ハンター

Ward Aspects Ward Aspects

出典 Wilderness Origins

When a character in tune with nature comes upon an area that a kami could ward but that is lacking a guardian, she has the option of making that area her ward in a symbiotic relationship. Whenever a character with the animal focus class feature is within 100 feet per class level of one of the wards listed below, she can use the associated ward aspect instead of one of the normal options for her animal focus class feature. Hunters can apply the benefits of a ward aspect to themselves, but not to their animal companions.

If a character with the animal focus class feature spends 30 minutes meditating while within 10 feet per class level of the ward, she attunes herself to that ward. A character attuned to a ward can use the associated ward aspect while within 1 mile per class level. A character can be attuned to only one ward at a time, but depending on her surroundings, she could choose from among multiple wards. A character with the second animal focus class feature can still only use one ward aspect at a time, no matter how many aspects she has available to her.

The following ward aspects are available to characters who meet the conditions described above.

Road:The creature gains a +10-foot enhancement bonus to its base speed while running, charging, or withdrawing. This bonus increases to +20 feet at 8th level and +30 feet at 15th level.

Shrine:The creature gains a +2 enhancement bonus to Wisdom. This bonus increases to +4 at 8th level and +6 at 15th level.

Tree:The creature gains a +4 competence bonus on saving throws against death effects and effects that deal negative energy damage. This bonus increases to +6 at 8th level and +8 at 15th level.

Waymarker:The creature gains a +4 competence bonus on attack rolls with improvised weapons. This bonus increases to +6 at 8th level and +8 at 15th level.

Well:The creature gains a +2 shield bonus to アーマー・クラス. This bonus increases to +4 at 8th level and +6 at 15th level.


ハンターのアーキタイプ Hunter Archetypes

Aquatic Beastmaster Aquatic Beastmaster

出典 Blood of the Sea 22ページ

Hunters beneath the sea are just as committed as their surface-dwelling counterparts to working alongside their animal companions to eradicate threats. Although many aquatic beastmasters simply want to be left alone in the areas they have claimed as their own, others use their abilities to fight against aboleth masterminds, sahuagin tribes, and other villains that haunt the oceans.

Animal Focus(超常)/Animal Focus:An aquatic beastmaster emulates animals found beneath the waves. This functions as animal focus, but it allows only the following choices.

Crab:The creature gains a +4 competence bonus on Swim checks and a +2 competence bonus on grapple combat maneuver checks. These bonuses increase to +6 and +4, respectively, at 8th level and to +8 and +6 at 15th level.

DolphinThe creature gains a +4 competence bonus on Knowledge checks to identify the abilities and weaknesses of creatures. This bonus increases to +6 at 8th level and to +8 at 15th level.

Eel:The creature gains a +2 enhancement bonus to Dexterity. This bonus increases to +4 at 8th level and to +6 at 15th level.

Manta Ray:The creature gains a +4 competence bonus on Stealth checks and a +2 bonus on saving throws against poison. These bonuses increase to +6 and +4, respectively, at 8th level and to +8 and +6 at 15th level.

OctopusThe creature gains a +4 competence bonus on Swim checks and a +2 competence bonus on grapple combat maneuver checks. These bonuses increase to +6 and +4, respectively, at 8th level and to +8 and +6 at 15th level.

Orca:The creature gains a +2 enhancement bonus to Strength. This bonus increases to +4 at 8th level and to +6 at 15th level.

Shark:The creature gains a +4 competence bonus on Survival checks to track a creature to which the hunter or her animal companion has dealt damage in the past 24 hours. This bonus increases to +6 at 8th level and to +8 at 15th level.

Snake:The creature gains a +2 bonus on attack rolls when making attacks of opportunity and a +2 dodge bonus to アーマー・クラス against attacks of opportunity. These bonuses increase to +4 at 8th level and to +6 at 15th level.

