作者 主题: 装逼技法(装备技法)  (阅读 17922 次)

副标题: 我没猜错!斗篷技法就是骚!

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捕网技法 Net Tricks (如果要用捕网,我觉得这个真的很强)
« 回帖 #10 于: 2017-09-09, 周六 22:56:28 »

捕网技法 Net Tricks
来源阴招战术工具箱 pg.18
要使用下面的每个技法,除了要满足专长或技能前置(列在下面的括号中),你必须有对应的装备技法专长。
要使用这些装备技法,你必须擅长捕网.

陷敌阴招 Binding Trick(精通阴招):当你成功对一个被你控制后绳的捕网所纠缠的目标进行阴招战技检定时,该目标在逃出或者破开捕网前,无法以动作移除阴招战技所施加的效果。

擒敌网 Grappling Net(精通擒抱):当你尝试对一个被你控制后绳的捕网所纠缠的目标进行擒抱战技检定时,你不会因为没有空着双手而承受罚值,并且在检定上获得+4加值。如果你成功压制了目标,而此时他处于捕网纠缠中时,你可以用一个迅捷动作,以捕网捆绑该目标。

剧透 -   :
Net Tricks
Source Dirty Tactics Toolbox pg. 18
In addition to the feat or skill prerequisites (listed in parentheses) for each of the following tricks, you must have the appropriate Equipment Trick feat.
To use any of these equipment tricks, you must be proficient with nets.

Binding Trick (Improved Dirty TrickACG): When you succeed at a dirty trick combat maneuver check against a target entangled by a net whose trailing rope you control, the target cannot take an action to remove the condition imposed by the dirty trick until it escapes from or bursts free of the net.

Grappling Net (Improved Grapple): When you attempt a grapple combat maneuver check against a foe entangled by a net whose trailing rope you control, you do not take a penalty on the grapple combat maneuver check for not having two hands free, and you gain a +4 bonus on the check. If you successfully pin the target while it is still entangled by the net, you can use the net to tie up the target as a swift action.
« 上次编辑: 2017-09-09, 周六 22:59:08 由 丞相 »
女王的杂技团
见识短浅的调查员手册作者
优化一塌糊涂的三流玩家
开团必炸团的垃圾GM
看不懂英文的翻译
——丞相

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长杆技法 Pole Tricks (拿杆子的可不就是探路的炮灰么)
« 回帖 #11 于: 2017-09-10, 周日 21:30:49 »
长杆技法 Pole Tricks
来源:冒险者的武备库2 pg.15
这些技法中的每一个都可以用长杆或者平衡杆来执行,但是特定类型的长杆将会有更多的能力,要使用下面的每个技法,除了要满足专长或技能或其他前置(列在下面的括号中),你必须拥有装备技法(长杆)专长。

长杆拌打 Pole Trip(随手武器或精通摔拌):你可以将一根长杆视为拥有长触及和摔拌特性的临时武器。你可以将一根未展开的折叠杆视为拥有卸武和摔拌特性的临时武器。长杆或折叠杆在作为临时武器使用时,造成1d6的钝击伤害。

长杆扫荡Seek the Unseen(察觉1级):当你尝试找到一个你不可视的生物时(或者是因为他是隐形的,或者因为你正处于目盲),你可以一个标准动作挥动长杆横扫你10尺内两个相邻的方格。进行一次近战攻击对抗AC10。如果你命中了,并且该生物正处于你指定的位置,你不会造成伤害,但是可以成功确定该生物正所处的位置。(剑鞘技法的威力加强版,但是谁没事拎根长杆啊)

抵墙攀爬 Wall Climb(攀爬3级):当你正在攀爬一个狭窄通道时,如果你的长杆的两头都可以可以撑住一面墙壁或者其他坚固平面,你可以撑住自己,并用长杆往你攀爬的方向慢慢移动。这种方法非常可靠但是十分费力,你在以这种方式攀爬时的攀爬检定上获得+10环境加值,但是移动速度为通常攀爬时的一半。

剧透 -   :
Pole Tricks
Source Adventurer's Armory 2 pg. 15
Each of these tricks can be done with a pole or balancing pole, but specific poles have further abilities. In addition to the feat, skill, or other requirements listed for each of these tricks, you must have the Equipment Trick (pole) feat to use a trick.

