モンク(アンチェインド)

内功 Ki Powers

Action Before Thought(変則)/Action Before Thought --出典:Martial Arts Handbook 20ページ--:A monk with this ability can spend 2 ki points as a free action as part of rolling initiative to roll twice on the initiative check and take the higher result. A monk must be at least 6th level before selecting this ki power.

Bare-Hand Block(変則)/Bare-Hand Block --出典:Martial Arts Handbook 20ページ--:A monk with this ability can spend 1 ki point as an immediate action when attacked with a manufactured weapon to attempt an unarmed sunder combat maneuver check against it. If he successfully sunders the weapon and grants it the broken condition, the attack deals no damage. He can spend an additional 1 ki point when using this ability to activate ki sunder as a free action. A monk must be at least 8th level and have the ki sunder ki power before selecting this ki power.

Branch Runner(変則超常)/Branch Runner --出典:Blood of the Beast 30ページ--:A monk with this ability adds half the base speed bonus from his fast movement ability to his racial climb speed. In addition, when he uses the sudden speed ki power, he adds the base speed bonus from that ki power to his racial climb speed for 1 round. The monk must have the sudden speed ki power before selecting branch runner.

Breaking-Down Koan(超常)/Breaking-Down Koan --出典:Martial Arts Handbook 20ページ--:A monk with this ability can spend 1 ki point as a swift action to present a paradox, riddle, or complicated question to a creature within 30 feet. The creature must succeed at a Will save(難易度 = 10 + 1/2 the monk’s level + his Wisdom modifier) or be confused for 1 round. This is a mind-affecting, language-dependent effect. A monk must be at least 8th level before selecting this ki power.

Building-Up Koan(超常)/Building-Up Koan --出典:Martial Arts Handbook 20ページ--:A monk with this ability can spend 2 ki points as a swift action to ask himself a koan, which he then tries to answer. The monk must attempt a Will save(難易度 15 + 1/2 the monk’s level). If successful, he gains an insight bonus equal to his Wisdom modifier to アーマー・クラス and on attack rolls, saving throws, skill checks and until the end of the round. If he fails, the monk is instead confused for 1 round. This is a mind-affecting, language-dependent effect. A character who can’t become confused can’t benefit from this ability. A monk must be at least 8th level before selecting this ki power.

Floating Breath(超常)/Floating Breath --出典:Wilderness Origins 31ページ--:A monk with this ki power can spend 1 point from his ki pool as a swift action to balance on the air, hovering in place, until the end of his next turn. This power does not allow the monk to fly or otherwise move into the air; he must jump or use some other ability to reach his position. This otherwise functions as air walk. A monk must be 8th level before selecting this power.

Freedom of Movement(超常)/Freedom of Movement --出典:Blood of the Beast 30ページ--:A monk with this ability can spend 1 ki point as a swift action to gain the effects of freedom of movement for 1 round. The monk must be at least 8th level before selecting this ki power.

Improvised Weapon Proficiency(変則超常)/Improvised Weapon Proficiency --出典:Blood of the Beast 31ページ--:A monk with this ability does not take a penalty on attack rolls for using an improvised weapon. By spending 1 ki point, the monk can fight with a broken weapon without taking any penalties on attack rolls or damage rolls for 1 round.

Ki Meditation(超常)/Ki Meditation --出典:Blood of the Beast 31ページ--:A monk with this ability can spend 2 ki points to meditate as a full-round action, as if using Combat Meditation. Alternatively, he can spend 4 ki points to meditate as a move action instead. Using these ki points does not count as one of the monk’s daily uses of Combat Meditation, but it grants him the usual benefits he would gain from his meditation feats for doing so. The monk must have the Combat Meditation feat before selecting this ki power.

Ki Sunder(変則)/Ki Sunder --出典:Martial Arts Handbook 20ページ--:A monk with this ability can spend 1 ki point as a free action when attempting a sunder combat maneuver check to add his monk level as a bonus to the damage roll.

Master-Thought Koan(超常)/Master-Thought Koan --出典:Martial Arts Handbook 20ページ--:A monk with this ability can spend an additional 2 ki points when using either the breaking-down koan or building-up koan ki powers. When combined with master-thought koan, breaking-down koan affects a number of characters of your choice within 30 feet equal to the monk’s wisdom modifier. When combined with master-thought koan, building-up koan can be used on an ally within 30 feet. A monk must be at least 12th level and have either the breaking-down koan or the building-up koan ki power before selecting this ki power.

