灵器职业能力完全相同。在6级,12级和18级时,异能织者可以获得一个新的灵器学派。
每当异能织者获得一个灵器学派时,他会习得此新学派的基本灵器之力,并从之前已习得的一个学派上再学习一个灵器之力(不能是他现在获得的这个灵器学派)。异能织者必须花费心智点数来启动灵器的灵器之力(见下)。除非特别说明,否则异能织者的灵器之力DC总是等于10+他的侠客等级的一半+他的智力调整值。异能织者可以在获得灵器学派选择他已经了解的灵器学派,这样他会获得两个属于该学派的灵器之力而非新学派的基本灵器之力。
本能力取代侠客在2级,6级,12级和18级时获得的侠客天赋。
心智点数(Su):在2级时,异能织者可以如同秘学士般每天获得心智点数来启用他的灵器之力。异能织者的心智点数等同于1/2侠客等级+他的智力调整值。
触物感知(Su):在2级时,异能织者可以获得秘学士的触物感知(Object Reading)职业能力。
本能力取代不可动摇。
灵具之击 Psychometric Strike(Su):在20级时,如果异能织者对一个拥有一件曾经属于灵器织者的物品的敌人发动替天行道攻击时,他可以获得双倍的好处(不超过替天行道可以达到的上限程度)。
本能力调整了替天行道。
Psychometrist
Source Ultimate Intrigue pg. 59
Wise vigilantes know that there is power in certain seemingly unremarkable items. Psychometrists aren’t spellcasters; instead, they collect strange items or create their own uncanny gadgets that seem to only work for them. Psychometrists often hide their clandestine activities behind the guise of an eccentric peddler, curator, tinker, or artificer.
Class Skills: A psychometrist adds Knowledge (arcana) and Knowledge (history) to his list of class skills, instead of Knowledge (dungeoneering) and Knowledge (engineering).
This alters the vigilante’s class skills.
Occult Awareness: At 1st level, a psychometrist gains Psychic Sensitivity (Pathfinder RPG Occult Adventures 138) as a bonus feat.
This ability replaces the social talent gained at 1st level.
Implements and Focus Powers (Su): At 2nd level, a psychometrist learns to use the powers of one implement school from the occultist class (Occult Adventures 47); the conjuration implement school is not available to a psychometrist. This implement school does not allow the psychometrist to cast any spells of that school of magic, though, and he can’t use spell-trigger or spell-completion magic items from any schools without succeeding at the appropriate Use Magic Device check. A psychometrist can’t select an implement school more than once. The psychometrist treats his vigilante level as his occultist level for purposes of determining how his implements’ focus powers work, and for determining at what level he may choose certain focus powers. Unlike an occultist, each of a psychometrist’s focus powers has its own associated implement or gadget. For example, a psychometrist might own a scabbard implement to use the legacy weapon focus power and an implement that is a pair of boots to use the sudden speed focus power. The psychometrist must assign mental focus separately to each implement each day, and he doesn’t gain resonant powers his implements. Otherwise, this ability acts like the occultist’s implements class feature. At 6th, 12th, and 18th levels, the psychometrist learns to use one additional implement school.
Each time a psychometrist learns an implement school, he learns the base focus power from that school, plus one focus power from each implement school he has previously learned (but not from the new school he just learned). The psychometrist can use focus powers only by expending mental focus (see below). Unless otherwise noted, the DC for any saving throw against a focus power equals 10 + 1/2 the psychometrist’s vigilante level + the psychometrist’s Intelligence modifier. The psychometrist can select a school he already knows, and in this case, he gains a total of two new focus powers from that school (instead of learning the base focus power from the new school).
This replaces the vigilante talents gained at 2nd, 6th, 12th, and 18th levels.
Mental Focus (Su): At 2nd level, like an occultist, a psychometrist has mental focus he can invest into his implements each day to allow him to utilize abilities tied to them. A psychometrist has a number of points of mental focus equal to half his vigilante level plus his Intelligence modifier.
Object Reading (Su): At 2nd level, a psychometrist can read information from items he examines, and gains the occultist’s object reading ability (Occult Adventures 48).
This ability replaces unshakable.
Psychometric Strike (Su): At 20th level, a psychometrist gains twice the usual benefits of vengeance strike (up to the same maximum) against an opponent who possesses an object that once belonged to the psychometrist.
This ability alters vengeance strike.
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連環殺手 Serial Killer(俠客變體)
有些俠客使用無辜的偽裝來掩飾他們殘暴的謀殺行為。
陣營:連環殺手的俠客身份必須是邪惡的。當連環殺手的俠客身份變成非邪惡時,她無法再獲得新的俠客等級,但保留所有的職業能力。
俠客之道 Vigilante Specialization:連環殺手必須選擇詭秘獵手之道。她的暗襲在滿足先決條件或使用依賴於偷襲的能力時,被視為等同於具有相同骰子數的偷襲。
此能力調整了俠客之道。
阻擾追擊 Thwart Pursuit (Ex):在3級時,連環殺手把1/2俠客等級的加值加到追逐中的所有檢定上、蒐集關於她的信息的交涉檢定DC上、追蹤她的檢定上和注意到她的蹤跡的檢定上(但不會增加profiler*的expert profiler能力的DC。*:此書的調查員變體)。
此能力取代了不可動搖。
殺戮目標 Studied Target (Ex):在4級時,連續殺手獲得了低於殺手3級的殺戮目標能力,包括在適當等級獲得的同時研究多個目標的能力。
當連續殺手試圖對殺戮目標致死一擊時,她不會引發藉機攻擊。
此能力取代了4級和14級的俠客天賦,9級和19級的社交天賦。
迷人 Charming (Ex):在5級時,連環殺手獲得魅惑APG巫術,如同她是同等級的女巫,但她不能用此能力影響動物。此DC基於她的魅力,並且此能力為非魔法。
此能力取代了驚愕現身。
奪命攻擊 Death Attack (Ex):在6級時,連續殺手獲得了進行奪命攻擊的能力,如同她是刺客(DC = 10 + 1/2俠客等級+她的魅力調整值)。
此能力取代了6級的俠客天賦。
死亡名片 Calling Card (Ex):在7級時,當連環殺手用致死一擊或奪命攻擊殺死一個類人生物時,她可以留下一個標記或線索,標示著這件死亡是她的傑作。
連環殺手在她獲得此能力時選擇她的死亡名片,並且第一次在她擁有聲譽的地方(如同聲譽社交天賦)使用它時,它會與她的謀殺關連起來。之後,一旦一個新地區的公民發現這張死亡名片的話,連環殺手立即在該地區建立起她的俠客身份的聲譽,而不用額外花費時間散播傳聞,並且從聲譽得到的威嚇加值增加2。她仍然必須花費時間建立她的俠客身份的聲譽。
此能力取代了7級的社交天賦。
恐怖謀殺 Grisly Murder (Ex):在11級時,連環殺手獲得懼慄屠殺APG作為獎勵專長,如果她留下一張死亡名片,她造成的謀殺是如此可怕,導致檢查屍體的生物在那天晚上會受到夢魘的影響(DC = 10 + 1/2連環殺手的俠客等級+她的魅力調整值)。夢魘能影響的生物數目等同於連環殺手的魅力調整值,從第一個檢查屍體的生物開始算起。
此能力取代了駭人現身。
寂靜刺殺 Quiet Death (Ex):在12級時,連環殺手獲得寂靜刺殺職業能力,如同她是刺客。
此能力取代了12級的俠客天賦。
迅捷刺殺 Swift Death (Ex):在17級時,連環殺手獲得迅捷刺殺職業能力,如同她是刺客。
此能力取代了俠客的震撼現身。
原文
Serial Killer
Some vigilantes adopt an innocent guise to cloak their acts of brutal murder.
Alignment: A serial killer's vigilante identity must be evil. A serial killer whose vigilante identity becomes nonevil cannot gain new levels as a vigilante but retains all of her class abilities.
Vigilante Specialization
A serial killer must choose the stalker specialization. Her hidden strike is considered equivalent to a sneak attack with the same number of dice for the purpose of meeting prerequisites or using abilities that depend on sneak attack.
This alters vigilante specialization.
Thwart Pursuit (Ex)
At 3rd level, a serial killer adds 1/2 her vigilante level as a bonus on all checks in a chase and to the DCs of Diplomacy checks to gather information about her and checks to track her or notice her tracks (though not to the DC of the profiler's expert profiler ability).
This ability replaces unshakable.
Studied Target (Ex)
At 4th level, a serial killer gains the studied target ability of a slayer 3 levels lower, including the ability to study multiple targets simultaneously at the appropriate levels.
The serial killer does not provoke attacks of opportunity when attempting a coup de grace against a studied target.
This ability replaces the 4th- and 14thlevel vigilante talents and the 9th- and 19thlevel social talents.
Charming (Ex)
At 5th level, a serial killer gains the charm hex as if she were a witch of her vigilante level, but she can't affect animals. The DC is based on her Charisma, and the ability is non-magical.
