蓬匕式 Cloak and Dagger Style (戰鬥,流派)
出處 Blood of Shadows
你的攻擊能輕易對未察覺的對手造成不良狀態。
先決:智力13,寓守于攻,精通陰招APG,要害打擊,對所選武器擁有武器專攻專長,BAB+6
效果:選擇一種輕型近戰武器。當你開啟該流派時,每當你用所選的武器在突襲輪中用攻擊動作來攻擊一個敵人時,你可以用自由動作對該敵人進行一次陰招APG戰技檢定。另外,如果一個臨近你的敵人試圖移除一個你用陰招戰技對他造成的狀態時,他會引發你的藉機攻擊。
特殊:除了所選的武器之外,擁有武器訓練職業能力的角色可以用任何屬於他武器訓練已選的戰士武器組中的輕型近戰武器來使用蓬匕式。擁有遊蕩劍客武器訓練ACG職業能力的角色則可以用所有輕型和單手穿刺武器來使用蓬匕式。
Cloak and Dagger Style (Combat, Style)
Source Blood of Shadows pg. 24
Your attacks effortlessly inflict debilitating conditions on unaware opponents.
Prerequisites: Int 13, Combat Expertise, Improved Dirty TrickAPG, Vital Strike, Weapon Focus with the chosen weapon, base attack bonus +6.
Benefit: Choose one light melee weapon. While using this style, whenever you use the attack action to attack an opponent during a surprise round with your chosen weapon, you can attempt a dirty trickAPG combat maneuver check against that opponent as a free action. Additionally, if an adjacent target attempts to remove a condition that you inflicted upon it with the dirty trick combat maneuver, it provokes an attack of opportunity from you.
Special: In addition to the chosen weapon, a character with the weapon training class feature can use Cloak and Dagger Style with any light melee weapon belonging to any fighter weapon group he has selected with weapon training. A character with the swashbuckler weapon trainingACG class feature can use Cloak and Dagger Style with light and one-handed piercing weapons.
蓬匕伎 Cloak and Dagger Subterfuge (戰鬥專長)
出處 Blood of Shadows PFS不可用
你越發精湛的武藝讓你能讓分心的對手更易遭受各類效果,甚至能不被發現地竊取物品。
先決:智力13,蓬匕式,寓守于攻,精通陰招APG,對所選武器擁有武器專攻專長,BAB+11
效果:當你開啟蓬匕式并持用你所選的武器時,每當你對一個敵人進行藉機攻擊時,你同時還能用一個自由動作對他進行一次額外的陰招APG戰技檢定。另外。每當你成功對一個敵人進行陰招戰技時,你能立刻以一個自由動作對他進行一次盜取APG戰技檢定。若你成功,敵人不會注意到你偷走了一件物品。
Cloak and Dagger Subterfuge (Combat)
Source Blood of Shadows pg. 25
Your increased martial skill allows you to take advantage of distracted foes to easily impose conditions, and even steal items without being noticed.
Prerequisites: Int 13, Cloak and Dagger Style, Combat Expertise, Improved Dirty TrickAPG, Weapon Focus with the chosen weapon, base attack bonus +11.
Benefit: While you are using Cloak and Dagger Style and wielding your chosen weapon, whenever you make an attack of opportunity against a target, you can attempt a free dirty trickAPG combat maneuver check against the target as a free action as well. Additionally, whenever you successfully perform a dirty trick maneuver against a target, you can immediately attempt a stealAPG combat maneuver check against the target as a free action. If you succeed, the target is unaware you have stolen an item.
