ヴィジランテ

Talent

社交の技 Social Talent

Always Prepared(変則)/Always Prepared 出典 Chronicle of Legends 7ページ:The vigilante can set aside resources to plan for future contingencies. The vigilante gains the Brilliant Planner feat except he can spend up to 100gp per character level for his brilliant plan fund and only requires 1 minute to enact his brilliant plan. In addition, while in a settlement for at least 1 week, he can spend 24 hours and up to 500gp per character level to create a stash somewhere within the settlement. Once per day, the vigilante can take 1 hour to retrieve a stash, retrieving any number of items that would have been available in a settlement he visited at the time of making the stash, regardless of the weight of the items. Once he retrieves a stash in this way, he subtracts the price of the items from the stash’s value and the stash is exhausted and lost, regardless if he used the full value of the stash. The vigilante can maintain any number of stashes, but a stash is lost if he does not spend 1 hour to maintain the stash at least once per month. A vigilante’s stash is well-hidden and only the vigilante knows the location of a stash he creates.

Ancestral Enlightenment(変則)/Ancestral Enlightenment 出典 Disciple's Doctrine 23ページ:The vigilante can attempt any Knowledge check untrained. If he already has ranks in a particular Knowledge skill, he gains a +4 bonus on checks with that skill. A vigilante must be at least 5th level to select this talent.

Beast Friend(超常)/Beast Friend 出典 Heroes of Golarion 19ページ:The vigilante can cast charm animal once per day as a spell-like ability, with a caster level equal to his level. The vigilante must have the songbird talent to select this talent.

Beast Speech(超常)/Beast Speech 出典 Heroes of Golarion 19ページ:The vigilante can cast speak with animals once per day as a spell-like ability, with a caster level equal to his character level. The vigilante must have the songbird talent to select this talent.

Beginner's Luck(変則)/Beginner's Luck 出典 Antihero's Handbook 16ページ:The vigilante appears so harmless and innocent that onlookers dismiss his incredible abilities as nothing more than beginner’s luck. When the vigilante uses a vigilante talent while in his social identity, he can add the +20 circumstance bonus from seamless guise to his Disguise check to fool onlookers, so long as the number of onlookers witnessing him is no greater than his vigilante level. The vigilante’s PC allies do not count as onlookers(and at the GM’s discretion, a closely allied NPC might not count as an onlooker, either). He loses this bonus against onlookers who have already witnessed him using a vigilante talent in his social identity within the last week.

Bellflower Innuendo(変則)/Bellflower Innuendo 出典 Inner Sea Intrigue pg. 33ページA vigilante with this talent has learned to pass secret messages more efficiently by observing the coded messages of the Bellflower Network or another secret organization. He can pass a secret message with Bluff in the same amount of time it would normally take to convey the message without encryption. The words and meaning of his secret messages cannot be gleaned from him or those he directly delivered the message to by divinations unless the caster succeeds at a caster level check(難易度 = 15 + the vigilante’s level).

Companion to the Lonely(変則)/Companion to the Lonely 出典 Inner Sea Intrigue pg. 33ページ:Whether religiously motivated, as are followers of Arshea, Calistria, or Shelyn, or for purely carnal reasons, physical intimacy helps the vigilante cope with the loneliness of his double life. Once per day, the vigilante can spend at least 1 hour engaged in acts of physical pleasure with a willing partner to gain a pool of morale points equal to his Charisma bonus or his partner’s Charisma bonus, whichever is higher. For the next 24 hours, the vigilante can spend a morale point as an immediate action to roll a Charisma-based skill check or a Will saving throw again after rolling the die but before learning the consequences; he must take the second result even if it is lower.

Conflicted Identity(変則)/Conflicted Identity 出典 Antihero's Handbook 16ページ:The vigilante’s mind is in a constant state of turmoil, which makes him even more ethically and morally fluid than other vigilantes. When targeted by a harmful spell or effect that would affect the vigilante in his current identity but not his other identity(or when he would suffer a lesser effect in his other identity), he has a 50% chance of being affected as though he were in his other identity. This chance is rolled when the spell or effect is cast or triggered and before any spell resistance roll, if applicable. For example, if a vigilante has a lawful-neutral social identity and a neutral vigilante identity, he has a 50% chance of taking only half damage from a chaos hammer spell while in his social identity, since he would always take only half damage from a chaos hammer spell when in his vigilante identity.

Discreet Inquiries(変則)/Discreet Inquiries 出典 Inner Sea Intrigue 33ページ:The vigilante can attempt Diplomacy checks to gather information without being obvious he is seeking any, whether by buying the silence of informants or by talking foes into revealing information without realizing they are doing so. While the vigilante is in his area of renown, gathering information in this way takes 2d4 hours and costs 2d4gp. Anyone who might take notice of the information gathering does not notice unless she succeeds at a Sense Motive check opposed by the vigilante’s Bluff check. The vigilante gains a +4 bonus on this Bluff check.

Entrepreneur(変則)/Entrepreneur 出典 Spymaster's Handbook 26ページ:Select any one Intelligence-, Wisdom-, or Charisma-based skill other than Perception or Use Magic Device. The vigilante can use the selected skill to earn money as if he were using a Profession skill. If he selects Perform or Profession, the vigilante instead gains the skill unlock powers for those skills as appropriate for his number of ranks in that skill(Pathfinder RPG Pathfinder Unchained 82). If he has the social graceUI social talent, he can apply this benefit to all skills selected with the social grace talent.

Guise of Life(変則)/Guise of Life 出典 Spymaster's Handbook 26ページ:An undead vigilante with this talent gains an additional social identity in the form of one living creature identical to the vigilante’s appearance in life. Successful Knowledge checks reveal information about the vigilante as if he were a living creature, and he counts as living for the purpose of divination spells and effects. He gains no other benefit from appearing to be a living creature, and remains vulnerable to positive energy and spells that effect undead. The vigilante must be a corporeal undead creature to select this talent. Humanoid vigilantes with the negative energy affinity racial trait can also select this talent, gaining a human social identity.

Guise of Unlife(変則)/Guise of Unlife 出典 Spymaster's Handbook 26ページA vigilante with this talent gains an additional social identity in the form of an undead version of one of his existing social identities, such as a ghoul, vampire, or zombie. Successful Knowledge checks reveal information about the vigilante as if he were undead, and he counts as undead for the purpose of divination spells and effects. He gains no other benefit from appearing to be an undead creature, and remains vulnerable to negative energy and spells that effect the living. The vigilante must be a living creature to select this talent.

Hidden Magic(変則)/Hidden Magic 出典 Antihero's Handbook 16ページ:The auras of magic items the vigilante is carrying are hidden(as per magic aura). The vigilante can suppress or reactivate this effect as a standard action. At 11th level, the vigilante and any magic items he is carrying appear to be nonmagical(as if he had cast greater magic aura). The vigilante must be at least 5th level to select this talent.

Intrigue Feats(変則)/Intrigue Feats 出典 Spymaster's Handbook 27ページ:The vigilante gains one of the following feats as a bonus feat:Blustering BluffUI, But a ScratchUI, Call TruceUI, ConfabulistUI, Criminal ReputationUI, Cutting HumiliationUI, Esoteric LinguisticsACG, Intoxicating FlatteryUI, Ironclad LogicUI, Nerve-Racking NegotiatorUI, OratorACG, Persuasive BriberyUI, Play to the CrowdUI, Quick FavorUI, Rhetorical FlourishUI, Sense AssumptionsUI, Sense RelationshipsUI, or Street SmartsUI. He must meet the feat’s prerequisites. This talent can be selected multiple times; each time, the vigilante gains a new feat from the above list.

Kalistocrat's Acumen(変則)/Kalistocrat's Acumen 出典 Inner Sea Intrigue 33ページA vigilante with this talent must follow the dietary and sexual prohibitions of the Prophecies of Kalistrade(Pathfinder Campaign Setting:The Inner Sea World Guide 237) in his social identity or he loses the talent’s benefit until he atones. He can treat settlements as one size category larger when determining their base values and purchase limits. At 9th level, the vigilante can treat settlements as two size categories larger for the above purposes. At 15th level, the vigilante can treat settlements as four size categories larger for the above purposes.