Racing Current(超常)/Racing Current --出典:Wilderness Origins 31ページ--:A monk with this ki power can create a wave to help him maneuver allies upon the battlefield, as if using the spell slipstream. Using this ability is a move action that costs 2 ki points, and the ability remains in effect for 1 minute. A monk must be 6th level to select this ki power.

Zephyr Blow(超常)/Zephyr Blow --出典:Wilderness Origins 31ページ--:By spending 1 ki point as a standard action, a monk with this power can disrupt the wind and create a sharp blast of air, as if using the spell gust of wind. The monk’s caster level for this effect is equal to his monk level.


型打撃 Style Strikes

Break/Break --出典:Martial Arts Handbook 7ページ--:The monk combines a writhing twist with a violent strike against a foe that is grappling him. If the monk’s attack is successful, he can attempt a grapple combat maneuver check or Escape Artist check as a free action to escape a grapple, adding the strike’s damage as a bonus on his check.

Dirty Strikes/Dirty Strikes --出典:Blood of the Beast 31ページ--:The monk fights dirty with his style strike, attempting to strike in places where his attack will negatively impact his foes’ performance in combat. If the attack hits, the monk can perform a free dirty trickAPG combat maneuver against the target of this strike(using the base attack bonus of the attack used to hit the foe) with a –5 penalty. This dirty trick combat maneuver does not provoke an attack of opportunity.

Overbearing Assault/Overbearing Assault --出典:Blood of the Beast 31ページ--:The monk attacks relentlessly, backing his foe into a corner. If the attack hits, the monk can perform a free repositionAPG combat maneuver against the target of the strike(using the base attack bonus of the attack used to hit the foe) with a –5 penalty. This reposition attempt does not provoke an attack of opportunity.

Rabbit Punch/Rabbit Punch --出典:Martial Arts Handbook 6ページ--:The monk gives a sharp blow to the back of a foe’s head. The critical threat range and critical multiplier of this strike increase by 1, and the monk gains a +2 bonus on attack rolls to confirm a critical hit with this strike. This increase is not doubled by Improved Critical or similar effects. Creatures without a discernible head are unaffected by this style strike(subject to GM discretion). The monk must attack with a fist to use this style strike.

Throat Crush/Throat Crush --出典:Martial Arts Handbook 7ページ--:The monk gives a sharp blow to a foe’s throat, hampering its ability to speak for 1 round as if it had the caster croak spellblight. Creatures without a discernible throat, or with multiple vocal organs, are unaffected(subject to GM discretion).


アンチェインド・モンクのアーキタイプ Unchained Monk Archetypes

空歩術の達人 Windstep Master

出典 Elemental Master's Handbook 17ページ

ほとんどのモンク俊敏で足が速いが、空歩術の達人軽やかな足取りに並ぶ者はほとんどいない。空歩術の達人は、山の頂にある修道院や、を奉納する聖堂えばニスワンにある『絶え間なき修道院/Monastery of Unfolding Wind』など)で修行を積む。

暴風(変則)/Hurricane Punch:1レベル点で、空歩術の達人は、前提条件を満たしていなくても、《暴風拳》/Hurricane Punch(19ページ参照)をボーナス特技として獲得する。この特技を使用している間、《突き飛ばし強化》特技を持っていなくても、機会攻撃を誘発しない。

4レベル点で、《暴風拳》特技を使用している間、空歩術の達人サイズ段階が2段階まで大きな対象に突き飛ばしを行う事ができる。12レベルの点で、空歩術の達人サイズ段階が3段階大きなものを対象にする事ができる。20レベル点で、あらゆるサイズ段階を対象に取る事ができるようになる。

8レベル点で、《暴風拳》特技を用いてクリーチャーに対する突き飛ばしに成功した場合、そのクリーチャーをさらに5フィート後退させることができる。16レベルの点で、さらに10フィート後退させることができる。

