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霊 Spirits 伝説の霊 Legendary Spirits 出典 Occult Realms The spirits a medium can channel draw their power both from the tales told about them and from their own souls, which echo with the remarkable deeds they performed in life. All spirits have stories—and some arise from people whose deeds shook the world and whose testaments have endured throughout the ages. These beings are legendary spirits, and they possess great power they can share with mediums who gain their favor. Attaining the ability to channel a legendary spirit involves traveling to a certain location or performing a certain deed, swearing an oath, performing a ritual, and succeeding at an ability check. The type of check depends on the spirit, but the DC is always equal to 10 + 1/2 the medium’s level. If the medium breaks the oath, the spirit will no longer answer when he calls. If the medium attempts to call another spirit of the legendary spirit’s legend, the legendary spirit similarly departs forever. Abrogail Thrune I(ハイエロファント) Abrogail Thrune I (Hierophant)) 出典 Occult Realms 10ページ The legendary spirits on pages 10-11 are legal for play with the following clarifications A PC can only have the ability to contact one legendary spirit at a time, a PC permanently loses the ability to contact a legendary spirit if he breaks that spirit s oath, and a PC can regain that spirit s favor with an atonement (priced as if restoring a cleric s spellcasting abilities). The ruthless monarch who single-handedly changed the course of Cheliax’s history, Abrogail Thrune I struck a bargain with Hell to enable her to seize the nation’s throne for her family, ending a bloody civil war. 支持の獲得:To gain Abrogail Thrune’s favor, you must travel to the giant bronze statue of her in the Triumph district in Egorian, or to any place where a lawful outsider with at least 20 Hit Dice has visited or been called. Once there, you must vow to never break a binding contract, and must make a case for why you should be entrusted with power over others. Doing so requires a Wisdom check; if you succeed, Thrune answers your call. 禁忌:If you accept a taboo while channeling Thrune, you must vow to fight against chaos wherever you see it. Dynamic Decree(初級、超常)/Dynamic Decree:Thrune always grants the following spells of each level 0—bleed, 1st—bane, 2nd—enthrall, 3rd—agonize (Ultimate Magic 205), 4th—greater infernal healing (Pathfinder Campaign Setting The Inner Sea World Guide 295), 5th—true seeing, 6th—banishment. This ability alters divine surge. Supernatural Aid(上級、超常)/Supernatural Aid:Once per day, you can call an outsider with a number of Hit Dice equal to or less than yours (maximum 18 HD) as if casting the appropriate planar ally spell. You do not need to pay the material component required to cast the spell, but you still must bargain with and pay the outsider for its services. This ability replaces overflowing grace. Ambras Imre(トリックスター) Ambras Imre(Trickster)) 出典 Occult Realms 10ページ The legendary spirits on pages 10-11 are legal for play with the following clarifications A PC can only have the ability to contact one legendary spirit at a time, a PC permanently loses the ability to contact a legendary spirit if he breaks that spirit s oath, and a PC can regain that spirit s favor with an atonement (priced as if restoring a cleric s spellcasting abilities). Seeking a place to practice his illegal art, Chelish poisoner Count Ambras Imre settled in Daggermark and eventually established the notorious Daggermark Poisoner’s Guild. 支持の獲得:Ambras Imre answers only mediums who show ingenuity and proficiency in making poisons. To gain his favor, you must travel to the Daggermark Poisoners’ Guild, or to the headquarters of any poisoners’ guild, herbalists’ guild, or similar organization. Once there, you must vow to use poison to eliminate foes significantly stronger than yourself, and stealthily place a poison you created on a guild member’s person (without harming that person) or among the person’s belongings, which requires a Dexterity check. If you succeed, Imre answers your call. 禁忌:If you accept a taboo while channeling Imre, you must never work for or ally with a monarch or totalitarian. Apprentice Poisoner(初級、超常)/Apprentice Poisoner:You gain poison use, as per the alchemist class feature. When using Craft (alchemy) to create poisons, you receive a bonus equal to 1/2 your medium level (minimum 1). At 4th level, you gain a +2 bonus on all saving throws against poison. This ability replaces trickster’s edge. Ardril, the Would-Be King(チャンピオン) Ardril, the Would-Be King(Champion)) 出典 Heroes of Golarion 5ページ The Would-Be King is an Ulfen folk hero famous for slaying nearly a dozen linnorms but refusing to rule any nation until she had slain Fafnheir, the father of all linnorms. The Linnorm Kings at the time were fearful of losing their positions and sent their own warriors to kill her. Ardril barely escaped with her life, and she fled her home for Valenhall. 支持の獲得:To gain Ardril’s favor, you must defeat an enemy with the dragon type and at least 7 Hit Dice without any aid from allies. After defeating the enemy, you must attempt a Wisdom check as you are bombarded with the memory of a linnorm’s curse. If you succeed, Ardril answers your call. 禁忌:If you accept a taboo while channeling Ardril, you must never seek out or accept any position of power or leadership. Challenge(初級、超常)/Challenge:You gain the challenge ability as a cavalier of your level. When you challenge a foe, your attacks ignore any damage reduction your target has. In addition, you gain a +2 bonus on saving throws until the challenge ends. Death Curse(最上級、超常)/Death Curse:When you channel Ardril, you can select any two linnorm death curse rage powers. You can select different rage powers each time you channel Ardril. Treat your medium level as your barbarian level for the purpose of meeting prerequisites. You gain the benefit of these rage powers against challenged foes even if you are not raging. For each additional point of damage that would be dealt by a rage power, you deal 1d6 points of damage instead. Arnisant(ガーディアン) Arnisant(Guardian) 出典 Occult Realms 10ページ The legendary spirits on pages 10-11 are legal for play with the following clarifications A PC can only have the ability to contact one legendary spirit at a time, a PC permanently loses the ability to contact a legendary spirit if he breaks that spirit s oath, and a PC can regain that spirit s favor with an atonement (priced as if restoring a cleric s spellcasting abilities). General Arnisant was a Taldan hero who sacrificed himself in the battle against Tar-Baphon at the end of the Shining Crusade, weakening the lich so his allies could trap the Whispering Tyrant. 支持の獲得:To gain Arnisant’s favor, you must travel either to the Crusader War College in Vigil, where the Shattered Shield of Arnisant is enshrined, or to the site of any major Shining Crusade battle. Once there, you must swear an oath to slay any undead you meet and concoct a tincture from the remains of a corporeal undead you have killed. You then must drink the tincture and succeed at a Constitution check before Arnisant will answer your call. 禁忌:If you accept a taboo while channeling Arnisant, you must always protect others from danger when you can (including defeated enemies, but not enemies that are an active threat to you and others). Arnisant s Shield (中級、超常)/Arnisant s Shield:Arnisant grants his power to a single shield you wear, allowing you to increase its enhancement bonus by 1 (or add a shield special ability with a +1 bonus base price modifier if the shield’s enhancement bonus is already +5). When you would be slain, turned to stone, or otherwise incapacitated, you can allow Arnisant’s spirit to sacrifice himself to protect you from the effect. This negates any single non-damaging effect, and for a damaging effect, it leaves you with 0 hit points or your hit point total just before the deathblow, whichever is lower. In exchange, you lose contact with Arnisant and have no spirit abilities until your next day’s seance. Furthermore, you can’t contact Arnisant for 24 hours, and when you next contact Arnisant, he starts with 1 more point of influence over you than normal. This ability replaces absorb blow. Azghaad I(マーシャル) Azghaad I(Marshal) 出典 Occult Realms 11ページ The legendary spirits on pages 10-11 are legal for play with the following clarifications A PC can only have the ability to contact one legendary spirit at a time, a PC permanently loses the ability to contact a legendary spirit if he breaks that spirit s oath, and a PC can regain that spirit s favor with an atonement (priced as if restoring a cleric s spellcasting abilities). The ancient founder of Osirion, Azghaad I brought his people together under Nethys’s guidance at the dawn of the Age of Destiny. 支持の獲得:To gain Azghaad’s favor, you must visit Azghaad’s Spire in Sothis or any government building or ruin tied to Ancient Osirion. Once there, you must extol the greatness of the early god-kings, swear to support Osirion’s return to prominence when possible, and succeed at a Charisma check before Azghaad answers your call. 禁忌:If you accept a taboo while channeling Azghaad, you must embrace any opportunity to spread the legend of past or former Osirian greatness, even if doing so would be disadvantageous. All-Seeing Eye(上級、超常)/All-Seeing Eye:While your eyes aren’t literally all-seeing, you can keep track of all your allies with ease. You can shift your senses to any ally who was present for your seance as a move action, as if you had the witness spell (Pathfinder RPG Ultimate Magic 249) active on all of them at all times. This replaces decisive strike. )Beldam I(トリックスター) Beldam I(Trickster) 出典 Pathfinder #132 The Six-Legend Soul 70ページ A PC can only have the ability to contact one legendary spirit at a time, a PC permanently loses the ability to contact a legendary spirit if he breaks that spirit’s oath, and a PC can regain that spirit’s favor with an atonement (priced as if restoring a cleric’s spellcasting abilities) History has a divided memory when it comes to Grand Prince Beldam I. Scholars of the schism that took place between Taldor and its erstwhile territories paint a picture of a diplomatic emperor whose insightful approach resulted in a largely bloodless transition from a monolithic empire to a collection of neighboring nations. Yet those who relate the tales for which the emperor is best known recall a quirky prankster with little regard for ceremony, tradition, or propriety. A rare few see the way in which these two personas combined to form exactly the leader Taldor needed at this fraught point in its history someone who could offset the difficulty of a painful decision with frivolous antics. It is this balance of effectiveness through trickery that those channeling the spirit of Beldam seek to emulate. 支持の獲得:Beldam answers the call of only those who share his esoteric sense of humor. You must convince someone to place a non-sentient animal in a position of authority, so long as such an act would not cause civil unrest or instability. You must then swear a vow to never act without due consideration of the consequences of your actions and attempt a Charisma check. If you succeed, Beldam answers your call. 禁忌:If you accept a taboo while channeling Beldam, you must embrace every opportunity to pull a prank or make a jest, but never at your own expense. Princely Humor(初級、超常)/Princely Humor:You gain Improved Dirty Trick and Improved Feint as bonus feats. When you successfully perform a dirty trick, you can allow Beldam’s spirit to gain 1 point of influence over you to target that opponent with hideous laughter (DC = 10 + 1/2 your medium level + your Charisma modifier) as a free action that does not provoke an attack of opportunity, in addition to the effects of the dirty trick. Atrocious Gift(上級、超常)/Atrocious Gift:You can allow Beldam to gain 1 point of influence over you to make a melee touch attack against another creature as a standard action. If you hit, you can transfer one disease or poison from yourself to the touched creature. You are immediately cured of the disease or poison and the target must attempt a saving throw against the transferred affliction (at the affliction’s save DC) or suffer its effect or initial effect immediately. The target then continues to suffer from the affliction’s normal effects thereafter. Cyricas(ハイエロファント) Cyricas(Hierophant) 出典 Pathfinder #132 The Six-Legend Soul 70ページ A PC can only have the ability to contact one legendary spirit at a time, a PC permanently loses the ability to contact a legendary spirit if he breaks that spirit’s oath, and a PC can regain that spirit’s favor with an atonement (priced as if restoring a cleric’s spellcasting abilities) Cyricas the Leaping Lion is a favorite hero among Taldan youth, due to both his miraculous recovery from a childhood ailment and his wild adventures with his ape companion Mardu. Most tales of Cyricas carry some lesson, whether encouraging kindness to animals or bravery in the face of adversity. Many Taldans grow to regard the adventures of Cyricas and Mardu as childish, but learn to respect his inspiring and widely circulated lectures. Those who seek rapport with this legendary spirit find that the bond between juvenile thrill-seeker and learned scholar is perhaps the strongest aspect of Cyricas’s identity, superseded perhaps only by an unusual affinity for the number eight. 支持の獲得:To gain the Leaping Lion’s favor, you must release an animal that has been unjustly restrained. You must then swear an oath to never stand idle while an animal is being abused and attempt a Wisdom check. If you succeed, Cyricas answers your call. 降霊の恩恵:Your bonus on attack rolls when flanking an opponent increases by 2 (normally, to +4). 禁忌:If you accept a taboo while channeling Cyricas, you must vow to never harm an animal. Natural Magic(初級、超常)/Pathfinder #132 The Six-Legend Soul pg. 70:You can draw upon the power of nature itself. This functions as the archmage arcana spirit power, except that you select spells from the druid list instead of the sorcerer/wizard list (these spells count as divine), and you must present a sprig of holly or another sacred plant to cast spells that require a divine focus. Princely Allies(中級、超常)/Princely Allies:Add the appropriate summon nature’s ally spell for each spell level you can cast to your medium spell list. As long as you have exactly 1 creature summoned, it gains the benefits of the Augment Summoning feat, even if you don’t have that feat. Breaking Chains(上級、超常)/Breaking Chains:As a swift action, you can allow Cyricas to gain 1 point of influence over you to grant the benefits of freedom of movement to you and all allies within 60 feet for 1 minute. Daronlyr XII(アークメイジ) Daronlyr XII (Archmage) 出典 Pathfinder #132 The Six-Legend Soul 71ページ A PC can only have the ability to contact one legendary spirit at a time, a PC permanently loses the ability to contact a legendary spirit if he breaks that spirit’s oath, and a PC can regain that spirit’s favor with an atonement (priced as if restoring a cleric’s spellcasting abilities). You may not take the taboo of Daronlyr XII. While most of the legendary spirits of Taldor gained their fame through noble deeds, Daronlyr the Overthrower came to infamy through bold ambition. No one alive today—and likely no one other than Daronlyr himself—knows how much of his arcane might he leveraged in overthrowing his predecessor, but his ability to circumvent even the Ulfen Guard in claiming the throne left few doubting his abilities or his ruthlessness. Students of the arcane seek to trace their heritage to Daronlyr in the hope of capturing some of the Overthrower’s prestige, but it is usually particularly ambitious students of the occult who find themselves calling upon the legendary spirit’s power. 支持の獲得:The Overthrower respects only those who are willing to reach out and claim power. You must use magic to gain control over the leader of a group of 50 or more individuals. Following this accomplishment, you must vow that you will never pass up an opportunity to gain further power for yourself, no matter the cost. This requires an Intelligence check. If you succeed, Daronlyr answers your call. 禁忌:If you accept a taboo while channeling Daronlyr, you must acknowledge no authority above your own and reject orders or directives from others. Assume the Role(中級、超常)/Assume the Role:You can allow Daronlyr to gain 1 point of influence over you in order to swap your position with that of a willing ally within 60 feet as a swift action. This is a conjuration [teleportation] effect. The next medium spell you cast within 1 round after making this swap doesn’t expend a spell slot and doesn’t provoke an attack of opportunity. Usurp(最上級、超常)/Usurp:Once per day, when a creature fails a Will save against one of your spell effects, you can forfeit the spell’s normal effects to instead affect the target creature as if you had cast greater possession. Father of Legends(マーシャル) Father of Legends (Marshal) 出典 Heroes of Golarion 5ページ The Ulfen regard the Father of Legends as the greatest skald of all time. During his life, there was no greater honor than to be immortalized by his song, and several of the most famous Ulfen epics were first sung by him. 支持の獲得:To gain the Father of Legends’ favor, you must first compose a song or poem about a heroic event that you witnessed but did not take part in. Then you must perform the piece in front of a crowd of at least 100 people. If you succeed at a Charisma check during the performance, the Father of Legends will answer your call. 禁忌:If you accept a taboo while channeling the Father of Legends, you cannot take any actions that would deny an ally an opportunity for glory. This includes killing an enemy that an ally was attempting to defeat or forcibly removing an ally from combat, even when her life is in danger. Song of Valor(中級、超常)/Song of Valor:As a standard action, you can begin a performance that fills allies with power and confidence. Any ally that participated in your seance who can hear your performance receives a morale bonus to Strength and Constitution equal to your spirit bonus. You can maintain this performance for a number of rounds equal to your Charisma modifier plus your spirit bonus. These rounds need not be consecutive. Maintaining your performance is a free action. Saga of Future Kings(最上級、超常)/Saga of Future Kings:Each ally who benefits from your song of valor gains DR/— equal to your spirit bonus. In addition, when an ally affected by your song would be reduced to fewer than 0 hit points, she can attempt a Fortitude saving throw (DC = 10 + half the damage received). If the ally succeeds, she instead is reduced to 0 hit points. Daronlyr XII(チャンピオン) Gennaris III (Champion) 出典 Pathfinder #132 The Six-Legend Soul 71ページ A PC can only have the ability to contact one legendary spirit at a time, a PC permanently loses the ability to contact a legendary spirit if he breaks that spirit’s oath, and a PC can regain that spirit’s favor with an atonement (priced as if restoring a cleric’s spellcasting abilities). When you acquire a weapon associated with the Gennaris III spirit, have the GM note this item on your Chronicle sheet. Gennaris III (Champion) If Taldaris was the greatest leader of the empire’s history, then Grand Prince Gennaris III was unquestionably Taldor’s greatest general. No one before or since led as effective a campaign against the Qadiran encroachment as Gennaris, and the brevity of his time as an emperor only strengthened his legacy as a martyr. Few leaders have been so widely loved and so deeply mourned. Renowned for his tactical brilliance as well as his personal might, Gennaris is held up as a paragon of excellence to which Taldan warriors have since aspired. Those seeking to channel the Conqueror’s legendary spirit know they must prove their own worth before they merit the attention of Gennaris’s spirit. 支持の獲得:To gain the favor of Gennaris, you must gather six weapons, each from defeating a significant enemy (a foe whose CR equals at least your character level – 3). Surrounded by the assembled weapons, you must recount the tales of the battles in which you obtained them and swear an oath that you will become a master of each of them. This requires a Strength check. If you succeed, Gennaris answers your call. 禁忌:If you accept a taboo while channeling Gennaris, you must face your opponents with confidence and never retreat from a fight out of cowardice. Conqueror s Weapons(下級、超常)/Conqueror s Weapons:You are considered proficient with the weapon types you gathered in order to gain favor with this spirit (such as longswords or hand crossbows). Conquered Blades(上級、超常)/Conquered Blades:You gain Improved Critical with the weapon types you gathered to gain favor with this spirit. In addition, your attacks with such weapons ignore up to 5 points of damage reduction, except for damage reduction without a type (such as DR 10/—). Kelksiomides(ハイエロファント) Gennaris III (Hierophant) 出典 Heroes of Golarion 14ページ Kelksiomides spent his early years working in his family’s vineyard. He was selected by his village to be blessed by the cyclopes of the isle, who told the young vintner that tragedy would precede his mythic ascension. Sure enough, Kelksiomides returned home to find his whole village slaughtered. The culprits were captured, but Kelksiomides forgave them, an act that was rewarded by the gods. Kelksiomides stands for hope in the face of despair, for new growth, and for redemption. 支持の獲得:To gain Kelksiomides’s favor, you must travel to the hills of Pol-Ptirmeios, where the hero-god was born. There you must swear to never bear a grudge against another, even if you have been grievously wronged. You must then succeed at a Wisdom check, and if you do, Kelksiomides will answer your call. 霊ボーナス:When you channel Kelksiomides, your spirit bonus applies on Wisdom checks, Wisdom-based skill checks, and saving throws against spells with the evil descriptor. Favored Locations Farms, gardens, orchards, and wooded areas. 禁忌:If you accept a taboo while channeling Kelksiomides, you may not deal lethal damage. Student of the Earth(下級、超常)/Student of the Earth:This power functions as the archmage arcana spirit power, except that you add spells from the druid spell list instead of the sorcerer/wizard spell list. When you cast these spells, they count as divine. Divine Overseer(上級、超常)/Divine Overseer:You can allow Kelksiomides to gain 1 point of influence over you as a swift action to enable you to channel positive energy as a cleric of your level and automatically restore or deal the maximum amount your channel permits (for example, 6 points if you roll 1d6 when you channel). You can use this channel energy ability a number of times per day equal to your Charisma modifier (minimum 1). Namzaruum(マーシャル) Namzaruum (Marshal) 出典 Blood of the Ancients 22ページ Not all gods of Ninshabur are forgotten. Prophets of the herogod Namzaruum claim he rests in the Hall of Slumbering Kings, but will return to lead the faithful to victory. 支持の獲得:To gain Namzaruum’s favor, journey to his ziggurat at the center of Ezida. There, you must swear to help gather the descendants of Ninshabur and to tell all of Namzaruum’s inevitable return. You must also succeed at a Charisma check before Namzaruum will answer your call. 禁忌:If you accept a taboo while channeling Namzaruum, you must take any opportunity to seek out Ninshaburian descendants and proselytize, even if doing so would be disadvantageous. Phalanx Defense(下級、超常)/Phalanx Defense:This functions as the marshal’s order ability, except if you or an ally who participated in your seance are adjacent to another ally who participated, you and any applicable allies can also add your spirit surge to your CMD against bull rush, drag, overrun, and trip attempts. This alters marshal’s order. Slumbering Sword(上級、超常)/Slumbering Sword:When an ally within 30 feet is attacked, you can allow Namzaruum to gain 1 point of influence over you as an immediate action to provide partial cover to that ally for a single attack. The ally must be able to see and hear you for this ability to function. If the attack against your ally misses, your ally can make an attack of opportunity against the enemy who made the attack if that enemy is within your ally’s reach. You can use this ability as a standard action to instead grant an ally partial cover for 1 round, but missed attacks against the ally do not provoke attacks of opportunity. This replaces decisive strike. Nex(アークメイジ) Nex (Archmage) 出典 Occult Origins 11ページ Nex’s legendary spirit offers the power of one of the greatest archmages in Golarion’s history. Unlike normal archmage spirits, Nex’s legendary spirit grants strange abilities shaped by the lost wizard’s unique experiments. Mediums channeling Nex’s legendary spirit eventually realize that the spirit has its own long-term plans for them, usually involving the Spire of Nex, but so far no medium has gleaned the full scope of that plan. The Nex legendary spirit grants modified or unique spirit powers. In all other ways, it functions identically to a standard archmage spirit (Occult Adventures 33). 支持の獲得:For use with the Nexian Channeler archetype only. 霊ボーナス:When you channel Nex, your spirit bonus applies on concentration checks, Intelligence checks, and Intelligence-based skill checks. 降霊の恩恵:Your damaging spells deal an additional 2 points of damage of the same type that they would normally deal to each target. Favored Locations Arcane redoubts, areas of unusual magic, libraries, schools. Influence Penalty Your body begins to respond as if you were a frail, aged scholar. You take a penalty equal to your spirit bonus on Strength checks, Strength-based skill checks, Constitution checks, attack rolls, and non-spell damage rolls. 