作者 主题: 【第三章】专长(Feats)  (阅读 40457 次)

副标题: 估计有不少错别字……看到请提出,实在懒得仔细找了

离线 四月

  • Flawless
  • *******
  • 帖子数: 4165
  • 苹果币: 15
【第三章】专长(Feats)
« 于: 2013-06-30, 周日 01:27:27 »
专长名称先决条件好处
额外背景
(Additional Traits)
获得2个背景特性
奥能爆发
(Arcane Blast)
奥术施法者,CL 10级牺牲法术转化为射线攻击
奥能之盾
(Arcane Shield)
奥术施法者,CL 10级牺牲法术转化为AC的偏斜加值
奥法天赋
(Arcane Talent)
CHA 10;精灵、半精灵或侏儒每日3次以类法术能力使用0级法术
化兽态
(Aspect of the Beast)
自然变身从4种野性优势中选择1个
一击扑杀﹡
(Bashing Finish)
精通盾击,盾牌大师,双武器战斗,BAB +11重击后自由动作进行盾击
血腥切割﹡
(Bloody Assault)
STR 13,猛力攻击,BAB +6降低近战攻击加值来造成流血伤害
保镖﹡
(Bodyguard)
战斗反射使用借机攻击来增加邻近盟友的AC
    肉盾﹡
    (In Harm's Way)
保镖替邻近的盟友承受伤害
生命历练
(Breadth of Experience)
矮人,精灵或侏儒;年龄100+所有知识和专业检定+2
冲撞重击﹡
(Bull Rush Strike)
STR 13,精通冲撞,猛力攻击,BAB +9成功重击后尝试冲撞
闯越冲锋﹡
(Charge Through)
STR 13,精通闯越,猛力攻击,BAB +1冲锋时自由动作尝试闯越
童颜
(Childlike)
CHA 13,半身人使自己看起来像人类儿童的易容检定+2,唬骗检定取十
蛇鸡兽之突﹡
(Cockatrice Strike)
精通徒手打击,蛇形拳,万蛇出洞,BAB +16重击会石化敌人
战斗戒备﹡
(Combat Patrol)
战斗反射,灵活移动,BAB +5增加借机攻击的威胁范围
工艺协作
(Cooperative Crafting)
任意工艺技能1级,任意造物专长互相协作时工艺与法术辨识检定+2
四海为家
(Cosmopolitan)
读写两种额外语言
掩护﹡
(Covering Defense)
盾牌专攻,BAB +6全防御时给盟友提供掩蔽
重击致跛﹡
(Crippling Critical)
重击专攻,BAB +13成功重击使目标的速度减半
十字弓专精﹡
(Crossbow Mastery)
DEX 15,近程射击,快速装填,快速射击自由动作装填弩弓并且进行全力攻击
慈悯终结﹡
(Dastardly Finish)
偷袭 +5d6对畏缩或震慑的目标进行致命一击
眩晕强袭﹡
(Dazing Assault)
STR 13,猛力攻击,BAB +11减少近战攻击加值来眩晕敌人
豪饮
(Deep Drinker)
CON 13,武僧等级11,醉酒醉酒能力获得2点临时的气
增强视觉
(Deepsight)
黑暗视觉60尺黑暗视觉提升至120尺
卸武重击﹡
(Disarming Strike)
INT 13,寓守于攻,精通卸除武器,BAB +9成功重击后尝试卸除武器
扰乱射击﹡
(Disrupting Shot)
DEX 13,近程射击,战士等级6 远程攻击能够增加敌人施法的专注DC
揭示预言
(Diviner's Delving)
法术专攻:预言系施放预言系法术时施法者等级检定+2
鹰眼
(Eagle Eyes)
WIS 13,敏锐感官忽略5点距离带来的察觉检定减值
兼容并蓄
(Eclectic)
人类获得额外的天赋职业
奥秘之爪﹡
(Eldritch Claws)
STR 15,天生武器,BAB +6天生武器被视为魔法和银
元素之拳
(Elemental Fist)
CON 13,WIS 13,精通徒手打击,BAB +8徒手打击造成1d6点能量伤害
元素专精
(Elemental Focus)
某类能量的法术豁免DC+1
    高等元素专精
    (Greater Elemental Focus)
元素专精某类能量的法术豁免DC+1
精灵之眼﹡
(Elven Accuracy)
精灵使用弓的时候可以重掷隐蔽造成的失手攻击
胁迫者﹡
(Enforcer)
威吓1级当你造成非致命伤害时能够自由动作挫败士气
奥术拓展
(Expanded Arcana)
CL 1级,见专长将1至2个法术加到你的已知法术列表
额外炼金炸弹
(Extra Bombs)
炼金炸弹每日可以多投掷2个炼金炸弹
额外科研发现
(Extra Discovery)
科研发现获得一个科研发现
额外巫术
(Extra Hex)
巫术获得一个巫术
额外狂暴之力
(Extra Rage Power)
狂暴之力获得一个狂暴之力
额外启示
(Extra Revelation)
启示获得一个启示
额外盗贼天赋
(Extra Rogue Talent)
盗贼天赋获得一个盗贼天赋
快饮
(Fast Drinker)
CON 18,醉酒迅捷动作饮酒
快速自疗
(Fast Healer)
CON 13,顽强,坚忍被治疗时额外恢复生命值
防范宿敌
(Favored Defense)
宿敌被宿敌攻击时CMD和AC获得加值
挺住再上
(Fight On)
CON 13;矮人,半兽人或者兽人生命值低于0时获得暂时生命值
集中射击﹡
(Focused Shot)
INT 13,近程射击,精准射击使用弓或弩时将智力调整值加到伤害上
咄咄逼人﹡
(Following Step)
DEX 13,快步使用直觉动作移动至多10尺
    飞步进击﹡
    (Step Up and Strike)
咄咄逼人,BAB +6以直觉动作追随邻近的生物并攻击
沉着暴怒﹡
(Furious Focus)
STR 13,猛力攻击,BAB +1每轮第一次攻击不会受到猛力攻击减值
    惧栗屠杀﹡
    (Dreadful Carnage)
STR 15,猛力攻击,沉着暴怒,BAB +11击败敌人时自由动作进行威吓检定
一拥而上﹡
(Gang Up)
INT 13,寓守于攻与两名盟友相邻同一目标时夹击他
    团队进击﹡
    (Team Up)
一拥而上,BAB +6与两名盟友在一起时以移动动作援助他人
侏儒戏法
(Gnome Trickster)
CHA 13,侏儒,侏儒魔法每日使用法师之手和魔法伎俩各1次
瞒天过海
(Go Unnoticed)
DEX 13,体型小或更小可以在突袭轮中对措手不及的生物进行潜行检定
地底亲和
(Groundling)
CHA 13,侏儒,侏儒魔法以类法术能力与掘地生物交谈
英勇气魄
(Heroic Defiance)
顽强,坚忍,基本强韧豁免 +8每日1次,延迟有害效果1轮
英勇自愈
(Heroic Recovery)
顽强,坚忍,基本强韧豁免 +4每日1次,重新对需要强韧豁免的有害效果进行豁免
精通盲斗﹡
(Improved Blind-Fight)
察觉10级,盲斗忽略隐蔽的失手率
    高等盲斗﹡
    (Greater Blind-Fight)
察觉15级,精通盲斗全隐蔽被视为通常的隐蔽
精通阴招﹡
(Improved Dirty Trick)
INT 13,寓守于攻阴招检定+2,不会引起借机攻击
    高等阴招﹡
    (Greater Dirty Trick)
INT 13,寓守于攻,精通阴招,BAB +6阴招的效果持续1d4轮
精通拖行﹡
(Improved Drag)
STR 13,猛力攻击,BAB +1拖行检定+2,不会引起借机攻击
    高等拖行﹡
    (Greater Drag)
STR 13,精通拖行,猛力攻击,BAB +6被你拖行的生物引起借机攻击
精通复位﹡
(Improved Reposition)
INT 13,寓守于攻复位检定+2,不会引起借机攻击
    高等复位﹡
    (Greater Reposition)
INT 13,寓守于攻,精通复位,BAB +6被你复位的生物引起借机攻击
精通法术共享
(Improved Share Spells)
法术辨识10级,见专长法术同时影响你和与你联结的生物
精通盗取﹡
(Improved Steal)
INT 13,寓守于攻盗取检定+2,不会引起借机攻击
    高等盗取﹡
    (Greater Steal)
INT 13,寓守于攻,精通盗取,BAB +6敌人在战斗结束前不会发现被盗窃
精通岩石敏锐
(Improved Stonecunning)
WIS 13,矮人,岩石敏锐察觉非自然石造物的察觉检定+4
    岩石感官
    (Stone Sense)
察觉10级,精通岩石敏锐获得10尺颤动感知
铁胃
(Ironguts)
CON 13;矮人,半兽人或兽人对抗恶心、范围和口服毒药的豁免+2
铁皮
(Ironhide)
CON 13;矮人,半兽人或兽人AC获得+1天生防御加值
灵敏嗅觉
(Keen Scent)
WIS 13;半兽人或兽人获得灵敏嗅觉特殊能力
    恐惧气味
    (Smell Fear)
灵敏嗅觉,半兽人或兽人察觉恐慌生物的察觉检定+4
太极推手﹡
(Ki Throw)
精通摔绊,精通徒手打击使用摔绊攻击将敌人甩到邻近方格
    精通太极推手﹡
    (Improved Ki Throw)
精通冲撞,太极推手将敌人甩到被占用的空间进行冲撞
绿之歌者
(Leaf Singer)
CHA 13,吟游表演,精灵或半精灵在森林和对精类使用的表演获得优势
一苇渡江
(Light Step)
神行步,灵狐步,精灵可以在困难地形中正常速度移动
余音绕梁
(Lingering Performance)
吟游表演在你停止表演后吟游表演效果仍会持续2轮
矮身迎敌﹡
(Low Profile)
DEX 13,体型小或更小AC对抗远程攻击+1闪避加值
幸运半身人
(Lucky Halfling)
半身人每日1次,你能够为盟友进行豁免检定
炼金大师
(Master Alchemist)
工艺(炼金)5级工艺(炼金)检定+2,你可以更快地制作炼金道具和毒药
次级法术专精
(Minor Spell Expertise)
施放4级法术每日以类法术能力施放2次某个1级法术
    强力法术专精
    (Major Spell Expertise)
次级法术专精,施放9级法术每日以类法术能力施放2次某个5级或5级以下的法术
盾牌辟矢﹡
(Missile Shield)
DEX 13,盾牌专攻使用盾牌每轮偏转一次远程攻击
    盾牌反射﹡
    (Ray Shield)
DEX 15,盾牌辟矢,破法者使用盾牌每轮偏转一次远程接触攻击
骑乘盾牌防御﹡
(Mounted Shield)
骑乘战斗,盾牌专攻将盾牌加值应用到坐骑的AC上
回击法术
(Parry Spell)
法术辨识15级,精通法术反制将法术反射回施法者
牵制射击﹡
(Parting Shot)
DEX 13,闪避,灵活移动,近程射击,移动射击,BAB +6撤退时进行一次远程攻击
人类的条件
(Pass for Human)
半精灵,半兽人或者半身人使自己看起来像人类时易容检定+10
完美打击﹡
(Perfect Strike)
DEX 13,WIS 13,精通徒手打击,BAB +8使用武僧武器攻击时,进行两次攻击检定并取高
贴身射击﹡
(Point-Blank Master)
远程武器的武器专精使用某一种远程武器射击不引起借机攻击
战术熟练
(Practiced Tactician)
战术每日多1次战术使用次数
偏好法术
(Preferred Spell)
法术辨识5级,法术升阶自发施放特定法术
扫堂腿﹡
(Punishing Kick)
CON 13,WIS 13,精通徒手打击,BAB +8徒手击倒或推开敌人
推进强袭﹡
(Pushing Assault)
STR 15,猛力攻击,BAB +1使用双手武器推开敌人
远古血脉
(Racial Heritage)
人类同时被算作人类和其他种族
狂暴活性
(Raging Vitality)
CON 15,狂暴狂暴时体质+2,失去意识仍然继续狂暴
利牙突变
(Razortusk)
半兽人获得啮咬攻击
撕扯之爪﹡
(Rending Claws)
STR 13,双爪,BAB +6双爪都命中时造成1d6点额外伤害
重击复位﹡
(Repositioning Strike)
INT 13,寓守于攻,精通复位,BAB +9成功重击后可以尝试复位攻击
盾牌掩护﹡
(Saving Shield)
擅长盾牌使邻近的盟友获得盾牌加值
燕归来﹡
(Second Chance)
INT 13,寓守于攻,BAB +6重投失手攻击,但是放弃后续攻击
    精通燕归来﹡
    (Improved Second Chance)
INT 13,寓守于攻,燕归来,BAB +11重投失手攻击,但是后续攻击检定-5
阴影奇袭﹡
(Shadow Strike)
BAB +1对隐蔽的敌人造成精确伤害
感官共享
(Shared Insight)
WIS 13,半精灵附近的友善生物察觉检定+2
精确感知
(Sharp Senses)
敏锐感官察觉检定获得+4种族加值
剑刃屏障﹡
(Shield of Swings)
STR 13,猛力攻击,BAB +1使用双手武器时降低伤害来使AC获得+4盾牌加值
盾牌专精﹡
(Shield Specialization)
擅长盾牌,盾牌专攻,战士等级4使用某类盾牌时对抗重击AC+2
    高等盾牌专精﹡
    (Greater Shield Specialization)
擅长盾牌,高等盾牌专攻
盾牌专攻,盾牌专精,战士等级12
对抗重击AC+2,每日忽略1次重击
滑步﹡
(Sidestep)
DEX 13,闪避,灵活移动在敌人失手后立刻进行五尺快步
    精通滑步﹡
    (Improved Sidestep)
DEX 15,闪避,灵活移动,滑步进行滑步但是不占用下一轮的五尺快步
粉碎击﹡
(Smash)
猛力攻击,半兽人破坏物体时忽略5点硬度
社交性
(Sociable)
CHA 13,半精灵附近的友善生物交涉检定+2
完全法术
(Spell Perfection)
法术辨识15级,3个超魔专长将任意超模专长加到某个法术上而没有惩罚,最高到9级
壁虎游墙
(Spider Step)
特技动作6级,攀爬6级,武僧等级6在轻身落一半的距离内攀墙而行
    梯云纵
    (Cloud Step)
壁虎游墙,武僧等级12在轻身落一半的距离内凌空而行
针刺射击﹡
(Stabbing Shot)
快速射击,精灵使用箭矢进行近战攻击打退敌人
钢铁之魂
(Steel Soul)
矮人,坚韧对抗法术和类法术能力的豁免+4
岩石面容
(Stone-Faced)
矮人使用唬骗检定说谎或隐藏动机时+4
岩之歌者
(Stone Singer)
CHA 13,吟游表演,矮人在地下和对土系生物使用的表演获得优势
震慑强袭﹡
(Stunning Assault)
STR 13,猛力攻击,BAB +16将近战攻击加值转化为震慑效果
召唤师召唤
(Summoner's Call)
幻灵你的幻灵被召唤出的时候获得加值
破武重击﹡
(Sundering Strike)
STR 13,精通破武,猛力攻击,BAB +9成功重击可以尝试破武攻击
迅捷援助﹡
(Swift Aid)
INT 13,寓守于攻,BAB +6迅捷动作尝试援助他人动作
毒舌讽刺
(Taunt)
CHA 13,体型小或更小使用唬骗检定替代威吓检定挫败士气
传送抗击﹡
(Teleport Tactician)
战斗反射,扰法者,破法者传送的生物会引起借机攻击
强韧变化
(Tenacious Transmutation)
法术专攻:变化系变形法术的解除DC+2
点血截脉﹡
(Touch of Serenity)
WIS 18,精通徒手打击,BAB +8徒手攻击命中的敌人不能攻击和施法
骑乘技巧﹡
(Trick Riding)
骑术9级,骑乘战斗自动通过简单的骑术检定
    骑乘散兵﹡
    (Mounted Skirmisher)
骑术14级,骑乘战斗,骑乘技巧坐骑正常速度移动后可以进行全力攻击
摔绊重击﹡
(Tripping Strike)
INT 13,寓守于攻,精通摔绊,BAB +9成功重击可以尝试摔绊攻击
过犹不及﹡
(Under and Over)
灵巧武艺,体型小或更小对你擒抱失败会导致攻击者摔倒
钻裤而过﹡
(Underfoot)
闪避,灵活移动,体型小或更小穿过更大生物时特技动作检定+4
毒虫之心
(Vermin Heart)
野性认同施法时将目标虫类视为动物
战之歌者
(War Singer)
CHA 13,吟游表演,半兽人或兽人在战场上和对兽人使用的表演获得优势
百宝袋
(Well-Prepared)
半身人从个人物品中取出一个特殊普通物品
超魔专长先决条件好处
弹性法术
(Bouncing Spell)
重定向对最初目标没有影响的法术
眩晕法术
(Dazing Spell)
法术伤害的生物会眩晕
扰咒法术
(Disruptive Spell)
法术目标在下一轮施法必须进行专注检定
跨界法术
(Ectoplasmic Spell)
法术能够对虚体和以太生物造成完整影响
元素法术
(Elemental Spell)
用能量伤害取代原本的法术伤害
集中法术
(Focused Spell)
多个目标中的一个目标的豁免DC增加
强化法术
(Intensified Spell)
增加5级最高伤害骰
延续法术
(Lingering Spell)
瞬时性法术的效果能持续1轮
慈悯法术
(Merciful Spell)
法术造成非致命伤害
顽强法术
(Persistent Spell)
成功豁免法术的目标必须再次进行豁免
及远法术
(Reach Spell)
提高法术的范围类别
甄选法术
(Selective Spell)
法术辨识10级从法术的区域内排除几个目标
感染法术
(Sickening Spell)
法术伤害的生物会恶心
暴雷法术
(Thundering Spell)
法术伤害的生物会耳聋
团队专长先决条件好处
团队法师
(Allied Spellcaster)
CL 1级克服法术抗力的CL检定+2
协调防御﹡
(Coordinated Defense)
CMD+2
协调战技﹡
(Coordinated Maneuvers)
战技检定+2
庇护
(Duck and Cover)
使用盟友的反射豁免结果
警备﹡
(Lookout)
如果盟友能在突袭轮行动,你也能
包抄﹡
(Outflank)
BAB +4夹击攻击检定+4
双重借机﹡
(Paired Opportunists)
借机攻击攻击检定+4加值
精准打击﹡
(Precise Strike)
DEX 13,BAB +1近战攻击造成1d6点精准伤害
盾墙﹡
(Shield Wall)
擅长盾牌AC上的盾牌加值增加
持盾施法
(Shielded Caster)
专注检定+4
换位﹡
(Swap Places)
与相邻的盟友交换位置
带有﹡的专长是战斗专长,可以被战士作为奖励专长所选取。
« 上次编辑: 2020-04-07, 周二 11:41:09 由 黎白羽 »
没有团,为什么还要翻译规则呢?
当然是为了友情了

离线 四月

  • Flawless
  • *******
  • 帖子数: 4165
  • 苹果币: 15
Re: 【APG】专长
« 回帖 #1 于: 2013-06-30, 周日 01:28:21 »
额外背景
Additional Traits
你有更多的背景特性。
好处:你获得两个自选的角色背景特性(见本书第八章)。这些背景特性必须从不同的列表中选择,并且无法使用之前已经选取背景特性的列表。你必须满足自行选择的背景特性中,任何额外的先决条件。

