レンジャー

戦闘スタイル Ranger Combat Styles

Elemental/Elemental

出典 Disciple's Doctrine 5ページ

If the ranger selects elemental, he can choose from the following list whenever he gains a combat style feat:Aquadynamic Focus, Scorching Weapons, Stony Step, and Wind Stance. At 6th level, he adds Inner Flame and Lightning Stance to the list. At 10th level, he adds Blazing Aura and Whirlwind Attack to the list.

Faithful(Achaekek)/Faithful(Achaekek)

出典 Inner Sea Combat 11ページ

If the ranger selects faithful(achaekek), he can choose from the following list whenever he gains a combat style feat:Double Slice, Exotic Weapon Proficiency(sawtooth sabre), Two-Weapon Feint, and Two-Weapon Fighting. At 6th level, he adds Improved Two-Weapon Feint and Two-Weapon Defense to the list. At 10th level, he adds Greater Two-Weapon Fighting and Two-Weapon Rend to the list.

Faithful(Besmara)/Faithful(Besmara)

出典 Inner Sea Combat 11ページ

If the ranger selects faithful(besmara), he can choose from the following list whenever he gains a combat style feat:Agile Maneuvers, Improved Dirty Trick, Improved Feint, and Weapon Finesse. At 6th level, he adds Greater Feint and Quick Dirty Trick to the list. At 10th level, he adds Critical Focus and Disengaging Flourish to the list.

Faithful(Calistria)/Faithful(Calistria)

出典 Inner Sea Combat 11ページ

If the ranger selects faithful(calistria), he can choose from the following list whenever he gains a combat style feat:Combat Reflexes, Exotic Weapon Proficiency(Whip), Weapon Finesse, and Whip Mastery. At 6th level, he adds Improved Trip and Improved Whip Mastery to the list. At 10th level, he adds Greater Trip and Greater Whip Mastery to the list.

Faithful(Cayden Cailean)/Faithful(Cayden Cailean)

出典 Inner Sea Combat 11ページ

If the ranger selects faithful(cayden cailean), he can choose from the following list whenever he gains a combat style feat:Catch Off-Guard, Combat Expertise, Combat Reflexes, and Weapon Finesse. At 6th level, he adds Improved Disarm and Lunge to the list. At 10th level, he adds Disarming Strike and Improved Critical(rapier) to the list.

Faithful(Desna)/Faithful(Desna)

出典 Inner Sea Combat 11ページ

If the ranger selects faithful(desna), he can choose from the following list whenever he gains a combat style feat:Quick Draw, Point-Blank Shot, Rapid Shot, and Weapon Finesse. At 6th level, he adds Distance Thrower and Opening Volley to the list. At 10th level, he adds Close-Quarters Thrower and Shot on the Run to the list.

Faithful(Erastil)/Faithful(Erastil)

出典 Inner Sea Combat 11ページ

If the ranger selects faithful(erastil), he can choose from the following list whenever he gains a combat style feat:Deadly Aim, Far Shot, Point-Blank Shot, and Precise Shot. At 6th level, he adds Clustered Shots and Snap Shot to the list. At 10th level, he adds Improved Snap Shot and Pinpoint Targeting to the list.

Faithful(Gorum)/Faithful(Gorum)

出典 Inner Sea Combat 11ページ

If the ranger selects faithful(gorum), he can choose from the following list whenever he gains a combat style feat:Cleave, Improved Bull Rush, Power Attack, and Shield of Swings. At 6th level, he adds Cleaving Finish and Vital Strike to the list. At 10th level, he adds Death or Glory and Improved Vital Strike to the list.

Faithful(Gozreh)/Faithful(Gozreh)

出典 Inner Sea Combat 11ページ

If the ranger selects faithful(gozreh), he can choose from the following list whenever he gains a combat style feat:Deadly Aim, Distance Thrower, Point-Blank Shot, and Two-Handed Thrower. At 6th level, he adds Lunge and Precise Shot to the list. At 10th level, he adds Impaling Critical(trident) and Strike Back to the list.

Faithful(Iomedae)/Faithful(Iomedae)

出典 Inner Sea Combat 11ページ

If the ranger selects faithful(iomedae), he can choose from the following list whenever he gains a combat style feat:Bodyguard, Improved Shield Bash, Step Up, and Two-Weapon Fighting. At 6th level, he adds In Harm's Way and Shield Slam to the list. At 10th level, he adds Bashing Finish and Shield Master to the list.

Faithful(Irori)/Faithful(Irori)

出典 Inner Sea Combat 11ページ

If the ranger selects faithful(irori), he can choose from the following list whenever he gains a combat style feat:Improved Grapple, Improved Unarmed Strike, Monastic Legacy, and Two-Weapon Fighting. At 6th level, he adds Improved Trip and Spring Attack to the list. At 10th level, he adds Ki Throw and Stunning Fist to the list.

Faithful(Kurgess)/Faithful(Kurgess)

出典 Inner Sea Combat 11ページ

If the ranger selects faithful(kurgess), he can choose from the following list whenever he gains a combat style feat:Charging Hurler, Deadly Aim, Improved Grapple, and Opening Volley. At 6th level, he adds Improved Charging Hurler and Greater Grapple to the list. At 10th level, he adds Pinning Knockout and Shot on the Run to the list.

Faithful(Lamashtu)/Faithful(Lamashtu)

出典 Inner Sea Combat 11ページ

If the ranger selects faithful(lamashtu), he can choose from the following list whenever he gains a combat style feat:Cleave, Furious Focus, Power Attack, and Pushing Assault. At 6th level, he adds Bloody Assault and Vital Strike to the list. At 10th level, he adds Dreadful Carnage and Improved Vital Strike to the list.

Faithful(Norgorber)/Faithful(Norgorber)

出典 Inner Sea Combat 11ページ

If the ranger selects faithful(norgorber), he can choose from the following list whenever he gains a combat style feat:Blind-Fight, Quick Draw, Wave Strike, and Weapon Finesse. At 6th level, he adds Improved Critical(short sword) and Improved Feint to the list. At 10th level, he adds Deadly Finish and Greater Blind-Fight to the list.

Faithful(Sarenrae)/Faithful(Sarenrae)

出典 Inner Sea Combat 11ページ

If the ranger selects faithful(sarenrae), he can choose from the following list whenever he gains a combat style feat:Improved Initiative, Mobility, Nimble Moves, and Sidestep. At 6th level, he adds Whirlwind Attack and Wind Stance to the list. At 10th level, he adds Lightning Stance and Spring Attack to the list.

Faithful(Torag)/Faithful(Torag)

出典 Inner Sea Combat 11ページ

If the ranger selects faithful(torag), he can choose from the following list whenever he gains a combat style feat:Bludgeoner, Improved Sunder, Power Attack, and Shield Focus. At 6th level, he adds Felling Smash and Greater Sunder to the list. At 10th level, he adds Greater Shield Focus and Sundering Strike to the list.

Faithful(Zon-Kuthon)/Faithful(Zon-Kuthon)

出典 Inner Sea Combat 11ページ

If the ranger selects faithful(zon-kuthon), he can choose from the following list whenever he gains a combat style feat:Agile Maneuvers, Disruptive, Exotic Weapon Proficiency(spiked chain), and Weapon Finesse. At 6th level, he adds Bloody Assault and Improved Trip to the list. At 10th level, he adds Bleeding Critical and Pin Down to the list.

Underwater/Underwater

出典 Aquatic Adventures 55ページ

If the ranger selects Underwater, he can choose from the following list whenever he gains a combat style feat(Dolphin Dart, Dolphin Circle, Shark Tear, and Shark Leap still require the corresponding style feat, but the ranger ignores all other prerequisites):Aquadynamic Focus, Aquadynamic Shot, Dolphin Style, and Shark Style. At 6th level, he adds Dolphin Dart and Shark Tear to the list. At 10th level, he adds Dolphin Circle and Shark Leap to the list.


レンジャーの罠 Ranger Traps

出典 Kobolds of Golarion

This section introduces a new kind of supernatural trap that a character who isn’t a ranger(but who has the Learn Ranger Trap feat) can create by including an additional magical component. This component— usually a scroll, potion, or oil—is expended at the time of the trap’s creation. Including it increases the time to lay the trap to 1 full minute.

Acid Trap変則または超常)/Acid Trap

出典 Kobolds of Golarion 20ページ

効果 The target is splattered with acid, taking a number of points of acid damage equal to 1d6 + 1/2 the ranger’s level to the triggering creature(Reflex negates). If it is an extraordinary trap, the ranger must supply a dose of acid when setting the trap.

Magical Component scroll of corrosive touch

Anchoring Trap*(超常)/Anchoring Trap

出典 Demon Hunter's Handbook 11ページ

効果 This trap can be added to a supernatural snare trap. The trap briefly imprisons any called creature(such as those called by the planar binding spells) for 1d4 rounds(Will negates). During this time the creature may not move from the location of the trap, though it may still use ranged effects and attack any creature within its reach. Additionally, anchoring traps disable the creature’s ability to t ravel within or between dimensions. This includes casting astral projection, blink, dimension door, dimensional gate, ethereal jaunt, etherealness, gate, maze, plane shift, shadow walk, teleport, teleportation circle, and similar spell-like abilities. The trap does not prevent the creature from using magic items that produce these effects, like cubic gates, helms of teleportation, or amulets of the planes. The trap can hold up to a Medium creature; each extra daily use of the ranger’s trap ability spent when the trap is set increases the maximum size of creature the trap can hold by one size category.

Blightburn Trap(変則)Blightburn Trap

出典 Kobolds of Golarion 20ページ

効果 This trap strikes the target with a small shard of blightburn, dealing 2d6 points of fire damage, 1d3 points of Constitution damage, and 1d3 points of Charisma damage. A successful Fortitude save negates the ability damage and halves the fire damage. The ranger must supply a sliver of blightburn, a dangerous task in itself, though storing the blightburn in a lead vial makes the task less risky.

Blighted Mark Trap変則または超常)/Blighted Mark Trap

出典 People of the Wastes 17ページ

効果 Effect This trap stains the victim with blighted plant matter, increasing its susceptibility to the attacks of creatures created or enthralled by the affliction. The target takes a –2 penalty to Armor Class against the attacks of creatures closely affiliated with the specific blight(typically demons, fey, plants, or undead) and on saving throws against effects created by such creatures. This effect lasts for 10 minutes per ranger level. A successful Will save negates this effect. Regardless of whether this is a extraordinary or supernatural trap, the ranger must supply a sample of the specific blight when setting this trap.

