UI > クラス・オプション > その他のクラス

その他のクラスのアーキタイプ


Tyrant(アンティパラディン) Tyrant

出典 Ultimate Intrigue pg. 64
Evil arises in every form imaginable, not just in hearts full of destruction and chaos. Tyrants are manipulative and lawful antipaladins, chess masters who arrange things behind the scenes to ensure that whatever happens, evil always wins, and the tyrant along with it. Unlike other antipaladins, tyrants are all too happy to associate with good creatures, the better to manipulate them into performing evil acts.

Tyrant’s Code/Tyrant’s Code: A tyrant must be of lawful evil alignment and loses all class features except proficiencies if he willingly and altruistically commits good acts. This does not mean the tyrant can’t take actions someone else might qualify as good, only that such actions must always be in service of his own dark ambitions. A tyrant’s code requires that he place his own sinister goals above all else, respect rightful authority even as he twists its loopholes to his own ends, impose tyranny, and punish all those who dare dissent. A tyrant can accept underlings of any alignment; he cares not who serves him, only that they are truly loyal to him. He can even work alongside good-aligned individuals, as long as he is secretly manipulating them.

This alters the antipaladin’s code of conduct and associated abilities, as well as the section on ex-antipaladins.

クラス技能: A tyrant adds 〈交渉〉 to his list of class skills, instead of 〈騎乗〉.

This alters the antipaladin’s class skills.

Diabolic Boon(擬呪)/Diabolic Boon: At 5th level, if a tyrant chooses to gain the services of a fiendish servant with his fiendish boon ability, he must choose a fiendish animal or a creature with the lawful and evil subtypes.

This ability alters fiendish boon.



Ancestral Aspirant(オカルティスト) Ancestral Aspirant

出典 Ultimate Intrigue pg. 67
It is common for a noble to possess a deep pride for his family’s past, but when such self-importance gives way to obsession, an ancestral aspirant is born. Ancestral aspirants perform all the typical social functions of a noble, but they fill their conversations with stories of the great deeds of their family forebears, and they spend their nights researching old histories and primary sources, hungry for more.

クラス技能: An ancestral aspirant adds 〈はったり〉 and 〈知識:貴族〉 to his list of class skills, instead of 〈知識:次元界〉 and 〈職能〉.

This alters the occultist’s class skills.

Family Jewels/Family Jewels: An ancestral aspirant’s implements are always objects connected to his family history. One of his starting implements must be an implement from the enchantment school.

This ability alters implements.

Emotional Reading(超常)/Emotional Reading: An ancestral aspirant doesn’t care much about objects that didn’t belong to his ancestors, but he is keenly attuned to his relatives and fellow nobles, allowing him to read the emotions of others. If he spends 1 minute examining a creature, he learns one fact, chosen by the GM, about the creature’s current emotions. Since emotional auras are complex, this ability is unlikely to reveal the secret feelings of a professional spy; instead, it only touches upon surface emotions.

This ability replaces object reading.

Courtly Contacts(超常)/Courtly Contacts: Ancestral aspirants have contacts among courtly circles rather than otherworldly circles. This works similarly to outside contact except for the following differences: First, he doesn’t need to use a magic circle or make a payment (though he still expends 1 point of mental focus from his enchantment implement). Second, he can use those contacts to gather information for him (as per the Diplomacy skill to gather information) without spending the time himself, rather than asking a question and receiving a result similar to a divination. He can ask more questions over the same time period at 12th level and every 4 levels thereafter, as normal with outside contact. At 16th level, instead of delivering messages and objects, the courtly contacts can spread vicious rumors and gossip about a target throughout a settlement, causing any creatures in the settlement whose attitude toward the target wasn’t helpful to have its attitude toward the target worsened by one step. These baseless rumors last 1 week or until the target spends 8 hours refuting them and succeeds at a Diplomacy check (DC = 10 + the ancestral aspirant’s occultist level + his Intelligence modifier).

This ability replaces outside contact.



Secret Broker(オカルティスト) Secret Broker

出典 Ultimate Intrigue pg. 68
Whether as spymasters, extortionists, political fixers, or puppet masters, secret brokers use their talents with objects to gain information, then leverage that information for their own purposes.

クラス技能: A secret broker adds 〈はったり〉 and all remaining 〈知識〉 skills to her list of class skills.

This alters the occultist’s class skills.

Knowledge Is Power/Knowledge Is Power: The secret broker starts play possessing a single divination implement, typically a ledger of secrets. She gains new implements as normal at 2nd level and every 4 levels thereafter, and they can be of any school. A secret broker’s third eye resonant power grants an insight bonus on Profession and Sense Motive checks equal to the bonus it grants on Perception checks, and an insight bonus on all Knowledge checks equal to half that bonus. She must select divination with implement mastery.

This ability alters 装具 and 装具体得.

Broker Secrets(超常)/Broker Secrets: At 2nd level, a secret broker can trade her secrets to another. For the purpose of this ability, an object’s secret is composed of pieces of information gained from a single object through object reading, object seer, psychometry, or read object that the occultist didn’t otherwise know and hasn’t shared with another, written somewhere, or otherwise recorded or found a way to recover should she forget them and lose possession of the object. The secret broker can willingly use this ability in tandem with handing the object over to another creature in order to transfer the object’s secret to that creature. The secret broker forgets the object’s secret and the creature instantly learns the object’s secret.