Turtle:The creature gains a +2 enhancement bonus to its natural armor bonus. This bonus increases to +4 at 8th level and to +6 at 15th level.(A creature without natural armor has an effective natural armor bonus of +0.)

This ability alters animal focus.

Wild Empathy(変則)/Wild Empathy:An aquatic beastmaster’s wild empathy functions only on creatures that have a swim speed or the aquatic or water subtype. However, she can improve the attitude of any such creature with Intelligence 2 or less regardless of type, including mindless creatures.

Oceanic Defense(変則)/Oceanic Defense:At 4th level, an aquatic beastmaster gains a +4 bonus on saving throws against spells with the water descriptor and the extraordinary or supernatural abilities of creatures with the aquatic or water subtype whenever her animal companion is within 60 feet.

This ability replaces improved empathic link.

Colluding Scoundrel Colluding Scoundrel

出典 Antihero's Handbook 11ページ

The colluding scoundrel is a canny and conniving skirmisher, manipulating her enemies and leveraging her allies for her own benefit. A Free Captain ordering her crew to occupy foes and thus expose the enemy to her attacks might take this archetype, and colluding scoundrels have proven to be formidable members of the Wasp Queens, as their giant wasp companions draw out opponents to fall under the Wasp Queens’ stinging blades. In any case, the colluding scoundrel rarely concerns herself overmuch with her allies’ well-being.

Scapegoat(変則)/Scapegoat:A colluding scoundrel is adept at redirecting a foe’s hostility toward another creature, creating openings for her own attacks. A number of times per day equal to her hunter level, as a swift action, she can target one foe within 30 feet and designate one willing ally adjacent to that foe as a scapegoat. For the following minute, the target takes a –2 penalty on attacks against any creature other than the designated scapegoat, and the target has a 10% spell failure chance on spells that don’t target the scapegoat or include the scapegoat in their area of effect. The penalty increases to –4 at 8th level and –6 at 15th level.

The colluding scoundrel can designate her animal companion as a scapegoat without it counting against her daily uses of this ability.

This is a mind-affecting effect. The effect ends if the colluding scoundrel falls unconscious or is slain.

This replaces animal focus.

Backstabber(変則)/Backstabber:At 8th level, a colluding scoundrel deals 2d6 additional points of damage on attacks against a target threatened by an ally currently designated as the scapegoat. This increases to 3d6 points of damage at 15th level. This is precision damage and is not multiplied on a critical hit, but it does stack with sneak attack and similar effects.

This replaces second animal focus.

Master Backstabber(変則)/Master Backstabber:At 20th level, a colluding scoundrel is a master at dispatching distracted targets. As a standard action, she can make a single attack against a foe that is taking the penalties of her scapegoat ability and is adjacent to an ally currently designated as the scapegoat. If the attack hits, the target takes damage normally and must succeed at a Fortitude saving throw(難易度 = 10 + half the colluding scoundrel’s level + her Wisdom modifier) or be slain. Whether or not the target succeeds, it cannot be targeted by this ability again(by any colluding scoundrel) for 24 hours.

Feykiller Feykiller

出典 Legacy of the First World 13ページ

Some hunters in fey-plagued regions are dedicated to tracking down and eradicating these threats. They use their connection to the natural world to ground their senses and fight corrupted First World intrusions.

Animal Focus(超常)/Animal Focus:A feykiller emulates animals that grant her the ability to unmask fey trickery. She adds the following choices to her animal focus ability instead of the bear, frog, monkey, mouse, and snake choices.

Crow:The creature gains a +4 competence bonus on Knowledge checks to identify the abilities and weaknesses of creatures. This bonus increases to +6 at 8th level and +8 at 15th level.

Goat:The creature gains a +2 competence bonus on saving throws against enchantment spells and spell-like abilities. This bonus increases to +4 at 8th level and +6 at 15th level.

Mongoose:The creature gains a +2 competence bonus on grapple combat maneuver checks and on saving throws against poison. These bonuses increase to +4 at 8th level and +6 at 15th level.