团队法师(团队专长)
Allied Spellcaster (Teamwork)
你十分擅长在盟友的帮助下,使用自身的法术突破其他生物的防护。
先决条件:施法者等级1
好处:若你邻近一名同样拥有该专长的盟友,那么你在克服法术抗力的施法者等级检定中获得+2表现加值。如果你的盟友准备了相同的法术(或者在盟友为自发施法者的情况下,他的已知法术有这个法术并且还有可用法术位),这个加值会提升至+4,并且在确定所有与施法者等级相关的变量(如持续时间,范围和效果)时,你的施法者等级获得+1加值。

奥能爆发
Arcane Blast
你能够将任何法术转化成射线攻击。
先决条件:奥术施法者,施法者等级10
好处:以标准动作,你能够牺牲一个1级或更高等级的已准备法术或者未使用法术位,并将其转化为射线,以远程接触攻击将30尺内的任意敌人作为目标。这个攻击造成2d6点伤害,外加每个被牺牲的已准备法术或者未使用法术位等级1d6点伤害。0级法术无法以此方式牺牲。

奥能之盾
Arcane Shield
你能够将任何法术转化为护盾。
先决条件:奥术施法者,施法者等级10
好处:以直觉动作,你能够牺牲一个1级或更高等级的已准备法术或者未使用法术位,并将其转化为AC上的偏斜加值,数值等同于被牺牲的已准备法术或者未使用法术位等级,持续1轮。0级法术无法以此方式牺牲。

奥法天赋
Arcane Talent
魔法流淌在你的血液中,环绕在你的指尖上。
先决条件:魅力10;精灵、半精灵或侏儒
好处:从术士/法师列表中选择一个0级法术。每日你能够以类法术能力施放3次该法术。施法者等级等同于你的角色等级。该豁免DC为10 + 你的魅力调整值。

化兽态
Aspect of the Beast
无论是由于血液中流淌的魔法还是诅咒,你身上的某些部分更像野兽而非人类。
先决条件:自然变身职业能力,见特殊
好处:你的兽性以后述中的一种形式展露出来。当你选择该专长时从这些形式中进行选择,一旦选取则无法改变。
夜视(Night Senses,Ex):如果你的基础种族只拥有正常的视觉,则获得昏暗视觉(low-light vision)。如果你的基础种族拥有昏暗视觉,则获得30尺黑暗视觉(darkvision)。如果你的基础种族拥有黑暗视觉,那么黑暗视觉的范围增加30尺。
兽爪(Claws of the Beast,Ex):你长出一对爪子。这些爪子是造成1d4伤害的主要攻击(小型体型为1d3)。
猎手飞跃(Predator's Leap,Ex):你可以直接进行助跑跳跃而无需在跳跃前进行10尺助跑。
野性本能(Wild Instinct,Ex):你的先攻检定与生存检定获得+2加值。
特殊:已经染上兽化症的生物能够选择该专长,而无需满足先决条件。选择天生武器战斗流派的游侠也可以选择该专长,无需满足先决条件(即使他不选择化兽态作为奖励专长)。

一击扑杀(战斗专长)
Bashing Finish (Combat)
你能够在用武器进行强有力的攻击后顺势使用盾牌进行打击。
先决条件:精通盾击(Improved Shield Bash),盾牌大师(Shield Master),双武器战斗(Two-Weapon Fighting),基本攻击加值+11
好处:每当你成功使用近战武器进行重击时,就能够以自由动作对相同的目标,使用相同的加值对其进行盾击攻击。

血腥切割(战斗专长)
Bloody Assault (Combat)
通过牺牲精度,你能够制造出难于愈合的流血伤口。
先决条件:力量13,猛力攻击(Power Attack),基本攻击加值+6
好处:你可以选择让所有近战攻击检定与战技检定承受-5减值,使你的武器近战攻击在正常能够造成的伤害之外,额外造成1d4点流血伤害。受到流血伤害的生物会在其每回合开始使持续遭受这一伤害。通过DC15的医疗检定或者任何魔法治疗均可制止流血伤害。由此专长造成的流血伤害不会相互叠加。你必须在进行攻击检定之前选择使用该专长,并且该效果会持续至你的下一轮为止(不过流血会如常持续,直至被治愈为止)。

保镖(战斗专长)
Bodyguard (Combat)
你的快速攻击能够格挡开敌人对附近盟友的攻击。
先决条件:战斗反射(Combat Reflexes)
好处:当邻近的盟友被攻击时,你能够使用借机攻击来尝试进行援助他人动作(aid another action)来增加盟友的AC。你无法以借机攻击来使用援助他人动作增加盟友的攻击检定。
正常:援助他人是标准动作。

弹性法术(超魔专长)
Bouncing Spell (Metamagic)
你可以使用本已失败的法术对抗不同的目标。
好处:当一个弹性法术选定一个目标生物,却没有对预期目标产生效果的话(无论是由于法术抗力还是成功的豁免),那么你可以以迅捷动作将法术重定向到法术范围内的另一个合适生物身上。重定向的法术在所有方面都会将新目标视为最初的目标。能够以任何方式影响目标的法术(包括成功的豁免后会造成较弱效果的),均无法以此方式重新定向。弹性法术占用比法术的实际等级高1级的法术位。

生命历练
Breadth of Experience
尽管你在同族中还很年轻,却已经具备了相当程度的训练与知识。
先决条件:矮人,精灵或侏儒;年龄100以上
好处:你的所有知识检定与专业检定获得+2加值,并且可以在未受训的情况下进行这些检定。

冲撞重击(战斗专长)
Bull Rush Strike (Combat)
你的重击能够推开敌人。
先决条件:力量13,精通冲撞(Improved Bull Rush),猛力攻击(Power Attack),基本攻击加值+9
好处:当你的近战攻击成功重击时,除了攻击正常造成的伤害之外还能够将敌人推开。如果你的重击确认检定超过了敌人的CMD,那么你能够将敌人推开,就如同进行了冲撞战技检定一般。如果成功,你不需要与目标一同移动。这不会引起借机攻击。
正常:你必须进行冲撞战技检定才能冲撞敌人。
特殊:你只能将后述专长中的一个应用在一次确认的重击上:冲撞重击(Bull Rush Strike),重击复位(Repositioning Strike),破武重击(Sundering Strike),卸武重击(Disarming Strike)或者摔绊重击(Tripping Strike)。你可以在重击确认检定之后选择使用该专长。

闯越冲锋(战斗专长)
Charge Through (Combat)
你能够在冲锋时进行闯越。
先决条件:力量13,精通闯越(Improved Overrun),猛力攻击(Power Attack),基本攻击加值+1
好处:当你进行冲锋时,可以尝试以自由动作闯越路径上的一个生物。如果你成功闯越该名生物,就能够完成此次冲锋。如果闯越失败,则冲锋会在该名生物面前的空间结束。
正常:为了冲锋目标,你与目标之间不能有障碍。

童颜
Childlike
你那形似人类孩童的外表让大家更易于相信你——如果他们没有识破你的身份的话。
先决条件:魅力13,半身人
好处:只要你的故事能够显得自己是无辜的,就能够在唬骗检定中取十,用以让别人认为你说的是真话。你还在冒充为人类孩童的易容检定中获得+2加值,并且忽略在这么做时,易容为不同种族和不同年龄层的减值。

梯云纵
Cloud Step
你的脚步异常地轻盈。
先决条件:壁虎游墙(Spider Step),武僧等级12
好处:以移动动作,你能够如法术凌空而行(air walk)一般行走,距离为轻身落(slow fall)的一半,最高为50尺。你必须在你的回合结束时到达固体的水平面上,否则将会坠落。

蛇鸡兽之突(战斗专长)
Cockatrice Strike (Combat)
你能够通过一次打击将血肉化为磐石。
先决条件:精通徒手打击(Improved Unarmed Strike),蛇形拳(Gorgon's Fist),万蛇出洞(Medusa's Wrath),基本攻击加值+16
好处:以整轮动作(full-round action),你能够进行单一一次徒手打击对抗一名眩晕(dazed),措手不及(flat-footed),麻痹(paralyzed),恍惚(staggered),震慑(stunned)或者无意识(unconscious)的敌人。如果此次攻击重击了,而目标也没有通过DC为10 + 1/2你的角色等级 + 你的感知调整值的强韧豁免,则会被石化(petrified)。这是一个超自然的变形效果(polymorph effect)。

战斗戒备(战斗专长)
Combat Patrol (Combat)
你的触及范围贯穿全场,威胁着可能在任何位置出现的敌人。
先决条件:战斗反射(Combat Reflexes),灵活移动(Mobility),基本攻击加值+5
好处:以整轮动作(full-round action),你能够进行战斗戒备,每拥有5点基本攻击加值,你的威胁范围就能够增加5尺。直至你的下一轮开始为止,你能够对处于威胁范围内并且引起借机攻击的敌人进行借机攻击。作为这些攻击的一部分,你能够进行移动,只要到你的下一轮开始之前移动的总距离不超过你的速度即可。任何由你进行的移动会如常引起借机攻击。

工艺协作
Cooperative Crafting
你的协助使得制作物品更为高效。
先决条件:任意工艺技能1级,任意物品制作专长(item creation feat)
好处:你能够协助其他角色制作普通或者魔法物品。你们必须具备相应的工艺技能或者物品制作专长,不过你们中的一个满足任何制作物品的其他先决条件即可。你能够在与制作物品相关的任何工艺检定或者法术辨识检定中提供+2环境加值,并且你的协助能够使每日能够制作的物品价值加倍。

协调防御(战斗专长,团队专长)
Coordinated Defense (Combat, Teamwork)
你擅长与盟友协同抵御摔绊、擒抱以及其他战技的威胁。
好处:当与你相邻的盟友也具有该专长时,你的CMD获得+2表现加值。当尝试进行战技的生物比你和你的盟友体型都大时,这个加值提升至+4。

协调战技(战斗专长,团队专长)
Coordinated Maneuvers (Combat, Teamwork)
你擅长与盟友联手进行危险的战技。
好处:当与你相邻的盟友也具有该专长时,所有战技检定获得+2表现加值。这个加值在摆脱擒抱时提升至+4。

四海为家
Cosmopolitan
在大型异国城市生活的经历使得你与许多不同的文明、文化和种族产生了联系。
好处:你可以读写两种额外语言,种类自行选择。此外,选择两种基于智力、感知或者魅力的技能。这两个技能对于你来说视为本职技能。

掩护(战斗专长)
Covering Defense (Combat)
你擅长使用盾牌同时保护自己和盟友。
先决条件:盾牌专攻(Shield Focus),基本攻击加值+6
好处:当你在持用轻型盾牌、重型盾牌或者塔盾进行全防御动作(total defense action)时,能够为盟友的AC提供掩蔽加值(cover bonus)用于对抗所有攻击,不过这名盟友必须与你相邻并且体型小于等于你的体型。这个掩蔽加值等同于你的盾牌的盾牌加值,并且持续至你的下一轮开始。你的盾牌不会为反射豁免提供掩蔽加值。

重击致跛(战斗专长)
Crippling Critical (Combat)
你能够让目标残废,使其运动受到阻碍。
先决条件:重击专攻(Critical Focus),基本攻击加值+13
好处:当你成功对一名敌人造成重击时,他的速度会减半,持续1分钟。成功的强韧豁免能够使持续时间降低至1d4轮。该次豁免的DC等同于10 + 你的基本攻击加值。对于拥有多种移动类型的生物,你必须选择想要影响的移动类型。正在飞行的生物若被此攻击命中,则必须进行DC为10的飞行检定以保持滞留在空中,并且它的机动性会下降一级。
特殊:你只能将一种重击专长的效果应用到一次确认的重击上,除非你拥有重击大师(Critical Mastery)专长。

十字弓专精(战斗专长)
Crossbow Mastery (Combat)
你能够以令人目眩的速度装填弩弓,甚至可以在近战中用他们射击而不必担心遭到报复。
先决条件:敏捷15,近程射击(Point-Blank Shot),快速装填(Rapid Reload),快速射击(Rapid Shot)
好处:不论你使用的弩弓的类型为何种,装填弩弓(crossbow)所需要的时间降低为自由动作。你能够在全力攻击(full attack action)中使用弩弓射击多次,就如同使用弓(bow)的时候一般。当你选取快速装填专长时所选择的那种类型的弩弓在进行装填时不会引起借机攻击。
特殊:从6级起,选择箭术战斗流派(archery combat style)的游侠能够将十字弓专精作为战斗流派专长进行选取。

慈悯终结(战斗专长)
Dastardly Finish (Combat)
你能够趁着敌人虚弱的时候进行致命一击。
先决条件:偷袭+5d6
好处:你能够对畏缩(cowering)或者震慑(stunned)的目标进行致命一击(coup de grace)。
正常:你只能对无助的目标进行致命一击。

眩晕强袭(战斗专长)
Dazing Assault (Combat)
你那狂野的攻击能够使敌人晕眩。
先决条件:力量13,猛力攻击(Power Attack),基本攻击加值+11
好处:你可以选择让所有近战攻击检定与战技检定承受-5减值,来使你在近战攻击在正常造成伤害之外,使命中的敌人眩晕1轮。成功的强韧豁免可以免受该效果。豁免DC为10 + 你的基本攻击加值。你必须在进行攻击检定之前选择是否使用该专长,它的效果会持续至你的下一轮为止。

眩晕法术(超魔专长)
Dazing Spell (Metamagic)
你能够利用法术的力量来使生物眩晕。
好处:你能够调整法术,使法术伤害的生物处于眩晕(daze)状态。当生物受到该法术的伤害后,会变得眩晕,持续的轮数等同于法术的原始等级。如果法术允许豁免,那么成功的豁免可以免受眩晕效果。如果法术无需豁免,目标则可以进行一次意志豁免来避免眩晕效果。如果法术效果本身可以使目标眩晕,那么这个超模效果的持续时间与法术效果的持续时间叠加。眩晕法术占用比法术的实际等级高3级的法术位。无法造成伤害的法术无法从该专长获益。

豪饮
Deep Drinker
你能够通过饮酒引出更多的真气。
先决条件:体质13,武僧等级11,醉酒(drunken ki)职业能力
好处:当你通过醉酒职业能力获得临时气池储量时,你获得2点气来取代原本的1点。

增强视觉
Deepsight
你的感官在完全的黑暗中格外敏锐。
先决条件:黑暗视觉60尺
好处:你的黑暗视觉提升至120尺。
正常:黑暗视觉通常只有60尺或90尺。

卸武重击(战斗专长)
Disarming Strike (Combat)
你的重击能够缴械敌人。
先决条件:智力13,寓守于攻(Combat Expertise),精通卸除武器(Improved Disarm),基本攻击加值+9
好处:当你的近战攻击成功重击时,除了攻击正常造成的伤害之外还能够卸除敌人的武器。如果你的重击确认检定超过了敌人的CMD,那么就能够将卸除敌人的武器,就如同进行了卸除武器战技检定一般。这不会引起借机攻击。
正常:你必须进行卸除武器战技检定才能卸除敌人的武器。
特殊:你只能将后述专长中的一个应用在一次确认的重击上:冲撞重击(Bull Rush Strike),重击复位(Repositioning Strike),破武重击(Sundering Strike),卸武重击(Disarming Strike)或者摔绊重击(Tripping Strike)。你可以在重击确认检定之后选择使用该专长。

扰乱射击(战斗专长)
Disrupting Shot (Combat)
通过准确的射击,你能够使近处的敌人更加难以施放法术。
先决条件:敏捷13,近程射击(Point-Blank Shot),战士等级6
好处:如果你进行准备动作射击30尺内施法的敌人,并且成功以远程攻击命中该名敌人,那么该名敌人成功施放法术的专注DC提高4点。

扰咒法术(超魔专长)
Disruptive Spell (Metamagic)
你的魔法能量会附着在敌人身上,以此干扰他们施法。
好处:被扰咒法术影响的目标在施法或者使用类法术能力时,必须进行专注检定(DC等同于扰咒法术的DC外加被施放的法术等级),这个效果持续1轮。避免法术效果的目标也会避免该专长的效果。扰咒法术占用比法术的实际等级高1级的法术位。

揭示预言
Diviner's Delving
你那敏锐的魔法直觉使你在阅读迹象、线索和征兆时更加容易并且更加快捷。
先决条件:法术专攻:预言系(Spell Focus:divination)
好处:当你施放预言系法术突破法术抗力,或者阻碍预言系法术的效果(比如回避侦测[nondetection])时,施法者等级检定获得+2加值。当你使用需要专注的预言系法术时,你获得信息的速度比正常快1轮(因此你在专注的第一轮得到原本前2轮获得的信息,在专注的第二轮获得第三轮的信息)。

惧栗屠杀(战斗专长)
Dreadful Carnage (Combat)
杀死敌人能够挫败附近其他敌人的士气。
先决条件:力量15,猛力攻击(Power Attack),沉着暴怒(Furious Focus),基本攻击加值+11
好处:当你将一名敌人的生命值降至0或更低时,你能够以自由动作对30尺内的所有敌人进行一次威吓检定以挫败士气。若敌人无法同时看到你和生命值被你降至0或更低的敌人,则不受影响。

庇护(团队专长)
Duck and Cover (Teamwork)
你的盟友能够帮助你免受一些攻击。
好处:当与你相邻的盟友也具有该专长,并且你们两人都需要进行反射豁免对抗一个法术或效果时,你可以选择使用你的或者盟友的掷骰结果(无论你选择哪个结果,你的调整值仍旧应用于这个检定)。如果你使用你的盟友的结果,那么你会被击倒(若你已经倒地或者无法被倒地,则会在你的下一轮之前处于恍惚[staggered]状态)。此外,只要你的盟友持用盾牌,你的AC在对抗远程攻击时就会获得+2掩蔽加值(cover bonus)。

鹰眼
Eagle Eyes
你的视觉格外敏锐。
先决条件:感知13,敏锐感官(keen senses)种族特性
好处:在使用视觉进行察觉检定时,你忽略至多5点距离造成的减值,这使得你比大多数人看得更远更准确。

兼容并蓄
Eclectic
天资聪慧的你能够胜任不同的职业。
先决条件:人类
好处:选择一个额外的天赋职业(favored class),只要你获得该职业的等级,就可以获得+1生命值或者+1技能点的天赋职业奖励。如果你选择已经拥有等级的职业,那么这一好处可以向前追溯。

跨界法术(超魔专长)
Ectoplasmic Spell (Metamagic)
你的法术能够冲破维度的障壁,将鬼魅般的力量投射入虚空。
好处:跨界法术能够对虚体(incorporeal)或者以太(ethereal)生物造成完整的效果。跨界法术占用比法术的实际等级高1级的法术位。

奥秘之爪(战斗专长)
Eldritch Claws (Combat)
谁需要魔法武器?鬼魅的把戏无法阻挡你的兽性之力。
先决条件:力量15,天生武器(natural weapons),基本攻击加值+6
好处:你的天生武器在克服伤害减免时同时被视为魔法和银。