The secret broker can also destroy an object to remove his memory of the object’s secret without transferring it to another. In either case, any onlookers who understand what the secret broker is doing, and the recipient in the case of a transfer, can intrinsically tell that the secret broker has used this ability rather than simply sharing the memory through other means or destroying the object but keeping its secret.

This ability replaces 魔法のアイテム技術.

シェア・メモリー(擬呪)/Share Memory: At 4th level, a secret broker learns to use her knowledge transference powers more flexibly, allowing her to use share memoryUM at will, but only with willing targets.

This ability replaces 集積移動.

Steal Secret(擬呪)/Steal Secret: At 8th level, a secret broker learns how to steal a secret from an unwilling target. This works as her share memory ability, except it allows her to access memories from unwilling targets. A target that succeeds at its saving throw against a secret broker’s steal secret ability is forever after immune to that secret broker’s steal secret ability.

This ability replaces 魔法円.

Erase Secret(擬呪)/Erase Secret: At 12th level, a secret broker can expend 1 point of mental focus from her divination implement in order to erase a fact from someone’s mind by touch. This works similarly to modify memory to erase the memory of an event, except the effect is instantaneous and leaves no magical trace (it can still be removed by break enchantment, psychic surgeryOA, limited wish, miracle, or wish) and the secret broker can remove only one fact, such as “The queen and the general are having an affair” rather than a 5-minute event. Erasing the memory of a fact does not prevent the target from learning the fact again, or even potentially from deducing the fact again from evidence, given time.

This ability replaces 束縛円.

Purge Secret(擬呪)/Purge Secret: At 16th level, a secret broker can expend 3 points of mental focus from her divination implement to apply her erase secret ability to up to one creature per level within 30 feet of her.

This ability replaces 高速魔法円.


Intrigue(オラクルの神秘) Intrigue



神格:カリストリア、ノルゴーバー

クラス技能: An oracle with the intrigue mystery adds Bluff, Disguise, Sleight of Hand, and Stealth to her list of class skills.

ボーナス呪文チャーム・パースン(2レベル)、false beliefUI(4レベル)、サジェスチョン(6レベル)、センディング(8レベル)、トゥルー・シーイング(10レベル)、シンボル・オヴ・パースウェイジョン(12レベル)、グレーター・スクライング(14レベル)、マインド・ブランク(16レベル)、オーヴァーウェルミング・プレゼンス(18レベル)。

啓示: An oracle with the Intrigue mystery can choose from any of the following revelations.

Assumed Form(擬呪)/Assumed Form: You can change your appearance at will, as ディスガイズ・セルフ with a caster level equal to your oracle level. At 7th level, you can choose to actually transform, which works the same way but counts as a polymorph effect instead of an illusion and doesn’t allow a Will save to disbelieve. At 11th level, the ability lasts until you dismiss it or use it again, allowing you to even keep it active while you sleep. At 15th level, when you use this ability as a polymorph effect, you can gain the size bonus to your ability scores and additional racial abilities as if using オルター・セルフ.

Desire Sight(擬呪)/Desire Sight: As a standard action, you can learn the desires of any creature you can see within 100 feet, as if you had concentrated until the third round of detect desires. As usual for detect desires, the target can attempt a Will save to negate the effect. You can use this ability once per day at 1st level, plus one additional time per day at 5th level and for every 5 levels beyond 5th.

Forgotten Presence(擬呪)/Forgotten Presence: Once per day as an immediate action, you can cause a creature to forget that you were present for the last minute per oracle level, including forgetting all actions you took during that time, unless it succeeds at a Will save (DC 10 + 1/2 your oracle level + your Charisma modifier). Effects such as モディファイ・メモリー can restore the lost memories. At 15th level, you can use this ability twice per day. You must be at least 7th level to select this revelation.

Gossip Guru(擬呪)/Gossip Guru: You sit in a web of intrigue like a spider, subtly tracing the course of rumors and gossip in order to understand the ties that bind those around you. You can use the rumormonger spell once per day as a spell-like ability, using your oracle level as your caster level. Each time you do so, it ends the duration of any previous activation. At 11th level, you can use this ability three times per day, and at 15th level, you can use it at will, but regardless, each use still ends the duration of any previous activation. You must be at least 7th level to select this revelation.

Hidden Magic(超常)/Hidden Magic: You gain the Conceal Spell feat as a bonus feat without needing to meet the prerequisites. At 7th level, you can also hide your use of spell trigger items using the Conceal Spell feat, though onlookers receive a +2 bonus on their skill checks to pierce your subterfuge. At 11th level, you can even hide the use of spell completion items using the Conceal Spell feat, though in this case, onlookers receive a +5 bonus on their skill checks to pierce your subterfuge.

Mirrored Retreat(超常)/Mirrored Retreat: Once per day as a full-round action, your form ripples and releases seven illusory duplicates, as ミラー・イメージ, and then you can move up to your speed in any direction, while the duplicates move in seven other directions. The duplicates continue to retreat in their chosen direction, avoiding walls and other barriers but unable to open doors or interact with objects. The duplicates last for 1 minute per oracle level or until they take damage (they have the same AC as your touch AC and the same Reflex save as you, and they are immune to effects that allow a Fortitude or Will save). You can use this ability an additional time per day at 11th level and every 4 levels thereafter. This is a figment effect. You must be at least 7th level to select this revelation.