Morphic Mask(変則)/Morphic Mask 出典 Chronicle of Legends 7ページ:The vigilante’s physical form in his vigilante identity can differ significantly from that of his social identity, within the norms for his race—this can include changes to the vigilante’s proportions, coloration, gender characteristics, and other physical characteristics. This increases the vigilante’s bonus from seamless guise by 2 for every significant change, as per the Disguise skill. The vigilante always assumes the same form when using this ability. A vigilante with multiple natural forms, such as a kitsune, can alter each of his forms using this talent.

Notorious Fool(変則)/Notorious Fool 出典 Antihero's Handbook 16ページ:While in his social identity, the vigilante can feign absentmindedness, clumsiness, drunkenness, or eccentricity very convincingly. When he fails an opposed Sleight of Hand or Stealth check while in his social identity, he can immediately attempt a Bluff check opposed by the onlookers’ Sense Motive checks to appear as though he had only blundered or stumbled in a spectacular fashion. If he succeeds at this Bluff check, the onlookers do not realize the vigilante was attempting the action that prompted him to attempt a Sleight of Hand or Stealth check, although being in the wrong place or behaving in an inappropriate manner may still have negative consequences. This talent is ineffective against any onlooker who has already witnessed the vigilante faking a blunder within the last 24 hours.

Obscurity(変則)/Obscurity 出典 Blood of the Beast 15ページ:The vigilante is relatively unknown socially. In fact, he makes a point of keeping the life of his social identity as ordinary as possible. This social talent functions exactly as the renown social talent, but instead of improving the starting attitude of all NPCs within the community, it empowers the vigilante so that he no longer needs to succeed at Disguise checks to appear as his social identity while assuming that identity within his area of obscurity. He still has to attempt Disguise checks when NPCs within this settlement are confronted with indisputable proof that the vigilante could be more than he appears to be, such as when he uses a vigilante talent while in his social identity. This social talent counts as renown for the purpose of meeting the prerequisites of social talents that list renown as a prerequisite and can be improved by such talents. A vigilante with this talent cannot select renown, nor can he select any social talent that requires him to be famous(such as celebrity discount or celebrity perks).

Owl's Sight(変則)/Owl's Sight 出典 Heroes of Golarion 19:The vigilante gains low-light vision. If he already has low-light vision, he gains a +4 competence bonus on Perception checks in low light. The vigilante also gains a +2 competence bonus on Sleight of Hand and Stealth checks at night.

Seemless Shapechanger(変則)/Seemless Shapechanger 出典 Blood of the Beast 15ページ:The vigilante seamlessly adopts any persona he assumes with magic. The vigilante adds his seamless guise bonus to the bonus on Disguise checks that he gains to assume the shape of another creature with a polymorph spell or effect. A vigilante must have the shapechanger subtype to select this talent.

Skill Familiarity(変則)/Skill Familiarity 出典 Disciple's Doctrine 23ページ:The vigilante choses four skills when he gains this talent. He can take 10 on checks with his chosen skills even when distracted or threatened. If he takes 10 on checks with these skills while not distracted or threatened, he gains a bonus on the check equal to one-quarter his vigilante level(minimum +2). A vigilante must be at least 9th level to select this talent.

Songbird(超常)/Songbird 出典 Heroes of Golarion 19ページ:The vigilante gains the use of animal messenger once per day as a spell-like ability, with a caster level equal to his character level. He also gains Handle Animal as a class skill.

Transformation Sequence(超常)/Transformation Sequence 出典 Blood of the Beast 15ページ:The vigilante’s transformation between identities is assisted by magic. This makes it faster than usual, but also more noticeable. The vigilante can complete the switch between his identities in 5 rounds, improving to a standard action if he has the quick change social talent, and to a swift action if he has the immediate change social talent. However, the transformation causes quite a spectacle, involving loud sounds or music, brilliant colorful energies, and swift motions. A vigilante can select this talent only if he is able to cast spells or spell-like abilities(this needn’t be from his vigilante class). A vigilante with the magical child archetype effectively gets this social talent for free at 1st level.

Well-Known Expert(変則)/Well-Known Expert 出典 Spymaster's Handbook 27ページ:The vigilante’s social identity is known as an expert in numerous fields, including areas and topics the vigilante hasn’t actually taken the time to study. As a result the vigilante is skilled at encouraging others to discover solutions to difficult problems themselves by asking probing questions, while appearing to give the information himself.

In his social identity, the vigilante can take 10 when attempting to aid another on Appraise, Craft, and Knowledge checks. He also gains a bonus equal to half his class level(minimum +1) on Bluff checks to appear knowledgeable in Appraise, Craft(all), and Knowledge(all). If he has the renownUI social talent, he grants a +3 bonus when he successfully aids another on these skill checks, rather than +2.

In his area of renown, the vigilante’s social identity is so trusted as an expert that scholars are inspired to make amazing deductions and intuitive leaps in discussions with him. A creature that has already failed a Knowledge check on a specific subject can attempt one additional check to gain information on the same topic if it receives an aid another bonus from the vigilante when doing so.

不羈の技 Vigilante Talent

Animal Patron(変則)/Animal Patron 出典 Heroes of Golarion 20ページ:The vigilante gains the benefits of one minor shifter aspect for a number of minutes per day equal to 1 + half his vigilante level. He can shift into this minor aspect as a swift action. The vigilante must be at least 5th level to select this talent.

Aquatic Action(変則)/Aquatic Action 出典 People of the Wastes 20ページ:The vigilante uses weapons, natural weapons, and unarmed strikes in aquatic environments as though under the effect of freedom of movement, including when making melee attacks against targets in the water while the vigilante is on land. The vigilante ignores limitations and penalties on ranged attacks, including thrown weapons, imposed by being underwater for the first 15 feet.(See Underwater Combat on page 432 of the Pathfinder RPG Core Rulebook for more information.) A vigilante must be at least 8th level to select this talent.

Brutal Maneuver/Brutal Maneuver 出典 Blood of the Beast 15ページ:The first time each round that the vigilante uses a weapon, including a natural attack or unarmed strike, to perform a combat maneuver in place of making an attack(such as by performing a disarm, sunder, or trip combat maneuver in place of making a melee attack), he can choose to take a –5 penalty on all his attack rolls during the round. If he does so and succeeds at his combat maneuver check, the vigilante deals damage to the target of his combat maneuver as if he had hit that target with a normal hit from his weapon.

Combat Expertise(変則)/Combat Expertise 出典 Antihero's Handbook 16ページ:The vigilante gains Combat Expertise as a bonus feat, even if he doesn’t meet the prerequisites. If he already has Combat Expertise, he instead gains another feat he qualified for at the level when he chose Combat Expertise. If the vigilante’s Intelligence score is less than 13, it counts as 13 for the purpose of meeting the prerequisites of combat feats.

Concealed Strike(変則)Concealed Strike 出典 Spymaster's Handbook 27ページ:Whenever the vigilante attacks an opponent with a concealed weapon that his target wasn’t aware of, he can attempt a Bluff check to feint that opponent as a move action. If he has the Improved Feint feat, he attempts this check as a free action instead. A vigilante must be at least 6th level to select this talent.

Deceitful Trick/Deceitful Trick 出典 Blood of the Beast 15ページ:The vigilante can perform a dirty trickAPG combat maneuver in place of his first attack during a full attack. He can take a –4 penalty on his check in order to inf lict two different conditions on his foe if he succeeds at his check. If the vigilante is successful, the target can remove both conditions as a standard action. A vigilante must have Greater Dirty TrickAPG and Improved Dirty TrickAPG in order to select this vigilante talent.

Fantastic Stride(変則)/Fantastic Stride 出典 Spymaster's Handbook 27ページ:The vigilante gains Spring Attack as a bonus feat, ignoring its prerequisites. At 10th level and every 4 levels thereafter, the vigilante can designate one additional creature when he uses Spring Attack. The vigilante’s movement this round does not provoke attacks of opportunity from any of these secondary creatures. A vigilante must be at least 6th level to select this talent.