Bludgeoning Trap(変則または超常)/Bludgeoning Trap

出典 Ranged Tactics Toolbox 15ページ

効果 The trap bludgeons the creature that triggers it. The trap makes an attack with a bonus equal to the ranger’s character level + his Wisdom bonus. The triggering creature is denied its Dexterity bonus to アーマー・クラス if it was unaware of the trap. If the trap hits, it deals 1d6 points of bludgeoning damage for every 4 levels the ranger possesses(minimum 1d6). If it’s an extraordinary trap, the ranger must provide an object suitable for dealing lethal bludgeoning damage, such as a large branch or heavy stone.

Channeled Energy Trap変則または超常)/Channeled Energy Trap

出典 Kobolds of Golarion 20ページ

効果 This trap creates a positive or negative energy effect designed to harm either undead or living creatures, respectively. The target takes a number of points of damage equal to 1d8 + the ranger’s level from either positive energy or negative energy(Will save for half). If this is an extraordinary trap, the ranger must supply a vial of holy water(positive energy) or unholy water(negative energy).

Cleansing Trap(変則または超常)/Cleansing Trap

出典 People of the Wastes 17ページ

効果 Effect The trap suppresses the target’s ability to use one randomly selected attack, ability, or quality that creates a disease or poison effect; this lasts for 1 round per ranger level. If the creature has more than one such attack, ability, or quality that creates a disease or poison effect, the attack, ability, or quality to be suppressed when the creature is affected by this trap is determined at random from those not already suppressed.

Decoy Trap(超常)Decoy Trap

出典 Ranged Tactics Toolbox 15ページ

効果 The trap creates a shadowy humanoid figment that appears to move away from the triggering creature or that follows a simple program of no more than 25 words defined by the ranger at the time when the trap is set. Unless programmed otherwise, the figment appears 60 feet away from the triggering creature or as close to that distance as possible, and then moves away toward the nearest exit, if any. The figment can move up to 60 feet per round. A viewer can attempt a Will save or a Perception check to disbelieve the illusion if she attacks it or otherwise interacts with it. The Will save 難易度 to disbelieve the illusion is the same as the 難易度 to avoid the trap; the 難易度 of the Perception check to disbelieve the illusion is equal to 5 + the 難易度 to avoid the trap.

Dirty Trick Trap*(変則または超常)/Dirty Trick Trap

出典 Ranged Tactics Toolbox 15ページ

効果 If the triggering creature fails its saving throw against the trap or is struck by the trap’s attack, the trap also attempts a dirty trick combat maneuver(Pathfinder RPG Advanced Player’s Guide 320) against the triggering creature. The type of dirty trick is chosen when the trap is created, and if it isn’t possible or isn’t applicable to the triggering creature, the combat maneuver is wasted. The trap’s 戦技ボーナス for the dirty trick is equal to the ranger’s level + his Wisdom modifier.

Distraction Trap(変則または超常)/Distraction Trap

出典 Kobolds of Golarion 20ページ

効果 The target is affected with irritation that detracts from its alertness. It takes a –2 penalty on Perception checks, initiative checks, and Reflex saves for 10 minutes per ranger level. If this is a supernatural trap, this is a mind-affecting effect. If this is an extraordinary trap, the ranger must supply a dose of itching powder or another alchemical irritant.

Magical Component scroll of daze monster

Firework Trap*(変則または超常)/Firework Trap

出典 Champions of Balance 25ページ

効果 A ranger can add this augmentation to a fire or smoke trap. The trap explodes in a flash of colored lights. All creatures within 10 feet must succeed at a saving throw(Fortitude if an extraordinary firework trap, Will if supernatural) or be blinded for 1d4+1 rounds. If this is an extraordinary trap, the ranger must use an alchemical weapon when setting the trap, such as flash powderUE or a fireworkUE.

Infected Snare Trap(変則または超常)/Infected Snare Trap

出典 People of the Wastes 17ページ

効果 Effect A ranger can add this only to a snare trap. The snare is made of diseased materials, which contain an aggressive blight that saps the energy and bodily health from the target creature. When initially caught in the snare, the trapped creature must succeed at a Fortitude saving throw or immediately take 2 points of Constitution damage. Each subsequent hour, the creature must succeed at a Fortitude saving throw or take 2 points of Constitution damage. This effect lasts for 12 hours or until the creature makes two successful saving throws in a row, whichever comes first. This is a poison effect.

Lazurite Trap変則または超常)/Lazurite Trap

出典 Kobolds of Golarion 20ページ

効果 Lazurite radiation increases the victim’s susceptibility to the attacks of undead creatures that are bolstered by the radiation. The target takes a –2 penalty to Armor Class against the attacks of undead creatures and on saving throws against effects created by undead. This effect lasts for 10 minutes per ranger level. A successful Will save negates this effect. If this is an extraordinary trap, the ranger must supply a sliver of lazurite.

Limning Trap(変則または超常)/Limning Trap

出典 Champions of Balance 25ページ

効果 This trap sprays glowing dust into the trapped square and all adjacent squares. A creature covered in this dust glows like a candle(becoming visibly outlined if invisible) and takes a -20 penalty on Stealth checks. The dust’s effects last for 1 round per ranger level or until the creature washes it off(a move action requiring water or some other cleanser). If this is an extraordinary trap, the ranger must use alchemical components when setting the trap, such as glowing inkUE or marker dyeUE.

Oversized Barbs変則または超常)/Oversized Barbs

出典 Kobolds of Golarion 20ページ

効果 The target is speared with barbs that penetrate and protrude from its body, making squeezing, climbing, and swimming challenging. The trap implants 1d4+1 barbs, each dealing 1 point of damage. A successful Reflex save halves the number of barbs. The target takes a penalty on Climb checks and Swim checks equal to the number of barbs attached, and is considered one size category larger for the purposes of determining what size of opening or passageway it must squeeze through as long as at least 1 barb remains attached. Each barb can be removed with a full minute of work and a Heal check that equals or exceeds the trap’s 難易度. If this check fails, the barb is still removed but the target takes 1d4 points of damage. The barbs shake loose harmlessly after 10 minutes per ranger level.

Penetrating Trap*(超常)Penetrating Trap

出典 Magical Marketplace 12ページ

効果 A ranger can only add this to a wounding trap. The damage die of a penetrating trap increases to 1d8. Choose either adamantine, cold iron, or silver. The trap counts as that material for the purposes of overcoming damage reduction. If this is an extraordinary trap, the ranger must provide 1 pound of the chosen material during the trap’s construction.

Pit Trap変則または超常)/Pit Trap

出典 Source Kobolds of Golarion 21ページ

効果 This simple pit is covered over with leaves or appropriate materials for the area. It’s 5 feet deep plus 5 feet for every 4 ranger levels. A victim that succeeds at a Reflex save doesn’t fall into the pit. If it is an extraordinary trap, the ranger can set this trap only in terrain with soft ground.

Magical Component scroll of create pit

Quicksand Trap(超常)/Quicksand Trap

出典 Magical Marketplace 12ページ

効果 The trap and all adjacent squares become quicksand(Pathfinder RPG Core Rulebook 427) as long as they contain loose sand or soil. The Swim 難易度 to move in this quicksand is equal to the trap’s save 難易度, and the Swim 難易度 to tread in the quicksand is equal to the trap’s 難易度 – 5. The quicksand lasts for a number of rounds equal to the ranger’s level. When the effect ends, any creature still in the quicksand is returned to the surface prone.

Rust Monster Trap変則または超常)/Rust Monster Trap

出典 Kobolds of Golarion 21ページ

効果 The trap throws up a cloud of dust ground from the antennae of a rust monster, dealing 1d4 points of damage to the target’s metal armor and weapons. A ranger may increase the damage by 1 point for each additional daily use of his trap ability he spends when creating this trap. A successful Reflex save negates this damage. If this is an extraordinary trap, the ranger must supply a set of rust monster antennae.

Magical Component scroll of rusting grasp

Selective Trigger*(変則または超常)/Selective Trigger

出典 Kobolds of Golarion 21ページ

効果 The ranger adds a race, type, alignment, or minimum weight restriction to the trap’s trigger. If this is an extraordinary trap, the ranger can choose only the minimum weight restriction.

Magical Component potion of identify

Smoke Trap(変則または超常)/Smoke Trap

出典 Champions of Balance 25ページ

効果 This trap bellows out thick, choking smoke that fills the trapped square and all adjacent squares. Any breathing creature in these squares must succeed at a Fortitude saving throws or take a -4 penalty to Strength and Dexterity every round it’s within the smoke and for 1d4+1 rounds after leaving the smoke. All sight, even darkvision, is ineffective in or through the smoke. The smoke lasts for 1 round per 2 ranger levels, and is dispersed by wind as fog cloud. If this is an extraordinary trap, the ranger must use an alchemical component when setting the trap, such as a smokestick.

Spell-Stealing Trap(超常)Spell-Stealing Trap

出典 Kobolds of Golarion 21ページ

効果 The target is struck by a burst of abjuration that steals its magical ability. The target loses 1d4+1 levels of spells(of its choice). A ranger may increase the number of spell levels lost by 1d4 for each additional daily use of his trap ability he spends when creating this trap.

Magical Component scroll of dispel magic

Spell-Storing Trap(超常)Spell-Storing Trap

出典 Kobolds of Golarion 21ページ

効果 This trap behaves like a greater glyph of warding, except the maximum level of spell it can hold is 1. A ranger may increase the maximum level by 1 for each daily use of his trap ability he spends when creating this trap. The spell contained must be supplied by either the ranger or another creature within 1 round of the trap being laid. The duration of this trap is dependent on the ranger’s level, but a target receives only one save, that of the spell contained.

Summoned Ally Trap(超常)/Summoned Ally Trap

出典 Ranged Tactics Toolbox 15ページ

効果 The trap summons a creature as summon nature’s ally I with a caster level equal to the ranger’s level – 3. This trap functions as summon nature’s ally II at 8th level, summon nature’s ally III at 11th level, and summon nature’s ally IV at 14th level. The summoned creature or creatures appear in a location within the trap’s range designated when the trap is set; if it’s not possible for the creatures to appear in that location, they appear in the nearest unoccupied space. The ranger can choose a command of no more than 25 words when the trap is created; the creature or creatures follow those instructions, or otherwise attack the creature that triggered the trap.

Tar Trap変則または超常)/Tar Trap

出典 Kobolds of Golarion 21ページ

効果 The target is coated in a thin layer of sticky tar unless it succeeds at a Reflex save. It is entangled, and becomes susceptible to catching fire from any source of flame. If lit on fire, the tar burns intensely for 1 round; it deals 2d6 points of fire damage and is destroyed in the process. Unless burned away, the tar remains for 1 round per ranger level. If this is an extraordinary trap, the ranger must supply a dose of tar.