禁忌:Choose one You eschew all faith in the divine, so you must not be the willing target of divine spells or abilities and you must attempt a Will saving throw against even harmless divine spells and abilities; you must not pass up the opportunity to learn something new and significant (a nontrivial piece of information with a Knowledge check of DC 20 or higher) when that opportunity is directly present; you must use your own magical solution to a challenge if you can, even if a mundane solution that would require fewer resources is available. Nex s Arcana(下級、超常)/Nex s Arcana:Rather than your normal spells per day for your medium level, you gain the spells per day from Table 1–4 Mesmerist (Occult Adventures 39). For each level of spell you can now cast (including level 0), each time you channel Nex’s spirit, select a single spell from the sorcerer/wizard spell list of that level to add to your medium spell list and spells known until you lose contact with Nex. When you cast these spells, they count as arcane (though not for the purpose of fulfilling prerequisites), and thus you must provide verbal and somatic components instead of thought and emotion components. Because of Nex’s hatred of Geb, these spells can’t be of the necromancy school. Project Servitor(中級、超常)/Project Servitor:You can create projections of the creatures trapped in the Spire of Nex, just as Nex did during his siege of Absalom. You can expend a spell slot to cast shadow conjuration, mimicking a summon monster or summon nature’s ally spell of the spell slot’s level (or that spell slot’s level + 1 for 5th- and 6th-level slots). These shadows are 10% real per level of the spell slot expended. If you allow Nex to gain 1 point of inf luence over you, double the reality percentage (to a maximum of 100%; if the result would be greater than 100%, the creature or creatures instead gain the advanced template). Wild Arcana (Greater, Su)/Wild Arcana:You can allow Nex to gain 1 point of inf luence over you in order to cast any sorcerer/wizard spell of a level you can cast (even necromancy spells). You must expend a spell slot of the appropriate level, and you can’t apply metamagic feats to the spell. Personal Spire(最上級、超常)/Personal Spire:Nex’s legendary spirit grants you access to a personal demiplane that you create (as per one created by create greater demiplane). As long as you channel Nex each day, your demiplane remains, but if you ever channel a spirit from a different legend, the demiplane disappears, dumping its inhabitants onto the Astral Plane. You can use project servitor to summon a shadowy projection of any creature currently within your demiplane, as long as its CR matches the summon spell (CR 1/2 or lower for summon monster I, CR 1 for summon monster II, CR 2 for summon monster III, CR 3 or 4 for summon monster IV, CR 5 or 6 for summon monster V, CR 7 or 8 for summon monster VI, or CR 9 or 10 for summon monster VII). You can allow Nex to gain 1 point of influence over you and expend a 6th-level spell slot to use project servitor as per summon monster VIII (80% real and can mimic trapped creatures of CR 11 or 12) or summon monster IX (90% real and can mimic trapped creatures of CR 13 or 14). Psomeira(チャンピオン) Psomeira (Champion) 出典 Heroes of Golarion 14ページ Psomeira was a prodigy captain in the Liachoran guard. It was her spear that forced the beast Ousmariku back into the sea, though not before it laid the city to ruin. Psomeira went missing following the battle and was presumed dead, but she returned a decade later in Aelyosos, and quickly stepped up to train the city for the battle against Ousmariku which she feels is inevitable. 支持の獲得:To gain Psomeira’s favor, you first must travel to the ruins of Liachora. On the beach where Psomeira fought the sea monster Ousmariku, you must swear an oath to defend civilization from senseless violence wherever you find it. You must then succeed at a Strength check, and if you do, Psomeira will answer your call. 降霊の恩恵:You gain a +2 morale bonus on attack rolls against creatures that are at least one size category larger than you. 禁忌:If you accept a taboo while channeling Psomeira, you must attack any hostile Huge or larger creature on sight. Divine Vengeance(下級、超常)/Divine Vengeance:As a divine warrior, you can cast each of the following spells once per day align weapon (lawful), magic weapon, and shield of faith. Use your medium level in place of a cleric level. These spells do not count toward your regular allotment of spells per day, but you must have a Charisma score of at least 10 + the spell’s level to cast them. Spiritual Force(上級、超常)/Spiritual Force:Add divine power, greater magic weapon, and magic vestment to the list of spells you can cast once per day, following the same rules as the divine vengeance spirit power. Savith(チャンピオン) Savith (Champion) 出典 Occult Realms 11ページ The legendary spirits on pages 10-11 are legal for play with the following clarifications A PC can only have the ability to contact one legendary spirit at a time, a PC permanently loses the ability to contact a legendary spirit if he breaks that spirit s oath, and a PC can regain that spirit s favor with an atonement (priced as if restoring a cleric s spellcasting abilities). Savith was the Azlanti hero who, during the Age of Legend, descended into the serpentfolk city of Ilmurea and beheaded the evil creatures’ god, Ydersius. 支持の獲得:To gain Savith’s favor, you must defeat an evil serpentfolk who is at least 1 level higher than yourself. Using a magic weapon, you must decapitate the creature (which requires a successful Strength check) and toss its head into lava or a massive fire while vowing to never retreat from a battle involving evil serpentfolk or worshipers of Ydersius. Savith then answers your call. 禁忌:If you accept a taboo while channeling Savith, you must never coat any of your natural or manufactured weapons in poison, nor can you ever dose an enemy with any type of poison. Azlanti Heroics(下級、超常)/Azlanti Heroics:Savith grants a +1 bonus on all attack rolls when you are wielding a greatsword in melee combat against evil monstrous humanoids instead of granting proficiency in an exotic weapon with champion’s prowess. For the legendary champion ability, Savith grants any two of the following feats Disruptive, Greater Weapon Focus (greatsword), Greater Weapon Specialization (greatsword), Weapon Focus (greatsword), Weapon Specialization (greatsword), and Spellbreaker. This ability alters champion’s prowess and legendary champion. Toe to Toe(中級、擬呪)/Toe to Toe:When you are in melee combat with a creature that is at least one size category larger than you, if none of your allies are flanking it, you can spend a swift action to increase your own size as if through enlarge person, gaining all the effects of that spell. This does not provoke attacks of opportunity, and the effect lasts as long as you are in melee with that creature or until it is dead. Stavian I (ガーディアン) Stavian I (Guardian) 出典 Pathfinder #132 The Six-Legend Soul 71ページ A PC can only have the ability to contact one legendary spirit at a time, a PC permanently loses the ability to contact a legendary spirit if he breaks that spirit’s oath, and a PC can regain that spirit’s favor with an atonement (priced as if restoring a cleric’s spellcasting abilities) The Bounty Prince was blessed with many advantages great charm, noble leadership, and adamant will. His stalwart defense of Taldor against the perceived incursions and offenses of the Sarenites—starting with those whose divinations sparked strife between Stavian and his own brothers—showed his resolve for protecting the nation against the might of divine magic in enemy hands. While some have questioned the necessity of the Great Purge, none can argue the effectiveness with which Stavian pursued his enemies. His spirit has since been called by any number of Taldans who oppose the divine, whether fighting worshipers of evil deities or continuing Stavian’s crusade against Qadiran Sarenites. 支持の獲得:Stavian tolerates no ambivalence toward or acceptance of an enemy’s faith. To gain Stavian’s favor, you must destroy an altar or other permanent fixture dedicated to a deity or religion whose followers have wronged you. You must then completely submerge yourself in purifying waters for as long as you can; this requires a Constitution check. If you succeed, Stavian answers your call. 禁忌:If you accept a taboo while channeling Stavian, you must relentlessly oppose your enemies and never consort with them. Magical Purge(中級、超常)/Magical Purge:Stavian grants you protection against the magical power of your enemies. You gain spell resistance equal to 11 + your medium level. Confiscate Healing(上級、超常)/Confiscate Healing:As an immediate action, when a creature within 30 feet would benefit from magical healing, you can allow Stavian to gain 1 point of influence over you to redirect the benefits of that healing from the original target to yourself. Sulesh the Great(アークメイジ) Sulesh the Great(Archmage) 出典 Occult Realms 11ページ The legendary spirits on pages 10-11 are legal for play with the following clarifications A PC can only have the ability to contact one legendary spirit at a time, a PC permanently loses the ability to contact a legendary spirit if he breaks that spirit s oath, and a PC can regain that spirit s favor with an atonement (priced as if restoring a cleric s spellcasting abilities). A powerful genie binder from the Padishah Empire of Kelesh, Sulesh the Great created many famed genie seals, including the artifact known as the Bottle of the Bound, which houses 666 fiends. 支持の獲得:To gain Sulesh’s favor, you must travel to the Padishah Empire of Kelesh, or to any place where genie binders exist, and prove your knowledge about all manner of genies. This requires a successful Intelligence check. You must then vow to never release a genie from its bonds, even if you did not bind it. Sulesh the Great then answers your call. 禁忌:If you accept a taboo while channeling Sulesh, you must not suffer the presence of a rival’s summoned creatures and must target them if possible during combat, even if doing so would be disadvantageous to your allies. Sulesh s Spells(下級、超常)/Sulesh s Spells:Sulesh always grants summon monster I–VI, plus the cantrip detect magic. This ability alters archmage arcana. Master Summoner(中級、超常)/Master Summoner:A number of times per day equal to 1/2 your medium level (minimum 1), you can cast any summon monster spell as a standard action instead of a full-round action. Additionally, you can allow Sulesh to gain 1 point of influence over you and expend one of your highest-level spell slots to summon a monster that can be summoned with a summon monster spell 1 level higher than the highest one you can cast. This ability replaces arcane surge. Taldaris(マーシャル) Taldaris(Marshal) 出典 Pathfinder #132 The Six-Legend Soul 71ページ A PC can only have the ability to contact one legendary spirit at a time, a PC permanently loses the ability to contact a legendary spirit if he breaks that spirit’s oath, and a PC can regain that spirit’s favor with an atonement (priced as if restoring a cleric’s spellcasting abilities) Never since the days of Taldor’s founding has there been any leader so capable of unification as the one who brought together the disparate city-states vying for power along the northeastern coast of the Inner Sea. Already legendary when crowned Grand Prince of Oppara, Taldaris nevertheless went on to conquer neighboring territories and found the Principalities of Taldaris, a nascent entity destined to become the greatest empire in the Inner Sea region. Those who seek to channel the spirit of Taldaris must show courage, honor, and integrity, with noble goals of leadership and unification in the face of adversity. 支持の獲得:To gain the favor of Taldaris, you must be publicly recognized as the leader of an organization of 50 or more individuals and swear an oath to ensure the cohesion of that group. This requires a Charisma check; if you succeed, Taldaris answers your call. 禁忌:If you accept a taboo while channeling Taldaris, you must place the interests of the many above your own, and you must not take any actions that would cause you to benefit at the expense of your allies or your allies’ collective goals. Legion Leader(中級、超常)/Legion Leader:You gain a teamwork feat of your choice for which you meet the prerequisites. All of your allies who joined in the shared seance also gain this feat as a bonus feat, even if they do not meet the prerequisites. You can choose a different feat each time you channel this spirit. First Emperor s Order(最上級、超常)/First Emperor s Order:You have no limit on the number of times you can use spirit surge in a round, although you can’t use it more than once on any d20 roll. When the spirit of Taldaris gains influence over you for using the marshal’s order spirit power on an ally’s check, further uses of marshal’s order before the start of that creature’s next turn do not cause the spirit to gain additional influence over you. Outsider Spirits Outsider Spirits 出典 Psychic Anthology An outer channeler can invoke creatures from the following outsider subtypes. The outsiders associated with each spirit provide no mechanical benefit and are merely suggestions based on the themes and interests of each creature. At the GM’s discretion, he can swap which outsiders are associated with each spirit and can even use outsiders of the indicated subtype that aren’t listed, though outsiders capable of serving as an improved familiar and outsiders of CR 20 or higher typically do not answer an outer channeler’s calls. Aeon Aeon 出典 Psychic Anthology 13ページ An aeon is an inscrutable force that dispassionately seeks to bring perfect balance to the multiverse. 属性:Neutral. 霊:Akhana (guardian), bythos (archmage), lipika (hierophant), paracletus (marshal), and pleroma (champion), theletos (trickster). 禁忌:Choose one of the following you must not be the willing target of a spell or ability that grants a morale bonus; you must not consciously lie or attempt to deceive; you must not purposefully end the life or stop the bleeding (through skill or magic) of a dying creature. Void Form(中級、超常)/Void Form:You gain a +2 deflection bonus to your AC. In addition, there is a 50% chance that a confirmed critical hit against you is negated, and the damage is rolled normally; this chance doesn’t stack with any provided by similar abilities, such as from a suit of armor with the light, medium, or heavy fortification special ability. Telepathy(Gift、超常)/Telepathy:You can mentally communicate with any other creature within 100 feet that has a language. It is possible to telepathically address multiple creatures at once, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time. Agathion Agathion 出典 Psychic Anthology 13ページ An agathion is an animal-like spirit from Nirvana, a defender of innocence and a champion of good. 属性:Neutral good. 霊:Avoral (guardian), bishop (hierophant), cervinal (marshal), leonal (champion), reptial (archmage), and vulpinal (trickster). 禁忌:Choose one of the following you must act aggressively to best (though not necessarily slay) evil foes; you must provide whatever service you can to promote good in the world and help the innocent, as long as such actions do not impair or prevent you from doing good in the future; you must offer your full protection and support to nonevil innocents who are in need of your service. Lay on Hands (Intermediate, Su)/Lay on Hands:You gain the lay on hands class feature, using your medium level as your effective paladin level. Voice of Nirvana(Gift、超常)/Voice of Nirvana:You can speak to beasts and men alike as a standard action, gaining the benefits of speak with animals and tongues simultaneously. You can use this ability for up to 10 minutes per day per medium level. These minutes don’t need to be consecutive, but must be used in 1-minute increments. Angel Angel 出典 Psychic Anthology 13ページ An angel is a servant of the good-aligned planes, a voice of unity and cooperation among celestial beings. 属性:Any good. 霊:Astral deva (trickster), balisse (hierophant), empyrean (archmage), movanic deva (champion), planetar (marshal), and solar (guardian). 禁忌:Choose one of the following you must not ignore an opportunity to destroy or hinder an evil creature or organization unless doing so would put innocents in harm’s way; you must always offer your foes a chance to peacefully surrender to you, and you must accept and honor any such terms that your foes agree to; you must offer whatever support and assistance you can spare to any creature that asks such service from you, provided your actions do not further the cause of evil. Protective Aura(中級、超常)/Protective Aura:You gain a +4 deflection bonus to your AC and a +4 resistance bonus on saving throws against attacks made by or effects created by evil creatures. In addition, you are protected from effects created by evil creatures that possess you or exert mental control over you, as per protection from evil. As a standard action, you can project this benefit to allies within 10 feet as an aura. You may use this ability for a number of rounds per day equal to your medium level. These rounds don’t need to be consecutive. Truespeech(Gift、超常)/Truespeech:You gain tongues as a constant spell-like ability, with a caster level equal to your medium level. Archon Archon 出典 Psychic Anthology 13ページ An archon is a celestial defender of Heaven, righteousness and justice personified. 属性:Lawful good. 霊:Codex archon (archmage), hound archon (champion), shield archon (guardian), spyglass archon (trickster), star archon (hierophant), and trumpet archon (marshal). 禁忌:Choose one of the following you must promote and uphold the tenants of law and good, and may never willingly break a law that is fair and just; you must act with honor and integrity at all times; you must eschew all vices and sinful temptations or desires. Aura of Menace (Intermediate, Su)/Aura of Menace:As a swift action, you activate a righteous aura that embodies your outsider’s fury. Hostile creatures within a 20-foot radius of you must succeed at a Will save (DC = 10 + half your medium level + your Charisma modifier) or take a –2 penalty on attack rolls, on saving throws, and to AC. This penalty lasts for 1 minute, or until you become frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the current encounter. Whether or not a creature fails its save, it can’t be affected by your aura again for 24 hours. Teleportation(Gift、超常)/Teleportation:Add dimension door to your medium spell list and list of spells known as a 4th-level spell. In addition, you can cast dimension door as a spell-like ability a number of times per day equal to your Charisma modifier, using your medium level as the spell’s caster level. Azata Azata 出典 Psychic Anthology 14ページ An azata is a whimsical outsider from Elysium, a living embodiment of freedom and goodness. 属性:Chaotic good. 霊:Bralani (champion), ghaele (hierophant), lillend (marshal), raelis (archmage), uinuja (guardian), and yamah (trickster). 禁忌:Choose one of the following whenever you encounter fine art, food, or performances, you must take no actions for 1d4+1 rounds other than to indulge in your find or until you see a potential or obvious threat (as per the fascinated condition); you must attempt any challenge or obstacle that blocks your path unless doing so would be obviously harmful to you or those under your care; you must always offer support and protection to any nonevil creature that is unable to protect itself. Slip the Surly Bonds(中級、擬呪)/Slip the Surly Bonds:You can ignore impediments to your mobility. For a number of rounds per day equal to your medium level, you can move normally regardless of magical effects that impede movement, as if you were affected by freedom of movement. In addition, you can cast liberating commandUC as a spell-like ability a number of times per day equal to your Charisma modifier, using your medium level as the spell’s caster level. Gift of Flight(Gift、変則)/Gift of Flight:You grow feathery wings as a swift action, which otherwise function as per fly. You can use this ability for a number of minutes each day equal to your medium level. These minutes don’t need to be consecutive, but must be used in 1-minute increments. Daemon Daemon 出典 Psychic Anthology 14ページ A daemon is a nihilistic fiend from Abaddon, an entity obsessed with the eradication of mortal life. 属性:Neutral evil. 霊:Astradaemon (hierophant), ceustodaemon (guardian), derghodaemon (champion), phasmadaemon (trickster), purrodaemon (marshal), and venedaemon (archmage). 禁忌:Choose one of the following you must painfully end the life of a single mortal creature (with no fewer than half your Hit Dice) per day, provided that doing so does not jeopardize your own safety; you must take every opportunity to manipulate and coerce others into performing self-deprecating and self-destructive actions; you must consume a bit of every mortal creature you slay, be it flesh or soul. Summon Daemon(中級、擬呪)/Summon Daemon:You can summon a servant of Abaddon as a standard action. This functions as per summon monster II, but you can summon only animals with the fiendish template or outsiders with the daemon subtype—including any daemon from the Expanded Monster Summoning Options table (Pathfinder Player Companion Monster Summoner’s Handbook 28). This ability can summon only one creature, regardless of the list used. For every 2 medium levels beyond 6th, the level of the summon monster spell increases by 1 (to a maximum of summon monster IX at 20th level). You can use this ability a number of times per day equal to 3 + your Charisma modifier. Consume the Soul(Gift、擬呪)/Consume the Soul:You can consume or imprison the soul of a dying creature. You gain the ability to cast death knell as a spell-like ability three times per day using your medium level as the spell’s caster level. Instead of gaining the normal benefits of this spell when the target fails its save, you can instead lock the target’s soul within a soul gem, functioning like the soul lock ability of a cacodaemon (Pathfinder RPG Bestiary 2 64). You count as an evil outsider for the purpose of determining whether you receive a benefit when you ingest a soul gem created by the soul lock ability. Demon Demon 出典 Psychic Anthology 14ページ A demon is a fiendish spawn of the fecund Abyss, discord and destruction made flesh. 属性:Chaotic evil. 霊:Glabrezu (archmage), incubus (guardian), marilith (marshal), succubus (trickster), vilsteth (hierophant), and vrock (champion). 禁忌:Choose one of the following you must not ignore an opportunity to destroy something (or someone) precious to those who actively oppose your plans or goals; you must take every opportunity to tempt or coerce others into embracing their most sinful desires, and you must partake in such delights at every opportunity; you must take every opportunity to inflict physical or emotional pain upon others, provided such indulgences do not detract from your personal goals or safety. Summon Demon(中級、擬呪)/Summon Demon:You can summon a horror from the Abyss as a standard action. This functions as per summon monster II, but you can summon only animals with the fiendish template or outsiders with the demon subtype—including any demon from the Expanded Monster Summoning Options table (Pathfinder Player Companion Monster Summoner’s Handbook 28). This ability can summon only one creature, regardless of the list used. For every 2 medium levels beyond 6th, the level of the summon monster spell increases by 1 (to a maximum of summon monster IX at 20th level). You can use this ability a number of times per day equal to 3 + your Charisma modifier. Demonic Taint(Gift、超常)/Demonic Taint:Your natural weapons, as well as any weapons you wield, are treated as chaotic and evil for the purpose of overcoming damage reduction. Devil Devil 出典 Psychic Anthology 15ページ A devil is a legalistic fiend from Hell, nothing less than absolute law and order incarnate. 属性:Lawful evil. 霊:Ayngavhaul (archmage), cornugon (champion), deimavigga (hierophant), erinyes (champion), hamatula (guardian), and osyluth (trickster). 禁忌:Choose one of the following you must abide by any contracts you sign or verbally agree to, though you are only ever required to obey the letter of these agreements and may twist their intent to your favor; you must tempt others whenever the opportunity arises; you must destroy or despoil all holy sites and relics that you encounter, if doing so would not put you in obvious danger. Summon Devil(中級、擬呪)/Summon Devil:You can summon a denizen of Hell as a standard action. This functions as per summon monster II, but you can summon only animals with the fiendish template or outsiders with the devil subtype— including any devil from the Expanded Monster Summoning Options table (Pathfinder Player Companion Monster Summoner’s Handbook 28). This ability can summon only one creature, regardless of the list used. For every 2 medium levels beyond 6th, the level of the summon monster spell increases by 1 (to a maximum of summon monster IX at 20th level). You can use this ability a number of times per day equal to 3 + your Charisma modifier. See in Darkness(Gift、超常)/See in Darkness:You gain darkvision 30 feet. If you already have darkvision, your darkvision range increases by 30 feet instead. This darkvision allows you to see perfectly in darkness of any kind, even that created by a deeper darkness spell. Psychopomp Psychopomp 出典 Psychic Anthology 15ページ A psychopomp is a steward of souls from the Boneyard, tasked with bringing mortal souls to the afterlife. 属性:Neutral. 霊:Ahmuuth (hierophant), catrina (marshal), memitim (champion), morrigna (trickster), vanth (guardian), and viduus (archmage). 禁忌:Choose one of the following you must destroy all haunts and undead creatures whose paths you cross and oppose the creation of such creatures; you must destroy all creatures that would seek to imprison or destroy mortal souls, and set trapped souls free at every opportunity; you must wear a mask that covers the entirety of your face, and never allow it to be removed for as long as you channel the psychopomp. Spirit Touch(中級、超常)/Spirit Touch:You gain powers that assist in battling evil spirits. You are always granted a saving throw to negate death spells, magical death effects, and energy drain, even if one is not normally allowed. In addition, as a swift action, you can grant your natural weapons, as well as any weapon you wield, the ghost touch weapon special ability for a number of rounds equal to your medium level. These rounds don’t need to be consecutive. Spiritsense(Gift、超常)/Spiritsense:You can notice, locate, and distinguish between living and undead creatures within 30 feet, just as if you had the psychopomp’s spiritsense ability. ミーディアムのアーキタイプ Medium Archetypes Fiend Keeper Fiend Keeper 出典 Blood of the Beast 8ページ Only available to Grippli characters Among the most sacred roles a grippli can play is that of fiend keeper, a vessel to contain one of the world’s evil spirits so that it cannot inf lict further harm. As the host performs goodly acts, he slowly cleanses the spirit, continuing this process over many generations, until the entity’s vileness is no more. In turn, the spirit tempts the fiend keeper with blasphemous power that a cautious medium can direct toward righteous ends. Many tribes boast a resident fiend keeper who bears this local burden and trains replacements who might take over when their mentor dies. 