Poetic Vengeance(超常)/Poetic Vengeance: You constantly plot and scheme to take your revenge against those who wrong you. Once per day as an immediate action, after an enemy successfully affects you with an attack (whether with a spell, a physical attack, or any other sort of attack), you can force the enemy to take half the effects of its own attack unless it succeeds on a Will save (DC 10 + 1/2 your oracle level + your Charisma modifier). Any damage from the attack is halved, and non-damaging effects have a 50% chance to apply. If the non-damaging effect has a DC, the enemy receives a saving throw against it, at either the DC of the original effect or the DC of this ability, whichever is lower. At 10th level, you can use this ability twice per day, and at 20th level you can use it three times per day.

Tracer Touch(擬呪)/Tracer Touch: Once per day, you can touch a creature or object and plant a scrying sensor on it, as if you had cast vicarious view. At 15th level, you can use this ability twice per day. You must be at least 11th level to select this revelation.

Veiled Venom(擬呪)/Veiled Venom: The powers of intrigue ヴェイル your poisons and magic items from magical scrutiny. As a standard action, you can touch an object, granting it the benefits of the spells マジック・オーラ and obscure ポイズン. You can use this ability at will, but each time you do, the effects of any previous use end.

Whispered Glimpses(超常)/Whispered Glimpses: The whispers of intrigue sing to you with glimpses of insight into others’ presence and motives, granting you greater awareness than your own senses could manage. You can add your Charisma modifier instead of your Wisdom bonus on Perception and Sense Motive checks.

最終啓示: Upon reaching 20th level, you become a master of intrigue. You can apply 《呪文音声省略》 or 《呪文動作省略》 to any spell you cast without increasing the level or casting time. You do not need to possess these feats to use this ability.



Maverick(ガンスリンガー) Maverick

出典 Ultimate Intrigue pg. 64
Trouble always finds a maverick, whether she is a con artist or an honest gambler. Quick with her gun and no stranger to barroom brawls, she can hold her own when bullets and punches start flying.

発露/Deeds: A maverick gains the following three deeds. Stacked Deck (Ex) At 1st level, the maverick can spend 1 grit point when she attempts a Bluff, Profession (gambler), or Sleight of Hand check to roll 1d6 and add the result to the check. She can do this after she rolls the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can continue to do this as long as she rolls natural 6s, up to a number of times equal to her Wisdom modifier (minimum 1).

This deed replaces the gunslinger’s dodge deed.

Fist Fighter (Ex) At 3rd level, as long as the maverick has at least 1 grit point, she gains the benefit of the Improved Unarmed Strike feat.

This deed replaces the pistol whip deed.

Gun Twirl(変則)/Gun Twirl At 3rd level, as long as the maverick has at least 1 grit point, she can use flashy gunplay to intimidate her opponents. She gains the Dazzling Display feat and can use it with any firearm, even if she doesn’t have Weapon Focus in that firearm.

This deed replaces the gunslinger initiative deed.


新しい元力(キネティシスト)

アースメルド

(Earthmeld/)
出典 Ultimate Intrigue pg. 66
元素 地; 種別 汎用(擬呪); レベル 4; 燃焼 0
前提条件 アース・クライム

 You meld a creature into stone, where it can listen to conversations without being detected. This functions as the meld into stone spell, except it can work on any willing creature, not just you, and it lasts for 10 minutes per kineticist level or until you use earthmeld again. The melded creature, not you, decides when to step out of the stone. You can accept 1 point of burn to increase the duration of an earthmeld until the next time you recover burn. Such increased earthmelds don’t end if you use earthmeld again, allowing you to maintain multiple earthmelds.

グレーター・ヴォイス・オヴ・ザ・ウィンド

(Voice of the Wind, Greater/)
出典 Ultimate Intrigue pg. 66
元素 風; 種別 汎用(擬呪); レベル 2; 燃焼 0
前提条件 ヴォイス・オヴ・ザ・ウィンド

 Your voice of the wind ability gains both power and finesse. You can use voice of the wind to create unusual sounds, as ghost sound, to throw your voice, as ventriloquism,and even to alter your voice, as vocal alterationUM. You can send messages at a much greater distance than before and at a faster rate. When using voice of the wind’s whispering wind effect, you can choose to have the wind rise high into the sky, where it can gust at 50 miles per hour before descending to deliver the message. While the gust is still small, abnormal wind that fast is noticeable, unlike the normal gentle zephyr from whispering wind. If you choose to use the faster gust, you can deliver a message as far as 50 miles per kineticist level, instead of 1 mile per kineticist level.

グレーター・ウォーターセンス

(Watersense, Greater/)
出典 Ultimate Intrigue pg. 66
元素 水; 種別 汎用(超常); レベル 5; 燃焼 0
前提条件 ウォーターセンス

 You project your watersense outward through the tides and water around you, allowing you to spy on others at a distance. You can take 10 minutes to project your senses, choosing a location within 480 feet that is connected to your current location via the same continuous body of water, or you can take 1 hour to attempt to spy on a specific creature within 1 mile per kineticist level that is visible from a location connected to your current location via the same continuous body of water. In the latter case, the creature receives a Will save as per scrying (including bonuses and penalties based on connection and knowledge); a target that saves is immune to your greater watersense for 24 hours. In either case, an extremely thin funnel of water, lasting for 1 minute per kineticist level, carries light and sound to your location, where your target area or location appears in the water next to you and you can view it as if through a scrying sensor, allowing you to both see and hear the area immediately surrounding the other end of the funnel. In the case of a distance greater than 480 feet, the sound comes 1 round later than its corresponding visual information for every mile away you are (for instance, if you were 5 miles away, you would see your target start talking 5 rounds before you heard what it said). When you are tracking a creature, the funnel moves as best it can through the water to follow that creature, up to 150 feet per round, but the target can escape by simply moving away from the water. If you also possess the voice of the wind wild talent, you can use its message effect to send your voice through the funnel with a delay of 1 round per mile. This wild talent is a divination and scrying effect.