Telepathy Trap(超常)/Telepathy Trap

出典 Demon Hunter's Handbook 11ページ

効果 The trap resonates at a high-pitched frequency audible only to creatures that communicate via telepathy. If the triggering creature has the ability to communicate via telepathy, the creature becomes overwhelmed by psychic feedback. The trapped creature is staggered for 1d4 rounds(Will negates), and may not communicate telepathically during this time. This is a sonic, mind-affecting effect. Creatures that lack telepathy are not affected by this trap, though they may still trigger it.

Toxic Fumes Trap*(変則または超常)/Toxic Fumes Trap

出典 Champions of Balance 25ページ

効果 A ranger can add this to a smoke trap. The smoke this trap creates is extremely noxious. Any breathing creature must succeed at a Fortitude saving throw(in addition to the Fortitude save for the smoke trap) or be nauseated every round it’s within the smoke and for 1d4+1 rounds after leaving the smoke. If this is an extraordinary trap, the ranger must use a toxic material when setting the trap, such as noxious aromatic(Pathfinder Player Companion:Animal Archive 13).

Transdimensional Trap*(超常)/Transdimensional Trap

出典 Kobolds of Golarion 21ページ

効果 This augmentation allows a trap to affect an incorporeal or ethereal creature as if it were corporeal or existed on the Material Plane.

Magical Component scroll of ghostbane dirgeAPG

Transpositional Trap(超常)/Transpositional Trap

出典 Demon Hunter's Handbook 11ページ

効果 This pair of traps causes any creature that steps in one of the traps to be teleported to the location of the other trap(Will negates), as the spell dimension door. After having been transported, the creature may not take any other actions until its next turn. If one part of a pair of transpositional traps becomes blocked by a solid body or object, the trap does not function until the obstruction is removed. In order to create this trap, a ranger must set up two transpositional traps within 400 feet of each other, thus expending 2 uses of the ranger’s traps per day. A ranger can only have one pair of transpositional traps set at a time; setting a third transpositional trap immediately causes the first to disappear and keys the second and third transpositional traps to one another.

Tripwire変則または超常)/Tripwire

出典 Kobolds of Golarion 21ページ

効果 A taut wire stretched between two vertical surfaces knocks the target prone unless it succeeds at a Reflex save. A running or charging creature takes a –6 penalty on its save.

Wounding Trap(変則または超常)/Wounding Trap

出典 Magical Marketplace 12ページ

効果 This trap makes a melee attack against the target using the ranger’s base attack bonus + his Wisdom modifier for the attack roll. It deals an amount of damage equal to 1d6 + 1/2 the ranger’s level. The ranger chooses whether this damage is bludgeoning, piercing, or slashing. If this is a supernatural trap, the attack counts as magical for the purposes of overcoming damage reduction.


レンジャーのアーキタイプ Ranger Archetypes

Abendego Diver Abendego Diver

出典 Elemental Master's Handbook 12ページ

Named for the vicious and unending storm in the southern Arcadian Ocean, Abendego divers have pushed their bodies to their limits, holding their breath to expand their lung capacity and swimming until ocean travel is second nature to them.

Weapon and Armor Proficiency:An Abendego diver is not proficient with shields but is proficient with harpoonsUE and nets.

This alters the ranger’s weapon and armor proficiencies.

Ocean’s Blessing/Ocean’s Blessing:An Abendego diver adds buoyancyACG, control water, elemental speechAPG(water only), hydraulic pushAPG, hydraulic torrentAPG, ride the wavesUM, river whipACG, water breathing, and wave shieldACG to his ranger spell list at the same spell level as they appear on the cleric spell list or sorcerer/wizard spell list, whichever is lower. He still must select them as spells known, as normal.

This ability replaces track.

Deep Diver(変則)/Deep Diver:At 1st level, an Abendego diver can hold his breath for twice as long as usual(4 rounds times his Constitution score instead of the normal 2).

This ability replaces wild empathy.

Aquatic Terrain(変則)Aquatic Terrain:At 3rd level, an Abendego diver gains a +2 bonus on initiative checks and Knowledge(geography), Perception, Stealth, and Survival skill checks while underwater. Every 5 levels thereafter, the bonus on each of those checks increases by 2 while the Abendego diver is underwater(to a maximum of +8 at 18th level).

This replaces favored terrain.

Aquatic Adaptation(変則)Aquatic Adaptation:At 7th level, an Abendego diver gains a swim speed equal to his unmodified base speed. Because he has a swim speed, he gains the standard +8 bonus on Swim checks to perform a special action or evade a hazard, the ability to take 10 on a Swim check even if distracted or threatened, and the ability to use the run action while swimming if he swims in a straight line. If he already has a swim speed, his swim speed increases by 10 feet.

This replaces woodland stride.

Shark Sense(変則)/Shark Sense:At 8th level, an Abendego diver gains the scent ability while underwater.

This ability replaces swift tracker.

Killer of the Deep(変則)/Killer of the Deep:At 20th level, an Abendego diver is peerless at detecting prey underwater and delivering killing blows. He can notice other creatures by scent in a 180-foot radius underwater and can detect blood in the water up to a mile away. As a standard action, he can make a single attack against a favored enemy at his full attack bonus while underwater. If the attack hits, the target takes damage normally and must succeed at a Fortitude save or die. The 難易度 of this save is equal to 10 + half the ranger’s level + the ranger’s Wisdom modifier. An Abendego diver can instead deal an additional amount of nonlethal damage equal to the creature’s current hit points. A successful save negates this damage. An Abendego diver can use this ability once per day against each of his favored enemy types but not against the same creature more than once in a 24-hour period.

This ability replaces master hunter.

Blightwarden Blightwarden

出典 People of the Wastes 17ページ

Some rangers feel so closely connected to their homelands that they stand as guardians against pervasive corruptions that pervert those lands beyond the point of recognition.

Hunt the Blighted(変則)/Hunt the Blighted:A blightwarden’s first favored enemy is always a special type of creature:blighted. His bonuses from his first favored enemy apply to creatures with one or more of the following templates:blighted fey, fungal creature, fungoid, Mana Wastes mutant, mutant, mutant goblin, and plagued beast. Additionally, the bonuses apply against creatures with the blight subtype.

Each time the blightwarden gains a new favored enemy, his additional +2 bonus always applies to this first favored enemy.

This alters favored enemy.

Emulate Taint(変則超常、または擬呪)/Emulate Taint:Once per day as a standard action, a blightwarden can examine visible evidence of a creature that has been affected by a natural or supernatural blight. This might include visible tracks left by a creature with the fungal creature template, or a dead creature with the blighted fey template, or any similar evidence left by any creature as described in the hunt the blighted fey ability.

When the blightwarden does this, for the next 24 hours, he can use any one extraordinary, supernatural, or spell-like ability granted by the template(or the blight subtype) for a number of minutes equal to his ranger level. This duration need not be used all at once, but they must be spent in 1-minute increments. Saving throw DCs for this ability are calculated as if the blightwarden had the relevant template(for example, the 難易度 of an ability from the blighted fey template would be equal to 10 + half the blightwarden’s Hit Dice + his Constitution modifier). He cannot use abilities that would create a permanent effect beyond this ability’s duration, and can never use more than one ability from a template or subtype in this way during a single 24-hour period.

For example, the blightwarden cannot use a blighted ooze’s cursed domain ability to create a domain of evil. However, the blightwarden could gain a blighted fey’s thorn throw ability for a number of minutes equal to his ranger level(in this case, the blightwarden would gain a thorn attack for that duration).

This replaces wild empathy.

Blightwalker(変則)/Blightwalker:At 3rd level, a blightwarden gains a +2 bonus on initiative checks and Knowledge(geography), Perception, Stealth, and Survival checks when in areas afflicted by a natural or supernatural blight. Blighted areas include cursed lands(Pathfinder RPG Horror Adventures 143), domains of evil(Horror Adventures 159), regions negatively affected by a spell or ability that affects at least a 300-square-foot area, or regions where a specific affliction is prevalent. In addition, the blightwarden adds this bonus to ability checks, saving throws, and skill checks to avoid natural and supernatural hazards in blighted areas. He can choose to improve this bonus in place of improving a favored terrain bonus. A blightwarden traveling through blighted areas leaves no trail and cannot be tracked(though he can leave a trail if he chooses).

This alters favored terrain and replaces the blightwarden’s first favored terrain.

Resist Corruption(変則)/Resist Corruption:At 3rd level, a blightwarden gains a +2 bonus on saving throws against curses, diseases, mind-affecting effects, poisons, and transmutation effects.

This replaces endurance.

Bow Nomad Bow Nomad

出典 People of the Stars 8ページ

Thanks to their four arms, kasathas can master a combat form native to their home world and rarely witnessed on Golarion—wielding two bows at once. This archetype is available to kasathas(and to other races with four or more arms at the GM’s discretion).

Twin Bows(変則)/Twin Bows:At 1st level, a bow nomad can simultaneously wield a combination of two of any of the following ranged weapons:shortbow, longbow, and their composite versions. When a bow nomad makes a full attack with two bows, twoweapon penalties apply and can be offset with Two- Weapon Fighting feats. Since bows aren’t light weapons, a bow nomad with Two-Weapon Fighting takes a –4 penalty on attacks with each of her bows. Extra attacks from other sources, such as those granted by Manyshot or Rapid Shot, can be applied to only one of the wielded bows per round. This ability replaces wild empathy.

Combat Style(変則)/Combat Style:At 2nd level, a bow nomad must select archery as her combat style.

Agile Maneuvers/Agile Maneuvers:At 3rd level, a bow nomad gains Agile Maneuvers as a bonus feat. This replaces Endurance.

Trick Shot(変則)/Trick Shot:A bow nomad can make a number of trick shots per day equal to 1/2 her ranger level + her Dexterity modifier. Unless otherwise noted, making a trick shot is a standard action that provokes attacks of opportunity.

Deflecting Arrow/Deflecting Arrow:At 3rd level, as an immediate action that doesn’t provoke attacks of opportunity, a bow nomad can deflect a single ranged attack. This ability functions as the Deflect Arrows feat, except the bow nomad need not have a hand free and can def lect an attack targeting any creature within 30 feet.

Hampering Strike/Hampering Strike:At 8th level, a bow nomad can attempt to disarm or trip an opponent within 30 feet in place of a ranged attack, with a –4 penalty on the combat maneuver check.

Pinning Strike/Pinning Strike:At 13th level, a bow nomad can attempt to pin a Large or smaller opponent’s limb or clothing to the ground or a wall in place of an attack. If the bow nomad’s attack roll exceeds her opponent’s 戦技防御値, the opponent is pinned and cannot move from its current position. As a move action, the opponent can attempt a Strength check to free itself(難易度 = 10 + 1/2 the bow nomad’s ranger level + her Strength modifier). Only creatures adjacent to a solid, anchored, penetrable surface can be affected by this ability.