蓬匕策 Cloak and Dagger Tactics (戰鬥專長)
出處 Blood of Shadows PFS不可用
你蹂躪那些不提防你的敵人。
先決:智力13,蓬匕式,蓬匕伎,寓守于攻,精通陰招APG,對所選武器擁有武器專攻專長,BAB+16
效果:當你開啟蓬匕式并持用你所選的武器時,每當你擊中一個失去AC上的敏捷加值或被你夾擊的敵人,或是使用要害打擊(以及其精通和高等版本)進行一次攻擊時,你可以用自由動作對該敵人進行一次陰招APG戰技檢定。如果你成功了,該目標必須成功通過強韌檢定(DC=10+1/2你的BAB+你的智力調整),否則就會從陰招中額外遭受下表所列的懲罰之一:被定身在原地無法移動到其他方格,困惑,力竭,或恍惚。無論陰招造成的普通懲罰持續多久,該額外的懲罰只持續一輪,并可以被目標以一個標準動作來移除。你每輪只能使用該專長一次來以進行額外的陰招戰技檢定。
Cloak and Dagger Tactics (Combat)
Source Blood of Shadows pg. 25
You devastate enemies that you catch off-guard.
Prerequisites: Int 13, Cloak and Dagger Style, Cloak and Dagger Subterfuge, Combat Expertise, Improved Dirty TrickAPG, Vital Strike, Weapon Focus with the chosen weapon, base attack bonus +16.
Benefit: While you are using Cloak and Dagger Style and wielding your chosen weapon, whenever you hit an opponent that is denied its Dexterity bonus to AC or that you are flanking, or make an attack using Vital Strike (or its improved or greater versions), you can attempt a dirty trickAPG combat maneuver check against that opponent as a free action. If you succeed, the target must succeed at a Fortitude save (DC = 10 + 1/2 your base attack bonus + your Intelligence modifier) or take an additional penalty from the dirty trick selected from the following list: anchored in place and unable to move from that square, confused, exhausted, or staggered. This additional penalty lasts only 1 round, regardless of how long the dirty trick’s normal penalty lasts, and can be removed by the target with a standard action. You can only attempt one free dirty trick combat maneuver check per round using this feat.
格拉利昂的混种:阴招大师(战斗专长)
Dirty Trick Master (Combat)
Source Bastards of Golarion pg. 25
You are adept at stifling your enemies and can expertly make a bad situation even worse.
Prerequisites: Greater Dirty Trick, Improved Dirty Trick, base attack bonus +11.
Benefit: Whenever you successfully perform a dirty trick combat maneuver against an opponent who is still affected by a condition inflicted by a previous dirty trick (whether your own or another creature’s), you can cause the condition to worsen. In addition to increasing the duration of the condition as normal, you cause an opponent who is dazzled to become dazed, entangled to become pinned, shaken to become frightened, and sickened to become nauseated. This worsened condition replaces the previous dirty trick condition, and lasts for the duration of the dirty trick (including any rounds remaining from the previous dirty trick condition) or until the opponent uses a standard action to remove the condition (whichever comes first).
反英雄手册背景:卑鄙之徒(战斗)
Dirty Trickster
Source Antihero's Handbook pg. 7
Category Basic (Combat)
You learned early that there’s no point in fighting fair when you’re fighting for your life. Others may look down their noses at your tactics, but you know you wouldn’t have survived this long without breaking a few conventions of fair play. You can take the Improved Dirty TrickAPG feat without meeting its prerequisites, and you gain a +1 trait bonus on combat maneuver checks to attempt a dirty trickAPG.
蛇咬刺青 Serpentine Tattoo
出处 魔法集市pg5
灵光 昏暗咒法系 CL1
槽位 无;价格 2000gp; 重量-
描述
当拥有者肌肉屈伸时,这种蜿蜒的刺青似乎也会跟着一起蠕动。每天3次,当拥有者使用一把武僧或演武武器,或是徒手击打成功进行一次近战攻击时,他能让刺青像蛇一般朝被击中者猛然突进。这允许持有者以直觉动作进行一次阴招APG战技检定,且不会引发借机攻击。
制造条件
精通阴招APG,绘制魔法刺青ISM,召唤怪物1,1000gp
Serpentine Tattoo
Source Magical Marketplace pg. 5
Aura faint conjuration CL 1st
Slot none; Price 2,000 gp; Weight —
Description
This sinuous tattoo appears to move when the bearer flexes his muscles. Three times per day when the bearer makes a successful melee attack with a monk or performance weapon or an unarmed strike, he can cause the tattoo to lunge like a snake at the creature hit. This allows the bearer to perform a dirty trickAPG combat maneuver as an immediate action that does not provoke attacks of opportunity.