スパイング・タッチサイト

(Spying Touchsight/)
出典 Ultimate Intrigue pg. 66
元素 エーテル; 種別 汎用(擬呪); レベル 4; 燃焼 0
前提条件 タッチサイト

 You attach a sticky strand of invisible aether to a target and then project your senses along the strand, allowing you to spy on that target. Attaching the strand of aether requires a ranged touch attack, but if you activate this ability while your target is under the effect of your touchsight, you can use the strands from your touchsight instead. Once you have activated spying touchsight, you can concentrate on it to spy on your target with any of your five senses (though your own body no longer benefits from the senses you project); the strand lasts as long you concentrate, though you can switch which senses you are projecting each round. A creature using see invisibility or a similar effect can notice the trailing strand of aether and follow it back to you. A creature can break your spying touchsight by dispelling it, but otherwise, the only way to break the strand is if one of you uses a teleportation effect, moves more than 1 mile from the other, or is completely blocked from the other in all directions (such as if one of you were inside a telekinetic sphere).

フレイム・トラップ

(Flame Trap/)
出典 Ultimate Intrigue pg. 66
元素 火; 種別 汎用(擬呪); レベル 2; 燃焼 0

 You lay a fiery trap on a container, ensuring the destruction of sensitive documents while punishing those who would steal your secrets. In order to weave the trap, you must spend 10 minutes in contact with the container you wish to trap. At the end of that time, the container is trapped until the next time you use this wild talent or until it triggers. Any creature other than you who opens the container takes damage as from your fire blast (or blue flame blast, if you have it). The damage affects the creature automatically if it is touching the container, but if it opens the container from within 30 feet, it can attempt a Reflex save to negate the damage, and if it opens the container from farther still, it takes no damage. Whether or not the creature that opened the container takes damage, your kinetic blast damage also affects any items within the container that you choose, as well as the container, if you wish it, and leaves all other items undamaged. This counts as a magical trap with a Perception and Disable Device DC equal to 10 + your kineticist level + your Dexterity modifier. You can accept 1 point of burn when using flame trap to make a new trap without dismissing any previous traps. If you do, the trap lasts until the next time you recover burn.



Cardinal(クレリック) Cardinal

出典 Ultimate Intrigue pg. 64
While a cleric’s faith is her highest priority, her church may wield significant political power in some regions. In these cases, cardinals arise from the ranks of the clergy, engaging in the game of intrigue on behalf of their churches. While some cardinals manage to join the world of politics and retain the purity of their faith, many cardinals find that they must compromise some part of their beliefs in pursuit of their church’s political power, and some cardinals even fall prey to the corrupting influence of their power.

防具の習熟: A cardinal is proficient in light armor, but not shields.

This ability replaces the cleric’s armor proficiencies.

Political Skill/Political Skill: A cardinal adds Bluff, Intimidate, Knowledge (geography), and Knowledge (local) to her list of class skills. She gains a number of skill ranks equal to 6 + her Intelligence modifier at each level, instead of the normal 2 + her Intelligence modifier. However, she gains only one domain, and her base attack bonus from cleric levels is equal to half her class level (which is the same as for a sorcerer or wizard).

This ability replaces the cleric’s spontaneous casting ability. It alters the cleric’s domains, as well as her class skills, skill ranks per level, and base attack bonus.



Fey Caller(アンチェインド版サモナー) Fey Caller

出典 Ultimate Intrigue pg. 71
The strange creatures known as fey hail from a variety of places, including the natural world and their own domains on other planes. Fey callers are summoners whose voices reach out into those strange faerie realms and call forth the fey who dwell there. The touch of the fey makes the fey caller different from those summoners who call other outsiders to their sides as eidolons.

クラス技能: A fey caller adds 〈はったり〉, 〈交渉〉, 〈変装〉, 〈知識:自然〉, 〈知識:次元界〉, and 〈生存〉 to his list of class skills, instead of all 〈知識〉 skills.

This alters the unchained summoner’s class skills.

自然の呼び掛け/Nature’s Call: Instead of summoning creatures from the summon monster list, the fey caller’s summoning spell-like ability summons creatures from the list for the summon nature’s ally spell of the same level. It still follows the other rules and restrictions for the summoner’s summon monster spell-like ability.

This ability alters the summoner’s summon monster spell-like ability.

Fey Eidolon/Fey Eidolon: A fey caller’s eidolon is still an outsider, and its base statistics don’t change, but it also counts as a fey. A fey caller’s eidolon has the Fey subtype instead of one of the subtypes from Pathfinder Unchained.

フェイの幻獣 Fey Eidolons

出典 Ultimate Intrigue pg. 71
 Fey eidolons are whimsical and mysterious creatures, prone to flights of fancy, odd compulsions, and alien humor. While some creatures from the faerie realms have truly unusual shapes, the ones close enough to the human mind to serve as eidolons tend to look like idealized humanoids with unusual features that set them apart, such as pointed ears or gossamer wings.

 Fey eidolons usually choose to bond with mortals for their own mysterious reasons that vary as much as their disparate temperaments; occasionally, their need may be immediate, such as when a dryad whose tree is dying decides to bond with a summoner instead and become something new. On the other hand, a redcap just looking for bloodshed might connect with an equally sadistic summoner. Whatever their reasons, they tend to have strong bonds of loyalty to their summoners entangled with equally strong emotional attachments, even evil fey eidolons.