This ability replaces startling appearance.
Death Attack (Ex)
At 6th level, a serial killer gains the ability to make a death attack as if she were an assassin (DC = 10 + 1/2 her vigilante level + her Charisma modifier).
This ability replaces the 6th-level vigilante talent.
Calling Card (Ex)
At 7th level, when a serial killer slays a humanoid with a coup de grace or death attack, she can leave a telltale token or clue behind identifying this death as her work.
The serial killer chooses her calling card when she gains this ability, and the first time she uses it in an area where she has renown (as per the renown social talent), it becomes associated with her killings. After that, once citizens of a new settlement find this calling card, the serial killer immediately establishes the settlement as an area of renown for her vigilante identity without spending additional time to spread tales, and the Intimidate bonus from renown increases by 2. She still must spend time to establish her social identity's renown.
This replaces the 7th-level social talent.
Grisly Murder (Ex)
At 11th level, a serial killer gains Dreadful Carnage as a bonus feat, and if she leaves a calling card, the murder is so horrifying that creatures examining the corpse are affected as per nightmare that night (DC = 10 + 1/2 the serial killer's vigilante level + her Charisma modifier). The nightmare affects a number of creatures equal to the serial killer's Charisma modifier, starting with the first creature to examine the corpse.
This replaces frightening appearance.
Quiet Death (Ex)
At 12th level, a serial killer gains the quiet death class feature as if she were an assassin.
This ability replaces the 12th-level vigilante talent.
Swift Death (Ex)
At 17th level, a serial killer gains the swift death class feature as an assassin.
This ability replaces the vigilante's stunning appearance.
碎裂之魂(侠客职业变体)出自堕落英雄手册(Antihero's Handbook)17页
Splintersoul(Vigilante Archetype)
碎裂之魂扩大了双重独立身份所具有的现实意义的界限。他的一个身份可能是沉静而友善的,另一个则是愤怒又无情的,而这两种身份之间的切换是如此的突然且令人畏惧。碎裂之魂被相互矛盾的情绪和思想所撕裂,却又因为他的双重思维而得以掌握一套常人绝不可能理解的,全然不同的独特技巧和能力。
分裂身份(Splintered Identity,Ex):碎裂之魂的两个身份之间的差别远大于一般的侠客。当他身处社交身份时,他不能够使用他所拥有的任何侠客天赋(Vigilante Talent)。
然而,在判断是否满足职业(Classes),专长(Feats)和其他能力(Abilities)的先决条件时,只要两个阵营中的一个满足要求,他便视作符合先决条件。当他所处身份的阵营无法满足职业,专长或能力的要求时,他会暂时失去使用专长和能力的资格,或者根据情况而被视作某个职业的前成员。
举例而言,一名拥有野蛮人(Barbarian)等级的碎裂之魂有着一个守序善良的社交身份和一个绝对中立的侠客身份,那么当他身处社交身份时,他不能使用侠客天赋和狂暴(Rage)职业能力,一旦他进入侠客身份,这些能力就会恢复并且可以如常使用。
拥有圣武士(Paladin)等级的碎裂之魂身处守序善良身份时,必须如常遵循圣武士的行为准则(Code of Conduct),然而当他身处另一个不同阵营的身份时,他的准则会发生如下这些变化:自愿作恶(例如,施展具有邪恶描述符(Evil Descriptor)的法术)仍然会导致侠客变为前圣武士,但除此之外,他可以为了促进秩序和善良的事业而做任何他认为有必要的事情。他应当为了荣誉以及宣扬他所信仰的准则积极行动,而不是做那些违背他准则的事情。GM有权裁定其他拥有类似的严格行为准则的职业或变体同样要求他在处于阵营不符的身份时,必须遵循一个较为宽松的行为准则。
这个能力改变(Alters)了双重身份(Dual Identity)。
突然变身(Sudden Change,Ex):由于比其他侠客更适应身份的转变,碎裂之魂必须在3级时选择快速变装(Quick Change)社交天赋(Social Talent),在7级时选择飞速变装(Immediate Change)社交天赋,并忽略这些天赋的最低等级要求。
这个能力取代(Replaces)不可动摇(Unshakable)并改变(Alters)了在3级和7级时获得的社交天赋(Social Talent)。
惊人变身(Surprising Change,Ex):在7级时,当碎裂之魂在同一轮内使用飞速变装(Immediate Change)社交天赋展现他的侠客身份,并且接着攻击一名敌人时,他能够如同这名敌人没有意识到他的存在一样,对其使用惊愕现身(Startling Appearance)能力。在11级和17级时,在启动这个能力时,他分别能够使用骇人现身(Frightening Appearance)和震撼现身(Stunning Appearance)。碎裂之魂只能够对那些没有意识到他存在的敌人使用骇人现身和震撼现身,他每天能够使用这个能力的次数等同于他的魅力调整值。这个能力对那些已经知晓碎裂之魂真实身份的敌人无效。
这个能力改变了惊愕现身(Startling Appearance),骇人现身(Frightening Appearance)和震撼现身(Stunning Appearance)。
SPLINTERSOUL (VIGILANTE ARCHETYPE)
A splintersoul pushes the boundaries of what it means to have two separate identities. One may be kind and calm while the other is angry and heartless, and the change from one identity to another is sudden and frightening. The splintersoul is torn by conflicting emotions and thoughts, but because of his dual mind, he can master a uniquely disparate set of skills and abilities no normal person should be able to manage.
Splintered Identity (Ex): A splintersoul’s two identities are even more distant from one another than those of a normal vigilante. He cannot use any of his vigilante talents while in his social identity.
However, for the purpose of qualifying for classes, feats, and other abilities, he is eligible if one of his alignments meets the requirements. While in an identity whose alignment is incompatible with an ability, class, or feat, he temporarily loses access to the feat or ability or is treated as an ex‑member of the class, as appropriate.
For example, a splintersoul with barbarian levels, a lawful-good social identity, and a neutral vigilante identity can’t use his vigilante talents or his rage class feature while in his social identity, but he regains these abilities and can use them as normal as soon as he changes to his vigilante identity.
A splintersoul with paladin levels must follow the paladin’s normal code of conduct while in a lawful-good identity, but while in an identity with a different alignment, the following changes apply to his code: Willingly committing an evil act (for example, casting a spell with the evil descriptor) still causes the vigilante to become an ex-paladin, but otherwise, he can do whatever else he feels is necessary to uphold the causes of law and good. He should strive to act with honor and uphold the tenets of his faith, but failing to do so is not a violation of his code. At the GM’s discretion, other classes or archetypes with similarly strict codes of conduct can also follow a less strict version of a code of conduct while in an identity with an incompatible alignment.
This alters dual identity.
Sudden Change (Ex): More adaptive than other vigilantes, a splintersoul must select the quick change social talent at 3rd level and the immediate change social talent at 7th level, ignoring the minimum levels for those talents.
This replaces unshakable and alters the social talents gained at 3rd and 7th levels.
Surprising Change (Ex): At 7th level, when a splintersoul uses the immediate change talent to reveal his vigilante identity and then attacks a foe in the same round, he can use the startling appearance ability against that foe as though the foe were unaware of his presence. At 11th and 17th levels, he can use frightening appearance and stunning appearance, respectively, while using this ability. A splintersoul can use frightening appearance and stunning appearance only against foes who are unaware of his presence, and he can do so a number of times per day equal to his Charisma modifier. This ability doesn’t function against foes who already know the splintersoul’s identity.
This alters startling appearance, frightening appearance, and stunning appearance.
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侦查使 Teisatsu(侠客变体)Spymaster's Handbook
PFS:不可用
侦查使是明海国的独特侠客,他们受雇于诸国大名而出入豪华的社交场合。这些经过严格武艺训练的武士使用着致命的刀剑,研究隐晦的秘法,承担刺杀和收集情报任务。
武器和护甲擅长:侦查使擅长所有的简易武器以及单镰(Kama),武士刀(Katana),锁镰(Kusarigama),双节棍(Nuchaku),十手(Sai),短剑,短弓,手里剑,破魔锥和胁差(Wakizashi)。侦查使擅长轻甲和中甲,但不擅长盾牌。
本能力取代侠客原本的武器和护甲擅长。
乱波 Infiltrator(Ex):侦查使必须选择隐秘猎手作为他的侠客之道。
本能力调整了侠客之道
气池 Ki Pool(Su):在2级时,侦查使获得一个气池,类似于忍者UC的同名职业能力,在决定气池的效果时侦查使将他的侠客等级视为有效忍者等级。
本能力取代侠客在2级获得的侠客天赋。
侦查天赋 Teisatsu Talents:除了标准的侠客天赋外,侦查使还可以额外选择以下这些独特的侠客天赋。侦查使不能选择盗贼天赋作为侠客天赋。
本能力调整了侠客天赋。
气之技 Ki Power(Su):侦查使可以获得一个他自选的Unchained武僧的职业能力列表中的武僧绝学(Ki Power)。
影之技 Shadow Trick(Ex):侦查使可以获得一个他自选的忍者的忍术(但不能是高等忍术)。但是,他不能使用忍术选择任何盗贼天赋。如果侦查使选择带有*号的忍术,那么这个忍术只会在侦查使发动暗袭而非偷袭时生效。在应用到暗袭上的时候,该忍术必须满足触发侠客天赋的暗袭条件才能发动。
Teisatsu
Source Spymaster's Handbook pg. 26
Teisatsu are specialized vigilantes who focus on infiltrating social scenes and high-society gatherings on behalf of the feuding lords of Minkai. Trained as assassins and spies, they cultivate a suite of personalities and study secret arts that hone their bodies into deadly weapons.
