纯美苹果园

跑团活动区 => 网团活动区 => Schrödinger's Cheshire Cat => 主题作者是: 白猫 于 2015-12-02, 周三 22:18:13

主题: 备忘录
作者: 白猫2015-12-02, 周三 22:18:13
Monster Lore Compendium
https://docs.google.com/spreadsheet/ccc?key=0AqBrEEa11XpJdG5jV2xaWGYxSXB3NHZYbkZOa3B2Vnc&usp=sharing

WOTC论坛的众多网友编写的怪物知识,虽然是3r版本的,不过还是可以拿来参考。
主题: Re: 备忘录
作者: 白猫2016-03-29, 周二 17:37:51
引用月夜的这篇并转成繁体 http://45.79.87.129/bbs/index.php?topic=83620.0
这里是名字(这里是英文名)

角色信息
  这里是背景。
  

性别种族(英文) 职业(变体)等级
阵营,体型种类
信仰:
XP - 英雄点 -

先攻 +X;感官察觉 +X
灵光

防御能力

AC 10,接触 10,措手不及 10()
HP 0()
抗性
强韧 +0,反射 +0,意志+0

攻击能力

(http://这里放人设的网址)
速度 30尺
近战 武器 +0(1dx 10-20/x2)
远端 武器 +0(1dx 10-20/x2)x0ft.
特殊攻击
类法术能力

基本资料

力量 10,敏捷 10,体质 10,智力 10,感知 10,魅力 10
BAB +x;CMB +x;CMD 1x
专长 专长1,专长奖励,专长3
背景 背景
技能
语言
特殊能力

法术

法术书
0环[22]:
1环[102]:
准备法术 专注+
0环[5+0]:
1环[4+2]:

装备

装备
奇物
药水
卷轴
冒险装备
钱币

背景

  这里是更大的背景

速查:
主题: Re: 备忘录
作者: 白猫2016-04-05, 周二 21:18:26
http://www.giantitp.com/forums/showthread.php?352704-Templates-and-you

一篇分析与介绍各种模版(Templates)的文章,对于开团要用各种方法加强怪物时用的到。
主题: Re: 备忘录
作者: 白猫2016-04-05, 周二 21:26:18
https://docs.google.com/spreadsheets/d/1E2-s8weiulPoBQjdI05LBzOUToyoZIdSsLKxHAvf8F8/edit#gid=3

CR1~CR30的怪物各项数据统计。
主题: Re: 备忘录
作者: 白猫2016-11-04, 周五 23:23:19
Weapon Attacks and Special Abilities: Many places in the rules use the term 「ranged weapon attacks」 and similar terms, but how does this apply to spells, spell-like abilities, supernatural abilities, and extraordinary abilities (heretoafter called special abilities) that require ranged attacks but might not necessarily seem like weapons?

In general, special abilities that require attack rolls benefit and suffer from all modifiers affecting attack rolls even if those modifiers mention weapon attack rolls (such as the penalty for firing into melee, the bonus on attack rolls from Point-Blank Shot and inspire courage, and the like), unless the spell specifically calls out that it doesn't apply them (for instance spiritual weapon calls out that it isn't affected by feats and combat actions, but it would still have to deal with cover, and firing into melee if ranged).

When it comes to modifiers that affect weapon damage rolls, or simply 「damage rolls」 (such as the bonus on damage rolls from Point-Blank Shot, inspire courage, and smite evil), special abilities that deal damage on a successful attack roll, apply them on hit point damage only, and only once per casting or use, rather than once per attack. For instance, if a spell or special ability launched a dozen different ranged attacks simultaneously, only one (of the user's choice) would receive bonus damage. This doesn't apply on area effects with the rare potential for extraneous attack rolls, like fireball. However, there is a category of abilities that deserve a special note: Abilities like Arcane Strike that specifically enhance a character's weapon or weapons themselves never apply to special abilities (with the exception of special abilities like the warlock's mystic bolts that specifically call out that Arcane Strike applies).

In the same vein as abilities like Arcane Strike that affect a character's weapons, abilities that say 「with a weapon,」 「with a melee weapon,」 and 「with a ranged weapon」 almost never work with special abilities because such wording is almost always used as shorthand for 「manufactured weapon,」 「manufactured melee weapon,」 and 「manufactured ranged weapon.」 The exception is abilities that deal damage when a creature touches or hits you in melee (for instance, the occultis's energy ward focus power), which should also deal damage when a creature makes a melee touch attack against you but rarely call them out directly.