この能朦朧化打撃を置き換える。

歩術(超常)/Wind Step:4レベル点で、空歩術の達人の足取りは超自然的な軽やかさを得る。移動アクションとして、自分の高速移動ボーナスに等しい距離までエア・ウォーク呪文のように)を使用できる。自身ターン終了までに、自分の体重を支えることができる固く平らな場所に到達しなければならず、さもなくば落下する。

この能4レベルで獲得する内功もしくは浮心を置き換える。

疾風の気(超常)/Swift Ki:4レベル点で、空歩術の達人即行アクションとして気蓄積から1ポイントを消費し、歩術を1分間持続させることができる。この持続時間の間、空歩術の達人は硬い表面に到達することなく中に留まることができる。また、即行アクションとして気蓄積から1ポイントを消費する事により、1ラウンドの間、歩術の距離を20フィート延長する事ができる。空歩術の達人は、気を消費することにより自分の基本速度を1ラウンドの間20フィート上昇する能は得ない。

この能気蓄積を変更する。

Disciple of Wholness Disciple of Wholness

出典 Healer's Handbook 4ページ

Disciples of wholeness train to bring themselves and others closer to physical and spiritual perfection.

Healing Ki(超常)/Healing Ki:At 4th level, a disciple of wholeness can touch a creature as a swift action and spend 1 point from her ki pool to restore a number of hit points equal to 1d4 + 1/2 her monk level to that creature. If she has the wholeness of body ki power, she can spend 2 points to restore a number of hit points equal to 1d8 + her monk level to a touched creature. She does not gain the ability to spend ki to gain an extra attack during a flurry of blows.

This ability alters ki pool, and it replaces the ki power gained at 4th level.

Hone Body(超常)/Hone Body:At 5th level, a disciple of wholeness has immunity to supernatural and magical diseases as long as she is undamaged(she loses this immunity when she has hit point or ability score damage). In addition, she can always touch a creature as a swift action and spend 1 point from her ki pool to render it immune to all diseases for 1 day. She cannot grant this immunity if the target is already afflicted with a disease.

This ability replaces purity of body.

Greater Hone Body(超常)/Greater Hone Body:At 11th level, a disciple of wholeness is immune to poison while undamaged and can grant immunity to poison(lasting for 1 day). This ability otherwise functions as per hone body.

This ability replaces the ki power gained at 12th level(and an unchained monk cannot gain the diamond body ki power).

Hone Soul(超常)/Hone Soul:At 13th level, a disciple of wholeness can dispel a spell affecting a living creature by touching it as a standard action and spending 1 point from her ki pool. This power functions like the targeted dispel option of greater dispel magic, with the caster level equal to the disciple of wholeness’s monk level.

This ability replaces the ki power gained at 14th level(and an unchained monk cannot gain the diamond soul ki power).

Elemental Monk Elemental Monk

出典 Disciple's Doctrine 4ページ

Elemental monks draw inspiration from genies to create their fighting style. Their adaptability and versatility make them capable of serving as emissaries of elemental balance.

属性An elemental monk must be true neutral.

This replaces the monk’s alignment requirement.

Elemental Strike(変則)Elemental Strike:An elemental monk gains Elemental Fist as a bonus feat, even if she doesn’t meet the prerequisites. She does not have to select an element; instead, each time she hits with an Elemental Fist attack, she can choose acid, cold, electricity, or fire for the type of the additional damage granted by that feat.

This replaces all of the monk’s bonus feats and stunning fist.

Genie Style(変則擬呪)/Genie Style:At 2nd level, as a swift action an elemental monk can gain the benefits of one of the following style feats, based on one of the five types of genies. When she does so, she automatically enters that feat’s stance:Djinni Style, Efreeti Style, Janni Style, Marid Style, or Shaitan Style. These feats, as well as those mentioned below, appear in Chapter 2 of Pathfinder RPG Ultimate Combat, and rules for style feats are on page 78 of that book.

At 6th level, while the elemental monk is using a genie style feat, she also gains the benefits of a feat from the following list, as appropriate for that style’s feat path:Djinni Spirit, Efreeti Stance, Janni Tempest, Marid Spirit, and Shaitan Skin.

At 10th level, while the elemental monk is using a genie style feat, she also gains the benefits of a feat from the following list, as appropriate for that style’s feat path:Djinni Spin, Efreeti Touch, Janni Rush, Marid Coldsnap, and Shaitan Earthblast.