Weapon and Armor Proficiency: Teisatsu are proficient with all simple weapons, plus the kama, katana, kusarigama, nunchaku, sai, short sword, shortbow, shuriken, siangham, and wakizashi. They are proficient with light and medium armor, but not with shields.
This replaces the vigilante’s normal weapon and armor proficiencies.
Infiltrator (Ex): A teisatsu is required to choose stalker as his specialization.
This alters vigilante specialization.
Ki Pool (Su): At 2nd level, a teisatsu gains a ki pool, identical to the ninja class feature (Pathfinder RPG Ultimate Combat 14), using his vigilante level as his effective ninja level.
This ability replaces the vigilante talent gained at 2nd level.
Teisatsu Talents: A teisatsu selects vigilante talents as normal. He can’t select the rogue talent vigilante talent. He can, however, select either of the talents below, which are unique to the teisatsu.
This ability alters vigilante talents.
Ki Power (Su): The teisatsu gains a single ki power of his choice from the list available to the unchained monk class (Pathfinder RPG Pathfinder Unchained 14).
Shadow Tricks (Ex): The teisatsu gains a single ninja trick (but not a master trick) of his choice. He cannot select a rogue talent in place of a ninja trick in this manner. If he selects a ninja trick marked with an asterisk (*), that talent applies to his hidden strikes instead of to sneak attacks, and the talent counts as a stalker vigilante talent with an asterisk (*) for the limitation of applying only one effect to a single hidden strike.
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魔导师 WarlockUltimate Intrigue
魔导师是行使秘艺的大师,这些侠客法师避开公众的关注,孤独地研究魔法的奥妙。运用自己的法力,魔导师可以轻易掩盖他的身份,惑控他的对手,或是简单直接的用毁灭性的能量将敌人轰杀。
本职技能:魔导师将知识(神秘)和法术辨识加入他的本职技能列表,但他的本职技能列表中移除解除装置,知识(工程学),察觉和生存。
本能力调整了侠客的本职技能。
技能点数:魔导师每等级获得4+他的智力调整值点技能点数而非6+智力调整值。
本能力调整了侠客的每等级技能点数。。
武器和护甲擅长:魔导师不擅长中甲,但是与魔战士相似,他可以在着轻甲时施放法师/术士法术而不承受奥术魔法施法失败率。
本能力取代侠客原本的武器和护甲擅长。
法术:魔导师可以如同魔战士一般准备和施放奥术法术与戏法。他需要使用法术书来准备法术,但他只能从法师/术士法术列表的6环及更低环数的法术中选择法术;高于6环的法师/术士法术不视为在魔导师的法术列表内。
本能力取代4级,8级,10级,14级和16级的侠客天赋。
法术书:魔导师如同魔战士一般获得一本法术书,但他的法术书只能用来记录6环及以更低环数的法师/术士法术。
秘法弹 Mystic Bolts(Su):魔导师可以随意创造一枚由魔法能量构成的神秘爆弹,远程轰炸或是近距离击穿他的敌人。近战攻击型的秘法弹只能用来攻击处于魔导师触及范围内的敌人,远程攻击型的秘法弹则是一次射程30尺的远程攻击。每一发秘法弹可以造成1d6+1/4个侠客等级点伤害,魔导师必须选择以下一种能量类型作为他的秘法弹的伤害类型:强酸,寒冷,电击或火焰。使用秘法弹攻击会取代魔导师的普通攻击,因此魔导师也可以用秘法弹来进行整轮攻击。在使用秘法弹进行攻击时,侠客可以将它视为单手轻型武器,也可以使用它进行双武器战斗(每只手创造一枚秘法弹)。可以应用到武器攻击与伤害上的能力与专长也可以应用到秘法弹上(除非它们完全不适用于部分专长,如猛力攻击)。武器专攻(射线)不能应用于秘法弹,但魔导师可以选择武器专攻(秘法弹)专长来增强他的近战和远程秘法弹攻击。
创造秘法弹需要魔导师空出一只手来,但因为秘法弹的存在只维持一瞬间,魔导师可以在任何他没有正在使用魔法弹攻击的时候迅速制造一发秘法弹来准备下一次攻击。魔导师可以使用秘法弹来制造威胁范围,但这只在他至少空着一只手的时候可以达成。秘法弹不是永久性的物质,所以它不能被增强为魔法武器,以单一武器为目标的法术(如法术魔化武器)也不影响它。可以影响魔导师的所有武器攻击的能力,比如奥术袭者侠客天赋(见下)则可以应用到秘法弹上。
在7级和之后每提升6个等级时,魔导师都可以选择另一种秘法弹可以造成的能量伤害类型。每当他创造秘法弹时,魔导师都可以选择任意一种他拥有的能力伤害类型来作为秘法弹的伤害类型。
本能力取代侠客之道。
魔轰弹 Piercing Bolts(Ex):在3级时,魔导师每轮可以锐化他的秘法弹之中的一发,使它可以成为一次近战接触攻击(如果是近战秘法弹)或是一次远程接触攻击(如果是远程秘法弹)。在5级时,魔导师的所有秘法弹都可以进行接触攻击。
本能力取代不可动摇。
奥法天赋 Warlock Talent:除了标准的侠客天赋外,魔导师还可以额外选择以下这些侠客天赋。本能力调整了侠客天赋。
奥术袭者 Arcane Striker(Su)魔导师获得奥术打击作为奖励专长。在12级时,魔导师还可以为他的武器施加炽焰,霜寒,电击或雷鸣武器附魔,每次魔导师启动他的奥术打击专长时他就可以选择这些效果之一应用到他的武器上,持续时间和他的奥术打击效果的持续时间相同。在16级时,魔导师可以选择将混沌,秩序,焰爆,神圣,冰爆,电爆和邪恶武器附魔效果施加到他的武器上。魔导师只有在处于侠客身份时才能选择阵营相关的武器附魔效果,并且这些效果的阵营不能与他的侠客身份阵营相冲突。
元素装甲 Elemental Armor(Su):当他处于自己的侠客身份时,魔导师可以用元素能量为自己创造一层护甲。这件以冰霜,火焰或电弧组成的护甲可以为魔导师提供5点寒冷,火焰或电击抗力。魔导师必须在他选择本天赋时选择元素护甲的抗力类型并且一旦选择则不能改变。在4级时,魔导师的元素护甲还可以在他被敌人以非触及的近战武器或是天生武器攻击时对攻击者造成1d6点对应类型的能量伤害,当他被擒抱时使用擒抱战技攻击擒抱他的生物也会承受本伤害。一个生物每轮只会因为此方式承受一次来自魔导师的元素护甲的伤害。在8级时,元素护甲提供的抗力提升到10;在12级时,元素护甲造成的伤害提升到2d6;在16级时,当处于他的侠客身份时,魔导师免疫他的元素护甲所选择的能量伤害类型。
使魔 Familiar(Ex):魔导师获得一只魔宠,将他的侠客等级视为有效的法师等级来决定魔宠的能力。当魔导师处于他的社交身份时这只魔宠看起来就像是普通的家养宠物一样,但如果他的魔宠过于花哨或奇异,魔导师仍然需要想办法隐藏它的本质。
社交拟像 Social Simulacrum(Sp):魔导师可以创造一个自己的短暂克隆体(如同法术次级拟像术Lesser SimulacrumUM的效果),这个克隆体拥有他的社交身份,这可以让魔导师在两个不同的地方扮演不同的角色。创造一个自己的克隆体需要魔导师工作1小时但不限于花费然后材料,这个拟像可以维持活动4小时时间,然后就会化为一堆冰雪。通过社交拟像做出来的魔导师拟像仅拥有他的社交身份,不能转换到侠客身份也不能施法,并拥有与他的社交身份相同的阵营。就和拟像术一样,这个拟像不受魔导师控制。魔导师每天最多只能制造一个社交拟像,并且同一时间内也只有一个社交拟像可以创造。
魔导师必须达到8级才能选择本天赋
刺青储藏室 Tattoo Chamber(Su):本天赋与邪术师的同名侠客天赋效果相同。
Warlock
Source Ultimate Intrigue pg. 60
Practicing magic in secret, the warlock obscures her arcane scholarship from public view. Her study of these arts allows her to hide her dual nature and enchant her enemies—or simply blast them with furious magical attacks.