Exploit the Gap/Exploit the Gap:At 18th level, a bow nomad can exploit the natural weaknesses of her foes. When a bow nomad makes a full attack with her twin bows, each arrow that deals damage in that attack also reduces the target’s natural armor bonus(if any) by 1(to a minimum of 0) for 1 round.

This ability replaces favored terrain.

Focused Fire(変則)/Focused Fire:At 6th level, the bow nomad must select the Manyshot feat as her 6th-level combat style feat. In addition to the normal benefit of Manyshot, the bow nomad can specify the bow in her off hands as the source of the second arrow(precision damage and critical damage are still only added once). The bow nomad takes no two-weapon penalties when using this ability, but she cannot use it and Two-Weapon Fighting in the same round. The nomad can still choose to use Manyshot in the normal manner.

At 11th and 16th level, the bow nomad can apply this ability to each of her iterative attacks. This ability alters the 6th-level combat style feat and replaces camouflage and hide in plain sight.

Cinderwalker Cinderwalker

出典 Pathfinder #95:Anvil of Fire 72ページ

Cinderwalkers traverse burning wastelands and restless mountains, thriving in lands most creatures avoid.

Born to the Fire(変則)/Born to the Fire:At 3rd level, a cinderwalker gains a +2 bonus on initiative checks and Knowledge(geography), Perception, Stealth, and Survival checks when in volcanic or geothermally active areas. Such areas include calderas, hot springs, lava plains, and volcanically formed hills or mountains. In addition, the cinderwalker adds this bonus on any ability checks, saving throws, or skill checks to avoid geothermal or volcanic hazards. The cinderwalker can choose to improve this bonus in place of improving a favored terrain bonus. A cinderwalker traveling through volcanic or geothermally active areas leaves no trail and cannot be tracked(though he can leave a trail if he chooses). This ability replaces the cinderwalker’s first favored terrain and wild empathy.

Inured(変則)/Inured:At 4th level, a cinderwalker gains the benefits of endure elements against hot environments. At 8th level, the cinderwalker gains fire resistance 10, which improves to fire resistance 20 at 12th level, fire resistance 30 at 16th level, and immunity to fire at 20th level. This ability replaces hunter’s bond.

Cinderwalk(変則)/Cinderwalk:At 7th level, a cinderwalker can move through any sort of solid volcanic terrain(such as ash, cooled lava, or volcanic rock) at his normal speed and without taking damage or suffering any other impairment. The cinderwalker ignores fire damage from being near heat sources and touching heated surfaces(but not from immersion). This ability replaces woodland stride.

Corpse Hunter Corpse Hunter

出典 Undead Slayer's Handbook 24ページ

Many rangers count the undead among their favored enemies, but some make a full-time job out of hunting down and destroying these walking corpses. A corpse hunter has the following class features.

クラス技能A corpse hunter adds Knowledge(religion) to his list of class skills, and removes Knowledge(nature) from his list of class skills.

呪文In addition to the default spells on the ranger spell list, a corpse hunter adds the following to his list of spells at the indicated spell levels:1st—bless water, detect undead, hide from undead, sanctify corpseUM, 2nd— halt undead, 3rd—speak with dead, 4th—searing light.

Undead Exterminator/Undead Exterminator:At 1st level, a corpse hunter must select undead as his first and only favored enemy, granting him a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when dealing with creatures of the undead type and a +2 bonus on weapon attack and damage rolls against undead. A corpse hunter does not gain additional favored enemies at 5th, 10th, 15th, and 20th level, though his favored enemy bonus against undead creatures increases by 2 at each of these levels(to a maximum bonus of +10 at 20th level).

Disrupt Control(超常)/Disrupt Control:At 5th level, a corpse hunter can infuse his attacks with divine power capable of harming an undead creature as well as its controller. As a standard action, the corpse hunter can make a single melee attack against an undead creature, or a single ranged attack against an undead creature within 30 feet. If the attack is successful, he deals 1d4 points of Charisma damage to the target undead creature in addition to normal damage. If the target undead creature is being controlled by another creature within 120 feet, the controller takes 1d4 points of Charisma damage as well; unlike the initial target, the controller may attempt a Will save(難易度 = 10 + 1/2 the corpse hunter’s class level + the corpse hunter’s Wisdom modifier) to halve the damage she would take from this attack. A corpse hunter can use this ability once per day at 5th level, plus an additional time per day at 10th level, 15th level, and 20th level. The amount of Charisma damage dealt increases to 1d6 at 10th level, 1d8 at 15th level, and 2d4 at 20th level.

Graveyard Stride(変則)/Graveyard Stride:At 7th level, a corpse hunter may move easily through difficult terrain in areas where corpses are interred, such as graveyards, catacombs, crypts, or necropolises. When in such an environment, the corpse hunter may move at his normal speed without taking damage or suffering any impairment, although any magical effects and enchantments that impair movement still affect him. This ability replaces woodland stride.

Incorporeal Armament(超常)/Incorporeal Armament:At 8th level, a corpse hunter can channel his will into any weapon he wields, making it effective against incorporeal undead. A corpse hunter may imbue a single wielded weapon with the ghost touch special ability as a swift action, causing it to deal damage normally against incorporeal creatures. The corpse hunter may use this ability for a number of rounds per day equal to half his ranger level; these rounds need not be consecutive. The corpse hunter can end this ability as a free action. This ability replaces swift tracker.

Darklands Sailor Darklands Sailor

出典 Heroes of the Darklands 27ページ

Those plying the lightless waters of the Darklands learn to use sound to augment their compromised vision, providing insight into the hazards lurking below the surface. A Darklands sailor has the following class features.

Skilled Pilot(変則)Skilled Pilot:A Darklands sailor adds half his level(minimum 1) to Profession(sailor) and Survival checks to navigate or avoid natural hazards in subterranean waterways.

This ability replaces track.

Keen Ear(変則)/Keen Ear:At 3rd level, a Darklands sailor learns how to use sound to compensate for poor visibility when facing threats above and below the water. He gains the uncanny dodge rogue ability when underground and either swimming or aboard a boat. At 8th level, he gains improved uncanny dodge under these conditions, treating his Darklands sailor level as his effective rogue level for the purpose of denying an enemy’s sneak attacks. At 13th level, he gains blind sense with a range of 30 feet against creatures touching water. At 18th level, his blind sense range increases to 60 feet or equal to the range of his darkvision, whichever is greater. If the Darklands sailor becomes deafened, he loses all benefits of this ability until his hearing is restored.

This replaces favored terrain.

Quick Swim(変則)/Quick Swim:At 7th level, a Darklands sailor can swim at his full speed as a move action without penalty.

This ability replaces woodland stride.

Subsonic Warning(変則)/Subsonic Warning:At 8th level as a swift action, a Darklands sailor can provide the benefits of his keen ear ability to the subjects of his hunter’s bond. This effect lasts for a number of rounds per day equal to the Darklands sailor’s Wisdom modifier. These rounds need not be consecutive. A deafened creature can’t benefit from a Darklands sailor’s subsonic warning.

This ability replaces swift tracker.

Hidden Depths(変則)/Hidden Depths:At 12th level, a Darklands sailor can use the Stealth skill to hide while underground or underwater, even if he doesn’t have cover or concealment. At 17th level, he can use the Stealth skill even while being observed when underground or underwater.

This ability replaces camouflage and hide in plain sight.

Dragon Hunter Dragon Hunter

出典 Dragonslayer's Handbook 22ページ

The quintessential dragonslayers, dragon hunters are experts at forging through the wilds in search of great wyrms. Dragon hunters have the following class features.

クラス技能A dragon hunter adds Knowledge(arcana) to his list of class skills, in addition to the normal ranger class skills.

Predatory Deduction(変則)/Predatory Deduction:Beginning at 1st level, when a dragon hunter successfully uses Survival to spot the trail of a creature of the dragon type, the hunter may attempt an immediate 難易度 15 Knowledge(arcana) check. On a success, the dragon hunter is able to deduce the species, age category, size, and color of the dragon. If the trail is less than 48 hours old, the dragon hunter gains a +2 circumstance bonus on the Knowledge check. This ability replaces Track.

Wyrm Hatred(変則)/Wyrm HatredBeginning at 1st level, a dragon hunter must select dragons as his favored enemy, granting him a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of the dragon type. He also gains +2 bonuses on weapon attack and damage rolls against them. These bonuses increase by +2 at 5th level and every five levels thereafter(10th, 15th, and 20th level).

Dragoncrafting(変則)/Dragoncrafting:Dragon hunters are experts not only at tracking and killing dragons, but also at using dragon bodies to craft unique equipment. A dragon hunter gains Dragoncrafting as a bonus feat at 5th level, even if she does not meet the prerequisites. See page 18 of this book for more information. This ability replaces the additional favored enemy and any bonuses to existing favored enemies gained at 5th level.

Undaunted(変則)/Undaunted:Beginning at 10th level, a dragon hunter gains a +4 bonus on Will saves made to resist mind-affecting fear effects, Reflex saves made to avoid damage from breath weapons, Reflex saves made to avoid crush attacks, and Reflex saves made to avoid damage from tail sweep attacks. This ability replaces the additional favored enemy and any bonuses to existing favored enemies gained at 10th level.

Expert Dragoncrafter(変則)/Expert Dragoncrafter:At 15th level, a dragon hunter may take 10 on Heal and Craft skill checks to harvest dragoncraft materials and to create dragoncraft items. Additionally, the amount of time required to create a dragoncraft item is reduced by half. This ability replaces the additional favored enemy and any bonuses to existing favored enemies gained at 15th level.

Elemental Resilience(超常)Elemental Resilience:At 20th level, a dragon hunter gains energy resistance 30 against a single energy type for 1 hour. The energy types he may choose are acid, cold, electricity, and fire. He may use this ability once per day. This ability replaces the additional favored enemy and any bonuses to existing favored enemies gained at 20th level.

Dungeon Rover Dungeon Rover

出典 Dungeoneer's Handbook 22ページ

These rangers specialize in surviving hostile subterranean environs. They are well equipped to avoid traps, spot secret passages, and deal with inimical dungeon tenants.

クラス技能A dungeon rover gains Disable Device and Knowledge(engineering) as class skills and loses Ride as a class skill.

Stone Scouting(変則)/Stone Scouting:A dungeon rover gains a +2 bonus on Perception checks to notice underground environmental hazards, including traps, potential cave-ins, and dangerous flora. A dungeon rover receives a check to notice these hazards whenever he passes within 10 feet of them, whether or not he is actively looking. This ability replaces track.