元素之拳(战斗专长)
Elemental Fist (Combat)
你将元素能量赋到打击之上。
先决条件:体质13,感知13,精通徒手打击(Improved Unarmed Strike),基本攻击加值+8
好处:当你使用元素之拳时需要从后述能量类型中选择一种:强酸(acid),寒冷(cold),闪电(electricity)或火焰(fire)。若成功命中,此次攻击造成正常伤害外加1d6点所选元素类型的伤害。你必须在进行攻击检定前声明使用这个专长(因此失败的攻击检定会浪费这次机会)。你每拥有4个等级,每日可以尝试元素之拳的次数就增加1次(见特殊),每轮尝试的次数不能超过1次。
特殊:修验僧(monk of the four winds,APG武僧变体)在1级获得元素之拳作为奖励专长,即使他不满足先决条件。武僧每日可以尝试使用元素之拳的次数等同于他的武僧等级,额外加上每4个非武僧职业等级1次。

元素专精
Elemental Focus
你所施放的某种元素法术会更加难以抵御。
好处:选择一种能量类型(强酸,寒冷,闪电或者火焰)。所有造成此类能量伤害的法术,其豁免DC提高1点。
特殊:你可以多次选取该专长。其效果不会叠加。每次选取该专长都会应用到一种新的能量类型上。

元素法术(超魔专长)
Elemental Spell (Metamagic)
你能够操纵自身法术的元素性质。
好处:选择一种能量类型:强酸(acid),寒冷(cold),闪电(electricity)或火焰(fire)。你可以使用这种能量类型替代法术原本正常的伤害,或者分裂法术的伤害,这么做会使法术所造成伤害的一半为正常伤害,另一半为你所选择的伤害类型。元素法术占用比法术的实际等级高1级的法术位。
特殊:你可以多次选取该专长。每次必须选择不同的能量类型。

精灵之眼(战斗专长)
Elven Accuracy (Combat)
你那敏锐的视觉使得困难的射击变得从容。
先决条件:精灵
好处:如果你使用长弓或短弓(包括复合弓)进行远程攻击,却由于隐蔽(concealment)而失手,那么你能够重新投掷一次失手率检定(miss chance roll)来看看你是否真的命中了。

胁迫者(战斗专长)
Enforcer (Combat)
你善于在被你伤害的人心中制造恐惧。
先决条件:威吓1级
好处:每当你使用近战武器造成非致命伤害,就能够以自由动作进行一次威吓检定,用以挫败攻击目标的士气。若成功,目标会战栗(shaken),持续等同于伤害的轮数。如果你的攻击是重击,你的目标会在成功的威吓检定后惊惧(frightened)1轮,除此之外还会在等同于伤害的轮数中战栗(shaken)。

奥术拓展
Expanded Arcana
你的研究使自身展现出新的法术能力。
先决条件:施法者等级1,见特殊
好处:将一个法术从你的法术列表加到你的已知法术列表中。这个法术不属于你的职业等级提升时正常获得的法术。你也可以选择将两个法术从你的法术列表加到你的已知法术列表中。但是这两个法术的等级必须都比你在该职业中最高能够施放的法术等级低一级。一旦做出这些选择,就无法变更。
特殊:只有在你拥有那些依赖有限的已知法术列表施法的职业等级(如吟游诗人,先知以及术士)时,才能够选择该专长。你可以多次选择奥术拓展。

额外炼金炸弹
Extra Bombs
你每天可以多投掷几个炸弹。
先决条件:炼金炸弹职业能力(Bomb class feature)
好处:你每天能够额外投掷2次炼金炸弹。
特殊:你能够多次选择额外炼金炸弹。

额外科研发现
Extra Discovery
你完成了一种新的炼金科研发现。
先决条件:科研发现职业能力(Discovery class feature)
好处:你获得一个科研发现。你必须满足这个科研发现的全部先决条件才能选取。
特殊:你能够多次选择额外科研发现。

额外巫术
Extra Hex
你学会了一种新的巫术之秘。
先决条件:巫术职业能力(Hex class feature)
好处:你获得一个巫术。你必须满足这个巫术的全部先决条件才能选取。
特殊:你能够多次选择额外巫术。

额外狂暴之力
Extra Rage Power
你解锁了一种狂暴中可以使用的新能力。
先决条件:狂暴之力职业能力(Rage power class feature)
好处:你获得一个狂暴之力。你必须满足这个狂暴之力的全部先决条件才能选取。
特殊:你能够多次选择额外狂暴之力。

额外启示
Extra Revelation
你领悟了领域中的一种新的表现方式。
先决条件:启示职业能力(Revelation class feature)
好处:你获得一个启示。你必须满足这个启示的全部先决条件才能选取。
特殊:你能够多次选择额外启示。

额外盗贼天赋
Extra Rogue Talent
通过不断练习,你习得了一种新的技法。
先决条件:盗贼天赋职业能力(Rogue talent class feature)
好处:你获得一个盗贼天赋。你必须满足这个盗贼天赋的全部先决条件才能选取。
特殊:你能够多次选择额外盗贼天赋。

快饮
Fast Drinker
你能够通过迅速饮用烈酒引出真气。
先决条件:体质18,醉酒(drunken ki)职业能力
好处:饮用烈酒获得临时气池现在消耗迅捷动作,而非原本的标准动作。

快速自疗
Fast Healer
你能够从治疗中获得更大的收益,无论它是来自魔法还是自然地伤口愈合。
先决条件:体质13,顽强(Diehard),坚忍(Endurance)
好处:当你通过休息或者魔法治疗恢复生命值时,你能够额外恢复生命值,数值等同于你的体质调整值的一半(最低+1)。

防范宿敌
Favored Defense
在对抗猎物的攻击时,你的诡计便成为了自身的盾牌。
先决条件:宿敌(Favored enemy)职业能力
好处:从你的宿敌中选择一种。在被此类宿敌攻击时,你能够将宿敌加值的一半加到你的CMD上,并且能够将其作为闪避加值加到AC上。
特殊:你可以多次选取该专长。它的效果不会叠加。每次你选取该专长,都会应用到一种新的宿敌类型上。

挺住再上
Fight On
即使在死后,你也能战斗。
先决条件:体质13;矮人,半兽人或者兽人
好处:每日1次,你能够获得等同于你的体质调整值的暂时生命值。你能在生命值小于等于0时以直觉动作激活该专长。你能够使用该专长预防自身陷入濒死状态。这些暂时生命值持续1分钟。如果你的生命值由于失去这些暂时生命值而低于0,那么你会如常陷入濒死并失去意识。如果你拥有凶猛(ferocity)种族特性,则可以在失去来自该专长的暂时生命值时使用它。

集中射击(战斗专长)
Focused Shot (Combat)
对结构的洞悉能够使你的射击更加致命。
先决条件:智力13,近程射击(Point Blank Shot),精准射击(Precise Shot)
好处:以标准动作,你能够使用弓或弩进行一次攻击,并且将智力调整值加到伤害检定上。你必须距离目标30尺范围内,才能造成这个额外伤害。免疫重击与偷袭的生物同样免疫这个额外伤害。
特殊:从2级起,选择箭术战斗流派(archery combat style)的游侠能够将集中射击作为战斗流派专长进行选取。

集中法术(超魔专长)
Focused Spell (Metamagic)
当你施放影响多名生物的法术时,其中一名敌人会发现自身难以抵御它的影响。
好处:当你施放一个会影响多个生物的法术时,可以选择一个目标或者法术效果内的生物。该名生物对抗法术的豁免DC提高2点。你必须在施法之前选择将法术集中至哪个目标身上。集中法术占用比法术的实际等级高1级的法术位。无需豁免的法术无法由此专长获益。

咄咄逼人(战斗专长)
Following Step (Combat)
当敌人试图从你身边逃开时,你能够反复尝试跟上他而不会妨碍自身的正常移动。
先决条件:敏捷13,快步(Step Up)
好处:当你使用快步专长跟上邻近的敌人时,你能够移动至多10尺。你可以在下一轮内使用五尺快步,并且任何使用此专长进行的移动,均不会扣除你下一轮的移动距离。
正常:你只能使用快步专长进行五尺快步跟上敌人。

沉着暴怒(战斗专长)
Furious Focus (Combat)
即使是在激烈的狂怒攻击中,你仍旧可以专注于眼前的屠杀,使用你那野蛮的攻击切中要害。
先决条件:力量13,猛力攻击(Power Attack),基本攻击加值+1
好处:当你持用双手武器、或者使用双手持握单手武器并且使用猛力攻击专长时,每轮的第一次攻击所进行近战攻击检定不会承受猛力攻击的减值。你仍旧会在其他的攻击中承受减值,包括借机攻击。

一拥而上(战斗专长)
Gang Up (Combat)
你擅长使用人海战术。
先决条件:智力13,寓守于攻(Combat Expertise)
好处:只要敌人处于至少两名盟友的威胁范围内,就视为你在夹击目标,无论你的具体位置如何。
正常:你必须处于对角位才能进行夹击。

侏儒戏法
Gnome Trickster
你的奥术天赋不光体现在幻术方面上。
先决条件:魅力13,侏儒,侏儒魔法(gnome magic)种族特性
好处:除了你的正常侏儒类法术能力之外,你还获得下列类法术能力:1次/日——法师之手(mage hand)以及魔法伎俩(prestidigitation)。

瞒天过海
Go Unnoticed
你的较小身形使你能够快速而巧妙地避开别人的视线。
先决条件:敏捷13,体型小或更小
好处:在战斗的第一轮(first round)中,在判断潜行检定的使用时,措手不及的敌人被视为还没有注意到你,这使得你可以在该轮使用潜行检定进行躲藏。

高等盲斗(战斗专长)
Greater Blind-Fight (Combat)
你的敌人无法躲藏在你身边。
先决条件:察觉15级,精通盲斗(Improved Blind-Fight)
好处:你的近战攻击忽略低于全隐蔽(total concealment)的失手率,并且对你来说,全隐蔽的敌人被视为只有普通的隐蔽(concealment,即20%的失手率而非50%)。你仍旧可以如常重投失手率的百分骰。
如果你成功定位隐身(invisible)或躲藏起来的攻击者,该名敌人会失去与使用远程攻击对你进行攻击相关的优势,无论彼此的距离为何。即你的防御等级不会失去你的敏捷加值,并且攻击者不会由于隐蔽而获得通常的+2加值。
特殊:高等盲斗专长对于闪现术(blink)法术的受术者没有效果。

高等阴招(战斗专长)
Greater Dirty Trick (Combat)
你的敌人会被你的阴招搞得晕头转向。
先决条件:智力13,寓守于攻(Combat Expertise),精通阴招(Improved Dirty Trick),基本攻击加值+6
好处:你所实行的阴招战技检定获得+2加值。这个加值与精通阴招提供的加值叠加。每当你成功进行阴招战技之后,产生的惩罚持续1d4轮,你的攻击每比目标的CMD高5点,则再多持续1轮。此外,目标移除状态需要耗费一个标准动作。
正常:阴招所赋予的状态持续1轮,你的攻击每比目标的CMD高5点,则再多持续1轮。目标移除状态需要耗费一个移动动作。

高等拖行(战斗专长)
Greater Drag (Combat)
被你拖行的敌人会失去平衡。
先决条件:力量13,精通拖行(Improved Drag),猛力攻击(Power Attack),基本攻击加值+6
好处:你所实行的拖行战技检定获得+2加值。这个加值与精通拖行提供的加值叠加。每当你拖行敌人,他的移动会引起你的盟友的借机攻击(但是不包括你)。
正常:被拖行的生物不会引起借机攻击。

高等元素专精
Greater Elemental Focus
选择一种已经拥有元素专精专长的能量类型。你所施放的属于该种能量类型的法术更加难以被抵御。
先决条件:元素专精(Elemental Focus)
好处:造成你所选择类型的能量伤害的法术,其豁免DC提高1点。这个加值与元素专精专长的加值叠加。
特殊:你可以多次选取该专长。它的效果不会叠加。每次你选取该专长,会应用在一个新的能量类型上,该种能量类型必须已经选取过相应的元素专精专长。

高等复位(战斗专长)
Greater Reposition (Combat)
当你改变敌人的位置时,他们会变得容易遭受你盟友的攻击。
先决条件:智力13,寓守于攻(Combat Expertise),精通复位(Improved Reposition),基本攻击加值+6
好处:你所实行的复位战技检定获得+2加值。这个加值与精通复位提供的加值叠加。每当你通过复位使敌人移动时,他的移动会引起你的盟友的借机攻击(但是不包括你)。
正常:由于复位战技而移动的生物不会引起借机攻击。

高等盾牌专精(战斗专长)
Greater Shield Specialization (Combat)
你那娴熟的盾牌技巧,能够给自己的要害提供绝佳的保护。
先决条件:擅长盾牌,高等盾牌专攻(Greater Shield Focus),盾牌专攻(Shield Focus),某种盾牌类型的盾牌专精(Shield Specialization),战士等级12
好处:选择一种盾牌类型(小圆盾[buckler],轻型盾牌[light shield],重型盾牌[heavy shield]或塔盾[tower shield]),你需要已经拥有该类盾牌的盾牌专精专长。使用被选择的盾牌时,你的AC在对抗重击确认检定时,获得+2加值(这个加值与盾牌专精的加值叠加)。此外,每日1次,你能够使一次重击失效,伤害替换为正常的伤害检定。
特殊:你可以多次选取该专长。其效果不会叠加。每一次选取该专长,它都会应用到一类新的盾牌上。

高等盗取(战斗专长)
Greater Steal (Combat)
你懂得在战斗中从敌人那里扒窃道具的敲门。
先决条件:智力13,寓守于攻(Combat Expertise)精通盗取(Improved Steal),基本攻击加值+6
好处:你所实行的盗取战技检定获得+2加值。这个加值与精通盗取提供的加值叠加。如果你成功在战斗中从敌人身上盗取一件物品,那么他直至战斗结束或者尝试使用这件丢失的物品前不会察觉这件事情。
正常:被盗取战技检定取走物品的生物会自动察觉这点。

地底亲和
Groundling
你能够与穴居动物交流。
先决条件:魅力13,侏儒,侏儒魔法(gnome magic)种族特性
好处:你能够随意以类法术能力使用动物交谈(speak with animals),但是只能用于与穴居动物交流,如囊地鼠(gophers),鼹鼠(moles)等等。每日1次,你能够正常使用动物交谈与任意种类的动物沟通。

英勇气魄
Heroic Defiance
在其他人无法承受的时候,只有你顽勇不屈。
先决条件:顽强(Diehard),坚忍(Endurance),基本强韧豁免+8
好处:每日1次以直觉动作,你能够推迟一个有害状态或者苦难(affliction),比如恐慌(panicked),麻痹(paralyzed),震慑(stunned)等等,包括永久和立即(instantaneous)的状态。激活这一状态会将状态的发作延迟至你的下一轮结束的时刻,在这之后此状态如常生效。该专长对生命值受损或者属性伤害没有影响。

英勇自愈
Heroic Recovery
你能够摆脱削弱自己的状态。
先决条件:顽强(Diehard),坚忍(Endurance),基本强韧豁免+4
好处:每日1次以标准动作,你能够尝试针对一个正在影响你,并且需要强韧豁免的有害状态或者苦难(affliction),进行一次新的豁免。如果对抗苦难的豁免失败,那么这不会产生任何效果,但是成功的豁免能够用于治愈诸如毒素或者疾病的苦难。你无法使用该专长恢复立即(instantaneous)的效果、不允许豁免的效果以及不需要强韧豁免的效果。

精通盲斗(战斗专长)
Improved Blind-Fight (Combat)
敏锐的感官引导你的手臂指向藏匿的敌人。
先决条件:察觉10级,盲斗(Blind-Fight)
好处:你的近战攻击忽略低于全隐蔽(total concealment)的失手率。你仍旧可以如常重投全隐蔽带来的失手率百分骰。
如果你成功定位30尺内的隐身(invisible)或躲藏起来的攻击者,该名敌人会失去与使用远程攻击对你进行攻击相关的优势。即你的防御等级不会失去你的敏捷加值,并且攻击者不会由于隐蔽而获得通常的+2加值。
特殊:精通盲斗专长对于闪现术(blink)法术的受术者没有效果。

精通阴招(战斗专长)
Improved Dirty Trick (Combat)
你很擅长对敌人耍一些小伎俩。
先决条件:智力13,寓守于攻(Combat Expertise)
好处:当你使用阴招战技时不会引起借机攻击。此外,你所实行的阴招战技检定获得+2加值。你还在对抗针对自身的阴招战技时,CMD获得+2加值。
正常:当你使用阴招战技时会引起借机攻击。

精通拖行(战斗专长)
Improved Drag (Combat)
你擅长在战场中拖拽敌人。
先决条件:力量13,猛力攻击(Power Attack),基本攻击加值+1
好处:当你使用拖行战技时不会引起借机攻击。此外,你所实行的拖行战技检定获得+2加值。你还在对抗针对自身的拖行战技时,CMD获得+2加值。
正常:当你使用拖行战技时会引起借机攻击。

精通太极推手(战斗专长)
Improved Ki Throw (Combat)
敌人在你手中就是活生生的武器。
先决条件:精通冲撞(Improved Bull Rush),太极推手(Ki Throw)
好处:当你使用太极推手专长时,你能够将你的目标丢至任何处于你威胁范围的方格内,并且该方格被任何其他生物所占据。你需要对次要目标进行受到-4减值的冲撞战技检定。如果检定成功,被投掷的生物会倒在次要目标所在的方格,而次要目标会被推开,并且倒在相邻的方格内。如果检定失败,被投掷的生物会倒地,他的位置会与次要目标相邻并且在你威胁范围内的最近的方格。
如果你投掷的是大型或更大的生物,并掷向含有多个次要目标的区域,那么对于首个次要目标之外,每个目标都会额外使你的战技检定受到-4减值。
特殊:14级起,武僧能够将该专长作为奖励专长选取。

精通复位(战斗专长)
Improved Reposition (Combat)
你习得了如何迫使敌人在战场中移动的技巧。
先决条件:智力13,寓守于攻(Combat Expertise)
好处:当你使用复位战技时不会引起借机攻击。此外,你所实行的复位战技检定获得+2加值。你还在对抗针对自身的复位战技时,CMD获得+2加值。
正常:当你使用复位战技时会引起借机攻击。

精通燕归来(战斗专长)
Improved Second Chance (Combat)
你能够将失手的攻击变为第二次进攻的机会,而不用放弃剩余的后招。
先决条件:智力13,寓守于攻(Combat Expertise),燕归来(Second Chance),基本攻击加值+11
好处:当你使用燕归来专长重掷失手攻击时,你仍旧能够在该回合进行剩下的攻击,不过每个攻击都会受到-5减值。
正常:当你使用燕归来专长时,通常情况下必须放弃该回合内剩下的攻击。

精通法术共享
Improved Share Spells
你可以对那些与你有魔法联系的生物共享法术。
先决条件:法术辨识10级,获得动物伙伴(animal companion)、幻灵(eidolon)、魔宠(familiar)或者特殊坐骑(special mount)的能力
好处:你对自身施放的任何非立即(non-instantaneous)的法术(并非类法术能力)同样能够影响一个与你联结的生物(比如动物伙伴、幻灵、魔宠或者特殊坐骑)。这些生物必须在施法时与你相距五尺之内才能享受到该效果。法术的持续时间对你和与你联结生物来说都会减半(比如持续1小时的法术如此施放的话,在你和与你联结的生物身上都只会存续30分钟)。
如果法术或效果的持续时间并非立即(instantaneous),那么在该名生物离开距你五尺的范围之外的时候,它会停止对该名生物的影响。即使该名生物重新在持续时间内回到范围之内,也不会重新获得效果的影响。
你可以以此方式分享正常情况下无法影响该类生物的法术。
该专长只适用于通过职业能力获得的动物伙伴、幻灵、魔宠或者特殊坐骑。