At 18th level, when the elemental monk gains the benefits of Djinni Spirit, Efreeti Stance, Marid Spirit, or Shaitan Skin, her elemental resistance from that feat instead becomes immunity to that element, as long as she is not denied her Dexterity bonus to アーマー・クラス. While she is using Janni Style, she gains the effects of enlarge person or reduce person(her choice), even if she is not humanoid. This is a spell-like ability with a caster level equal to the elemental monk’s level.

This replaces evasion, purity of body, and the ki power gained at 10th-level.

Elemental Precision(変則)Elemental Precision:At 10th level, instead of treating her unarmed strikes as lawful for the purpose of overcoming damage reduction, an elemental monk overcomes all damage reduction of creatures with the air, earth, fire, or water subtypes except ダメージ減少/— and ダメージ減少/epic.

This alters the monk’s ki pool.

Planar Guide(擬呪)/Planar Guide:At 14th level as a standard action, an elemental monk can spend 1 ki point to transport herself and up to seven additional willing creatures, as per the plane shift spell, to one of the four Elemental Planes. Each additional creature increases the cost by 1 ki point.

Invested Regent Invested Regent

出典 Heroes of the High Court 22ページ

The invested regent has been handpicked by inscrutable divine forces to command others—either at the present or at some future time. The invested regent can harness a divine spark to perform superhuman stunts, influence others, and escape injury. Invested regents come from all races and walks of life, but they are more likely to be nobleborn in their cultures. Although some invested regents are acutely aware of their powers’ divine origins(such as powers gained from an investment ceremony to Asmodeus in the nation of Cheliax), others do not know the source of their abilities. Invested regents have strong personalities and a destiny to rule.

Investiture(超常)/Investiture:An invested regent gains a pool of investiture points, supernatural energy he can use to call upon amazing abilities and divine protection. The number of points in the invested regent’s investiture pool is equal to 1/2 his monk level + his Charisma modifier. As long as he has at least 1 point in his investiture pool, the invested regent can select one of his saving throws as a swift action and gain a +1 sacred bonus on saving throws of that type for 1 round. If he spends 1 point from his investiture pool during this swift action, he instead gains a sacred bonus equal to his Charisma modifier on the saving throw selected.

A character with this feature and the ki pool class feature tracks investiture points and ki points separately.

This ability replaces the bonus feat gained at 1st level.

Vested Power(変則または擬呪)/Vested Power:At 2nd level and every 4 monk levels thereafter, an invested regent can select a vested power(see the Vested Powers section below) for which he qualifies in place of selecting a monk bonus feat. The invested regent need not do so and can instead take the bonus feat, but once the decision to take a bonus feat or a vested power is made, he can’t change it.

This replaces the bonus feat the invested regent gives up for the vested power.

Vested Powers/Vested Powers:Vested powers are abilities that draw on an invested regent’s investiture pool. Vested powers are divided into two categories:feats and spells.

Requirements:All vested powers have a minimum level requirement to select them. An invested regent who hasn’t reached the required monk level cannot select that vested power.

Activation:Most vested powers require the invested regent to spend investiture points; the exact amount is listed after the vested power. Vested powers that cost 0 investiture points don’t require the invested regent to have any investiture points in his investiture pool to use the ability. The saving throw against an invested regent’s vested power, if any, is equal to 10 + 1/2 the invested regent’s monk level + his Charisma bonus.

Feats:These vested powers duplicate the effects of specific feats. An invested regent doesn’t need to qualify for a feat to select it as a vested power. For example, an invested regent can select Spring Attack as a vested power even if he doesn’t meet the prerequisites for selecting Spring Attack as a feat. Activating one of these vested powers is a free action on the invested regent’s turn; until the start of his next turn, the invested regent is treated as if he had that feat. Feats marked with an asterisk(*) can also be activated as an immediate action when it isn’t the invested regent’s turn.

Spells:These vested powers duplicate the effects of a spell and are spell-like abilities. An invested regent’s monk level is the caster level for these spell-like abilities, and he uses Charisma to determine his concentration check bonus. Activating one of these vested powers is a standard action.