Shark:The creature gains a +4 competence bonus on Survival checks to track a creature that has taken damage from the hunter or her animal companion in the past 24 hours. This bonus increases to +6 at 8th level and +8 at 15th level.

Turtle:The creature gains a +2 enhancement bonus to its natural armor bonus. This bonus increases to +4 at 8th level and +6 at 15th level.(A creature without natural armor has an effective natural armor bonus of +0.)

This ability alters animal focus.

Iron Talons(変則)/Iron Talons:Through training and prayer, a feykiller imbues her animal companion with an enhanced ability to fight fey. One of the animal companion’s natural attacks, as selected by the feykiller, is treated as cold iron for the purpose of overcoming damage reduction. At 7th level, all of her animal companion’s natural attacks are treated as cold iron.

This ability replaces wild empathy and speak with master.

Resist Nature’s Lure(変則)/Resist Nature’s Lure:At 4th level, a feykiller gains the resist nature’s lure druid class feature whenever her animal companion is within 60 feet.

This ability replaces improved empathic link.

Grounded(超常)/Grounded:At 17th level, a feykiller gains a +4 insight bonus on saving throws against illusion and enchantment effects, and she is immune to illusion and enchantment effects created by fey. This ability functions only when her animal companion is within 60 feet.

This ability replaces one with the wild.

Flood Flourisher Flood Flourisher

出典 People of the Wastes 20ページ

Well adapted to their drenched surroundings, flood flourishers coordinate deadly ambushes with their loyal animal companions by capitalizing on their mastery of the soggy terrain.

Twin Hunters(変則)/Twin Hunters:Each time a flood flourisher gains a benefit from this archetype, she also grants the benefit to her animal companion.

This replaces hunter tactics.

Skilled Ambusher(変則)Skilled Ambusher:At 3rd level, a flood flourisher gains either Athletic or Stealthy as a bonus feat.

This replaces the teamwork feat gained at 3rd level.

Watery Stride(変則)/Watery Stride:At 5th level, a flood flourisher and her animal companion gain a swim speed equal to their base land speed(maximum 30 feet). A flood flourisher or animal companion that already has a swim speed instead gains a +10 bonus on Acrobatics checks to avoid provoking attacks of opportunity from swimming out of a threatened square.

This replaces woodland stride.

Water Striker(変則)/Water Striker:At 6th level, a flood flourisher gains the benefits of either Shot on the Run or Spring Attack, even if she does not meet either of the feats’ prerequisites. She gains the benefits of this feat only while using her swim speed.

This replaces the teamwork feat gained at 6th level.

Submerged Stealth(変則)/Submerged Stealth:At 8th level, a flood flourisher learns how to ambush targets from beneath the muck, becoming a silent threat. While in a deep bog, the flood flourisher can use cover from the water to attempt Stealth checks with no penalties from the natural environment. While in a deep bog, as long as she moves no more than 5 feet in a round, she has tremorsense out to a range of 30 feet against anything that moves within the same body of water. While underwater in a deep bog, she can hold her breath for a number of minutes equal to 6 times her Constitution score before she risks drowning.

This replaces swift tracker.

Aquatic Action(変則)Aquatic Action:At 9th level, a flood flourisher gains the benefits of the aquatic action vigilante talent.

This replaces the teamwork feat gained at 9th level.

Sudden Strike(変則)/Sudden Strike:At 12th level, a flood flourisher can better take advantage of the element of surprise. She can take a full round’s worth of actions during the surprise round, rather than a single standard action or move action.

This replaces the teamwork feat gained at 12th level.

Fast Submerged Stealth(変則)/Fast Submerged Stealth:At 15th level, a flood flourisher can move up to her full swim speed with no penalty while using Stealth in a deep bog, and she can maintain her tremorsense from her submerged stealth while doing so.

This replaces the teamwork feat gained at 15th level.

Fast Swimmer(変則)/Fast Swimmer:At 18th level, a flood flourisher increases her swim speed by 20 feet.

