ブローラー

ブローラーのアーキタイプ Brawler Archetypes

Battle Dancer Battle Dancer

出典 Martial Arts Handbook 4ページ

Originating among the Mwangi tribes of Sargava, battle dancers practice a martial art that emphasizes constant motion, hiding their training from colonial oppressors by presenting it as an acrobatic dance. Sargava’s alliance with the Shackles has led to a proliferation of the art there, and battle dancers are often found among Mwangi-descended pirates.

クラス技能A battle dancer gains Perform(all) as a class skill instead of Knowledge(dungeoneering).

This alters the brawler’s class skills.

Armor Proficiency:A battle dancer isn’t proficient with shields.

This alters the brawler’s armor proficiencies.

Dancer’s Cunning(変則)/Dancer’s Cunning:A battle dancer can treat her Charisma score as her Intelligence score for the purpose of meeting the prerequisites of combat feats. In addition, she can attempt a Perform(dance) check instead of a Bluff check to feint in combat, and her unarmed strikes are considered to have the performance weapon special quality.

This replaces brawler’s cunning.

Rolling Flurry(変則)/Rolling Flurry:When a battle dancer uses her brawler’s flurry, she must move 5 feet before each melee attack or combat maneuver. If she is unable to move 5 feet, she can’t attempt any further attacks or combat maneuvers. She can’t exceed her maximum speed. This movement does not provoke attacks of opportunity if the brawler would be able to take a 5-foot step normally; if she would be unable to(for instance, if she were in difficult terrain), the movement provokes attacks of opportunity as normal unless she succeeds at the appropriate Acrobatics checks. While using this ability, she can still take her normal 5-foot step before or after making her attacks.

This alters brawler’s flurry.

Dancing Dodge(変則)/Dancing Dodge:At 4th level, when an opponent attempts a melee attack against a battle dancer, the battle dancer can expend one use of an attack of opportunity as an immediate action to move 5 feet, granting the battle dancer a dodge bonus to アーマー・クラス equal to her Charisma modifier(minimum 0) against the triggering attack. The attack is still resolved normally, even if the battle dancer’s movement takes her out of the triggering attack’s reach. This movement is not a 5-foot step and provokes attacks of opportunity from creatures other than the one that triggered this ability, though the battle dancer can attempt an Acrobatics check to avoid provoking the attacks. A battle dancer can use this ability a number of times per day equal to half her level. She can use this ability only while wearing light armor or no armor, and while carrying no heavier than a light load.

This replaces アーマー・クラス bonus.

Sparring Partners(変則)/Sparring Partners:At 4th level, once per day when a battle dancer gains a flanking bonus on an attack while using her rolling flurry ability, the ally providing the flank gains a flanking bonus on its next attack against that opponent, even if the battle dancer moves out of a flanking position. If either the opponent or the ally moves more than 5 feet before the ally’s attack, the flanking bonus is lost. This ability works only if the ally is on the opposite side of an opponent during the battle dancer’s attack, not if a flanking bonus is gained in some other way, such as through Gang Up. A battle dancer can use this ability one additional time per day at 10th level and at 16th level.

This replaces knockout.

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.

Hinyasi Hinyasi

出典 Blood of the Ancients 9ページ

After Yamasa seceded from Lirgen, their elite combatants formed a military caste, called hinyasi, who protected Yamasa for centuries. Their martial traditions were centered on the use of farming tools and on other improvised weapons.

Humble Beginnings(変則)/Humble Beginnings:A hinyasi gains her choice of Catch Off-Guard or Throw Anything as a bonus feat. She is not proficient with shields.

This alters the brawler’s armor proficiencies.

Improvisation Training(変則)/Improvisation TrainingA hinyasi is skilled at fighting with improvised weapons. She deals damage equal to her unarmed strike damage while fighting with an improvised weapon. A hinyasi treats improvised weapons as weapons from the close fighter weapon group.

This replaces the bonus combat feat gained at 2nd level.

Improvised Maneuver(変則)/Improvised Maneuver:At 4th level, a hinyasi learns to confound and befuddle her opponents with improvised weapons. She chooses one of the following combat maneuvers:bull rush, drag, disarm, sunder, reposition, or trip. When she hits an opponent with an improvised weapon, the hinyasi can perform her chosen combat maneuver against the same target as a free action. She takes a –4 penalty on the combat maneuver check, and she can’t attempt an improvised maneuver check more than once per round. This combat maneuver still provokes attacks of opportunity unless the hinyasi has a feat or ability that allows her to perform it without provoking attacks of opportunity.

At 10th level, she chooses a second combat maneuver that she can use with this ability, though she can still perform only one improvised maneuver per round. At 16th level, she chooses a third, though she can still perform only one improvised maneuver per round.

This replaces knockout.

Improvisation Mastery(変則)/Improvisation Mastery:At 5th level, a hinyasi picks one type of improvised weapon(light, onehanded, or two-handed) and gains a +2 bonus on attack and damage rolls with that type of weapon.

This replaces close weapon mastery.

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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