考える前に動け(変則)/Action Before Thought --出典:Martial Arts Handbook 20ページ--:この能力を持つモンクは、イニシアチブをロールする一部としてフリー・アクションとして2気ポイントを費やし、イニシアチブ判定に2回ロールし高い方の結果を採用することができる。この内功を選択するには、モンクは少なくとも6レベルでなければならない。
素手妨害(変則)/Bare-Hand Block --出典:Martial Arts Handbook 20ページ--:この能力を持つモンクは、人工的な武器で攻撃された場合、それに対して素手での武器破壊の詮議判定を試みるために割り込みアクションとして1気ポイントを費やすことができる。武器破壊に成功し破損状態を与えた場合、攻撃はダメージを与えない。この能力を使用する時追加の1気ポイントを費やして、フリー・アクションとして気武器破壊を起動することができる。この内功を選択するには、モンクは少なくとも8レベルで、気武器破壊を持っていなければならない。
枝走り(変則、超常)/Branch Runner --出典:Blood of the Beast 30ページ--:この能力を持つモンクは、種族登攀移動速度に高速移動能力からの基本移動速度ボーナスの半分を加える。加えて、急加速の内功を使用すると、その1ラウンドの間その内功の基本移動速度ボーナスを種族登攀移動速度に加える。この内功を選択するには、モンクは急加速の内功を持っていなければならない。
崩壊の公案(超常)/Breaking-Down Koan --出典:Martial Arts Handbook 20ページ--:この能力を持つモンクは、30フィート以内のクリーチャーにパラドックス、リドル、または複雑な質問を提示するために即行アクションとして、1気ポイントを費やすことができる。クリーチャーは意志セーヴ(難易度 = 10+モンク・レベルの半分+【判断力】修正値)に成功するか1ラウンドの間混乱状態とならなければならない。これは[精神作用、言語依存]効果である。この内功を選択するには、モンクは少なくとも8レベルでなければならない。
肉体完成の公案(超常)/Building-Up Koan --出典:Martial Arts Handbook 20ページ--:この能力を持つモンクは、自身に公案を自問するために即行アクションとして、2気ポイントを費やすことができ、それに答えようとする。モンクは意志セーヴを試みなければならない(難易度 15+モンク・レベルの半分)。成功すると、ラウンド終了時まで、アーマー・クラス、攻撃ロール、セーヴィング・スロー、技能判定に【判断力】修正値に等しい洞察ボーナスを得る。失敗した場合、モンクは代わりに1ラウンドの間混乱状態となる。これは[精神作用、言語依存]効果である。この内功を選択するには、モンクは少なくとも8レベルでなければならない。
空中浮遊の呼吸法(超常)/Floating Breath --出典:Wilderness Origins 31ページ--:この内功を持つモンクは、次のターン終了時まで空中でバランスを取り、その場でホバリングするための即行アクションとして気蓄積から1ポイントを費やすことができる。この内功はモンクが飛行したり、空中で移動することを許可しない; 跳躍したり、その他の能力を使用して自分の位置へと到達しなければならない。それ以外はエア・ウォークとして機能する。この内功を選択するには、モンクは少なくとも8レベルでなければならない。
フリーダム・オヴ・ムーヴメント(超常)/Freedom of Movement --出典:Blood of the Beast 30ページ--:この能力を持つモンクは1ラウンドの間、フリーダム・オヴ・ムーヴメントの効果を得るために即行アクションとして1気ポイントを費やすことができる。この内功を選択するには、モンクは少なくとも8レベルなければならない。
武器熟練強化(変則、超常)/Improvised Weapon Proficiency --出典:Blood of the Beast 31ページ--:この能力を持つモンクは、即席武器を使用した場合の攻撃ロールにペナルティを受けない。モンクは1気ポイントを費やすことで1ラウンドの間攻撃ロールやダメージ・ロールにペナルティを受けることなく破損状態の武器で戦うことができる。
気瞑想(超常)/Ki Meditation --出典:Blood of the Beast 31ページ--:この能力を持つモンクは《戦闘瞑想》を使用しているかのように、全ラウンド・アクションとして瞑想するために2気ポイントを費やすことができる。または代わりに移動アクションとして瞑想するために4気ポイントを費やすことができる。これらの気ポイントを使用することは、モンクが《戦闘瞑想》の1日の使用回数とはみなされないが、そうすることで瞑想特技から利益を得られる通常の利益を与える。この内功を選択する前にモンクは《戦闘瞑想》特技を持っていなければならない。
気武器破壊(変則)/Ki Sunder --出典:Martial Arts Handbook 20ページ--:この能力を持つモンクは武器破壊の戦技を試みる時、ダメージ・ロールへのボーナスとしてモンク・レベルを追加するためにフリー・アクションとして1気ポイントを費やすことができる。
思考完成の公案(超常)/Master-Thought Koan --出典:Martial Arts Handbook 20ページ--:この能力を持つモンクは崩壊の公案または肉体完成の公案のいずれかの内功を使用する時追加で2気ポイントを費やすことができる。思考完成の公案と組み合わせると、崩壊の公案はモンクの【判断力】修正値に等しい30フィート以内の選択したキャラクター数に影響を与える。思考完成の公案と組み合わせると、肉体完成の公案は30フィート以内の味方に使用できる。この内功を選択するには、モンクは少なくとも12レベルであり、崩壊の公案または肉体完成の公案のいずれかを持っていなければならない。