Gator Wrangle(変則)/Gator Wrangle 出典 People of the Wastes 20ページ:The vigilante gains a +8 bonus to his 戦技防御値 against grapple combat maneuvers when using the grab ability, and he halves all damage from constrict attacks. When attacking a creature that is grappling him, an avenger vigilante deals an additional amount of damage equal to half his vigilante level.

Harsh Judgement(超常)/Harsh Judgement 出典 Inner Sea Intrigue 33ページA vigilante with this talent can pronounce judgment upon his foes as per the inquisitor class feature(see page 38 of the Pathfinder RPG Advanced Player’s Guide). He can choose from among the following inquisitor judgments:destruction, piercing, purity, and smiting. For the purpose of determining the bonuses provided by this ability, the vigilante’s level stacks with levels in any other classes that grant judgment or harsh judgment. The vigilante can use this ability once per day plus an additional time per day at 4th level and every 3 levels thereafter(up to a maximum of seven times per day at 19th level). Only a vigilante with the zealot archetype can select this talent.

Instant Plan(変則)/Instant Plan 出典 Inner Sea Intrigue 33ページ:The vigilante can quickly manage a situation that seems to be spiraling out of control. Once per day, the vigilante can state a plan of action. All allies within 30 feet that can hear him gain a +2 morale bonus on saving throws against fear effects and are immune to being demoralized. They also gain a +1 morale bonus on skill checks or combat maneuver checks of the vigilante’s choice. The benefits last for 1 round per vigilante level.

Leap and Bound(変則)/Leap and Bound 出典 Chronicle of Legends 7ページA vigilante with this talent adds his Strength bonus on Acrobatics checks in addition to his Dexterity modifier. He is always treated as having a running start when jumping, and his high jumps are treated as long jumps when determining the 難易度. When the vigilante jumps, he does not fall until the end of his turn, allowing him to attack or perform other actions in midair. If the vigilante grapples a creature capable of bearing his weight, he does not fall, instead remaining adjacent to the creature as it moves. A vigilante must be at least 10th level to select this talent.

Magical Familiarity(擬呪)/Magical Familiarity 出典 Disciple's Doctrine 23ページ:The vigilante taps into a past life’s arcane secrets. He selects a 0-level spell from the sorcerer/wizard spell list. The vigilante can cast the chosen spell three times per day as a spell-like ability, using his vigilante level as his caster level. At 6th level, he chooses a second 0-level spell that he can also use three times per day as a spell-like ability. At 12th level, in addition to these 0-level spells, he chooses a 1st-level spell that he can cast once per day as a spell-like ability. At 18th level, he can cast his 1st-level spell three times per day and his 0-level spells at will. The vigilante must have an Intelligence score of at least 10 to select this talent.

Major Magic(擬呪)/Major Magic 出典 Spymaster's Handbook 27ページA vigilante with this talent gains the ability to cast a 1st-level spell drawn from the same spell list as the minor magic talent. The vigilante can cast this spell once per day as a spell-like ability for every 4 vigilante levels he has. The caster level for this ability is equal to the vigilante’s level. The save 難易度 for this spell is equal to 10 + the vigilante’s Intelligence modifier(for psychic, sorcerer/wizard, and witch spells), Wisdom(for cleric, druid, and shaman spells), or Charisma(for bard spells). A vigilante must be at least 4th level, have the minor magic vigilante talent, and have a score of at least 11 in the appropriate ability to select this talent.

Malleable Flesh(変則)/Malleable Flesh 出典 Chronicle of Legends 7ページ:Whether through mutation or alchemy, some vigilantes have flesh that is as moldable as clay and as fluid as ink. A vigilante with this talent gains the shapechanger subtype and the compression universal monster rule. In addition, the vigilante can alter his appearance as disguise self, except that the changes are physical rather than illusory. However, aspects of the vigilante’s aesthetic persist in all forms, halving the bonus on Disguise checks gained from this effect and from seamless guise. At 12th level, the vigilante can pass through narrow openings, even mere cracks, along with any item he wears or carries(to a maximum of his light load).

Minor Magic(擬呪)/Minor Magic 出典 Spymaster's Handbook 27ページA vigilante with this talent selects one of the following spells lists:bard, cleric, druid, psychic, shaman, sorcerer/wizard, or witch. Once this decision is made, the selection cannot be changed. The vigilante gains the ability to cast a 0-level spell from the selected spell list. This spell can be cast two times per day as a spell-like ability. The caster level for this ability is equal to the vigilante’s level. The save 難易度 for this spell is equal to 10 + the vigilante’s Intelligence modifier(for psychic, sorcerer/wizard, and witch spells), Wisdom(for cleric, druid, and shaman spells), or Charisma(for bard spells).

Mockery(変則)/Mockery 出典 Spymaster's Handbook 27ページ:The vigilante gains AntagonizeUM as a bonus feat. He can target a creature with the Intimidate version of Antagonize twice each day, rather than just once. At 12th level, the effects of the Intimidate version of Antagonize last a number of rounds equal to the vigilante’s Charisma modifier(minimum 1).

Monkey's Paws(変則)/Monkey's Paws 出典 Heroes of Golarion 20ページ:The vigilante gains a climb speed equal to his base speed and a +4 competence bonus on Escape Artist checks. The vigilante must have the rooftop infiltrator talent and be at least 5th level to select this talent.

Morphic Weaponry(変則)/Morphic Weaponry 出典 Chronicle of Legends 7ページ:The vigilante can shape his body into weaponry. This acts as the oozemorph shifter’s morphic weaponry ability, treating the vigilante’s level as his shifter level. The vigilante must have the shapechanger subtype to select this talent.

One with the Wild(変則)/One with the Wild 出典 Heroes of Golarion 20ページ:The vigilante must have the environmental weapon talent to select this talent. In the same terrain for which he selected that talent, he gains a +4 competence bonus on Stealth, Survival, and Perception checks.

Poisoner(変則)/Poisoner 出典 Antihero's Handbook 16ページ:The vigilante gains the alchemist’s poison use class feature. At 6th level, when he has 5 doses of a single kind of poison, he can synthesize a dose of that poison once per day at no cost. This process takes 1 minute. It doesn’t expend the 5 doses of poison, but the doses must be in the vigilante’s possession to perform the synthesis. The poison produced requires careful storage and special skill to use. It becomes inert if it leaves the vigilante’s possession and can’t be sold. The vigilante can maintain only 1 dose of synthesized poison for every 5 doses of that poison in his possession.

Only available to Kitsune characters Racial Paragon(Blood of the Beast pg. 15):The vigilante can take a move action to gain the benefit of a feat with a racial prerequisite he meets but doesn’t have. This effect lasts for 1 minute. The vigilante must meet all the feat’s prerequisites. He can use this ability a number of times per day equal to 3 + 1/2 his vigilante level(minimum four times per day). The vigilante can use this ability again before the duration expires to replace a previous racial feat with another choice.

If a feat temporarily gained in this way has a daily use limitation, any uses of that feat while using this ability count toward that feat’s daily limit.

This vigilante talent can be selected multiple times. Each time it is selected after the first, the vigilante can use this ability to gain the benefits of one additional racial feat at the same time, or to reduce the action required to activate this talent by one step(a move action becomes a swift action, a swift action becomes a free action, and a free action becomes an immediate action). If the vigilante chooses to gain the benefits of multiple feats, the feats selected must share the same racial prerequisite. He can use one of these feats to meet a prerequisite of a second feat; doing so means he cannot replace a feat currently fulfilling another’s prerequisite without also replacing those feats that require it. Each individual feat selected counts toward his daily uses of this ability.

Shackle Smash(変則)/Shackle Smash 出典 Inner Sea Intrigue 33ページ:Perhaps trained to remove or destroy restraints from slaves and prisoners by the Twilight Talons or Bellflower Network, a vigilante with this talent can choose to make no more noise than people talking when he attempts a sunder combat maneuver check or attempts a Strength check to break an object. He ignores half an object’s hardness when attempting sunder combat maneuver checks and when attacking nonmagical objects.