2nd-Level Vested Powers

6th-Level Vested Powers

10th-Level Vested Powers

14th-Level Vested Powers

18th-Level Vested Powers

Lifting Hand Lifting Hand

出典 Martial Arts Handbook 23ページ

Those studied in the art of grappling know that using their opponents’ own weight and momentum to lift, disable, or throw them is impressive and effective. When facing a master of the lifting hand, an enemy is likely to find itself sailing through the air or locked in a tortuous compliance hold.

Savage Toss(変則)/Savage Toss:A lifting hand gains Savage Slam as a bonus feat, even if she doesn’t meet the prerequisites.

At 4th level, when the lifting hand succeeds at her grapple combat maneuver check while using the Savage Slam feat and her grapple combat maneuver check result exceeds the opponent’s 戦技防御値 by at least 5, she can throw the opponent into an non-adjacent square. The lifting hand can throw the opponent 10 feet, plus an additional 5 feet for every 5 by which her grapple check exceeds the opponent’s 戦技防御値. For instance, if the lifting monk exceeds the target’s 戦技防御値 by 15, she can throw the target into a square 20 feet away.

At 8th level, when using Savage Slam, the lifting hand’s target no longer receives a bonus to its 戦技防御値 when the lifting hand attempts to throw it into a dangerous area.

This replaces stunning fist.

ボーナス特技(変則)A lifting hand adds Whirling Hold to her list of bonus feats at 1st level. At 6th level, she adds Dramatic Slam and Overhead Flip. At 10th level, she adds Savage Leap.

This alters the monk’s bonus feats.

Joint Lock(変則)/Joint Lock:At 10th level, when a lifting hand succeeds at a combat maneuver check to maintain a grapple, instead of choosing to damage, move, pin, or tie up the opponent, she can instead force one of the target’s limbs into an agonizing position. The target becomes sickened as long as the lifting hand maintains the grapple. When the grapple is released or broken, the target is fatigued for a number of rounds equal to the lifting hand’s level. This is a pain effect.

This replaces the bonus feat gained at 10th level.

Counter-Throw(擬呪)/Counter-Throw:At 12th level, a lifting hand can ready an action to trigger if a creature tries to attack her. When the readied action triggers, the lifting hand can attempt a grapple combat maneuver check with a +2 bonus. If she succeeds, she grapples the creature and negates the triggering attack, and she can spend an immediate action to use the Savage Slam feat.

This replaces the ki power gained at 12th level.

Monk of the Mantis Monk of the Mantis

出典 Dirty Tactics Toolbox 11ページ

A body contains many points where the flesh, mind, and spirit coincide. A monk of the mantis is skilled at manipulating these points. With precise strikes, she temporarily disrupts a body’s connection with the rest of the self.

Pressuring Strikes(変則)/Pressuring Strikes:At 2nd level, a monk of the mantis gains the sneak attack ability. This ability functions as the rogue ability of the same name, except it can be used only during a flurry of blows. The initial sneak attack damage is +1d6, and the damage increases by 1d6 every 4 levels beyond 2nd. This ability replaces the monk’s 2nd-, 6th-, 10th-, 14th-, and 18th-level bonus feats.

Debilitating Blows(変則)/Debilitating Blows:A monk of the mantis’s knowledge of anatomy allows her to deal blows that both deal damage and impose debilitating conditions. At 6th level, if a monk of the mantis stuns a target with Stunning Fist, the target is also entangled for 1 round after the Stunning Fist effect ends. At 10th level, if the monk of the mantis stuns a target with Stunning Fist, the target is also exhausted for 1 round after the Stunning Fist effect ends. At 12th level, the monk can spend 1 point from her ki pool as part of her Stunning Fist attack to increase the duration of these additional effects to a number of rounds equal to her Wisdom bonus(minimum 2 rounds). This ability replaces the 6th, 10th, and 12th-level ki powers.

Disabling Palm(超常)/Disabling Palm:At 15th level, a monk of the mantis can render the target of her quivering palm unconscious instead of killing the creature. Upon failing its Fortitude saving throw, the target either is knocked unconscious for a number of minutes equal to the monk of the mantis’s monk level or dies(the monk of the mantis’s choice). This ability applies only if the monk selects the quivering palm ki power.