Class Skills: The warlock adds Knowledge (arcana) and Spellcraft to her list of class skills, instead of Disable Device, Knowledge (engineering), Perception, and Survival.
This alters the vigilante’s class skills.
Skill Ranks per Level: The warlock gains a number of skill ranks equal to 4 + her Intelligence modifier at each level, instead of 6 + her Intelligence modifier skill ranks.
This alters the vigilante’s skill ranks per level.
Armor Proficiencies: A warlock is not proficient with medium armor. Like a magus, she can cast her spells while wearing light armor without incurring the normal arcane spell failure chance.
This alters the vigilante’s armor proficiencies.
Spellcasting: A warlock casts arcane spells and cantrips as a magus. She prepares spells using a spellbook, choosing them from the 6th-level and lower spells from the sorcerer/wizard spell list; higher-level sorcerer/wizard spells are not on the warlock’s spell list.
This replaces the 4th-, 8th-, 10th-, 14th-, and 16th-level vigilante talents.
Spellbook: A warlock has a spellbook that functions in the same way as a magus’s spellbook but uses the 6th-level and lower spells from the sorcerer/wizard spell list.
Mystic Bolts (Su): A warlock can sling projectiles of magical energy at will by shooting a bolt or touching her foe. A melee mystic bolt requires the target to be within reach, and a ranged mystic bolt is a ranged attack with a range of 30 feet. A mystic bolt deals 1d6 points of damage plus 1 for every 4 vigilante levels the warlock has. The warlock must choose one type of damage for her mystic bolt: acid, cold, electricity, or fire. Attacking with a mystic bolt takes the place of one of the warlock’s normal attacks, and she can make a full attack using mystic bolts. The warlock vigilante attacks with mystic bolts as though they were light one-handed weapons, and the bolts can be used for two-weapon fighting (with each hand creating one mystic bolt) and feats and abilities that apply to weapon attacks (unless they’re excluded from that feat, such as with Power Attack). Weapon Focus (ray) doesn’t apply to mystic bolts, but a warlock can take Weapon Focus (mystic bolt) and apply it to both melee and ranged mystic bolts.
Creating a mystic bolt requires the hand to be free, but the bolt appears only briefly, so a warlock using mystic bolts has a free hand any time she isn’t attacking with a mystic bolt. The warlock threatens with a mystic bolt, but only if she has a hand free. Because mystic bolts are impermanent, a spell that targets a single weapon (like magic weapon) can’t affect it, nor can a mystic bolt be made with magic weapon special abilities. Abilities that affect all weapon attacks the warlock makes, such as the arcane striker warlock talent, function with mystic bolts.
At 7th level and every 6 vigilante levels thereafter, the warlock chooses another damage type from the list above. Each time she creates a mystic bolt, she can have it use any one of the damage types she has selected.
This ability replaces vigilante specialization.
Piercing Bolts (Ex): At 3rd level, the warlock can choose one mystic bolt per round to be a touch attack. This turns a melee mystic bolt into a melee touch attack or a ranged mystic bolt into a ranged touch attack. At 5th level, the warlock can treat all of her mystic bolts as touch attacks.
This ability replaces unshakable.
Warlock Talents: A warlock can select from any of the following vigilante talents, in addition to general vigilante talents.
This alters vigilante talents.
Arcane Striker (Su): The warlock gains Arcane Strike as a bonus feat. At 12th level, when she activates Arcane Strike, she can choose to also give her weapons the flaming, frost, shock, or thundering weapon special ability. She makes this choice each time she activates Arcane Strike, and it lasts for the same duration. At 16th level, she adds anarchic, axiomatic, flaming burst, holy, icy burst, shocking burst, and unholy to the list of special abilities she can select. She can choose to apply an alignment-based weapon special ability only while in her vigilante identity, and only if it matches the alignment of her vigilante identity.
Elemental Armor (Su): When in her vigilante identity, the warlock gains armor made of elemental energy. She is surrounded by a nimbus of ice, lightning, or flames, granting her resistance 5 to cold, electricity, or fire, respectively. The damage type must be chosen when she selects this talent, and it can’t be changed. At 4th level, the warlock’s armor deals 1d6 points of damage of the chosen energy type to any creature striking the warlock with a natural weapon or a non-reach melee weapon. A creature that attempts a grapple combat maneuver check against the warlock also takes this damage. A creature can take damage in this way no more than once per round. At 8th level, the energy resistance increases to 10. At 12th level, the damage increases to 2d6 points. At 16th level, the warlock becomes immune to the chosen damage type while in her vigilante identity.
Familiar (Ex): The warlock gains a familiar, using her vigilante level as her effective wizard level. The familiar also has a social identity as a seemingly normal animal, though warlocks with outlandish familiars might still need to hide them.
Social Simulacrum (Sp): The warlock can create a shortlived simulacrum (as lesser simulacrum on page 238 of Ultimate Magic) that duplicates her social identity, allowing her to appear to be in two places at once. Creating the duplicate takes 1 hour and requires no material component cost. It lasts for 4 hours before turning back into an inert pile of snow. The duplicate replicates only the warlock’s social identity, with the same alignment and social talents. It has no magical abilities, and can’t assume a vigilante identity. As with the spell, the simulacrum isn’t under the warlock’s control. The warlock can create a social simulacrum no more than once per day and can have only one in existence at a time. A warlock must be at least 8th level to select this talent.
Tattoo Chamber (Su) This talent functions as the cabalist ability of the same name.
化兽侠 WildsoulUltimate Intrigue
有部分侠客拥有通常只有荒野之主——兽类才具备的自然力量,这些异能为他们在与敌手作战时提供了与生俱来的优势。这些侠客所模拟的兽类本质可能来自于神力的赐福,遥远的兽化人先祖或是不幸的实验意外。
自然化身 Nature Course(Ex):在1级时,当化兽侠选择他的侠客之道的同时,他也需要从下列动物中选择自己的自然化身:蜘蛛,鹰隼和巨熊。这种自然化身代表了一种影响着化兽侠,赋予他超人能力的神秘力量。自然化身的类型一旦选择即无法改变。
在2级,6级,12级和18级时,化兽侠可以从他的主人化身中获得一种特殊能力。这些天生能力会被视为侠客天赋,所以处于自己的社交天赋的化兽侠如果随意使用它们的话可能会被旁观者看出他身份的端倪(正常人会长出爪子和从手腕喷出白粘稠,你在开玩笑?),这会使化兽侠在装扮成他的社交身份的易容检定上承受-10减值。
本能力调整了侠客之道并取代侠客在2级,6级,12级和18级时获得的侠客天赋。
蜘蛛 Arachnid:拥有蜘蛛化身的化兽侠具有一部分节肢类生物的血统。
敏感 Heightened Senses(Ex):在2级时,拥有蜘蛛化身的化兽侠可以以惊人的速度察觉危险的存在并立刻回避威胁,他获得猎手直觉(Stalker Sens)侠客天赋,即使他并不属于诡秘猎手之道。
射网 Shoot Webs(Ex):在6级时,拥有蜘蛛化身的化兽侠可以从自己的腕部投射出粘稠,结实的蛛丝状物质来攻击敌人。投射蛛丝是一次射程增量为10尺的远程接触攻击,效果相当于绊足包,但用来回避它的黏稠效果的反射检定DC=10+化兽侠的侠客等级的一半+他的体质调整值。和绊足包类似,蛛丝在水下无效。化兽侠每天可以投射蛛丝的次数等同于3+他的体质调整值次。
蛛网专家 Web Specialist(Ex):在12级时,拥有蜘蛛化身的化兽侠可以在他的手和脚上覆盖上一层细腻而黏性的蛛网(这些物质可以无害地覆盖在他的手套和鞋上),使他获得30尺攀爬速度。除此之外,以一个会引发借机攻击的移动动作,化兽侠可以将他的蛛网投射50尺远形成一条长而结实的丝绳(生命值4,破坏DC24),它可以自动粘在任何至少5平方尺大小的未被占据的平面上。如果化兽侠通过一个对抗防御等级10的远程接触攻击来发射这条丝绳到他想粘接的平面上,那么它就会结实的粘上去,除非被破坏否则不可能被移除。这条丝绳可以完美负担化兽侠自己外加一个体型最大不超过中型的生物。如果有比这更多的生物尝试爬到丝绳上,那么它就会断掉。本能力与射网能力共用每日使用次数。