Vermin Affinity(変則)/Vermin Affinity:A dungeon rover gains the ability to improve the attitude of mindless subterranean creatures. This ability functions as the wild empathy class feature, except a dungeon rover can influence any vermin(even those without Intelligence scores) instead of animals. Additionally, a dungeon rover can influence oozes with a –4 penalty on his vermin affinity check. This ability replaces wild empathy.

Dungeon Ally(変則)/Dungeon Ally:At 4th level, a dungeon rover may select a giant slug, a giant centipede, a goblin dog, a giant scorpion, or any poisonous snake as his animal companion, in addition to the usual animal companion options available to rangers with the hunter’s bond class feature. This ability modifies hunter’s bond.

Subterranean Stride(変則)/Subterranean Stride:At 7th level, a dungeon rover is never slowed by difficult terrain while underground. However, areas that are enchanted or magically manipulated to impede motion still affect him. This ability replaces woodland stride.

Improved Stone Scouting(変則)/Improved Stone Scouting:At 8th level, a dungeon rover’s bonus on Perception checks to notice underground environmental hazards increases to +4. Additionally, the rover receives a check to notice these irregularities whenever he passes within 15 feet of them. This ability replaces swift tracker.

Elemental Envoy Elemental Envoy

出典 Disciple's Doctrine 5ページ

An elemental envoy travels the Elemental Planes. He has learned to protect himself from their many dangers, and he models his fighting style after their teachings.

Planar Combatant(変則)/Planar Combatant:At 2nd level, an elemental envoy must choose the elemental combat style on this page, choosing his combat style feats from that list.

This alters the ranger’s combat style feats.

Elemental Explorer(変則)Elemental Explorer:At 3rd level, instead of selecting a favored terrain, an elemental envoy gains the typical favored terrain bonuses when traveling on the Plane of Air, Plane of Earth, Plane of Fire, and Plane of Water, except the elemental envoy gains a bonus on Knowledge(planes) checks instead of Knowledge(geography) checks. At 8th level and every 5 levels thereafter, he does not select an additional favored terrain, but his favored terrain bonuses increase by 2.

This alters favored terrain.

Fortune-Finder Fortune-Finder

出典 Blood of the Beast 29ページ
Only available to Vanaran characters

Vanaras often leave home to seek fortune and sate their curiosity regarding the mysterious lands that lie beyond their native territories. The most skilled of these thrillseekers are called ba-sadhaks, or fortune-finders. So successful have these canny explorers been at exploring Golarion at large that the secrets of their success are closely guarded, resulting in only extremely rare nonvanaran fortune-finders.

Hinterlander(変則)/Hinterlander:A fortune-finder adds 1/2 his level(minimum 1) on all Climb and Swim checks.

This replaces track.

Adaptable Study(変則)/Adaptable Study:At 4th level, a fortune-finder can adapt and orient himself to new environments and new enemies. He gains a +1 bonus on initiative checks and Knowledge(geography), Perception, Stealth, and Survival checks whenever he is in a terrain he hasn’t selected as one of his favored terrains. He leaves no trail and can’t be tracked in any such terrain(though he can leave a trail if he so chooses).

In addition to this, the fortune-finder can study an opponent he can see as a move action. He then gains a bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks attempted against that opponent, as well as on weapon attack and damage rolls against it. The bonus is equal to half the fortune-finder’s highest favored enemy bonus. A fortune-finder can’t attempt Knowledge checks untrained to identify an opponent he has studied with adaptable study. Bonuses from adaptable study don’t stack with those from the favored enemy ability. The ranger can study only a single target at a time.

This ability replaces hunter’s bond.

Trailblazer(変則)/Trailblazer:Starting at 7th level, a fortune-finder can move through any sort of difficult terrain at his normal speed. Terrain that is enchanted or magically manipulated to impede movement, however, still affects the fortune-finder.

This ability replaces woodland stride.

Fast Study(変則)/Fast Study:Beginning at 11th level, a fortune-finder can study an opponent using adaptable study as a swift or move action. In addition to this, he can maintain bonuses from adaptable study against one additional opponent. At 19th level, he can study an opponent using adaptable study as an immediate, swift, or move action and can maintain the bonuses from adaptable study against a total of three opponents.

This ability replaces quarry and improved quarry.

Master Explorer(変則)/Master Explorer:A fortune-finder of 20th level becomes a master explorer. He can move through any sort of terrain that impedes movement at his full speed, even if it is enchanted or magically manipulated to impede motion. As a full-round action, he can study one opponent he can see and has already studied with adaptable study, increasing the benefits he gains from that ability to equal his full favored enemy bonus.

This ability replaces master hunter.

Freebooter Freebooter

出典 Pirates of the Inner Sea 23ページ

A freebooter is a natural leader, a pirate who works well with a variety of people and in a variety of roles. Her specialized combat tactics help organize and direct a crew, and freebooters’ talents are in high demand. Most freebooters work as independent agents. A freebooter signs on with a crew when she feels the urge to travel, and often moves to a new ship when her contract ends.

Freebooter's Bane(変則)Freebooter's Bane:At 1st level, the freebooter can, as a move action, indicate an enemy in combat and rally her allies to focus on that target. The freebooter and her allies gain a +1 bonus on weapon attack and damage rolls against the target. This ability applies only to allies who can see or hear the freebooter and who are within 30 feet of the freebooter at the time she activates this ability. At 5th level and every 5 levels thereafter(10th, 15th, and 20th level), the bonus increases by 1.

The freebooter’s bane lasts until the target dies or the freebooter selects a new target. This ability replaces favored enemy.

Freebooter’s Bond(変則)Freebooter’s Bond:At 4th level, a freebooter forms a bond with her crewmates. This bond allows her to spend a move action to grant her allies extra combat prowess when they work as a team. All allies within 30 feet who can see or hear the freebooter gain an additional +2 bonus on attack rolls when flanking with the freebooter or with another ally affected by this ability. This ability replaces hunter’s bond.

Fast Swimmer(変則)/Fast Swimmer:Starting at 7th level, a freebooter may swim half her speed as a move action or her normal speed as a full-round action with a successful Swim check. The freebooter gains a +2 bonus on Swim checks. This ability replaces woodland stride.

Galvanic Saboteur Galvanic Saboteur

出典 People of the River 25ページ

The transformation of the great warlord Kevoth-Kul into the hedonistic Black Sovereign a few decades ago was difficult for the people of Numeria to accept. Many Kellid locals blame Kevoth-Kul’s change on the influence of the Technic League and view both the League and their mechanical minions with a mix of fear and distrust. Some Kellid rangers have since developed skills to defeat the League’s robotic enforcers and devious arcanists.

クラス技能A galvanic saboteur adds Disable Device and Knowledge(arcana) to his list of class skills and removes Handle Animal and Knowledge(dungeoneering) from his list of class skills.

Favored Enemy(変則)/Favored Enemy:At 1st level, a galvanic saboteur must select construct creatures as his first favored enemy. This ability alters favored enemy.

Reprogram(変則)/Reprogram:At 1st level, a galvanic saboteur can improve the initial attitude of a mindless construct. This ability functions as wild empathy, except only against mindless constructs. The ranger can use this ability against constructs with an Intelligence score, but he takes a –4 penalty on the check. This ability replaces wild empathy.

Lucky Dodge(変則)/Lucky Dodge:At 3rd level, a galvanic saboteur can dodge the precise attacks of even the most technologically advanced foes. The ranger gains a luck bonus to アーマー・クラス against attacks that target his touch アーマー・クラス as long as his opponent’s type matches that of his first favored enemy. This luck bonus is equal to 1/2 the ranger’s favored enemy bonus against that creature type. At 8th, 13th, and 18th levels, the ranger gains this luck bonus to アーマー・クラス against attacks that target touch his アーマー・クラス as long as his opponent’s type matches his second, third, and fourth favored enemy, respectively. A galvanic saboteur’s animal companion(if he chose one for his hunter’s bond) also gains this luck bonus. This ability replaces favored terrain.

Technological Trapsmith(変則)/Technological Trapsmith:At 7th level, a galvanic saboteur can rig technological traps using the remains of destroyed constructs with the clockwork or robot subtype. To successfully rig such a trap, the ranger must spend 1 minute working on the destroyed construct and succeed at a Disable Device check(難易度 = 10 + the construct’s ヒット・ダイス). On a failure, the trap doesn’t function and the construct’s remains are ruined. On a success, the ranger creates a mechanical trap with the following statistics.

Rigged Construct Trap

Type mechanical; Perception 難易度 20; Disable Device 難易度 20
Effects
Trigger location(all spaces occupied by the construct’s remains); Reset none
Effect blast of electricity(1d6 electricity damage/2 ヒット・ダイス of construct); Reflex negates(難易度 = 10 + 1/2 the ranger’s level + his Intelligence modifier); multiple targets(all targets within 5 ft. of construct’s remains)

Other types of destroyed constructs can serve as suitable materials for a rigged construct trap(at the GM’s discretion). Constructs destroyed by disintegrate or similar effects that leave no intact remains cannot be used to create a rigged construct trap. This ability replaces woodland stride.

Static Strike(変則)/Static Strike:At 8th level, the galvanic saboteur has gathered enough parts and scrap from his constructed enemies that he can infuse some of his attacks with a bit of their alien energy. Once per day as a standard action, the ranger can make a static strike as a melee attack at his full base attack bonus. If the attack hits, it deals an additional 1d6 points of electricity damage and the ranger can make an additional attack at his full base attack bonus against a foe that is adjacent to the previous foe and still within his reach, as if he had Cleave, except he doesn’t take a –2 penalty to his アーマー・クラス and the second attack deals an additional 2d6 points of electricity damage. At 12th level, the ranger can continue to make attacks against adjacent creatures, as if he had Greater Cleave, with each hit increasing the amount of electricity damage dealt to the next foe in line. The ranger can use this ability twice per day at 14th level and three times per day at 20th level. This ability replaces swift tracker and camouflage.

Sensor Evasion(超常)/Sensor Evasion:At 17th level, a galvanic saboteur has mastered the art of evading technological and magical observation. He can use the Stealth skill against constructs and magical sensors(such as those created by arcane eye or clairaudience/clairvoyance) even while being observed. This ability replaces hide in plain sight.

Groom Groom

出典 Dungeoneer's Handbook 21ページ

The groom attends to the needs of the party’s mounts and beasts of burden during their adventures, and guards these animals while the party goes underground.

Hide the Horses(変則)/Hide the Horses:A groom finds the best place to stable and conceal a party’s mounts while the group explores a dungeon. A groom adds half her level(minimum 1) on Stealth skill checks for both herself and the mounts she’s hiding while she is concealing a party’s mounts. This ability replaces track.

Horse Whisperer(超常)Horse Whisperer:At 3rd level, a groom can use speak with animals at will, but can use this power only on horses, riding dogs, and other mounts of the animal type. This ability replaces Endurance.