属性:A fiend keeper must choose a nonevil alignment. Evil Spirit(超常)/Evil Spirit:A fiend keeper serves as the vessel for a powerful evil spirit that fights and bargains for dominance. The legends a fiend keeper channels are all aspects of this evil presence. Willingly performing an evil act automatically grants the evil spirit 1 point of influence over him. Protection from evil temporarily suppresses all the spirit’s benefits while the fiend keeper is under the spell’s effects. When the spirit gains at least 3 points of influence over the fiend keeper, in addition to the penalties associated with each legend, he gains an evil aura as per a cleric of his level and treats his alignment as evil for the purposes of resisting or being vulnerable to spells and abilities (such as unholy blight or a paladin’s smite evil class ability). This ability modifies spirit. Dark Communion(超常)/Dark Communion:At 3rd level, a fiend keeper can entice the evil spirit to lend him its knowledge or its power as a full-round action a number of times per day equal to his class level. If the fiend keeper seeks knowledge, this behaves as contact other plane using his medium level as his caster level, but if he fails the Intelligence or Charisma check, his spirit gains 1 point of inf luence over him instead of reducing his ability scores. Treat the spirit as an entity from the Astral Plane for this ability. Its knowledge is equivalent to that of a demigod at 5th level, a lesser deity at 7th level, and an intermediate deity at 13th level. If the fiend keeper requests power, he must instead succeed at an Intelligence or Charisma check (DC 10 at 3rd level, DC 12 at 7th level, or DC 14 at 13th level or higher), or his spirit gains 1 point of inf luence over him. Regardless of the outcome, he gains one of the following powers for 1 minute. At 5th level, he also gains a number of temporary hit points equal to his medium level for 1 minute. At 7th level, he selects two powers. Dark Power/Dark Power:The fiend keeper gains a +1 profane bonus on attack and damage rolls, and a +1 profane bonus to AC. At 13th level, these bonuses increase to +2. Fiendish Form The fiend keeper gains darkvision 60 feet. At 7th level, he grows fiendish wings and gains a fly speed equal to his base speed (average maneuverability). At 13th level, his fly speed instead equals double his base speed (good maneuverability). Natural Attacks:The fiend keeper gains two claw attacks and a bite attack. These are primary attacks that each deal 1d4 points of damage (1d6 if the fiend keeper is Medium). At 13th level, the damage increases to 1d6 (1d8 if Medium). Spirit Power:The fiend keeper’s spirit bonus increases by 1. At 13th level, the spirit bonus instead increases by 2. Unholy Resilience:The fiend keeper gains resistance 5 to two of the following energy types acid, cold, electricity, fire, or sonic. The resistance increases to 10 at 7th level and 20 at 13th level. This ability replaces haunt channeler, location channel, connection channel, and ask the spirits. Ex-Fiend Keepers/Ex-Fiend Keepers:A fiend keeper who becomes permanently evil loses control of the spirit after 1d4+1 days, at which point he becomes an NPC under the GM’s full control. Seeking an atonement spell before then can change the medium’s alignment. This effect also can be undone with a limited wish, miracle, or wish spell. Medium of the Master Medium of the Master 出典 Martial Arts Handbook 5ページ A medium of the master forgoes a connection with most spirits to form a bond with the spirits of great martial artists. クラス技能:A medium of the master gains Acrobatics as a class skill, but does not gain Use Magic Device as a class skill. This alters the medium’s class skills. Armor Proficiency:A medium of the master is proficient with only light armor. This alters the medium’s armor proficiency. Unarmed Strike:A medium of the master gains Improved Unarmed Strike as a bonus feat. Dedicated Spirit(超常)/Dedicated Spirit:A medium of the master can channel only a champion spirit. A medium of the master can channel that spirit in places of quiet introspection, such as a Darklands grotto, peaceful glade, or windswept peak, in addition to a champion spirit’s favored locations. This alters spirit. Dedicated Surge(超常)/Dedicated Surge:A medium of the master can use her spirit surge ability twice per day without incurring any influence (this stacks with any additional uses she gains from accepting a taboo, starting at 2nd level). In addition, when she uses spirit surge, the die she rolls is one step larger (1d8 at 1st level, 1d10 at 10th level, and 2d6 at 20th level). This alters spirit surge. Spirit Call(超常)/Spirit Call:The medium of the master’s unique bond allows her to briefly call on a champion spirit without performing a seance. As a standard action, she can allow a spirit to gain 1 point of influence over her to channel it for a number of minutes equal to her level. This influence remains for 24 hours, stacking with any influence the medium gains by using this ability multiple times or by channeling a spirit in a seance during that time. Master’s Power(超常)/Master’s Power:When a medium of the master channels a champion spirit, she treats her unarmed strike damage as that of a monk of her level. For the purpose of determining damage, these levels stack with levels from any other class that grants increased damage to unarmed strikes. This alters spirit power (lesser). Shared Prowess(超常)/Shared Prowess:At 2nd level, a medium of the master’s spirit endows her with greater martial expertise. She gains a dodge bonus to AC equal to her spirit bonus as long as she is wearing light or no armor. This replaces shared seance. Master’s Strike(超常)/Master’s Strike:At 6th level, when a medium of the master gains the intermediate power granted by her champion spirit, she also learns one type of style strike. Whenever she gains an additional attack from sudden attack, she can designate one of the blows as a style strike as long as she makes it with an unarmed strike. She can select a different style strike each time she channels a champion spirit. This alters spirit power (intermediate). Ki Contact(超常)/Ki Contact:At 15th level, as a swift action, a medium of the master can allow her spirit to gain 1 point of influence over her in order to gain a ki power and a number of ki points equal to her Charisma modifier (minimum 1) until the spirit leaves her body. She uses her medium levels as monk levels for the purposes of meeting the ki power’s prerequisites and any level-dependent benefits of the power. Multiple uses of this ability stack, allowing her to select one power to serve as a prerequisite for another. This replaces trance of three. Master’s Style(超常)/Master’s Style:At 17th level, when a medium of the master channels a champion spirit, she gains a bonus style feat and the two feats in that style’s feat path. She does not have to meet the prerequisites for these feats. This alters spirit power (supreme). Nexian Channeler Nexian Channeler 出典 Occult Origins 10ページ Normally, storied figures who simply disappear don’t form legendary spirits (see Pathfinder Campaign Setting Occult Realms), but the archmage Nex long ago created an astral reflection of himself from which he can draw additional power. This echo now serves as an appropriate spirit for well-trained mediums to channel. Nex’s legendary spirit is more powerful and willful than most legendary spirits, however; it embraces only mediums who visit distinct locations and master opening their third eyes. Legend of Nex(超常)/Legend of Nex:A Nexian channeler gains access to the Nex legendary spirit instead of an archmage spirit. This ability alters the spirit ability. Third Eye(擬呪、超常)/Third Eye:A Nexian channeler knows one fewer knack than his level would normally indicate, but he gains Third Eye (Pathfinder RPG Occult Adventures 141) as a bonus feat. Beginning at 2nd level, when he selects a taboo, the Nexian channeler can use his third eye for 2 minutes per character level each day, instead of gaining free uses of spirit surge. This ability alters knacks and taboo. Impossible Eye(超常)/Impossible Eye:Starting at 3rd level, a Nexian channeler gains additional powers from his third eye. At 3rd level, while his third eye is open, his caster level for divination spells increases by 1 and he gains darkvision with a range of 60 feet. At 5th level, while his third eye is open, he gains constant detect magic. At 7th level, while his third eye is open, he gains constant arcane sight instead of detect magic. At 9th level, while his third eye is open, his bonus on Perception checks against invisible creatures improves to see invisibility. At 13th level, he can concentrate for 1 minute to send his third eye from his body, as per arcane eye (this duration counts against the daily duration for which he can open his third eye, and if the arcane eye is destroyed, he loses all remaining minutes of his third eye ability for that day). At 14th level, as a standard action while his third eye is open, he can spend 1 minute of the duration he can open his third eye to use analyze dweomer on a single target. At 15th level, while his third eye is open, he gains true seeing. At 18th level, while his third eye is open, his arcane sight improves to greater arcane sight. This ability replaces haunt channeler, location channel, connection channel, propitiation, ask the spirits, astral journey, trance of three, and spacious soul. Third Eye Mastery(超常)/Third Eye Mastery:At 19th level, a Nexian channeler can open his third eye for longer than normal. He can open his third eye for 5 minutes per medium level (increasing to 10 minutes per medium level if he selects a taboo); this duration must be used in 5-minute increments. Uses of analyze dweomer cost him 5-minute increments instead of 1-minute increments, and he can use the read aura occult skill unlock with his third eye multiple times per day; each use takes only 1 minute but costs 5 minutes of the duration he can keep his third eye open. This ability replaces spirit mastery. Living Third Eye(超常)/Living Third Eye:At 20th level, a Nexian channeler is as one with his third eye. It is open at all times, he can use analyze dweomer and the read aura occult skill unlock at will, and the destruction of his arcane eye does not adversely affect him. This ability replaces astral beacon. Outer Channeler Outer Channeler 出典 Psychic Anthology 12ページ Rather than invite strange entities and departed souls into their bodies, outer channelers invite extraplanar entities to inhabit them, allowing the likes of angels and demons to use them as vessels in exchange for power. However, this bond always comes with a cost. Outsider Invocation(超常)/Outsider Invocation:At 1st level, an outer channeler chooses one outsider subtype from among those listed in the Outsider Spirits section on pages 13–15. His alignment must be within one step of the outsider’s alignment in order to choose it, and once chosen it cannot be changed. Instead of channeling spirits, an outer channeler invokes outsiders of his chosen subtype during his seance. Each subtype lists six outsiders that, when invoked, provide the outer channeler with the same benefits as the outsider’s associated spirit. For example, an outer channeler with angel as his chosen subtype can invoke the astral deva, balisse, empyrean, movanic deva, planetar, and solar outsiders, which function like the trickster, hierophant, archmage, champion, marshal, and guardian spirits, respectively. An outer channeler doesn’t gain the intermediate power normally granted by his invoked outsider’s associated spirit. Instead, he gains the intermediate power noted in his invoked outsider’s subtype, regardless of which spirit that invoked outsider is associated with. Furthermore, the outer channeler gains a gift at 13th level, as noted in his invoked outsider subtype. An invoked outsider acts as a spirit for all other effects, including the trance of three and astral beacon class features. This ability alters spirit and spirit power (intermediate). Taboo(変則)/Taboo:Whenever he invokes an outsider, an outer channeler must accept one taboo from among those listed by his chosen outsider’s subtype before the outsider will enter his body. Accepting this taboo provides the outer channeler with no benefits other than those gained from channeling a spirit; if he wishes to gain additional uses of his spirit purge ability as described by the taboo class feature, he must accept a second taboo from among those listed by the legend that his chosen outsider subtype functions as. If the outer channeler breaks this mandatory taboo, the outsider immediately leaves and the outer channeler can’t invoke a new outsider until he atones (as per atonement). This ability alters taboo. Shared Seance(超常)/Shared Seance:An outer channeler’s ally cannot gain the seance boon from an outer channeler’s outsider spirit if that ally’s alignment is more than one step away from the outsider’s alignment. This ability alters shared seance. Servitor(変則)/Servitor:At 3rd level, an outer channeler can summon the spirit of an outsider of his chosen subtype and house it within the body of an ordinary animal. Initially, the outsider takes the form of this animal and acts in all ways as an ordinary familiar of that type. At 7th level, the animal transforms into an outsider, taking the form of an improved familiar with the outer channeler’s chosen outsider subtype (such as a cassisian for an angel-invoking medium). The outer channeler doesn’t need to meet the prerequisites to gain this improved familiar, and the improved familiar gains the ability to change shape between its outsider form and its animal form at will (as per beast shape II). This ability replaces a medium’s haunt channeler and connection channel. Site Channeling(超常)/Site Channeling:At 5th level, an outer channeler can invoke outsiders from any site tied to any of the following creatures of his chosen subtype, deities that grant his chosen subtype as a cleric subdomain, or planes that creatures of his chosen subtype are native to. This is in addition to the usual list of sites from which he can channel his outsiders. This ability replaces location channel. Ask the Planes(擬呪)/Ask the Planes:At 14th level, an outer channeler gains the ask the spirits ability of the standard medium, except he sends his consciousness to a native plane of his chosen outsider subtype (Heaven for archons, Hell for devils, any good-aligned plane for angels, and so on). This ability alters ask the spirits and replaces astral journey. Rivethun Spirit Channeler Rivethun Spirit Channeler 出典 Haunted Heroes Handbook 21ページ Rivethun spirit channelers are mediums who practice the ancient dwarven philosophy of the rivethun, which teaches that power lies in the connection between physical bodies and immaterial souls. Most rivethun spirit channelers are dwarven adherents of this ancient philosophy, but mediums of other races are accepted with equal fervor, for the rivethun teachings state that discord and heterogeneousness are the most surefire way to open one’s senses to the spiritual world. Rivethun spirit channelers act as ambassadors and negotiators between the denizens of the natural and supernatural worlds. Mind and Soul(変則)/Mind and Soul:A rivethun spirit channeler chooses whether she uses her Wisdom or Charisma score to determine the effects of her medium class abilities (including this archetype’s abilities). This includes (but is not limited to) the minimum ability score needed to learn or cast a medium spell, the save DC of her medium spells, the number of bonus spells (if any) she receives for having a high ability score, the number of times per day she can use her medium abilities, and the effects of her spirit’s abilities. This choice is made at 1st level, and once made, it can’t be changed. A rivethun spirit channeler knows one fewer spell of each spell level that she can cast than is indicated on Table 1–3 Medium Spells Known (Pathfinder RPG Occult Adventures 33). This alters the medium’s spellcasting. Spiritual Invocation(超常)/Spiritual Invocation:Rather than channel the legend of a single spirit for 24 hours, a rivethun spirit channeler can invite a nearby local spirit into her body for 24 hours. This functions exactly like the spirit dance ability of the spirit dancer medium archetype (Occult Adventures 94), except the rivethun spirit channeler doesn’t need to find an appropriate location to channel her spirits since she invites nearby spirits into her body instead of channeling a legend. This alters spirit and replaces spirit bonus and spirit surge. Spiritual Parley(変則)/Spiritual Parley:At 2nd level, a rivethun spirit channeler adds 1/2 her medium level to Diplomacy checks attempted against fey, elementals, outsiders (except native outsiders), and undead creatures, as well as on Diplomacy checks attempted as part of the wrangle condition ability (see below). This ability replaces taboo. Wrangle Condition(超常)/Wrangle Condition:At 3rd level, a rivethun spirit channeler can interact directly with unwholesome spirits of the ills that trouble her or her allies. This functions like the animist shaman’s wrangle condition ability (Pathfinder RPG Advanced Class Guide 110). Haunt Channeler/Haunt Channeler:A rivethun spirit channeler receives this ability at 7th level instead of at 3rd level. This ability replaces connection channel. Spirit Eater Spirit Eater 出典 Heroes of Golarion 24ページ Shenmen is a ghost-haunted nation trapped in the shadow of the Gossamer Mountains and held beneath the yoke of jorogumo witches. The mediums of Shenmen face brazen yokai that hunger for the living, and these mediums have learned to devour them instead. Guardians of their communities, spirit eaters absorb the dead to channel their power and serve as a line of defense against all manner of incorporeal yokai. Ectoplasmic Strikes(超常)/Ectoplasmic Strikes:At 3rd level, a spirit eater medium treats his attacks as if they had the ghost touch weapon property. This replaces haunt channeler. Consume Spirit(超常)/Consume Spirit:At 7th level, a spirit eater can attempt to consume an incorporeal creature and house it within his body. If he reduces an incorporeal creature to 0 hit points or fewer, he can instead leave the creature at 1 hit point and consume the creature as an immediate action. A consumed creature is contained in the spirit eater’s body and grants him a +1 bonus on either attack rolls, saving throws, or skill checks, chosen by the spirit eater, and a number of temporary hit points equal to the consumed creature’s Hit Dice. A spirit eater’s body can hold a number of creatures equal to his spirit bonus. If he attempts to consume another creature after this point, he releases the creature that has been contained in his body longest. He can release a consumed creature as a free action. A consumed creature attempts to escape after 24 hours. The spirit eater can attempt to keep a consumed creature in his body by attempting a Will save (DC = 10 + half the spirit eater’s level + twice the number of the creatures he has contained in his body). If he succeeds, the consumed creatures remain, but they grant the spirit eater’s channeled spirit 1 point of influence over him. A released creature is destroyed as if it were reduced to 0 hit points and can reconstitute again later, if able. This replaces location channel and connection channel. Uda Wendo Uda Wendo 出典 Haunted Heroes Handbook 23ページ Primarily found among the various tribes of the Mwangi Expanse, uda wendo are powerful mediums who are sensitive to the presence and desires of the wendo, powerful and mysterious entities that walk Golarion while shaping fate and guiding destiny. Rather than simply communing with the wendo like some oracles do, an uda wendo invites the wendo to use his body as a vessel, gaining fantastic powers even while struggling to maintain control of his body against the crushing might of the wendo’s presence. クラス技能:An uda wendo adds Knowledge (geography)and Knowledge (nature) to his list of class skills, instead of Perform. This alters the medium’s class skills. Wendo(超常)/Wendo:Rather than channeling spirits, an uda wendo channels the wendo, otherworldly entities that walk among mortals. This functions like channeling a spirit, except instead of requiring a favored location to channel a wendo, an uda wendo must offer the wendo a sacrifice worth at least 50 gp per Hit Die the uda wendo has. Alternatively, the uda wendo can instead accept 1 point of burn, as per the kineticist class ability (Pathfinder RPG Occult Adventures 11), instead of sacrificing material wealth. While channeling a wendo, the uda wendo gains the 1st-level domain power of one druid animal or terrain domain (Pathfinder RPG Ultimate Magic 33), or the 1st-level domain power of one of the following cleric domains Air, Animal, Community, Darkness, Death, Destruction, Earth, Fire, Healing, Knowledge, Protection, Rune, Strength, Sun, Trickery, War, Water, or Weather. The uda wendo has an effective cleric or druid level equal to 1/2 his medium level (minimum 1st) for the purpose of this ability. In addition, he adds all spells from his chosen domain that are of a spell level he can cast (including modifications to the uda wendo’s spellcasting from the archmage arcana or divine surge lesser spirit powers) to his medium spell list and medium spells known as medium spells of their domain spell level. An uda wendo cannot invite allies to a seance to summon a wendo, and by channeling a wendo, the uda wendo allows the entity to gain 2 points of inf luence over him. If any sentient creature that doesn’t practice juju witnesses the uda wendo’s seance, both creatures become permanently cursed with a –2 penalty on all d20 rolls and checks (as per bestow curse) and the attempt fails. This ability alters spirit. Wendo’s Secrets(変則)/Wendo’s Secrets:At 2nd level, an uda wendo learns most of his information through tales and secrets whispered to him by the wendo. He adds his Charisma bonus (if any) to all Knowledge checks that he attempts in addition to his Intelligence modifier. This ability replaces shared seance. Wendo Tongue(超常)/Wendo Tongue:At 3rd level, an uda wendo can invoke the wendo to commune with nearby spirits for a number of minutes per day equal to his level. These minutes don’t need to be used consecutively, but they must be spent in 1-minute increments. The uda wendo can use this ability to speak with corpses (as per speak with dead) at 3rd level, with animals and plants (as per speak with animals or speak with plants) at 5th level, and with humanoids (as per tongues) at 7th level. This ability replaces haunt channeler, location channel, and connection channel. Vessel of the Failed Vessel of the Failed 出典 Disciple s Doctrine 7ページ A vessel of the failed channels the spirits of those who attempted the Test of the Starstone but failed; these spirits grant the medium abilities wrought from the spirits’ ultimate shortcomings. A vessel of the failed intimately understands the shaky line between success and failure and embraces walking that line to gain power from the spirits he calls. Will of the Failed(超常)/Will of the Failed:A vessel of the failed is intimately familiar with the supernatural stubbornness of the brash heroes who have met their demise pursuing the Test of the Starstone, and he can tap into this strength when he needs it the most. When a spirit attains 5 or more points of influence over the vessel of the failed, the vessel can attempt a Will saving throw (DC = 15 + half the vessel’s class level) to avoid completely losing control to the spirit. The first time in a single 24-hour seance period that the vessel succeeds at this saving throw, he is deafened until he awakens the next day with the spirit gone. The second time the vessel succeeds at this saving throw during that period, he is also blinded. The third time, he is also staggered. These conditions are unavoidable and cannot be removed through magic or any other method. (If he wishes, the vessel of the failed can choose to forgo this saving throw and lose control to the spirit as normal.) The fourth time in a single seance period that a spirit gains 5 or more influence points over the vessel of the failed, the vessel must succeed at a Will save or he loses control to the spirit and effectively becomes an NPC under the GM’s control until after he awakens the next day with the spirit gone. If a spirit ever attains 7 or more points of influence over the vessel, the vessel automatically loses control to the spirit and effectively becomes an NPC under the GM’s control until after he awakens the next day with the spirit gone. A vessel of the failed cannot channel a weaker spirit. This alters spirit and spirit mastery. Reckless Surge(超常)/Reckless Surge:A vessel of the failed can attempt to tap into his spirit’s bravado—though harnessing such moxie is never guaranteed. If the vessel allows his spirit to gain 2 additional points of influence over him after failing a d20 roll that was modified by his spirit bonus, there is a 75% chance (1–75 on a d%) that he can add 3d6 to the check’s result without taking an action. (At 10th level, these dice increase to 3d8, and at 20th level, they increase to 3d10.) However, there is a 25% chance (76–100 on a d%) that the vessel instead gains no bonus from this ability. The vessel of the failed must allow his spirit to gain the 2 points of influence over him before determining whether he receives any bonus. The vessel of the failed can use the spirit surge ability as normal. However, using reckless surge in the way described above always requires the vessel to allow his spirit to gain 2 additional points of influence over him, regardless of abilities that allow him to otherwise use spirit surge without incurring influence (such as taboo or spirit mastery). This alters spirit surge. Heroic Exceptions(変則)/Heroic Exceptions:Each time a vessel of the failed breaks a taboo he has accepted, he can allow his spirit to gain 1 additional point of influence over him. When he does so, the penalty he takes on attack rolls, damage rolls, ability checks, skill checks, and saving throws changes from –2 to –1. This influence is in addition to the influence the spirit normally gains for breaking the taboo in the first place. If the vessel continues violating the taboo while taking a reduced penalty, the duration of the reduced penalty extends, but the spirit doesn’t gain additional influence over the vessel. This alters taboo. Spiritual Swan Song(擬呪)/Spiritual Swan Song:At 15th level, when the circumstances are right, the vessel of the failed can become a conduit for his spirit’s brush with divinity. Whenever the vessel makes a successful saving throw via the will of the failed ability to avoid completely losing control to his spirit, the vessel gains one use of a spell-like ability tied to the spirit’s legend, as noted below. When he gains a use of a spell-like ability, the vessel of the failed can expend it anytime before his next seance. (A vessel might gain multiple uses of these spell-like abilities, depending on how many times he successfully saves to avoid losing control to a spirit.) However, if he loses contact with a spirit during that time, he also loses all uses of the spell-like ability gained from avoiding losing control to that spirit. If the vessel does not expend his uses of these abilities, they disappear when he loses contact with that spirit or when he starts a new seance, whichever comes first. This replaces trance of three. Archmage:The vessel of the failed can cast chain lightning, freezing sphere, or sirocco as a spell-like ability. The vessel must choose which one when he gains a use of this ability. If he gains multiple uses of this ability in a single seance period, the vessel of the failed can make a different choice each time. Champion:The vessel of the failed can cast blade barrier as a spell-like ability. Guardian:The vessel of the failed can cast antimagic field as a spell-like ability. Hierophant:The vessel of the failed can cast mass cure moderate wounds or mass inflict moderate wounds as a spell-like ability. The vessel must choose which of these two he can use when he gains a use of this ability. If the vessel of the failed gains multiple uses of this ability in a single seance period, he can choose a difference spell-like ability each time. Marshal:The vessel of the failed can cast greater heroism as a spell-like ability. Trickster:The vessel of the failed can cast true seeing as a spell-like ability.
