ブローラー

ブローラーのアーキタイプ Brawler Archetypes

舞闘家 Battle Dancer

出典 Martial Arts Handbook 4ページ

サルガーヴァのムワンギに端を発する舞闘家は、アクロバティックなダンスとして見せられることで植民の抑圧者から訓練を隠し、絶え間ない動きを強調する武道を修得する。サルガーヴァ枷の地の同盟はそこで芸術の急増をもたらし舞闘家はムワンギの子孫の海賊の中にしばしば見られる。

クラス技能舞闘家は、クラス技能として〈知識:ダンジョン探検〉の代わりに、〈芸能:すべて〉を得る。

これはブローラークラス技能を変更する。

鎧の習熟舞闘家習熟を持たない。

これはブローラーの鎧の習熟を変更する。

踊りの抜けなさ(変則)/Dancer’s Cunning:舞闘家は、戦闘特技前提条件を満たすために、【魅力】値を【知力】値として扱うことができる。加えて、〈はったり〉判定の代わりに〈芸能:朗誦〉判定を試みて戦闘フェイントを行うことができ、素手打撃演武武器特殊な特性を持っているとみなされる。

これは抜け目ないと置き換える。

回転の疾風(変則)/Rolling Flurry:舞闘家ブローラーの連撃を使用するとき、各近接攻撃または戦技判定の前に5フィート移動しなければならない。5フィート移動できない場合は、それ以上の攻撃戦技を試みることはできない。最大移動速度を超えることはできない。この移動は、ブローラー通常通り5フィート・ステップを行える場合は機会攻撃を誘発しない; できない場合(移動困難な地形にいるなど)、適切な〈軽業〉判定に成功しない限り、この移動通常通り機会攻撃を誘発する。この能を使用している間も、攻撃の前後に通常5フィート・ステップを行うことはできる。

これはブローラーの連撃を変更する。

舞踏回避(変則)/Dancing Dodge:4レベル点で、相舞闘家に対して近接攻撃を試みると、舞闘家は5フィート移動するために割り込みアクションとして機会攻撃の1回の使用回数を費やすことができ、トリガーとなった攻撃に対して、【魅力】修正に等しいアーマー・クラスへの回避ボーナスを与える(最小0)。舞闘家移動によってトリガーとなった攻撃間合いから離れても、攻撃は依然として通常通り解決される。この移動は5フィート・ステップではなく、この能をトリガーしたクリーチャー以外のクリーチャーから機会攻撃を誘発するが、舞闘家攻撃を誘発しないように〈軽業〉判定を試みることができる。舞闘家はこの能を1日に自身レベルの半分に等しい回数だけ使用できる。この能を使用できるのは、軽装鎧を着ているまたは鎧を着ておらず、中荷重以上ではないときである。

これはアーマー・クラス・ボーナスと置き換える。

スパーリング・パートナー(変則)/Sparring Partners:4レベル点で、舞闘家が回転の疾風を使用しているときに攻撃挟撃ボーナスを得ると、1日1回、挟撃を提供している味方は、舞闘家が側面の位置から移動した場合でも、その相に対する次の攻撃挟撃ボーナスを得る。 敵または味方のいずれかが味方の攻撃の前に5フィート以上移動した場合、挟撃ボーナスは失われる。この能は、舞闘家攻撃中に味方が相の反対側にいる場合にのみ機能し、《団結挟撃》などの他の方法で挟撃ボーナスを得ている場合には機能しない。舞闘家は、この能を10レベルと16レベルの点で1日1回追加で使用できる。

これは気絶打撃と置き換える。

Bouncer Bouncer

出典 Inner Sea Taverns 58ページ

Some taverns employ bouncers to keep out undesirables or for when their customers get too rowdy.

Crowd Control(変則)/Crowd Control:When in a bar fight, a bouncer has her tenacity reduced by the crowd at the end of a round by the minimum possible amount. In addition, when she takes the mix it up action, she reduces the tenacity of the crowd by an additional amount equal to her brawler level.

Lesser Flexibility(変則)/Lesser Flexibility:A bouncer can use her martial flexibility only a number of times per day equal to 2 + half her brawler level(minimum 3 times per day).

