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。劇透 - :
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)。劇透 - 原文:
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。
劇透 - 原文:
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.