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« 回帖 #20 于: 2017-12-23, 周六 10:11:35 »
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。
劇透 -   :
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.
« 上次编辑: 2018-11-02, 周五 09:45:26 由 星云迷蒙 »
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« 回帖 #21 于: 2017-12-23, 周六 10:13:59 »
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« 回帖 #22 于: 2017-12-23, 周六 10:16:56 »
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« 回帖 #23 于: 2017-12-23, 周六 10:26:00 »
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
劇透 -   :
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)。



劇透 -  原文:
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.


« 上次编辑: 2018-11-02, 周五 09:52:18 由 星云迷蒙 »
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« 回帖 #24 于: 2017-12-23, 周六 10:28:50 »

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。

引用
  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。
劇透 -   :
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。
引用
  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。
劇透 -   :
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。
引用
  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。
引用
  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。
引用
  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。
引用
  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。
劇透 -   :
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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