This alters martial flexibility.

Drunk Handler(変則)/Drunk Handler:At 2nd level, a bouncer gains a +2 circumstance bonus on Intimidate and Sense Motive checks against foes that are tipsy or worse. In addition, when in a bar fight, she ignores damage reduction against nonlethal damage her targets have from being drunk or worse.

This replaces the bonus feat gained at 2nd level.

Drunk Knockout(変則)/Drunk Knockout:At 4th level, a bouncer can use one use of her knockout ability to attempt a similar maneuver in a bar fight against a major participant who is drunk or worse. She must declare her intent before attempting her brawling check, and if she hits and reduces the target’s tenacity, that target must succeed at a Fortitude saving throw(難易度 = 10 + half the bouncer’s brawler level + the higher of the bouncer’s Strength or Dexterity modifiers) or immediately be reduced to 0 tenacity.

Bar Fight Mastery(変則)/Bar Fight Mastery:At 5th level, in addition to the benefits of close weapon mastery, when a bouncer confirms a critical hit against a major participant in a bar fight, she also reduces the tenacity of the crowd by her normal brawling damage amount(this amount isn’t doubled).

This alters close weapon mastery.

Constructed Pugilist Constructed Pugilist

出典 People of the Wastes 8ページ
A constructed pugilist cannot select Craft Magic Arms and Armor as a bonus feat

Mutants whose mutations make using standard weapons or other gear difficult sometimes attach mechanical prostheses to their existing limbs. Many develop combat skills that use their prostheses so they always have a weapon at hand. Over time, these brawlers customize their mechanical limbs, adding additional weaponry and other mechanisms.

クラス技能A constructed pugilist gains Craft(weapons) as a class skill.

This alters the brawler’s class skills.

Constructed Limb(変則)/Constructed Limb:A constructed pugilist begins play with a special prosthetic limb built for fighting and typically made of iron, steel, stone, or wood, with the corresponding hardness and hit points(see Table 7-13). She treats attacks with this limb as unarmed strikes that gain all the benefits of the brawler’s unarmed strike class feature. She treats the limb as a light weapon and is proficient with it. Removing or reattaching the constructed limb takes 10 minutes.

The constructed pugilist can improve her constructed limb as if it were a normal melee weapon. For the purpose of rebuilding the limb as a masterwork weapon, rebuilding the limb out of a special material, or adding certain magical special abilities to it, the limb counts as a one-handed melee weapon that costs 60gp and weighs 6 pounds—though it is specially fitted to the constructed pugilist and can’t be resold or used by anyone else. A constructed limb can benefit from either its own enhancement bonus and special abilities or those granted by an amulet of mighty fists, but if it would benefit from both simultaneously, it benefits only from the source with the higher effective enhancement bonus(the limb benefits from its own abilities in the case of a tie).

Limb Modification/Limb Modification:A constructed pugilist chooses one of the following limb modifications at 1st level and another at 6th, 10th, 12th, and 20th levels. These modifications do not require the constructed pugilist to rebuild her constructed limb.

This replaces martial flexibility.

Flex Limb/Flex Limb:The limb is divided into jointed segments held in place with rigid rods. As a standard action, the constructed pugilist can release the rods and turn her limb into a whiplike appendage. In this mode, the prosthesis can be used to make trip attempts, and it grants a +2 bonus on disarm attempts made using it. The constructed pugilist doesn’t run the risk of dropping her limb if she fails. Returning the limb to its rigid form takes a standard action. As a standard action, a constructed pugilist with both flex limb and limb extender can activate or deactivate one of those limb modifications or both simultaneously; when the constructed pugilist has both flex limb and limb extender activated, she gains the benefits of reach with the flex limb abilities.

Grapnel Arm/Grapnel Arm:The constructed pugilist can fire a grappling hook built into her prosthesis. The grappling hook is attached to a 40-foot-long fine chain affixed to the limb. The constructed pugilist can attack with the grappling hook as a standard action, making a ranged touch attack against the target. The grappling hook can’t be used as part of a full attack. On a successful hit, the grappling hook deals no damage, but it functions as though it had the grapple weapon special feature(Pathfinder RPG Ultimate Equipment 22), except it requires only a hit(not a critical hit) and the grapple ends if the constructed pugilist moves more than 40 feet away from the grappled creature. The constructed limb can’t be used to make melee attacks until the grappling hook has been reloaded(a standard action).