Certain special abilities (for instance rays, kinetic blasts, and mystic bolts) can specifically be selected with feats like Weapon Focus and Improved Critical. They still aren't considered a type of weapon for other rules; they are not part of any weapon group and don't qualify for the effects of fighter weapon training, warpriest sacred weapon, magus arcane pool, paladin divine bond, or any other such ability.

Abilities that modify the action usage of ranged weapon attacks or require their own special action almost never work with special abilities, since special abilities require their own actions. For instance, Pinpoint Targeting wouldn't work with scorching ray or the soundstriker's weird words because each of them requires its own action to activate and thus can't be part of the feat's specific standard action. Rare exceptions include mystic bolts and kinetic blade, which can specifically be used as part of other actions.
主题: Re: 备忘录
作者: 白猫2016-11-28, 周一 23:51:16
引述: Ultimate Campaign, pg 170, under "Pricing New Items"
Some new items are really existing magic items with a different weapon or armor type, such as a dagger of venom that is a rapier instead of a dagger or a lion's shield that's a wooden shield instead of a metal shield. For these items, just replace the price of the nonmagical masterwork item with the cost of the new type of item. For example, a rapier of venom has a price of 8,320 gp instead of the dagger of venom's price of 8,302 gp.

引述: Inner Sea Gods pg 250
The following specific armors and shields are popular
among mortal devotees of the deities of the Inner Sea
region, as designated in the item entries. This section
focuses on relatively inexpensive magic armors and
shields that low-level characters can afford. For higher level
characters, remember that these armors can be
upgraded like any other magic item by adding "plus
equivalent" or "gp value" abilities, then paying the
difference between the original item's price and the price
of the item when upgraded with the additional special
abilities. Likewise, variants of these armors may exist
using different types of armor, such as Deadeye leather,
which is made from leather armor instead of studded
leather
. The full rules for customizing magic armor and
shields can be found in Chapter 15 of the Pathfinder RPG
Core Rulebook.

关于不同基底物品和材质的魔法物品
主题: Re: 备忘录
作者: 白猫2016-12-05, 周一 00:17:32
A question about chill touch and similar spells with an istantaneous duration and multiple touches.
The touches after the first round count as held charges and so disappear if you cast any other spell?


引述:  James Jacobs Creative Director
Chill touch is a weird spell. The touch attacks it grants do not function as "held charges." They don't disappear if you cast another spell, and the spell is pretty vague on how long the effects last—in theory, you could cast the spell on a Tuesday and still have some touches left over on Friday, for example, as long as you haven't made more touches than your level. Re-casting the spell when you still have charges left doesn't add to the existing charges—it merely resets your total available touches to its maximum.

http://paizo.com/threads/rzs2l7ns&page=513?Ask-James-Jacobs-ALL-your-Questions-Here#25604
主题: Re: 备忘录
作者: 白猫2016-12-12, 周一 02:10:25
引述: 佐鸟かなこ
边栏:扮演魔人Playing Tieflings
    Source: Council of Thieves Player's Guide
注:即便以下的规则起初是为了Council of Thieves Player's Guide中的魔人所设计,但是任何允许玩家使用附带HD的怪物的战役将会发现它们十分有用。

  基于魔人相较于其他基础种族而言略为强势,在你创造一名魔人的时候请向你的GM确认。以魔人来说,其优势尚属轻微,乃至有些GM可能会允许你直接使用这个种族,但是下方的规则更有助于平衡一般种族玩家与魔人之间的差距─如果有玩家使用强力的种族,你的GM可以、会需要使用下面的方法之一或类似的限制来平衡整个游戏。和你的GM商议并且确保其他团员对结果还算满意。

经验值消耗(XP Debt):你从1级升到2级所需的经验值是其他人的1.5倍,这让你的角色稍微落后于其他玩家,却又不会过分逊色。

使用NPC职业(NPC Class):GM能要求使用强力怪物的玩家选择平民、专家、导师或武人作为他们的第一个等级。

种族背景元素(Tiefling Trait):如果你的GM开放使用背景元素规则,他可以要求使用魔人的玩家选择「邪魔之子」(Infernal Bastard)这项元素,而它本来就是被设计来弱化玩家的。(译注:相关背景元素属于Council of Thieves Player's Guide)

强化其他PC(PC Boons):你的GM可以单纯给其他PC几个额外的等级,或者让你比其他人低个几等。或者允许其他PC在还没有获得种族属性加值的属性上获得额外+2种族属性加值,又或者让非怪物玩家的起始金额提升一定比例。
主题: Re: 备忘录
作者: 白猫2017-01-07, 周六 00:36:21
http://www.goddessfantasy.net/bbs/index.php?topic=40152.msg340593#msg340593
[BoED]第一章:善良的本性THE NATURE OF GOOD

http://www.goddessfantasy.net/bbs/index.php?topic=47086.0
[BoVD]第一章:邪恶的本质

未来有机会碰到善邪话题时撕逼或许用的上,先丢著有空再看。
主题: Re: 备忘录
作者: 白猫2017-02-04, 周六 20:51:46
引述:
Sean K Reynolds Contributor
Here's the official word:

1. The game differentiates between permanent ability score bonuses (such as +1 every 4 character levels and wearing a +2 belt of giant strength for 24 hours) and temporary ability score bonuses (such as from barbarian rage, an alchemist mutagen, or a bull's strength spell).