Construction
Requirements Improved Dirty TrickAPG, Inscribe Magical TattooISM, summon monster I; Cost 1,000 gp
PSFG附魔:决斗
Dueling (PSFG)
Source Pathfinder Society Field Guide pg. 50
Aura moderate transmutation CL 7th
Slot none; Price +1 bonus; Weight —
Description
A dueling weapon bears magical enhancements that makes it particularly effective at performing certain combat maneuvers. When a dueling weapon is used to perform a combat maneuver that utilizes the weapon only (see below), it grants a luck bonus equal to twice its enhancement bonus on the CMB check made to carry out the maneuver. The dueling weapon also grants this same luck bonus to the wielder’s CMD score against these types of combat maneuvers. These combat maneuvers include disarm and trip maneuvers, but not bull rush, grapple, or overrun maneuvers. If you’re using the additional combat maneuvers in the Advanced Player’s Guide, this also includes any dirty trick maneuvers that utilize the weapon, as well as reposition combat maneuvers, but not drag or steal combat maneuvers. Note that this luck bonus stacks with the weapon’s enhancement bonus, which in and of itself adds to CMB checks normally.
Construction
Requirements Craft Magic Arms and Armor, cat’s grace; Price —
OM专长:痛苦仪典
Agonizing Obedience
Source Occult Mysteries pg. 45
You physically defile yourself out of zealous devotion to pain in order to gain special boons.
Prerequisites: 3 ranks in Heal.
Benefit: When you take this feat, select an agony. You can gain this feat multiple times, each time selecting a different agony, but you can perform an obedience for only a single agony in a 24-hour period. Each agony requires a different obedience, but all obediences take only an hour to perform. Once the obedience has been performed, you take a number of minor penalties and gain the benefit of a resistance to some element or attack associated with your agony, as indicated below. Additionally, you gain the ability to make an agony strike. A number of times per day equal to 1 + 1 per every 5 Hit Dice you possess, when you deal damage to a creature, you can declare that attack as an agony strike. In addition to the normal damage dealt by the attack, you cause the target to take the penalties associated with your agony for 1 minute. Incorporeal creatures and creatures that are immune to critical hits are immune to agony strikes.
If you have at least 12 Hit Dice, you also gain the first boon granted by your agony upon undertaking your obedience. If you have at least 16 Hit Dice, you gain the agony’s second boon as well. If you have 20 Hit Dice or more, you also gain the agony’s third boon. Unless a specific duration or number of uses per day is listed, a boon’s effects are constant.
If you ever fail to perform a daily obedience, or if you are healed of damage, conditions, or penalties caused in the course of performing your obedience, you lose all access to resistances and boons granted by this feat until you next perform the obedience.
Amputation
You have amputated a digit on one of your hands and treated the wound such that it will never fully heal.
Obedience: Manipulate the scabs, scar tissue, and open wound of your amputated digit, preventing it from closing and forcing bits of metal and glass into the wound. Take a –2 penalty on Disable Device, Disguise, Escape Artist, and Sleight of Hand skill checks, as well as to your CMD against disarm maneuvers. When attempting to cast a spell with somatic components, succeed at a caster level check whose DC is equal to 5 + twice the spell level or lose the spell slot with no effect. Gain a +2 bonus on saving throws against transmutation spells; this bonus increases to +4 against spells in the polymorph subschool.
Boon 1: In addition to the normal effects of your agony strike, the target has a chance of dropping one object held in its hand immediately after you hit it with the agony strike. A successful Reflex save (DC 10 + 1/2 your HD + your Dexterity modifier) avoids this effect.