精通滑步(战斗专长)
Improved Sidestep (Combat)
你善于避开敌人的近战攻击,而这也不会影响你那灵活的动作。
先决条件:敏捷15,闪避(Dodge)灵活移动(Mobility),滑步(Sidestep)
好处:在通过回避敌人的失手攻击而使用滑步专长后,你仍旧能够在你的下一轮内使用五尺快步,若你在你的下一轮内进行移动的话也可以全速移动。
正常:如果你使用滑步专长,你无法在你的下一轮使用五尺快步。

精通盗取(战斗专长)
Improved Steal (Combat)
你懂得从敌人那里抢夺物品的诀窍。
先决条件:智力13,寓守于攻(Combat Expertise)
好处:当你使用盗取战技时不会引起借机攻击。此外,你所实行的盗取战技检定获得+2加值。你还在对抗针对自身的盗取战技时,CMD获得+2加值。
正常:当你使用盗取战技时会引起借机攻击。

精通岩石敏锐
Improved Stonecunning
你对石造物的感知异常敏锐。
先决条件:感知13,矮人,岩石敏锐(stonecunning)种族特性
好处:当你使用察觉检定注意到不寻常的石造物时获得+4加值。这个加值会取代岩石敏锐种族特性对察觉检定的正常加值。

强化法术(超魔专长)
Intensified Spell (Metamagic)
你的法术能够超越通常的制限。
好处:强化法术会使法术的最高伤害骰数增加5级。为了从该专长获益,你必须拥有足够的施法者等级来超过最大值。没有变量的法术不会被影响,造成伤害的法术却不会受施法者等级调整的话也不会被该专长影响。强化法术占用比法术的实际等级高1级的法术位。

肉盾(战斗专长)
In Harm's Way (Combat)
为了保护盟友,你将自身置于危险之中。
先决条件:保镖(Bodyguard)
好处:当你使用援助他人动作提高相邻盟友的AC时,你能够以直觉动作拦截对抗该名盟友的成功攻击,受到该次攻击的全部伤害以及任何可能的效果(流血,毒素等等)。一名生物从该专长获得的好处不能超过每次攻击一回。

铁胃
Ironguts
你的胃强健如钢铁。
先决条件:体质13;矮人,半兽人或兽人
好处:在对抗任何会引起反胃(nauseated)或恶心(sickened)状态的效果,以及对抗所有摄入类(ingested)毒素(不包括其他毒素)时,豁免检定获得+2种族加值。此外,在使用生存检定为自身寻找食物(仅限自身)时,你获得+2加值。

铁皮
Ironhide
你的皮肤比大部分同类都更加坚韧厚实。
先决条件:体质13;矮人,半兽人或兽人
好处:由于你那异常粗糙的皮肤,你获得+1天生防御加值。

灵敏嗅觉
Keen Scent
你的鼻子就好像野兽一样灵敏。
先决条件:感知13,半兽人或兽人
好处:你获得灵敏嗅觉(scent)特殊能力。

太极推手(战斗专长)
Ki Throw (Combat)
你的身体控制能力以及对动量的掌握能够将敌人摔飞出去。
先决条件:精通摔绊(Improved Trip),精通徒手打击(Improved Unarmed Strike)
好处:当你成功对目标进行徒手摔绊攻击,并且目标的体型小于等于你的时候,你能够让目标摔倒在任何你正在威胁的方格内,而非他原本占据的方格。这个移动不会引发借机攻击,你也无法将该名生物摔进有其他生物占据的空间内。
特殊:10级起,武僧能够将太极推手作为奖励专长选取。具有该专长的武僧能够影响比自身体型更大的生物,只要他支付每级体型差距1点气即可。

绿之歌者
Leaf Singer
你的歌声叙述着同族的玄秘。
先决条件:魅力13,吟游表演(bardic performance)职业能力,精灵或半精灵
好处:当你在森林中使用带有听觉成分的吟游表演时,那么你所选择的吟游表演的范围或区域加倍。此外,无论你的吟游表演在哪里进行,精类生物在对抗你的吟游表演时,豁免DC提高2点。

一苇渡江
Light Step
你有独创的办法,用于快速通过最危险最不平坦的地形。
先决条件:神行步(Acrobatic Steps),灵狐步(Nimble Moves),精灵
好处:你能够忽略自然环境中,困难地形的效果,就如同它是普通地形一般。

余音绕梁
Lingering Performance
即使你停止演奏,你的吟游表演的效果仍旧环绕在周边。
先决条件:吟游表演(bardic performance)职业能力
好处:在你停止表演之后,你的吟游表演带来的加值与好处仍旧能持续2轮。任何其他先决条件,诸如范围或者特殊条件,必须仍旧满足才能让效果持续下去。如果你在这期间内开始一次新的吟游表演,前一次表演的效果会立刻终止。

延续法术(超魔专长)
Lingering Spell (Metamagic)
你的法术依附于现实,缓慢地在这个世界中腐朽。
好处:你能够使一个影响一片区域的立即(instantaneous)法术持续至你的下一回合开始为止。那些已经在范围内的生物不会受到额外伤害,但是其他生物或者物体进入区域后,会遭受法术的效果。带有视觉表现的延续法术会遮挡视野,在5尺外提供隐蔽(concealment,20%失手率),在20尺外提供全隐蔽(total concealment,50%失手率)。延续法术占用比法术的实际等级高1级的法术位。

警备(战斗专长,团队专长)
Lookout (Combat, Teamwork)
你的盟友能够帮助你避免被突袭。
好处:若你邻近一名拥有该专长的盟友,只要他能在突袭轮中行动,你就能在突袭轮中行动。如果你在正常情况下不能在突袭轮中行动,且你的先攻高于该盟友,那么你的先攻调整为该盟友的先攻-1。如果你与该盟友不需要本专长的帮助都能在突袭轮中行动,那么你们能各自进行一个标准动作与一个移动动作,或一个整轮动作。

矮身迎敌(战斗专长)
Low Profile (Combat)
你的较小身躯能够帮助自身免受远程攻击。
先决条件:敏捷13,体型小或更小
好处:在对抗远程攻击时,你的AC获得+1闪避加值。此外,当远程攻击通过你的方格时,你不会给其他生物提供软掩蔽(soft cover)。

幸运半身人
Lucky Halfling
你能够将好运带给与你一同旅行的人。
先决条件:半身人
好处:每日1次,当30尺内的一名盟友进行豁免检定时,你可以进行相同的豁免检定,就如同你也是一名效果的受术者一般。你可以在盟友进行检定之后使用该能力,但是需要在DM宣布检定结果成功或者失败之前使用。你的盟友可以选择使用你的豁免检定取代自身的。

强力法术专精
Major Spell Expertise
你能够将一个低等级法术作为类法术能力施放。
先决条件:次级法术专精(Minor Spell Expertise),能够施放9级法术
好处:选择一个你已知的5级或更低等级的法术。你能够每日以类法术能力施放该法术2次。而这个法术取自哪个职业的列表,它的施法者等级就等同于你在该职业上的施法者等级。类法术能力的豁免DC基于魅力。如果该法术需要昂贵的材料或法器成分,它就不能被该专长所选取。你不能将超魔专长应用到该法术上。
特殊:你可以多次选取该专长。它的效果不会叠加。每次选取该专长,它都会应用在一个新的法术上。

炼金大师
Master Alchemist
你对炼金术掌握的程度近乎神技。
先决条件:工艺(炼金)5级
好处:你的工艺(炼金)检定获得+2加值,你能够以更快的速度制造普通炼金物品。当你制造毒药(poisons)时,你能够同时制作等同于你的智力调整值(最低为1)剂毒药。这些额外的毒药并不会增加制作所需的时间,但是它们仍旧如常增加材料成本。
此外,当你使用工艺(炼金)制作炼金物品或者毒药时,使用物品的金币(gp)价值当做银币(sp)价值来判断工作的进程(你不需要将金币价格乘10来得出银币价值,而是直接使用金币的价值替代)

慈悯法术(超魔专长)
Merciful Spell (Metamagic)
你的伤害性法术只会制服敌人,而不会将其杀死。
好处:你能够调整法术,使其造成非致命伤害。造成特定类型伤害的法术(如火焰)所造成的非致命伤害也属于相同的类型。慈悯法术不会占用比法术的实际等级高的法术位。

次级法术专精
Minor Spell Expertise
你能够以类法术能力施放1级法术。
先决条件:能够施放4级法术
好处:选择一个你已知的1级法术。你能够每日以类法术能力施放该法术2次。而这个法术取自哪个职业的列表,它的施法者等级就等同于你在该职业上的施法者等级。类法术能力的豁免DC基于魅力。如果该法术需要昂贵的材料或法器成分,它就不能被该专长所选取。你不能将超魔专长应用到该法术上。
特殊:你可以多次选取该专长。它的效果不会叠加。每次选取该专长,它都会应用在一个新的法术上。

盾牌辟矢(战斗专长)
Missile Shield (Combat)
你擅长使用盾牌偏斜远程攻击。
先决条件:敏捷13,盾牌专攻(Shield Focus)
好处:你必须使用轻型盾牌,重型盾牌或者塔盾才能使用该专长。每轮1次,当你将要被远程武器做出的一次攻击命中时(不包括法术效果[spell effects],天生武器[natural attacks]或者巨大的远程武器[massive ranged weapons]),可以使其偏斜,让自身避免该次伤害,就如同你拥有拨挡飞箭(Deflect Arrows)专长一般。你必须察觉到攻击,并且不处于措手不及状态。

骑乘盾牌防御(战斗专长)
Mounted Shield (Combat)
你的防御技巧可以同时应用到自身和坐骑上。
先决条件:骑乘战斗(Mounted Combat),盾牌专攻(Shield Focus)
好处:你可以将你的基本盾牌加值(包括由盾牌专攻获得的加值,但是不包括增强加值)加到你的坐骑的AC上。此外,当你使用骑乘战斗专长,能够将这个加值加到用于避免你的坐骑受到攻击的骑术检定上。

骑乘散兵(战斗专长)
Mounted Skirmisher (Combat)
你擅长在快速移动的马背上进行攻击。
先决条件:骑术14级,骑乘战斗(Mounted Combat),骑乘技巧(Trick Riding)
好处:如果你的坐骑移动的距离等同于自身速度或更少时,你仍旧可以进行全力攻击动作(full-attack action)。
正常:如果你的坐骑移动距离超过5尺,那么你就只能进行普通的攻击动作。

包抄(战斗专长,团队专长)
Outflank (Combat, Teamwork)
在夹击敌人时你能够积极寻找任何获得优势的契机。
先决条件:基本攻击加值+4
好处:每当你和同样拥有该专长的一名盟友夹击相同的生物时,你的攻击检定获得的夹击加值提升至+4。此外,每当你对夹击的生物成功进行重击时,它会引起你的盟友的借机攻击。

双重借机(战斗专长,团队专长)
Paired Opportunists (Combat, Teamwork)
你明白如何让敌人为了懈怠的防守而付出代价。
好处:每当你邻近一名拥有该专长的盟友,那么在对抗同时处于你们威胁范围内的生物时,你们的借机攻击都会获得+4环境加值。若敌人处于你的威胁范围,那么只要他引起你的盟友的借机攻击,就也会引起你的借机攻击(即使由于某些能力或者环境,导致正常情况下不会引起你的借机攻击)。在对抗一名生物的一次特定动作时,该专长不会允许你对目标借机攻击次数超过一次。

回击法术
Parry Spell
你能够将敌人的法术反射回它的施法者。
先决条件:法术辨识15级,精通法术反制(Improved Counterspell)
好处:当你成功反制法术时,它会被反转至其施法者处。该专长与法术反转(spell turning)法术完全一致。

牵制射击(战斗专长)
Parting Shot (Combat)
你是散兵中的能手,无论是在前进还是撤退中都可以将箭雨洒向敌人。
先决条件:敏捷13,闪避(Dodge),灵活移动(Mobility),近程射击(Point Blank Shot),移动射击(Shot on the Run),基本攻击加值+6
好处:每次遭遇1次,当你使用撤退动作(withdraw action)时,你能够在移动中的任意一点进行单一一次远程攻击。
正常:你无法在撤退动作中进行攻击。
特殊:从6级起,选择箭术战斗流派(archery combat style)的游侠能够将牵制射击作为战斗流派专长进行选取。

人类的条件
Pass For Human
你很容易被误认为是人类,而非你的同族。
先决条件:半精灵,半兽人或者半身人(见特殊)
好处:当你把自己伪装成人类时,你的易容检定获得+10加值,并且当你这么做的时候,易容检定不会由于将自己易容成其他种族成员而受到减值。在人类所占比率很高或者人类的社区内,你可以在这个易容检定中取十,这意味着除非给他们一个理由去进行怀疑,大多数人都倾向于认为你是人类。
特殊:半身人可以选择该专长,但是必须拥有童颜(Childlike)专长作为先决条件。这两个专长的好处叠加。

完美打击(战斗专长)
Perfect Strike (Combat)
当你使用武僧武器时,攻击会变得异常精准。
先决条件:敏捷13,感知13,精通徒手打击(Improved Unarmed Strike),基本攻击加值+8
好处:你必须在进行攻击检定之前声明使用该专长(因此失败的攻击检定会浪费这次机会)。你必须使用后述武器中的一种进行攻击:单镰(kama),双节棍(nunchaku),木棍(quarterstaff),十手(sai)以及破魔锥(siangham)。你可以进行两次攻击检定并取较高的结果。如果这些检定中的一个造成重击威胁,那么另一个检定会被用于重击确认检定(如果两个检定均造成重击威胁,则由你进行选择)。每日你可以尝试进行完美打击的次数为每4个等级1次(见特殊),并且每轮只能进行一次。
特殊:执械僧(weapon master monk,APG武僧变体)或者禅宗射手(zen archer monk,APG武僧变体)会在1级获得完美打击作为奖励专长,即使他并不满足专长的先决条件。武僧每日可以尝试使用完美打击的次数等同于他的武僧等级,额外加上每4个非武僧职业等级1次。

顽强法术(超魔专长)
Persistent Spell (Metamagic)
你可以调整一个法术,使其更加难以被抵御。
好处:每当一名生物成为顽强法术的目标或者处于法术范围内,并且成功豁免该法术,那么他必须进行另一次豁免检定对抗法术效果。如果该名生物在第二次豁免中失败,那么他会受到法术的全部效果影响,就如同他在第一次豁免中失败一样。顽强法术占用比法术的实际等级高2级的法术位。不需要进行豁免来抵抗或减免效果的法术不会由该专长受益。

贴身射击(战斗专长)
Point Blank Master (Combat)
你擅长使用远程武器在极近的距离攻击。
先决条件:某种远程武器的武器专精(Weapon Specialization)
好处:选择一类远程武器。当你使用这类武器在敌人的威胁范围内进行射击时不会引起借机攻击。
正常:在敌人的威胁范围内使用远程武器攻击会引起借机攻击。
特殊:从6级起,选择箭术战斗流派(archery combat style)的游侠能够将牵制射击作为战斗流派专长进行选取。但是他必须拥有对应武器的武器专攻(Weapon Focus)专长来取代武器专精专长。

战术熟练
Practiced Tactician
通过简单的手势与指令,你能够在战斗中指挥他人。
先决条件:战术(Tactician)职业能力
好处:每日你可以额外获得一次机会使用战术职业能力赋予同伴团队专长。
特殊:你可以多次选取战术熟练专长,它的效果叠加。

精准打击(战斗专长,团队专长)
Precise Strike (Combat, Teamwork)
你很擅长进行精确的攻击,不过前提是敌人的注意力被盟友所分散。
先决条件:敏捷13,基本攻击加值+1.
好处:每当你和同样拥有该专长的一名盟友夹击相同的生物时,你们的每次成功近战攻击能够额外造成1d6点精准伤害。这个加值与其他来源的精准伤害叠加,比如偷袭。该伤害不会由于重击而增加。

偏好法术
Preferred Spell
你发现自己很容易施放某个特定的法术。
先决条件:法术辨识5级,法术升阶(Heighten Spell)
好处:选择一个你能够施放的法术。你能够通过牺牲一个与其等级相同或者更高等级的准备好的法术或法术位来自发施展它。你能够在施放它的时候应用你所拥有的任何超魔专长,为了这么做你需要提高需要牺牲的法术的最低等级,不过这不会增加法术的施放时间。
特殊:你能够多次选取该专长。它的效果不会叠加。每次选取该专长,它都会应用在不同的法术上。

扫堂腿(战斗专长)
Punishing Kick (Combat)
你的踢腿是如此有力,以至于可以用来踢开或者踢倒敌人。
先决条件:体质13,感知13,精通徒手打击(Improved Unarmed Strike),基本攻击加值+8
好处:你必须在进行攻击检定之前声明使用该专长(因此失败的攻击检定会浪费这次机会)。成功命中会正常造成攻击伤害,并且你能够选择将目标推开5尺或者尝试将他击倒。如果你选择推开目标,他会立即远离你5尺。这个移动不会引发借机攻击,并且目标必须在移动结束时处于能够站立的安全空间。如果你尝试将目标击倒,目标需要进行DC为10 + 1/2你的角色等级 + 你的感知调整值的强韧豁免来避免该效果。每日你可以尝试进行扫堂腿的次数为每4个等级1次(见特殊),并且每轮只能进行一次。
特殊:饿鬼僧(hungry ghost monk,APG武僧变体)会在1级获得扫堂腿作为奖励专长,即使他并不满足专长的先决条件。武僧每日可以尝试使用扫堂腿的次数等同于他的武僧等级,额外加上每4个非武僧职业等级1次。

推进强袭(战斗专长)
Pushing Assault (Combat)
你使用双手武器攻击能够将小体型的敌人打退。
先决条件:力量15,猛力攻击(Power Attack),基本攻击加值+1
好处:当你使用双手武器进行攻击不大于你的体型的生物,并且应用了猛力攻击专长时,你可以选择将目标推开5尺来替代猛力攻击带来的额外伤害。如果你成功造成重击,则能够将目标推开10尺。这个移动不会引发借机攻击,并且目标必须在移动结束时处于能够站立的安全空间。你可以在进行攻击检定之后选择产生何种效果,但是必须在进行伤害检定之前选择。

远古血脉
Racial Heritage
除了人类之外,还有其他先祖的血脉在你体内流淌。
先决条件:人类
好处:选择一种其他的类人种族。在判断任何与种族相关的效果时,你被同时时为该种族和人类。例如,如果你选择矮人,那么在选择背景特征(traits),专长,法术与魔法物品对你的作用等等内容时,同时被认为是人类和矮人。

狂暴活性
Raging Vitality
你在狂暴的时候更加有活力。
先决条件:体质15,狂暴(rage)职业能力
好处:每当你狂暴的时候,你的体质获得的士气加值提高2点。你的狂暴并不会在你失去意识时结束。不过当你失去意识时,仍然必须花费每日狂暴轮数。

盾牌反射(战斗专长)
Ray Shield (Combat)
你甚至可以使用盾牌偏转射线。
先决条件:敏捷15,盾牌辟矢(Missile Shield),破法者(Spellbreaker)
好处:你必须使用轻型盾牌,重型盾牌或者塔盾才能使用该专长。每轮1次,当你将要被远程接触攻击命中时(包括射线以及类似的魔法效果),你可以使其偏斜,并且不会因其而受到伤害。如果该效果适用的话,你的盾牌会遭受完整的法术或效果的影响。