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アークシステムワークス「#ASWサマーセール」開催中 - GAME Watch 豪華賞品が当たる! Fnatic Gear 夏休み!キーボード体感キャンペーン開催のお知らせ - PR TIMES 「GUILTY GEAR -STRIVE-」,ゴールドルイス=ディキンソンのプレイフィールをお届け。シーズンパス所有者は本日夕方頃からプレイ可能に - 4Gamer.net 鉄加工のプロ発アウトドアブランド「THEIRONFIELDGEAR」アンバサダーと共同開発した商品を販売 【家具にもギアにもなる鉄板テーブルレッグ】プロジェクト開始後3分で目標金額達成! - アットプレス(プレスリリース) 「GUILTY GEAR -STRIVE-」公式大会のニューフェイス&レジェンド部門のトーナメント表が公開 - 4Gamer.net 対戦型格闘ゲーム「GUILTY GEAR -STRIVE-」よりソル=バッドガイ、カイ=キスクの2人をイメージした香水が7月14日(水)販売開始 - PR TIMES アメリカ発のアウトドアブランド『WYLD GEAR(ワイルドギア)』 2021年7月20日(火) 日本初上陸!!! - PR TIMES 「GUILTY GEAR -STRIVE-」初の公式オンライン大会「GUILTY GEAR DUEL ONLINE - OPENING TOURNAMENT」の参加受付がスタート - 4Gamer.net Endgame Gear、スケルトン筐体も選べる有線ゲーミングマウス - PC Watch 探究学習による生徒の学びを行動変容につなげる『ENAGEED GEAR』が リリース - PR TIMES 格闘ゲーム「GUILTY GEAR」× ゲームバー「TOKYO VIDEO GAMERS」、コラボイベント「GUILTY GEAR -STRIVE- BAR」開催! - PR TIMES TSUKUMO、デススト仕様のPCケースを使用した「G-GEAR×デス・ストランディング コラボPC」を本日発売! - GAME Watch GUILTY GEAR -STRIVE- - PlayStation.com 「GUILTY GEAR -STRIVE-」、PS5/PS4版「アルティメットエディション」&「デラックスエディション」が本日発売! - GAME Watch ソル=バッドガイの物語がついに完結――。「GUILTY GEAR -STRIVE-」の開発を務める石渡太輔氏&片野アキラ氏インタビュー - 4Gamer.net 「SNAP GEAR」公式サイト開設のお知らせ - PR TIMES 「GUILTY GEAR -STRIVE-」ストーリートレーラーが公開! - GAME Watch 『GUILTY GEAR -STRIVE-』が発売前に遊べる「先行無料体験版(オープンβテスト)#2」本日より3日間限定開催!ストーリーモード最新映像も公開決定! - PR TIMES もう手放せないかも!?伸びるサコッシュ!「SNAP GEARサコッシュ」(実用新案登録済)【ゆとりうむの日】全国発売決定! - PR TIMES G-GEAR、圧倒的な高品質を誇るオリジナル電源ユニット『G-GEAR電源』を新たにラインナップ - PR TIMES 「ギア-GEAR-」10年目に突入!プロデューサーの小原啓渡「まだまだ未熟です」(コメント / 動画あり) - ナタリー 『VALX RED GEAR(バルクス レッドギア)』2月13日(土)いよいよ新発売 - PR TIMES PS5/PS4版「GUILTY GEAR -STRIVE-」搭載モード紹介映像がPlayStation.Blogにて公開 - GAME Watch GEARとは GEARの52%はむなしさで出来ています。GEARの21%は見栄で出来ています。GEARの12%は気の迷いで出来ています。GEARの6%は小麦粉で出来ています。GEARの4%は毒電波で出来ています。GEARの4%は心の壁で出来ています。GEARの1%は優雅さで出来ています。 GEAR@ウィキペディア GEAR Amazon.co.jp ウィジェット 掲示板 名前(HN) カキコミ すべてのコメントを見る ページ先頭へ GEAR このページについて このページはGEARのインターネット上の情報を集めたリンク集のようなものです。ブックマークしておけば、日々更新されるGEARに関連する最新情報にアクセスすることができます。 情報収集はプログラムで行っているため、名前が同じであるが異なるカテゴリーの情報が掲載される場合があります。ご了承ください。 リンク先の内容を保証するものではありません。ご自身の責任でクリックしてください。
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戦場の軍旗 Battle Standards 一部の騎士は、特殊な戦術で味方を鼓舞し指揮する。キャヴァリアーあるいはサムライは旗印のクラス特徴終えると、以下の戦場の軍旗のいずれかを選択できる。その利益は旗印と上級旗印のクラス特徴と置き換えるものである。戦闘の軍旗は特に明記されていない限り、旗印または上級旗印として機能する。アーキタイプを介して旗印または上級旗印を置き換えるキャヴァリアーあるいはサムライは、以下の例外を除いて戦場の軍旗を選択できない:旗手のキャヴァリアーは1レベルの時点で戦場の軍旗を選択でき、その効果は旗手の旗印として増加させる。 快速の軍旗(変則) Fleet Standard 出典 Chronicle of Legends 4ページ この旗印はジニンのサムライの間で一般的である。この軍旗の利益を得る味方は、5フィート地上移動速度を増加させ、少なくとも10フィート移動したラウンド中ACに+1の回避ボーナスを得る。この地上移動速度は強化ボーナスである。10レベル以降、5レベル毎に、移動速度のボーナスは5フィート増加する。14レベルの時点で、旗印の利益を得ている味方は、ファイアーボールやブレス攻撃など範囲を目標とする効果に対する反応セーヴィング・スローに+2の士気ボーナスを得る。キャヴァリアーあるいはサムライがこの軍旗を振ると、60フィート以内の各味方は割り込みアクションとして移動速度まで移動できる。 ジンクスの軍旗(変則) Jinx Standard 出典 Chronicle of Legends 4ページ この厳しいフェチはヤドヴィガのキャヴァリアーの間で一般的である。この軍旗の利益を受ける味方は、呪文抵抗を克服するための術者レベル判定に+1のボーナスを得、呪術と発動する死霊術、心術呪文のDCに+1のボーナスを得る。10レベルの時点と以降5レベル毎に、術者レベル判定のボーナスは1ずつ増加する。14レベルの時点で、旗印の利益を得ている味方は、ヒット・ポイント・ダメージを与える呪文や効果に対するセーヴィング・スローに+2の士気ボーナスを得る。キャヴァリアーあるいはサムライがこの軍旗を振ると、60フィート以内のキャヴァリアーあるいはサムライの【魅力】修正値に等しい数の味方は(最小1体)、割り込みアクションとして敵の士気をくじくために〈威圧〉判定を試みることができる。 ならず者の軍旗(変則) Knave Standard 出典 Chronicle of Legends 4ページ ならず者の軍旗は河川諸王国のキャヴァリアーの間で一般的である、この軍旗の利益を受ける味方は移動によって誘発する機会攻撃に対するACに+2のボーナスを得、挟撃からの利益を受ける攻撃ロールに+1の士気ボーナスを得る。10レベルの時点と以降5レベル毎に、ACへのボーナスが1ずつ増加する、14レベルの時点で、旗印の利益を受けている味方は急所攻撃+1d6を得る;これは他の急所攻撃の源と累積する。キャヴァリアーあるいはサムライがこの軍旗を振ると、60フィート以内のキャヴァリアーあるいはサムライの【魅力】修正値に等しい数の味方は(最小1体)、割り込みアクションとして機会攻撃範囲内にいる敵に対してフェイントを試みることができる。 頑固の軍旗(変則) Stalwart Standard 出典 Chronicle of Legends 4ページ この旗印はクラッゴダンのドワーフの防衛者の間で一般的である。この軍旗の利益を受ける味方は、CMDに+2の士気ボーナスを得、味方を機会攻撃範囲に収めるクリーチャーへの攻撃ロールに+1の士気ボーナスを得る。10レベルの時点と以降5レベル毎にCMDへのボーナスは+1ずつ増加する。14レベルの時点で、旗印の利益を受けている味方は戦技判定で影響を与えるクリーチャーを決定する目的でサイズが1段階大きいものとして扱われる。キャヴァリアーあるいはサムライがこの軍旗を振ると、60フィート以内の味方は割り込みアクションとして、機会攻撃を引き起こすことなく、また、移動困難な地形を無視して、最大10フィート移動できる キャヴァリアーの騎士団 Cavalier Orders Order of the Beast (ISC) Order of the Beast(ISC) 出典 Inner Sea Combat 30ページ A cavalier belonging to this order seeks only destruction and chaos. Cavaliers of the order of the beast revel in destruction, and go out of their way to cause as much mayhem and disorder as possible. While some celebrate war and a victory well fought, an order of the beast cavalier fights only to taste the blood of his dying foe. Members of this order are often insane, and may venerate Rovagug or the elder gods and Great Old Ones of the Dark Tapestry. There are no colleges or universities where an aspiring cavalier can learn the ways of the order of the beast; it is a corruption of the other cavalier orders, and its secrets are whispered in the dreams of unbalanced youths by dark beings and passed down in forbidden rituals. On Golarion, order of the beast cavaliers are most often found leading orc tribes on raids from within the Hold of Belkzen, commanding small bands of brigands or raiders in the Mana Wastes, or sowing chaos anywhere a destructive leader is welcomed or venerated, particularly in lands where the law holds little sway. 布告:The cavalier wreaks havoc wherever he goes. An order of the beast cavalier must never show mercy and, when crossed, exacts the maximum possible revenge. The cavalier must seek out conflict at every juncture and cannot avoid a fight if provoked. That which he cannot steal, pillage, or claim, he must completely destroy or desecrate. 挑戦:Whenever an order of the beast cavalier issues a challenge, he receives a +1 morale bonus on all damage rolls while using Cleave or Great Cleave so long as the target of his challenge is the first creature attacked. This bonus increases by 1 for every 4 levels the cavalier possesses. 技能:An order of the beast cavalier adds Disable Device (Dex) and Stealth (Dex) to his list of class skills. An order of the beast cavalier can make Disable Device checks untrained. If he has ranks in the skill, he receives a bonus on the check equal to 1/2 his cavalier level (minimum +1) when using it to sabotage, jam, or destroy a device. 騎士団能力:A cavalier belonging to the order of the beast gains the following abilities as he increases in level. Vandal(変則)/Vandal:At 2nd level, the cavalier gains Improved Sunder as a bonus feat. In addition, when dealing damage to objects (including when using the sunder combat maneuver), he adds half his cavalier level to the damage roll. If an order of the beast cavalier successfully breaks an object, he receives a +2 morale bonus on all attack rolls until the end of his next turn. Havoc(変則)/Havoc:At 8th level, the cavalier’s mount gains the trample monster special ability. If the cavalier’s mount has trample from another source, damage from the mount’s trample attack instead increases as though the mount were one size category larger (see Table 3–1 on page 302 of the Pathfinder RPG Bestiary); this does not alter the damage dealt by the mount’s slam attack. A creature that attempts a Reflex saving throw to avoid damage from the mount’s trample attack provokes an attack of opportunity from the cavalier. Unstoppable Ravager(変則)/Unstoppable Ravager:At 15th level, the cavalier becomes an unstoppable engine of destruction. If the cavalier’s current hit points drop below 0, he does not fall unconscious. Instead, he continues to act so long as his negative hit point total does not exceed the amount of damage he dealt to an enemy on a single melee attack during the last round. The cavalier receives no Constitution check to stabilize while using this ability, and automatically takes 1 point of damage each round. When his current negative hit points exceed his negative Constitution score, the amount of damage he must deal to continue to act is now equal to the difference between his current negative hit point total and his negative Constitution score. Additionally, the cavalier can no longer benefit from magical healing (save for a wish or miracle spell), and he immediately dies once he can no longer take an action due to this ability. Order of the Blossom Order of the Blossom 出典 Legacy of the First World 27ページ Cavaliers of the order of the blossom dedicate their lives to protecting fey, especially those visiting the Material Plane from the First World. These cavaliers might be fey themselves, but even if they aren’t, they exhibit the same whimsy and occasionally cruel sense of humor typical of most denizens of the First World. 布告:The cavalier cannot refuse a fey’s request for aid unless it will interfere with his existing duties, or he believes the fey seeks to directly oppose his other aims and goals. He must strive to prevent gates to the First World from being exploited or corrupted. If the cavalier encounters blighted fey or other corrupted fey, he must strive to destroy them. 挑戦:Whenever an order of the blossom cavalier issues a challenge, the target of the challenge takes a –1 penalty on saving throws against spells and spell-like abilities used by fey or by the cavalier. This penalty increases by 1 for every 4 levels the cavalier has. An order of the blossom cavalier can’t issue a challenge against any creature of the fey type unless that creature has the blighted fey template. 技能:An order of the blossom cavalier adds Disguise and Knowledge (nature) to his list of class skills. An order of the blossom cavalier can attempt Knowledge (nature) skill checks untrained. Whenever an order of the blossom cavalier attempts a Bluff check to feint in combat, he receives a bonus on the check equal to half his cavalier level (minimum +1). 騎士団能力:A cavalier belonging to the order of the blossom gains the following abilities as he increases in level. Sneak Attack(変則)/Sneak Attack:At 2nd level, an order of the blossom cavalier can make a sneak attack, as the rogue ability of the same name. At 2nd level, his sneak attack damage is +1d6. This damage increases by 1d6 at 8th level and every 6 levels thereafter. If the cavalier gets a sneak attack bonus from another source, the bonus damage stacks. Fey Enchantments(擬呪)/Fey Enchantments:At 8th level, an order of the blossom cavalier learns to use the following spell-like abilities animal messenger, enthrall, hideous laughter, and suggestion, with a caster level equal to his cavalier level. He can use these spell-like abilities a total of three times per day, in any combination (such as by casting enthrall three times, or animal messenger once and suggestion twice). The saving throw DC for these spell-like abilities is 10 + half the cavalier’s level + his Charisma modifier. At 16th level, the cavalier can use his spell-like abilities seven times per day, and he adds charm monster and terrible remorse to the list. Curse of the First World(超常)/Curse of the First World:At 15th level, an order of the blossom cavalier channels pandemonium through his weapon. His melee attacks count as chaotic-aligned for the purpose of overcoming damage reduction. In addition, whenever he confirms a critical hit against a target under an enchantment effect, that target is confused for 1d6 rounds. Each round the confused creature rolls to determine its action, it rolls twice and the cavalier chooses which result to use. This is a mind-affecting effect. Order of the Eclipse Order of the Eclipse 出典 Distant Shores 32ページ Hobgoblins have long taken advantage of the tactical edge darkvision gives them when fighting in darkness, particularly against elves, humans, and samsarans. As the ruling class of Kaoling, hobgoblin samurai have adopted the benefit of darkness as a spiritual alliance that forms a guiding principle in not only how they fight, but every aspect of their lives. This has given rise to the order of the eclipse, a respected samurai order devoted to darkness itself. Although the order is not officially restricted to hobgoblins, its edicts make it difficult for any samurai without darkvision to operate in its ranks. 布告:The samurai cannot create light where it is not necessary—anything that can be done in darkness should be. The samurai must belong to a military organization (within Kaoling this is likely to be a warband commanded by a senior samurai, who in turn answers to Warlord Tsung-cha Kavangaki or one of the Council of Nine). The samurai must enforce his place within this order and societies that recognize its authority, obeying those senior to him without question and demanding total obedience from those beneath him. The samurai must take every opportunity to extinguish the lights of his foes. 挑戦:The order of the eclipse samurai gains a +1 bonus on all Intimidate checks made against the target of his challenge. This bonus increases by 1 for every four levels the samurai possesses. 技能:An order of the eclipse samurai adds Perception (Wis) and Survival (Wis) to his list of class skills. In addition, whenever he makes a Perception check to notice an invisible creature or object, he receives a bonus on the check equal to 1/2 his samurai level (minimum +1). 騎士団能力:A samurai that belongs to the order of the eclipse gains the following abilities as he increases in level. Dark Rider(超常)/Dark Rider:At 2nd level, whenever the samurai is on his mount, both he and his mount share any of the following senses if either of them possesses it darkvision, low-light vision, scent, and see in darkness. This applies regardless of the source of the sense (including senses gained from spells or magic items), but only while the samurai is mounted. If the samurai and mount both have a sense but one has an improved version (such as a samurai with darkvision with a range of 60 feet riding a mount that has darkvision with a range of 90 feet), both receive the improved version of the sense. Eclipsing Blade(擬呪)/Eclipsing Blade:At 8th level, the samurai can cast darkness on a weapon he is holding. The darkness does not affect the vision of any order of the eclipse samurai, or that of their mounts. The spell immediately ends if the weapon leaves the samurai’s hand. He may do this once per day, plus one additional time per day for every four levels he possesses above 8th (to a maximum of four times per day at 20th level). See in Darkness(変則)/See in Darkness:At 15th level the samurai can see perfectly in darkness, even magical darkness, as the universal monster ability of the same name. Order of the Eel Order of the Eel 出典 Blood of the Sea 24ページ Cavaliers who join the order of the eel believe communication and negotiation are the true paths to greatness and success for all. They seek out new individuals to befriend, offer their services as guides or mercenaries, and negotiate the terms of mutually beneficial arrangements. Locathah eel riders were the founders of the order of the eel, but other aquatic races have since joined. Even a few land-dwelling cavaliers along the coastline have pledged themselves to this order of diplomats and negotiators. 布告:The cavalier must greet all strangers with an open mind and show a willingness to cooperate with others. The cavalier must never turn down the opportunity to forge alliances or strike bargains, so long as the terms of such agreements remain fair. The cavalier must punish those who have reneged on bargains struck with the cavalier or others of his order. 挑戦:Whenever an order of the eel cavalier issues a challenge, allies of a different race than the cavalier receive a +1 circumstance bonus on attack rolls against the target of his challenge whenever he is threatening the target. This bonus increases by +1 for every 4 levels the cavalier has. 技能:An order of the eel cavalier adds Knowledge (local) (Int) and Perception (Wis) to his list of class skills. An order of the eel cavalier can attempt Knowledge (local) skill checks untrained. In addition, whenever an order of the eel cavalier uses Diplomacy to negotiate the terms of an agreement, he receives a bonus on the check equal to half his cavalier level (minimum +1). 騎士団能力:A cavalier belonging to the order of the eel gains the following abilities as he increases in level. Temporary Alliance(変則)/Temporary Alliance:At 2nd level, an order of the eel cavalier gains the ability to create a meaningful, if temporary, alliance with another individual. As a full-round action, the cavalier enters into an alliance with a willing creature that has an Intelligence score of 4 or higher. The creature thereafter receives a +1 competence bonus on attack rolls against targets the cavalier threatens and on saving throws against spells and effects generated by those targets. These bonuses last for 1 hour for every 2 cavalier levels the order of the eel cavalier has or until the cavalier creates a new alliance with a different creature. A cavalier can have only one alliance active at a time; if he creates a new alliance while under the effects of an existing alliance, the existing alliance immediately ends and the new one takes effect. Rally Allies(変則)/Rally Allies:At 8th level, an order of the eel cavalier inspires diverse groups of allies against their common enemies, bringing them together based on their similarities while downplaying their differences. As a swift action, the cavalier can grant a competence bonus on weapon damage rolls to all allies within 30 feet. The bonus is equal to the number of distinct races in the ally group, including the cavalier’s race, up to a maximum bonus equal to the cavalier’s Charisma modifier (minimum +1). This bonus lasts for 1 round. The cavalier can use this ability once per day, plus one additional time per day at 12th level and every 4 levels thereafter. Share the Danger(超常)/Share the Danger:At 15th level, an order of the eel cavalier can form a pact to share danger with an ally. As a full-round action, the cavalier enters into this pact with a willing creature that has an Intelligence score of 4 or higher. The cavalier and his partner each gain a deflection bonus to AC equal to the cavalier’s Charisma modifier (minimum +1). A partner that takes damage from attacks and effects that deal hit point damage (including from special abilities) takes only half damage, and the other half of the damage is dealt to the other partner in the pact. Forms of harm that do not involve hit points, such as charm effects, ability score damage and drain, negative levels, and death effects, are not affected. If either partner in the pact suffers a reduction of hit points from a lowered Constitution score, the reduction is not split, as it is not hit point damage. This effect ends if the cavalier makes a new pact (at which point the existing pact immediately ends), if the partners in the pact move more than 1,000 feet apart, or if either partner in the pact takes a swift action to dissolve the partnership. Damage already divided is not reassigned when the pact ends. Order of the Ennead Star Order of the Ennead Star 出典 Path of the Hellknight 58ページ Cavaliers belonging to this order have joined the Hellknight crusade against chaos, adopting a life of ironclad discipline and swearing to thwart disorder by any means. Through intimidation and strength of arms, these severe warriors embody the grim fist of law, pursuing and crushing disorder wherever it festers. Many strike out from one of the Hellknights’ stark, black citadels. Others roam between cities and villages, serving as judges and emissaries of a harsh vision of justice (see the circuit judge cavalier archetype). Like other Hellknights, most members of this order begin their service by undergoing training at a Hellknight citadel or instruction from a true Hellknight. Most eventually pursue levels in the Hellknight prestige class, looking ahead to the day when they will face their lethal test against the forces of Hell. Until then, members of the order of the Ennead Star are typically Hellknight armigers or other initiates with dispensation to quest and quell disorder wherever they might find it. Regardless of his own goals, each cavalier is associated with a specific group of Hellknights and rigidly follows its unbending strictures. Members of the order of the Ennead Star are most commonly found in the lands of Absalom, Cheliax, Isger, Rahadoum, and Varisia, but the cavaliers’ goals might take members anywhere across the Inner Sea region. 布告:The cavalier is a merciless champion of the law, and if he must crush dreams, coerce obedience, or slay in the name of law, that is a small price to pay for peace and progress. The cavalier must bring lawbreakers to justice, and when that is not possible, he must serve as executioner of that justice. He must also uphold the tenets of his Hellknight order. 挑戦:An order of the Ennead Star cavalier gains bonuses when he challenges a creature of chaotic alignment with an Intelligence score of 3 or higher or one that the cavalier has witnessed committing a crime against local laws within the past hour. Against such a targets of his challenge, he receives a +1 morale bonus on attack rolls. He also gains this bonus on Intimidate checks to demoralize such targets. This bonus increases by 1 for every 4 class levels that the cavalier has. 技能:An order of the Ennead Star cavalier adds Knowledge (local) (Int) and Perception (Wis) to his list of class skills. Additionally, he gains a circumstance bonus on Perception checks to act in a surprise round equal to 1/2 his cavalier level (minimum +1). 騎士団能力:A cavalier belonging to the order of the Ennead Star gains the following abilities as he increases in level. Oppress(擬呪)/Oppress:At 2nd level, when the cavalier deals damage to an opponent with his Hellknight order’s favored weapon, as a swift action he learns whether that creature’s alignment is chaotic, as if he had cast detect chaos and studied the creature for 3 rounds. Additionally, if he learns that a creature is chaotic by using this ability, he gains a +1 morale bonus on attack rolls against it. This bonus does not stack with itself, but it does stack with the bonus from the cavalier’s challenge. Subjugate(変則)/Subjugate:At 8th level, whenever the cavalier confirms a critical hit with a melee weapon against a creature of chaotic alignment with an Intelligence score of 3 or higher, or against a creature that the cavalier has witnessed committing a crime within the past hour, he adds his Charisma modifier to the total critical hit damage. If the critical hit kills the creature or renders it unconscious, as an immediate action the cavalier can attempt an Intimidate check to demoralize all foes within 15 feet who can see him. This ability can be used only once per combat. Hand of the Law(変則)/Hand of the Law:At 15th level, the cavalier can declare himself an enforcer of martial law as a swift action. For a number of rounds equal to his Charisma modifier, the cavalier can ignore difficult terrain and gains an additional +2 bonus on attack rolls while charging. Any creatures the cavalier demoralizes while this ability is in effect are shaken for a number of additional rounds equal to the cavalier’s Charisma modifier. Additionally, when these creatures attack the cavalier, attempt saving throws against the cavalier’s abilities, or attempt opposed skill checks against the cavalier, they take a –3 penalty for being shaken (instead of –2). A cavalier can use this ability only once per combat. Order of the First Law Order of the First Law 出典 People of the Sands 21ページ Cavaliers belonging to the order of the First Law are dedicated to hunting down anyone practicing, preaching, or otherwise facilitating religion in Rahadoum. 布告:The cavalier must strive to protect atheists and all those who reject the gods. He must never have a patron deity or willingly serve agents of the divine. He must protect the common folk from suffering due to the actions of divine agents. 挑戦:Whenever an order of the First Law cavalier issues a challenge, each round that he makes an attack against the target of his challenge, he gains 1 temporary hit point on his turn. These temporary hit points last up to 1 hour. The number of temporary hit points gained per round increases by 1 for every 4 levels the cavalier possesses. 技能:An order of the First Law cavalier adds Heal (Wis) and Knowledge (religion) (Int) to his list of class skills. An order of the First Law cavalier can attempt Knowledge (religion) skill checks untrained. If he has ranks in the skill, he receives a bonus on the check equal to 1/2 his cavalier level (minimum +1) when making checks to identify members of religious faiths or religious paraphernalia. 