Signature Arrows(変則)/Signature Arrows 出典 Antihero's Handbook 16ページ:The vigilante must select one type of bow or crossbow(such as shortbow or heavy crossbow) when he selects this talent. After the first time the vigilante buys a set of 50 pieces of magic ammunition intended for that type of bow or crossbow, he can pay the construction cost instead of the purchase price for additional ammunition with identical magical effects for the same weapon, even if he could not normally craft magic ammunition. This benefit applies only to the first type of magic ammunition that the vigilante buys 50 pieces of for the designated weapon. The vigilante can take this talent more than once; each time he takes it, he can purchase and gain this benefit with either a specific type of magic ammunition for a different type of bow or crossbow or a different type of magic ammunition for the original weapon. The vigilante must be at least 14th level to select this talent.

Steel Soldier(変則)/Steel Soldier 出典 Chronicle of Legends 7ページ:Some vigilantes ceaselessly tinker with their armor until the two seem inseparable; masked maidens are particularly prone to developing this obsession. The vigilante can spend 1 day and 100gp per class level modifying a set of armor with which he is proficient. The vigilante can conceal one set of unworn modified armor on his person as though it were an extraordinarily small object, as per Sleight of Hand, and can don modified armor without aid. The armor skin talent also applies to armor with this ability. At 8th level, the vigilante treats modified armor’s enhancement bonus(if any) as a weapon enhancement bonus when making attacks with the armor’s gauntlets, if the armor has any. Only an avenger vigilante can select this talent.
PFS Legal Steely Resolve(Ex)(Disciple's Doctrine pg. 23):Three times per day, as an immediate action when the vigilante fails a Will saving throw against a mind-affecting effect, the vigilante can delay the effect’s onset for a number of rounds equal to half his vigilante level, after which the vigilante is affected as normal by the entire effect. Rounds spent delaying the effect do not count toward the effect’s duration.

Swamp Concoctions(変則)/Swamp Concoctions 出典 People of the Wastes 21ページ:Twice per day as a full-round action, the vigilante can use the environment weapon vigilante talent to improvise an alchemical weapon worth no more than 15gp per vigilante level. This improvised weapon cannot be sold and must be used within 3 rounds before it becomes inert. The vigilante gains the benefits of the Throw Anything feat for the purpose of these improvised weapons. This ability cannot create improvised weapons that incorporate special materials unless those materials are also present. To select this talent, the vigilante must have the environment weapon vigilante feat, and he must have selected jungle, swamp, or water for that talent.

Sweeping Strike(変則)/Sweeping Strike 出典 Antihero's Handbook 16ページ:The vigilante gains Cleave as a bonus feat. At 6th level, he gains Great Cleave as a bonus feat. He does not need to meet the prerequisites for these feats. At 12th level, while using Great Cleave, he no longer has to hit a target in order to make an additional attack against a foe that is adjacent to that target. Only an avenger vigilante can select this talent.

Take 'Em Alive(変則)/Take 'Em Alive 出典 Spymaster's Handbook 27ページ:The vigilante doesn’t take the usual -4 penalty on attack rolls made to deal nonlethal damage with weapons that normally deal lethal damage. In addition, the vigilante gains a +1 bonus on all attack and damage rolls for attacks that deal only nonlethal damage and have no secondary effects(such as poison). This bonus increases by 1 at 5th level and every 3 levels thereafter, to a maximum of +5 at 20th level.

Tiger's Claws(変則)/Tiger's Claws 出典 Heroes of Golarion 20ページ:The vigilante gains the ability to grow claws similar to a shifter’s. These claws are natural weapons that can be extended at will and deal 1d4 points of piercing and slashing damage(1d3 if the vigilante is Small). At 11th level, the damage increases to 1d6(1d4 if Small).

Turnabout(変則)/Turnabout 出典 Inner Sea Intrigue 33ページA vigilante with this talent can capitalize on any opportunities in combat. Whenever a foe provokes an attack of opportunity from the vigilante by attacking or casting a spell, the vigilante can attempt a dirty trickAPG combat maneuver check in place of the attack of opportunity. If he succeeds at the check, in addition to the usual options, the vigilante can redirect the attack or spell to a new target or area the foe could have chosen.

Vigilante's Reflexes(変則)/Vigilante's Reflexes 出典 Antihero's Handbook 17ページ:The vigilante gains Combat Reflexes as a bonus feat. If he already has the Combat Reflexes feat, he instead gains another feat he qualified for at the level when he chose Combat Reflexes. At 8th and 16th levels, the number of additional attacks of opportunity per round the vigilante can make increases by 1, regardless of the vigilante’s Dexterity bonus.

Volatile Arrows(変則)/Volatile Arrows 出典 Chronicle of Legends 7ページA vigilante with this talent gains the ability to attach an alchemist bomb to a ranged attack he makes with a bow or crossbow as part of firing the attack. If the attack hits, it deals an additional amount of damage equal to that of an alchemist bomb, using the vigilante’s level as his alchemist level to determine the bomb’s damage. He can use this ability a number of times per day equal to 3 + his Intelligence modifier. The vigilante can takes this talent multiple times. Each time he does, he can use the ability one additional time per day and he gains one alchemist discovery that can modify bombs, treating his vigilante level as his alchemist level for any prerequisites. He can apply these discoveries to his bombs as normal.

Vortex Splash(変則)/Vortex Splash 出典 People of the Wastes 21ページ:When in rain or waist deep in water, the vigilante can make a whirling splash as a full-round action, allowing him to attempt a single dirty trick combat maneuver or feint against each adjacent foe. The vigilante can make a separate choice for each target.

Weapon Familiarity(変則)/Weapon Familiarity 出典 Disciple's Doctrine 23ページ:The vigilante selects either two simple or martial weapons or one exotic weapon when he gains this talent. He gains proficiency with his chosen weapon or weapons. At 8th level, he also gains Weapon Focus as a bonus feat for his selected weapon or weapons. Only an avenger vigilante can select this talent.

Whip of Vengeance(変則)/Whip of Vengeance 出典 Inner Sea Intrigue 33ページ:The vigilante gains Whip MasteryUC as a bonus feat. If he already has the Whip Mastery feat, he can immediately swap it for another feat he qualified for at the level when he chose Whip Mastery. In addition, if he is at least 6th level, he also gains the Improved Whip MasteryUC feat. He treats his vigilante level as his vigilante base attack bonus for the purpose of meeting prerequisites of feats and abilities that have Whip Mastery as a prerequisite.


ヴィジランテのアーキタイプ Vigilante‎ Archetypes

Agathiel Agathiel

出典 Spymaster's Handbook 25ページ

The legends of Golarion teem with intelligent beasts who emerge from the wild to right wrongs perpetrated by a nation, aid a virtuous family, or extract long-overdue vengeance. Many of these trace back to the agathiel tradition, first stolen from agathion celestials by the elves of Kyonin and again later by Old-Mage Jatembe. Agathiels surrender a portion of their immortal souls to Nirvana in exchange for a measure of animalistic might to aid them in their righteous crusades. This exchange is permanent, and each agathiel commits the rest of his mortal life to service of others and the constant thrum of wild instincts. Though agathiels can be found in small numbers all over Golarion, the rituals to transform a mortal into an agathiel are common only in Kyonin and the Mwangi city-states, and among the wandering scholars of the Mwangi Expanse. The elves in particular relied upon these abilities to scout Golarion before reclaiming their abandoned territories after the Age of Darkness, leading to reports of extraordinary fey animals stalking elven ruins in the century before their return.

Immortal Commitment(超常)/Immortal Commitment:Becoming an agathiel commits a portion of the vigilante’s soul to Nirvana, and in turn invests him with a portion of the plane’s power. An agathiel’s social and vigilante identity alignments must both be within one step of neutral good. If either of the agathiel’s alignments moves outside this range(because of his own actions or magical manipulation), he gains 1 permanent negative level and loses the ability to assume his vigilante identity until both of his alignments are within one step of neutral good. This negative level cannot be overcome in any way(including by restoration spells) until the agathiel’s alignment reverts.

Bestial Identity(超常)/Bestial Identity:At 1st level, an agathiel’s vigilante identity must invoke the appearance and behavior of a single Small or Medium creature of the animal type. The vigilante can attempt to appear to be a normal member of this animal type, but doing so imposes a –10 penalty on his Disguise check. The bonus provided by seamless guise still applies to the vigilante’s attempts to appear to be an ordinary animal. Once the vigilante’s animal form is selected, it cannot be changed.