利牙突变
Razortusk
你那强有力的下颚和钢铁般的牙齿已经足够致命,可以用来进行啮咬攻击。
先决条件:半兽人
好处:你可以进行啮咬攻击,造成1d4点伤害外加你的力量调整值。你被视为擅长这种攻击,并且能够将适用于天生武器的效果与专长应用于你的啮咬攻击。如果你将其应用于全力攻击动作(full attack action)的一部分,啮咬攻击被视为次要攻击,并且使用你的完整基本攻击加值-5进行攻击,伤害只增加你的力量调整值的一半。

及远法术(超魔专长)
Reach Spell (Metamagic)
你的法术射程比正常情况更远。
好处:你能够调整范围为接触(touch),近距(close)或者中距(medium)的法术,使其范围按照后述次序提升为更远的类别:接触,近距,中距和远距。每提高1级范围类别,及远法术就会占用比法术的实际等级高1级的法术位。比如,将原本范围为接触的法术提升至远距,会占用比法术的实际等级高3级的法术位。需要近战接触攻击的法术若被本专长所调整,那么会改为需要远程接触攻击。法术范围不属于接触、近距和中距的法术无法由此专长受益。

撕扯之爪(战斗专长)
Rending Claws (Combat)
你的利爪攻击能够对敌人造成更高的伤害。
先决条件:力量13,两爪抓(two claw)天生武器攻击,基本攻击加值+6
好处:如果你在同一轮内成功使用两爪抓命中一名生物,第二次爪抓攻击会额外造成1d6点伤害。这个伤害是精准伤害,不会受到重击的影响。每轮你只能使用该专长1次。

重击复位(战斗专长)
Repositioning Strike (Combat)
你的重击能够让你任意挪动敌人。
先决条件:智力13,寓守于攻(Combat Expertise),精通复位(Improved Reposition),基本攻击加值+9
好处:当你的近战攻击成功重击时,除了攻击正常造成的伤害之外还能够移动敌人。如果你的重击确认检定超过了敌人的CMD,那么你能够将移动敌人,就如同进行了复位战技检定一般。这不会引起借机攻击。
正常:你必须进行复位战技检定才能改变敌人位置。
特殊:你只能将后述专长中的一个应用在一次确认的重击上:冲撞重击(Bull Rush Strike),重击复位(Repositioning Strike),破武重击(Sundering Strike),卸武重击(Disarming Strike)或者摔绊重击(Tripping Strike)。你可以在重击确认检定之后选择使用该专长。

盾牌掩护(战斗专长)
Saving Shield (Combat)
你能够偏转可能意味着盟友死亡的攻击。
先决条件:擅长盾牌(Shield Proficiency)
好处:当你邻近的一名盟友成为一次攻击的目标,你能够以直觉动作使这位相邻盟友的AC获得+2盾牌加值。你必须持用轻型盾牌、重型盾牌或者塔盾太能使用该专长。

燕归来(战斗专长)
Second Chance (Combat)
快速的反应能力能够使失手的攻击获得第二次机会。
先决条件:智力13,寓守于攻(Combat Expertise),基本攻击加值+6
好处:当你进行全力攻击(full attack)时,如果你的第一次攻击失手,你能够放弃进行本轮剩下的其他攻击,来使用你最高的基本攻击加值重掷该次攻击。

甄选法术(超魔专长)
Selective Spell (Metamagic)
你的盟友不用担心被误伤。
先决条件:法术辨识10级
好处:当你施放持续时间为立即(instantaneous)并且影响一片区域的甄选法术时,你可以选择在这片区域中一定数量的目标。目标的数量与一种属性调整值相等,而这种属性是你用于确定奖励法术的属性(对于吟游诗人、先知、圣武士、术士以及召唤师来说是魅力;对于女巫以及法师来说是智力;对于牧师、德鲁伊、审判者和游侠来说是感知)。这些目标会从你的法术效果中排除出来。甄选法术会占用比法术的实际等级高1级的法术位。不会影响一片区域的法术不会由此专长获益。

阴影奇袭(战斗专长)
Shadow Strike (Combat)
你能在看不清的情况下进行精确打击。
先决条件:基本攻击加值+1
好处:你可以对具有隐蔽(concealment)的目标造成精准伤害(但是不能是全隐蔽[total concealment]),比如偷袭伤害。

感官共享
Shared Insight
你能够熟练地让他人注意到你希望他们注意的地方。
先决条件:感知13,半精灵
好处:以移动动作,你能够使30尺内并且能够看到或听到你的盟友在察觉检定上获得+2加值,持续轮数等同于你的感知调整值(最低1轮)。

精确感知
Sharp Senses
即使与你的同族相比,你的感官都更为敏锐。
先决条件:敏锐感官(Keen senses)种族特性
好处:你的察觉检定获得+4种族加值。这取代了敏锐感官特性的正常加值。
正常:正常情况下,敏锐感官种族特性会使察觉检定获得+2种族加值。

剑刃屏障(战斗专长)
Shield of Swings (Combat)
疯狂而又狂野的攻击能够加强你的防御。
先决条件:力量13,猛力攻击(Power Attack)基本攻击加值+1
好处:当你持用双手武器进行全力攻击动作(full-attack action)时,能够选择减少1/2的伤害,来使AC和CMD获得+4盾牌加值,直至你的下一轮开始为止。伤害减少也会持续至你的下一轮开始。

盾牌专精(战斗专长)
Shield Specialization (Combat)
你已经精通一类盾牌的使用方法。
先决条件:擅长所选的盾牌,盾牌专攻(Shield Focus),战士等级4
好处:选择一种盾牌类型(小圆盾[buckler],轻型盾牌[light shield],重型盾牌[heavy shield]或塔盾[tower shield])。当使用你所选择的盾牌时,你的AC在对抗重击确认检定时获得+2加值。此外,你能够将你的基本盾牌加值(包括由盾牌专攻获得的加值,但是不包括增强加值)加到你的CMD上。
特殊:你能够多次选取该专长。它的效果不会叠加。每次选取该专长,它都会应用到新的一类盾牌上。

盾墙(战斗专长,团队专长)
Shield Wall (Combat, Teamwork)
你与身边的人形成联合的防御。
先决条件:擅长盾牌(Shield Proficiency)
好处:每当你持用盾牌,邻近一名拥有该专长且持用盾牌盟友时,你通过盾牌获得的AC加值会提高,具体取决于你的盟友所持有的盾牌。如果你的盟友持用小圆盾(buckler)或者轻型盾牌(light shield),你的盾牌加值增加1点。如果你的盟友持用重型盾牌(heavy shield)或者塔盾(tower shield),你的盾牌加值增加2点。即使你的盟友由于进行盾击而失去他的盾牌加值,你也能保有这些加值。如果一名相邻的盟友拥有该专长,并且使用塔盾来获得全掩蔽(total cover),那么对于穿过塔盾边缘(核心手册 153页)并且以你为目标的攻击,你也获得全掩蔽的好处。

持盾施法(团队专长)
Shielded Caster (Teamwork)
你的盟友能够掩护你完成法术。
好处:每当你邻近一名拥有该专长的盟友,你的专注检定就会获得+4表现加值。如果任何持用小圆盾(buckler)或者轻型盾牌(light shield),这个加值增加1点。如果你的盟友持用重型盾牌(heavy shield)或者塔盾(tower shield),这个加值增加2点。最后,如果你和你的盟友处在一名敌人的威胁范围内,并且这名敌人拥有扰法者(Disruptive)专长或者其他增加专注检定的DC的能力,那么这个DC增加量减半。

感染法术(超魔专长)
Sickening Spell (Metamagic)
你能够使用法术让生物感到恶心。
好处:你能够调整一个法术,使其能够让被法术伤害的生物恶心(sicken)。当一名生物被这个法术伤害时,他会在等同于法术原始等级的轮数内恶心(sicken)。如果法术允许豁免,成功的豁免也可以使恶心效果无效。如果法术不允许豁免,那么目标能够进行一次强韧豁免来使恶心效果无效。如果法术效果会使生物恶心,那么超魔效果的持续时间会加到法术的持续时间之上。感染法术占用比法术的实际等级高2级的法术位。不造成伤害的法术无法由该专长获益。

滑步(战斗专长)
Sidestep (Combat)
你能够在敌人挥空之后重新改变自己的位置。
先决条件:敏捷13,闪避(Dodge),灵活移动(Mobility)
好处:每当一名敌人对你进行的近战攻击失手时,你能够以直觉动作移动五尺,但是你只能在该名敌人的威胁范围内移动。这次移动不会引起借机攻击。如果你采取这一行动,那么你无法在下一回合内进行五尺快步。如果你在下一回合进行移动,那么你的总移动距离减少5尺。

粉碎击(战斗专长)
Smash (Combat)
你能够通过破坏来扫清障碍物。
先决条件:猛力攻击(Power Attack),半兽人
好处:当你攻击一个无生命的无主(unattended)物体时,你能够忽略它的前5点硬度。你还在撞门或者破门的时候,力量检定获得+5加值。
特殊:该专长的好处并不适用于击破武器的尝试,或者对抗构装体的攻击,只对无生命的无主物体有效。

恐惧气味
Smell Fear
你能够捕捉到风中飘散的恐惧气味。
先决条件:灵敏嗅觉(Keen Scent),半兽人或兽人
好处:你使用灵敏嗅觉(scent)来侦测处于战栗(shaken),惊惧(frightened)以及恐慌(panicked)状态的生物时,察觉检定获得+4加值。若目标正处于上述状态中的一种,或者尝试以某种方式掩盖他们的恐惧的话,那么你就能够使用察觉技能来替代察言观色技能检定。

社交性
Sociable
你懂得帮助别人相处的方法。
先决条件:魅力13,半精灵
好处:以移动动作,你能够使所有30尺范围内能够看到或者听到你(包括你自己)的友善生物,在交涉检定中获得+2加值,持续的轮数等同于你的魅力调整值(最低1轮)。

完全法术
Spell Perfection
当你施放某个特定法术时,效果拔群。
先决条件:法术辨识15级,至少拥有3个超魔专长
好处:选择一个你能够施放的法术。每当你施放这个法术时,只要法术总的调整等级不会使用超过9级的法术位,你就能够将一个你拥有的超魔专长应用到这个法术上,而不会改变它的等级和施放时间。此外,如果你拥有其他专长,这些专长的效果允许你将一些数据加值应用到法术的任意方面(比如法术专攻[Spell Focus],法术穿透[Spell Penetration],武器专攻:射线[Weapon Focus:ray]等等),那么当应用于这个法术时,这些专长带来的加值加倍。

壁虎游墙
Spider Step
你对身体的掌控力使得你获得了难以置信的身法。
先决条件:特技动作6级,攀爬6级,武僧等级6
好处:以移动动作,你能够在墙壁、天花板、绳子、树枝、甚至是水面或者其他无法支撑你重量的表面上移动,距离至多为轻身落(slow fall)距离的一半。在你的回合结束时,你必须到达坚实的水平表面上,否则将会跌落。

针刺射击(战斗专长)
Stabbing Shot (Combat)
你能够清除阻碍之后继续使用弓箭射击。
先决条件:快速射击(Rapid Shot),精灵
好处:当你与一名敌人相邻,并且使用长弓或短弓(包括复合弓)进行全力攻击动作(full-attack action)时,你可以选择拔出一根箭矢来对其进行近战攻击,而不是向他射击。如果攻击命中——无论是否造成伤害——你的目标都会被向着远离你的方向推开5尺。你能够在之后如常使用你的弓进行射击,对抗原本的目标,或者其他在射程内的目标。这次近战攻击会取代快速射击专长带来的额外攻击,并且该轮的所有攻击检定(近战攻击与远程攻击)都会受到-2减值。如果你的最初攻击能够使你不再处于任何敌人的威胁范围内,你就能够进行后续的远程攻击而不会引起借机攻击。

钢铁之魂
Steel Soul
你抵御魔法的能力很强。
先决条件:矮人,坚韧(hardy)种族特性
好处:在对抗法术以及类法术能力时,你的豁免获得+4种族加值。这取代了矮人的坚韧种族特性的正常加值。
正常:正常情况下,矮人在对抗法术以及类法术能力时,豁免获得+2种族加值。

飞步进击(战斗专长)
Step Up and Strike (Combat)
当地人试图移开的时候,你能够追上他并且进行一次攻击。
先决条件:敏捷13,咄咄逼人(Following Step),快步(Step Up),基本攻击加值+6
好处:当你使用咄咄逼人或者快步专长跟随邻近的敌人时,你还可以以最高的基本攻击加值进行单一一次近战攻击对抗该名敌人。这个攻击被计为你在该轮的一次借机攻击。使用本专长不计入正常每轮能够进行的动作数量。
正常:正常情况下你只能进行一次标准动作和一次五尺快步。

岩石面容
Stone-Faced
岩石的裂纹都比你的表情丰富。
先决条件:矮人
好处:当你说谎或者隐藏你的情感或真正的动机时,唬骗检定获得+4加值,但是这个加值无法用于在战斗中进行虚招或者传递密语。此外,使用察言观色检定获取关于你的直觉的DC为25,而非20。

岩石感官
Stone Sense
你可以感觉到周围的泥土与岩石的运动。
先决条件:精通岩石敏锐(Improved Stonecunning),察觉10级
好处:你获得10尺范围的颤动感知(tremorsense)。

岩之歌者
Stone Singer
你的歌声与自己的人民的行为方式和谐一致。
先决条件:魅力13,吟游表演(bardic performance)职业能力,矮人
好处:当你在地下使用带有听觉成分的吟游表演时,那么你所选择的吟游表演的范围或区域加倍,并且你可以影响处于新范围内,耳聋但是拥有颤动感知的生物。此外,无论你的吟游表演在哪里进行,土系亚种的生物在对抗你的吟游表演时,豁免DC提高2点。

震慑强袭(战斗专长)
Stunning Assault (Combat)
你那强大却又不太精准的攻击能够震慑你的敌人。
先决条件:力量13,猛力攻击(Power Attack),基本攻击加值+16
好处:你可以选择所有攻击检定与战技检定受到-5减值,来使得你的近战攻击命中的目标震慑(stun)1轮。成功的强韧豁免能够避免该效果。豁免DC为10 + 你的基本攻击加值。你必须在进行攻击检定之前选择使用这个专长,并且它的效果会持续至你的下一轮为止。

召唤师召唤
Summoner's Call
每当你召唤自己的幻灵,它会在短时间内变得更为强大。
先决条件:幻灵(Eidolon)职业能力
好处:每当你召唤你的幻灵,你能够使其的力量,敏捷或者体质获得+2增强加值。这个加值会在召唤仪式完成后持续10分钟。

破武重击(战斗专长)
Sundering Strike (Combat)
你的重击能够击破敌人的武器。
先决条件:力量13,精通破武(Improved Sunder),猛力攻击(Power Attack),基本攻击加值+9
好处:当你的近战攻击成功重击时,除了攻击正常造成的伤害之外还能够击破敌人的武器。如果你的重击确认检定超过了敌人的CMD,那么你能够击破敌人的武器,就如同进行了破武战技检定一般(单独对武器进行正常的伤害检定)。这不会引起借机攻击。
正常:你必须进行破武战技检定才能击破敌人的武器。
特殊:你只能将后述专长中的一个应用在一次确认的重击上:冲撞重击(Bull Rush Strike),重击复位(Repositioning Strike),破武重击(Sundering Strike),卸武重击(Disarming Strike)或者摔绊重击(Tripping Strike)。你可以在重击确认检定之后选择使用该专长。

换位(战斗专长,团队专长)
Swap Places (Combat, Teamwork)
你很擅长与盟友在混乱的近战格斗中交换位置。
好处:每当你邻近一名拥有该专长的盟友,你就能够将移入盟友所在的方格作为正常移动的一部分进行。与此同时,你的盟友会以直觉动作移入你原本的空间。你们两人必须都是自愿这么做,并且能够利用该专长进行移动。你的盟友必须与你体型相同才能利用该专长。你的盟友不会因这次移动而引起借机攻击,但是你会如常引发。这个移动不会计算入盟友的下一轮总移动距离内。

迅捷援助(战斗专长)
Swift Aid (Combat)
通过迅捷却又无害的一击,你能够对盟友的攻击进行协助。
先决条件:智力13,寓守于攻(Combat Expertise),基本攻击加值+6
好处:以迅捷动作,你能够尝试进行援助他人动作(aid another action),使你的盟友的下一次攻击检定获得+1加值,或者是他的AC获得+1加值。
正常:援助他人是一个标准动作。

毒舌讽刺
Taunt
你可能块头小,但是你的话语会让敌人威严扫地。
先决条件:魅力13,体型小或更小
好处:你能够使用唬骗检定取代威吓检定来挫败敌人的士气(见威吓技能的详述),并且不会因为体型小于你的目标而受到技能减值。

团队进击(战斗专长)
Team Up (Combat)
当你们联合起来对抗一名敌人时,你能够以快速的假动作帮助盟友。
先决条件:智力13,寓守于攻(Combat Expertise),一拥而上(Gang Up),基本攻击加值+6
好处:当你与至少两名盟友同时接临同一名敌人时,你可以以移动动作尝试使用援助他人动作(aid another action)。
正常:援助他人是一个标准动作。

传送抗击(战斗专长)
Teleport Tactician (Combat)
你高度警惕那些使用传送来靠近或逃离你的敌人。
先决条件:战斗反射(Combat Reflexes),扰法者(Disruptive),破法者(Spellbreaker)
好处:任何使用传送效果(teleportation effect)进入或离开你所威胁的方格时,会引起你的借机攻击,即使他进行防御式施法或者使用超自然能力也一样。

强韧变化
Tenacious Transmutation
你对变化类魔法的精研是的你的变化系法术更为持久。
先决条件:法术专攻:变化系(Spell Focus:transmutation)
好处:解除或移除你的变化系效果的施法者等级检定DC提高2点;即使法术被取消,它的效果也会在消散之前额外存留1轮。

暴雷法术(超魔专长)
Thundering Spell (Metamagic)
你可以将轰鸣的雷声与可怕的尖叫声混入法术之中,使那些被法术伤害的生物耳聋。
好处:你能够调整一个法术,使其能够让被法术伤害的生物耳聋(Deafened)。当一名生物被这个法术伤害时,他会在等同于法术原始等级的轮数内耳聋(deafened)。如果法术允许豁免,成功的豁免也可以使耳聋效果无效。如果法术不允许豁免,那么目标能够进行一次强韧豁免来使耳聋效果无效。如果法术效果会使生物耳聋,那么超魔效果的持续时间会加到法术的持续时间之上。暴雷法术占用比法术的实际等级高2级的法术位。不造成伤害的法术无法由该专长获益。

点血截脉(战斗专长)
Touch of Serenity (Combat)
通过简单的触摸,你甚至能够让最野蛮的敌人放弃攻击。
先决条件:感知18,精通徒手打击(Improved Unarmed Strike),基本攻击加值+8
好处:你必须在进行攻击检定之前声明使用该专长(因此失败的攻击检定会浪费这次机会)。成功命中的攻击不会造成伤害,也不会赋予其他效果或状态,但是目标若在意志豁免中失败,就会在1轮内无法施法与攻击(包括借机攻击与直觉动作的攻击),豁免DC为10 + 1/2你的角色等级 + 你的感知调整值。每日你可以尝试进行点血截脉的次数为每4个等级1次(见特殊),并且每轮只能进行一次。
特殊:涅槃僧(monk of the lotus,APG武僧变体)会在1级获得点血截脉作为奖励专长,即使他并不满足专长的先决条件。武僧每日可以尝试使用点血截脉的次数等同于他的武僧等级,额外加上每4个非武僧职业等级1次。