騎士団能力:A cavalier belonging to the order of the First Law gains the following abilities as he increases in level. Rejection of Faith(変則)/Rejection of Faith:At 2nd level, the cavalier must refuse all divine magic, including helpful effects or spells. As long as he has not benefited from divine magic in the past 24 hours, he receives a +2 morale bonus on one saving throw of his choice. Each day he can change the saving throw to which this bonus applies. Threat of Reason(変則)/Threat of Reason:At 8th level, whenever the cavalier threatens a space occupied by a divine spellcaster, the spellcaster must add 4 to the DC of any concentration checks, dispel checks, or caster level checks she attempts. Godslayer(変則)/Godslayer:At 15th level, whenever the cavalier makes a melee attack against the target of his challenge and that target is a divine spellcaster, the cavalier gains a bonus on attack and damage rolls equal to his Charisma modifier. This damage is multiplied on a critical hit. Order of the Flame Order of the Flame 出典 Blood of the Elements 7ページ A cavalier of the order of the flame devotes his life to the pursuit of personal glory. Even if such pursuit puts his own life on the line, the cavalier pursues legendary status and the fame and glory associated with such renown. 布告:The cavalier must pursue glory for himself and those with whom he associates. He must strive to heap glory upon his name, no matter the costs. He must challenge and defeat an ever-increasing host of rivals to further cement his illustrious reputation. 挑戦:A cavalier of the order of the flame becomes ever more emboldened with each glorious victory. As an immediate action after reducing the target of his challenge to 0 hit points or fewer, the cavalier can elect to issue a glorious challenge to an opponent within 15 feet. Glorious Challenge/Glorious Challenge:A glorious challenge does not count against the cavalier’s number of challenges per day, but otherwise acts like a cavalier’s challenge class feature. When he issues a glorious challenge, the cavalier takes a –2 penalty to AC for the duration of the glorious challenge (this penalty stacks with the usual –2 AC penalty against opponents other than the target of the cavalier’s challenge). The cavalier gains a morale bonus on melee damage rolls against the target of his glorious challenge equal to 2 × the number of consecutive glorious challenges he has issued thus far. As long as he continues to defeat targets of his glorious challenges and there are more opponents in range, the cavalier can continue to issue glorious challenges indefinitely, with the penalty to AC and the bonus on damage rolls increasing with each subsequent foe. For example, a 5th-level cavalier that has just issued his third glorious challenge after defeating the original target of his challenge takes a –6 penalty to AC (–8 against creatures other than the target of his glorious challenge) and gains a +11 bonus on melee damage rolls (a +5 bonus from his base challenge ability plus a +6 morale bonus for three consecutive glorious challenges). 技能:A cavalier of the order of the flame adds Knowledge (local) and Survival to his class skills. Whenever the cavalier’s current hit point total matches or exceeds his maximum hit point total, he gains a bonus on Intimidate checks equal to 1/2 his cavalier level (minimum +1). 騎士団能力:A cavalier of the order of the flame gains the following abilities as he increases in level. Foolhardy Rush/Foolhardy Rush:At 2nd level, the cavalier can charge across the battlefield at a moment’s notice. Whenever the cavalier attempts an initiative check, as long as he rolls an 11 or higher on the die, he can move up to his base speed as an immediate action and he is not considered flat-footed. If the cavalier takes an action to move during his next turn, he subtracts the number of feet moved during the initiative check from his total movement. Daunting Success/Daunting Success:At 8th level, whenever the cavalier confirms a critical hit with a melee weapon, as an immediate action he can attempt an Intimidate check to demoralize all foes within 15 feet who can see him. This ability can be used only once per combat. Blaze of Glory/Blaze of Glory:At 15th level, the cavalier can declare a blaze of glory as a standard action. For a number of rounds equal to his Charisma modifier, the cavalier increases his base speed by 10 feet, can ignore difficult terrain while charging, and gains a +4 bonus on his attack rolls (instead of +2). A cavalier can use this ability only once per combat. Order of the Guard Order of the Guard 出典 Inner Sea Combat 30ページ Cavaliers who join the order of the guard dedicate themselves to the staunch and unyielding protection of a specific person or object—generally one they have been hired to protect. Members of the order of the guard are often mercenaries, offering their valuable services for a fee to those who wish to protect their investments; this is especially in Druma, where many cavaliers belong to the illustrious and steadfast Blackjackets of the Mercenary League. An order of the guard cavalier can offer his services to a cause in which he believes without accepting a monetary payment, though the cavalier’s protection must come at some price, be it a favor, the release of knowledge, or other intangible trade. A tenet of the order is that the high level of protection the order strives for is only obtainable if the protector invests something of himself in the task and stands to lose something valuable should he fail. 布告:An order of the guard cavalier must strive to protect his ward to the best of his ability, even if doing so costs the cavalier his life. The cavalier must always receive some compensation for his services, be it money, a favor, or other payment. A member of the order of the guard must carry out the orders stipulated in his contract or dictated by his employer as long as doing so does not violate other elements of the order’s code or a previously agreed upon contract. 挑戦:At the start of each day, an order of the guard cavalier must declare a person or object (including an easily defined group of objects, such as a series of chests or a collection of books) that he is dedicated to protecting that day, typically the subject he has been hired to protect; the selected item is known as the cavalier’s ward. Whenever the cavalier issues a challenge, he receives a +1 morale bonus to AC against the target of his challenge so long as the cavalier is physically located between his ward and the target. This bonus increases by 1 for every 4 levels the cavalier possesses. 技能:An order of the guard cavalier adds Knowledge (geography) and Perception to his list of class skills. Additionally, an order of the guard cavalier receives a bonus on Knowledge (nobility) checks equal to 1/2 his cavalier level (minimum +1). 騎士団能力:An order of the guard cavalier gains the following abilities as he increases in level. Prepared for the Journey(変則)/Prepared for the Journey:At 2nd level, the cavalier can prepare for the terrain through which he will be traveling with 48 hours of study and customization of his equipment. He can select any terrain type from the list available to a ranger for his favored terrain class feature. While in the selected terrain, the cavalier gains a +2 bonus on initiative checks and on Knowledge (geography), Perception, Stealth, and Survival skill checks. At 8th level and every 6 levels thereafter, this bonus increases by 1. Additionally, when calculating overland movement speed in the selected terrain, the cavalier and his mount treat trackless terrain as though it contains a road or trail, and terrain with a road or trail as though it were a highway. If traveling along a highway, the cavalier and his mount can travel for 10 hours before needing to attempt Constitution checks for a forced march. Close at Hand(変則)/Close at Hand:At 8th level, when the cavalier is within 30 feet of his ward, he gains a +1 morale bonus on attack rolls, damage rolls, and saving throws. If his ward is captured, stolen, or otherwise in the possession or control of the cavalier’s enemies, the cavalier loses these benefits. In their place, he gains the effects of a locate object or status spell (depending on the nature of his ward) targeting his ward and lasting 24 hours. When moving toward his ward, the cavalier and his mount increase their speed by 10 feet. At 12th level and every 4 levels thereafter, the bonus on attack and damage rolls and on saving throws increases by 1 and the bonus to speed increases by 5 feet. Quick Retort(変則)/Quick Retort:At 15th level, the cavalier can strike out at those who mean his ward harm. Whenever a creature attacks the cavalier’s ward, or attempts to steal, sunder, or otherwise wrest control of it from the cavalier or his allies, the attacking creature provokes an attack of opportunity from the cavalier. The cavalier receives a +2 bonus on attacks of opportunity he makes against such creatures. Order of the Hammer Order of the Hammer 出典 The Harrow Handbook 18ページ Cavaliers of the order of the hammer respect might over all, and believe that those who prove their strength have earned the right to make decisions for the weak. When the cavalier’s own goals conflict with those of a mighty ruler, the cavalier must prove that her own strength and ideals are superior. 布告:The cavalier must continually strive to prove her own strength as well as the strength of those she is allied with, especially when faced with adversity or by those who would seek to best the cavalier’s brawn. 挑戦:An order of the hammer cavalier can attempt a free grapple check or free sunder combat maneuver check anytime she takes the full-attack action against the target of her challenge. This free combat maneuver does not provoke an attack of opportunity. 技能:An order of the hammer cavalier adds Acrobatics (Dex) and Knowledge (local) (Int) to her list of class skills. In addition, whenever the cavalier uses Acrobatics to jump, she can add her Strength bonus to the check in addition to her Dexterity modifier, and she receives a bonus on Acrobatics checks to jump equal to 1/2 her cavalier level (minimum +1). 騎士団能力:A cavalier belonging to the order of the hammer gains the following abilities as she increases in level. Mighty Bash(変則)/Mighty Bash:At 2nd level, the cavalier does not provoke attacks of opportunity when she attacks foes while unarmed so long as she is dealing nonlethal damage. In addition, the cavalier’s unarmed strikes deal more nonlethal damage than usual; she is treated as having a number of monk levels equal to her cavalier level for the purpose of determining how much nonlethal damage her unarmed strikes deal. For example, a 12th-level cavalier of the order of the hammer would deal 2d6 points of nonlethal damage with her unarmed strike. The cavalier must still select the Improved Unarmed Strike feat if she wants to deal lethal damage with her unarmed strike, and lethal damage dealt with her unarmed strike is not increased by this ability. Crushing Grapple(変則)/Crushing Grapple:At 8th level, the cavalier gains Chokehold as a bonus feat, even if she does not meet the prerequisites. She does not take the –5 penalty on grapple checks to put an opponent in a chokehold. Inspiring Flex(変則)/Inspiring Flex:At 15th level, the cavalier can display her own brawn to inspire greater strength in his allies. As a standard action, she can grant herself and any allies within 30 feet a +4 morale bonus on melee attack rolls, combat maneuver checks, Fortitude saves, and Strength checks. The cavalier can maintain her inspiring flex as a free action, and she can use this ability for a number of rounds per day equal 1/2 her cavalier level; this duration need not be continuous. Order of the Hero Order of the Hero 出典 Monster Hunter s Handbook 13ページ The order of the hero order replaces his edict with that of the order of the shield in Pathfinder RPG Advanced Player s Guide. A cavalier belonging to this order specializes in hunting down large monsters and protecting communities from them. Cavaliers of this order tend to value bravery, dedication, and single-minded determination. 布告:The cavalier must choose an area, whether it’s a settlement or nation, and vows to slay any monster threatening that area. He must fulfill any pledge he makes to slay a beast, tracking it to its lair if necessary, and forsaking any new quarry until his current target is slain. The cavalier must attempt to ensure that no lasting damage is dealt to his domain in the pursuit of his prey. 挑戦:Whenever an order of the hero cavalier issues a challenge, he receives a +1 morale bonus on melee damage rolls against the target of his challenge if it is at least one size category larger than he is. This bonus increases by 1 for every 4 cavalier levels he has. 技能:An order of the hero cavalier adds Knowledge (arcana) (Int) and Knowledge (nature) (Int) to his list of class skills. In addition, whenever an order of the hero cavalier uses a Knowledge check to identify a monster, he gains a bonus on this check equal to half his cavalier level (minimum +1). 騎士団能力:A cavalier who belongs to the order of the hero gains the following abilities as he increases in level. Monster Expert(変則)/Monster Expert:At 2nd level, the cavalier learns how to dodge the attacks of his monstrous foes and the traps in their lairs. He gains a bonus equal to his Charisma bonus on Fortitude and Reflex saves against abilities and spells that have an area of effect. Resist Energy(超常)/Resist Energy:At 8th level, the cavalier can steel himself against harmful energies. Once per day as a move action, he chooses one of the following acid, cold, electricity, or fire. He gains energy resistance 5 against the chosen type for 1 minute. At 12th, 16th, and 20th levels, the resistance increases by 5, and the cavalier gains an additional daily use of this ability. {Counterstriking Challenge (Ex) At 15th level, once per day when he challenges a Large or larger creature, the cavalier can also prepare to interrupt the creature’s special attacks. The challenged target provokes an attack of opportunity from the cavalier whenever it activates an extraordinary or a supernatural attack (such as a breath weapon or gaze attack). If the cavalier deals damage with this attack, the creature must succeed at a Will save (DC = 10 + half the cavalier’s level + his Charisma modifier) or it fails to activate the special attack and loses the action it took to do so. The cavalier can perform three such attacks of opportunity over the course of a counterstriking challenge. Order of the Land Order of the Land 出典 Knights of the Inner Sea 24ページ There are some cavaliers who dedicate themselves to the land and the people who inhabit the rural areas between urban centers. These cavaliers often lead untrained militias of revolutionaries in backwoods towns, fighting against oppressive governments or the savage elements that threaten citizens in their daily lives. Self-reliance and the ability to make do with sparse resources are hallmarks of a cavalier who follows the order of the land. 布告:The cavalier must always strive to protect the common folk from the depredations of oppressive regimes. He must not decline any duty or mission because he is not properly equipped for it. 挑戦:Whenever an order of the land cavalier issues a challenge, he receives a +1 morale bonus on ranged attack rolls against the target of his challenge. This bonus increases by +1 for every four levels the cavalier possesses. 技能:An order of the land cavalier adds Knowledge (local) (Int) and Survival (Wis) to his list of class skills. In addition, whenever an order of the land cavalier makes a Survival check to avoid getting lost, he receives a bonus on the check equal to 1/2 his cavalier level (minimum +1). 騎士団能力:A cavalier belonging to the order of the land gains the following abilities as he increases in level. Adaptive Strike(変則)/Adaptive Strike:At 2nd level, the cavalier receives Catch Off-Guard as a bonus feat. As a swift action, he can cause an armed opponent to become flat-footed against any attacks he makes during that round with an improvised weapon. This ability can be used once per combat. Terrain Training(変則)/Terrain Training:At 8th level, the cavalier may select a terrain type from the ranger Favored Terrains table. As a standard action, he can shout orders that grant all allies within 60 feet a competence bonus equal to his Charisma modifier on initiative checks and Knowledge (geography), Perception, and Survival checks while they are in this terrain for a number of rounds equal to 1/2 his cavalier level. At 12th level and every four levels thereafter, the cavalier may select a new terrain type that this ability can affect. Wild Charge(変則)/Wild Charge:At 15th level, the cavalier and his mount can ignore difficult terrain for the purpose of making a charge attack. In addition, if the charge attack is successful and both he and his opponent are occupying squares with difficult terrain, the cavalier gains a +2 competence bonus when using his mighty charge ability to make a bull rush, disarm, sunder, or trip combat maneuver. Order of the Monument Order of the Monument 出典 Disciple s Doctrine 15ページ Cavaliers who join the order of the monument dedicate themselves to the protection and service of a particular city or settlement and often follow or respect the faiths of their home locale. Cavaliers belonging to this order hold themselves to their city’s laws and customs even when traveling abroad. 布告:The cavalier must strive to protect the settlement, all those who reside within it, and those travelers who hail from it. He must adhere to the settlement’s laws even while away from its borders and promote its populace’s overarching ideals and values whenever possible. 挑戦:Whenever an order of the monument cavalier issues a challenge, he gains a +1 dodge bonus to his AC against attacks made by the target of his challenge when the cavalier is flanked, as well as a +1 morale bonus on saving throws against fear and mind-affecting effects. This bonus increases by 1 for every 4 levels the cavalier has. 技能:An order of the monument cavalier adds Knowledge (local) and Knowledge (religion) to his list of class skills. An order of the monument cavalier chooses one of these two skills. He can attempt skill checks with his chosen skill untrained. If he has ranks in the skill, he receives a bonus on the check equal to half his cavalier level (minimum +1) as long as the check involves his chosen settlement or a faith with a significant presence in his chosen settlement. 騎士団能力:A cavalier belonging to the order of the monument gains the following as he increases in level. Sworn Defender(変則)/Sworn Defender:At 2nd level, the cavalier gains a +1 morale bonus on saving throws to resist effects created by creatures whose alignments are at least two steps away from his settlement’s alignment (e.g., a cavalier of a lawful good settlement and an opponent of neutral alignment). If the creature’s alignment is three or more steps away from his settlement’s alignment, the bonus increases to +2. Protector of the People(変則)/Protector of the People:At 8th level, the cavalier can inspire the people around him as a swift action. Each creature within 30 feet that is either a resident of his chosen settlement or whose alignment is within one step of the cavalier’s settlement gains a morale bonus on saving throws equal to the cavalier’s Charisma modifier for 1 round. This bonus doubles if a creature meets both requirements. The cavalier can use this ability once per day, plus one additional time per day at 12th level and every 4 levels thereafter. Bastion of the Monument(変則)/Bastion of the Monument:At 15th level, the cavalier defends his homeland with unmatched ferocity. As a swift action, the cavalier can declare an opponent an enemy of his settlement. This grants the cavalier and his allies a +4 bonus on attack rolls, damage rolls, and ability and skill checks against the opponent, as well as on saving throws to resist effects originating from that opponent. The cavalier can end this ability as a swift action. He can use this ability for a number of rounds per day equal to half his cavalier level. This duration need not be continuous but must be used in 1-round increments. Order of the Penitent Order of the Penitent 出典 Knights of the Inner Sea 24ページ Not all knights begin their careers as nobles’ children or as squires. Some start out as thieves, murderers, or cheats, and only after they see the suffering caused by their crimes do they dedicate themselves to honorable service. Cavaliers who follow this order seek to make up for the crimes they’ve committed in the past, and do whatever they can to restore their tainted honor. 布告:The cavalier must be merciful to wrongdoers and show unfettered fairness whenever he passes judgment. He must assume that only the most heinous monsters are irrevocably evil, and must deliver all foes capable of fair trial to the appropriate local law enforcers. 挑戦:Whenever an order of the penitent cavalier issues a challenge, he receives a +1 morale bonus to his CMD against combat maneuvers made by the target of his challenge whenever he is threatening the target. This bonus increases by +1 for every four levels the cavalier possesses. 技能:An order of the penitent cavalier adds Escape Artist (Dex) and Sense Motive (Wis) to his list of class skills. Whenever he makes an Escape Artist check, the cavalier may add his Strength bonus to the check in addition to his Dexterity modifier. 騎士団能力:An order of the penitent cavalier gains the following abilities as he increases in level. {Expert Captor(変則)/Expert Captor]:At 2nd level, as long as he has rope, the cavalier can tie up a grappled opponent, even if the opponent is not pinned, otherwise restrained, or unconscious, and he does not take the usual –10 penalty on his combat maneuver check to do so. When determining the DC to escape bonds secured by the cavalier, the cavalier’s Combat Maneuver Bonus increases by 1/2 his cavalier level. Adept Disarmer(変則)/Adept Disarmer:At 8th level, the cavalier gains Improved Disarm as a bonus feat. In addition, whenever he makes a successful disarm check, as long as he has at least one hand free and the dropped item can be held in one hand, he can automatically pick up the dropped item in his free hand. Saving Grace(変則)/Saving Grace:At 15th level, whenever he would strike a creature with a melee attack that deals lethal damage and would bring the creature’s hit points below 0, the cavalier can, as a free action, change the type of damage dealt to nonlethal damage. The cavalier can use this ability once per round. Order of the Reins Order of the Reins 出典 Merchant s Manifest 31ページ The cavaliers of the order of the reins hold a strong rapport not just with their mounts, but with all tamed and domesticated animals on Golarion. From camels and horses to teams of sled dogs, these cavaliers hold themselves honor-bound to protect these creatures for their labor and loyalty. Cavaliers of the order of the reins often serve as the commanders of caravans or other expeditions, using their unique skills to ensure that the caravan and its wares safely reach their intended markets. 布告:The cavalier must do everything in his power to keep a caravan or traveling group safe once he has agreed to protect it. He must see that any allied animal injured under his watch is healed, or personally give it a merciful death if survival is not an option. He must not let any animal under his command suffer needlessly. 挑戦:Whenever an order of the reins cavalier issues a challenge, all allied animals, animal companions, familiars, and mounts within 60 feet gain a +1 bonus on attack rolls and a +2 bonus to AC against the target. This bonus increases by 1 for every additional 4 levels the cavalier has. 技能:An order of the reins cavalier adds Appraise and Perception to his list of class skills. Any animal that the cavalier is riding can use the cavalier’s Handle Animal modifier in place of its own Acrobatics and Swim skill modifiers as long as the cavalier is mounted on it. 