属性:Any. Fey eidolons don’t have alignment subtypes.

基本形態:人型(四肢[腕部]、四肢[脚部])。

基本進化:Starting at 1st level, fey eidolons gain Acrobatics, Diplomacy, Disguise, Escape Artist, Knowledge (nature), Perform, Sleight of Hand, and Use Magic Device as class skills instead of those gained by most eidolons. They also gain the low-light vision evolution, the skilled evolution (selecting one class skill), and the ability to use either ダンシング・ライツ, ディテクト・マジック, ゴースト・サウンド, or プレスティディジテイション at will as a spell-like ability. Once the summoner selects this and any other spell-like abilities for his fey eidolon, the selection cannot be changed.

At 4th level, fey eidolons gain woodland stride (as the druid ability).

At 8th level, fey eidolons gain the ability to use either チャーム・パースン, エンタングル, グリース, サイレント・イメージ, オブスキュアリング・ミスト, or ヴァニッシュAPG as a spell-like ability three times per day, and they can select an additional spell-like ability from the 1st-level list.

At 12th level, fey eidolons gain DR 5/ cold iron. They also grow gossamer wings, gaining the flight evolution.

At 16th level, fey eidolons gain the ability to use either ブラインドネス/デフネス, ディテクト・ソウツ, グリッターダスト, ヒディアス・ラフター, インヴィジビリティ (self only), マイナー・イメージ, ミラー・イメージ, or タンズ as a spell-like ability three times per day. They also can select an additional spell-like ability from the 1stlevel list or the 8th-level list.

At 20th level, fey eidolons increase their DR to DR 10/cold iron. They gain the ability to use either マス・サジェスチョン, ミスリード, プログラムド・イメージ, or ヴェイル as a spell-like ability once per day. They also can select an additional spell-like ability from the 1st-level list, the 8th-level list, or the 16th-level list.



Velvet Blade(スレイヤー) Velvet Blade

出典 Ultimate Intrigue pg. 70
Velvet blades specialize in infiltrating the upper echelons of society, mingling with nobles and courtiers, and killing them. Velvet blades are often born into the aristocracy, with an intricate understanding of the inner workings of upperclass society. Though a few velvet blades are unhinged maniacs who enjoy preying on their peers, most of these well-heeled slayers assume a professional demeanor and hire themselves out to other nobles or well-connected criminal organizations.

クラス技能: A velvet blade adds 〈交渉〉 and 〈知識:貴族〉 to her list of class skills, instead of 〈知識:ダンジョン探検〉.

This alters the slayer’s class skills.

防具の習熟: A velvet blade is not proficient with medium armor or shields.

This alters the slayer’s armor proficiency.

Studied Socialite(変則)/Studied Socialite: A velvet blade focuses her studies on social infiltration rather than brute force, believing it is easier to kill an opponent quietly and unprepared than in a loud battle. She adds her studied target bonus on Bluff, Diplomacy, Disguise, Intimidate, Knowledge, Perception, Sense Motive, Stealth, and Survival checks against studied opponents, as well as to the DCs of slayer class abilities she uses against such opponents. She never gains a bonus on weapon attack and damage rolls from her studied target ability.

This ability alters studied target.

Courtly Graces(変則)/Courtly Graces: A velvet blade spends long hours memorizing etiquette and family lineages of royalty and other prominent families. She gains a bonus on Knowledge (nobility checks) equal to half her slayer level (minimum +1).

This ability replaces track.

Treacherous Blade(変則)/Treacherous Blade: At 7th level, a velvet blade can capitalize on how others underestimate her and allow her close to them, assuming she is harmless. She gains the BetrayerUC feat as a bonus feat, whether or not she meets the prerequisites. Additionally, when making her first attack against a studied target that believes her to be harmless or to be an ally, the attack counts as a sneak attack, even if the target isn’t flanked or denied its Dexterity bonus to AC, and the velvet blade gains +2d6 sneak attack damage, increasing by 1d6 at 10th level and every 5 levels thereafter. Even if she immediately attacks the target again (such as by continuing a full attack), only the first attack gains these benefits, since the target immediately realizes the velvet blade is something more than she seemed.

Silent Dispatch(変則)/Silent Dispatch: At 11th level, a velvet blade becomes adept at taking out her targets quietly. She gains the silent dispatch vigilante talent without meeting the talent’s prerequisites.

This ability replaces swift tracker.



Black Asp(モンク) Black Asp

出典 Ultimate Intrigue pg. 67
The black asps are a sinister order of monks who train as assassins and infiltrators with no need for weapons to achieve their goals. Through meditation and study, they learn how to use poison, hide any magics they choose to employ, and even empty their minds of thought to protect themselves from divinations.

Black Asp’s Path(変則)/Black Asp’s Path: A black asp is trained in the use of poison and cannot accidentally poison himself when applying poison to a weapon or when rolling a natural 1 on an attack roll with a poisoned weapon. At 3rd level, the black asp’s ability to use poison improves. He gains Adder StrikeUC as a bonus feat even if he does not meet the prerequisites.

This ability replaces 朦朧化打撃 and 不動心.

Forbidden Powers(超常)/Forbidden Powers: A black asp can select a forbidden 気の力 in place of any of the following monk class abilities: 浮身 (4th), 大跳躍 (5th), 肉体の完成 (7th), 金剛身 (11th), 縮地の法 (12th), 金剛心 (13th), 激震掌 (15th), 日月語 (17th), and 虚身 (19th). If he chooses to do so, he replaces the monk class ability the black asp gives up for the chosen forbidden 気の力. The black asp can select any of the following forbidden 気の力.