Scout the Area(変則)/Scout the Area:At 3rd level, a groom gains a +4 bonus on Knowledge(local) checks. In addition, she always knows where to find the nearest expert or spellcaster who can provide a particular service, such as the nearest source of raise dead. This ability replaces the ranger’s 1st favored terrain.

Ilsurian Archer Ilsurian Archer

出典 Weapon Master's Handbook 6ページ

Ilsurian archers maintain the strong tradition of archery first developed by soldiers in the service of Ilsur, who raised a small army with which he intended to overthrow the monarch of Korvosa after the fall of the Chelish Empire. Though Ilsur’s Arena teaches only the basics of these techniques, a few dedicated students strive toward true mastery in each generation.

Bullseye Shot(変則)/Bullseye Shot:At 1st level, an Ilsurian archer gains the Bullseye ShotISG feat as a bonus feat. He need not meet its prerequisites. This ability replaces track and wild empathy.

Archery Style(変則)/Archery Style:At 2nd level, an Ilsurian archer must select the archery combat style. This modifies the ranger’s combat style feat class feature.

Vicious Aim(変則)/Vicious Aim:At 4th level, an Ilsurian archer adds half his highest favored enemy bonus to all attack rolls and damage rolls for attacks made with ranged weapons. This does not stack with his normal favored enemy bonus when targeting a creature that qualifies as a favored enemy. This ability replaces all spellcasting, and the Ilsurian ranger is not considered to have a caster level.

Iomedae’s Influence(変則)/Iomedae’s Influence:At 8th level, an Ilsurian archer gains Weapon Focus with the longsword as a bonus feat, due to the influence the church of Iomedae has over Ilsurian causes. This ability replaces swift tracking.

Pinpoint Targeting(変則)/Pinpoint Targeting:At 11th level, an Ilsurian ranger gains Pinpoint Targeting as a bonus feat, even if he does not meet its prerequisites. This replaces quarry.

Quarry(変則)/Quarry:At 19th level, an Ilsurian ranger gains the quarry class feature. This ability replaces improved quarry.

Jungle Lord Jungle Lord

出典 Pathfinder:Worldscape #4 25ページ

Whether raised from birth under the jungle canopy in a native tribe or settlement, marooned as a child and reared by animals, or simply an ordinary person lost in the trackless tangle and forced to thrive in the wilderness or die, jungle lords are tempered by their harsh and unforgiving environments into something more than ordinary men and women. Their ordeals and experiences combine the physical prowess gained as a result of life hunting dangerous beasts with the wisdom gained from surviving countless natural dangers to earn them the respect of the jungle’s denizens, man and animal alike.

クラス技能The jungle lord gains Acrobatics and Linguistics as class skills instead of Knowledge(dungeoneering) and Spellcraft.

Weapon and Armor Proficiency:A jungle lord is proficient with the dagger, battleaxe, blowgun, bolas, club, greatclub, handaxe, kukri, lasso(Pathfinder RPG Ultimate Equipment 31), longbow, longspear, net, quarterstaff, shortbow, shortspear, sling, spear, and whip. Jungle Lords are not proficient with armor and shields.

This replaces the ranger’s normal weapon and armor proficiencies.

ボーナス言語A jungle lord's language options include Sylvan, the language of woodland creatures.

Animal Focus(超常)/Animal Focus:As a swift action, a jungle lord can take on the aspect of an animal, gaining a bonus or a special ability based on the type of animal emulated. This ability functions as the hunter’s animal focus class feature(Pathfinder RPG Advanced Class Guide 27), though it applies only to the jungle lord and not an animal companion. The jungle lord can use this ability for 1 minute per day per ranger level. This duration does not need to be consecutive, but it must be spent in 1-minute increments. He can emulate only one animal at a time.

This ability replaces favored enemy.

Favored Terrain(変則)/Favored Terrain:At 3rd level, a jungle lord must select jungle as his first favored terrain.

This alters favored terrain.

Hunter’s Bond(変則)/Hunter’s Bond:A jungle lord forms a close bond with an animal companion. This ability functions like the druid animal companion ability except that the jungle lord’s effective druid level is equal to his ranger level -3. The jungle lord gains a +2 bonus on wild empathy and Handle Animal checks regarding his animal companion. A jungle lord can choose his companion from the following list:ape, axe beakB3, baboonB2, bear, big cat(lion, tiger), bird, boar, crocodile(alligator), dinosaur(deinonychus, pteranodon B1, velociraptor), dog, elephantB1, giant chameleonB3, giant geckoB3, giant vultureB3, giraffeB4, hippopotamusB2, moaB5, monitor lizardB1, rhinocerosB1, small cat(cheetah, leopard), snake(constrictor, viper), or wolf.(Superscript B indicates a Pathfinder RPG Bestiary volume.)

The jungle lord can have up to four animal companions, but he must divide up his efiective druid level between his companions to determine the abilities of each companion. For example, a jungle lord with an effective druid level of 4 can have one 4th-level companion, two and- level companions, or one lst-level and one 3rd-level companion. Each time a jungle lord’s effective druid level increases, he must decide how to allocate the increase among his animal companions(including the option of adding a new 1st-level companion). Once an effective druid level is allocated to a particular companion, it cannot be redistributed while that companion is in thejungle lord’s service(he must release a companion or wait until a companion dies to allocate its levels to another companion).

This alters hunter’s bond.

Hardened by Nature(変則)/Hardened by Nature:At 4th level, the jungle lord's keen senses make him harder to hit and more able to withstand those blows that manage to sneak by his defenses. When unarmored and unencumbered, the jungle lord can add his Wisdom bonus(if any) to his アーマー・クラス and his 戦技ボーナス. In addition, the jungle lord gains a +1 dodge bonus to アーマー・クラス at 6th level, and every 3 ranger levels thereafter(9th, 12th, 15th, and 18th). He loses these bonuses when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

This ability replaces spells.

Brachiation(変則)/Brachiation:At 5th level, as a free action for a number of rounds per day equal to his ranger level, a jungle lord can climb with a climb speed equal to his land speed, and gains a bonus on Acrobatics checks equal to his ranger level. These rounds do not have to be consecutive.

This ability replaces the additional favored terrain granted to rangers at 5th level. The jungle lord still gains additional favored terrains at 10th, 15th, and 18th levels.

Inspired Moment(変則)/Inspired Moment:At 11th level, the jungle lord can have an inspired moment once per day as a free action. The jungle lord gains the following benefits until the end of his next turn. His speed increases by 10 feet. He can take an extra move or swift action on his turn. He gains a +4 bonus to アーマー・クラス and on attack rolls, skill checks, or ability checks. Finally, he automatically confirms any critical threat he scores. He can use this ability one additional time per day at 19th level.

This ability replaces quarry and improved quarry.

Strong Bond(変則)/Strong Bond:At 12th level, the jungle lord strengthens his bond with his animal companions. The jungle lord’s effective druid level for his animal companions is now equal to his ranger level; he can immediately allocate these additional levels to his companions as he sees fit.

This ability replaces camouflage.

Victory Cry(変則)/Victory Cry:At 20th level, the jungle lord’s signature battle cry rallies his animal friends to greater combat prowess and hardiness. The jungle lord can shout his victory cry a number of times per day equal to his Wisdom modifier as a standard action. Each time he does so, his animal companions within 200 feet gain a +6 morale bonus on attack rolls and to アーマー・クラス, and all threatened critical hits made by his animal companions are automatically confirmed. Furthermore, following his victory cry, the jungle lord can apply a number of animal aspects equal to his Wisdom modifier when using animal focus, rather than the usual limit of one. These effects last for 1 minute.

This ability replaces master hunter.

Nirmathi Irregular Nirmathi Irregular

出典 Inner Sea Magic 37ページ

The forested country of Nirmathas is known for its rangers—skilled trackers, marksmen, and silent stalkers under the leafy canopy. Nirmathas has no formal military, for her people love their freedom and are reluctant to take orders from anyone, so her defense falls to individual scouts and small groups of allied commandos. Many of Nirmathas’s rangers take the guide or skirmisher archetypes(see the Advanced Player’s Guide), but some focus on the magic of stealth. These irregular troops fight against the frequent invasions by Molthuni soldiers, striking quickly and melting into the green shadows as soon as their opponents rally themselves for a counterattack. A Nirmathi irregular has the following class features.

Weapon and Armor Proficiency:A Nirmathi irregular is proficient with all simple and martial weapons and with light armor. This replaces the normal ranger armor and weapon proficiency.

Focused Enemy(変則)/Focused Enemy:At 1st level, a Nirmathi irregular selects one favored enemy(usually “humanoid [human]”). He does not gain additional favored enemies at higher levels. He does get to increase his favored enemy bonus by +2 at 5th, 10th, 15th, and 20th level. This otherwise acts as and replaces the standard favored enemy ability.

Forest Ghost(変則)/Forest Ghost:At 1st level, a Nirmathi irregular adds a bonus equal to 1/2 his level on all Perception and Survival skill checks he makes while located in forest terrain. This ability replaces wild empathy.

Focused Terrain/Focused Terrain:At 3rd level, a Nirmathi irregular selects one favored terrain(usually “forest”). He does not gain additional favored terrains at higher levels. He does get to increase his favored terrain bonus by +2 at 8th, 13th, and 18th level. This otherwise acts as and replaces the standard favored enemy ability.

呪文At 4th level, a Nirmathi irregular increases his number of spells per day by +1 for every spell level. This means the irregular gets at least 1 spell per day as soon as he gains access to a level of spells, even if Table 3–12:Ranger in the Core Rulebook lists 0 for spells per day.

A Nirmathi irregular also learns to draw upon druidic magic, perhaps from association with the druids of Crystalhurst or a natural connection to the magic of the Fangwood. Each day when the ranger prepares spells, he may choose one druid spell and prepare it as if it were on the ranger spell list as a ranger spell of its druid spell level.

Poison Darter Poison Darter

出典 Blood of the Beast 9ページ

In dense jungles, foliage and tight spaces hinder all but the most deceptively humble weapons:blowguns and poison.

Debilitating Venom(変則)/Debilitating Venom:A poison darter can concoct potent toxins that he can apply to his weapons. He can use this ability a number of times per day equal to 1/2 his ranger level + his Wisdom modifier; if he has the toxic skin alternate racial trait(Pathfinder RPG Advanced Race Guide 190), he can expend a daily use of that poison to employ his debilitating venom ability an additional time. The debilitating venom functions only for the poison darter and becomes inert if not used within 1 hour. Creating a debilitating venom is a standard action, and it can be applied to a weapon as a move action.