骑乘技巧(战斗专长)
Trick Riding (Combat)
你不仅仅善于在战斗中控制马匹;甚至将其看起来就像一种艺术。
先决条件:骑术9级,骑乘战斗(Mounted Combat)
好处:当你身着轻甲或不穿甲时,就不需要为了进行骑术技能中列出的任何DC为15或更低的项目,而进行骑术技能检定。当你骑乘无马鞍的坐骑时,骑术检定不会受到-5减值。你可以每轮使用骑乘战斗专长进行检定,忽略2次对你的坐骑的攻击而非原本的1次。

摔绊重击(战斗专长)
Tripping Strike (Combat)
你的重击中所蕴含的力量能够将敌人击倒在地。
先决条件:智力13,寓守于攻(Combat Expertise),精通摔绊(Improved Trip),基本攻击加值+9
好处:当你的近战攻击成功重击时,除了攻击正常造成的伤害之外还能够摔绊敌人。如果你的重击确认检定超过了敌人的CMD,那么你能够将敌人摔倒,就如同进行了摔绊战技检定一般。这不会引起借机攻击。如果你在自身的摔绊尝试中被摔绊,你能够放开武器来避免被摔绊。
正常:你必须进行摔绊战技检定才能摔绊敌人。
特殊:你只能将后述专长中的一个应用在一次确认的重击上:冲撞重击(Bull Rush Strike),重击复位(Repositioning Strike),破武重击(Sundering Strike),卸武重击(Disarming Strike)或者摔绊重击(Tripping Strike)。你可以在重击确认检定之后选择使用该专长。

过犹不及(战斗专长)
Under and Over (Combat)
你可以从尝试抓你的敌人身旁滑过,让他摔个趔趄。
先决条件:灵巧武艺(Agile Maneuvers),体型小或更小
好处:如果一个比你大的敌人尝试擒抱你却失败了,你可以以直觉动作对该名目标进行摔绊攻击,并且在这次攻击中获得+2加值。这不会引发借机攻击。

钻裤而过(战斗专长)
Underfoot (Combat)
你可以在敌人的身体下方和周围腾挪翻转。
先决条件:闪避(Dodge),灵活移动(Mobility),体型小或更小
好处:只要敌人的体型比你大,那么当你进行尝试穿过这些敌人而不受借机攻击的特技动作检定时,检定获得+4闪避加值。此外,当你在比你体型更大的敌人的威胁范围内移动,你的AC在对抗由此动作引起的借机攻击时获得+2闪避加值(这个加值与灵活移动提供的+4加值叠加,总计为+6)。

毒虫之心
Vermin Heart
你与那些蠕动、爬行、飞掠和蜇人的东西有着特殊的联系。
先决条件:野性认同(Wild empathy)职业能力
好处:你可以以虫类生物为目标,施放那些只影响动物的法术和特殊能力(它们仍旧受到以虫类为目标的法术影响)。你可以使用野性认同改善虫类的态度,就如同你影响动物一般。

战之歌者
War Singer
你的歌声使用野蛮和残暴的方式呼唤你的人民,激励着周围的人,使他们的暴力程度达到新的高度。
先决条件:魅力13,吟游表演(bardic performance)职业能力,半兽人或兽人
好处:当你在战场(任何超过十个人进行战斗的场所)中使用带有听觉成分的吟游表演时,那么你所选择的吟游表演的范围或区域加倍。此外,无论你的吟游表演在哪里进行,兽人亚种的生物在对抗你的吟游表演时,豁免DC提高2点。

百宝袋
Well-Prepared
不知为何,你似乎总是有趁手的工具或者粮食储备在手边。
先决条件:半身人
好处:每日1次,当你面对的情况需要某种普通的装备物品时,你可以进行一次DC为10+物品的金币价值的巧手检定,来‘碰巧’从你的个人物品中取得这件道具。比如,拿出撬棍(crowbar)的DC为12,而拿出一瓶强酸的DC为20。这件物品必须是某种易于你携带的道具——比如,如果你徒步行走并且只有一个背包(backpack),那么你不能掏出一口大铁锅(large iron cauldron)。你不能使用该专长获得魔法物品,也不能获得某种特殊物品,比如某一扇门的钥匙。如果你脱光装备或者个人物品,那么你会失去该专长的好处,直至你再次拥有这些物品至少1天为止,来使你获得补给,用于‘获取’新的道具。你必须如常支付这些物品的价值。
特殊:经过DM的允许,角色可以使用生存技能替代巧手技能来使用该专长。这一选择是永久性的。
« 上次编辑: 2017-10-10, 周二 18:18:36 由 月夜白雨 »
没有团,为什么还要翻译规则呢?
当然是为了友情了

离线 四月

  • Flawless
  • *******
  • 帖子数: 4165
  • 苹果币: 15
Re: 【APG】专长
« 回帖 #2 于: 2013-06-30, 周日 01:28:42 »
原文
劇透 -   :
Additional Traits
You have more traits than normal.
Benefit: You gain two character traits of your choice (see Chapter 8). These traits must be chosen from different lists, and cannot be chosen from lists from which you have already selected a character trait. You must meet any additional qualifications for the character traits you choose.

Allied Spellcaster (Teamwork)
With the aid of an ally, you are skilled at piercing the protections of other creatures with your spells.
Prerequisite: Caster level 1st.
Benefit: Whenever you are adjacent to an ally who also has this feat, you receive a +2 competence bonus on level checks made to overcome spell resistance. If your ally has the same spell prepared (or known with a slot available if they are spontaneous spellcasters), this bonus increases to +4 and you receive a +1 bonus to the caster level for all level-dependent variables, such as duration, range, and effect.

Arcane Blast
You can convert any spell into an attack.
Prerequisites: Arcane spellcaster, caster level 10th.
Benefit: As a standard action, you can sacrifice a prepared spell or unused spell slot of 1st level or higher and transform it into a ray, targeting any foe within 30 feet as a ranged touch attack. This attack deals 2d6 points of damage plus an additional 1d6 points of damage for every level of the spell or spell slot you sacrificed. 0-level spells may not be sacrificed in this manner.

Arcane Shield
You can convert any spell into a defense.
Prerequisites: Arcane spellcaster, caster level 10th.
Benefit: As a immediate action, you can sacrifice a prepared spell or unused spell slot of 1st level or higher and gain a deflection bonus to AC equal to the level of the spell or spell slot you sacrificed for 1 round. 0-level spells may not be sacrificed in this manner.

Arcane Talent
Magic is in your blood, and at your fingertips.
Prerequisites: Cha 10; elf, half-elf, or gnome.
Benefit: Choose a 0-level spell from the sorcerer/wizard spell list. You can cast this spell three times per day as a spell-like ability. The caster level is equal to your character level. The save DC is 10 + your Charisma modifier.

Aspect of the Beast
Whether by magic or a curse of your blood, some part of you is more beast than man.
Prerequisite: wild shape class feature, see Special.
Benefit: Your bestial nature manifests itself in one of the following ways. You choose the manifestation when you choose the feat, and then you cannot change it.
Night Senses (Ex): If your base race has normal vision, you gain low-light vision. If your base race has low-light vision, you gain darkvision out to a range of 30 feet. If your base race has darkvision, the range of your darkvision increases by 30 feet.
Claws of the Beast (Ex): You grow a pair of claws. These claws are primary attacks that deal 1d4 points of damage (1d3 if you are Small).
Predator's Leap (Ex): You can make a running jump without needing to run 10 feet before you jump.
Wild Instinct (Ex): You gain a +2 bonus on initiative checks and a +2 bonus on Survival skill checks.
Special: A character that has contracted lycanthropy can take this feat without having to meet the prerequisites. A ranger who selects the natural weapon combat style can take this feat without having to meet the prerequisites (even if he does not select Aspect of the Beast as a bonus feat).

Bashing Finish (Combat)
You follow a powerful blow from your weapon with an opportunistic bash from your shield.
Prerequisites: Improved Shield Bash, Shield Master, Two-Weapon Fighting, base attack bonus +11.
Benefit: Whenever you score a critical hit with a melee weapon, you can make a shield bash attack against the same target using the same bonus as a free action.

Bloody Assault (Combat)
Sacrificing accuracy, you can inflict bloody wounds that are slow to heal.
Prerequisites: Str 13, Power Attack, base attack bonus +6.
Benefit: You can choose to take a –5 penalty on all melee attack rolls and combat maneuver checks to inflict 1d4 points of bleed damage with your weapon melee attacks, in addition to the normal damage dealt by the weapon. A creature continues to take bleed damage every round at the start of its turn. Bleed damage can be stopped by a DC 15 Heal check or through any magical healing. Bleed damage from this feat does not stack with itself. You must choose to use this feat before making the attack roll, and its effects last until your next turn (although the bleeding lasts until healed, as normal).

Bodyguard (Combat)
Your swift strikes ward off enemies attacking nearby allies.
Prerequisite: Combat Reflexes.
Benefit: When an adjacent ally is attacked, you may use an attack of opportunity to attempt the aid another action to improve your ally's AC. You may not use the aid another action to improve your ally's attack roll with this attack.
Normal: Aid another is a standard action.

Bouncing Spell (Metamagic)
You can direct a failed spell against a different target.
Benefit: Whenever a bouncing spell targeting a single creature has no effect on its intended target (whether due to spell resistance or a successful saving throw) you may, as a swift action, redirect it to target another eligible creature within range. The redirected spell behaves in all ways as if its new target were the original target for the spell. Spells that affect a target in any way (including a lesser effect from a successful saving throw) may not be redirected in this manner. A bouncing spell uses up a spell slot one level higher than the spell's actual level.

Breadth of Experience
Although still young for your kind, you have a lifetime of knowledge and training.
Prerequisites: Dwarf, elf, or gnome; 100+ years old.
Benefit: You get a +2 bonus on all Knowledge and Profession skill checks, and can make checks with those skills untrained.

Bull Rush Strike (Combat)
Your critical hits can push back your foes.
Prerequisites: Str 13, Improved Bull Rush, Power Attack, base attack bonus +9.
Benefit: Whenever you score a critical hit with a melee attack, you can push your opponent back, in addition to the normal damage dealt by the attack. If your confirmation roll exceeds your opponent's CMD, you may push your opponent back as if from the bull rush combat maneuver. You do not need to move with the target if successful. This does not provoke an attack of opportunity.
Normal: You must perform a bull rush combat maneuver to bull rush an opponent.
Special: You can only apply the effects of one of the following feats to a given critical hit: Bull Rush Strike, Disarming Strike, Repositioning Strike, Sundering Strike, or Tripping Strike. You may choose to use this feat after you make your confirmation roll.

Charge Through (Combat)
You can overrun enemies when charging.
Prerequisites: Str 13, Improved Overrun, Power Attack, base attack bonus +1.
Benefit: When making a charge, you can attempt to overrun one creature in the path of the charge as a free action. If you successfully overrun that creature, you can complete the charge. If the overrun is unsuccessful, the charge ends in the space directly in front of that creature.
Normal: You must have a clear path toward the target of your charge.

Childlike
Your resemblance to a human child tends to make others trust you, perhaps more than they should.
Prerequisites: Cha 13, halfling.
Benefit: You can take 10 on Bluff checks to convince others you are telling the truth, so long as your story makes you appear innocent. You gain a +2 bonus on Disguise skill checks to pose as a human child, and ignore the check penalties for disguising yourself as a different race and age category while doing so.

Cloud Step
Your tread is of unearthly lightness.
Prerequisites: Spider Step, monk level 12th.
Benefit: As a move action, you can air walk (as the spell) up to half your slow fall distance, maximum 50 feet. You must reach a solid, level surface by the end of your turn or you will fall.

Cockatrice Strike (Combat)
With a single strike, you transmute flesh to stone.
Prerequisites: Improved Unarmed Strike, Gorgon's Fist, Medusa's Wrath, base attack bonus +16.
Benefit: As a full-round action, you can make a single unarmed strike against a dazed, flat-footed, paralyzed, staggered, stunned, or unconscious foe. If that attack is a critical hit, the target is petrified unless it succeeds on a Fortitude saving throw with a DC of 10 + 1/2 your character level + your Wisdom modifier. This is a supernatural polymorph effect.

Combat Patrol (Combat)
You range across the battlefield, dealing with threats wherever they arise.
Prerequisites: Combat Reflexes, Mobility, base attack bonus +5.
Benefit: As a full-round action, you may set up a combat patrol, increasing your threatened area by 5 feet for every 5 points of your base attack bonus. Until the beginning of your next turn, you may make attacks of opportunity against any opponent in this threatened area that provokes attacks of opportunity. You may move as part of these attacks, provided your total movement before your next turn does not exceed your speed. Any movement you make provokes attacks of opportunity as normal.

Cooperative Crafting
Your assistance makes item crafting far more efficient.
Prerequisites: 1 rank in any Craft skill, any item creation feat.
Benefit: You can assist another character in crafting mundane and magical items. You must both possess the relevant Craft skill or item creation feat, but either one of you can fulfill any other prerequisites for crafting the item. You provide a +2 circumstance bonus on any Craft or Spellcraft checks related to making an item, and your assistance doubles the gp value of items that can be crafted each day.

Coordinated Defense (Combat, Teamwork)
You are adept at working with allies to avoid being tripped, grappled, and subjected to other maneuvers.
Benefit: Whenever you are adjacent to an ally who also has this feat, you receive a +2 competence bonus to your Combat Maneuver Defense. This bonus increases to +4 if the creature attempting the maneuver is larger than both you and your ally.
Coordinated Maneuvers (Combat, Teamwork)
You are skilled at working with your allies to perform dangerous combat maneuvers.
Benefit: Whenever you are adjacent to an ally who also has this feat, you receive a +2 competence bonus on all combat maneuver checks. This bonus increases to +4 when attempting to break free from a grapple.

Cosmopolitan
Living in large, exotic cities has put you in touch with many diverse civilizations, cultures, and races.
Benefit: You can speak and read two additional languages of your choice. In addition, choose two Intelligence-, Wisdom-, or Charisma-based skills. Those skills always count as class skills for you.

Covering Defense (Combat)
You are skilled at protecting yourself and your allies with your shield.
Prerequisites: Shield Focus, base attack bonus +6.
Benefit: When you use the total defense action while using a light, heavy, or tower shield, you can provide a cover bonus to AC against all attacks to an adjacent ally your size or smaller. This cover bonus is equal to your shield's shield bonus and lasts until the beginning of your next turn. Your shield does not provide a cover bonus to Reflex saves.

Crippling Critical (Combat)
You are able to maim a target and hinder its movement.
Prerequisites: Critical Focus, base attack bonus +13.
Benefit: Whenever you score a critical hit against an opponent, its speed is halved for 1 minute. A successful Fortitude save reduces this duration to 1d4 rounds. The DC of this save is equal to 10 + your base attack bonus. Against creatures with multiple types of movement, you must choose which movement type to affect. A flying creature hit by this attack must make a DC 10 Fly check to remain airborne, and has its maneuverability reduced by one step.
Special: You can only apply the effects of one critical feat to a given critical hit unless you possess Critical Mastery.

Crossbow Mastery (Combat)
You can load crossbows with blinding speed and even fire them in melee with little fear of reprisal.
Prerequisites: Dex 15, Point-Blank Shot, Rapid Reload, Rapid Shot.
Benefit: The time required for you to reload any type of crossbow is reduced to a free action, regardless of the type of crossbow used. You can fire a crossbow as many times in a full attack action as you could attack if you were using a bow. Reloading a crossbow for the type of crossbow you chose when you took Rapid Reload no longer provokes attacks of opportunity.
Special: Starting at 6th level, a ranger with the archery combat style may select Crossbow Mastery as a combat style feat.

Dastardly Finish (Combat)
You can take advantage of an enemy's debilitated state to attempt a coup de grace.
Prerequisite: Sneak attack +5d6.
Benefit: You can deliver a coup de grace to cowering or stunned targets.
Normal: You can only coup de grace helpless targets.

Dazing Assault (Combat)
You can daze foes with wild attacks.
Prerequisites: Str 13, Power Attack, base attack bonus +11.
Benefit: You can choose to take a –5 penalty on all melee attack rolls and combat maneuver checks to daze opponents you hit with your melee attacks for 1 round, in addition to the normal damage dealt by the attack. A successful Fortitude save negates the effect. The DC of this save is 10 + your base attack bonus. You must choose to use this feat before making the attack roll, and its effects last until your next turn.

Dazing Spell (Metamagic)
You can daze creatures with the power of your spells.
Benefit: You can modify a spell to daze a creature damaged by the spell. When a creature takes damage from this spell, they become dazed for a number of rounds equal to the original level of the spell. If the spell allows a saving throw, a successful save negates the daze effect. If the spell does not allow a save, the target can make a Will save to negate the daze effect. If the spell effect also causes the creature to become dazed, the duration of this metamagic effect is added to the duration of the spell. A dazing spell uses up a spell slot three levels higher than the spell's actual level. Spells that do not inflict damage do not benefit from this feat.

Deep Drinker
You draw greater amounts of ki from your libations.
Prerequisites: Con 13, monk level 11, drunken ki class feature.
Benefit: When you gain temporary ki from drunken ki, you gain 2 temporary ki rather than just 1.

Deepsight
Your senses are especially keen in the utter darkness.
Prerequisite: Darkvision 60 feet.
Benefit: Your darkvision has a range of 120 feet.
Normal: Darkvision normally extends 60 or 90 feet.

Disarming Strike (Combat)
Your critical hits can disarm your foes.
Prerequisites: Int 13, Combat Expertise, Improved Disarm, base attack bonus +9.
Benefit: Whenever you score a critical hit with a melee attack, you can disarm your opponent, in addition to the normal damage dealt by the attack. If your confirmation roll exceeds your opponent's CMD, you may disarm your opponent as if from the disarm combat maneuver. This does not provoke an attack of opportunity.
Normal: You must perform a disarm combat maneuver to disarm an opponent.
Special: You can only apply the effects of one of the following feats to a given critical hit: Bull Rush Strike, Disarming Strike, Repositioning Strike, Sundering Strike, or Tripping Strike. You may choose to use this feat after you make your confirmation roll.

Disrupting Shot (Combat)
With a well-placed shot, you make it harder for a nearby opponent to cast spells.
Prerequisites: Dex 13, Point-Blank Shot, fighter level 6th.
Benefit: If you ready an action to shoot an opponent casting a spell within 30 feet and successfully hit that opponent with a ranged attack, the concentration DC to successfully cast the spell is increased by +4.

Disruptive Spell (Metamagic)
Your magical energies cling to enemies, interfering with their spellcasting.
Benefit: Targets affected by a disruptive spell must make concentration checks when using spells or spell-like abilities (DC equals the save DC of the disruptive spell plus the level of the spell being cast) for 1 round. Targets that avoid the spell's effects avoid this feat's effect as well. A disruptive spell uses up a spell slot one level higher than the spell's actual level.