Pole Trip (Catch Off-Guard or Improved Trip): You can treat a pole as an improvised weapon with the reach and trip special features. You can treat an unhinged folding poleUE as an improvised weapon with the disarm and trip special features. A pole or folding pole used as an improvised weapon deals 1d6 points of bludgeoning damage.

Seek the Unseen (Perception 1 rank): When you attempt to find a creature you cannot see (either because it is invisible, or because you are blind), you can sweep a pole through any two adjacent squares within 10 feet of you as a standard action. Make a melee attack against an AC of 10. If you hit, and if a creature you cannot see is in the designated area, you deal no damage but have successfully pinpointed the creature’s current location.

Wall Climb (Climb 3 ranks): You can climb narrow passageways if your pole can reach a wall or other solid surface on both sides, bracing yourself and scooting the pole further along the surface as you climb. This method is reliable but laborious; you gain a +10 circumstance bonus on your Climb checks to climb in this manner, but you climb at half the usual speed.
女王的杂技团
见识短浅的调查员手册作者
优化一塌糊涂的三流玩家
开团必炸团的垃圾GM
看不懂英文的翻译
——丞相

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绳索技法 Rope Tricks
« 回帖 #12 于: 2017-09-10, 周日 23:11:12 »
绳索技法 Rope Tricks
来源:探索者协会战地指南 pg.49
要使用下面的每个技法,除了要满足专长或技能或其他前置(列在下面的括号中),你必须拥有装备技法(绳索)专长。绳索技法可以用麻绳、丝绳或者任何绳类物品来施展,只要GM允许。

快速收卷 Coil(巧手5级):你可以快速的收卷绳索,只需要1轮就可以卷起20尺绳索。(卷20尺绳索通常需要1d6轮)

五花大绑 Hogtie(精通擒抱):当你尝试捆绑一个你正在擒抱的敌人时,你只需要承受-5而非-10的罚值。

带结武器 Knotted Weapon(武器擅长[刺链]):你可以使用一个段打结的绳索作为刺链来使用,造成钝击伤害而非穿刺伤害。

以绳为鞭 Lash(武器擅长[长鞭]):你可以使用一节绳索作为长鞭来使用而不承受罚值。这节绳索必须长10尺——超出的部分必须被卷好否则会散落在你的脚边。

救命绳 Lifeline(攀爬5级):当你或邻近生物正在坠落时(因为一个失败的攀爬检定或者其他原因),你可以以一个直觉动作扔出拿着的绳索,保持紧握其中一头。如果是你坠落了,那么视为你在获得+10的加值尝试在坠落中抓牢,但是必须有什么东西可以让你的绳子缠住来作为锚点。如果是为另一个生物尝试进行检定,视为你自己正在坠落(译注:而非通常的“在攀爬时抓牢一个坠落的人”)。如果该生物的重量超过了你重载极限的两倍(你自己的装备并不计入这个重量对抗最大值),你会被拽下去。

快速释放 Quick Release(无额外要求):你可以绑一条安全绳固定在某处,而且你可以通过在绳索上任意一处使用一系列的拉扯手法,从任意一端将其松开。
(是我错了!这才是绳索里最时髦的招数!特别鸣谢笨哈、阿塔兰忒大佬)

绳索难缚 Slip Away(逃脱5级):你在对抗绳索或类似绳索物体的限制时(如藤蔓),在逃脱检定上获得+10加值。

一团乱麻 Tangle(随手投掷):你可以如同远程武器一般投掷一段收好的绳索。如果你的远程接触攻击命中,目标将会陷入纠缠,他可以切或挣段绳索或者通过DC15的逃脱检定。要使用该技法,绳子必须未被固定。

剧透 -   :
PFS Legal Rope Tricks
Source Pathfinder Society Field Guide pg. 49
In addition to the feat, skill, or other requirement listed for each of these tricks, you must have the Equipment Trick (rope) feat to use rope tricks. Rope tricks can be performed with hemp rope or silk rope, or with similar ropelike items at the GM’s discretion.