Beginning at 4th level, when an agathiel assumes his vigilante identity, he physically transforms into an animal, though he always retains unusual traits that set him apart from ordinary animals, as if using beast shape I, except the vigilante gains no ability adjustments and can select only a single animal ability from those listed in the spell’s description. His social identity remains his true form, and unlike with beast shape I, an agathiel can remain in his animal form indefinitely. The agathiel’s vigilante identity is considered a polymorph effect, and while in his vigilante identity, the agathiel is immune to other polymorph effects. Unlike with normal polymorph effects, the agathiel’s equipment does not meld into his form, and instead changes shape to fit his animal form and provides the same function, though any equipment requiring hands cannot be used until he returns to his social identity.

At 8th level, when assuming his vigilante identity, the vigilante can select two abilities provided by beast shape I, or select a single ability provided by beast shape II. At 12th level, he can instead select two abilities provided by beast shape II, or a single ability provided by beast shape III. At 16th level, he can instead select three abilities provided by beast shape III, or a single ability provided by beast shape IV.

This ability alters dual identity and replaces the vigilante talents gained at 4th, 8th, 12th, and 16th levels.

Agathion Blessing(超常)Agathion Blessing:Beginning at 2nd level, an agathiel gains Aspect of the BeastAPG as a bonus feat while in his vigilante identity. If he selects the claws of the beast option, he can select a bite attack(1d8), a gore attack(1d8), or 2 slam attacks(1d4 each), as appropriate to his animal identity.

This ability replaces the vigilante talent gained at 2nd level.

Anaphexia Thought-Killer Anaphexia Thought-Killer

出典 Inner Sea Intrigue 38ページ

Anaphexia thought-killers worship Norgorber’s Reaper of Reputation aspect from their secret home in Ustalav. In sacrifice to him, they cut out their own tongues to gain magical protection from exposure and hunt down secrets to steal before they can be spread—which usually requires executing those who already knew them.

Tongue Sacrifice(超常)/Tongue Sacrifice:An Anaphexia thought-killer’s social identity is as a Pharasmin priest, one whom many people assume has taken a vow of silence since they speak so infrequently. In order to assume her vigilante identity, an Anaphexia thought-killer must cut out her own tongue as a standard action—an act that deals 1d4 points of damage plus 1 point of bleed damage and leaves her unable to speak(even to cast spells). The thought-killer gains the ability to cast regenerate as a spell-like ability once per day, and only to restore her own tongue.

Monastic Communication(超常)/Monastic Communication:At 2nd level, an Anaphexia thought-killer is skilled at maintaining a disguise without speaking. She can communicate simple concepts through body language and pantomime as though passing a secret message using the Bluff skill, in half the time normally required to do so. The Anaphexia thought-killer gains a bonus on this check equal to 1/2 her vigilante level.

This replaces the social talent gained at 2nd level.

Silent to Magic(超常)/Silent to Magic:At 6th level, an Anaphexia thought-killer is protected by nondetection in her social identity but only against mind-reading effects. Her effective caster level is equal to her vigilante level. At 10th level, this protection also applies to the thought-killer’s vigilante identity.

This ability replaces the social talent gained at 6th level.

Thought-Scent(超常)/Thought-Scent:At 7th level, an Anaphexia thought-killer can smell a significant thought. As a standard action, she can choose one fact or idea she already knows, such as a secret she wishes to keep hidden, and can locate any creature within 30 feet who knows it as with the scent ability. The range increases to 60 feet if the creature is upwind and drops to 15 feet if the creature is downwind. She can discern the direction to the creature until she is adjacent, at which point she can pinpoint the creature’s square. This is a mind-affecting divination effect. The Anaphexia thought-killer can use this ability for up to 1 minute per level. These minutes need not be consecutive but must be used in 1-minute intervals.

This replaces the vigilante talent gained at 7th level.

False Reading(超常)/False Reading:At 15th level, an Anaphexia thought-killer is immune to all effects attempting to read her mind in both her social and vigilante identities. The Anaphexia thought-killer can attempt a Bluff check to provide false results to the creature attempting to read her thoughts, which the target can see through with a successful opposed Sense Motive check.

This replaces the vigilante talent gained at 15th level.

チュウ・イェの執行官 Chu Ye Enforcer

出典:Martial Arts Handbook 18ページ

独裁国家チュウ・イェでは、無慈悲オニ人間の民衆を圧制している。一部の人間オニの血統を持つティーフリングは自らの野望のためにオニを使う。そして恐ろしいマスクを被ることで、このヴィジランテは模倣するの存在になるために自らの人間性を忘れてしまう。

妖怪の心(超常)/Yokai Heart:チュウ・イェの執行官は自分自身破壊的な精神へと変化させ、敵を恐怖に追いやる。彼の不羈の人格はであってはならない。不羈の人格である間、チュウ・イェの執行人は60フィート範囲暗視夜目を得、種別が関連する効果のために、自身のもとの種別と、来訪者原住オニ)のどちらかい方として扱う。

オニマス(変則)Oni Mask:チュウ・イェの執行官は不羈の人格となるに着用しなければならないグロテスクなツノのあるマスクを得る。このマスクはヴィジランテレベル毎に10ポイントのヒット・ポイントをもち、5ポイントの硬度を持っている。マスクを着用しているチュウ・イェの執行官〈威圧〉判定自身レベルの1/2に等しいボーナスを得る(最小+1)。このマスクがないチュウ・イェの執行官は不羈の人格となることはできない。マスクを失ったチュウ・イェの執行官、8時間自身ヴィジランテレベル毎に200gpのコストを必要とする特別な儀式によって1日後に置き換えることができる。

これは二つの人格を変更する。

鋼の指示(変則)/Steel Dictate:チュウ・イェの執行官ボーナス特技として《素手打撃強化》を得、素手打撃で敵にヒットさせると、ダメージ・ロールにヴィジランテレベルの半分に等しいボーナスを得る(最小+1、最大+5)。

これは1レベル点で得られる社交の技と置き換える。

詐欺的な形態(擬呪)/Deceitful Form:4レベル点でチュウ・イェの執行官変身生物の副種別を得、1日に自身ヴィジランテレベルに等しい分だけオルター・セルフとして自身の計上を変更する能を得る。この数分は連続している必要はないが、1分毎に費やす必要がある。14レベルの点で、ジャイアント・フォームIとしてこの能を使用することができる。18レベルの点でジャイアント・フォームIIとしてこの能を使用することができる。

これは4、14、18レベルの点で得られる社交の技と置き換える。

危険(変則)/Deadly Horns:6レベル点で、不羈の人格の間、チュウ・イェの執行官突き刺し攻撃を得る。この攻撃は主要攻撃であり、1d6ポイントの刺突ダメージを与える。
これは6レベル点で得られる不羈の技と置き換える。

第三の眼(超常)Third Eye12レベルの点で、チュウ・イェの執行官マスクは第三の眼を発現する。即行アクションとして、1日にヴィジランテレベルに等しい回数だけ、距離180フィートの遠隔接触攻撃として眼からビームを発射することができる。ヒットした場合、ビームは4d6ポイントのダメージを与える。18レベルの点で、ビーム8d6ポイントのダメージを与える。

これは12レベルの点で得られる不羈の技と置き換える。

Darklantern Darklantern

出典 Heroes of the Darklands 11ページ

The Lantern Bearers are an elite group of elves dedicated to the containment and eradication of the drow. However, some Lantern Bearers are tasked with the unthinkable assignment of infiltrating drow society so as to relay information to the Winter Council—a secret cabal tasked with keeping the existence of drow a secret—about activities in the Darklands and drow cities. In order to accomplish this task, select members of the Lantern Bearers undergo a horrific ritual allowing them to temporarily experience the dark transformation into a drow, but at the cost of their sanity.

Elven Ancestry/Elven Ancestry:A darklantern must be a creature with the elf subtype.