2. Permanent ability score bonuses do count for the purpose of qualifying for feats.

3. If you lose a permanent ability score bonus, you still have the feat, you just can't use it until your ability score qualifies again.

4. Temporary ability score bonuses do not count for the purpose of qualifying for feats. (My earlier statement contradicting this point was my opinion of how it should work.)

5. I personally believe that differentiating between permanent and temporary scores in this fashion is needlessly complex and only hinders player choices in a metagaming way.

6. I personally believe that you could revise the feat prerequisite system so characters could select feats before they actually meet the prerequisites, but wouldn't be able to use the feat until they do, which would allow (for example) monks and rogues to take Weapon Focus at level 1 in anticipation of having the required BAB +1 at level 2.

7. Implementing points 5 and 6 as official game rules would require making revisions to language elsewhere in the game (such as qualifying for a prestige class), similar to how the discussion about revising the Stealth skill is a significant change that affects other parts of the rules (such as scent and hide in plain sight).

8. The design team hasn't discussed implementing 5 and 6 as official game rules.

http://paizo.com/threads/rzs2l4kc&page=2?Feats-Prerequisite#91
主题: Re: 备忘录
作者: 白猫2017-02-12, 周日 23:58:15
引述: James Jacobs Creative Director
Positive energy and negative energy are not "energy types," despite the unfortunately confusing use of the word "energy" in their name.

There are 5 energy types in the game that cause damage: acid, cold, fire, electricity, and sonic. In many cases, sonic is left off since it's one that so few monsters are resistant or immune to.

The sorcerer's elemental bloodline arcana and spell feats cannot affect positive or negative energy at all.

http://paizo.com/threads/rzs2l7ns&page=476?Ask-James-Jacobs-ALL-your-Questions-Here#23772
主题: Re: 备忘录
作者: 白猫2017-02-16, 周四 16:50:31
Mr. Jacobs,
I know that weapons, armor, and magic items found in an adventure is sold for half of their purchase price. Coinage found is full value, obviously.
How much should the players receive for selling:
1) a painting that the AP says is valued at 500 gp;
2) jewelry (such as a dented crown valued at 20 gp);
3) a gold holy symbol valued at 100 gp;
4) a masterwork weapon that has an increased artistic value (say, a masterwork longsword that is valued at 800 gp).
I think I've hit the big examples I need. Thanks!


引述: James Jacobs Creative Director
1) That's an art object. It sells for full price.

2) Also an art object; full price.
3) Also an art object; full price.
4) A masterwork weapon that's got an increased value should also sell for almost full price—you can halve the weapon's masterwork price if you want, but at that point, I wouldn't say that's necessary.
主题: Re: 备忘录
作者: 白猫2017-03-24, 周五 22:17:21
未来开团可能会想用的选用规则

Pathfinder Unchained

碎片化基本加值(Fractional Base Bonuses) (http://paizo.com/pathfinderRPG/prd/unchained/classes/index.html)
技能解放(Skill Unlocks) (http://www.goddessfantasy.net/bbs/index.php?topic=76259.msg720153#msg720153)
造物与专业替换规则(Alternate Crafting and Profession Rules) (http://www.goddessfantasy.net/bbs/index.php?topic=77476.0)
成长性奇物(Scaling Items) (http://www.goddessfantasy.net/bbs/index.php?topic=77606.0)
动态制造魔法物品(Dynamic Magic Item Creation) (http://www.goddessfantasy.net/bbs/index.php?topic=76289.0)

Ultimate Campaign

休整期(Downtime) (http://www.goddessfantasy.net/bbs/index.php?topic=83686.msg834011#msg834011) 部分使用
制造魔法物品(Magic Item Creation) (http://www.goddessfantasy.net/bbs/index.php?topic=63169.0)

主题: Re: 备忘录
作者: 白猫2017-04-21, 周五 20:36:05
Protection From Evil: Does the "protection against possession and mental control" aspect work against non-evil controlling spells and effects?