Coil (Sleight of Hand 5 ranks): You can coil rope rapidly, requiring only 1 round to coil 20 feet of rope. (Coiling 20 feet of rope normally takes 1d6 rounds.)
Hogtie (Improved Grapple): When you attempt to tie up an opponent you are grappling, your penalty is only –5 instead of the normal –10.
Knotted Weapon (Weapon Proficiency [spiked chain]): You can use a knotted length of rope as a spiked chain that inf licts bludgeoning damage instead of piercing damage.
Lash (Weapon Proficiency [whip]): You can use a length of rope as a whip at no penalty. The piece of rope that is used as a whip must be 10 feet long—length in excess of this must remain coiled or otherwise unused at your feet or side.
Lifeline (Climb 5 ranks): When you or a nearby creature is falling (from a failed Climb check or otherwise), you can throw a held rope as an immediate action, maintaining a grip on one end. If you are falling, this is treated as an attempt to catch yourself while falling made with a +10 bonus, but there must be some sort of solid anchor available for your rope to loop around. When attempting this check on another creature, treat it as if you yourself were falling. If the weight of the creature exceeds twice your heavy load limit (your own equipment does not count against this maximum), you are pulled after it.
Quick Release (no additional prerequisites): You can secure a rope such that you can loose it from either end by making a quick series of tugs (a move action) at any point along the rope’s length.
Slip Away (Escape Artist 5 ranks): You gain a +10 bonus on Escape Artist checks to escape from ropes and ropelike restraints (such as vines).
Tangle (Throw Anything): You can throw a coiled length of rope as a ranged weapon. If you hit with a ranged touch attack, the target becomes entangled. It can cut or burst the rope, or escape with a DC 15 Escape Artist check. The rope must be unsecured to use this trick.
« 上次编辑: 2017-09-12, 周二 08:44:55 由 丞相 »
女王的杂技团
见识短浅的调查员手册作者
优化一塌糊涂的三流玩家
开团必炸团的垃圾GM
看不懂英文的翻译
——丞相

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盾牌技法 Shield Tricks (不带盾牌枉称雄)
« 回帖 #13 于: 2017-09-11, 周一 23:10:35 »
盾牌技法 Shield Tricks
来源:冒险家的武备库 pg.23
作为使用此技法的先决条件,除下文列出的专长、技能或其他需求外,你还需要装备技法(盾牌)并且精通盾牌(非塔盾)。你可以使用任意的轻重盾牌搭配此技法。按照你的GM的判断,你或许可以以塔盾或小圆盾使用以下部分技法,但这需要一个单独的新的装备技法(盾牌)专长,并可能在相关投骰上承受罚值。

掷盾阻敌Break Ground(精通摔绊,随手投掷):取代一次近战攻击,你可以将盾牌投掷到敌人的脚上,以妨碍他的移动以及摔绊敌人。你必须手持(而非佩戴)盾牌或使用一面回力盾以使用此技法。对你的对手使用一次摔绊攻击。被摔绊的目标体型不能比你更大,且超出射程会使摔绊攻击承受罚值。如果你成功了,目标会被击倒。尝试失败不会导致你被反摔拌,除非你在对手的触及范围内。无论摔绊对抗是否成功,只要盾牌仍留在你将它投掷到的位置,处在区域内的敌人视同处于困难地形之中,直到他离开此区域。

投盾 Hurl Shield(随手投掷):你可以将盾牌当作远程临时武器投掷。在使用此技法时你必须手持(而非佩戴)盾牌。如果你使用的是一个飞盾,则不需要这个技法。

抱头蹲防 Little Wall(脱逃5级):你能将身体缩进盾牌之下以获得暂时的庇护。当你全防御时,你可以选择获得掩蔽而非如通常AC获得闪避加值。

敏锐之眼 Keen Eye(察觉5级):你掌握了运用盾牌的反射面来定位你不敢直视的敌人的位置。在你的回合,你可以选择针对在一个对你进行凝视攻击的目标,放弃盾牌的AC加值。你在避免对抗该生物凝视攻击的豁免检定的几率提升至100%,并且该生物对你不视为隐蔽(百分百不用豁免,且攻击不用丢失手率)。你的察觉每在5级之后再有5级,你就可以同时用这个能力对抗多一名拥有凝视攻击的生物。