Dark Identity(超常)/Dark Identity:At 1st level, a darklantern can transform into her vigilante identity as a full-round action. When a darklantern switches to her vigilante identity, she undergoes a horrifying transformation from an elf into a drow. After the transformation is complete, the darklantern takes on the appearance of a drow(but otherwise retains her normal facial features and voice) and gains a +2 bonus to Dexterity and Charisma, darkvision with a range of up to 60 feet, and the light blindness universal monster ability. While in her vigilante identity, the darklantern counts as a drow for the purpose of any ability, spell, or magic item targeting drow. A darklantern’s vigilante identity must be chaotic evil, but her social identity can be more than one step removed from this alignment.

Transforming back into the darklantern’s social identity requires a move action. However, a darklantern must succeed at a Will save(難易度 = 10 + the number of hours she has been in her vigilante identity) in order to successfully transform back into her social identity; otherwise, the move action is wasted and the action cannot be attempted for 1 minute. Each time a darklantern fails this check, she takes 1 point of Wisdom damage and the 難易度 for the save decreases by 2.

This ability alters dual identity.

Drow Magic(擬呪)/Drow Magic:At 1st level, when in her vigilante identity, a darklantern can cast dancing lights, darkness, and faerie fire, once each per day, using her vigilante level as her caster level.

This replaces the social talent that the darklantern gains at 1st level.

Drow Paragon(超常)/Drow Paragon:At 4th level, the darklantern gains Spell Resistance equal to 6 + her vigilante level, and the range of her darkvision increases to 120 feet while in her vigilante identity.

This replaces the vigilante talent gained at 4th level.

Dragonscale Loyalist Dragonscale Loyalist

出典 Heroes of the High Court 24ページ

Since the disappearance of the Rogarvias, Brevoy draws ever closer to civil war. The rule of King-Regent Noleski Surtova grows increasingly tenuous; to hold his position, he sends handpicked agents into the kingdom’s courts to flush out traitors to the Dragonscale Throne. When not acting as courtiers, these agents don fearsome draconic masks, becoming anonymous protectors of the kingregent’s rule.

Ruby Courtier(変則)/Ruby Courtier:Surtova’s minions pose as minor nobles studying the Aldori swordlord traditions common throughout Brevoy. At 1st level, a Dragonscale loyalist gains Exotic Weapon Proficiency(Aldori dueling swordISWG) as a bonus feat. His social identity must appear to be that of a noble, and he can’t select double time, many guises, or any social talent inappropriate for a noble social identity.

This ability alters social talents and replaces the 1st-level social talent.

Reflexive Reaction(変則)/Reflexive Reaction:A Dragonscale loyalist lacks the conviction of other vigilantes, but his reactions are keenly honed. At 3rd level, if a Dragonscale loyalist acts during a surprise round, he can take a full round’s worth of actions. If he does, he is staggered during the first full round of combat.

This ability replaces unshakable.

False Allegiance(変則)/False Allegiance:Eventually, a loyalist begins training to infiltrate one of Brevoy’s great houses. At 5th level, a Dragonscale loyalist chooses one of the seven houses of Brevoy, gaining a bonus feat and a special ability appropriate to the chosen house. He need not meet the feat’s prerequisites.

House Garess/House Garess:The Dragonscale loyalist gains Sure GraspUC and dwarves’ stonecunning racial trait.

House Lebeda/House Lebeda:The Dragonscale loyalist gains Skill Focus(Appraise). He can also resell items for 60% of their listed value, rather than 50%. The purchase limit of the settlement must be high enough to accommodate the increased value.

House Lodovka/House Lodovka:The Dragonscale loyalist gains Sea LegsUC. When attempting Swim checks, he ignores the armor check penalty of light or medium armor. If the loyalist has the heavy training vigilante talent, this applies to heavy armor as well.

House Medvyed/House Medvyed:The Dragonscale loyalist gains Endurance and the druid’s resist nature’s lure class feature.

House Orlovsky/House Orlovsky:The Dragonscale loyalist gains Call TruceUI and a +3 bonus to his 戦技防御値.

House Rogarvia/House Rogarvia:The Dragonscale loyalist gains Skill Focus(Knowledge [history]) and a +2 bonus on Diplomacy checks to gather information. This bonus increases to +4 when gathering information related to the Rogarvias.

House Surtova/House Surtova:The Dragonscale loyalist gains Persuasive and a +4 bonus on Sense Motive checks against creatures that profess to be his allies.

This ability replaces startling appearance.

Dragonscale Vigilance(超常)/Dragonscale VigilanceA Dragonscale loyalist becomes supernaturally perceptive to plots against his lord. At 11th level, while in his vigilante identity, a Dragonscale loyalist is treated as constantly being under the effects of perceive betrayal . This effect’s caster level is equal to the Dragonscale loyalist’s vigilante level, and he doesn’t require material components or a focus.

This ability replaces the vigilante’s frightening appearance.

Conqueror’s Wrath(変則)/Conqueror’s Wrath:Inspired by the deeds of Chora the Conqueror, a loyalist can rampage through enemy ranks. At 17th level, as a full-round action, a Dragonscale loyalist can make a full attack and move up to his speed. The loyalist can pause at any point or points during the movement, make one or more of his attacks, and continue moving. Creatures making attacks of opportunity against the loyalist during this movement gain a +4 bonus on their attack and damage rolls. Using this ability counts as using a vigilante talent.

This ability replaces stunning appearance.

Faceless Enforcer Faceless Enforcer

出典 Path of the Hellknight 50ページ

Unyielding warriors, faceless enforcers lock their identities behind implacable helms. While their infamous reputations spread far, striking fear in their foes, the individual behind the mask remains a complete mystery.

Weapon and Armor Proficiencies:A faceless enforcer is proficient with heavy armor, but not with shields.

This alters the vigilante’s weapon and armor proficiencies.

Dual Identity(変則)/Dual Identity:A faceless enforcer’s vigilante identity is tied to a particular helmet or face covering and suit of armor. Switching between identities means donning or removing this armored outfit. Switching identities means entirely donning or removing armor(even if it is donned hastily) and never takes less than the minimum amount of time to do so. How long this takes depends on the type of armor, as detailed on page 153 of the Pathfinder RPG Core Rulebook. Once per month, the vigilante can replace the helmet or face covering and armor associated with his vigilante identity and buy or make a new outfit that becomes tied to that identity. A faceless enforcer cannot select the immediate changeUI or quick changeUI social talents.

This ability alters dual identity.

Armored Juggernaut(変則)Armored JuggernautAt 2nd level, a faceless enforcer does not need help donning half-plate or full-plate armor, but donning it alone takes him 8 minutes. At 4th level, he can don his half-plate or full-plate alone in 4 minutes, and can don it hastily in 2 minutes. At 6th level, he doesn’t apply the armor check penalty for any armor on Acrobatics, Escape Artist, or Stealth checks, but the penalty applies on other skill checks as normal. At 8th level, a faceless enforcer can move 5 feet faster than normal in heavy armor, to a maximum of his base speed. At 10th level, it takes him 2 minutes to don heavy armor, 1 minute to don it hastily, and 1 minute to remove it. At 16th level, he can move at full speed in heavy armor. At 18th level, it never takes the vigilante more than 1 minute to don his armor.

This replaces the vigilante talent gained at 2nd level.

Faceless Infiltrator(変則)/Faceless Infiltrator:At 5th level, when he changes his identity, a faceless enforcer has a third option(instead of social or vigilante) he can assume a fictional identity with no known ties to his Hellknight affiliation, his social identity, or his vigilante identity. When he gains this ability, the faceless enforcer must choose a group, organization, or social structure he wishes to infiltrate(such as the beggars in Egorian’s Cheapside or the city’s congregation of the Midnight Temple to Asmodeus), and the fictional identity he creates must be a recruit, ally, or prospective employee of that group. This fictional identity’s alignment must be within one step from either his vigilante or his social identity. A faceless enforcer can use social and vigilante talents when in his fictional identity, but he risks exposing his secret when he does so.

When he gains this ability, the faceless enforcer creates mundane records that can verify his fictional identity. While he is in his fictional identity, a faceless enforcer appears to be an otherwise ordinary member of his race, and he receives a +10 bonus on Disguise checks to appear to be the fictional person he says he is. He must create the appearance for this fictional identity using whatever clothing and tools he has at his disposal. If the faceless enforcer changes from his vigilante identity to his fictional identity and vice versa, changing identities takes him the normal amount of time to don or remove his armor(see the armored juggernaut ability). If he changes from his fictional identity to his social identity and vice versa, it takes him 1 minute. Any attempts to scry or otherwise locate the fictional identity work as normal if the faceless enforcer is in his fictional identity. Otherwise, it reveals a random member of the group he is attempting to infiltrate.