Limb Extender/Limb Extender:As a standard action, the constructed pugilist can activate an extender, giving her limb the reach weapon special feature. Returning the limb to its normal length is a standard action.

Shielding Limb/Shielding Limb:The constructed pugilist learns to block blows with her mechanical limb. She gains a +2 shield bonus to アーマー・クラス, though she loses this bonus anytime she loses her Dexterity bonus to アーマー・クラス.

Tight Grip/Tight Grip:Special tensors allow the constructed pugilist to lock her grip in place. When using her constructed limb, the constructed pugilist gains a +1 bonus on Climb checks and combat maneuver checks to disarm and grapple, as well as to her 戦技防御値 against attempts to disarm items held in the limb. This modification can be chosen only if the limb includes a hand or other gripping appendage.

Vicious Blades/Vicious Blades:Razor-sharp blades on the surface of the limb cause it to deal bludgeoning and slashing damage and increase its critical threat range to 19–20. A constructed pugilist who has the vicious spikes limb modification can’t select this modification.

Vicious Spikes/Vicious Spikes:Long spikes protrude from the limb, causing it to deal bludgeoning and piercing damage and increasing its critical multiplier to ×3. A constructed pugilist who has the vicious blades limb modification can’t select this modification.

Bonus Item Creation Feats/Bonus Item Creation Feats:At 2nd level, a constructed pugilist adds Craft Magic Arms and Armor, Master Craftsman(Craft [weapons]), and Skill Focus(Craft [weapons]) to the list of bonus feats she can choose(instead of just combat feats).

This alters bonus combat feats.

ヒヌヤシ Hinyasi

出典 Blood of the Ancients 9ページ

ヤマサ/Yamasaがラーゲン/Lirgenから分離した後、エリート戦闘員は何世紀にもわたってヤマサを保護したヒヌヤシと呼ばれる軍の階級を結成した。彼らの武道の伝統は、農具やその他の即席興兵器の使用に集中している。

質素な始まり(変則)/Humble Beginnings:ヒヌヤシボーナス特技として《代用武器の巧み》または《万能投擲術》のいずれかを選択し得る。ヒヌヤシ習熟を得ない。

これはブローラー防具習熟を変更する。

代用武器訓練(変則)/Improvisation Trainingヒヌヤシ代用武器による戦闘熟練している。ヒヌヤシ代用武器を用いてっている間、素手打撃に等しいダメージを与える。ヒヌヤシ代用武器ファイター武器グループ近接武器として扱う。

これは2レベル点で得られるボーナス戦闘特技と置き換える。

代用武器戦技(変則)/Improvised Maneuver:4レベル点で、ヒヌヤシは即席武器で敵を混乱させまごつかせるを学ぶ。以下の戦技から1つを選択する:突き飛ばし引きずり武器落とし武器破壊位置ずらし足払い代用武器による攻撃を的に命中させたとき、ヒヌヤシフリー・アクションとして同じ目標に選択した戦技を試みることができる。戦技判定に-4のペナルティを受け、各ラウンドに2回以上の代用武器戦技判定を試みることはできない。この戦技ヒヌヤシ機会攻撃を誘発することなく戦技を行える特技または能を持っていない限り、依然として機会攻撃を誘発する。

10レベル点で、この能で使用できる2つ戦技を選択するが、依然として各ラウンドで1回の代用武器戦技しか試みることができない。16レベルの点で、3つを選択するが、依然として各ラウンドで1回の代用武器戦技しか試みることができない。

10レベル点で、この能で使用できる2番戦技を選択するが、依然として各ラウンドに試みられる代用武器戦技判定は1回だけである。16レベルの点で、3番戦技を選ぶが、依然として各ラウンドに試みられる代用武器戦技判定は1回だけである。

これは気絶打撃と置き換える。

代用武器体得(変則)/Improvisation Mastery:5レベル点で、ヒヌヤシ代用武器の分類を1つ(軽い武器片手武器、または両手武器)を選択し、その分類の武器による攻撃ロールダメージ・ロールに+2のボーナスを得る。