蛛网大师 Web Master(Ex):在18级时,化兽侠现在在使用蛛网专家能力时不再消耗射网的使用次数,除此之外,他可以快速地发射多条丝绳,让自己可以轻松地从其中一条荡到另一条上面——简单的说,只要化兽侠有至少一只手可以用来创造蛛丝绳并且在他的头顶上50尺内有有粘接丝绳的点,他就可以完美地将自己保持在半空中。每当他用完一条丝绳荡走以后被他用完的丝绳就会自行降解。
鹰隼 Falconine:拥有鹰隼化身的化兽侠具有猎鹰或其他大型猛禽的血统。
轻身落 Soft Landing(Ex):在2级时,拥有鹰隼化身的化兽侠在双臂下长出羽毛叠成的斗篷,让他可以在掉落时缓慢下降。他获得猫落(Perfect Fall)侠客天赋。
鹰眼 Eagle Eye(Ex):在6级时,拥有鹰隼化身的化兽侠的目力变得锐利无比,他在基于视觉的察觉检定上获得相当于他的侠客等级一半的表现加值。
飞翔之翼 Take to the Air(Ex):在12级时,拥有鹰隼化身的化兽侠已经可以掌控自己的飞行本能。当他处于他的侠客身份时,化兽侠的羽翼为他提供40尺飞行速度(机动性良好)。
死亡俯冲 Deadly Dive(Ex):在18级时,拥有鹰隼化身的化兽侠可以模仿猎食猛禽不可阻挡的俯冲袭击。当他飞行在离地至少30尺高的时候,化兽侠可以进行一次双倍速飞行移动并对一个生物发动一次近战攻击。化兽侠在使用俯冲时的移动会如常引发借机攻击,而且这次攻击还会引发他的攻击目标的借机攻击。如果化兽侠的俯冲攻击成功,那么他在这次攻击造成的伤害额外增加2d6点/他之前每移动的10尺俯冲距离(最多20d6,如果他俯冲了100尺或更远)。即使这次攻击失手,化兽侠的目标仍然会承受他因为俯冲而造成的额外伤害,但目标此时可通过一个DC=(10+化兽侠的侠客等级的一半+化兽侠的力量或敏捷调整值[取其高者])的反射豁免检定来减半该伤害。化兽侠每日可以进行死亡俯冲的次数等于化兽侠力量调整值或敏捷调整值(取其高者)。
巨熊 Ursine:拥有巨熊化身的化兽侠可以感受到凶猛的巨兽在他的血统中咆哮。
利爪 Deadly Claws(Ex):在2级时,拥有巨熊化身的化兽侠可以在他处于的侠客身份时在双手长出锋利的长爪,使他获得两次爪抓攻击。它们是主要天生武器攻击且每次爪抓可以造成1d4点伤害(中型)或1d3点伤害(小型)。
巨颚 Bear Jaws(Ex):在6级时,拥有巨熊化身的化兽侠可以在他处于的侠客身份时获得一次啮咬攻击。它是一次主要天生武器攻击且每次啮咬可以造成1d4点伤害(中型)或1d3点伤害(小型)。
厚皮 Thick Hide(Ex):在12级时,拥有巨熊化身的化兽侠可以在他处于的侠客身份时长出厚重的兽皮的硬毛,他获得+1天生护甲加值。这个天生护甲加值在16级和20级时还会额外+1。
熊型 Bear Form(Su):在18级时,拥有巨熊化身的化兽侠能够化身为巨熊的身姿,他可以以一个标准动作进入熊型,这是一个可以随意使用的能力并且可以在他希望的时候随时变回来。在熊型状态下,化兽侠可以变身为为灰熊(Grizzly Bear),如同使用了法术二级兽型术。在处于熊型时,化兽侠失去语言能力,他只能发出熊类的声音。但是,在此形态下的化兽侠可以正常与熊类交流,如同使用了法术动物交谈一般。
猫科 Feline:Blood Of The Beast猫科化兽侠的静脉中流淌着大型猫科动物的血液。
猫科特性(Feline Attributes,Ex):在2级时,猫科化兽侠获得昏暗视觉和灵敏嗅觉,并且任何因为距离过远而产生的罚值减少1/2侠客等级(最小0)。如果他从一个专长或者种族特性中获得了昏暗视觉和灵敏嗅觉,他每拥有一个上述特性则会在察觉上获得+2加值。另外,他可以无视先决条件选择化兽态(Aspect of the BeastAPG)。
猫类优雅(Feline Grace,Ex):在6级时,猫科化兽侠获得直觉闪避,并使用他的侠客等级作为盗贼等级。在12级时,他还会获得精通直觉闪避。
猫类猛扑(Feline Pounce,Ex):在12级时,猫科化兽侠可以在一瞬间迅速造成致命打击。他获得复仇侠客天赋一往无前(Mad Rush,Ex),即使他并不是一个复仇者。
九命之猫(Nine Lives,Su):在18级时,猫科化兽侠可以从会杀死低级侠客的攻击中存活下来。他获得高等盗贼天赋防御翻滚(Defensive Roll),并且他可以使用这个能力每天8次。
Wildsoul
Source Ultimate Intrigue pg. 61
Within some vigilantes are incredible innate abilities that, although normally the domain of natural beasts, inexplicably aid them in fighting their enemies. These vigilantes have ties to the creature whose abilities they emulate, whether from a distant lycanthrope ancestor, a divine touch, unnatural experimentation, or something else altogether.
Natural Course (Ex): At first level, when a wildsoul chooses a vigilante specialization, he must also choose a natural course: arachnid, falconine, or ursine. This represents the type of creature that influences his body, granting him his remarkable abilities. Once this choice is made, it can’t be changed.
At 2nd, 6th, 12th, and 18th levels, a wildsoul gains a specific ability tied to his natural course. These abilities count as vigilante talents, as onlookers who see the wildsoul in his social identity use them overtly might suspect him of being something more than he appears; the more obvious animalistic abilities (like bear form and shoot webs) impart a –10 penalty on the wildsoul’s Disguise check to appear as his social identity.
This alters vigilante specialization and replaces the vigilante talents gained at 2nd, 6th, 12th, and 18th levels.
Arachnid: These wildsouls have the blood of spiders running through their veins. Heightened Senses (Ex): At 2nd level, an arachnid wildsoul can anticipate physical danger and react astonishingly quickly. He gains the stalker sense vigilante talent, even if he is not a stalker.
Shoot Webs (Ex): At 6th level, an arachnid wildsoul’s wrists can produce thick, sticky webbing that he can shoot at his enemies. Shooting webbing is a ranged touch attack with a range increment of 10 feet. The webbing acts as a tanglefoot bag when it hits a creature, except the DC of the Reflex save to avoid being glued to the floor or unable to fly is equal to 10 + 1/2 the arachnid wildsoul’s vigilante level + his Constitution modifier. Like a tanglefoot bag, the webbing does not work underwater. The arachnid wildsoul can shoot webs a number of times per day equal to 3 + his Constitution modifier.
Web Specialist (Ex): At 12th level, an arachnid wildsoul can coat his hands and feet in super-sticky webbing, even over equipment such as gloves and boots. This gives him a climb speed of 30 feet. Additionally, as a move action that provokes attacks of opportunity, an arachnid wildsoul can use his webbing to create the equivalent of a 50-foot length of silk rope (hp 4, break DC 24) and can shoot it at any flat, unoccupied surface that is at least one 5-foot square in size. If the arachnid wildsoul succeeds at a ranged attack against AC 10, the rope sticks fast to the surface, can only be removed if it is destroyed, and can support the weight of the arachnid wildsoul plus one additional Medium or smaller creature. If more creatures attempt to use the webbing rope, it is destroyed. This costs a daily use of shoot webs.
Web Master (Ex) At 18th level, an arachnid wildsoul can use web specialist without spending a daily use of shoot webs. Additionally, he can create numerous web-ropes as he is moving and swing from rope to rope, essentially allowing him to move at his base speed through the air as long as he always uses at least one hand to hold the webbing and continues to have tether points within 50 feet and above him. The web ropes he creates in this way dissolve as soon as he is done using them to swing.
Falconine: These wildsouls have the blood of falcons or other large birds of prey running through their veins.
Soft Landing (Ex): At 2nd level, a falconine wildsoul can grow feathery wing-flaps under his arms that allow him to fall slowly. He gains the perfect fall vigilante talent.
Eagle Eye (Ex) At 6th level, a falconine wildsoul hones his visual senses. He gains a competence bonus equal to half his vigilante level on visual Perception checks.
Take to the Air (Ex) At 12th level, a falconine wildsoul can harness the flight inherent in his blood. While in his vigilante identity, he has feathery wings that grant him a fly speed of 40 feet (with good maneuverability).
Deadly Dive (Ex): At 18th level, a falconine wildsoul has learned how to mimic the swooping and diving of birds of prey. As a full-round action while he is flying at least 30 feet above the ground, a falconine wildsoul can dive onto a creature by moving up to twice his fly speed and make a single melee attack. The movement provokes attacks of opportunity as normal, and the attack provokes an attack of opportunity from the attack’s target. If the attack is successful, the falconine wildsoul deals the attack’s damage plus 2d6 points of damage for every 10 feet he dove (to a maximum of 20d6 damage if he dove 100 feet or more). Even if the attack misses, the target still takes the extra damage for the distance of the dive, but it receives a Reflex save to halve the damage (DC = 10 + 1/2 the falconine wildsoul’s vigilante level + his Strength or Dexterity modifier, whichever is higher). A falconine vigilante can dive in this way a number of times per day equal to his Strength or Dexterity modifier, whichever is higher.