At 11th level, the faceless enforcer’s bonus on Disguise checks to appear to be his fictional identity increases to +20. Any spell or ability designed to locate the fictional individual while the faceless enforcer is in that identity has a 50% chance of instead finding a random member of the group. Although this ability does not give the faceless enforcer any special knowledge of the group outside what he gleans himself, the faceless enforcer’s training grants him a +10 circumstance bonus on Bluff checks to maintain his fictional guise.

At 17th level, attempts to scry or otherwise locate the faceless enforcer’s fictional identity always reveal a random member of the group he has infiltrated. Furthermore, his bonus on Bluff checks to maintain his fictional identity increases to +15.

Every month, a faceless enforcer can create a new fictional identity, if he wishes, but not another fictional identity that is attempting to infiltrate the same group. A faceless enforcer cannot select the any guiseUI, everymanUI, or many guisesUI social talents.

This ability replaces the social talents gained at 5th, 11th, and 17th levels.

Enforcer’s Wrath(変則)/Enforcer’s Wrath:At 6th level, a faceless enforcer has become adept at using his vigilante identity to terrify and coerce lone enemies, particularly among the group he is currently infiltrating. He gains a +4 bonus on Intimidate checks against enemies when no other opponents are within 30 feet of him(or the creature he is intimidating). This bonus stacks with any bonuses the vigilante receives from renown or similar abilities. Additionally, if the vigilante successfully demoralizes a lone opponent with Intimidate, the opponent is shaken for 1 additional round.

This ability replaces the vigilante talent gained at 6th level.

Ferocious Hunter Ferocious Hunter

出典 Heroes from the Fringe 26ページ

Half-orcs with more distant orc ancestry often look almost indistinguishable from humans, aside from a slightly greenish tint to their skin or sharp teeth. The ability to move through the world without experiencing the same discrimination many of their kin face opens doors that might otherwise be closed, yet many of these half-orcs still take great pride in their heritage and have a powerful desire to show the world that half-orcs are deserving of respect. By taking on an alter-ego that allows them to show their true colors, they can become a champion of the downtrodden and a hero among half-orcs.

Hidden Heritage(変則)/Hidden Heritage:A ferocious hunter must present as human for his social identity and as a half-orc for his vigilante identity in order to gain the benefits of dual identity. He gains Pass for Human as a bonus feat. In addition, his alignment stays the same when he switches between identities.

This alters dual identity.

Symbol of Pride/Symbol of PrideAt 2nd level, a ferocious hunter gains the signature weapon vigilante talent, but must select a falchion, greataxe, or a weapon with “orc” in its name as his chosen weapon. He gains this talent regardless of his chosen vigilante specialization.

This replaces the vigilante talent gained at 2nd level.

Spirit of Ferocity(変則)/Spirit of Ferocity:Starting at 3rd level, when using orc ferocity to continue fighting after falling below 0 hit points, a ferocious hunter fights on for a number of rounds equal to his Constitution modifier.

This replaces unshakable.

Symbol of Mastery/Symbol of Mastery:At 8th level, a ferocious hunter gains Improved Critical with the weapon chosen for the symbol of pride ability. His base attack bonus is equal to his vigilante level for the purpose of qualifying for Critical Focus and any feats that require Critical Focus as a prerequisite.

This replaces the vigilante talent gained at 8th level.

Half-Elf Double Scion Half-Elf Double Scion

出典 Heroes from the Fringe 22ページ

Many half-elves who live in human or elven societies try to blend in, hiding their true ancestry. But deception takes a toll, and some half-elves form alternate identities to let the suppressed side of their heritage be known. This other identity can be either a force for good, enabling the half-elf to express a part of himself that has been denied to him, or for evil, with the half-elf hurting others to make up for his own pain.

Dual Heritage/Dual Heritage:A half-elf double scion appears to be an elf in one identity and a human in the other identity. He takes no penalties to Disguise checks to appear as the race that matches his current identity. The selection of which race is the social identity and which is the vigilante identity is made at 1st level and cannot be changed. Additionally, when a half-elf double scion switches from one identity to another, he is representing different aspects of his heritage rather than personality. As a result, a half-elf double scion has the same alignment in both of his identities.

This alters dual identity.

Half-Elf Double Scion Talents/Half-Elf Double Scion Talents:A half-elf double scion can select from the following vigilante talents, in addition to general vigilante talents. Elven Weapon Command(Ex):A half-elf double scion can wield traditional elven weapons as well as elves can. The half-elf double scion treats any weapon with the word “elven” in its name as a martial weapon, and gains Weapon Focus as a bonus feat for one such weapon.

Arrogant Strike(変則)/Arrogant Strike:A half-elf double scion has a highly confident style in battle, characteristic of both humans and elves. A half-elf double scion can declare that he is using this ability at the beginning of his turn as a free action. He automatically confirms any critical hits until the beginning of his next turn. He can use this ability once per day plus one additional time at 14th level and 18th level. A half-elf double scion must be at least 10th level to select this talent.

Slick Step(変則)/Slick Step:A half-elf double scion can, as a move action, move 10 feet without provoking an attack of opportunity. This movement cannot pass through an opponent’s square and must otherwise be a legal movement. He cannot draw a weapon during this movement.

Hidden Current Hidden Current

出典 Blood of the Sea 8ページ
legal for play for any PC whose race grants them a natural swim speed(e.g. naiad or undine).

Sometimes the best place to hide is in plain sight. The hidden current operates above and below the sea. When operating underwater, he blends easily with the locals, passing himself off as one of them or as an experienced aquatic traveler. When operating on land, he erases all traces of his aquatic heritage. When the hidden current needs to avoid pursuit, he slips away into his native environment.

Guise of the Land Walker(変則)/Guise of the Land Walker:At 1st level, a hidden current gains the many guises social talent, but the mundane identity assumed must be of a nonaquatic humanoid and functions only when he is on land.

This ability replaces the hidden current’s 1st-level social talent.

Sea’s Return(擬呪)/Sea’s Return:At 11th level, a hidden current can magically slip between the sea and the land, as if using the spell dimension door with a caster level equal to the hidden current’s vigilante level. The starting point of this ability must be on land and the ending point in water at least waist deep, or vice versa. Using this ability is a move action. The hidden current cannot take other creatures with him when he uses this ability. A hidden current can use this ability once per day at 11th level and an additional time per day every 4 levels thereafter(to a maximum of three uses per day at 19th level).

This ability replaces frightening appearance.

Stealthy Swimmer(変則)/Stealthy Swimmer:Hidden currents can transition between land and sea at a moment’s notice. If a hidden current begins his movement on land and ends his movement in water at least waist deep, or vice versa, he gains a +5 circumstance bonus on a Stealth check in the same turn.

This ability replaces the hidden current’s 2nd-level vigilante talent.

Imperial Agent Imperial Agent

出典 Blood of the Ancients 19ページ

Many residents of Lung Wa’s successor states refuse to admit the empire has truly fallen, but the self-proclaimed imperial agents have taken matters into their own hands. Imperial agents are often the descendants of nobility and generals from Lung Wa, devoted to reuniting the empire by conquering Lung Wa’s successor states. Often forming secret networks with fanciful names, they focus on destabilizing nations with blackmail, slander, and treachery.

Slander(変則)/Slander:At 1st level, an imperial agent becomes an expert at spreading malicious rumors in order to foment chaos and strife to further his aims. Slandering an individual or organization takes 1d4 days in a settlement smaller than a town, or 1 week in a town or larger settlement. The imperial agent must succeed at either a Bluff or Diplomacy check. If the general populace is indifferent towards the target of the slander, the 難易度 of this check is 20 + the target’s Charisma modifier. For each step above indifferent the public’s attitude towards the target is, the 難易度 increases by 5, and for each step below indifferent the public’s attitude towards the target is, the 難易度 decreases by 5. If the imperial agent is successful, the public’s attitude toward his target is decreased by 1 step. If the imperial agent fails the check, however, he cannot affect the settlement with this ability for 1 week, and the target of his slander becomes aware that someone is spreading malicious rumors. The GM determines the exact effects of the public’s shift in attitude. Even if the public is hostile toward the target, they might not act openly against the target, especially if doing so might be dangerous.