This replaces the teamwork feat gained at 18th level.

Pelagic Hunter Pelagic Hunter

出典 Aquatic Adventures 54ページ

Pelagic hunters form strong bonds that extend deep beneath the sea, reaching out to whatever heeds their call, whether it be mundane animals or something far more sinister.

Pelagic Companion/Pelagic Companion:A pelagic hunter must select an aquatic animal companion.

This alters animal companion.

Pelagic Focus(超常)/Pelagic Focus:Unlike with a normal hunter’s animal focus, pelagic focus allows the hunter to contact magical deep sea creatures instead of animals, using the options below instead of the normal hunter options.

This alters animal focus.

Aboleth:The creature gains a +1 morale bonus on saves against divine spells and spell-like abilities. This bonus increases to +2 at 8th level and +3 at 15th level.

Cetus:The creature gains Lunge as a bonus feat. At 12th level, instead of gaining Lunge, the creature increases its reach by 5 feet.

Charybdis:The creature’s attacks ignore the first 5 points of hardness. This improves to ignore the first 7 points of hardness at 8th level and the first 10 points of hardness at 15th level.

Deep One:The creature reduces pressure damage it takes(see page 48) by 10. At 12th level, the creature is immune to damage from changing pressure.

Hippocampus:The creature gains a +4 competence bonus on Swim checks. This bonus increases to +6 at 8th level and +8 at 15th level.

Kraken:The creature gains the jet ability(Pathfinder RPG Bestiary 2 298) with a speed equal to its unmodified base land speed or four times its swim speed(if it has one), whichever is higher. If it has a swim speed, at 8th level, the jet ability’s speed increases to five times its swim speed, and at 15th level, the speed increases to seven times its swim speed.

Reefclaw:The creature gains Diehard as a bonus feat. At 12th level, instead of gaining Diehard, the creature gains the ferocity ability(Pathfinder RPG Bestiary 300).

Scylla:The creature’s attacks deal 1 point of bleed damage in addition to their normal damage. At 8th level, the bleed damage increases to 1d3, and at 15th level, it increases to 1d6.

Sea Serpent:The creature is considered to be under a nondetection spell it cast on itself, with a caster level equal to the pelagic hunter’s class level.

Selkie:The creature gains a +4 competence bonus on Bluff checks. This bonus increases to +6 at 8th level and +8 at 15th level.

Shoggoth:The creature gains a +2 competence bonus on Perception checks and reduces the flanking bonuses of creatures flanking it by 1. This Perception bonus increases to +3 at 8th level and +4 at 15th level. At 12th level, the creature can’t be flanked.

Siyokoy:The creature’s attacks deal 1 additional point of electricity damage. At 8th level, the electricity damage increases to 1d3, and at 15th level, it increases to 1d6.

Blood to Water(超常)/Blood to Water:At 5th level, when a pelagic hunter or her animal companion bleeds underwater into the surrounding water(whether from piercing or slashing damage, a bleed effect, or another effect that causes blood to spill), the blood transmutes into ordinary water within 1 round. This prevents sharks and other predators with keen scent from being drawn to the pelagic hunter’s position by the blood and makes it harder for such creatures to track her.

This ability replaces woodland stride.

Uprooter Scout Uprooter Scout

出典 Advanced Class Origins 13ページ

The Uprooters are an elite band of Kyonin elves skilled and brave enough to foray into the Tanglebriar and take the offensive in the fight against Treerazer. Uprooter scouts rely on their close bonds with their animal companions to survive such raids. One Uprooter scout who accompanied an expedition into the Worldwound to put his demon-fighting skills to work there has retired to Mendev to teach his techniques to others, so these skills are slowly being passed on to non-elves.