Debilitating Venom/Debilitating Venom—injury; save Fortitude 難易度 = 10 + 1/2 the poison darter’s level + his Wisdom modifier; frequency 1/ round for 4 rounds; effect 1d3 Dexterity damage; cure 1 save.

At 5th level, the frequency increases to 6 rounds, and the toxin sickens a creature for 1 round every time it fails its saving throw to resist the poison. At 10th level, the poison’s Dexterity damage increases to 1d4, and two successful saving throws are needed to cure the poison. At 15th level, the poison dart can choose to deal Strength, Dexterity, or Constitution damage with the debilitating venom, selected when he creates the toxin. At 20th level, the poison’s damage die increases to 1d6.

This ability replaces favored enemy and master hunter.

Poison Use(変則)/Poison Use:A poison darter is trained in the use of poison and cannot accidentally poison himself when applying poison to a weapon.

This ability replaces wild empathy.

Poison Style(変則)/Poison Style:At 2nd level, in place of a combat style feat, a poison darter can select any rogue talent that modifies sneak attacks or any alchemist discovery that modifies poisons he creates and applies, using his Wisdom modifier in place of his Intelligence modifier and his ranger level in place of his alchemist or rogue level for the purpose of meeting prerequisites. He can use the sticky poisonAPG discovery to apply a single dose of poison to two blowgun darts without reducing its potency.

This ability modifies combat style feat.

Precise Dart(変則)/Precise Dart:At 4th level, a poison darter gains a sneak attack identical to the rogue class feature, but only when attacking with a blowgun. This deals 1d6 extra points of damage, and the damage increases by 1d6 at 6th level and every 2 ranger levels thereafter.

This ability replaces hunter’s bond.

Realm Wanderer Realm Wanderer

出典 Distant Realms 22ページ

Some of the most free-roaming rangers are those who tread between locales so varied that they may as well be separate worlds altogether—and quite often these disparate places are literally Hell and the Material Plane. Like the Queen of Dis, whom many of them admire, these rangers take to heart the lessons they’ve learned from their vastly contrasting experiences and know that creatively embracing this wisdom is sometimes the difference between life and death.

クラス技能A realm wanderer adds Diplomacy and Bluff to his list of class skills, but does not gain Intimidate and Stealth as class skills.

This alters the ranger’s class skills.

Deceptive Subtlety(変則)/Deceptive Subtlety:A realm wanderer adds half his level(minimum 1) to Diplomacy checks to influence a creature’s attitude, to make requests of creatures, and for similar uses of the skill. He also adds half his level(minimum 1) to Bluff checks to deceive, lie, or convey secret messages.

This replaces track.

Queen’s Bond(変則)/Queen’s Bond:At 4th level, a realm wanderer must choose an animal companion for his hunter’s bond. This animal companion gains the fiendish template, likely either due to time it spent near a gate to Hell or due to infernal influences in its place of birth. Due to this insidious influence, this animal companion always takes a penalty on attack rolls equal to one-fifth of the realm wanderer’s level(minimum 1).

If the realm wanderer releases his animal companion from service or it perishes, he can gain a new fiendish animal companion by completing the required ceremony. Alternatively, when the realm wanderer releases his animal companion or it dies in his service, he can use his influence over its fiendish nature to cause the animal to lose the fiendish template. If the animal companion is then raised or otherwise brought back from the dead after the realm wanderer removes its fiendish template, the animal companion no longer takes the penalty on attacks described above.(He cannot, however, gain a new non-fiendish animal companion by completing the ceremony to replace an animal companion.)

This alters hunter’s bond.

Dual Master(変則)/Dual Master:At 8th level, the realm wanderer’s bonuses from deceptive subtlety are doubled when he is in either of his two favored terrain types. However, this benefit applies only to the first two favored terrain types he selected; as he gains additional favored terrains at higher levels, this benefit does not apply in those additional terrain types.

This replaces swift tracker.

Shrewdest Monarch(超常)/Shrewdest Monarch:At 20th level, the realm wanderer has become a true master of the territories with which he is familiar. As a standard action, he can make a single attack at his full attack bonus against an enemy in one of the terrains chosen using the dual master ability. If the attack hits, the target takes damage normally and must succeed at a Fortitude saving throw or die. The 難易度 of this saving throw is equal to 10 + half the realm wanderer’s level + his Wisdom modifier. A realm wanderer can instead deal an amount of nonlethal damage equal to the creature’s current hit points; the target can attempt a Fortitude save at the same 難易度 to negates this damage. The realm wanderer can use this ability in these favored terrains only up to four times per day, but not against the same creature more than once in a 24-hour period.

Further, the realm wanderer gains a bonus on attack rolls equal to his Wisdom modifier against creatures that have successfully learned his alignment(using detect chaos/evil/good/law, as appropriate, or similar effects).

This replaces master hunter.

Sable Company Marine Sable Company Marine

出典 Inner Sea Combat 43ページ、Paizo Blog - Sable Company Marine 1ページ

Sable Company marines receive their training at the elite Endrin Military Academy in Korvosa. A large portion of their education is the handling and riding of hippogriffs, the iconic mounts of members of the company.

Hippogriff Companion/Hippogriff Companion:At 2nd level, a Sable Company marine adds Monstrous Mount(see page 14) to the list of bonus feats made available to him by his chosen combat style, regardless of the style chosen. He can only use this feat to select a hippogriff mount(see page 14). If he does so, he treats his ranger level – 1 as his effective druid level. A marine who takes this option does not gain the hunter’s bond class feature at 4th level.

At 6th level, a Sable Company marine adds Monstrous Mount Mastery(see page 14) to the list of available bonus feats granted by his chosen combat style. If he takes this feat as his 6th-level combat style bonus feat, note that he must wait until 8th level before he meets the effective druid level prerequisite to utilize his mount’s mastery abilities.

Sword-Devil Sword-Devil

出典 Pathfinder:Worldscape #1 27ページ

Agile, vengeful, and deadly, a sword-devil fights with precision and grace, channeling the difficult lessons of a star-crossed life into unparalleled battle prowess. Favoring speed and evasive techniques over brute force, sword-devils choose precision over power and acrobatics over armor. Charismatic and carefree, a sword-devil makes fast friends and inspires her companions to greatness, even while vowing a swift death upon her enemies.

クラス技能The sword-devil gains Acrobatics as a class skill as a replacement for Spellcraft.

Death Vow(変則)/Death Vow:At 1st level, a sword-devil may, as a swift action, focus all her fury and determination on a single foe she swears to slay. She may do this once per day, plus one additional time per day at 4th level and every 3 levels thereafter(7th, 10th, etc). The sword-devil gains a bonus on weapon attack and damage rolls against her sworn target equal to half her sword-devil level(minimum +1). The death vow effect remains until the target of the death vow is dead, or the next time the sword-devil rests and regains use of this ability.

This ability replaces favored enemy.

Slashing Fury(変則)/Slashing Fury:Beginning at 3rd level, the sword-devil can use her Charisma score in place of her Intelligence score as a prerequisite for combat feats. Additionally, she selects one type of light or one- handed slashing melee weapon. When using this weapon, she may use her Dexterity modifier instead of her Strength modifier on melee attack rolls. At 8th level and every 5 levels thereafter(13th and 18th). the sword-devil may select an additional type of light or one-handed slashing weapon she may use with this ability. This ability counts as having the Weapon Finesse feat for the purpose of meeting feat prerequisites.

This ability replaces favored terrain.

Inspiring Example(変則)/Inspiring Example:At 4th level, the sword-devil forms a bond with her companions, inspiring them to greater zeal in combat by the example of her weaponcraft. As a standard action, the sword-devil may grant half her death vow bonus against a single victim of her death vow to all allies within 30 feet who can see and hear her. This bonus lasts for a number of rounds equal to the sword-devil's Charisma modifier(minimum 1). This bonus does not stack with any death vow bonuses possessed by the sword-devil‘s allies; they use whichever bonus is higher.

This ability replaces hunter's bond.

Untouchable(変則)/Untouchable:At 4th level. the sword-devil's confidence and personality distract her foes in combat, making her more difficult to hit. When unarmored and unencumbered. the sword-devil may add her Charisma bonus(ifany) to her アーマー・クラス and her 戦技防御値. In addition, the sword-devil gains a +1 dodge bonus to アーマー・クラス at 6th level, and every three sword-devil levels thereafter(9th, 12th, 15th, and 18th). She loses these bonuses when she wears any armor, when she carries a shield, or when she carriers a medium or heavy load.

This ability replaces spells.

Second Combat Style(変則)/Second Combat Style:At 11th level, the sword-devil chooses a second ranger combat style. When she recieves a bonus combat feat, she may select any feat from either combat style's list.

This ability replaces quarry.

Seething Fury(変則)/Seething Fury:At 19th level, the sword-devil's countless battles harden her soul and make her lose touch with her humanity. Her growing lack of control over her wrath fuels the potency of her death vow. She adds her Charisma bonus on weapon attack and damage rolls against targets of her death vow, and automatically confirms threatened critical hits against them.

This ability replaces improved quarry.

Avatar of Vengeance(超常)/Avatar of Vengeance:A sword-devil of 20th level becomes a living avatar of vengeance, infused with supernatural powers that push her beyond the mortal. Recognized for her battle prowess and unparalleled skill at killing by a potent otherworldly entity. The sword-devil becomes the living vessel of an immortal, intangible, and inscrutable being obsessed only with slaying her foes, meting out violent retribution to those who have wronged her, or simply dispatching her enemies in dazzling display of wanton destruction. As a standard action, the sword-devil allows herself to be infused with this killing spirit. She gains a fly speed of 60-feet(perfect), a +6 morale bonus to アーマー・クラス, and fire resistance 30- This ability can be used for 10 minutes per day. but it must be used in 1-minute increments.

This ability replaces master hunter.

Tanglebriar Demonslayer Tanglebriar Demonslayer

出典 Inner Sea Combat 46ページ

During the elves’ long absence from Golarion, the nascent demon lord Treerazer took up residence in the Fierani Forest in what is now the Elven kingdom of Kyonin. Eventually, the demon’s presence in the forest drew the elves back to Golarion, who sought to purge the fiendish blight from this once-sacred land. They defeated Treerazer but could not destroy him, forcing him instead into the southern reaches of the Fierani, a corrupted region of twisted plants and fiendish denizens called Tanglebriar. Even today, the elves constantly battle to keep the corruption in the Tanglebriar from spreading to the rest of the Fierani Forest and beyond. Though they are sworn foes of Treerazer and his kin, Tanglebriar demonslayers are known to venture forth from Kyonin to broaden their expertise in the destruction of demons.

技能Tanglebriar demonslayers gain Knowledge(planes) as a class skill.