No. The spell says "This second effect only functions against spells and effects created by evil creatures or objects." So if a chaotic neutral enemy casts charm person on you, protection from evil doesn't have any effect because neither the spell nor the caster is evil.

Protection From Evil: Does this work against all charm and compulsion effects? Or just against charm and compulsion effects where the caster is able to exercise control over the target, such as charm person, command, and dominate person (and thus not effects like sleep or confusion, as the caster does not have ongoing influence or puppet-like control of the target)?

The latter interpretation is correct: protection from evil only works on charm and compulsion effects where the caster is able to exercise control over the target, such as command, charm person, and dominate person; it doesn't work on sleep or confusion. (Sleep is a border case for this issue, but the designers feel that "this spell overrides your brain's sleep centers" is different enough than "this spell overrides your resistance to commands from others.")

http://paizo.com/paizo/faq/v5748nruor1fm#v5748eaic9qd2
主题: Re: 备忘录
作者: 白猫2017-05-02, 周二 00:00:25
未来开团可能会采用的HR

下文中提到的第三方书籍,团中玩家如有需要可和我要。
职业

战士
对现有战士职业不满的,可以参阅Legendary Fighters (http://www.makeyourgamelegendary.com/products-page/legendary-heroes/legendary-brawlers-duplicate/)的内容,然后和我讨论。

铳士
强烈建议改使用Legendary Gunslingers (http://www.makeyourgamelegendary.com/products-page/legendary-heroes/legendary-gunslingers/),官方的铳士是我一直觉得设计失败的角色,没有让人想纯职下去的动力,大部分沦落为兼职五等就跑的戏份。这个重制版的降低为3/4BAB,技能点上升为6+,但炫技的实用性上升,新增了类似盗贼天赋的职业选项(Gun Mastery)。削弱了反正原本就伤害逸出的伤害,技能力上升,Gun Mastery让角色的发展性也变更多元,纯职的吸引力更高,还有其余更动请见书中介绍。长话短说,除了少掉的BAB,整体各方面都比官方铳士更好玩,不会沦为兼职戏份。

圣武士
持盾手可正常使用圣疗,即使是重盾。

盗贼
真的有人想玩核心盗贼吗... 真有的话,可参考民间的重制版盗贼 (http://hastur.net/wiki/Rogue_(Apath)),然后和我讨论。

游荡剑客
强烈建议改使用Legendary Swashbucklers (http://www.makeyourgamelegendary.com/products-page/legendary-heroes/legendary-swashbucklers/),炫技的实用性上升,新增了个叫personage的风格选择,不同的风格有不同的技能增强能力和专属的炫技,同样让角色的发展性也变更多元,还有其余更动请见书中介绍。长话短说,虽然剑客没有铳士的设计失败问题,但这个我觉得还是比官方的好。

武士
加入武士流派能力取代没鸟用的坐骑和骑射,加入武士道能力,史诗级加强,有空写。

变形者
强烈建议改使用Legendary Shifters (http://www.makeyourgamelegendary.com/products-page/legendary-heroes/legendary-shifters/),官方的变形者有多鸟就不多说了,这个重制版的比官方好太多了。

专长

优雅挥砍、优雅刺击、优雅繁星
可与法术战斗职业能力一起使用。

坚忍
额外获得以下效果,攀爬与游泳获得+2加值。对抗疲乏与力竭时的强韧豁免上获得+4加值。我就是抄KM


法术

驱逐光晕(Unwelcome Halo (http://www.archivesofnethys.com/SpellDisplay.aspx?ItemName=Unwelcome%20Halo)) (莎莱伦)
因为设计师mark曾说,这法术作为一环太强大了,但因为内海诸神不是核心(roleplaying game)系列的书,所以不会有官方的修正。
https://paizo.com/community/blog/v5748dyo5lhfm?Illuminating-Darkness#12
只对二环及以下的黑暗法术有效。


羽落术与措手不及
结论: 当角色在未意识到的情况下忽然坠落时,坠落距离在100尺内无法使用羽落术,坠落距离大于100尺时可以使用羽落术。详细源由和数字如何定出见下面剧透。
源由自我问官方设计师Mark Seifter一个关于措手不及与陷阱的问题,这是他的回答。
引述: Mark Seifter Designer
In many cases, a character is probably flat-footed when encountering a trap (though it opens its whole own can-of-worms about immediate actions to feather fall from a pit trap). However, there are various circumstances when that wouldn't be the case, such as failing to disable a trap by 5 or more.