Perfect Scholar Perfect Scholar

出典 Inner Sea Intrigue 44ページ

Perfect scholars, often worshipers of Irori, hone their minds and bodies through the accumulation of knowledge. They study and annotate the holy texts of Irori and other philosophies as well as collect lore on anatomy, medicine, philosophy, martial arts, and history, among other topics of erudition.

クラス技能A perfect scholar adds Knowledge(all) and Linguistics to his list of class skills, instead of Intimidate and Perform.

This ability alters the monk’s class skills.

Lore(変則)/Lore:At 4th level, the perfect scholar gains a bonus equal to 1/2 his monk level on Knowledge checks and can attempt Knowledge checks untrained.

This ability replaces still mind.

Learn from Failure(変則)/Learn from Failure:At 4th level, when the perfect scholar misses with an attack roll or fails a Research check(Ultimate Intrigue 148), he gains a +1 insight bonus on his next attack roll or Research check against the same target attempted in the next 24 hours. An individual target cannot be affected by this ability more than once in a 24-hour period. At 6th level, and every 2 monk levels thereafter, this bonus increases by 1.

This ability replaces the ki power gained at 4th level.

Eye of the Sun and Moon(変則)/Eye of the Sun and Moon:At 13th level, a perfect scholar can read all languages and write all languages he has read or heard.

This ability replaces tongue of the sun and moon.

Walk with the Master(超常)/Walk with the Master:At 20th level, the perfect scholar has mastered his spiritual resonance, allowing him to travel as if using etherealness, plane shift, or shadow walk at his monk level by spending only 1 point from his ki pool. He cannot bring other creatures with him. He is treated as an outsider rather than his original type, although he can be brought back to life as if he were still of his former type.

This ability alters perfect self.

Scaled Fist Scaled Fist

出典 Legacy of Dragons 14ページ

Steeped in traditions that trace their origins to the warrior-monks who trained under the tutelage of draconic masters in Tian Xia, scaled fists eschew passive introspection in favor of unshakable confidence. Scaled fists learn to combine brutal intimidation with the brazen ferocity of an ancient wyrm to devastate their foes.

Draconic Might/Draconic Might:Any of the scaled fist’s class abilities that make calculations based on her Wisdom(including bonus feats with DCs or uses per day, such as Stunning Fist, but not Wisdom-based skills or Will saving throws) are instead based on her Charisma.

ボーナス特技A scaled fist adds Dragon StyleUC and Intimidating Prowess to her list of bonus feats at 1st level. At 6th level, she adds Dazzling Display and Dragon FerocityUC. At 10th level, she adds Disheartening DisplayACG, Dragon RoarUC and Shatter Defenses.

This ability modifies bonus feats.

Draconic Fury(超常)/Draconic Fury:At 3rd level, the scaled fist has gains the elemental fury ki power.

This ability replaces the ki power normally gained at 4th level.

Draconic Mettle(超常)/Draconic Mettle:At 4th level, a scaled fist gains a +2 bonus on saving throws attempted against all fear, paralysis, and sleep effects.

This ability replaces the still mind ability.

Draconic Breath(超常)/Draconic Breath:At 12th level, a scaled fist can spend 3 points from her ki pool to make a breath weapon attack as a standard action. This breath weapon deals 1d6 points of damage of her energy type per monk level in a 30-foot cone. Those caught in the area of the breath can attempt a Reflex save(難易度 = 10 + 1/2 the scaled fist’s monk level + her Charisma modifier) to halve the normal damage.

This ability replaces the ki power gained at 12th level.

Serpent-Fire Adept Serpent-Fire Adept

出典 Occult Origins 20ページ

A serpent-fire adept embraces the secrets of her chakras and mastery of their energetic flow.

クラス技能The serpent-fire adept adds Appraise, Diplomacy, Fly, Heal, Knowledge(arcana), Linguistics, and Survival to her list of class skills, but does not gain Climb, Intimidate, Knowledge(history), Perform, Ride, or Swim as class skills. This alters the monk’s class skills.

Chakra Training/Chakra TrainingA serpent-fire adept gains Chakra Initiate and Psychic Sensitivity as bonus feats. She need not meet these feats’ prerequisites, and can use her serpent-fire ki from Chakra Initiate to open and maintain her root chakra, despite not being 2nd level. This ability replaces stunning fist and the bonus feat gained at 1st level.