松开盾牌 Release Shield(无前置):你可以一个迅捷动作而不是移动动作解开一面轻盾或重盾。你可以以一个自由动作解下一面飞盾(throwing shield)。如果你解下了这面盾牌,你可以选择拿着它或者以一个自由动作扔掉它。

美式飞盾 Ricochet Shield(致命瞄准,随手投掷):当你投掷一面盾牌,你可以使其在一处或多处坚硬的表面间弹跳,以从一个意想不到的角度或者越过作为遮蔽的障碍物来攻击目标。你的飞盾每借一处坚硬的表面弹射,就需要承受-2的命中罚值。射程增量需要计算飞盾运行的整个距离,而非你和目标之间的直接距离。

住嘴! Shield Gag(精通擒抱,随手投掷):你可以将你的盾牌塞进一个生物的嘴里,防止它使用啮咬攻击或者其他基于嘴巴的能力。对一个至少比你的体型大两个等级的生物进行一次擒抱检定。如果你成功了,你将你的盾牌楔入它的嘴里。你可以在任何时候松开你的盾牌,这意味你们都脱离了擒抱状态,虽然你的盾牌仍然留在它嘴里。该生物可以通过摧毁盾牌来移除它(或者在破损状态甩掉它),从嘴上弄开这个盾牌需要通过一个对抗你CMB的擒抱检定,或者吞掉这个盾牌(如果该生物有活吞能力)如同这个盾牌是个生物一样。
    只要这个盾牌在它嘴里,这个怪物就无法使用它的嘴对除了盾牌之外的任何东西进行任何攻击(如啮咬或者巨蛙的粘性舌头能力),而且无法清晰发声来释放咒语或者激活任何需要说话的物品。如果他使用喷吐武器,它得射程只有正常的一半,并且造成的任何伤害都需要先经过盾牌,剩下的伤害才能正常影响该区域。
剧透 -   :
PFS Legal Shield Tricks
Source Adventurer's Armory pg. 23
In addition to the feat, skill, or other requirement listed for each of these tricks, you must have the Equipment Trick (shield) feat and proficiency in (non-tower) shields to use a trick. You may use these tricks with any light or heavy shield. At your GM’s discretion, you may be able to use some of these tricks with a tower shield or buckler, but that requires a separate Equipment Trick feat for that kind of shield and may add a penalty on the associated roll.
Break Ground (Improved Trip, Throw Anything): In place of a melee attack, you can throw your shield at an opponent’s feet, interfering with his movement and perhaps tripping him. You must be holding (not wearing) your shield or using a throwing shield to use this trick. Make a trip attack against your opponent. The opponent can be no larger than your own size category, and the range penalty applies to your trip attempt. If you succeed, the target is knocked prone. Failing this attempt does not knock you prone unless you are within your opponent’s reach. Whether or not you succeed, as long as your shield remains where you threw it, the opponent treats that square as difficult terrain until he moves out of the square.
Hurl Shield (Throw Anything): You can throw your shield as a ranged improvised weapon. You must be holding (not wearing) your shield to perform this trick. If you are using a throwing shield, there is no reason to use this trick.
Little Wall (Escape Artist 5 ranks): You can contort your body behind your shield in order to gain a brief moment of security. Whenever you use the total defense action, you may choose to gain cover instead of the normal dodge bonus to AC.
Keen Eye (Perception 5 ranks): You have mastered the art of using the reflective surface of your shield to locate foes that you dare not look at directly. On your turn, you may choose to forfeit your shield’s AC bonus for 1 round to improve your defenses against one creature using a gaze attack. Your chance to avoid having to make a saving throw against that creature’s gaze attack increases to 100%, and the creature does not gain concealment against you. For every 5 ranks in Perception you have above 5, you may simultaneously use this ability against another creature with a gaze attack.
Release Shield (no prerequisites): You may remove a light or heavy shield as a swift action instead of a move action. You may remove a throwing shield (see page 5) as a free action. Once you’ve removed the shield, you may hold it in one hand or drop it as a free action.
Ricochet Shield (Deadly Aim, Throw Anything): When you throw a shield, you can bounce it off one or more hard surfaces in order to strike a target from an unexpected angle or to bypass an obstacle such as cover. Each object you ricochet your shield off of imposes a –2 penalty on the attack roll. Range increments apply for the total distance the shield travels, not just the direct distance between you and the target.
Shield Gag (Improved Grapple, Throw Anything): You can force your shield into the mouth of a creature to prevent it from using bite attacks or other mouthbased abilities. Make a grapple check against a creature at least two sizes larger than your size category. If you succeed, you wedge your shield into its mouth. At any time you may release your shield, which means you both lose the grappled condition, though your shield remains in its mouth. The creature may remove the shield by destroying it (or leaving it with the broken condition), forcing the shield out of its mouth with a grapple check against your CMB, or swallowing it (if it has the swallow whole ability) as if the shield were a creature.
While the shield is in place, the monster cannot use its mouth to make attacks (such as a bite or a giant frog’s sticky tongue) against anything but the shield and cannot speak clearly enough to cast spells or use items requiring speech. If it uses a breath weapon, its range is half normal and any damage dealt must first get through the shield, with any remaining damage affecting the area normally.
女王的杂技团
见识短浅的调查员手册作者
优化一塌糊涂的三流玩家
开团必炸团的垃圾GM
看不懂英文的翻译
——丞相