Diviner's Delving
Your keen magical intuition makes reading signs, portents, and mystical clues quick and easy.
Prerequisite: Spell Focus (divination).
Benefit: You gain a +2 bonus on caster level checks with divinations to overcome spell resistance or effects that impede divination (for example, nondetection). When using a divination spell that requires concentration, you gain information from the spell 1 round sooner than normal (so you gain information from the first 2 rounds with 1 round of concentration, and information from the third round in the second round of concentration).

Dreadful Carnage (Combat)
Slaying an enemy demoralizes your other nearby foes.
Prerequisites: Str 15, Power Attack, Furious Focus, base attack bonus +11.
Benefit: Whenever you reduce an enemy to 0 or fewer hit points, you can make an Intimidate check to demoralize all enemies within 30 feet as a free action. Enemies that cannot see both you and the enemy you reduced to 0 or fewer hit points are unaffected.

Duck and Cover (Teamwork)
Your allies assist you in avoiding certain attacks.
Benefit: Whenever you are adjacent to an ally who also has this feat, and both of you are required to make a Reflex saving throw against a spell or effect, you may take the result of your die roll or that of your ally (your modifiers still apply to the roll, regardless of which result you take). If you take your ally's result, you are knocked prone (or staggered on your next turn, if you are already prone or cannot be knocked prone). In addition, you receive a +2 cover bonus to your AC against ranged attacks as long as your ally is wielding a shield.

Eagle Eyes
Your vision is especially keen.
Prerequisites: Wis 13, keen senses racial trait.
Benefit: You ignore up to –5 in penalties due to distance on visual Perception checks, allowing you to see accurately at much greater distances than most.

Eclectic
You have a talent for picking up different vocations.
Prerequisite: Human.
Benefit: Choose an additional favored class and gain either +1 hit point or +1 skill point whenever you take a level in that class. If you choose a class in which you already have levels, the benefits of this feat are retroactive.

Ectoplasmic Spell (Metamagic)
Your spells breach the gulf between dimensions, sending ghostly emanations into the ether.

Benefit: An ectoplasmic spell has full effect against incorporeal or ethereal creatures. An ectoplasmic spell uses up a spell slot one level higher than the spell's actual level.

Eldritch Claws (Combat)
Who needs magic weapons? Eldritch tricks are no match for your bestial ferocity.
Prerequisites: Str 15, natural weapons, base attack bonus +6.
Benefit: You natural weapons are considered both magic and silver for purpose of overcoming damage reduction.

Elemental Fist (Combat)
You empower your strike with elemental energy
Prerequisites: Con 13, Wis 13, Improved Unarmed Strike, base attack bonus +8.
Benefit: When you use Elemental Strike pick one of the following energy types: acid, cold, electricity, or fire. On a successful hit, the attack deals damage normally plus 1d6 points of damage of the chosen type. You must declare that you are using this feat before you make your attack roll (thus a failed attack roll ruins the attempt). You may attempt an elemental fist attack once per day for every four levels you have attained (see Special), and no more than once per round.
Special: A monk of the four winds receives Elemental Fist as a bonus feat at 1st level, even if he does not meet the prerequisites. A monk may attempt an Elemental Fist attack a number of times per day equal to his monk level, plus one more time per day for every four levels he has in classes other than monk.

Elemental Focus
Your spells of a certain element are more difficult to resist.
Benefit: Choose one energy type (acid, cold, electricity, or fire). Add +1 to the Difficulty Class for all saving throws against spells that deal damage of the energy type you select.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take this feat, it applies to a new energy type.

Elemental Spell (Metamagic)
You can manipulate the elemental nature of your spells.
Benefit: Choose one energy type: acid, cold, electricity, or fire. You may replace a spell's normal damage with that energy type or split the spell's damage, so that half is of that energy type and half is of its normal type. An elemental spell uses up a spell slot one level higher than the spell's actual level.
Special: You can gain this feat multiple times. Each time you must choose a different energy type.

Elven Accuracy (Combat)
Your sharp eyesight makes difficult shots easier.
Prerequisite: Elf.
Benefit: If you miss due to concealment when making a ranged attack with a longbow or shortbow (including composite bows), you can reroll your miss chance roll one time to see if you actually hit.

Enforcer (Combat)
You are skilled at causing fear in those you brutalize.
Prerequisite: Intimidate 1 rank.
Benefit: Whenever you deal nonlethal damage with a melee weapon, you can make an Intimidate check to demoralize your target as a free action. If you are successful, the target is shaken for a number of rounds equal to the damage dealt. If your attack was a critical hit, your target is frightened for 1 round with a successful Intimidate check, as well as being shaken for a number of rounds equal to the damage dealt.

Expanded Arcana
Your research has revealed new spells.
Prerequisites: Caster level 1st, see Special.
Benefit: Add one spell from your class's spell list to your list of spells known. This is in addition to the number of spells normally gained at each new level in your class. You may instead add two spells from your class's spell list to your list of spells known, but both of these spells must be at least one level lower than the highest level spell you can cast in that class. Once made, these choices cannot be changed.
Special: You can only take this feat if you possess levels in a class whose spellcasting relies on a limited list of spells known, such as the bard, oracle, and sorcerer. You can gain Expanded Arcana multiple times.

Extra Bombs
You can throw more bombs per day.
Prerequisite: Bomb class feature.
Benefit: You can throw two additional bombs per day.
Special: You can gain Extra Bombs multiple times. Its effects stack.

Extra Discovery
You have made a new alchemical discovery.
Prerequisite: Discovery class feature.
Benefit: You gain one additional discovery. You must meet all of the prerequisites for this discovery.
Special: You can gain Extra Discovery multiple times.

Extra Hex
You have learned the secrets of a new hex.
Prerequisite: Hex class feature.
Benefit: You gain one additional hex. You must meet all of the prerequisites for this hex.
Special: You can gain Extra Hex multiple times.

Extra Rage Power
You have unlocked a new ability to use while raging.
Prerequisite: Rage power class feature.
Benefit: You gain one additional rage power. You must meet all of the prerequisites for this rage power.
Special: You can gain Extra Rage Power multiple times.

Extra Revelation
You have discovered a new aspect of your mystery.
Prerequisite: Revelation class feature.
Benefit: You gain one additional revelation. You must meet all of the prerequisites for this revelation.
Special: You can gain Extra Revelation multiple times.

Extra Rogue Talent
Through constant practice, you have learned how to perform a special trick.
Prerequisite: Rogue talent class feature.
Benefit: You gain one additional rogue talent. You must meet all of the prerequisites for this rogue talent.
Special: You can gain Extra Rogue Talent multiple times.

Fast Drinker
You swiftly guzzle spirits to draw forth ki.
Prerequisites: Con 18, drunken ki class feature.
Benefit: Drinking strong alcohol to gain temporary ki, takes a swift action rather than a standard action.

Fast Healer
You benefit greatly from your healing, be it from spells or natural healing.
Prerequisites: Con 13, Diehard, Endurance.
Benefit: When you regain hit points by resting or through magical healing, you recover additional hit points equal to half your Constitution modifier (minimum +1).

Favored Defense
Your cunning is your shield against your quarry's attacks.
Prerequisite: Favored enemy class feature.
Benefit: Choose one of your favored enemy types. You add half your favored enemy bonus to your CMD and as a dodge bonus to AC when attacked by a favored enemy.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take this feat, it applies to a new favored enemy type.

Fight On
You can keep fighting even after you should be dead.
Prerequisites: Con 13; dwarf, half-orc, or orc.
Benefit: Once per day, you can gain a number of temporary hit points equal to your Constitution modifier. You can activate this feat as an immediate action when reduced to 0 or fewer hit points. You can use this feat to prevent yourself from dying. These temporary hit points last for 1 minute. If your hit points drop below 0 due to the loss of these temporary hit points, you fall unconscious and are dying as normal. If you also have the ferocity racial trait, you can use that once you have lost the temporary hit points from this feat.

Focused Shot (Combat)
Your anatomical insight adds deadliness to your shots.
Prerequisites: Int 13, Point Blank Shot, Precise Shot.
Benefit: As a standard action, you may make an attack with a bow or crossbow and add your Intelligence modifier on the damage roll. You must be within 30 feet of your target to deal this extra damage. Creatures immune to critical hits and sneak attacks are immune to this extra damage.
Special: Starting at 2nd level, a ranger with the archery combat style may select Focused Shot as a combat style feat.

Focused Spell (Metamagic)
When you cast a spell that affects more than one creature, one opponent finds it more difficult to resist.
Benefit: When casting a spell that affects or targets more than one creature, you can choose one target or creature within the spell effect. That creature's saving throw DC to resist the spell is increased by +2. You must choose which target to focus the spell on before casting the spell. A focused spell uses up a spell slot one level higher than the spell's actual level.
Spells that do not require a saving throw to resist or lessen the spell's effect do not benefit from this feat.

Following Step (Combat)
You can repeatedly close the distance when foes try to move away, without impeding your normal movement.
Prerequisites: Dex 13, Step Up.
Benefit: When using the Step Up feat to follow an adjacent foe, you may move up to 10 feet. You may still take a 5-foot step during your next turn, and any movement you make using this feat does not subtract any distance from your movement during your next turn.
Normal: You can only take a 5-foot step to follow an opponent using Step Up.

Furious Focus (Combat)
Even in the midst of fierce and furious blows, you can find focus in the carnage and your seemingly wild blows strike home.
Prerequisites: Str 13, Power Attack, base attack bonus +1.
Benefit: When you are wielding a two-handed weapon or a one-handed weapon with two hands, and using the Power Attack feat, you do not suffer Power Attack's penalty on melee attack rolls on the first attack you make each turn. You still suffer the penalty on any additional attacks, including attacks of opportunity.

Gang Up (Combat)
You are adept at using greater numbers against foes.
Prerequisites: Int 13, Combat Expertise.
Benefit: You are considered to be flanking an opponent if at least two of your allies are threatening that opponent, regardless of your actual positioning.
Normal: You must be positioned opposite an ally to flank an opponent.

Gnome Trickster
Your arcane talents go beyond the illusory.
Prerequisites: Cha 13, gnome, gnome magic racial trait.
Benefit: In addition to your normal gnome spell-like abilities, you also gain the following spell-like abilities: 1/day—mage hand and prestidigitation.

Go Unnoticed
Your small size lets you quickly duck out of sight.
Prerequisites: Dex 13, Small size or smaller.
Benefit: During the first round of combat, flat-footed opponents are considered not to have noticed you yet for the purposes of Stealth skill checks, allowing you to make a Stealth check that round to hide from them.

Greater Blind-Fight (Combat)
Your enemies cannot hide from you.
Prerequisites: Perception 15 ranks, Improved Blind-Fight.
Benefit: Your melee attacks ignore the miss chance for less than total concealment, and you treat opponents with total concealment as if they had normal concealment (20% miss chance instead of 50%). You may still reroll a miss chance percentile roll as normal.
If you successfully pinpoint an invisible or hidden attacker, that attacker gets no advantages related to hitting you with ranged attacks, regardless of the range. That is, you don't lose your Dexterity bonus to Armor Class, and the attacker doesn't get the usual +2 bonus for being invisible.
Special: The Greater Blind-Fight feat is of no use against a character who is the subject of a blink spell.

Greater Dirty Trick (Combat)
When you pull a dirty trick, your foe is truly hindered.
Prerequisites: Int 13, Combat Expertise, Improved Dirty Trick, base attack bonus +6.
Benefit: You receive a +2 bonus on checks made to attempt a dirty trick. This bonus stacks with the bonus granted by Improved Dirty Trick. Whenever you successfully perform a dirty trick, the penalty lasts for 1d4 rounds, plus 1 round for every 5 by which your attack exceeds the target's CMD. In addition, removing the condition requires the target to spend a standard action.
Normal: The condition imposed by a dirty trick lasts for 1 round plus 1 round for every 5 by which your attack exceeds the target's CMD. Removing the condition requires the target to spend a move action.

Greater Drag (Combat)
Foes that you drag are thrown out of balance.
Prerequisites: Str 13, Improved Drag, Power Attack, base attack bonus +6.
Benefit: You receive a +2 bonus on checks made to drag a foe. This bonus stacks with the bonus granted by Improved Drag. Whenever you drag a foe, his movement provokes attacks of opportunity from all of your allies (but not you).
Normal: Creatures moved by drag do not provoke attacks of opportunity.

Greater Elemental Focus
Choose an energy type to which you have already applied the Elemental Focus feat. Any spells you cast of this energy type are very hard to resist.
Prerequisite: Elemental Focus.
Benefit: Add +1 to the Difficulty Class for all saving throws against spells that deal damage of the energy type you select. This bonus stacks with the bonus from Elemental Focus.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take this feat, it applies to a new energy type to which you have already applied the Elemental Focus feat.

Greater Reposition (Combat)
When you reposition foes, they are left vulnerable to the attacks of your allies.
Prerequisites: Int 13, Combat Expertise, Improved Reposition, base attack bonus +6.
Benefit: You receive a +2 bonus on checks made to reposition a foe. This bonus stacks with the bonus granted by Improved Reposition. Whenever you reposition a foe, his movement provokes attacks of opportunity from all of your allies (but not you).
Normal: Creatures moved by reposition do not provoke attacks of opportunity.

Greater Shield Specialization (Combat)
Your masterful shieldwork provides even greater protection to your vital areas.
Prerequisites: Proficiency with selected shield, Greater Shield Focus, Shield Focus, Shield Specialization with selected shield, fighter level 12th.
Benefit: Choose one type of shield (buckler, light, heavy, or tower shield) for which you possess the Shield Specialization feat. With the selected shield, you gain a +2 bonus to your Armor Class against critical hit confirmation rolls (this bonus stacks with that from Shield Specialization). In addition, once per day you may negate a critical hit, and damage is instead rolled normally.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of shield.

Greater Steal (Combat)
You have a knack for snatching items from your opponents in combat.
Prerequisites: Int 13, Combat Expertise, Improved Steal, base attack bonus +6.
Benefit: You receive a +2 bonus on checks made to steal an item from a foe. This bonus stacks with the bonus granted by Improved Steal. If you successfully steal an item from a foe during combat, it does not notice the theft until after combat is over or if it attempts to use the missing item.
Normal: Creatures automatically notice items taken from them through the steal combat maneuver.

Groundling
You can speak with burrowing animals.
Prerequisites: Cha 13, gnome, gnome magic racial trait.
Benefit: You can use speak with animals as a spell-like ability at will, but only to communicate with burrowing animals like gophers, moles, and the like. You can still use your gnome speak with animals ability once per day to speak with any animal, as usual.

Heroic Defiance
You struggle on when others would fall.
Prerequisites: Diehard, Endurance, base Fortitude save +8.
Benefit: Once per day as an immediate action you can delay the onset of one harmful condition or affliction (such as panicked, paralyzed, stunned, and so on), including permanent and instantaneous conditions. Activating this feat delays the onset of the condition until the end of your next turn, after which time the condition takes its normal effect. This feat has no effect on hit point damage or ability damage.

Heroic Recovery
You can throw off the effects of crippling conditions.
Prerequisites: Diehard, Endurance, base Fortitude save +4.
Benefit: Once per day as a standard action you may attempt a new saving throw against a harmful condition or affliction requiring a Fortitude save that is affecting you. If this save against the affliction fails, there is no additional effect, but a successful save counts toward curing an affliction such as poison or disease. You cannot use this feat to recover from instantaneous effects, effects that do not allow a saving throw, or effects that do not require a Fortitude save.

Improved Blind-Fight (Combat)
Your keen senses guide your hand against hidden foes.
Prerequisites: Perception 10 ranks, Blind-Fight.
Benefit: Your melee attacks ignore the miss chance for less than total concealment. You may still reroll your miss chance percentile roll for total concealment.
If you successfully pinpoint an invisible or hidden attacker within 30 feet, that attacker gets no advantages related to hitting you with ranged attacks. That is, you don't lose your Dexterity bonus to Armor Class, and the attacker doesn't get the usual +2 bonus for being invisible.
Special: The Improved Blind-Fight feat is of no use against a character who is the subject of a blink spell.

Improved Dirty Trick (Combat)
You are skilled at pulling dirty tricks on your foes.
Prerequisites: Int 13, Combat Expertise.
Benefit: You do not provoke an attack of opportunity when performing a dirty trick combat maneuver. In addition, you receive a +2 bonus on checks made to attempt a dirty trick. You also receive a +2 bonus to your Combat Maneuver Defense when an opponent tries a dirty trick on you.
Normal: You provoke an attack of opportunity when performing a dirty trick combat maneuver.

Improved Drag (Combat)
You are skilled at dragging foes around the battlefield.
Prerequisites: Str 13, Power Attack, base attack bonus +1.
Benefit: You do not provoke an attack of opportunity when performing a drag combat maneuver. In addition, you receive a +2 bonus on checks made to drag a foe. You also receive a +2 bonus to your Combat Maneuver Defense when an opponent tries to drag you.
Normal: You provoke an attack of opportunity when performing a drag combat maneuver.

Improved Ki Throw (Combat)
Your enemies are living weapons in your hands.
Prerequisites: Improved Bull Rush, Ki Throw.
Benefit: When using the Ki Throw feat, you may throw your target into any square you threaten that is occupied by another creature. Make a bull rush combat maneuver check with a –4 penalty against the secondary target. If this check succeeds, the thrown creature lands prone in the secondary target's square, while the secondary target is pushed back and knocked prone in an adjacent square. If the check fails, the thrown creature lands prone in the nearest square you threaten adjacent to the secondary target.
If you throw a Large or larger creature into an area containing multiple secondary targets, you take an additional penalty of –4 on your combat maneuver check for each target after the first.
Special: A monk may take this as a bonus feat at 14th level.

Improved Reposition (Combat)
You have learned how to force your enemies to move around the battlefield.
Prerequisites: Int 13, Combat Expertise.
Benefit: You do not provoke an attack of opportunity when performing a reposition combat maneuver. In addition, you receive a +2 bonus on checks made to reposition a foe. You also receive a +2 bonus to your Combat Maneuver Defense when an opponent tries to reposition you.
Normal: You provoke an attack of opportunity when performing a reposition combat maneuver.

Improved Second Chance (Combat)
You can turn a missed strike into a second chance without sacrificing later attacks.
Prerequisites: Int 13, Combat Expertise, Second Chance, base attack bonus +11.
Benefit: When you reroll a missed attack using the Second Chance feat, you can still make the rest of your attacks that turn, albeit at a –5 penalty to each attack.
Normal: When using the Second Chance feat, you must normally forgo the rest of your attacks that turn.

Improved Share Spells
You can share spells with those you have a magical connection with.
Prerequisites: Spellcraft 10 ranks, ability to acquire an animal companion, eidolon, familiar, or special mount.
Benefit: Any non-instantaneous spell (but not any spell-like ability) you cast on yourself can also affect a creature bonded to you (such as an animal companion, eidolon, familiar, or special mount). The creature must be within 5 feet of you at the time of casting to receive the benefit. The spell's duration is halved between you and your bonded creature (for example, a spell with a duration of 1 hour has a duration of 30 minutes for both you and your bonded creature).
If the spell or effect has a duration other than instantaneous, it stops affecting the creature if it moves farther than 5 feet away from you. It does not affect the creature again if it returns before the duration expires.
You may share spells in this fashion even if the spells normally do not affect creatures of that type.
This feat only applies to animal companions, eidolons, familiars, or special mounts gained through a class feature.