Boon 2: You gain the use of a phantom arm, which functions as the vestigial arm alchemist discovery (Pathfinder RPG Ultimate Magic 18) save that it is an invisible force effect, it does not grant an additional ring magic item slot, and it cannot make attacks.
Boon 3: You are immune to effects that would cause you to become sickened, and you gain a +4 bonus on saving throws against any conditions that would make you nauseated.
Blinding
You temporarily blind yourself with blood to heighten your other senses.
Obedience: Scratch at your eyes with your fingernails, jagged metal shavings, and thorny branches, allowing the blood from your wounds to form thick scabs over your eyelids and tear ducts. Take a –4 penalty on visionbased Perception checks, and anytime you make an attack against a target benefiting from concealment, increase the miss chance by 10% (maximum 50%). Gain a +4 bonus on saving throws against illusions in the pattern subschool and against gaze attacks.
Boon 1: Creatures affected by your agony strike have the distance they can see in areas of dim light and darkness reduced by 50%.
Boon 2: You gain a gaze attack with a range of 30 feet that you can activate as a standard action. You can use this ability a number of minutes per day equal to half your hit dice; these minutes need not be consecutive but you must use the ability in 1-minute increments. Enemies affected by your gaze are frightened for 1 minute. A successful Will saving throw (DC 10 + 1/2 your HD + your Charisma modifier) negates this effect. A creature that successfully saves against your gaze is immune to its effects for 24 hours.
Boon 3: Your affinity to pain allows you to sense suffering in others. You gain lifesense out to a distance of 60 feet.
Flensing
Practitioners of the agony of flensing are adept at finely removing the skin from living flesh, revealing the vulnerable tissue beneath.
Obedience: Remove a patch of your own skin measuring at least 3 square inches with a flensing knife, while carefully avoiding damage to the muscles, veins, and other tissues underneath. Leave this patch of exposed nerves uncovered by clothing or armor, allowing it to be exposed to the elements and displaying your sacrifice to all you meet. Take a –2 penalty on saving throws against disease, and take 1 extra point of damage per die from sneak attacks. Gain a +4 bonus on saving throws against pain effects.
Boon 1: All attacks you make against a creature suffering the effects of your agony strike deal 1d6 points of bleed damage.
Boon 2: Your knowledge of anatomy imparts to you an awareness of others’ vulnerabilities. You gain a +4 bonus on attack rolls to confirm critical hits.
Boon 3: The frequent removal of skin and subsequent healing has covered your body in thick scars. Your natural armor bonus to AC increases by 2. Additionally, there is a 25% chance that critical hits and sneak attacks fail to affect you, as though you were wearing armor with the light fortification property.
OM进阶:饮痛者
Pain Taster
Source Occult Mysteries pg. 46, Pathfinder #15: The Armageddon Echo pg. 60
For pain tasters, agony is more than a pleasure—it’s a path to power. Until recently, pain tasting was a practice employed exclusively by the drow. However, in recent decades Kuthite scholars have begun spreading details about the practice through cult circles. Though on the surface most pain tasters are followers of Zon-Kuthon, that path is now beginning to crop up among other evil and neutral cults as well.
Requirements
To become a pain taster, a character must fulfill all the following criteria.
Feats: Diehard, Endurance, Great Fortitude.
Skills: Heal 5 ranks, Intimidate 5 ranks.
Alignment: Any nongood.
Special: The candidate must survive a special ritual designed to inure her to pain.
Class Skills
The Pain Taster's class skills are Disguise (Cha), Escape Artist (Dex), Heal (Wis), Intimidate (Cha), Knowledge (religion) (Int), Sense Motive (Wis), and Survival (Wis).
Skill Points at each Level: 2 + Int modifier.
Hit Die: d10.