Black Asp Venom(超常)/Black Asp Venom: As a swift action, a black asp with this ki power can poison his unarmed strike or a weapon in his hand. The poison lasts for 1 minute or until expended. A creature damaged by the poisoned weapon is affected as per the ポイズン spell. The save DC is equal to 10 + 1/2 the black asp’s monk level + his Wisdom modifier. Each use of this ability costs 2 ki points. A black asp must be at least 12th level before selecting this ki power.

Empty Mind(擬呪)/Empty Mind: A black asp with this ki power can choose to lower the number of ki points in his ki pool by 3 when he recovers his ki points for the day. If he does so, he gains the benefits of マインド・ブランク for 24 hours. A black asp must be at least 16th level and possess the greater hidden magic ki power before selecting this ki power.

Greater Hidden Magic(擬呪)/Greater Hidden Magic: As long as he has at least 1 point in his ki pool, all of the black asp’s items are constantly under the effects of マジック・オーラ. As an immediate action, he can spend 2 ki points to cause himself and any magic items he is carrying to appear to be nonmagical (as if he had cast greater magic aura) for 1 hour per monk level. A black asp must be at least 8th level and possess the hidden magic ki power before selecting this ki power.

Hidden Magic(擬呪)/Hidden Magic: As an immediate action, the black asp can spend 1 ki point to hide the auras of all magic items he is carrying (as if they were all under マジック・オーラ) for 1 hour per monk level.

Shifting Form(超常)/Shifting Form: As an immediate action, a black asp can spend 1 ki point to make his outline shift and waver for 1 round. This ability otherwise functions as per the spell ブラー.



Sage Counciler(モンク) Sage Counciler

出典 Ultimate Intrigue pg. 67
Sage counselors are ascetics and mystics who leave the confines of the monastery walls to advise secular people about spiritual truths and to seek knowledge of the outside world. They often find work as mentors teaching religion and martial arts, and some of them even become counselors for people in high places. Sage counselors often speak in metaphors, knowing that indirect persuasion is more effective than speaking plainly, and they use indirect tactics in combat as well.

クラス技能: A sage counselor adds 〈はったり〉, 〈交渉〉, and 〈知識:貴族〉 to his list of class skills, instead of 〈登攀〉, 〈脱出術〉, and 〈知覚〉.

This alters the monk’s class skills.

Cunning Fist(変則)/Cunning Fist: A sage counselor gains 《攻防一体》 as a bonus feat, even if he doesn’t meet the prerequisites, and he can ignore the Intelligence prerequisite on feats that have 《攻防一体》 as a prerequisite. At 2nd level, he gains 《フェイント強化》, and at 6th level, he gains 《上級フェイント》, even if he doesn’t meet the prerequisites.

This ability replaces the bonus feats gained at 1st, 2nd, and 6th levels.

Feinting Flurry/Feinting Flurry: At 4th level, a sage counselor can spend 1 ki point while performing a flurry of blows to feint an opponent as a swift action, but he can’t spend 1 ki point to make an additional attack when making a flurry of blows. At 10th level, he can also choose to replace his first attack during a flurry of blows with a feint check.

This ability alters 連打 and 気蓄積, and it replaces the ボーナス特技 gained at 10th level.

Deceptive Ki(超常)/Deceptive Ki: At 4th level, the sage counselor can spend 1 point from his ki pool as a swift action to give himself a +4 insight bonus on his next Bluff check. The sage counselor does not gain the ability to spend ki to increase his speed by 20 feet for 1 round.

This ability alters 気蓄積.



Black Asp(アンチェインド版モンク) Black Asp

出典 Ultimate Intrigue pg. 67
The black asps are a sinister order of monks who train as assassins and infiltrators with no need for weapons to achieve their goals. Through meditation and study, they learn how to use poison, hide any magics they choose to employ, and even empty their minds of thought to protect themselves from divinations.

Black Asp’s Path(変則)/Black Asp’s Path: A black asp is trained in the use of poison and cannot accidentally poison himself when applying poison to a weapon or when rolling a natural 1 on an attack roll with a poisoned weapon. At 3rd level, the black asp’s ability to use poison improves. He gains Adder StrikeUC as a bonus feat even if he does not meet the prerequisites.

This ability replaces 朦朧化打撃 and 不動心.

Forbidden Powers(超常)/Forbidden Powers: A black asp can select a forbidden ki power as a ki power. The black asp can select any of the following forbidden ki powers.

Black Asp Venom(超常)/Black Asp Venom: As a swift action, a black asp with this ki power can poison his unarmed strike or a weapon in his hand. The poison lasts for 1 minute or until expended. A creature damaged by the poisoned weapon is affected as per the poison spell. The save DC is equal to 10 + 1/2 the black asp’s monk level + his Wisdom modifier. Each use of this ability costs 2 ki points. A black asp must be at least 12th level before selecting this ki power.

Empty Mind(擬呪)/Empty Mind: A black asp with this ki power can choose to lower the number of ki points in his ki pool by 3 when he recovers his ki points for the day. If he does so, he gains the benefits of mind blank for 24 hours. A black asp must be at least 16th level and possess the greater hidden magic ki power before selecting this ki power.