Ursine: These wildsouls have the blood of bears running through their veins.
Deadly Claws (Ex): At 2nd level, an ursine wildsoul’s hands become claws in his vigilante identity, granting him two claw attacks. These are primary natural attacks that deal 1d4 points of damage if he is Medium or 1d3 if he is Small.
Bear Jaws (Ex): At 6th level, an ursine wildsoul gains a bite attack while in his vigilante identity. This is a primary natural attack that deals 1d4 points of damage if he is Medium or 1d3 if he is Small.
Thick Hide (Ex): At 12th level, an ursine wildsoul in his vigilante identity has skin that bristles with thick hair like that of a bear’s. He gains a natural armor bonus of +1. This natural armor bonus increases by 1 at 16th and 20th levels.
Bear Form (Su): At 18th level, an ursine wildsoul has learned how to take a bear’s form. He can change into bear form as a standard action, at will, and the transformation lasts until he changes back. While transformed, he becomes a grizzly bear (Pathfinder RPG Bestiary 31) as beast shape II. An ursine wildsoul loses his ability to speak while in bear form and is limited to the sounds that a normal bear can make, though he can communicate normally with other bears, as speak with animal.
Feline: (Pathfinder Player Companion: Blood of the Beast pg. 7) Feline wildsouls have the blood of great cats running through their veins.
Feline Attributes (Ex): At 2nd level, a feline wildsoul gains the low-light vision and scent special abilities and reduces any penalty he takes on Perception checks due to distance by an amount equal to 1/2 his vigilante level (minimum 0). If he also gains low-light vision or scent from a feat or racial trait, he instead gains a +2 bonus on Perception checks for each ability he already has. In addition, he can take Aspect of the BeastAPG, ignoring the feat’s prerequisites.
Feline Grace (Ex): At 6th level, a feline wildsoul gains uncanny dodge, using his vigilante level as his effective rogue level. At 12th level, he also gains improved uncanny dodge.
Feline Pounce (Ex): At 12th level, a feline wildsoul can strike quickly and lethally at a moment’s notice. He gains the mad rush avenger vigilante talent, even if he is not an avenger.
Nine Lives (Su): At 18th level, a feline wildsoul can survive attacks that would kill lesser vigilantes. He gains the defensive roll advanced rogue talent and can use this ability eight times per day.
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狂热者 ZealotUltimate Intrigue
狂热者献身于荣耀他所信仰的神的意志。这些侠客积极地与神之敌进行阴影中的圣战,或是在他们的信仰不受欢迎甚至被查禁的地区秘密维持自己的教会。
本职技能:狂热者将知识(宗教)和法术辨识加入他的本职技能列表,但他的本职技能列表中移除解除装置,知识(工程学),表演和手上功夫。
本能力调整了侠客的本职技能。
技能点数:狂热者每等级获得4+他的智力调整值点技能点数而非6+智力调整值。
本能力调整了侠客的每等级技能点数。
武器和护甲擅长:狂热者擅长他所信仰神祗的偏好武器(包括异种武器)。如果他的神祗偏好武器为徒手击打,那么狂热者获得精通徒手击打作为奖励专长。
本能力取代侠客原本的武器和护甲擅长。
法术:狂热者可以如同审判者一般准备和施放神术法术与祷念,并使用审判者的法术列表。
本能力取代4级,8级,10级,14级和16级的侠客天赋。
混乱、邪恶、善良和秩序法术:狂热者无法施展与他的神祇(如果他信仰神祗)或侠客身份的阵营相反的法术(这些法术或带有相关阵营的描述符,如[善良],[邪恶],[混乱],[守序])。
阵营:狂热者的阵营必须必须与他所信奉的神祗在善良/邪恶轴,与守序/混乱轴上相差共计一阶以内,但此限制只影响他的侠客身份的阵营。
灵光:如同牧师,信奉混乱、邪恶、善良或守序阵营神祇的狂热者拥有和神祇阵营相同的灵光(见法术侦测邪恶的说明)。本灵光只在他处于侠客身份时存在。
审判之权 Inquisition(Ex):狂热者可以选择获得一个他所信仰神祗的审判域UM。在决定他的审判域能力的效果时,将狂热者的侠客等级视为他的审判者等级。
本能力取代侠客之道。
狂信天赋 Zealot Talent:除了标准的侠客天赋外,狂热者还可以额外选择以下这些侠客天赋。
本能力调整了侠客天赋。
引导能量(Su)选择本天赋的狂热者可以如同他的侠客等级-4等级(至少为1)的牧师一般引导能量。一个侠客身份属于善良阵营的狂热者(或者信奉善良神祗)引导正能量,可以伤害不死生物或者用于治疗。一个侠客身份属于邪恶阵营的狂热者(或者信奉邪恶神祗)引导负能量,用于造成伤害或者治疗不死生物。侠客身份属于中立阵营且信仰中立神祗的狂热者必须选择引导正能量还是负能量,一旦确定不能更改。
辨识谎言 Discern Lies(Sp):狂热者可以如同同名法术一般使用辨识谎言,持续轮数等于他的侠客等级。这些轮数不必连续。激活这个能力是一个直觉动作。
狂热者必须达到6级才能选择本天赋。
荣光印记 Empower Symbol(Su):以一个标准动作,狂热者可以将神力导入他的圣徽。一个侠客身份属于善良阵营的狂热者(或者信奉善良神祗)可以将他的圣徽转化为一个法术祝圣术效果的中心,而一个侠客身份属于邪恶阵营的狂热者(或者信奉邪恶神祗)可以将他的邪徽转化为一个法术亵渎术效果的中心。如果狂热者的侠客身份属于中立阵营且信仰中立神祗,那么他需要选择自己可以创造祝圣术或是亵渎术的效果,并且一经选择则不可改变。在10级时,狂热者的圣徽可以被视为增强祝圣术或亵渎术的永久性神祗标志物。
狂热者需要达到6级才能选择本天赋。
坚定 Stalwart(Ex):拥有本天赋的狂热者可以结合精神与肉体去化解特定的攻击。当狂热者成功通过强韧或意志豁免避免一次原本成功豁免也会有次要效果的攻击,他将完全避免这个效果。一个无助状态的狂热者无法获得本天赋的好处。狂热者必须要达到12级才能选择本天赋
严苛凝视 Stern Gaze(Ex):拥有本天赋的狂热者擅长看穿对手的欺骗和用锋利的眼神震慑他人。狂热者在察言观色和威吓检定上获得相当于他的侠客等级一般的士气加值(至少+1)。
神罚 Zealot Smite(Su):拥有本天赋的狂热者可以呼唤神力来制裁他的敌人。一个侠客身份属于善良阵营的狂热者(或者信奉善良神祗)可以对一个邪恶阵营的生物发动神罚,而一个侠客身份属于邪恶阵营的狂热者(或者信奉邪恶神祗)则可以对一个善良阵营的生物发动神罚。侠客身份属于守序或混乱阵营的狂热者(或是他们信仰守序或混乱神祗)也可以对应的对混乱和守序阵营的生物发动神罚。如果狂热者的侠客身份属于绝对中立阵营且信仰绝对中立神祗,那么他需要选择属于四个阵营之一的生物发动神罚;拥有特定阵营或是信仰特定阵营神祗的狂热者只能对他们的相对立阵营发动神罚。一旦狂热者选择了自己可以发动神罚的阵营,他的选择即不可改变。
以一个迅捷动作,狂热者选定在他视野中的一个目标作为他发动神罚的对象。若制裁的目标属于他的选定阵营,狂热者可以在对此目标进行的攻击检定加上他的魅力加值(最高不超过他的侠客等级的一半),并且对目标的所有伤害检定增加等同于他的侠客等级的数值。若目标为拥有狂热者对立的阵营亚种的异界生物,他对立阵营的龙或者类似不死生物(如果该狂热者可以神罚邪恶生物);又或是善良阵营的牧师或圣武士(如果该狂热者可以神罚善良生物);又或是混乱阵营的异怪(如果该狂热者可以神罚守序生物);又或是守序阵营的牧师或圣武士(如果该狂热者可以神罚守序生物),狂热者第一次成功命中的伤害加值会增加为每侠客等级2点。无论他发动神罚的目标为何,狂热者的攻击在克服目标伤害减免时如同使用+5武器。
在5级以及之后每提升3个侠客等级时,狂热者每天可以发动神罚的次数增加1次,在20级时达到最多的每天7次。
Zealot
Source Ultimate Intrigue pg. 62
Dedicated to a single deity, the zealot hunts the enemies of his faith in secret, often because his religion is outlawed or persecuted in the region.
Class Skills: A zealot adds Knowledge (religion) and Spellcraft to his list of class skills, instead of Disable Device, Knowledge (engineering), Perform, and Sleight of Hand.
This alters the vigilante’s class skills.
Skill Ranks per Level: A zealot gains a number of skill ranks equal to 4 + his Intelligence modifier at each level, instead of 6 + his Intelligence modifier skill ranks.