Chakra Expertise(変則)/Chakra Expertise:At 2nd level, the serpent-fire adept gains a bonus equal to 1/2 her monk level on Fortitude and Will saves attempted to maintain awakened chakras. At 8th level, when she has opened one or more chakras, she can maintain those chakras(without opening any new chakras) for 1 round without taking a swift action, expending ki, or attempting Fortitude or Will saves to maintain the chakras. This increases to 2 rounds at 16th level. After maintaining her chakras with chakra expertise, the monk must open a new chakra or maintain her open chakras normally before she can use chakra expertise again. This ability replaces the bonus feat gained at 2nd level.

Light Spirit(超常)/Light Spirit:At 4th level when the serpent-fire adept has her sacral chakra open and chooses to benefit from its power, her fly speed is equal to either her base land speed or her bonus to her base speed from the monk fast movement class ability(whichever is higher). She maintains this fly speed for a number of rounds equal to her Wisdom bonus(minimum 1 round), even if she closes her chakras. This ability replaces the 4th-level ki power.

Chakra Adept(変則)/Chakra Adept:At 6th level, the serpent-fire adept gains Chakra Adept as a bonus feat. She need not meet the feat’s prerequisites. When the serpent-fire adept has used all her rounds of chakra expertise to maintain open chakras, if she does not spend additional ki to maintain her open chakras on the next round, her highest chakra closes and she can spend a swift action to use any one of the abilities of her remaining open chakras. On the round after that, all her chakras close, and if she wishes to reopen them, she must start again with her root chakra. This ability replaces the bonus feat gained at 6th level.

Linked Chakras(変則)/Linked Chakras:At 8th level, the serpent-fire adept can open multiple chakras at once as a standard action. The round that she does this, she is required to make saving throws only to resist being overwhelmed by the highest chakra she opens, though the save DCs are increased by 5. She can do this once per day, plus one additional time per day each at 12th and 17th level. This ability replaces the 8th-level ki power.

Chakra Mastery(変則)/Chakra Mastery:At 10th level, the serpent-fire adept gains Chakra Master as a bonus feat. She need not meet the feat’s prerequisites. When maintaining her open chakras with chakra expertise, she can spend 1 point of ki to gain the benefits of two chakras rather than one in that round(or three chakras, if she has opened her crown chakra). At 14th level, the serpent-fire adept’s pool of serpent-fire ki increases to 7 points, and at 18th level, it increases to 9 points. This ability replaces the bonus feats gained at 10th, 14th, and 18th level.

Softstrike Monk Softstrike Monk

出典 Martial Arts Handbook 6ページ

The practices of softstrike monks date back to the peaceful eras of Imperial Lung Wa. Still common among warriors today, softstrike monks employ a nonlethal but effective form of combat.

Weapon Proficiency:A softstrike monk is proficient with the aklys, bolas, club, light flail, light mace, nunchaku, quarterstaff, sap, sling, and any weapon with the monk special quality that can deal bludgeoning damage. He is considered proficient only with monk weapons that can deal multiple types of damage when dealing bludgeoning damage.

This replaces the monk’s weapon proficiency.

Feather Touch(変則)/Feather Touch:A softstrike monk does not take the normal –4 penalty on attack rolls for using a lethal weapon to deal nonlethal damage. In addition, he can use his stunning fist ability while making a nonlethal attack with a weapon.

Nonlethal Strikes(変則)/Nonlethal Strikes:A softstrike monk focuses on blows that do not inflict deadly harm. When a softstrike monk deals nonlethal damage with his unarmed strikes, his monk level is treated as 4 levels higher for the purposes of determining the damage he deals(to a maximum of 4d8 at 20th level for a Medium monk). When dealing lethal damage with his unarmed strikes, his monk level is treated as if it were 4 levels lower(minimum 1st level) for the purpose of determining damage.

This alters unarmed strike.

Tenet of Life(超常)/Tenet of Life:Though a softstrike monk accepts that death may happen in combat, he cannot abide killing in cold blood. If he slays an unconscious or helpless living foe, or merely stands by and allows such a killing to occur, he becomes shaken for 1 hour. In addition, the act disrupts the softstrike monk’s ki; if he has a ki pool, he loses a number of ki points equal to half his level, as if they had been spent.