一个20尺陷坑的坠落时间为1.11秒,一个200尺陷坑的坠落时间为3.52秒,可见不论堕落距离一律视为处于措手不及或不处于措手不及都不合理。

因此我假设1一名角色在未意识到的情况下忽然坠落,他开始反应过来并能开始动作的时间为2秒。

引述: CRB的Tactical Movement部分
Tactical movement is used for combat. Characters generally don't walk during combat, for obvious reasons—they hustle or run instead. A character who moves his speed and takes some action is hustling for about half the round and doing something else the other half.

因此我假设2迅捷动作的时间约为0.5秒。

所以从角色反应过来并完成羽落术施法约要2.5秒,对应的坠落距离为30.6公尺,即100尺。 以这两假设得到的结论就是当坠落距离在100尺内时,角色会因为反应不过来就坠地,或者是反应过来了却来不及完成羽落施法照样坠地,只有在坠落距离大于100尺时,才有充足时间反应过来并完成羽落术施法。

假设1假设2无科学根据与规则来源,以上的结论可能会有违游戏性,有任何看法请与我讨论。

魔法物品

魔法物品的能力DC
因为魔法物品的能力DC都固定,然后常常出现些可笑的低DC... 
魔法物品(奇物,武器,防具)的能力的固定DC加上使用者的一半HD的加值(数字待定),但部分魔法物品可能不会有此加值或降低加值。

具名魔法武器防具的增强
想尝试找回当初在博德之门,冰风之谷等游戏中捡到好物品的感动...
具名魔法武器防具进一步加强,但不会使贩卖价格上升,增加玩家使用而不是卖掉换现的吸引力。

装备

信息素箭(Pheromone Arrow (http://www.d20pfsrd.com/equipment/weapons/weapon-descriptions/ammunition/ammunition-bow-arrow-pheromone/))
好处要在灵敏嗅觉的范围内才会生效。


http://rpgbot.net/pathfinder/errata/

种族天赋职业选项的调整 (http://rpgbot.net/pathfinder/variantrules/favoredclassbonuses/)

每次跑团结束的鼓励性质小奖励 (http://rpgbot.net/general/begborrowsteal/endofsession/)

主题: Re: 备忘录
作者: 白猫2017-05-15, 周一 01:57:13
Magic Ranged Weapons and Ammunition: When a ranged weapon shares its enhancement bonus with its ammunition, does this count as 「true」 enhancement bonus or more like a temporary bonus like greater magic weapon? In other words, does the shared enhancement bonus allow the arrow to bypass damage reduction as if it was cold iron, silver, adamantine, and aligned?


No, other than the ways indicated in the Core Rulebook (if the ranged weapon is at least +1, they count as magic, and if the ranged weapon is aligned they count as that alignment as well) the enhancement bonus granted to ammunition from the ranged weapon doesn't help them overcome the other types of damage reduction. Archers and other such characters can buy various sorts of ammunition or ammunition with a high enhancement bonus to overcome the various types of damage reduction.

http://paizo.com/paizo/faq/v5748nruor1fm#v5748eaic9vo0

主题: Re: 备忘录
作者: 白猫2019-03-30, 周六 23:44:03
X Stat to Y Bonus
http://minmaxforum.com/index.php?topic=4369.msg90055#msg90055
主题: Re: 备忘录
作者: 白猫2019-05-26, 周日 03:25:16
(https://images2.imgbox.com/e7/dc/YTa7HwiH_o.png)

炼金应该是SKR设计的。
主题: Re: 备忘录
作者: 白猫2019-08-13, 周二 00:45:50
https://paizo.com/people/PathfinderDesignTeam/posts
官方设计师团队用来以官方身份回复问题的帐号,所以可以从里面挖到很多很少人得知的官方回复 :em005
主题: Re: 备忘录
作者: 白猫2019-08-13, 周二 19:42:42
Ultimate Magic says on page 14:
If an archetype replaces a class ability that is part of a series of improvements or additions to a base ability (such as a fighter's weapon training or a ranger's favored enemy), the next time the character would gain that ability, it counts as the lower-level ability that was replaced by the archetype. In effect, all abilities in that series are delayed until the next time the class improves that ability. For example, if an archetype replaces a rogue's +2d6 sneak attack bonus at 3rd level, when she reaches 5th level and gains a sneak attack bonus, her sneak attack doesn't jump from +1d6 to +3d6—it improves to +2d6, just as if she had finally gained the increase at 3rd level. This adjustment continues for every level at which her sneak attack would improve, until at 19th level she has +9d6 instead of the +10d6 of a standard rogue.

如果某变体取代掉一系列能力中的其中一个或多个,那剩下的能力只是被延后取得。
例如取代了武训一,那就是在获得武训二时才获得武训一。
取代了2d6偷袭,那就是在获得3d6偷袭时,才获得2d6偷袭,不会直接跳过去。