競争の流れ(超常)/Racing Current --出典:Wilderness Origins 31ページ--:この内功を持つモンクは、スリップストリーム呪文を使用しているかのように、戦場で味方を操作するのに役立つ波を作成できる。この能力の仕様は2気ポイントのコストを必要とする移動アクションであり、この能力は1分間の間持続する。この内功を選択するには、モンクは少なくとも6レベルでなければならない。
西風の一打(超常)/Zephyr Blow --出典:Wilderness Origins 31ページ--:標準アクションとして、1気ポイントを費やすことで、この内功を持つモンクは、ガスト・オヴ・ウィンド呪文を使用しているかのように、風を乱し、鋭い空気の爆発を作成することができる。この効果のモンクの術者レベルは、モンク・レベルに等しい。
振りほどき/Break --出典:Martial Arts Handbook 7ページ--:モンクは、身をよじらせるようなひねりを加えながら、自分に組みついている敵に対して激しい攻撃を行う。モンクの攻撃が成功した場合、組みつきから逃れるためにフリー・アクションとして組みつきの戦技または〈脱出術〉判定を試みることができ、判定にボーナスとして打撃のダメージを加える。
裏技の打撃/Dirty Strikes --出典:Blood of the Beast 31ページ--:モンクは型打撃で汚い戦い方をし、攻撃が戦闘での敵のパフォーマンスに悪影響を与える場所への打撃を試みる。攻撃が命中した場合、モンクはこの打撃に対して、-5のペナルティでフリー・アクションとして裏技APGの戦技を行うことができる(敵に命中したときに使用した攻撃の基本攻撃ボーナスを使用する)
。この裏技の戦技は機会攻撃を誘発しない。
圧倒的な強襲/Overbearing Assault --出典:Blood of the Beast 31ページ--:モンクは執拗に攻撃し、敵を追い詰める。攻撃が命中した場合、モンクは-5のペナルティで攻撃の目標に対してフリー・アクションとして位置ずらしAPGの戦技を行うことができる(敵を攻撃するために使用する攻撃の基本攻撃ボーナスを使用)。この位置ずらしの試みは機会攻撃を誘発しない。
ラビット・パンチ/Rabbit Punch --出典:Martial Arts Handbook 6ページ--:モンクは敵の後頭部に鋭い打撃を与える。この打撃のクリティカル可能域とクリティカル倍率は1増加し、モンクはこの打撃でクリティカル・ヒットを確定させるための攻撃ロールに+2のボーナスを得る。この増加は 《クリティカル強化》や類似の効果で倍加しない。頭部が識別できないクリーチャーはこの型打撃の影響を受けない(GMの裁量による)。この型打撃を使用するためには、モンクは拳で攻撃しなければならない。
喉潰し/Throat Crush --出典:Martial Arts Handbook 7ページ--:モンクは敵の喉に鋭い打撃を与え、術唖症の呪文障害であるかのように、1ラウンドの間話す能力を妨げる。喉が識別できない、または複数の発声器官があるクリーチャーは影響を受けない(GMの裁量による)。
出典 Elemental Master's Handbook 17ページ
ほとんどのモンクは俊敏で足が速いが、空歩術の達人の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、風を奉納する聖堂(例えばニスワンにある『絶え間なき風の修道院/Monastery of Unfolding Wind』など)で修行を積む。
暴風拳(変則)/Hurricane Punch:1レベルの時点で、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》の特技を持っていなくても、機会攻撃を誘発しない。
4レベルの時点で、《暴風拳》の特技を使用している間、空歩術の達人はサイズ段階が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レベルの時点で、空歩術の達人はサイズ段階が3段階大きなものを対象にする事ができる。20レベルの時点で、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レベルの時点で、《暴風拳》の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レベルの時点で、さらに10フィート後退させることができる。
空歩術(超常)/Wind Step:4レベルの時点で、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。自身のターン終了時までに、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。
疾風の気(超常)/Swift Ki:4レベルの時点で、空歩術の達人は即行アクションとして気蓄積から1ポイントを消費し、空歩術を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空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、空歩術の距離を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力は得ない。
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).
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.
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.