Lore of the Blight(変則)/Lore of the Blight:At 6th level, an Uprooter scout and her animal companion gain a +2 bonus on initiative checks and on Knowledge(geography), Perception, Stealth, and Survival skill checks when she’s in the Abyss or Abysstainted terrain(such as Tanglebriar or the Worldwound). When she travels through this terrain, she leaves no trail and can’t be tracked(though she can leave a trail if she so chooses). This bonus increases to +4 at 11th level and +6 at 16th level. This ability replaces improved empathic link, speak with master, and greater empathic link.

Unnatural Stride(変則)/Unnatural Stride:At 10th level, the Uprooter scout and her animal companion learn how to move through undergrowth(as woodland stride) that has been enchanted, corrupted, or magically manipulated. This ability replaces raise animal companion.

Demon’s End(変則)Demon’s End:At 17th level, even demons must respect the number of their kindred an Uprooter scout has slain, and lesser demons quake before her. The Uprooter scout and her companion can attempt to demoralize a demon as a swift action, rolling 1d20 and adding the scout’s level and her Charisma modifier to determine the Intimidate check result. This ability replaces one with the wild.

Urban Hunter Urban Hunter

出典 Heroes of the Streets 25ページ
Ignore the second paragraph in the Urban Hunter's altered animal companion class ability.

Urban hunters help guards track down and apprehend criminals or spies, find lost children and disaster victims, and protect animals from abuse in the city. They still draw their inspiration and strength from the natural world, marveling at how nature flourishes wherever the city allows.

クラス技能An urban hunter adds Diplomacy(Cha), Knowledge(local)(Int), and Sense Motive(Wis) as class skills, and removes Knowledge(nature)(Int) and Survival(Wis). This alters the hunter’s class skills.

Animal Companion(変則)/Animal Companion:Urban hunters have animal companions that are domesticated animals or animals native to a major city. The urban hunter must select her animal companion from the following list:axe beakB3, badger, bird, camel, dire rat, dog, horse, llama(Pathfinder Player Companion:Animal Archive 28), ostrich(Pathfinder Campaign Setting:Osirion, Legacy of Pharaohs 55), pony, ramB2, or trumpeter swanB4. In urban settings, an urban hunter’s animal companion seems domesticated and likely harmless to anyone who has not seen it in combat(potentially reducing the 難易度 of Diplomacy checks to convince anyone to allow it into secure areas). It draws no more attention than a friendly dog, loyal horse, or similar tame animal.

Creatures who have never seen the animal companion make an attack must succeed at a Sense Motive check(opposed by the animal companion’s Stealth check) to realize the animal companion is a potential threat. The hunter can calm those who witness her animal companion’s attacks(so long as they were not injured) with a successful Handle Animal check(難易度 = 15 + the target’s Will save modifier).

Captor(変則)/Captor:At 3rd level, an urban hunter and her animal companion take no penalties when dealing nonlethal damage with weapons or natural attacks. At 6th level and every 3 levels thereafter, the urban hunter selects a bonus feat from the following list to be gained by both the hunter and her animal companion:Improved Bull Rush, Improved Dirty TrickAPG, Improved Disarm, Improved Grapple, and Improved Trip. At 12th level, the hunter can also select from the following feats:Combat Patrol, Combat Reflexes, Disarming StrikeAPG, Greater Bull Rush, Greater Dirty TrickAPG, Greater Disarm, Greater Grapple, Greater Trip, and Lunge. Neither the hunter nor her animal companion needs to meet the prerequisites for these bonus feats. This ability replaces hunter tactics and teamwork feat.

Animal Insight(変則)/Animal Insight:At 5th level, an urban hunter and her animal companion learn to combine their insights to defeat deception and manipulation. As long as they are within 30 feet of each other, both hunter and animal companion gain an insight bonus on Sense Motive checks equal to half the urban hunter’s hunter level. They also gain a +2 insight bonus on Will saving throws against illusions and mindaffecting effects. This ability replaces woodland stride.

Frightful Ferocity(変則)/Frightful Ferocity:At 17th level, an urban hunter and her animal companion can each attempt an Intimidate check to demoralize a foe as a swift action. This ability replaces one with the wild.


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