This alter’s the vigilante’s skill ranks per level.
Weapon Proficiencies: A zealot is also proficient in his deity’s favored weapon, even if it is an exotic weapon, and if the deity’s favored weapon is unarmed strike, he gains Improved Unarmed Strike as a bonus feat.
This alters the vigilante’s weapon proficiencies.
Spellcasting: A zealot casts divine spells and orisons as an inquisitor and uses the inquisitor’s spell list.
This replaces the 4th-, 8th-, 10th-, 14th-, and 16th-level vigilante talents.
Chaotic, Evil, Good, and Lawful Spells: Zealots can’t cast spells of an alignment opposed to his vigilante identity’s alignment or that of his deity. Spells associated with particular alignments are indicated by the chaotic, evil, good, and lawful descriptors in their spell descriptions.
Alignment: A zealot’s alignment must be within one step of his deity’s, along either the law/chaos axis or the good/evil axis, but only when in his vigilante identity. If his social identity’s alignment isn’t within one step of his deity’s, he can’t cast spells in his social identity.
Aura (Ex): A zealot of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see detect evil spell for details), but only when in his vigilante identity.
Inquisition (Ex): A zealot picks a deity and picks a single inquisition (Pathfinder RPG Ultimate Magic 41) tied to that deity. He uses his vigilante level as his inquisitor level to determine level dependent inquisition abilities.
This ability replaces vigilante specialization.
Zealot Talents: A zealot can select from any of the following vigilante talents, in addition to general vigilante talents. This alters vigilante talents.
Channel Energy (Su): A zealot who takes this talent can channel energy with an effective cleric level equal to his vigilante level – 4 (minimum 1) while in his vigilante identity. If good in his vigilante identity (or if he worships a good deity), the vigilante channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. If evil in his vigilante identity (or if he worships an evil deity), the vigilante channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. If the vigilante is neutral in his vigilante identity and worships a neutral deity, the vigilante must choose whether he channels positive or negative energy. Once this choice is made, it can’t be reversed.
Discern Lies (Sp): The zealot can use discern lies as a spell-like ability for a number of rounds per day equal to his vigilante level. The rounds need not be consecutive. Activating this ability is an immediate action. A zealot must be 6th level before taking this talent.
Empower Symbol (Su): As a standard action, the zealot can empower his holy symbol. If the zealot is of good alignment while in his vigilante identity (or worships a good deity), this works as if the holy symbol was the center of a consecrate effect. If the zealot is of evil alignment in his vigilante identity (or worships an evil deity), this works as if the holy symbol was the center of a desecrate effect. If the zealot is neutral in his vigilante identity and worships a neutral deity, he can choose whether this ability acts as per consecrate or desecrate, but once the choice is made, it cannot be changed. At 10th level, the zealot treats his holy symbol as a permanent fixture for the purpose of determining the consecration or desecration effects. A zealot must be at least 6th level to select this talent.
Stalwart (Ex): A zealot with this talent can use mental and physical resilience to avoid certain attacks. If he succeeds at a Fortitude or Will saving throw against an attack that has a reduced effect on a successful save, he avoids the effect entirely. A helpless zealot doesn’t gain the benefit of this ability. A zealot must be 12th level before selecting this talent.
Stern Gaze (Ex): A zealot with this talent is skilled at sensing deception and intimidating his foes. The zealot gains a morale bonus on all Intimidate and Sense Motive checks equal to half his vigilante level (minimum +1).
Zealot Smite (Su): Once per day, a zealot with this talent can use this power to smite a foe. Zealots that are good in their vigilante identity (or worship a good deity) can smite evil creatures, those that are evil in their vigilante identity (or worship an evil deity) can smite good creatures, those that are chaotic in their vigilante identity (or worship a chaotic deity) can smite lawful creatures, and those that are lawful in their vigilante identity (or worship a lawful deity) can smite chaotic creatures. A zealot that is neutral when in his vigilante identity and that worships a neutral deity can pick to smite any one of the four alignments; other zealots must select from the alignments available based on their own alignment or their deity’s. Once that choice is made, it can’t be changed.
As a swift action, the zealot chooses one target within sight to smite. If this target is of the proper alignment, the zealot adds his Charisma bonus on his attack rolls (to a maximum of half his vigilante level) and his vigilante level on all damage rolls against the target of his smite. If the target of smite is an outsider with an alignment subtype of the zealot’s smite, a similarly aligned dragon, or an undead creature (if the zealot’s smite is against evil creatures), a good-aligned cleric or paladin (if the zealot’s smite is against good creatures), a chaotic aberration (if the zealot’s smite is against chaotic creatures), or a lawful-aligned cleric or paladin (if the zealot’s smite is against lawful creatures), the bonus to damage on the first successful attack increases to 2 points of damage per vigilante level. Regardless of the target, the zealot’s smite attacks bypass the creature’s DR as if it were a weapon with a +5 enhancement bonus.
At 5th level, and every 3 vigilante levels thereafter, a zealot can smite one additional time per day, to a maximum of seven times per day at 20th level.
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盖丁圣者 Agathiel(侠客变体)Spymaster Handbook
兽化身份 Bestial Identity(Su):在1级时,盖丁圣者在处于侠客身份时,他的形态与习性会展现出一只体型为小型或中型动物的元素。盖丁圣者可以尝试伪装成一只看起来平常无奇的此类动物,但他会在这样做的易容检定上承受-10减值(但与此同时,他因为侠客的无痕伪装职业能力获得的易容检定加值仍然存在)一旦盖丁圣者选定他的动物形态,这一选择即永久性不可改变。
在4级时,每当盖丁圣者转换到他的侠客身份时,他的形态完全变成他所选的那种动物,但盖丁圣者仍然会保留一些使他和普通动物看起来略有不同的超自然特质。这个效果如同他使用了法术一级兽型术(Beast Form I)只不过盖丁圣者不会获得任何属性加值,并且他只能选择获得单独一个法术描述中列出的他所变成的动物可以获得的能力。盖丁圣者的社交身份仍然是他的真实形态。和法术本身不同,盖丁圣者的动物形态没有持续时间限制,并且因为他的侠客身份视为一种变形效果,盖丁圣者在处于自己的侠客身份时免疫任何变形(Polymorph)效果的影响。
和普通的变形法术不同的另外一点是盖丁圣者的装备不会掉落,而是会融入他的动物形态并继续生效(虽然如果他没有手的话,需要手才能用的装备会在他恢复自己的社交身份时才会自行出现)。
Unlike with normal polymorph effects, the agathiel’s equipment does not meld into his form, and instead changes shape to fit his animal form and provides the same function, though any equipment requiring hands cannot be used until he returns to his social identity.
在8级时,当处于他的侠客身份下时盖丁圣者可以同时获得两个一级兽型术法术描述中列出的他所变成的动物可以获得的能力,并且获得一个二级兽型术法术描述中列出的他所变成的动物可以获得的能力;在12级时,当处于他的侠客身份下时盖丁圣者可以同时获得两个二级兽型术法术描述中列出的他所变成的动物可以获得的能力,并且获得一个三级兽型术法术描述中列出的他所变成的动物可以获得的能力;在16级时,当处于他的侠客身份下时盖丁圣者可以同时获得两个三级兽型术法术描述中列出的他所变成的动物可以获得的能力,并且获得一个四级兽型术法术描述中列出的他所变成的动物可以获得的能力。
本能力调整了双重身份,以及取代侠客在4级,8级,12级和16级时获得的侠客天赋。
盖丁祝福 Agathion Blessing(Su):在2级时,盖丁圣者可以获得化兽态(Aspect of Beast)APG作为奖励专长。如果他选择获得兽爪选项,那么他可以也从啮咬(1d8伤害),抵撞(1d8伤害)或是两次挥击(每次1d4伤害)中选择适合他的动物形态的一种攻击方式。
本能力取代侠客在2级获得的侠客天赋。
Agathiel
Source Spymaster's Handbook pg. 25
The legends of Golarion teem with intelligent beasts who emerge from the wild to right wrongs perpetrated by a nation, aid a virtuous family, or extract long-overdue vengeance. Many of these trace back to the agathiel tradition, first stolen from agathion celestials by the elves of Kyonin and again later by Old-Mage Jatembe. Agathiels surrender a portion of their immortal souls to Nirvana in exchange for a measure of animalistic might to aid them in their righteous crusades. This exchange is permanent, and each agathiel commits the rest of his mortal life to service of others and the constant thrum of wild instincts. Though agathiels can be found in small numbers all over Golarion, the rituals to transform a mortal into an agathiel are common only in Kyonin and the Mwangi city-states, and among the wandering scholars of the Mwangi Expanse. The elves in particular relied upon these abilities to scout Golarion before reclaiming their abandoned territories after the Age of Darkness, leading to reports of extraordinary fey animals stalking elven ruins in the century before their return.