This replaces the social talent gained at 1st level.

Manipulative(変則)/Manipulative:At 3rd level, an imperial agent is a master of blackmail, extortion, and subterfuge. He gains a bonus equal to 1/2 his vigilante level on Bluff checks(except those to feint) and on Intimidate checks(except those to demoralize an opponent).

This replaces unshakable.

False Flag(変則)/False Flag:At 5th level, whenever an imperial agent changes his identity, he has a third option(instead of social or vigilante) he can wear a false flag. This functions identically to the many guises social talent, except that the false flag identity is associated with a particular nation, organization, or other faction. The imperial agent gains a +20 circumstance bonus on Disguise checks to impersonate a member of that faction against creatures who are unaffiliated with that faction, potentially allowing the imperial agent to pin the blame for his actions on the faction he was impersonating. However, the imperial agent receives no bonus and a –10 penalty on Disguise checks against members of the faction he is impersonating. An imperial agent can choose a different faction each time he uses this ability. Factions that lack a flag, uniform, or other symbol of membership may be difficult or impossible to impersonate, at the GM’s discretion.

This replaces the social talent gained at 5th level.

Mutated Defender Mutated Defender

出典 People of the Wastes 9ページ

Occasionally a mutation takes hold of the body of a vigilante, but he learns to hide his maladies, usually through alchemical concoctions or magical concealment. Unlike other mutants, who are usually shunned in Alkenstar and other settlements, mutated defenders can appear in public without revealing their mutations—though they can still use them to their full potential in secret.

Mutant Specialization/Mutant Specialization:A mutated defender gains a base attack bonus equal to his vigilante level instead of using those listed in the vigilante’s class table. He adds this value as normal to any other base attack bonus gained from other classes or racial Hit Dice. He also selects one mutant deformity(Bestiary 5 180) other than mindless or vulnerability. This deformity magically reverts when the vigilante is in his social identity, as do all mutations from his mutant talents, allowing him to hide his mutation entirely. Unlike with other vigilante talents, the vigilante is entirely unable to use the benefits of his mutant talents while in his social identity.

This replaces vigilante specialization.

Mutant Talents/Mutant Talents:At 2nd level and every 2 vigilante levels thereafter, a mutated defender can select from the following mutant talents, in addition to the vigilante talents normally available to him.

This alters vigilante talent.

Mutant Blast(超常)/Mutant Blast:One of the mutated defender’s extremities becomes elementally warped, and he can discharge a blast of energy from this limb. This functions as the elemental ray bloodline power(from the elemental sorcerer bloodline) and uses his vigilante level as his sorcerer level. The mutated defender chooses the damage type(acid, cold, electricity, or fire) of his mutant blast when selecting this talent. The mutated defender must be at least 9th level to select this talent.

Mutant Evolution/Mutant Evolution:The mutated defender gains a 1-point evolution from the eidolon list other than climb, improved natural armor, mount, skilled, or swim. He must meet any prerequisites as normal, using his vigilante level for prerequisites that require a summoner level. He can select an evolution granting a natural attack without fulfilling the subtype requirement, though he must replace one of his hands with the natural weapon. A mutated defender can select this mutant talent multiple times, choosing a different evolution each time.

Mutated Lobe(擬呪)/Mutated Lobe:A mutated defender’s brain is enlarged and distended, granting him psychic powers. He can cast detect thoughts as a spell-like ability once per day for every 4 vigilante levels he has, with a caster level equal to his vigilante level. A vigilante must be at least 4th level to select this talent.

Splintersoul Splintersoul

出典 Antihero's Handbook 17ページ

A splintersoul pushes the boundaries of what it means to have two separate identities. One may be kind and calm while the other is angry and heartless, and the change from one identity to another is sudden and frightening. The splintersoul is torn by conflicting emotions and thoughts, but because of his dual mind, he can master a uniquely disparate set of skills and abilities no normal person should be able to manage.

Splintered Identity(変則)/Splintered Identity:A splintersoul’s two identities are even more distant from one another than those of a normal vigilante. He cannot use any of his vigilante talents while in his social identity.

However, for the purpose of qualifying for classes, feats, and other abilities, he is eligible if one of his alignments meets the requirements. While in an identity whose alignment is incompatible with an ability, class, or feat, he temporarily loses access to the feat or ability or is treated as an ex-member of the class, as appropriate.

For example, a splintersoul with barbarian levels, a lawful-good social identity, and a neutral vigilante identity can’t use his vigilante talents or his rage class feature while in his social identity, but he regains these abilities and can use them as normal as soon as he changes to his vigilante identity.

A splintersoul with paladin levels must follow the paladin’s normal code of conduct while in a lawful-good identity, but while in an identity with a different alignment, the following changes apply to his code:Willingly committing an evil act(for example, casting a spell with the evil descriptor) still causes the vigilante to become an ex-paladin, but otherwise, he can do whatever else he feels is necessary to uphold the causes of law and good. He should strive to act with honor and uphold the tenets of his faith, but failing to do so is not a violation of his code. At the GM’s discretion, other classes or archetypes with similarly strict codes of conduct can also follow a less strict version of a code of conduct while in an identity with an incompatible alignment.

This alters dual identity.

Sudden Change(変則)/Sudden Change:More adaptive than other vigilantes, a splintersoul must select the quick change social talent at 3rd level and the immediate change social talent at 7th level, ignoring the minimum levels for those talents.

This replaces unshakable and alters the social talents gained at 3rd and 7th levels.

Surprising Change(変則)/Surprising Change:At 7th level, when a splintersoul uses the immediate change talent to reveal his vigilante identity and then attacks a foe in the same round, he can use the startling appearance ability against that foe as though the foe were unaware of his presence. At 11th and 17th levels, he can use frightening appearance and stunning appearance, respectively, while using this ability. A splintersoul can use frightening appearance and stunning appearance only against foes who are unaware of his presence, and he can do so a number of times per day equal to his Charisma modifier. This ability doesn’t function against foes who already know the splintersoul’s identity.

This alters startling appearance, frightening appearance, and stunning appearance.

Teisatsu Teisatsu

出典 Spymaster's Handbook 26ページ

Teisatsu are specialized vigilantes who focus on infiltrating social scenes and high-society gatherings on behalf of the feuding lords of Minkai. Trained as assassins and spies, they cultivate a suite of personalities and study secret arts that hone their bodies into deadly weapons.

Weapon and Armor Proficiency:Teisatsu are proficient with all simple weapons, plus the kama, katana, kusarigama, nunchaku, sai, short sword, shortbow, shuriken, siangham, and wakizashi. They are proficient with light and medium armor, but not with shields.

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

Infiltrator(変則)/Infiltrator:A teisatsu is required to choose stalker as his specialization.

This alters vigilante specialization.

Ki Pool(超常)/Ki Pool:At 2nd level, a teisatsu gains a ki pool, identical to the ninja class feature(Pathfinder RPG Ultimate Combat 14), using his vigilante level as his effective ninja level.

This ability replaces the vigilante talent gained at 2nd level.

Teisatsu Talents/Teisatsu Talents:A teisatsu selects vigilante talents as normal. He can’t select the rogue talent vigilante talent. He can, however, select either of the talents below, which are unique to the teisatsu.

This ability alters vigilante talents.

Ki Power(超常)/Ki Power:The teisatsu gains a single ki power of his choice from the list available to the unchained monk class(Pathfinder RPG Pathfinder Unchained 14).

Shadow Tricks(変則)Shadow Tricks:The teisatsu gains a single ninja trick(but not a master trick) of his choice. He cannot select a rogue talent in place of a ninja trick in this manner. If he selects a ninja trick marked with an asterisk(*), that talent applies to his hidden strikes instead of to sneak attacks, and the talent counts as a stalker vigilante talent with an asterisk(*) for the limitation of applying only one effect to a single hidden strike.


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