Comprehend languages(2 investiture points)
Divine favor(1 investiture point)
Dodge*(0 investiture points)
Entropic shield(1 investiture point)
Expeditious retreat(2 investiture points)
Feather stepAPG(self only, 1 investiture point)
Hide from undead(self only, 1 investiture point)
Sanctuary(self only, 1 investiture point)
Shield of faith(self only, 1 investiture point)
Calm emotions(1 investiture point)
Cloak of windsAPG(self only, 2 investiture points)
Enthrall(2 investiture points)
Gaseous form(self only, 1 investiture point)
Helping hand(1 investiture point)
Heroic DefianceAPG, *(1 investiture point)
Heroic RecoveryAPG, *(1 investiture point)
Protective spiritAPG(2 investiture points)
Remove disease(self only, 2 investiture points)
SidestepAPG, *(1 investiture point)
Snatch Arrows*(1 investiture point)
Spring Attack(1 investiture point)
Tongues(self only, 2 investiture points)
Air walk(self only, 2 investiture points)
Death ward(self only, 2 investiture points)
Dimension door(self only, 2 investiture points)
Discern lies(3 investiture points)
Divine power(3 investiture points)
Freedom of movement(self only, 3 investiture points)
Improved Blind-FightAPG, *(1 investiture point)
Improved Great Fortitude*(1 investiture point)
Improved Iron Will*(1 investiture point)
Improved Lightning Reflexes*(1 investiture point)
Mark of justice(3 investiture points)
Neutralize poison(self only, 3 investiture points)
Restoration(self only, 2 investiture points)
Spell resistance(self only, 2 investiture points)
Wind Stance(2 investiture points)
Antilife shell(3 investiture points)
Disarming StrikeAPG(2 investiture points)
Greater Blind-FightAPG, *(2 investiture points)
Greater command(3 investiture points)
Greater forbid actionUM(3 investiture points)
Lightning Stance(3 investiture points)
Shadow walk(self only, 3 investiture points)
Unwilling shieldAPG(3 investiture points)
Divine vesselAPG(3 investiture points)
Foresight(self only, 3 investiture points)
Greater restoration(self only, 3 investiture points)
Regenerate(self only, 3 investiture points)
Repulsion(3 investiture points)
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.
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.
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.
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.
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 Training:A 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.
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.
出典 Pathfinder #139:The Dead Road 65ページ
サイコポンプの足元で学んだり、単にクリーチャーの哲学や方法を真似たりして、魂の万人は魂のサイクル/Cycle of Soulsを守ることを信じている。
宥めの打撃(超常)/Calming Strike:非実体のアンデッド・クリーチャーを素手打撃で攻撃した直後の割り込みアクションとして、魂の番人はクリーチャーを落ち着かせようとし、形而上学的な旅の次の段階に平和的に移行するように促す。目標は意志セーヴに成功するか(難易度 = 10+魂の番人レベルの半分+【判断力】修正値)、1分間の間カーム・スピリットとしてなだめられなければならない。
魂の番人は10+霊障の脅威度のアーマー・クラスに対して接触攻撃を行うことで、霊障に対してこの能力を使用できる。霊障はこの能力に対してセーヴィング・スローを受け取らないが、能力の持続時間は精神集中+1ラウンドで最大1ラウンド/レベルに変わる。魂の番人はこの能力を自身の魂の番人レベルに等しい回数だけ1日に使用できる。
これは朦朧化打撃と置き換える。
別世界の弾性力(変則)/Otherworldly Resilience:2レベルの時点で、魂の番人はダメージ減少 2/アダマンティン、[氷雪]に対する抵抗5、[雷撃]に対する抵抗5を得る。9レベルの時点で、ダメージ減少 5/アダマンティン、[氷雪]に対する抵抗10、[雷撃]に対する抵抗10に増加する。
魂感知(超常)/Spirit Sense:12レベルの時点で、魂の番人はサイコポンプの魂感知能力を持っているかのように、【判断力】修正値に等しいラウンド数の間(最小1ラウンド)、30フィート以内の生きているクリーチャーとアンデッド・クリーチャーに気が付き、検知し、区別する能力を自身に与えるために即行アクションとして1気ポイントを費やすことができる。
これは12レベルで得られる内功と置き換える。
ヤマラジの審判(擬呪)/Yamaraj's Judgment:15レベルの時点で、魂の番人はソウル・バインドやトラップ・ザ・ソウルなど囚われた魂を投獄する効果から開放するために標準アクションとして気蓄積から1ポイントを費やすことができる。これは魂の番人のレベルに等しい術者レベルを持つ、目標型解呪のディスペル・マジック呪文として機能する。この能力を起動すると、術者レベル判定に+4のボーナスを得るために追加の気ポイントを費やすことができる。魂がクリーチャーや非呪文効果で囚われている場合、術者レベル判定の結果が少なくとも11+クリーチャーまたは効果の脅威度であれば、解放する。
これは16レベルで得られる内功と置き換える。