騎士団能力:A cavalier belonging to the order of the reins gains the following abilities as he increases in level. Control the Herd(変則)/Control the Herd:At 2nd level, the cavalier can direct multiple animals with one forceful command. The cavalier can handle a number of nonhostile, riderless animals equal to his cavalier level with a single use of the Handle Animal skill, so long as the commanded animals can see or hear the cavalier. The handled animals must all be ordered to perform the same trick. If an animal in the group does not know the trick the cavalier is commanding them to perform, the cavalier is considered to be pushing that animal. The cavalier cannot use this ability on animals more than two size categories smaller than he is. Using this ability requires a move action, though if the cavalier is pushing any animal as described above, it requires a full-round action. Teamwork Tricks(変則)/Teamwork Tricks:At 8th level as a free action, the cavalier can use control the herd to handle allied and riderless animals and animal companions. Friendly and helpful animals that the cavalier commands with Handle Animal or his control the herd ability are considered to know any tasks or tricks the cavalier’s mount knows, in addition to any tasks or tricks they already know. Stampede(変則)/Stampede:At 15th level, as a standard action, the cavalier can incite any riderless and nonhostile animals and animal companions within 60 feet of him to stampede. Each affected creature gains a +4 bonus to AC (this bonus stacks with the benefits of the cavalier’s challenge), the trample universal monster rule, and a bonus to damage equal to half the cavalier’s level for 1 round. The save DC against an incited animal’s trample attack is 10 + half the cavalier’s level + his Charisma modifier. Incited creatures attack whatever targets the cavalier directs them to unless commanded otherwise by a bonded master (in the case of a familiar or animal companion). Order of the Saddle Order of the Saddle 出典 Qadira, Jewel of the East 43ページ Cavaliers of the order of the saddle have pledged themselves to the pursuit of perfect partnership between rider and mount. This order holds that the balance found when such a partnership is achieved contains the seeds of a better self, a better relationship with one’s community, and a better sense of how to keep the world itself healthy. 制限:Only horse-riding cavaliers are eligible to join this order. 布告:The cavalier must care for her mount before herself. She must show mercy to any noncombatants or less intelligent creatures who serve her opponents. She must teach any who ask about how to better communicate with their mounts. The only meat she may eat must come from animals that have been humanely raised and slaughtered. She must strive to ensure her community lives in harmony with the land it occupies and that it doesn’t cause unnecessary suffering to the animals under its care. 挑戦:Whenever an order of the saddle cavalier issues a challenge and is astride her mount, she can charge the target of her challenge—moving and attacking as if with a standard charge—and then move again as if using Ride-By Attack. Her total movement for the round can’t exceed her mounted speed. This maneuver provokes attacks of opportunity, but the cavalier gains a +1 dodge bonus to AC against attacks of opportunity while charging the target of her challenge. This bonus increases by 1 for every 4 levels the cavalier has. If the cavalier already has the Ride-By Attack feat, this dodge bonus increases by 2. 技能:An order of the saddle cavalier adds Knowledge (nature) and Perception to her list of class skills. When she uses Survival to track a creature or find food and water for herself and her mount, she receives a bonus on the check equal to 1/2 her cavalier level (minimum +1). 騎士団能力:A cavalier that belongs to the order of the saddle gains the following abilities as she increases in level. Mounted Synergy(変則)/Mounted Synergy:At 2nd level, the cavalier receives Mounted Combat as a bonus feat and, whenever she is mounted, gains a +2 bonus on initiative checks as long as her mount is conscious and mobile. Stalwart Mount(超常)/Stalwart Mount:At 8th level, the cavalier’s mount becomes healthier and more robust. It gains Toughness as a bonus feat (if it already has Toughness, or takes this as a feat later, the hit points granted by the feat are doubled) and gains a +2 bonus on saving throws. Protective Partner(変則)/Protective Partner:At 15th level, the cavalier wreaks terrible vengeance on those who would try to harm her mount. Whenever an opponent attacks the cavalier’s mount, the attacking creature provokes an attack of opportunity from the cavalier. The cavalier receives a +2 bonus on attack rolls and damage rolls when she makes these attacks of opportunity. Order of the Scales Order of the Scales 出典 Champions of Balance 22ページ Members of this cavalier order serve the cause of legal integrity. Many order of the scales cavaliers track down and apprehend fleeing lawbreakers so that these vagrants may answer for their crimes and make good on their debts. They often serve as judges or stakeholders, and work to ensure that wherever a bargain is made—whether it is monetary, a life debt, or an oath to be upheld—both ends make good on their promises. 布告:The cavalier must fulfill all binding agreements he makes with others. If a bargain becomes impossible to fulfill, he must satisfactorily compensate all aggrieved or adversely affected parties involved in the bargain. When serving as a judge or arbiter, the cavalier must make fair, impartial judgments, and if unable to do so, must recuse himself at the earliest possibility. If authorized to enforce an agreement, the cavalier must wholeheartedly strive to accomplish this, remaining unswayed by threats, bribery, and other deterrents. 挑戦:Whenever an order of the scales cavalier issues a challenge, he receives a +1 morale bonus on combat maneuvers and attacks of opportunity made against the target of his challenge. This bonus increases by 1 for every 4 levels the cavalier possesses. 技能:An order of the scales cavalier adds Knowledge (local) (Int) and Linguistics (Int) to his list of class skills. He gains a bonus equal to half his level (minimum +1) on Sense Motive checks to determine whether someone is bluffing and to determine whether a creature’s behavior is being inf luenced by an enchantment. 騎士団能力:A cavalier belonging to the order of the scales gains the following abilities as he increases in level. Mobile Wall(変則)/Mobile Wall:At 2nd level, the cavalier receives Step Up as a bonus feat. He can use this feat while mounted by succeeding at a DC 15 Ride check, directing his mount to move rather than himself. The cavalier gains a +1 bonus to his CMD against attempts to tumble through squares he threatens. At 6th level, and every 4 levels thereafter, this bonus increases by an additional +1. Seek Retribution(変則)/Seek Retribution:At 8th level, once per day after receiving a request for aid from a legal authority or an aggrieved party regarding the breaking of an oath, whenever the cavalier encounters the oath-breaking creature, he can choose to vehemently exact retribution. As a swift action, the cavalier can grant himself a competence bonus equal to his Charisma modifier on all attack rolls, weapon damage rolls, and opposed checks against the oathbreaking creature. These bonuses last for 1 round per level. Sworn Oathkeeper(変則)/Sworn Oathkeeper:At 15th level, the cavalier can formally witness an oath or agreement between two creatures. If either creature breaks or reneges on the agreement and the cavalier becomes aware of this, he gains the bonuses from his seek retribution ability against that creature at all times. This ability ends when the creature fulfills the conditions of the oath or receives just punishment for breaking the oath. The maximum number of witnessed oaths cavalier can have active at a time is equal to his Charisma modifier (minimum 1). Order of the Songbird Order of the Songbird 出典 Heroes from the Fringe 14ページ Members of this cavalier order serve the cause of legal integrity. Many order of the scales cavaliers track down Samurai of the order of the songbird are artists, scholars, and poets. They treat battle as a beautiful art form; many of these samurai seek pacifistic means of defeating their foes. Even samurai of this order who kill their opponents do so with respect, considering such a fight to be an act of poetic tragedy. These samurai are most common in lands where beauty is treasured, such as Hwanggot, Jinin, and Tianjing. 布告:The samurai must never destroy art unless doing so is part of an artful act or performance of her own. She must respect the skill of her opponents and never desecrate or purposefully humiliate a foe. If she takes a sapient life, she must create a piece of art, performance, or poem in honor of the fallen creature or creatures in order to memorialize what she has taken from the world. 挑戦:An order of the songbird samurai gains a +1 dodge bonus to AC and a +1 sacred bonus on saves against the attacks and abilities of the target of her challenge. This bonus increases by 1 for every 4 class levels the samurai has. The samurai must be wearing light or no armor, not using a shield, and carrying no more than a light load to gain this benefit. 技能:An order of the songbird samurai adds Knowledge (religion) (Int) and Perform (Cha) to her list of class skills. The samurai adds half her level to Craft checks and Profession (gardener) checks. 騎士団能力:A samurai belonging to the order of the songbird gains the following abilities. Versatile Performance(変則)/Versatile Performance:At 2nd level, the order of the songbird samurai gains the benefits of the bard’s versatile performance ability with one Perform skill. Poetic Inspiration(変則)/Poetic Inspiration:At 8th level, an order of the songbird samurai can speak a few words as a swift action, inspiring allies to great deeds. Allies within 30 feet who can hear the samurai gain a competence bonus equal to her Charisma modifier on attack and weapon damage rolls for 1 round. This ability can be used once per combat. Beautiful Strike(超常)/Beautiful Strike:At 15th level, once per day when the order of the songbird samurai confirms a critical hit against the target of her challenge, she can declare it a beautiful strike without spending an action. The damage dealt by the attack becomes nonlethal damage, and the target must succeed at a Will save (DC = 10 + half the samurai’s class level + her Charisma modifier) or be charmed as per charm monster (caster level equals the samurai’s class level). Order of the Staff Order of the Staff 出典 Knights of the Inner Sea 24ページ Cavaliers belonging to the order of the staff dedicate their lives to guarding and assisting spellcasters, especially wizards and druids, and to overcoming those who seek to destroy items and locations of magical import. 布告:The cavalier cannot refuse a spellcaster’s request for aid unless it will interfere with his existing duties, or he believes the spellcaster seeks to directly oppose the cavalier’s aims and goals. 挑戦:Whenever an order of the staff cavalier issues a challenge, his target takes a –1 penalty on saving throws against spells and spell-like abilities for 1 round after the cavalier successfully damages the target. This penalty increases by 1 for every four levels the cavalier possesses. 技能:An order of the staff cavalier adds Knowledge (arcana) (Int) and Knowledge (nature) (Int) to his list of class skills. He may use Knowledge (arcana) to identify spells being cast by arcane spellcasters as if he were using Spellcraft, and may do the same with Knowledge (nature) for divine spellcasters. If the cavalier readies an action to strike a creature when it casts a spell, and identifies the spell to be cast with the appropriate Knowledge check, he gains a +1 bonus on the attack roll. 騎士団能力:A cavalier who belongs to the order of the staff gains the following abilities as he increases in level. Spell Aid(変則)/Spell Aid:At 2nd level, whenever the cavalier uses the aid another action to assist one of his allies, the ally receives a +2 competence bonus on the next concentration check, dispel check, or caster level check she makes (whichever comes first). At 8th level and every six levels thereafter, this bonus increases by an additional +1. Arcane Vessel(変則)/Arcane Vessel:At 8th level, whenever the cavalier gains a bonus on attack rolls, saving throws, or damage rolls from a spell or spell-like ability cast by another creature, the cavalier also gains a number of temporary hit points equal to the level of the spell or spell-like ability. Temporary hit points gained from this ability from different spells stack, but only to a maximum number of temporary hit points equal to the cavalier’s level. These temporary hit points last for 10 minutes. Synchronized Smash(変則)/Synchronized Smash:At 15th level, the cavalier can utilize the power of his spellcasting allies to make devastating attacks against the allies’ targets. If the cavalier is adjacent to an enemy affected by a targeted or area spell or spell-like ability cast by one of the cavalier’s allies, he can make an immediate attack of opportunity against the affected creature. If the cavalier is also affected by the spell (such as by being caught in the area of the same fireball spell), during the rest of that round he automatically confirms any critical hits made against the affected creature while using this ability. Order of the Waves Order of the Waves 出典 Aquatic Adventures 53ページ The order of the waves cavalier order s edict does not require constant underwater adventuring; the cavalier may still freely participate in adventures that do not take place underwater. Cavaliers of the order of the waves explore the secrets under the sea. 布告:The cavalier must perpetually seek out and explore new places and secrets under the sea, stopping only to fight to protect his newfound treasures and his people from undersea threats (typically evil undersea races like sahuagin, but alternatively goodly or neutral enemy races for cavaliers from evil races). 挑戦:Whenever a cavalier of the order of the waves issues a challenge, he receives a +1 morale bonus on his saving throws as long as he is underwater. This bonus increases by 1 for every 4 class levels the cavalier has. 技能:A cavalier belonging to the order of the waves adds Knowledge (geography) and Perception to his class skills. He can attempt Knowledge (geography) checks untrained, but if he has ranks in the skill, he adds half his cavalier level (minimum 1) to all Knowledge (geography) checks that involve finding an underwater location. 騎士団能力:A cavalier belonging to this order gains the following abilities as he increases in level. Waverider(変則)/Waverider:At 2nd level, the cavalier gains a swim speed equal to his unmodified base land speed. If he already has a swim speed, his swim speed increases by 10 feet, and if he and his mount both have a swim speed, the mount’s swim speed also increases by 10 feet. He gains a +1 morale bonus on damage rolls when underwater. Current’s Rush(変則)/Current’s Rush:At 8th level, the cavalier gains a +2 bonus on attack rolls when charging in the same direction as a current that’s currently pushing him, as well as a +1 bonus on damage rolls for every 10 feet of the current’s speed (maximum +6 points of damage). Explore the Seas(変則)/Explore the Seas:At 15th level, the cavalier gains Pressure Adept as a bonus feat and adds two oceanic zones to his native range instead of one. When exploring a new location underwater, he gains a +2 morale bonus on initiative checks and Perception checks, and can always act in the surprise round. Order of the Vengeance Order of the Vengeance 出典 People of the River 10ページ Often affiliated with the church of Calistria, those ex- Galtan cavaliers who subscribe to the order of vengeance seek not only to reclaim their rightful homeland, but to punish those who betrayed them. 布告:The cavalier must seek retaliation (legal or otherwise) for any unjustified harm to her person or property. She may not forgive even the slightest insult. 挑戦:Whenever a cavalier of the order of vengeance issues a challenge against a creature whose kind she has encountered in the past 24 hours, the cavalier gains a +1 morale bonus on attack rolls made against the target of her challenge. This bonus increases by +1 for every 4 levels the cavalier possesses. 技能:A cavalier of the order of vengeance adds Knowledge (local) and Knowledge (nobility) to her list of class skills. Whenever the cavalier uses Diplomacy to gather information, she receives a bonus on the check equal to 1/2 her cavalier level (minimum +1). 騎士団能力:A cavalier that belongs to the order of vengeance gains the following abilities as she increases in level. Air Grievances(変則)/Air Grievances:At 2nd level, when the cavalier attempts to demoralize an opponent using Intimidate, the cavalier gains a bonus on her Intimidate check equal to 1/2 her cavalier level. At 8th level and every 6 levels thereafter, the penalties a cavalier’s target takes for being demoralized increase by 1. Eye for an Eye(変則)/Eye for an Eye:At 8th level, the cavalier gains Critical Focus as a bonus feat. The cavalier can grant a critical feat (in place of a teamwork feat) to her allies using the tactician ability. Retribution(変則)/Retribution:At 15th level, the cavalier gains retribution, as the order of the star ability of the same name. キャヴァリアーのアーキタイプ Cavalier Archetypes Castellan Castellan 出典 Melee Tactics Toolbox 9ページ A castellan is a cavalier who dedicates himself to the defense of a castle or walled city. Though not as celebrated as the cavaliers who ride forth to take on distant foes, the castellan is no less brave or important, for the castellan and his allies are the last line of defense for those who depend on the fortification for protection. Castle Defender/Castle Defender:At 1st level, a castellan gains a +1 bonus to Armor Class and an additional +1 bonus on attack rolls when he is on higher ground. He also gains an additional +1 bonus to Armor Class and on Reflex saves when he has cover other than soft cover from other creatures. At 6th level, a castellan gains evasion (as a rogue) when he has cover (but not soft cover) against the source of the attack. At 11th level, these bonuses increase by 1. At 16th level, he gains improved evasion instead of evasion. Both the evasion and improved evasion abilities work even when the castellan wears medium or heavy armor. This ability replaces mount. Castle Lore/Castle Lore:At 3rd level, the castellan gains a +2 bonus on initiative checks and Knowledge (engineering), Knowledge (local), Knowledge (nobility), Perception, and Stealth checks when he is in urban terrain, including fortifications. A castellan in an urban environment can always act in a surprise round, though he remains flat-footed until he acts. At 8th level and every 5 levels thereafter, the castellan’s bonuses on skill and initiative checks increase by 2. This ability replaces cavalier’s charge. Guard Companion/Guard Companion:At 4th level, the castellan forms a bond with an animal companion that serves as a guard. While most castellans select birds or canines, the castellan can choose any animal companions available to rangers. This ability functions like the druid nature bond ability, except that the castellan’s effective druid level is equal to his cavalier level – 3 and his animal companion doesn’t gain the share spells special ability. This ability replaces expert trainer. Mighty Defense/Mighty Defense:At 11th level, when the castellan readies an action to make a melee attack against a creature that is not yet adjacent to him, he doubles the threat range of any melee weapons wielded during the attack. This increase doesn’t stack with other effects that increase the threat range of his weapons. In addition, the cavalier can attempt a free dirty trick, disarm, sunder, or trip combat maneuver if his readied attack is successful. This free combat maneuver doesn’t provoke an attack of opportunity. This ability replaces mighty charge. Defending Challenge/Defending Challenge:At 12th level, the castellan takes no penalty to Armor Class when using his challenge ability. This ability replaces demanding challenge. Supreme Defense/Supreme Defense:At 20th level, whenever the castellan readies an action to make a melee attack against a creature that is not yet adjacent to him, his readied attack deals double the normal amount of damage (or triple the damage if using a brace weapon against a charge). In addition, if the cavalier confirms a critical hit on the readied attack, the target is stunned for 1d4 rounds. A successful Will save (DC = 10 + the cavalier’s class level + the cavalier’s Strength modifier) reduces this to being staggered for 1d4 rounds. This ability replaces supreme charge. Charger Charger 出典 Inner Sea Monster Codex 5ページ No warrior better epitomizes the centaur’s devastating martial power than the charger. Born to the swiftest and most powerful of their kind, these natural cavaliers can achieve unparalleled feats of equestrian combat. Chargers rush headlong into the heart of any conflict to swiftly close on and smash into their enemies, channeling their power into their lances. 前提条件:Centaur (or any tauric creature at the GM’s discretion). クラス技能:A charger gains Acrobatics, Knowledge (nature), and Survival as class skills, but does not gain Climb, Handle Animal, or Ride as class skills. This alters the cavalier’s class skills. Weapon and Armor Proficiency:A charger is proficient with all simple and martial weapons, with light and medium armor, and with shields (except tower shields). A charger’s cavalier levels stack with any fighter levels he possesses for the purpose of meeting the level prerequisite for feats that can specify a lance, such as Weapon Specialization. This replaces the cavalier’s weapon and armor proficiencies. Natural Mount(変則)/Natural Mount:A charger counts as having the Mounted Combat feat only for the purpose of meeting feat prerequisites, and substitutes the Acrobatics skill for any Ride skill prerequisites when acquiring feats that have Mounted Combat as a prerequisite. Because of his equine form, a charger can wield a lance one-handed as if mounted and deals double damage with a lance while charging. A charger can never gain the benefit of the Mounted Combat feat (or other similar feats or effects, such as Trick Riding) if ridden by another creature. This ability replaces mount. Thundering Hooves(変則)/Thundering Hooves:At 3rd level, a charger’s hoof attack deals an additional 1d6 points of damage and its critical threat range increases to 19–20. This effect doesn’t stack with any other effect that expands the critical threat range of a weapon. Whenever he performs a charge, the charger can make an additional hoof attack against his target with a –5 penalty on his attack roll. This ability replaces cavalier’s charge. Courser(変則)/Courser:At 4th level, a charger’s constant training increases his land speed by 10 feet. A charger can also move through up to 10 feet of difficult terrain each round as if it were normal terrain. These benefits apply only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the charger’s speed because of any load carried or armor worn. These bonuses stack with any other bonuses to the charger’s land speed or ability to ignore difficult terrain. This ability replaces expert trainer. Ride Down(変則)/Ride Down:At 11th level, a charger can attempt to overrun any number of targets in the path of his charge as a free action. For each successful overrun combat maneuver check, the charger automatically deals an amount of damage to the overrun target equal to that of his hoof attack and can continue with his charge. If any overrun attempt fails during the charge, the charger’s progress ends in the space directly in front of the target where the maneuver failed. These overrun attempts do not provoke attacks of opportunity. For each target in the path of his charge, the charger incurs a cumulative –2 penalty on his overrun combat maneuver checks. This ability replaces mighty charge. Circuit Judge Circuit Judge 出典 Path of the Hellknight 32ページ A circuit judge claims a specific region, becoming an expert in the local laws and, perhaps, becoming a fearsome executioner. Circuit(変則)/Circuit:At 1st level, a circuit judge chooses a single community. While in that community or within 25 miles of it, she adds half her cavalier level (minimum 1) on Intimidate, Knowledge (local), and Sense Motive skill checks (as well as any other law-related skill checks, at the GM’s discretion). Whenever she advances in level, the range within which she gains this bonus expands by another 25 miles—50 miles at 2nd level, 75 miles at 3rd level, and so forth. This bonus on Intimidate checks increases by 2 when she enters a community within this area that she hasn’t visited for 1 week or more. At 9th level and 17th level, the circuit judge can select another community within the range in which she gains this ability’s bonus. She can measure from that community (as well as previous communities) to determine whether she gains this ability’s bonus on the relevant skill checks. This ability replaces tactician, greater tactician, and master tactician. Sentence(変則)/Sentence:Once per day as a swift action, the circuit judge can choose one target within sight to sentence. The circuit judge gains the potential for a variety