Class Features
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +1 +1 +0 +0 Disciple of pain, masochism 1, scourge
2nd +2 +1 +1 +1 Cruelty +1d6, damage reduction 1/—
3rd +3 +2 +1 +1 Blood control, torturer's mettle 1/day
4th +4 +2 +1 +1 Cruelty +2d6, damage reduction 2/—, masochism 2
5th +5 +3 +2 +2 Pain mastery
6th +6 +3 +2 +2 Cruelty +3d6, damage reduction 3/—, torturer's mettle 2/day
7th +7 +4 +2 +2 Exquisite lash, masochism 3
8th +8 +4 +3 +3 Cruelty +4d6, damage reduction 4/—
9th +9 +5 +3 +3 Sadism, torturer's mettle 3/day
10th +10 +5 +3 +3 Cruelty +5d6, damage reduction 5/—, masochism 4
The following abilities are class features of the pain taster prestige class.
Weapon and Armor Proficiency: A pain taster is proficient with all simple weapons, martial weapons, and whips. A pain taster gains no armor or shield proficiencies.
Disciple of Pain (Su): At 1st level, a pain taster can focus her agony through the use of six torture routines. Each routine grants her a different day-long benefit. The first time a pain taster performs a particular torture routine, she must spend 1 hour inflicting self-harm using materials that cost 2,000 gp. The method of self-torture is detailed in the routines below. After performing a routine for the first time, she can subsequently perform a less strenuous version of that routine to gain its benefits for 24 hours without needing to expend any further money on torture implements, ritual incense, and pain heightening drugs.
If the pain taster wishes to change her routine, she must spend 2,000 gp when first performing the new ritual. She must pay this cost each time she changes her routine, even if returning to a routine she had previously paid for. A pain taster can benefit from only one routine at a time.
Disciple of Acuity: By spending an hour reciting a lengthy series of mantras while clutching a length of razor-edged metal, the pain taster gains a +2 enhancement bonus to Intelligence for 24 hours. The initial torture session for this routine involves making dozens of arterial incisions and writing the mantras in blood.
Disciple of Flexibility: By spending an hour painfully hyper-extending each joint, the pain taster gains a +2 enhancement bonus to Dexterity for 24 hours. The initial torture session for this routine involves tearing major tendons in each limb.
Disciple of Insight: By spending an hour whipping or bludgeoning herself while meditating on her failures and regrets, a pain taster gains a +2 enhancement bonus to Wisdom for 24 hours. The initial torture session for this routine involves inserting a long needle directly into the heart, causing massive internal hemorrhaging.
Disciple of Spirit: By spending an hour splitting her tongue by cutting it centrally from the tip to the base, the pain taster gains a +2 enhancement bonus to Charisma for 24 hours. The initial torture session for this routine involves applying acid to a normally visible part of the body, inflicting extensive chemical burns.
Disciple of Torment: By spending an hour eating dirt, rocks, and other indigestible matter, the pain taster gains a +2 enhancement bonus to Constitution for 24 hours. The initial torture session for this routine involves slicing open the abdominal cavity with a blade, and then sewing up the wound.
Disciple of Vigor: By spending an hour hanging by the wrists from a tree, crossbeam, or any other support structure, the pain taster gains a +2 enhancement bonus to Strength for 24 hours. The initial torture session for this routine involves breaking each rib by lying on the ground, and then repeatedly dropping a large rock directly on the ribcage.
Masochism (Ex): At 1st level, a pain taster becomes empowered by pain, and is inured to its effects. She receives a +4 class bonus on saving throws made against pain effects.
Additionally, a pain taster can deal lethal damage to herself at any time to gain a bonus on attack and damage rolls. Doing so is a swift action that deals 2 points of damage to the pain taster, does not require an attack roll, and bypasses any damage reduction the pain taster possesses. For 1 round, the pain taster gains a +1 morale bonus on attack rolls and a +2 bonus on damage rolls. Every 3 levels thereafter (4th, 7th, and 10th), the amount of damage the pain taster deals to herself increases by 2 and the resulting bonus she receives on damage rolls increase by 1 (to a maximum of 8 points of self-inflicted damage and 5 points of bonus damage to other targets at 10th level). At 7th level, the bonus on attack rolls gained when using this ability increases to +2.