Greater Hidden Magic(擬呪)/Greater Hidden Magic: As long as he has at least 1 point in his ki pool, all of the black asp’s items are constantly under the effects of マジック・オーラ. As an immediate action, he can spend 2 ki points to cause himself and any magic items he is carrying to appear to be nonmagical (as if he had cast greater magic aura) for 1 hour per monk level. A black asp must be at least 8th level and possess the hidden magic ki power before selecting this ki power.

Hidden Magic(擬呪)/Hidden Magic: As an immediate action, the black asp can spend 1 ki point to hide the auras of all magic items he is carrying (as if they were all under マジック・オーラ) for 1 hour per monk level.

Shifting Form(超常)/Shifting Form: As an immediate action, a black asp can spend 1 ki point to make his outline shift and waver for 1 round. This ability otherwise functions as per the spell ブラー.



Sage Counciler(アンチェインド版モンク) Sage Counciler

出典 Ultimate Intrigue pg. 67
Sage counselors are ascetics and mystics who leave the confines of the monastery walls to advise secular people about spiritual truths and to seek knowledge of the outside world. They often find work as mentors teaching religion and martial arts, and some of them even become counselors for people in high places. Sage counselors often speak in metaphors, knowing that indirect persuasion is more effective than speaking plainly, and they use indirect tactics in combat as well.

クラス技能: A sage counselor adds 〈はったり〉, 〈交渉〉, and 〈知識:貴族〉 to his list of class skills, instead of 〈登攀〉, 〈脱出術〉, and 〈知覚〉.

This alters the monk’s class skills.

Cunning Fist(変則)/Cunning Fist: A sage counselor gains 《攻防一体》 as a bonus feat, even if he doesn’t meet the prerequisites, and he can ignore the Intelligence prerequisite on feats that have 《攻防一体》 as a prerequisite. At 2nd level, he gains 《フェイント強化》, and at 6th level, he gains 《上級フェイント》, even if he doesn’t meet the prerequisites.

This ability replaces the bonus feats gained at 1st, 2nd, and 6th levels.

Feinting Flurry/Feinting Flurry: At 4th level, a sage counselor can spend 1 ki point while performing a flurry of blows to feint an opponent as a swift action, but he can’t spend 1 ki point to make an additional attack when making a flurry of blows. At 10th level, he can also choose to replace his first attack during a flurry of blows with a feint check.

This ability alters 連打 and 気蓄積, and it replaces the ボーナス特技 gained at 10th level.

Deceptive Ki(超常)/Deceptive Ki: At 4th level, the sage counselor can spend 1 point from his ki pool as a swift action to give himself a +4 insight bonus on his next Bluff check. The sage counselor does not gain the ability to spend ki to increase his speed by 20 feet for 1 round.

This ability alters 気蓄積 and replaces the 気の力 gained at 4th level.



Gray Paladin(パラディン) Gray Paladin

出典 Ultimate Intrigue pg. 69
Gray paladins have discovered that in a world of intrigue, a strict code of honor hinders their options. Their divergence from the paladin’s normal code still drains them, but somehow, they have found a way to avoid losing all of their powers.

属性: A gray paladin can be lawful good, lawful neutral, or neutral good, though she must still follow a lawful good, neutral good, or lawful neutral deity.

This alters the paladin’s alignment restrictions.

クラス技能: A gray paladin adds 〈はったり〉, 〈変装〉, and 〈威圧〉 to her list of class skills.

This alters the paladin’s class skills.

Weakened Grace/Weakened Grace: A gray paladin’s loosened code weakens her connection to the power that grants her paladin abilities. She gains her first use of smite evil at 2nd level, instead of 1st, though she still gains further uses of smite evil at the rate listed on Table 3–11 of the Core Rulebook. She never gains the aura of good or divine grace class features. Her aura of courage does not make her immune to fear, her aura of resolve does not make her immune to charms, and her aura of righteousness does not make her immune to compulsions.

This ability alters 悪を討つ一撃, 勇気のオーラ, 不屈のオーラ, and 公正なオーラ, and it replaces 善のオーラ and 信仰の恩寵.

行動規範/Code of Conduct: A gray paladin must be of lawful good, lawful neutral, or neutral good alignment and loses all class features except proficiencies if she ever willingly commits an evil act (for example, casting a spell with the evil descriptor). She should strive to act with honor and uphold the tenets of her faith, but failing to do so is not a violation of her code, and other than evil actions, she can do whatever else she feels is necessary to uphold the causes of law and good.

This ability replaces the paladin’s 行動規範 and associated abilities and alters the section on ex-paladins.

Enhanced Health(変則)/Enhanced Health: At 3rd level, a gray paladin is far less a stranger to poisons than a normal paladin. She gains a +4 sacred bonus on all saving throws against poisons and diseases.

This ability replaces 頑健なる肉体.

Smite Foe(超常)/Smite Foe: At 4th level, a gray paladin can spend two uses of smite evil in order to smite a nongood creature that is not evil and gain her full benefits. The gray paladin must truly believe that the creature she smites is an opponent to the cause of good. Even if this nonevil foe is an outsider, undead, or dragon, she doesn’t add increased damage to her first attack.

This ability replaces 正のエネルギー放出 and alters 悪を討つ一撃.

Aura of Subtlety(擬呪、超常)/Aura of Subtlety: At 11th level, a gray paladin learns how to protect herself from detection. She and her allies within 10 feet gain a +4 morale bonus on saving throws against divination effects. Furthermore, casters of divinations that target the gray paladin or her nearby allies must succeed at a caster level check as though the gray paladin and her nearby allies were under the effect of a nondetection spell cast by the gray paladin, with a caster level equal to the gray paladin’s paladin level. This ability functions while the gray paladin is conscious and while she is sleeping, but not if she is unconscious for any other reason, or dead.