Immortal Commitment (Su): Becoming an agathiel commits a portion of the vigilante’s soul to Nirvana, and in turn invests him with a portion of the plane’s power. An agathiel’s social and vigilante identity alignments must both be within one step of neutral good. If either of the agathiel’s alignments moves outside this range (because of his own actions or magical manipulation), he gains 1 permanent negative level and loses the ability to assume his vigilante identity until both of his alignments are within one step of neutral good. This negative level cannot be overcome in any way (including by restoration spells) until the agathiel’s alignment reverts.
Bestial Identity (Su): At 1st level, an agathiel’s vigilante identity must invoke the appearance and behavior of a single Small or Medium creature of the animal type. The vigilante can attempt to appear to be a normal member of this animal type, but doing so imposes a –10 penalty on his Disguise check. The bonus provided by seamless guise still applies to the vigilante’s attempts to appear to be an ordinary animal. Once the vigilante’s animal form is selected, it cannot be changed.
Beginning at 4th level, when an agathiel assumes his vigilante identity, he physically transforms into an animal, though he always retains unusual traits that set him apart from ordinary animals, as if using beast shape I, except the vigilante gains no ability adjustments and can select only a single animal ability from those listed in the spell’s description. His social identity remains his true form, and unlike with beast shape I, an agathiel can remain in his animal form indefinitely. The agathiel’s vigilante identity is considered a polymorph effect, and while in his vigilante identity, the agathiel is immune to other polymorph effects. Unlike with normal polymorph effects, the agathiel’s equipment does not meld into his form, and instead changes shape to fit his animal form and provides the same function, though any equipment requiring hands cannot be used until he returns to his social identity.
At 8th level, when assuming his vigilante identity, the vigilante can select two abilities provided by beast shape I, or select a single ability provided by beast shape II. At 12th level, he can instead select two abilities provided by beast shape II, or a single ability provided by beast shape III. At 16th level, he can instead select three abilities provided by beast shape III, or a single ability provided by beast shape IV.
This ability alters dual identity and replaces the vigilante talents gained at 4th, 8th, 12th, and 16th levels.
Agathion Blessing (Su): Beginning at 2nd level, an agathiel gains Aspect of the BeastAPG as a bonus feat while in his vigilante identity. If he selects the claws of the beast option, he can select a bite attack (1d8), a gore attack (1d8), or 2 slam attacks (1d4 each), as appropriate to his animal identity.
This ability replaces the vigilante talent gained at 2nd level.
终于可以發言了, 那我就要指出一些误译了
他的法术叫野兽形态 I (Beast Shape I),而不是什么一级兽型术(Beast Form I)
和普通的变形法术不同的另外一点是盖丁圣者的装备不会融入進他的动物形态,而是改变外型以適合他的動物形態使用並提供同样的功能,不过需要手才能用的装备会在他恢复自己的社交身份时才能使用。
之后那些法术也是野兽形态 II,野兽形态 III
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复仇怒兽 Avenging Beast(侠客变体)Ultimate Wilderness
名字到底是复仇怒兽还是复仇恶兽?
本职技能 Class Skills(Su):复仇恶兽获得知识(自然)和法术辨识作为本职技能,但不再获得解除装置,知识(工程),表演和巧手作为本职技能。
Class Skills没有SU吧
动物假面(Animal Mask, Ex):复仇恶兽获得一张华丽的动物头颅假面用于凝聚他的力量,当他转变为侠客身份时必须佩戴这张面具。这张面具象征着一个特定的动物,一旦选定就不能改变。没有这张面具时,复仇恶兽无法转变为侠客身份。失去面具的复仇恶兽可以在一周后用八小时完成一场专门的仪式并花费每个复仇恶兽等级200gp来取得一张新面具。[/color]
这个能力替换了侠客之道。
This alters dual identity.
这个能力改变了双重身份,而不是替换了侠客之道。
施法能力(Spellcasting, Ex):复仇恶兽如同一名猎人一般施展神术并使用猎人的法术列表。
Spellcasting不是也没有Ex
自然变身(Wild Shape, Su):5级时,复仇恶兽处于侠客身份时能够展现出如同他动物假面所代表的动物的形态。这个能力如同德鲁伊的自然变身一般运作,但是这个能力只会获得野兽形态I的效果,不会随等级提升。复仇恶兽将他的侠客等级视作德鲁伊等级来判断这个能力的效果。复仇恶兽在5级时能够每天使用自然变身一次,在7级以及之后每2个等级,每天能够使用的次数还会增加一次,在19级时达到最高每天使用八次。
这个能力了替换惊愕现身,骇人现身,震撼现身。
Avenging Beast
Source Ultimate Wilderness pg. 96
Some vigilantes turn to natural traditions and supernatural forces to transform into beasts, unleashing a primal fury on their foes before returning to an ordinary guise.
Class Skills: An avenging beast gains Knowledge (nature) and Spellcraft as class skills, but does not gain Disable Device, Knowledge (engineering), Perform, and Sleight of Hand as class skills.
This alters the vigilante’s class skills.
Skill Ranks per Level: An avenging beast gains a number of skill ranks equal to 4 + his Intelligence modifier at each level, instead of 6 + his Intelligence modifier.
This alters the vigilante’s skill ranks per level.
Animal Mask (Ex): An avenging beast gains an ornate animal-headed mask that is a focus for his power and must be worn when assuming his vigilante identity. This mask symbolizes one specific animal, and the animal cannot be changed once chosen. Without this mask, an avenging beast cannot assume his vigilante identity. An avenging beast who loses his mask can replace it after 1 week through a specialized ritual that takes 8 hours to complete and costs 200 gp per avenging beast level.
This alters dual identity.
Spellcasting: An avenging beast casts divine spells as a hunter and uses the hunter’s spell list.
This replaces the vigilante talents gained at 4th, 8th, 10th, 14th, and 16th level.
Patron Spells: An avenging beast selects a patron from the witch patron list and adds the patron bonus spells to his spell list (up to 6th-level spells). Patron spells of 7th level or higher are not counted as being on the avenging beast’s spell list.
This replaces vigilante specialization.
Wild Shape (Su): At 5th level, when in his vigilante identity, the avenging beast gains the ability to take on the shape of the animal represented by his animal mask. This ability functions identically to the druid’s wild shape ability, except the ability does not improve beyond functioning as beast shape I. The avenging beast treats his vigilante level as his druid level for the purposes of this ability. An avenging beast can use wild shape once per day at 5th level and one additional time per day at 7th level and every 2 levels thereafter, for a total of eight times per day at 19th level.
This replaces startling appearance, frightening appearance, and stunning appearance.
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招牌武器(Signature Weapon,Ex)Ultimate Intrigue
效果:获得本天赋的侠客可以选择一种武器(比如长剑或手弩),他对此武器获得武器专攻作为奖励专长。如果他已经拥有了武器专攻专长,那么侠客可以转而获得一个他在获得武器专攻的那个等级上满足先决条件的任意专长。在8级时,侠客对他选择的武器获得武器专精作为奖励专长,他无需满足任何先决条件即可获得这些专长。
Signature Weapon (Ex) (Ultimate Intrigue pg. 16): The vigilante must select one type of weapon (such as longsword or crossbow) when he gains this talent. He gains Weapon Focus as a bonus feat for his selected weapon type. If he already has the Weapon Focus feat with the selected weapon, he can immediately swap it for another feat for which he qualified at the level he chose Weapon Focus in the selected weapon. At 8th level, he also gains Weapon Specialization as a bonus feat for his selected weapon. He doesn’t have to meet any of the prerequisites for these feats. Only an avenger vigilante can select this talent.
侠客必须选择复仇骑士之道才能选择本天赋。
愚蠢直拳(Sucker Punch,Ex)Ultimate Intrigue
效果:每当侠客对一个尚未意识到他的存在(或是将他当做盟友)的目标发动攻击并且他选择造成非致命伤害时,这次攻击可以造成额外的1d6点非致命伤害,这个额外伤害可以在6级,12级和18级时再额外增长1d6点。
侠客必须选择复仇者之道才能选择本天赋。
复仇骑士之道
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實驗員(Experimenter)和連環殺手(Serial Killer)現為PFS不可用
殘虐獵手(Ferocious Hunter)、半精靈雙身子嗣(Half-Elf Double)以及帝國特使(Imperial Agent)現為可用
暗流Hidden Current現在對具有天生游泳速度的種族開放(例如水元素裔等)
今天查原文網站時看到的
https://aonprd.com/Archetypes.aspx?Class=Vigilante
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新更新
原社交天賦 團隊精神(Subjective Truth,EX) 遭到刪除,俠客天賦 團隊玩家(Team Player,Ex) 被列為不可用
俠客天賦 如魚入水(Aquatic Action ,EX)、鱷魚翻滾(Gator wrangle,EX)、沼澤調和(Swamp Concoctions,EX)、手下留情(Take 'Em Alive,Ex)、漩渦飛濺(Vortex Splash,EX),現為可用
變形武裝(Morphic Weaponry,Ex)、易爆箭矢(Volatile Arrows,Ex),現為不可用
來源
https://aonprd.com/VigilanteTalents.aspx