これは近距離武器体得と置き換える。

Strong-Side Boxer Strong-Side Boxer

出典 Martial Arts Handbook 16ページ

A strong-side boxer employs a unique fighting style that incorporates a rope or cord wound around her hand. The wrapped hand is known as the strong side. The other hand is kept free to deflect blows, and is known as the shield. The Zenj people of the Mwangi Expanse, who gather for large boxing tournaments, developed this style for their competitions. Many guests and visitors have witnessed these tournaments over the years, and as a result, the style has spread throughout Golarion.

Shield-Hand(変則)/Shield-Hand:A strong-side boxer can use her off hand as if it were a buckler, gaining a +1 natural armor bonus to her アーマー・クラス as long as she does not use her off hand to make attacks. At 5th level and every 5 levels thereafter, this bonus increases by 1, to a maximum of +5 at 20th level. While using her off hand in this manner, the strong-side boxer treats that hand as a buckler for the purposes of other feats and abilities(though she is also considered to have a free hand).

This replaces the brawler’s アーマー・クラス bonus.

Strong-Side Fist(変則)/Strong-Side Fist:A strong-side boxer can spend 1 minute to wrap one of her hands in rope or cord. The strong-side boxer can carry items or wield weapons in a wrapped hand, but she takes a –2 penalty on Dexteritybased skill checks that requires the use of that hand(such as Disable Device and Sleight of Hand checks). Unwrapping a hand is a move action that provokes attacks of opportunity. At 3rd level, as a full-round action that provokes attacks of opportunity, a strong-side boxer can dip her wrapped hand in resin and then crushed glass or small metal spikes, which remain on her wrapped hand for 1 hour. If she chooses crushed glass, she can deal slashing damage with her unarmed strikes; if she chooses spikes, she can deal piercing damage with her unarmed strikes for the duration. Whether she chooses crushed glass or metal spikes, she deals an additional 1 point of bleed damage with her unarmed strikes. At 7th level, the bleed damage increases to 1d4. At 11th level, the bleed damage increases to 1d6. At 15th level, the bleed damage increases to 2d4. At 19th level, the bleed damage is multiplied on a critical hit. Bleed damage from this ability does not stack with bleed damage from other sources.

This replaces maneuver training.

Lead Leg(変則)/Lead Leg:At 5th level, a strong-side boxer can spend 1 minute to wrap one of her legs in a chain, and can thereafter use the chain-wrapped leg both defensively and offensively. While her leg is wrapped, she is considered to be wearing a chain shirt, gaining all the appropriate bonuses and penalties. The chain can be enchanted as armor and is treated as masterwork. Once per round while wearing the chain, she can apply a +4 circumstance bonus to a trip attempt as an immediate action.

This replaces close weapon mastery.

Ulfen Beast-Wrestler Ulfen Beast-Wrestler

出典 Advanced Class Origins 10ページ

For these mighty grapplers, wrestling normal opponents has lost its challenge—they seek greater targets for glory. Ulfen beast-wrestlers challenge trolls to unarmed combat, and the greatest seek out the great linnorm their lands are known for and wrestle these primeval dragons into submission.

Beast Training(変則)/Beast TrainingAt 3rd level, an Ulfen beast-wrestler selects a creature type from the Ranger Favored Enemies table. The only humanoid subtype the beast-wrestler can select is giant. She gains a +2 bonus on combat maneuver checks and to her 戦技防御値 against creatures of the type she selected.

At 7th, 11th, 15th, and 19th levels, the Ulfen beast-wrestler can select an additional type of creature. In addition, at each such interval the bonuses against any one type of creature she’s chosen(including the one just selected, if so desired) increase by 2. If a specific creature falls into more than one category, the beast-wrestler’s bonuses don’t stack; she simply uses whichever bonus is higher. This ability replaces maneuver training.

Beast Defenses(変則)/Beast Defenses:At 4th level, when facing enemies she selected with beast training, the beast-wrestler gains a bonus to アーマー・クラス equal to 1/2 her beast training bonus against that creature. This ability replaces アーマー・クラス bonus.


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