of bonuses related to that target. The circuit judge chooses the form of these benefits from the following list of inquisitor judgments destruction, justice, protection, purity, or smiting. The benefits of these judgments apply only to the circuit judge and the target—the protection judgment’s bonus to Armor Class, for example, applies only to attacks made by the sentenced target (not any creature who attacks the circuit judge while the judgment is active). Treat the circuit judge’s level as her inquisitor level for the purposes of determining how these judgments increase in power. The circuit judge can use this ability twice per day at 1st level, plus two additional times per day for every 3 cavalier levels beyond 1st, to a maximum of 14 times per day at 19th level. She can switch her sentence as a swift action, but doing so expends an additional daily use of this ability. Sentencing a foe requires much of the circuit judge’s concentration. The circuit judge takes a –2 penalty to her Armor Class, except against attacks made by the target of her sentence. The sentence remains in effect either until the target is dead or unconscious or until the combat ends. Sentences are considered challenges for the purposes of the effects listed in the challenge section describing the cavalier’s order. This ability replaces challenge. Double Jeopardy(変則)/Double Jeopardy:At 12th level, whenever a circuit judge sentences a foe, she can gain the benefits of two inquisitor judgments against the foe instead of one. Using this ability does not expend a daily use of sentence. This ability replaces demanding challenge. Constable Constable 出典 Heroes of the Streets 17ページ Constables keep order in the narrow streets and dark alleys of settlements. クラス技能:Perception is a class skill for constables. This alters the cavalier’s class skills. Apprehend(変則)/Apprehend:A constable gains Improved Unarmed Strike as a bonus feat and can attempt a grapple combat maneuver check in place of the attack at the end of a charge. At 2nd level, the constable receives a +1 bonus on Perception checks and combat maneuver checks to disarm, grapple, or trip opponents. At 7th level and every 5 levels thereafter, this bonus improves by 1. At 4th level, the constable does not treat crowds as difficult terrain. This ability replaces mount. Squad Commander(変則)/Squad Commander:At 3rd level, a constable can spend 1 minute laying out a plan to activate the tactician ability without having it count against his number of uses per day. The ability must be triggered within 1 hour of the plan being made, and the benefits last for 1 minute per cavalier level he has. The constable can have only one plan at a time, and if a new plan is made, any old plan is lost. This ability replaces cavalier’s charge. Quick Interrogator(変則)/Quick Interrogator:At 4th level, a constable can attempt a Diplomacy check to gather information in 1d6 × 5 minutes and attempt a Diplomacy or Intimidate check to change someone’s attitude in 5 rounds. This ability replaces expert trainer. Badge(変則)/Badge:At 5th level, a constable’s badge becomes a powerful symbol of rules and authority. As long as he wears his badge, allies within 30 feet who can see him gain a +2 morale bonus on saving throws against charm, compulsion, and fear effects and a +1 morale bonus on attack rolls against targets the constable has challenged. At 10th level and every 5 levels thereafter, the bonuses increase by 1. This ability replaces banner. Instant Order(変則)/Instant Order:At 11th level, a constable can bark an order to an ally within 30 feet as a standard action. That ally can instantly take a single move or standard action to comply with the order. Taking the action dazes the ally for 1 round afterward. At 20th level, the constable can use this ability as a move action, but no more than once per round. This ability replaces mighty charge and supreme charge. Greater Badge(変則)/Greater Badge:At 14th level, a constable can hold his badge aloft as a standard action to inspire his allies to be steadfast. All allies within 30 feet gain a number of temporary hit points equal to twice the constable’s cavalier level for 10 minutes. A given ally can benefit from this ability only once per day. This ability replaces greater banner. Disciple of the Pike Disciple of the Pike 出典 Monster Hunter s Handbook 13ページ The disciple of the pike does not qualify for Advanced Weapon Training options. The Hellknight Order of the Pike are renowned monster hunters, taking on large game using ancient weapon arts combined with modern equipment. Bigger They Are(変則)/Bigger They Are:A disciple of the pike gains a +1 dodge bonus to AC against creatures larger than he is. This bonus increases by 1 if the creature is two size categories larger. At 6th level, the bonus increases to +3 against a creature three size categories larger, and at 12th level, the bonus increases to +4 against creatures four size categories larger. This ability replaces mount. Pike Charge(変則)/Pike Charge:At 3rd level, a disciple of the pike learns to make more accurate charge attacks with weapons from the polearms or spears fighter weapon group. He receives a +4 bonus on melee attacks when charging with a polearm or spear (instead of the normal +2). In addition, the disciple of the pike takes no penalty to his AC after making a charge attack with a polearm or spear. This ability replaces cavalier’s charge. Monster Hunter(変則)/Monster Hunter:At 4th level, a disciple of the pike has an uncanny ability to identify monsters. He can attempt Knowledge checks untrained to identify monsters and their weaknesses, and gains a bonus equal to half of his cavalier level on Knowledge checks to identify monsters. This ability replaces expert trainer. Weapon Training(変則)/Weapon Training:At 5th level, a disciple of the pike gains weapon training, just like a fighter. He must select polearms or spears as his weapon group, and never gains another weapon group. His bonuses with the selected group otherwise progress as though his fighter level were equal to his cavalier level. This ability replaces banner and greater banner. Agile Charger(変則)/Agile Charger:At 11th level, a disciple of the pike takes no penalties caused by difficult terrain while charging. His movement is still hampered by obstacles, poor visibility, and other conditions. This ability doesn’t allow him to move through impassible terrain. This ability replaces mighty charge. Deadly Charge(変則)/Deadly Charge:At 20th level, whenever a disciple of the pike makes a charge attack with a polearm or spear, he deals double the normal amount of damage. In addition, if he confirms a critical hit on a deadly charge, the target is stunned for 1d4 rounds. If the target succeeds at a Will save (DC = 10 + the cavalier’s base attack bonus), it is instead staggered for 1d4 rounds. This ability replaces supreme charge. Drakerider Drakerider 出典 Legacy of Dragons 24ページ A drakerider must belong to the order of the beast(ISC), the order of the cockatrice, or the order of the dragon While many cavaliers dream of riding a dragon into battle, drakeriders come to learn that the reality involves far more effort than they had expected. Unlike other cavaliers, drakeriders must train their mounts from hatchlings, fighting and toiling alongside their drakes for years through countless struggles before the proud dragons are willing to accept them as riders. Some residents of Triaxus, envious of the close connection between dragonriders and dragons, attempt to emulate this relationship by raising drake hatchlings. These efforts aren’t always successful, sometimes leaving the would-be drakeriders dead or maimed. Drake Mount/Drake Mount:A drakerider gains a drake companion instead of a mount. She gains cavalier’s charge at 9th level instead of 3rd. This ability replaces mount, tactician, expert trainer, banner, greater tactician, greater banner, and master tactician and alters cavalier’s charge. Approved Order/Approved Order:A drakerider can join only an order approved by its mount. Suitable orders include order of the beast (ISC), order of the cockatrice, and order of the dragon, as well as other fitting orders at the GM’s discretion. Esquire Esquire 出典 Cohorts and Companions 30ページ The esquire is a roving knight who acquires the services of a faithful follower—an aide-de-camp—who serves as the esquire’s assistant, spear carrier, and guard. Aide-De-Camp(変則)/Aide-De-Camp:At 3rd level, an esquire acquires the services of a loyal aide-de-camp. This NPC functions similarly to a cohort, though the aide-de-camp must advance in a class that grants proficiency with all martial weapons and cannot multiclass until the esquire reaches 7th level (though the aide-de-camp can select an archetype). If the aide-de-camp is a cavalier, he must follow the same order as the esquire. The aide-de-camp gains Swift Aid as a bonus feat, and provides a +2 (rather than +1) bonus when using this feat to aid the esquire. As a move action, the aide-de-camp can retrieve a stored item or an item on the ground and hand it to the esquire. The esquire does not have to take an action to receive the item, though he must be conscious and have a free hand. This action does not provoke attacks of opportunity for the aide-de-camp or esquire. If the aide-de-camp dies performing an act that directly supports the edicts of the esquire’s order (GM’s discretion), the esquire does not take a penalty to his Leadership score. If an aide-de-camp dies, or is released from the esquire’s service, the esquire may gain a new aide-de-camp by scouting for potential candidates in a city or large town. This requires 1 day per 5 levels of the aide-de-camp to be recruited. This ability replaces mount. Teamwork(変則)/Teamwork:At 3rd level, as long as an esquire and his aide-de-camp are adjacent, the aide-de-camp is treated as having any teamwork feats the esquire has. They also share any teamwork feats that function when two or more allies threaten the same target, as long as they both threaten the same target. This ability replaces cavalier’s charge. Shared Challenge(変則)/Shared Challenge:At 4th level, whenever an esquire challenges an opponent when his aide-de-camp is within 30 feet, he may grant his aide-de-camp bonuses equal to one-half of the bonuses he gains from challenge, including bonuses derived from the cavalier’s order. If the aide-de-camp is also a cavalier and challenges the same target, these bonuses do not stack. Like the esquire, his aide-decamp takes a –2 penalty to Armor Class against attacks from creatures other than the challenged opponent. This ability replaces expert trainer. Banner(変則)/Banner:An aide-de-camp can carry an esquire’s banner for him and still grant allies within range the banner’s bonuses. While doing so the aide-de-camp gains double the normal morale bonuses provided by the banner. This ability modifies banner. Avenge Me(変則)/Avenge Me:At 11th level, whenever the esquire is killed, dying, stunned, dazed, or otherwise unable to take actions, his aide-de-camp gains the full benefits of the esquire’s challenge and order abilities against all creatures that attacked the esquire in the previous round. If the aidede- camp is also a cavalier and challenges the same target, these bonuses do not stack. These benefits last until the esquire regains the ability to take actions, or until the aide-de-camp or the triggering opponents are killed. If his aide-de-camp is killed, dying, or otherwise unable to take actions the esquire may declare one creature of his choice that attacked the aide-de-camp in the past round as his quarry; this functions identically to the ranger class ability. These bonuses last until the aide-de-camp recovers or until the cavalier or the triggering opponents are killed. This ability replaces mighty charge. Fight As One(変則)/Fight As One:At 20th level, the shared challenge ability increases in power, granting the aide-de-camp full benefit of the esquire’s challenge. In addition, if the esquire and aide-de-camp both confirm a critical hit against the same target within the same round, the target must make a Fortitude save (DC 10 +1/2 the esquire’s cavalier level + the esquire’s Charisma bonus) or be staggered for 1d4 rounds. This ability replaces supreme charge. First Mother s Fang First Mother s Fang 出典 Blood of the Beast 17ページ Only available to Nagaji characters Nagajor legend states that when Nalinivati created the first nagaji, she chose a paragon of their kind to instruct in the use of exotic weapons, lore, and words so the creature could best serve her as a bodyguard and emissary the original first mother’s fang. Whether or not these paragons descend from a single nagaji, first mother’s fangs of Nagajor have expanded their numbers over the generations, and they no longer speak with the full authority of the First Mother. In modern times, a first mother’s fang acts as a servant of his nation, a skilled general and tactician in times of war and a noble governor during times of peace. クラス技能:A first mother’s fang adds all Knowledge skills to his list of class skills. This alters the cavalier’s class skills. Weapon and Armor Proficiency:A first mother’s fang is proficient with all simple and martial weapons. Additionally, a first mother’s fang is proficient in one exotic melee weapon of his choice and one exotic ranged weapon of his choice. This alters the cavalier’s weapon proficiencies. Serpent Mount(変則)/Serpent Mount:Instead of the usual choices for a cavalier’s mount, first mother’s fangs ride on giant riding constrictors. These use the statistics of the constrictor snake druid animal companion, except that they are suitable mounts and begin as size Large at 1st level with no other adjustments to their abilities or statistics based on this size change. A serpent mount is considered to be a quadruped for the purpose of determining its carrying capacity, and its base land speed is 40 feet (other speeds are unaffected). At 4th level, a giant riding constrictor doesn’t increase in size again, but it does receive all the other usual 4th-level benefits. This alters mount. Honored Warrior(変則)/Honored Warrior:A first mother’s fang is expected to act as a military leader in wartime and a governor in peace time, and as a result, he must be versed both in the martial and political arts. At 1st level, he gains Combat Expertise as a bonus feat, and if his Intelligence score is less than 13, it counts as 13 for the sole purpose of meeting the prerequisites of combat feats that require Combat Expertise as a prerequisite. At 2nd, 8th, and 15th levels, the first mother’s fang gains a vigilante social talent and a bonus combat feat. When selecting his vigilante social talent, a first mother’s fang can select celebrity discount, celebrity perks, great renown, incredible renown, instant recognition, loyal aid, renown, social grace, or triumphant return. He treats his cavalier level as his effective vigilante level when determining whether he meets a talent’s prerequisites, as well as its effects. He gains the improved attitude and Intimidate bonuses from renown as if he were in both social and vigilante identities. When selecting skills with social grace, he must choose from the following list Appraise, Bluff, Diplomacy, Intimidate, Knowledge (geography, history, local, or nobility), Perform, Profession (soldier), or Sense Motive. He is always considered to be in his social identity for the purpose of social grace (though he continues to receive the benef its for both identities from renown). When selecting his bonus combat feat, he can choose from only combat feats that list Combat Expertise as a prerequisite. This ability replaces order. Gallant Gallant 出典 Heroes of the High Court 12ページ Gallants embody the virtues of honor, generosity, and civility. Their personal symbol serves as an inspiration to others in a courtly setting as much as on a battlefield. Code of Gallantry/Code of Gallantry:A gallant must belong to either the order of the blue rose, the order of the guard, the order of the lion, or the order of the sword. A gallant must also be of lawful good or neutral good alignment. A gallant who ceases to be lawful good or neutral good, or who violates his order’s edicts, loses all class features except armor and weapon proficiencies until he restores his alignment or atones for his violation (see the atonement spell), as appropriate. This alters the cavalier’s order. Symbol of Inspiration(変則)/Symbol of Inspiration:At 5th level, the gallant’s personal crest becomes an inspirational symbol of his chivalrous ideals. As long as he displays his crest on his tabard, banner, or similar item, allies within 60 feet who can see him gain a +2 morale bonus on saving throws against charm, compulsion, and fear effects, and a +2 bonus on damage rolls to deal nonlethal damage. At 10th level and every 5 cavalier levels thereafter, these bonuses increase by 1. This ability replaces banner. Symbol of Resilience(超常)/Symbol of Resilience:At 14th level, the gallant’s personal crest empowers his allies to stand firm against evil. While his personal crest is displayed, the gallant can bolster his allies’ resilience as a standard action. All allies within 60 feet of the gallant gain DR 5/evil for 1 minute. An ally cannot benefit from this ability more than once per day. This ability replaces greater banner. Herald Squire Herald Squire 出典 Knights of the Inner Sea 21ページ The herald squire is the eyes and ears of a traveling knight, often arriving ahead of her liege to bring word of his arrival, find lodgings, and get the lay of the land. Introduction(変則)/Introduction:At 1st level, whenever a herald squire tries to influence a creature’s attitude with the Diplomacy skill for the first time, she may roll her Diplomacy check twice and take the best result. In addition, any improvement of a creature’s attitude toward the herald squire also applies to her knight. This ability replaces tactician. Fleet of Foot(変則)/Fleet of Foot:At 2nd level, a herald squire gains fast movement, as the barbarian class feature of the same name. If the herald squire gains fast movement from another class, the bonuses to her speed do not stack. Whenever she makes long overland journeys alone or with only her mount, the distance a herald squire can travel each day increases by 20%. This ability replaces the 2nd-level order ability. Transcend Language(擬呪)/Transcend Language:At 3rd level, three times per day, a herald squire can cast tongues on herself, using her herald squire level as her caster level. The effects of this ability last for a number of rounds equal to her herald squire level. This ability replaces cavalier’s charge. https //aonprd.com/ArchetypeDisplay.aspx?FixedName=Cavalier%20Hooded%20Knight PFS Legal Hooded Knight Source Legacy of the First World pg. 26 Some cavaliers wander the lonely roads of the world—any world, including the First World—protecting travelers and acting as their honor guard. Like the Eldest they usually venerate, they wear heavy hoods and rarely show their faces. Hooded knights are usually members of the order of the blossom (see page 27), the order of the shield, or the order of the sword. クラス技能:A hooded knight gains Knowledge (geography) and Survival as class skills instead of Climb and Swim. This alters the cavalier’s class skills. Feytouched Mount/Feytouched Mount:A hooded knight’s mount has the feytouched simple template (see page 10) when he is riding it, but it cannot use its change shape ability while being ridden. This ability alters the cavalier’s mount. Hero of the Roads(変則)/Hero of the Roads:When on a road, a hooded knight gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival checks. These bonuses increase by 2 at 9th and 17th level. The speed of any mount a hooded knight rides is increased by 10 feet at 9th level and by an additional 10 feet at 17th level. By spending 1 minute coaxing his allies’ mounts and expending one use of his challenge ability, a hooded knight can grant the same speed increase to the mounts ridden by all allies within 30 feet who can see and hear him. This speed increase to his allies’ mounts lasts for 1 hour. A hooded knight and his mount can hustle while traveling on a road without taking damage for 2 hours each day, plus an additional 2 hours at 5th level and every 5 levels thereafter (to a maximum of 8 hours at 15th level). This ability replaces tactician. Champion of the Roads(擬呪)/Champion of the Roads:At 9th level, a hooded knight gains dimension door as a spell-like ability with a caster level equal to his cavalier level. If the hooded knight is riding a mount, his mount does not count against the number of creatures he brings along with this ability. If the destination is not a road, the hooded knight is shunted to the nearest open space on a road, taking damage as described in the dimension door spell. The cavalier can use this ability once per day, plus one additional time for every 4 levels beyond 9th, to a maximum of three times per day at 17th level. This ability replaces greater tactician. Paragon of the Roads(擬呪)/Paragon of the Roads:At 17th level, when a hooded knight uses his champion of the roads ability, he can treat the ability as greater teleport rather than dimension door. The hooded knight’s mount and the mounts ridden by any creatures he brings along do not count against the number of teleported creatures. This ability replaces master tactician. Huntmaster Huntmaster 出典 Animal Archive 6ページ The Huntmaster may only have one animal companion in his hunting pack Huntmasters train the beasts favored by lordly castes into swift and deadly trackers. クラス技能:A huntmaster gains Knowledge (nature), Stealth, and Survival as class skills. Weapon and Armor Proficiency:A huntmaster is not proficient with heavy armor. Huntmasters are proficient with all simple and martial weapons, plus the net and whip. Bestial Challenge(変則)/Bestial Challenge:Whenever a huntmaster issues a challenge, both he and his hunting pack gain the bonuses and penalties associated with his challenge. This modifies the challenge ability. Hunting Pack(変則)/Hunting Pack:At 1st level, a huntmaster forms a close bond with an animal companion. This animal companion functions as a druid’s animal companion, using the cavalier’s level as his effective druid level. He can choose either a bird or a dog when selecting his animal companion. The huntmaster can have more than one animal companion, but he must divide up his effective druid level between his companions to determine the abilities of each companion. Each time a huntmaster’s effective druid level increases, he must decide how to allocate the increase among his animal companions (including the option of adding a new 1st-level companion). Once an effective druid level is allocated to a particular companion, it cannot be redistributed while that companion is in the huntmaster’s service (he must release a companion or wait until a companion dies to allocate its levels to another companion). The share spells animal companion ability does not give the huntmaster the ability to cast a single spell so that it affects all of his animal companions. A huntmaster’s animal companions gain a bonus on Survival checks to follow tracks equal to 1/2 the cavalier’s class level (minimum 1). This ability replaces mount. Tactician(変則)/Tactician:A huntmaster’s tactician ability affects only his hunting pack, not other allies. This modifies the tactician, greater tactician, and master tactician abilities. Takedown(変則)/Takedown:At 3rd level, a huntmaster’s dog can make a free trip or dirty trick (entangled) combat maneuver after a successful melee attack. A huntmaster’s bird can make a free dirty trick (dazzled or deafened) combat maneuver after a successful melee attack; if the target is already dazzled, the bird can choose dirty trick (blinded) instead. These combat maneuvers do not provoke attacks of opportunity. This ability replaces cavalier’s charge. Animal Trainer(変則)/Animal Trainer:At 4th level, a huntmaster’s expert trainer ability applies to birds and dogs rather than mounts. This modifies the expert trainer ability. Swift Tracker(変則)/Swift Tracker:At 5th level, a huntmaster gains the swift tracker ability, as the ranger ability of the same name. This ability replaces banner. ボーナス特技:At 6th level, a huntmaster and all members of his hunting pack gain Step Up as a bonus feat. At 12th level, they gain Following Step and at 18th level, they gain Step Up and Strike. This ability replaces a cavalier’s standard bonus feats. Pack Attack(変則)/Pack Attack:At 11th level, whenever a huntmaster and any of his hunting pack or multiple animals in his hunting pack are adjacent and attack the same target in melee, they are treated as flanking. In addition, they can flank a creature with improved uncanny dodge if the huntmaster has at least 4 more levels than the target. This ability replaces mighty charge. Quarry(変則)/Quarry:At 14th level, a huntmaster gains quarry, as the ranger ability of the same name. The benefits of this ability also apply to his hunting pack. This ability replaces greater banner. Improved Quarry(変則)/Improved Quarry:At 20th level, a huntmaster gains improved quarry, as the ranger ability of the same name. The benefits of this ability also apply to his hunting pack. This ability replaces supreme charge. アルニサントの騎士 Knight of Arnisant 出典 Armor Master s Handbook 5ページ アルニサントの騎士と呼ばれるキャヴァリアーは、強力な魔法使いの王である囁きの大帝を倒すのに重要な役割を果たした有名な将軍を尊敬している。