This ability replaces 正義のオーラ.



Courtly Hunter(ハンター) Courtly Hunter

出典 Ultimate Intrigue pg. 64
While most hunters find themselves at ease in the wildest parts of the world, courtly hunters instead make their homes in cultured urban environments. They and their animal companions are more refined than typical hunters, using their skills to navigate the winding paths of courtly intrigue as surely as other hunters find trails in the wilderness.

クラス技能: A courtly hunter adds 〈はったり〉, 〈交渉〉, and 〈真意看破〉 to her list of class skills, instead of 〈知識:地理〉, 〈知識:自然〉, and 〈生存〉.

This alters the hunter’s class skills.

Courtly Companion/Courtly Companion: A courtly hunter’s animal companion was touched by either the fey or the nature spirits that form leshys and answer to commune with nature, granting it its own intelligence. The companion’s type changes to magical beast (augmented animal), but this doesn’t change any of its statistics and it counts as an animal, not as a magical beast, for the purposes of determining all effects, prerequisites, and so on. It does not learn tricks, but it does have an Intelligence score equal to that of a familiar belonging to a wizard of the courtly hunter’s hunter level. Levels in other classes that grant animal companions do not stack with levels of courtly hunter for the purpose of determining the abilities of her courtly companion.

This ability alters 動物の相棒.

Refined Focus(超常)/Refined Focus: A courtly hunter has access to a different set of animal aspects with her animal focus. She does not gain access to the bear, bull, frog, monkey, snake, stag, tiger, or wolf aspects. Instead, she gains access to the following aspects.

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

カメレオン/Chameleon: The creature gains a +4 competence bonus on Disguise checks. This bonus increases to +6 at 8th level and +8 at 15th level.

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

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

Frilled Lizard/Frilled Lizard: The creature gains a +4 competence bonus on Intimidate checks. This bonus increases to +6 at 8th level and +8 at 15th level.

Octopus/Octopus: The creature gains a +4 competence bonus on Escape Artist checks. This bonus increases to +6 at 8th level and +8 at 15th level.

Raccoon/Raccoon: The creature gains a +4 competence bonus on Sleight of Hand checks. This bonus increases to +6 at 8th level and +8 at 15th level.

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

This ability alters 動物象形.

Subtle Companion(超常)/Subtle Companion: At 2nd level, a courtly hunter can transform her animal companion into a similar Tiny animal to allow it hide easily or even blend in and act as a spy. For instance, a tiger could be transformed into a housecat, a wolf could be transformed into a Tiny dog, a dire bat could be transformed into a Tiny flying fox, and so on. This functions as a polymorph effect, and the animal companion gains a +2 size bonus to Dexterity and a –4 size penalty to Strength (use the polymorph table on page 212 of the Pathfinder RPG Core Rulebook to adjust its ability score if the animal companion is larger than Medium). As a standard action, the courtly hunter can touch her animal companion to transform it.

This ability replaces 精密なる相棒.

Skill Bond(変則)/Skill Bond: At 3rd level, a courtly hunter’s animal companion gains the courtly hunter’s class skills as class skills. Her animal companion can use the courtly hunter’s skill ranks in a skill in place of its own, but only to a maximum of the courtly hunter’s hunter level (for instance, if a character had 3 levels in courtly hunter and 5 ranks in Diplomacy, her animal companion could either share 3 ranks with skill bond or use its own ranks, whichever would result in a higher total skill bonus).

This ability replaces 狩人戦法 and the hunter’s bonus teamwork feats.

Alternate Form(超常)/Alternate Form: At 7th level, the courtly hunter’s animal companion learns an additional subtle form. When the courtly hunter gains this ability, she chooses a Tiny animal. When under the effects of the subtle companion ability, the courtly hunter’s animal companion can change between a shrunken, more innocuous version of its original shape or the shape of the chosen animal as a standard action. When it transforms, it loses abilities dependent on its original shape and gains abilities from its new shape as beast shape II. At 13th and 19th levels, the courtly hunter can select an additional form to add to the animal companion’s list of choices while it is in its polymorphed form.

This ability replaces ボーナス芸.



Roof Runner(ハンター) Roof Runner

出典 Ultimate Intrigue pg. 65
Roof runners are skilled ambushers, skirmishers, and spies who eschew heavier types of armor in order to remain light on their feet. They lurk in the shadows of the rooftops to find people or houses to rob, though some use their specialized skills for nobler purposes.

熟練(変則)/Skilled: A roof runner adds Acrobatics, Escape Artist, and Sleight of Hand to her list of class skills.

This alters the hunter’s class skills and replaces the hunter’s proficiency with medium armor and shields.

Natural Leaper(変則)/Natural Leaper: At 2nd level, a roof runner adds half her hunter level on Acrobatics checks to jump.

This ability replaces 追跡.

Shingle Stride(変則)/Shingle Stride: At 5th level, a roof runner and her animal companion can move at full speed without penalty when using Acrobatics to cross narrow or uneven surfaces, and climb at half speed (instead of one-quarter speed) without taking the – 5 penalty.

This ability replaces 森渡り.

Alley Ghost(変則)/Alley Ghost: At 8th level, a roof runner gains the benefits of the fast stealth rogue talent.

This ability replaces 迅速なる追跡.

Master Climber(変則)/Master Climber: At 20th level, a roof runner gains a climb speed equal to her base land speed, instead of being able to move at full speed while tracking.

This ability alters 狩人の極み.