Favored Enemy(変則)/Favored Enemy:At 1st level, a Tanglebriar demonslayer must choose favored enemy(evil outsider). At 5th level and every time he advances his favored enemy bonus, the demonslayer must advance his bonus against evil outsiders. In addition to the normal benefits of favored enemy, a Tanglebriar demonslayer gains a bonus equal to 1/2 his favored enemy bonus on saving throws against spells, spell-like abilities, and supernatural abilities of evil outsiders. This ability is otherwise identical to and replaces the favored enemy ranger class ability.

Demonologist(変則)/Demonologist:At 3rd level, a Tanglebriar demonslayer gains insight into his Abyssal enemies. The demonslayer gains a bonus equal to 1/2 his class level on Knowledge(planes) checks that relate to demons, Perception checks to pierce a demon’s disguise, and Survival checks while tracking demons. This bonus stacks with any bonuses from favored enemy. This ability replaces endurance.

Expanded Spell List:A Tanglebriar demonslayer adds the following spells to his spell list:1st—protection from evil; 2nd—align weapon, magic circle against evil; 4th— dimensional anchor, dismissal.

Fiendish Quarry(超常)/Fiendish Quarry:At 11th level, when a Tanglebriar demonslayer chooses an evil outsider as his quarry, he can the forgo the normal +2 attack bonus and instead treat his weapon as if it were good-aligned versus his quarry. This ability is otherwise identical to quarry and replaces that ability.

Improved Fiendish Quarry(超常)/Improved Fiendish Quarry:At 19th level, when a Tanglebriar demonslayer chooses an evil outsider as his quarry, he can forgo the normal +4 attack bonus and instead treat his weapon as if it had the holy weapon special ability while attacking his quarry. This ability is otherwise identical to improved quarry and replaces that ability.

Toxophilite Toxophilite

出典 Ranged Tactics Toolbox 11ページ

While many rangers use bows and arrows, the toxophilite takes special pride in her skill at archery. The toxophilite emulates the sharpshooting rangers of legend, who could pin a fly to the wall with a single shot or split one arrow with another. A truly talented toxophilite can even shoot down an enemy’s arrow while it’s still in flight.

Arrow-Splitter(変則)/Arrow-Splitter:A toxophilite gains a +1 bonus on ranged attack rolls against creatures or objects two or more size categories smaller than her. The toxophilite’s ranged attacks also deal full damage to objects instead of half damage. This ability replaces wild empathy.

Combat Style Feat(変則)/Combat Style Feat:At 2nd level, a toxophilite must select one of two ranged combat styles to pursue:archery or crossbowAPG.

Intercept Arrow(変則)/Intercept Arrow:At 3rd level, a toxophilite can ready a ranged attack to deflect a ranged weapon attack against her or an ally within 30 feet. To deflect the attack, the toxophilite makes an attack with a ranged weapon. If her attack roll is greater than the attacking opponent’s roll, the opponent’s initial attack automatically misses. For each size category the attacking creature is larger than the toxophilite, the toxophilite takes a –4 penalty on her attack roll. The toxophilite must declare the use of this ability after the attack is announced, but before the roll is made. Unusually massive ranged weapons, such as boulders or ballista bolts, and ranged attacks by firearms or generated by natural attacks or spell effects can’t be deflected. This ability replaces endurance.

Improved Intercept(変則)/Improved Intercept:At 11th level, when the toxophilite takes a full-attack action with a ranged weapon, she can choose to forgo one of her attacks. If she does so, she can use her intercept arrow ability as an immediate action instead of a readied action at any time before her next turn. Her attack roll to intercept uses the same bonuses as the attack she chose to forgo during her previous action. This ability replaces quarry.

Greater Intercept(変則)/Greater Intercept:At 19th level, whenever a toxophilite successfully def lects an attack with her intercept arrow ability, she can redirect the attack against a target within 30 feet, using the intercepted attack’s attack roll against the new target’s アーマー・クラス. This ability replaces improved quarry.

Wilderness Medic Wilderness Medic

出典 Healer's Handbook 5ページ

Wilderness medics know a variety of ways they can supply and preserve a rebellion or similar movement without requiring any resources that might make them easier to track down.

Herbalist Training(変則)/Herbalist TrainingAt 1st level, a wilderness medic can attempt Profession(herbalism) checks untrained and the wilderness medic gains a bonus equal to 1/2 his ranger level(minimum +1) on Heal checks and Profession(herbalism) checks. When he successfully forages for herbs(Pathfinder Player Companion:Heroes of the Wild 10), he finds twice as many doses of any herb he would normally.

This ability replaces wild empathy.

Herbal Medicine(変則)/Herbal Medicine:At 3rd level, a wilderness medic can mimic the effects of stabilize at will in any wilderness area by spending one use of a healer’s kit as long as he can see the target.

Additionally, as a standard action a number of times per day equal to 3 + his Wisdom modifier, the wilderness medic can use encouraging words and herbs to lessen the severity of certain conditions affecting a touched target. If the target is exhausted, it becomes fatigued instead. If the target is frightened, it becomes shaken instead. If the target is nauseated, it becomes sickened instead. The duration of the effect is unchanged; the effect is simply reduced to the lesser version.

At 9th level, the wilderness medic can lessen the severity of additional conditions for the target and cure other conditions that the target suffers. If the target creature is blinded, it becomes dazzled instead. If the target is panicked, it becomes shaken instead. If it has any of the following conditions, they are cured:deafened, fatigued, shaken, and sickened. The wilderness medic is able to use this ability on a given touched target once every 24 hours.

This ability replaces the endurance and evasion abilities.

Rallying Bond(擬呪)/Rallying Bond:At 4th level, a wilderness medic must choose his companions for his hunter’s bond. At 9th level, the wilderness medic can encourage all of his companions when he uses his hunter’s bond to benefit his companions(see the ranger’s hunter’s bond ability on page 66 of the Pathfinder RPG Core Rulebook for more details). As a free action when the wilderness medic uses a move action to grant affected allies half his favored enemy bonus, he can also grant affected allies the benefits of remove fear. The wilderness medic can use this ability a number of times per day equal to his Wisdom modifier.

At 14th level, when the wilderness medic uses this ability, he can instead affect all allies that benefit from his hunter’s bond with blessing of fervorAPG, using his ranger level as his caster level.

This ability alters hunter’s bond and replaces improved evasion.

Witchguard Witchguard

出典 People of the North 25ページ

Witchguards are the sworn defenders of the White Witches of Irrisen. Although the White Witches are spellcasters of immense power, even they cannot defend themselves against every attack. Witchguards dedicate their lives to protecting their charges, and they gain some arcane knowledge in return. They are trained to work closely with witches and defend their charges from harm. Witchguards learn magical abilities from the same patrons that grant witches their powers, though they can use their abilities to protect any kind of spellcaster, not just a witch. A witchguard is ready to face any foe that might threaten his charge, and he is ever prepared to lay down his life to protect the life of the person he is sworn to defend.

クラス技能A witchguard adds Knowledge(nobility) and Sense Motive to his list of class skills, and removes Handle Animal and Knowledge(dungeoneering) from his list of class skills.

Defend Charge(変則)/Defend Charge:At 4th level, a witchguard forms a bond with a spellcaster he has sworn to defend. Once per day, this bond allows the witchguard to spend a move action to grant an adjacent spellcaster a +2 dodge bonus to アーマー・クラス and a +2 circumstance bonus on concentration checks. At 5th level and every 5 levels thereafter, these bonuses increase by 2. The bonuses last for a number of rounds equal to the witchguard’s Wisdom modifier(minimum 1).

At 4th level and every 3 levels thereafter, the witchguard can use this ability one additional time per day. This ability replaces hunter’s bond.

Bodyguard(変則)/Bodyguard:At 3rd level, a witchguard gains BodyguardAPG as a bonus feat, even if he doesn’t meet the prerequisite. This ability replaces endurance.

Patron(超常)/Patron:A witchguard learns something of arcane magic from the witches he defends. At 4th level, when a witchguard gains the ability to cast spells, he must also select a patron, as the witch class feature(Pathfinder RPG Advanced Player’s Guide 70). This patron is usually the same as the patron of the witch he is sworn to protect, but the witchguard may choose any patron. The witchguard adds the first four spells from his patron’s spell list to his ranger spell list. The witchguard cannot cast patron spells of a level he is unable to cast.

Sworn Defender(変則)/Sworn Defender:At 7th level, a witchguard gains In Harm’s WayAPG as a bonus feat. This ability replaces woodland stride.

Yokai Hunter Yokai Hunter

出典 Dragon Empires Primer 23ページ

Yokai hunters possess a supernatural tether to the spirit worlds that shroud mortal existence. They use their powers to peer into the realm of the dead, and are adept at hunting those who dwell in the realm between the Material Plane and the Great Beyond, the supernatural beings Tians refer to as yokai. The yokai hunter is an archetype of the ranger class.

Favored Yokai(超常)/Favored Yokai:A yokai hunter possesses a supernatural ability to sense beings connected to the spirit world, such as kami, oni, and ghosts, and is formidable at fighting them. At 1st level, a yokai hunter gains a +2 bonus on weapon attacks and damage rolls against one of the following creature types(and subtypes, if applicable), which are considered yokai for the purposes of this archetype:aberration, dragon, fey, magical beast, outsider(native), and undead(incorporeal).(A GM may choose to alter this list for the purposes of her campaign.) At 5th level and every five levels thereafter, a yokai hunter may select another favored yokai from this list, gaining a +2 bonus on weapon attacks and damage rolls against that yokai.

In addition, whenever a yokai hunter sees a favored yokai that is disguised or has not made its otherworldly essence known, he gains an automatic check to identify the creature as such. To make this check, a yokai hunter rolls 1d20 and adds his yokai hunter level and Charisma modifier(難易度 10 + 1/2 the yokai’s Hit Dice + the yokai’s Cha modifier). A successful check means that the yokai hunter recognizes the creature’s ties to the spiritual world. Regardless of whether the check is successful, a yokai hunter gains the bonus on weapon attacks and damage rolls against favored yokai.

This ability replaces favored enemy. Ranger abilities that rely on a favored enemy instead rely on this ability.

Yokai Sense(超常)/Yokai Sense:At 7th level, a yokai hunter can sense yokai he has identified with his favored yokai ability as though he had blindsense out to a range of 60 feet. This ability replaces woodland stride.

Resist Yokai(超常)/Resist Yokai:At 12th level, a yokai hunter can attempt to shrug off the magical energies of a yokai. He gains a +4 insight bonus on saving throws to resist the spells, spell-like abilities, and supernatural abilities of favored yokai. In addition, once per day as a standard action, a yokai hunter can shed an effect placed on him by a yokai as break enchantment, using his yokai hunter level as his caster level. This ability replaces camouflage.


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