アルニサントの騎士は、エイローデンの盾が彼を守ったように、邪悪な魔法からの保護をアルニサントに求める。これらのキャヴァリアーの多くは、盾の騎士団に加わることでさらに彼を模倣する。ほとんどのアルニサントの騎士は、この運動の発祥の地であるラストウォールに所属しているが、将軍の故郷であるタルドールからワールドウーンズの最前線まで、あらゆる場所で見られる。 盾の専門化/Shield Expertise:1レベルの時点で、アルニサントの騎士はボーナス特技としてShield Focus特技を得る。キャヴァリアー・レベルはShield Focus特技を前提条件としてリストしているすべての特技の資格の目的でファイター・レベルとみなされる。 この能力は戦術家と置き換える。 反発の盾(変則) Shield:4レベルの時点で、アルニサントの騎士は攻撃をそらすためにたtwを使用することを専門にする。ACへの盾ボーナスに等しいボーナスをACとCMD加える・これは最大でキャヴァリアー・レベルの半分までである。この計算には魔法の盾から得た強化ボーナスは含まない。 この能力は熟練の調教師と置き換える。 紋章の旗印(変則)/Heraldic Banner:5レベルの時点で、アルニサントの騎士は盾を旗印として使用するが、利益は30フィート以内の味方にのみ適用される。 この能力は旗印を変更する。 魂の盾(超常)/Soul Shield:9レベルの時点で、アルニサントの騎士が盾を持っている時、[呪い]の呪文と効果に対するすべてのセーヴィング・スローに、最大でキャヴァリアー・レベルの半分までの、ACへの盾ボーナスに等しいボーナスを加える。この計算には魔法の盾から得た強化ボーナスは含まない。 この能力は上級戦術家と置き換える。 防衛的な挑戦(変則)/Defensive Challenge:12レベルの時点で、アルニサントの騎士が挑戦を宣言する時、目標はアルニサントの騎士に特に注意を払わなければならない。目標はキャヴァリアーの機会攻撃の間合い内にいる限り、アルニサントの騎士以外に対する攻撃ロールに-2のペナルティを受ける。 この能力は高度な挑戦と置き換える。 心の盾(超常)/Heart Shield:17レベルの時点で、アルニサントの騎士が盾を持っている時、[即死]呪文と魔法の[即死]効果に対するすべてのセーヴィング・スローに、最大でキャヴァリアー・レベルの半分までの、ACへの盾ボーナスに等しいボーナスを加える。この計算には魔法の盾から得た強化ボーナスは含まない。 この能力は上級戦術家と置き換える。 海洋乗り Oceanrider 出典 Aquatic Adventures 53ページ 海洋乗りはドルフィン、オルカ、シーホースに乗る水中のキャヴァリアーである。 鎧への習熟:海洋乗りは軽装鎧と中装鎧、および盾(タワー・シールドは除く)に習熟する。 . これは鎧への習熟を変更する。 水棲の乗機/Aquatic Mount:中型の海洋乗りは通常の選択肢の代わりにシーホースまたはオルカ(ほとんどのオルカとは異なり、これは大型サイズから開始し、7レベルまでの他の7レベル能力はない)のいずれかに騎乗することができる一方で、小型の海洋乗りはドルフィンに騎乗することができる。 この能力は乗機を変更し、熟練の調教師と置き換える。 Qabarat Outrider Qabarat Outrider 出典 People of the Stars 11ページ The war colleges of the Castrovelian city-state of Qabarat produce a distinctive breed of cavalier known as the Qabarat outrider. In defense of the lashunta city-states, outriders lead small units of regular troops, the members of which can link minds with one another to form bonds in battle few can match. Armor Proficiency:A Qabarat outrider does not gain proficiency with heavy armor. Combat Expertise/Combat Expertise:At 1st level, a Qabarat outrider gains Combat Expertise as a bonus feat, even if he does not meet the prerequisites. Maneuver Tactics(変則)/Maneuver Tactics:At 1st level, a Qabarat outrider receives an Improved combat maneuver feat (such as Improved Feint) as a bonus feat. He must meet the prerequisites for this feat. As a standard action, a Qabarat outrider can grant this feat to all allies within 30 feet, regardless of whether they can see or hear him or they meet the feat’s prerequisites. Allies retain this bonus feat for 3 rounds, plus 1 round for every 2 levels the Qabarat outrider possesses. An outrider can use this ability once per day at 1st level, plus one additional time per day at 5th level and for every 5 levels thereafter. At 9th level, a Qabarat outrider gains an Improved or Greater combat maneuver feat (such as Greater Overrun) for which he meets the prerequisites as a bonus feat. The outrider can grant this feat to his allies using the maneuver tactics ability. Using the maneuver tactics ability becomes a swift action. At 17th level, a Qabarat outrider gains an Improved, Greater, or Strike combat maneuver feat (such as Tripping Strike) as a bonus feat. He must meet the prerequisites for this feat. An outrider can grant this feat to his allies using the maneuver tactics ability. This ability replaces tactician, greater tactician, and master tactician. Mindlink(超常)/Mindlink:At 5th level, a Qabarat outrider’s innate telepathy develops into a mindlink, allowing contact between himself and his allies and companions. As long as the Qabarat outrider is conscious, all allies within range of his limited telepathy racial ability (30 feet for most Qabarat outriders) receive a +2 morale bonus on saving throws against charm and compulsion effects and a +1 morale bonus on attack rolls made while flanking. At 10th level and every 5 levels thereafter, these bonuses increase by 1. This ability replaces banner. Mindlink Pulse(超常)/Mindlink Pulse:At 14th level, a Qabarat outrider can send a pulse of psychic energy through the minds of allies within range of his limited telepathy as a standard action. If he does so during a surprise round, any allies not normally able to act in the surprise round can act. If an ally would normally be denied the ability to act in the surprise round, that ally’s initiative is equal to her initiative roll, or to the initiative of the outrider – 1, whichever is lower. Whether or not it is a surprise round, when the outrider uses this ability, allies within range are no longer flat-footed (assuming they were to begin with). This ability replaces greater banner. Spellscar Drifter Spellscar Drifter 出典 Inner Sea Combat 45ページ The Spellscar Desert is a dangerous wasteland into which few venture without a guide. Spellscar drifters have made themselves at home in these badlands. When not scouring the desert for forgotten treasures or magic hidden by the region’s shifting magic-dead zones, a Spellscar drifter might hire himself out as a guide, bodyguard, or assassin. There are even a few Spellscar drifters who are temporarily deputized by the Grand Duchy of Alkenstar to perform law enforcement tasks beyond the reach of the city’s normal constabulary. Spellscar drifters are self-reliant and always keep their firearms loaded—in the Spellscar Desert, a rider with a slow draw doesn’t live long. Weapon and Armor Proficiency:Spellscar drifters are proficient with all simple and martial weapons, the whip, and with all firearms. They are proficient with all light armor. This replaces the cavalier’s normal weapon and armor proficiencies. Have Gun/Have Gun:At 1st level, the Spellscar drifter gains Amateur Gunslinger and Gunsmithing as bonus feats. The Spellscar drifter uses his Charisma modifier (minimum 1) in place of his Wisdom modifier when determining his maximum grit points and for any other abilities which use grit. Additionally, he also gains a battered gun identical to the one gained by the gunslinger. This ability replaces tactician. Daring Deeds(変則)/Daring Deeds:At 3rd level, a Spellscar drifter gains Rapid Reload as a bonus feat. The Spellscar drifter must choose a firearm to associate with this feat. Additionally, the Spellscar drifter can select one additional 1st-level gunslinger deed which he can use with his Amateur Gunslinger feat. This ability replaces cavalier’s charge. Worn Banner(変則)/Worn Banner:At 5th level, a Spellscar drifter can choose to use his hat as his banner. If the drifter does not wear a hat, another iconic accessory—such as an eyemask, bandana, or distinguishing coat—can instead serve as his banner. In all other ways, this ability functions as and replaces the banner cavalier ability. ボーナス特技:At 6th level, and at every 6 levels thereafter, a Spellscar drifter gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be either combat or grit feats, and the Spellscar drifter must meet the prerequisites as normal. This replaces the cavalier’s normal bonus feats. Notorious Deeds(変則)/Notorious Deeds:At 9th level, a Spellscar drifter can select two additional gunslinger deeds which he can use with his Amateur Gunslinger feat. The Spellscar drifter can choose one deed from the list of deeds available to 3rd-level gunslingers and one from the list available to 7th-level gunslingers. This ability replaces greater tactician. Old Reliable(変則)/Old Reliable:At 11th level, whenever a Spellscar drifter declares a challenge, the threat range of the Spellscar drifter’s firearm is doubled against the target of his challenge. This increase only affects one weapon and does not stack with other effects that increase the threat range of the weapon. In addition, if the Spellscar drifter rolls a misfire during his challenge, the Spellscar drifter can spend 1 grit point to reroll the attack roll. The Spellscar drifter must accept the results of the second roll, even if it is worse. This ability replaces mighty charge. Spell Severed(変則)/Spell Severed:At 12th level, a Spellscar drifter becomes permanently marked by long exposure to the Spellscar Desert. The Spellscar drifter gains spell resistance equal to 10 + his character level. The Spellscar drifter can drop this spell resistance for 1 round as a standard action, or he can spend 1 grit point to drop it as a swift action. This ability replaces demanding challenge. Infamous Deeds(変則)/Infamous Deeds:At 17th level, a Spellscar drifter can select two additional gunslinger deeds which he can use with his Amateur Gunslinger feat. The Spellscar drifter can choose one deed from the list of deeds available to 7th-level gunslingers and one from the list available to 11th-level gunslingers. This ability replaces master tactician. Tough as Nails(変則)/Tough as Nails:At 20th level, a Spellscar drifter is able to select three additional deeds for use with his Amateur Gunslinger feat—two from the list of deeds available to 15th-level gunslingers, and one from the list available to 19th-level gunslingers. In addition, if the Spellscar drifter confirms a critical hit on an attack made with a firearm, the target is stunned for 1d4 rounds. A successful Will saving throw (DC = 10 + the Spellscar drifter’s base attack bonus) reduces this effect to staggered instead of stunned. This ability replaces supreme charge. Verdivant Verdivant 出典 Wilderness Origins 15ページ Some vine leshys’ spirits are vibrant enough to project this animus beyond their own bodies. Called verdivants, these leshys explore the world atop unique companions formed from the leshy’s vines and animated by their nearly boundless energy. Both mount and rider brim with new growth, sporting bright flowers, whipping tendrils, clouds of pollen, and other manifestations charged with nature’s power. This archetype is typically available only to vine leshys, but with the GM’s permission, other races can take it as well. Plant Mount(変則)/Plant Mount:A verdivant buds off and cultivates his vines into an animal form, imbuing them with limited intelligence. The verdivant selects a mount appropriate for his size as normal, but this mount is a plant with the leshy subtype and has the same immunities as a vine leshy. A verdivant can absorb and regrow his plant mount. This can either replace a slain mount or change a mount’s form; the new form must still be a suitable mount the verdivant is capable of riding. Either function takes 1 week, after which the newly regrown mount immediately benefits from its special abilities. At 4th level, regrowing a mount takes only 24 hours. This alters mount and replaces expert trainer. Effloresce/Effloresce:At 2nd level, a verdivant can use a standard action to create efflorescences, explosive growths fed by his animating spirit. A verdivant can use this ability three times per day, plus one additional time per day for every 4 cavalier levels he has beyond 2nd. A verdivant can apply effloresces to himself, or his plant mount if it is adjacent. Efflorescences last for 1 round per cavalier level, and a verdivant can have at most two efflorescences in effect at a time. A verdivant can end an efflorescence during his turn as a free action. At 6th level, a verdivant can effloresce as a move action. At 12th level, a verdivant can effloresce as a swift action, and he can have two efflorescences in effect simultaneously. At 17th level, a verdivant can effloresce twice as part of the same action. At 2nd level, a verdivant can use the following efflorescences. Shieldvines(変則)/Shieldvines:Allies within 10 feet do not provoke attacks of opportunity when leaving threatened squares; this increases to 20 feet at 9th level. Floatflower(変則)/Floatflower:Allies within 10 feet ignore the effects of nonmagical difficult terrain. At 9th level, they also gain the effects of air walk while within 10 feet of the verdivant. At 5th level, a verdivant gains the following efflorescences. Innervating Pollen(変則)/Innervating Pollen:The verdivant and his allies within 30 feet gain a competence bonus either on attack rolls or to saving throws (the verdivant’s choice; all allies gain the same benefit) equal to one-third the verdivant’s cavalier level. Bolsterbloom(超常)/Bolsterbloom:The verdivant and his allies within 30 feet gain fast healing 1; this fast healing increases by 1 at 9th level, and again at 14th and 17th levels. At 9th level, a verdivant gains the following efflorescences. Charged Blossoms(超常)/Charged Blossoms:Choose an energy type acid, cold, electricity, or fire. The verdivant and his allies within 10 feet gain energy resistance 10 to the chosen energy type. At 14th level this affects allies within 20 feet, and the energy resistance increases to 20. Slipstrands(超常)/Slipstrands:The verdivant and his allies within 10 feet are affected by freedom of movement; this increases to 20 feet at 17th level. At 14th level, a verdivant gains the following efflorescences. Ambrosia(超常)/Ambrosia:The efflorescence temporarily suppresses enchantments, transmutations, and curses on the verdivant and his allies within 30 feet, as break enchantment with a caster level equal to the verdivant’s cavalier level. Affected creatures ignore the effects of such conditions for the duration of the efflorescence, after which the conditions’ full effects resume. The duration of suppressed conditions continues to elapse while the condition is suppressed. Luckleaf(超常)/Luckleaf:When attempting a d20 roll, allies of the verdivant within 30 feet of him can roll twice and use the better result; each ally can benefit from this ability only once per efflorescence. Luckleaf can be activated once per minute. This replaces tactician, banner, greater tactician, greater banner, master tactician, and bonus feats. Sinuous Steps(変則)/Sinuous Steps:At 3rd level, a verdivant and his plant mount gain the woodland stride druid class feature. In addition, they do not take any penalty to AC after making a charge attack. This alters cavalier’s charge. Vermin Tamer Vermin Tamer 出典 Heroes of the Darklands 17ページ Due to the strange terrain, the lack of sunlight, and numerous other hazards, keeping a traditional mount in the Darklands can prove difficult. Cavaliers native to or traveling the region may choose to tame local creatures instead. Those who can overcome their revulsion and distrust of Sekamina’s strange fauna often find that such partnerships with native creatures serve both rider and mount well. While these mounts may be harder to handle than typical mounts, their versatility and adaptations prove indispensable. Darklands Mount(変則)/Darklands Mount:At 1st level, a vermin tamer chooses a creature native to the Darklands as his mount. This functions as a cavalier’s mount. He can choose a giant beetle, giant centipede, giant gecko, giant slug, or giant spider as his mount. These mounts (except the giant gecko) and the rules for vermin companions are detailed here, under Vermin Companions. The selected mount is combat trained. The vermin trainer does not take an armor check penalty on Ride checks while riding his mount. If the vermin tamer’s starting mount is large enough to act as a mount, it gains Light Armor Proficiency as a bonus feat. If the selected animal companion is too small to act as a proper mount, then the vermin tamer gains Undersized Mount as a bonus feat. This ability alters mount. Stuck in the Saddle(変則)/Stuck in the Saddle:A practiced vermin tamer can remain steady in the saddle even in unconventional situations. At 4th level, he gains a +4 circumstance bonus on any checks to stay in the saddle when his mount is climbing walls or flying. At 8th level, this bonus increases to +8, and he never falls off his mount when he is rendered unconscious. This replaces expert training. Disorienting Challenge(変則)/Disorienting Challenge:At 12th level, whenever a vermin tamer declares a challenge, he can confound his target with the erratic movements of his mount. As long as the vermin tamer begins his turn mounted, with his mount climbing or flying at a higher location than his target, the target of his challenge takes a –2 penalty to its AC. This replaces demanding challenge. Wave Rider Wave Rider 出典 Inner Sea Combat 47ページ Throughout the Inner Sea region, wave riders patrol harbors, keeping them safe from dangerous sea creatures and watching for smugglers. The most famous of these is the hippocampus-riding Sea Cavalry of Absalom. Weapon and Armor Proficiency:Wave riders are proficient with all simple and martial weapons and with light and medium armor, but not with shields. This replaces the cavalier’s weapon and armor proficiencies. Seafaring Companion/Seafaring Companion: At 1st level, a wave rider gains Monstrous Mount as a bonus feat. The wave rider can use this feat only to select a hippocampus mount. Otherwise, this ability functions identically to and replaces the cavalier’s mount ability.
https://w.atwiki.jp/giruyatsu/pages/14.html
VIPギルティスレの愉快な仲間たちを紹介します。 コテとか半コテとか絵師とかいますが、特徴さえ把握してればみんな特定は容易です。 (※嫁はあくまで本人たちの趣味です。嫁はみんなの嫁です。) みちみちとに 踏み台 鰤使い(熊花) クソル ∈ 、´・ω・ ∋<ヴぉるかにゅく がぞう 超髭様 メイマスの人 銀座の人(家主) 三重オフの人 のん カローシ潤 髪 ペド 般若勢 釘宮理恵勢 青森勢 ヴぇおんむ ギルティスレの名無し達 みちみちとに コテ持ち 使用キャラ:ザッパ・ファウスト 嫁:ルキア(クイズマジックアカデミー) オランダに在住していたオランダ人→ついに日本に帰ってきた!→大学も決まり、充実したリアル充実生活を送る予定 VIPギルティスレを立てた初代 1でもある DQNではない 名前の由来はローマ字入力の「nanasi」をかな入力したもの 声がかなり渋く若本規夫の声真似をする(が微妙) 巨乳好き 妹と仲が悪い ダジャレがつまらない 繰り返すがDQNではない ポケモン勢 決してDQNではない とてもダジャレがつまらない ルキアをバカにするとマッハで力を溜める ドラクエシリーズも大好き 麻呂AAをよく用いる みっともない ちっともおもしろくない みりょくもない ちょうしにのりやすい とにかくひどい にんげんじゃない DQNではない 一度も黒グミを食べていない 絵師道を極めるため、最近はギルスレにいない みんな待ってるよ…! 2HSCH>ピヨり>一撃準備>ダッシュ投げ 708 名前:以下、名無しにかわりましてVIPがお送りします[sage] 投稿日:2008/06/25(水) 12 36 03.05 ID ontXotLdO 俺残り1割ん時に ラオウダストヒット>ラオウ帰宅>無憑依JHS(当たらず)>そっから負け なんてことも。みちみちはファンタジスタだった。 、´・ω・ 踏み台 コテ持ち 使用キャラ:ソル(金) 嫁:銀ちゃん(DTB) 三重県在住のコテ 良くスレの流れを無視して自分が話したい話題を持ち出し、 「ギルティの話をほとんどまったくしない」という点だけを見れば一番住人らしい住人 「金ソルを使っても勝てない」という、ある意味すごい才能を持つ PSPを踏んで壊したため、踏み台の名前が付いた (2010年に直したよ!) もちろん全国のダイソーで販売中 ロボットゲームやアニメを好み、録画したものなどを配信してくれている GV(/性能)>RC>JKのコンボはあまりにも有名 最近は本気(?)でギルティに取り組み始め、毎日パソリロに精を出している また音ゲーにも興味を持って弐寺も始めた様子 少しずつ上手くなっている(現在七段) レトロゲームも愛する 息子のサイズはレバーというよりボタンとのこと 配信で打開したゲーム デビルメイクライ3 スペシャルエディション God of War ブシドーブレード ロックマン1・2 鰤使い(熊花) 元コテ 使用キャラ:ブリジット 嫁:ブリジット あと緑髪、ヘッドフォン・武器持ちなどのおにゃのこ好き(おとこにょのこも好き) GGXXWikiの管理人で元コテのブリジット使い 料理とお酒をこよなく愛す 料理ネタを振ると大概食い付き、酒ネタを振るといろいろ薦めてくれる コテを止めても独特なレス内容とふいんき(←何故か変換できない)で特定する人も居る 「テンプレハンターだが早漏」という、矛盾を内包した存在 というか本当によく外していたが、 2008年から「画面見るようにした!」ということで9ボールゲット率上がったが、最近は飽きた模様 「かわいければ男でも女でもいい」という信念を持つ変態(という名の紳士) パソリロにも出没 たまに泥酔しており、あっぱらぱーなレスで会話が成立しない 弐寺勢の一人 踏み台と良い腕なので負けないように頑張りたい クソル コテなし 使用キャラ:ソル・ポチョムキン・テスタメント・スレイヤー・ジャム 嫁:近衛素奈緒(つよきす) このスレ初期からの半コテ、いろんな意味で素晴らしきソル使い 金の臭いに敏感で嗅ぎ付けると直ぐに出てくる、通称「ガマクソル」 お金を貸すと返ってこない └→本人曰く「返さないんじゃないよ!永久に借りてるだけだよ!」 レス内容に独特のAAを使うので特定は容易。 、´・ω・ 素奈緒をバカにするとマッハで制裁 頭髪ネタもマッハで制裁 真性gthmである http //www.gay.jp/VJ/label/ssv/ 二浪後に無事大学入学。浪人中にも関わらず、数多くの伝説を残した 範馬勇次郎の名で全国模試1位をとったことがある ペット(?)にくそるうなぎ(下記参照)というものが存在する 実戦でも敬意コンボを初めとした舐めプレイは忘れない 闘劇予選の試合でドラインⅡを決めようとして死んだこともあるほど RAKUNINにて氏のコンボムービーが公開されている 輝かしいほどに虹オタ 使用しているPCはMe。複数のアプリを用いるとブルースクリーンが彼を襲う そのため、現在では殆どのエロゲが出来ず、無理をすると1万円ほどのエロゲがただの画面真っ黒のドラマCDと化す センター試験前日に「写真がねえ!」と気が付いたり、試験表を試験会場に忘れるという迂闊さを誇る 最近PCを新調。デュアルコアでエロゲもエンコもサクサクだッ! いいなークソルさんいいなー、俺も欲しいです>< 戦績 闘劇09年のタツカプ覇者 2011年6月 GODSGARDEN MVC3優勝 おめでたう でも… 396 名前:以下、名無しにかわりましてVIPがお送りします。 メェル:sage 投稿日:2007/11/28(水) 03 29 50.39 ID 3B01u8sb0 昨日「最近髪薄くなった?」って人に言われて少しイラっときてます。マジで最近禿げる予感しかしねぇ。 、´・ω・ ∈ 、´・ω・ ∋<ヴぉるかにゅく 名前:くそるうなぎ 口癖(鳴き声):ヴぉるかにゅく 性格:急にディバ追加青成功律が2割から7割になったwwwwwwwwwww 趣味:ksk近衛素奈緒 好きな食べ物:鰻の蒲焼 嫁:近衛素奈緒 将来の夢:復活だー。タクアン様がGUN道の舞を復活されるぞー! かっこいいと思うもの:EXクソル 性癖:GUN道 人生の師:師匠 師匠の正体:師匠って誰だよwwwwww 得意なこと:ガーンカカッタカガーンカカッタカガーンカカッタカ連発 過去に成し遂げた偉業:バンデット青×4 いきがい:魔法の理論化の研究 ライバル:(´・∀・`) クソルとの関係:裏人格 夏休みの計画:れっつ∈ 、´・ω・ ∋くそみそ 生息地:ドブ 好きな音楽:恋愛chu 決め台詞:確かに生ある者は必ず死ぬ。だが死ぬために生きているわけではない! 必殺技:精液 嫌いなモノ:脇臭 好きな映画:デジモン 最近の悩み 今までで一番つらかった事:近衛素奈緒に対馬レオという彼氏ができてしまった 殺したい奴:自分の邪魔をする人間 最近集めているもの:USBケーブル がぞう Be持ち 使用キャラ:ファウスト 好きなキャラ:綾波レイ 岳画殺 砂霧 魅音 琥珀 クソルと×××な関係を持つVIPギルティスレのお父さん。永遠の39歳。 某TRFでも某店長健在時はちょくちょく実況でいじられたり、ネットでもリアルでもネタキャラとしての色が強い。 卓越した実力と豊富な知識によるプレイスタイルはたびたび「作業」の一言で称される。 P4Uではクマ使いとして実質全一になったことがあるとの噂だが、最弱キャラは辛いクマ…。 おそらく全国でもタメを張れるくらいの実力を持っているっぽいのだが、 本人曰く「本番に弱すぎる」とかでいまいち大会だと良い成績を残せてないらしい。 頑張れがぞうさん……とか言ってたら、あーくれぼ2014でXrdで優勝してしまう。やるじゃん! 戦績 あーくれぼ2014年 GGXrd平成枠獲得者→優勝 超髭様 コテあり 使用キャラ:スレイヤー 嫁:従姉妹(親族) リア充につき放置安定 呼ぶ時は「髭様」と呼び、スレイヤーの通称との混同を避けるのがマナー 別称(蔑称)として「チン毛」「天パー」などがある 基本的に空気読まずに常時ageで頭の中がオッパッピーなので話しかけずにスルーしましょう パソリロで公言して初心者狩り・コテハン狩りを行っている勇気ある漢 最近ニコニコ動画で晒されてしまっているが、まったく気にしない モンハン勢(2nd) 515 名前: 共産党幹部(樺太)[] 投稿日:2007/04/11(水) 21 14 12.08 ID Vn9PWUWwO 10月14日で26ちゃいになるぞ 別にプレゼントとか期待してないからな! 色々とアレだがたまにクリーンヒット発言を行うのいい大人 ミキプルゥーン。 メイマスの人 コテなし 使用キャラ:ロボカイ・メイ VIPギルティスレの絵師 自身をメイに置き換えて日常を書いたりしているギルティスレの萌えキャラ。 初めての場所や迷いやすい所、人ごみなどに行くとものすごい高確率で道に迷う高性能。 メイマスの「マス」はバンダイナムコのゲーム「アイマス」こと「アイドルマスター」の「マス」。 本人があまりにもアイマスが好きすぎる為になんかいつのまにか名前についてた。 が、2010年の東京ゲームショーでアイドルマスター2がアイマスコンテンツそのものと共に爆死してしまい、 その爆風をモロに食らってしまったため、呼吸困難に陥っていた。 やよい助けてっ!TGSまでwktkしてためいますが息をしてないの!(AA略 ショックにより洗脳が解けた模様。 モンハン勢(2nd) 銀座の人(家主) コテなし 使用キャラ:ジョニー 嫁:芝村舞(ガンパレードマーチ) 東京の銀座に住んでいる家オフ幹事 持っているゲームの種類が多く、良くスレでゲーム実況をしている フィギュア勢。ちなみにgthmである 851 :以下、名無しにかわりましてVIPがお送りします。:2007/10/15(月) 08 00 49.23 ID xOxZJ/Xe0 フィギュアの魅力がわからないと言う友人に 「二次元に一番近い立体物、現代科学への挑戦から生まれる矛盾点を見事なまでに感じさせない造形美、 次元の壁を超え嫁が手元にあると言う感動がなぜわからないのかわからない。」 って返したらきもい言われた。なぜだ。 三重オフの人 三重に住んでいる家オフ幹事 貴重な踏み台先生の対戦を配信してくれる たまに絵チャなんかもやっている のん ギルティギアの動画報告サイト「ツン」の管理人、元コテの聖ソル使い 都内オフの動画担当などもしている カローシ潤 突如現れた名無し カローシと言う名前はRNで、パソリロでも使っているらしい 由来はロシアで過労死という言葉が流行っているからだそうで 嵐のように現れ、嵐の用に語録を残していった 詳しくはカローシ事変をちぇきなう そうです!そういうことなんです! 髪 現在はコテなし 使用キャラ:カイ・アクセル 上記の超髭様のパチモンとして登場 カイ自虐で散々叩かれ、現在は名無しとしてゲリラ的にカイ自虐を行っていると思われる。 スレがカイ自虐の流れになった時、君の背後を見てみよう。きっとそこには・・・? ペド コテなし 使用キャラ:ファウスト ペド。 般若勢 田村ゆかりをこよなく愛する名無し数名 最近よく見かける 田村ゆかりを般若というと物凄い勢いで怒る 「次般若って言ったら殺すから」など主にDQN 「DQNじゃねーッ!ネット弁慶だッ!」 釘宮理恵勢 枕声優好き。くぎゅ。りぜるまいんのOPは洗脳ソング 青森勢 青森出身で現在は関東に来ている。 過疎の国だったために対戦に飢えており、09年8月には様々なゲーセンに出没。 (いろんな意味で)度肝を抜く立ち回りを見せてくれた、ギル奴スレ期待の新人。 ……期待? ヴぇおんむ 1578スレ目で誕生した、新たなギル奴スレ住人。 「少年漫画やアニメのママキャラは魅力的過ぎる」 と語っているように、母属性持ち。もちろんババアフォルダ持ち。 ギルティスレの名無し達 皆さんご存知、VIPのデフォルト名無し達 ある者は絵を描き、ある者は学業に追われ、ある者は自宅警備員 たまに喧嘩したりしますが母さん、僕は元気ですか? 関連 ギルティスレ迷言珍言集 パソリロやってる奴のリスト 名前 コメント That is an interesting post. 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https://w.atwiki.jp/b1rd5/pages/35.html
GTA4・EFLCで活動するヘリクランです^^ 隊員は現在5人ですが、かなり強いと自負しています^^ 活動内容はフリーモードで暴れることです! それがヘリが強くなる一番の近道です!^^ 荒しとよく言われますが、それならダメージoff部屋に行けばいいだけのこと! そういう考えをもった人が主に入隊できます!(詳しい入隊方法は「入隊条件と入隊方法」を参照) それだけではありません! 仲間同士でヘリクランらしい「Survival Dogfight(勝ち抜き空戦バトル)」(通称 SD)などを行なっています!! ルールは簡単で、2対2を組み、協力して相手を倒すという方法です! 人数が集まってきたら3チームにしたり、5vs5などの多人数戦も考えています! あとは、ヘリの旋回の餌食にならないよう、地上からヘリを撃ち落とす"撃ち落とし"も練習したりしています!^^ 副リーダーがYoutubeで動画を投稿しているので、B1rD5の活動もたくさんYoutubeにも載っています!! みんなで楽しくGTAをしましょう!!!
https://w.atwiki.jp/kenken-tonton/pages/53.html
モンハン3rd起動情報 ------------------------------------------------- 【12月3日急展開! 5.50Prometheus4 流出!?】 -------------------------------------------------------------------- モンスターハンターポータブル3rd CFW起動可能に!! 12月2日に新情報として Prometheus v4 の公開を中止するとの情報をお伝えしましたが、更なる急展開です。 モンスターハンターポータブル3rd の起動が可能な CFW 5.50Prometheus-4 のファイルがリリース(流出?)されております。 開発協力者からのリリースなのか、作者本人からのリリースなのか、事の真意は不明ですが、ともかく本物のようです。 導入方法 【12月2日】 ------------------ 12月8日以降に公開予定で、公開が待たれていた モンスターハンターポータブル3rd 対応の CFW Prometheus v4 ですが、急展開がございました。 Prometheus 作者の liquidzigong氏 が、Prometheus v4 の公開を中止すると発表。さらに今後一切のCFWの開発を行わないことを発表しました。 何らかの大きな圧力が掛かっている様で、既に逮捕されたとの声も上がっていたようです。 これで モンスターハンターポータブル3rd のCFWでの起動は、振り出しに戻ったことになりますが、彼は最後にこのように 締め括っています。 「MHP3rdの突破に付いては、外国の方に任せるとする。彼らなら1週間で突破することができるだろう。」 当管理人は、彼らには圧力は掛かっていないのかということも気になりますが、今後の動向に注目です。
https://w.atwiki.jp/yaruo-schop/pages/676.html
サムネイル画像 タイトル SIMPLE 2980シリーズ THE・お見合い 作者名 ◆C9EETGJXRI 原作 オリジナル作品 ジャンル ヒューマンドラマ 主人公 夢見りあむ(アイドルマスターシリーズ) 期間 2021/03/18~2021/06/20 掲示板 やる夫の魔改造板 タグ あんこ、完結作品、ダイス、短編作品 まとめサイト 様 このやる夫スレ、まとめてもよろしいですか? 様 暇な時にやる夫まとめ 様 スレッド一覧 スレッド名 タグ 備考 開始日時 最終レス 【R-18】◆C9EETGJXRIのアジトⅢ あんこ、ダイス #7354から「SIMPLE 2980シリーズ THE・お見合い」シリーズ:スタート「SIMPLE 2980シリーズ THE・お見合い」シリーズ:完結 2020/04/21 2021/07/10 同作者の作品一覧 機動戦士ガンダ… 寒い時代のレミングス 全寮制 風呂・トイレ共同、キッチンなし スペース夢色 忍の三本柱 やる夫スレ初心者の為のワイドショー講座 ルドン高原送りに処す 塊これ悲喜交々 尖がりやきう この仕事やめたい SIMPLE 2980シリーズ THE・お見合い BUSIN ~Wizardryとは無関係~