Scourge (Ex) Pain tasters are masters of torture, and at 1st level they receive Weapon Focus (whip) as a bonus feat. If the pain taster already has Weapon Focus (whip), she instead receives Whip MasteryUC as a bonus feat.
Cruelty (Ex) At 2nd level, a pain taster gains the sneak attack ability, but only when using a whip. This additional damage stacks with any sneak attack damage she possesses from other classes. The amount of damage dealt by cruelty increases by 1d6 every 2 pain taster levels thereafter.
Damage Reduction (Ex) At 2nd level, the pain taster’s incredible resilience grants her a modest amount of damage reduction (DR). Subtract 1 point from the damage she is dealt by any weapon or natural attack. The pain taster’s damage reduction increases by 1 point every 2 pain taster levels thereafter. This ability stacks with any other damage reduction the pain taster might already have from other classes. The value of this damage resistance doubles when the pain taster is subject to nonlethal damage.
Blood Control (Ex) At 3rd level, the pain taster gains the ability to control the blood pressure throughout her body. Anytime the pain taster is dealt bleed damage, she reduces the amount of damage taken by 1 per pain taster level (minimum 0). When taking Constitution damage as a result of blood loss (such as a stirge or a vampire’s bite), a pain taster reduces the amount of ability damage dealt by an amount equal to half the pain taster’s class level (minimum 0).
As an immediate action, a pain taster can delay the onset of injury or contact poisons by succeeding at a Will save. The DC of this check is equal to the poison’s save DC. If the save is successful, the poison’s initial and secondary damage are both delayed by 1 minute per pain taster level.
Torturer’s Mettle (Ex) At 3rd level, a pain taster can gain a number of temporary hit points equal to her pain taster level as a swift action. These temporary hit points last for 1 minute. This ability is a swift action that can be used once per day at 3rd level and an additional time per day every 3 levels thereafter (6th and 9th).
Pain Mastery (Ex) At 5th level, when using her masochism ability, the pain taster can combine two of her daily routines into one. The pain taster must still selfinflict the combined amount of hit point damage for both routines, though she can perform both routines simultaneously in 1 hour. When she does so, she gains the benefits from both routines (a pair of +2 enhancement bonuses). To gain access to a second routine for the first time or to change out one of the paired routines, the pain taster must still perform the new routine’s initial torture session in full, and must pay the cost for it.
Exquisite Lash (Ex) At 7th level, a pain taster’s aptitude with the whip increases. She receives Whip MasteryUC as a bonus feat. If the pain taster already has Whip MasteryUC, she instead receives Improved Whip MasteryUC as a bonus feat.
Sadism (Ex) At 9th level, a pain taster becomes worked into a frenzy when dealing damage to other targets. When she deals bonus damage to a target using her cruelty ability, she halves the number of points of damage she must self-inflict as part of her masochism ability until the end of her next turn.
狂掷冲锋
Flinging Charge (Combat)
Source Ultimate Wilderness pg. 111
You hurl a weapon during your charge before drawing a new one to strike, enabling you to make another attack at the expense of the latter attack’s accuracy.
Prerequisites: Quick Draw, base attack bonus +6.
Benefit: If you have a thrown weapon in hand when you begin charging, you can make a ranged attack with that weapon against the target of your charge at any point during your charge. You gain the +2 bonus for charging on the attack roll for this ranged attack. You can then immediately draw a melee weapon during your charge. You take a –5 penalty on the melee attack made at the end of the charge. When charging this way, you cannot use any effect that would grant you more than one attack at the end of your charge (such as pounce), nor can you use abilities that grant you other ranged attacks on a charge, such as the hurling charge rage power.