Improved Sidestep (Combat)
You are adept at sidestepping your opponent's melee attacks without compromising your mobility.
Prerequisites: Dex 15, Dodge, Mobility, Sidestep.
Benefit: After sidestepping an opponent's missed attack using the Sidestep feat, you may still take a 5-foot step during your next turn, or you may move up to your full speed if you take an action to move during your next turn.
Normal: If you use the Sidestep feat, you cannot take a 5-foot step during your next turn.

Improved Steal (Combat)
You have a knack for snatching items from your opponents.
Prerequisites: Int 13, Combat Expertise.
Benefit: You do not provoke an attack of opportunity when performing a steal combat maneuver. In addition, you receive a +2 bonus on checks made to steal an item from a foe. You also receive a +2 bonus to your Combat Maneuver Defense when an opponent tries to steal an item from you.
Normal: You provoke an attack of opportunity when performing a steal combat maneuver.

Improved Stonecunning
Your sense for stonework is uncanny.
Prerequisites: Wis 13, dwarf, stonecunning racial trait.
Benefit: You receive a +4 bonus on Perception checks to notice unusual stonework. This bonus replaces the stonecunning ability's normal bonus on Perception checks.

Intensified Spell (Metamagic)
Your spells can go beyond several normal limitations.
Benefit: An intensified spell increases the maximum number of damage dice by 5 levels. You must actually have sufficient caster levels to surpass the maximum in order to benefit from this feat. No other variables of the spell are affected, and spells that inflict damage that is not modified by caster level are not affected by this feat. An intensified spell uses up a spell slot one level higher than the spell's actual level.

In Harm's Way (Combat)
You put yourself in danger's path to save your allies.
Prerequisite: Bodyguard.
Benefit: While using the aid another action to improve an adjacent ally's AC, you can intercept a successful attack against that ally as an immediate action, taking full damage from that attack and any associated effects (bleed, poison, etc.). A creature cannot benefit from this feat more than once per attack.

Ironguts
You have an especially strong stomach.
Prerequisites: Con 13; dwarf, half-orc, or orc.
Benefit: You gain a +2 racial bonus on saving throws against any effect causing the nauseated or sickened conditions and against all ingested poisons (but not other poisons). In addition, you receive a +2 bonus on Survival skill checks to find food for yourself (and only yourself).

Ironhide
Your skin is thicker and more resilient than that of most of your people.
Prerequisites: Con 13; dwarf, half-orc, or orc.
Benefit: You gain a +1 natural armor bonus due to your unusually tough hide.

Keen Scent
Your nose is as sensitive as that of a wild predator.
Prerequisites: Wis 13, half-orc or orc.
Benefit: You gain the scent special ability.

Ki Throw (Combat)
Your physical control and mastery of momentum allows you to throw enemies.
Prerequisites: Improved Trip, Improved Unarmed Strike.
Benefit: On a successful unarmed trip attack against a target your size or smaller, you may throw the target prone in any square you threaten rather than its own square. This movement does not provoke attacks of opportunity, and you cannot throw the creature into a space occupied by other creatures.
Special: A monk may gain Ki Throw as a bonus feat at 10th level. A monk with this feat can affect creatures larger than his own size by spending 1 ki point per size category difference.

Leaf Singer
Your songs recount the ways and mysteries of your people.
Prerequisites: Cha 13, bardic performance class feature, elf or half-elf.
Benefit: When you use bardic performance with audible components in a forest, the range or area of your chosen performance is doubled. In addition, the DC for saving throws against your bardic performance is increased by +2 for creatures of the fey type, regardless of where the performance occurs.

Light Step
You pick your way nimbly through even the most dangerous and uneven terrain.
Prerequisites: Acrobatic Steps, Nimble Moves, elf.
Benefit: You can ignore the effects of difficult terrain in natural environments, as if it were normal terrain.

Lingering Performance
The effects of your bardic performance carry on, even after you have stopped performing.
Prerequisite: Bardic performance class feature.
Benefit: The bonuses and penalties from your bardic performance continue for 2 rounds after you cease performing. Any other requirement, such as range or specific conditions, must still be met for the effect to continue. If you begin a new bardic performance during this time, the effects of the previous performance immediately cease.

Lingering Spell (Metamagic)
You spell clings to existence, slowly fading from the world.
Benefit: You may cause an instantaneous spell that affects an area to persist until the beginning of your next turn. Those already in the area suffer no additional harm, but other creatures or objects entering the area are subject to its effects. A lingering spell with a visual manifestation obscures vision, providing concealment (20% miss chance) beyond 5 feet and total concealment (50% miss chance) beyond 20 feet.
A lingering spell uses up a spell slot one level higher than the spell's actual level.

Lookout (Combat, Teamwork)
Your allies help you avoid being surprised.
Benefit: Whenever you are adjacent to an ally who also has this feat, you may act in the surprise round as long as your ally would normally be able to act in the surprise round. If you would normally be denied the ability to act in the surprise round, your initiative is equal to your initiative roll or the roll of your ally –1, whichever is lower. If both you and your ally would be able to act in the surprise round without the aid of this feat, you may take both a standard and a move action (or a full-round action) during the surprise round.

Low Profile (Combat)
Yours small stature helps you avoid ranged attacks.
Prerequisites: Dex 13, Small size or smaller.
Benefit: You gain a +1 dodge bonus to AC against ranged attacks. In addition, you do not provide soft cover to creatures when ranged attacks pass through your square.

Lucky Halfling
You bring luck to those with whom you travel.
Prerequisite: Halfling.
Benefit: Once per day, when one of your allies within 30 feet makes a saving throw, you may roll the same saving throw as if you were the one subject to the effect requiring it. You may use this ability after your ally has rolled, but before the GM declares if the roll was a success or failure. Your ally may choose to use your saving throw in place of his own.

Major Spell Expertise
You can cast a single low-level spell as a spell-like ability.
Prerequisites: Minor Spell Expertise, ability to cast 9th-level spells.
Benefit: Choose one spell that you know of 5th level or lower. You may cast that spell twice per day as a spell-like ability. The caster level for this spell-like ability is equal to your caster level in the class from whose spell list the spell is taken. The spell-like ability's save DC is Charisma-based. If the spell has an expensive focus or material component, it may not be chosen for this feat. You cannot apply metamagic feats to this spell.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new spell.

Master Alchemist
Your mastery of alchemy is nearly supernatural.
Prerequisite: Craft (alchemy) 5 ranks.
Benefit: You receive a +2 bonus on Craft (alchemy) checks, and you may create mundane alchemical items much more quickly than normal. When making poisons, you can create a number of doses equal to your Intelligence modifier (minimum 1) at one time. These additional doses do not increase the time required, but they do increase the raw material cost.
In addition, whenever you make alchemical items or poisons using Craft (alchemy), use the item's gp value as its sp value when determining your progress (do not multiply the item's gp cost by 10 to determine its sp cost).

Merciful Spell (Metamagic)
Your damaging spells subdue rather than kill.
Benefit: You can alter spells that inflict damage to inflict nonlethal damage instead. Spells that inflict damage of a particular type (such as fire) inflict nonlethal damage of that same type. A merciful spell does not use up a higher-level spell slot than the spell's actual level.

Minor Spell Expertise
You are able to cast a 1st-level spell as a spell-like ability.
Prerequisite: Ability to cast 4th-level spells.
Benefit: Choose one 1st-level spell that you know. You may cast that spell twice per day as a spell-like ability. The caster level for this spell-like ability is equal to your caster level in the class from whose spell list the spell is taken. The spell-like ability's save DC is Charisma-based. If the spell has an expensive focus or material component, it may not be chosen for this feat. You cannot apply metamagic feats to this spell.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new spell.

Missile Shield (Combat)
You are skilled at deflecting ranged attacks with your shield.
Prerequisites: Dex 13, Shield Focus.
Benefit: You must be using a light, heavy, or tower shield to use this feat. Once per round when you would normally be hit with an attack from a ranged weapon (not including spell effects, natural attacks, or massive ranged weapons), you may deflect it so that you take no damage, as if you had the Deflect Arrows feat. You must be aware of the attack and not flat-footed.

Mounted Shield (Combat)
Your defensive tactics defend both you and your mount.
Prerequisites: Mounted Combat, Shield Focus.
Benefit: You may add your base shield bonus (including the bonus from Shield Focus but not including enhancement bonuses) to your mount's AC. In addition, you may add this bonus when making a Ride check to negate a hit against your mount using the Mounted Combat feat.

Mounted Skirmisher (Combat)
You are adept at attacking from upon a swift moving steed.
Prerequisites: Ride rank 14, Mounted Combat, Trick Riding.
Benefit: If your mount moves its speed or less, you can still take a full-attack action.
Normal: If your mount moves more than 5 feet, you can only take an attack action.

Outflank (Combat, Teamwork)
You look for every edge when flanking an enemy.
Prerequisite: Base attack bonus +4.
Benefit: Whenever you and an ally who also has this feat are flanking the same creature, your flanking bonus on attack rolls increases to +4. In addition, whenever you score a critical hit against the flanked creature, it provokes an attack of opportunity from your ally.

Paired Opportunists (Combat, Teamwork)
You know how to make an enemy pay for lax defenses.
Benefit: Whenever you are adjacent to an ally who also has this feat, you receive a +4 circumstance bonus on attacks of opportunity against creatures that you both threaten. Enemies that provoke attacks of opportunity from your ally also provoke attacks of opportunity from you so long as you threaten them (even if the situation or an ability would normally deny you the attack of opportunity). This does not allow you to take more than one attack of opportunity against a creature for a given action.

Parry Spell
You can throw an enemy spell back at its caster.
Prerequisites: Spellcraft 15 ranks, Improved Counterspell .
Benefit: Whenever you successfully counter a spell, it returns back to its caster. This works exactly like the spell turning spell.

Parting Shot (Combat)
You are an expert skirmisher, able to rain missiles upon your enemies whether advancing or retreating.
Prerequisites: Dex 13, Dodge, Mobility, Point Blank Shot, Shot on the Run, base attack bonus +6.
Benefit: Once per encounter, when using the withdraw action, you can make a single ranged attack at any point during your movement.
Normal: You cannot attack when using the withdraw action.
Special: Starting at 6th level, a ranger with the archery combat style may select Parting Shot as a combat style feat.

Pass For Human
You're easily mistaken for a human rather than a member of your own race.
Prerequisite: Half-elf, half-orc, or halfling (see Special).
Benefit: You receive a +10 bonus on Disguise checks to disguise yourself as a human, and do not receive the penalty for disguising yourself as a member of another race when you do so. In areas largely populated or settled by humans, you can take 10 on your Disguise check, meaning most people tend to assume you are human unless given a reason to think otherwise.
Special: A halfling may take this feat, but must have the Childlike feat as a prerequisite. The benefits of the two feats stack.

Perfect Strike (Combat)
When wielding a monk weapon, your attacks can be extremely precise.
Prerequisites: Dex 13, Wis 13, Improved Unarmed Strike, base attack bonus +8.
Benefit: You must declare that you are using this feat before you make your attack roll (thus a failed attack roll ruins the attempt). You must use one of the following weapons to make the attack: kama, nunchaku, quarterstaff, sai, and siangham. You can roll your attack roll twice and take the higher result. If one of these rolls is a critical threat, the other roll is used as your confirmation roll (your choice if they are both critical threats). You may attempt a perfect attack once per day for every four levels you have attained (but see Special), and no more than once per round.
Special: A weapon master monk or zen archer monk receives Perfect Strike as a bonus feat at 1st level, even if he does not meet the prerequisites. A monk may attempt an perfect strike attack a number of times per day equal to his monk level, plus one more time per day for every four levels he has in classes other than monk.

Persistent Spell (Metamagic)
You can modify a spell to become more tenacious when its targets resist its effect.
Benefit: Whenever a creature targeted by a persistent spell or within its area succeeds on its saving throw against the spell, it must make another saving throw against the effect. If a creature fails this second saving throw, it suffers the full effects of the spell, as if it had failed its first saving throw. A persistent spell uses up a spell slot two levels higher than the spell's actual level.
Spells that do not require a saving throw to resist or lessen the spell's effect do not benefit from this feat.

Point Blank Master (Combat)
You are adept at firing ranged weapons in close quarters.
Prerequisite: Weapon Specialization with selected ranged weapon.
Benefit: Choose one type of ranged weapon. You do not provoke attacks of opportunity when firing the selected weapon while threatened.
Normal: Using a ranged weapon while you are threatened provokes attacks of opportunity.
Special: Starting at 6th level, a ranger with the archery combat style may select Point Blank Master as a combat style feat, but he must have Weapon Focus instead of Weapon Specialization in the selected weapon.

Practiced Tactician
With only a few quick gestures and commands, you can direct others in combat.
Prerequisite: Tactician class feature.
Benefit: You can use your tactician ability to grant allies a teamwork feat one additional time per day.
Special: You can gain Practiced Tactician multiple times. Its effects stack.

Precise Strike (Combat, Teamwork)
You are skilled at striking where it counts, as long as an ally distracts your foe.
Prerequisites: Dex 13, base attack bonus +1.

Benefit: Whenever you and an ally who also has this feat are flanking the same the creature, you deal an additional 1d6 points of precision damage with each successful melee attack. This bonus damage stacks with other sources of precision damage, such as sneak attack. This bonus damage is not multiplied on a critical hit.

Preferred Spell
You find it very easy to cast one particular spell.
Prerequisites: Spellcraft 5 ranks, Heighten Spell.
Benefit: Choose one spell which you have the ability to cast. You can cast that spell spontaneously by sacrificing a prepared spell or spell slot of equal or higher level. You can apply any metamagic feats you possess to this spell when you cast it. This increases the minimum level of the prepared spell or spell slot you must sacrifice in order to cast it but does not affect the casting time.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a different spell.

Punishing Kick (Combat)
Your kicks are so powerful you use them to push or knock back your foes.
Prerequisites: Con 13, Wis 13, Improved Unarmed Strike, base attack bonus +8.
Benefit: You must declare that you are using this feat before you make your attack roll (thus a failed attack roll ruins the attempt). On a successful hit, the attack deals damage normally and you can choose to push your target 5 feet or attempt to knock them prone. If you decide to push the target, it is moved 5 feet directly away from you. This movement does not provoke attacks of opportunity, and the target must end this move in a safe space it can stand in. If you decide to attempt to knock the target prone, the target receives a Fortitude saving throw with a DC of 10 + 1/2 your character level + your Wisdom modifier to avoid the effect. You may attempt a punishing kick attack once per day for every four levels you have attained (but see Special), and no more than once per round.
Special: A hungry ghost monk receives Punishing Kick as a bonus feat at 1st level, even if he does not meet the prerequisites. A monk may attempt a punishing kick attack a number of times per day equal to his monk level, plus one more time per day for every four levels he has in classes other than monk.

Pushing Assault (Combat)
A strike made with a two-handed weapon can push a similar sized opponent backward.
Prerequisites: Str 15, Power Attack, base attack bonus +1.
Benefit: When you hit a creature your size or smaller with a two-handed weapon attack modified by the Power Attack feat, you can choose to push the target 5 feet directly away from you instead of dealing the extra damage from Power Attack. If you score a critical hit, you can instead push the target 10 feet directly away from you. This movement does not provoke attacks of opportunities, and the target must end this move in a safe space it can stand in. You choose which effect to apply after the attack roll has been made, but before the damage is rolled.

Racial Heritage
The blood of a non-human ancestor flows in your veins.
Prerequisite: Human.
Benefit: Choose another humanoid race. You count as both human and that race for any effects related to race. For example, if you choose dwarf, you are considered both a human and a dwarf for the purpose of taking traits, feats, how spells and magic items affect you, and so on.

Raging Vitality
While raging, you are full of vigor and health.
Prerequisites: Con 15, rage class feature.
Benefit: Whenever you are raging, the morale bonus to your Constitution increases by +2. Your rage does not end if you become unconscious. While unconscious you must still expend rounds of rage per day each round.

Ray Shield (Combat)
You can even deflect rays with your shield.
Prerequisites: Dex 15, Missile Shield, Spellbreaker.
Benefit: You must be using a light, heavy, or tower shield to use this feat. Once per round when you would normally be hit with a ranged touch attack (including rays and similar magical effects), you may deflect it so that you take no damage from it. Your shield suffers the full effects of the spell or effect, if applicable.

Razortusk
Your powerful jaws and steely teeth are deadly enough to give you a bite attack.
Prerequisite: Half-orc.
Benefit: You can make a bite attack for 1d4 points of damage, plus your Strength modifier. You're considered proficient in this attack and can apply feats or effects appropriate to natural attacks to it. If used as part of a full attack action, the bite is considered a secondary attack and is made at your full base attack bonus –5, and adds half your Strength modifier to damage.

Reach Spell (Metamagic)
Your spells go farther than normal.
Benefit: You can alter a spell with a range of touch, close, or medium to increase its range to a higher range category, using the following order: touch, close, medium, and long. A reach spell uses up a spell slot one level higher than the spell's actual level for each increase in range category. For example, a spell with a range of touch increased to long range uses up a spell slot three levels higher. Spells modified by this feat that require melee touch attacks instead require ranged touch attacks.
Spells that do not have a range of touch, close, or medium do not benefit from this feat.

Rending Claws (Combat)
Your claw attacks do greater harm to your enemy.
Prerequisites: Str 13, two claw natural weapon attacks, base attack bonus +6.
Benefit: If you hit a creature with two claw attacks in the same turn, the second claw attack deals an additional 1d6 points of damage. This damage is precision damage and is not multiplied on a critical hit. You can use this feat once per round.

Repositioning Strike (Combat)
Your critical hits can move your foes where you wish.
Prerequisites: Int 13, Combat Expertise, Improved Trip, base attack bonus +9.
Benefit: Whenever you score a critical hit with a melee attack, you can move your opponent, in addition to the normal damage dealt by the attack. If your confirmation roll exceeds your opponent's CMD, you may move your opponent as if from the reposition combat maneuver. This does not provoke an attack of opportunity.
Normal: You must perform a reposition combat maneuver to reposition an opponent.
Special: You can only apply the effects of one of the following feats to a given critical hit: Bull Rush Strike, Disarming Strike, Repositioning Strike, Sundering Strike, or Tripping Strike. You may choose to use this feat after you make your confirmation roll.

Saving Shield (Combat)
You deflect attacks that could mean your ally's death.
Prerequisite: Shield Proficiency.
Benefits: Whenever an adjacent ally is the target of an attack, you can, as an immediate action, grant that adjacent ally a +2 shield bonus to AC. You must be wielding a light shield, heavy shield, or tower shield to use this feat.

Second Chance (Combat)
Quick reflexes turn missed strikes into second chances.
Prerequi
没有团,为什么还要翻译规则呢?
当然是为了友情了

离线 傻豆

  • 翻譯組
  • ****
  • 帖子数: 2555
  • 苹果币: 2
Re: 【APG】专长
« 回帖 #3 于: 2013-06-30, 周日 01:55:37 »
撒花!奈奈威武!

离线

  • Global Moderator
  • *
  • 帖子数: 6783
  • 苹果币: 7
  • 夜空中的闪烁
    • STAR的实验室
Re: 【APG】专长
« 回帖 #4 于: 2013-06-30, 周日 12:10:54 »
好评,加油

线上 月伶

  • Chivary
  • *****
  • 帖子数: 1835
  • 苹果币: 2
Re: 【APG】专长
« 回帖 #5 于: 2013-06-30, 周日 12:51:55 »
專長回來了!