Life-Giving Blows(超常)/Life-Giving Blows:At 6th level, a softstrike monk can force a piece of his life force into a nonliving creature to disrupt its animating essence. If he hits an undead foe with an unarmed attack, he can spend 1 ki point as a free action to remove the target’s immunity to nonlethal damage for a number of minutes equal to his Wisdom modifier. If, during this time, the target’s nonlethal damage exceeds its current hit points, it is destroyed. At 10th level, a softstrike monk can also use this ability against constructs.

This replaces the bonus feats gained at 6th and 10th levels.

Wholeness of Body and Spirit(超常)/Wholeness of Body and Spirit:At 7th level, a softstrike monk can use wholeness of body on both himself and other creatures, though it heals only nonlethal damage. If he uses this ability on an unconscious foe, he can spend 1 additional ki point to force the creature to accept a pact of life. The creature must succeed at a Will saving throw(難易度 = 10 + half the softstrike monk’s level + his Wisdom modifier) or the pact renders it unable to directly attack the monk and any allies within 60 feet, as per sanctuary, for a number of days equal to the softstrike monk’s level.

This alters wholeness of body.(This ability applies only if the monk selects the wholeness of body ki power.)

Incapacitating Palm(超常)/Incapacitating Palm:At 15th level, a softstrike monk renders the target of his quivering palm unconscious instead of killing the creature. Upon failing its Fortitude saving throw, the target is knocked unconscious for a number of minutes equal to the softstrike monk’s level.

This alters quivering palm.(This ability applies only if the monk selects the quivering palm ki power.)

Resilient Body(超常)/Resilient Body:At 19th level, a softstrike monk’s mastery of nonlethal combat lets him apply his techniques to his defense. A softstrike monk converts any precision damage he takes to nonlethal damage.

This replaces empty body.

Soul Shepherd Soul Shepherd

出典 Pathfinder #139:The Dead Road 65ページ

Whether studying at the feet of psychopomps or merely imitating the creatures' philosophy and methods, soul shepherds believe in safeguarding the Cycle of Souls.

Calming Strike(超常)/Calming Strike:As an immediate action after hitting an incorporeal undead creature with an unarmed strike, a soul shepherd can attempt to calm the creature, encouraging it to move peacefully to the next stage of its metaphysical journey. The target must succeed at a Will save(難易度 = 10 + half soul shepherd's level + the soul shepherd's Wisdom modifier) or be calmed, as calm spirit, for 1 minute.

The soul shepherd can use this ability against a haunt by making a touch attack against an アーマー・クラス of 10 + the haunt's 脅威度. A haunt does not receive a saving throw against this ability, but the ability's duration changes to concentration + 1 round, up to 1 round per level. A soul shepherd can use this ability a number of times per day equal to his soul shepherd level.

This replaces stunning fist.

Otherworldly Resilience(変則)/Otherworldly Resilience:At 2nd level, a soul shepherd gains ダメージ減少 2/adamantine, cold resistance 5, and electricity resistance 5. At 9th level, this improves to ダメージ減少 5/adamantine, cold resistance 10, and electricity resistance 10.

This replaces evasion and improved evasion.

Spirit Sense(超常)/Spirit Sense:At 12th level, a soul shepherd can spend 1 point from his ki pool as a swift action to grant himself the ability to notice, locate, and distinguish between living and undead creatures within 30 feet, just as if he had a psychopomp's spiritsense ability for a number of rounds equal to his Wisdom modifier(minimum 1).

This replaces the ki power gained at 12th level.

Yamaraj's Judgment(擬呪)/Yamaraj's Judgment:At 16th level, a soul shepherd can spend 1 point from his ki pool as a standard action to attempt to free an enslaved soul from an effect that is imprisoning it, such as soul bind or trap the soul. This functions as a targeted dispel magic spell with a caster level equal to the soul shepherd's level. He can spend an additional ki point when he activates this ability to gain a +4 bonus on the caster level check. If the soul is held prisoner by a creature or a non-spell effect, the soul shepherd frees it if his caster level check result is at least 11 + the creature or effect's 脅威度.

This replaces the ki power gained at 16th level.


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