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发烟棒技法 Smokestick Tricks
« 回帖 #14 于: 2017-09-12, 周二 22:21:36 »
发烟棒技法 Smokestick Tricks
来源:冒险家的武具库2 pg.25
虽然比起炽火胶来说经常被忽视,但是发烟棒在正确的人手上也可以提供灵活的战术优势。要使用下面的每个技法,除了要满足专长或技能或其他前置(列在下面的括号中),你必须拥有装备技法(发烟棒)专长。

呛人烟气 Choking Smoke(精通阴招):当你成果的进行一个阴招战技检定时手上拿着一根点燃的发烟棒,你可以将这根发烟棒塞进对方的嘴里(或者其他呼吸器官{啥?鼻孔么!})来破坏其呼吸。这个受影响的生物会窒息和咳嗽,陷入恶心状态。不同于正常的阴招,该敌人必须在花费动作之外成功通过一个强韧豁免检定才能移除该状态。强韧豁免的DC=10+你BAB的一半+任何你加在阴招战技上的加值(如精通阴招提供的加值)。如果没有被及时移除,这个状态会在1分钟后结束。不需要呼吸的生物免疫此效果。

慢燃 Slow Burn(手艺[炼金]1级):你可以点燃一根发烟棒使其仅仅是缓慢燃烧而不至于立刻燃烧殆尽。你必须在点燃发烟棒时就选择是否使用该技法。一根慢燃的发烟棒不会在1轮后烧尽,而产生的烟气只持续1轮。在接下来的一个小时内,当你拿着一根慢燃的发烟棒时,你可以以一个迅捷动作创造一片烟云,但是只持续1轮。慢燃的发烟棒可以持续1小时或者总共制造10团烟云,无论达成哪一点,发烟棒都会被消耗掉。

烟中怪影 Smoke Shadow (手艺[炼金]1级;技能专攻[隐匿]或隐秘):你可以使用一个慢燃的发烟棒(如同慢燃技法)来隐藏你潜行时的身影。当你的发烟棒正在慢燃,而一个生物成功的用察觉检定对抗了你的隐匿检定,你可以一个直觉动作喷出一团烟雾来隐藏你的身影。当你这么做时,该生物必须重投他的察觉检定,并且使用第二个结果,即使更糟。而即使该生物在这个检定上失败了,他仍然能因为突然出现的烟气意识到你的大概位置(除非这个位置已经处于烟雾——就像正常使用了发烟棒——或者云雾中)。

烟蔽暗击 Smoke Strike(手艺[炼金]1级;精通虚招):你可以运用一根慢燃的发烟棒(如同慢燃技法)来使敌人无法顾及你真正的攻击。当你拿着一根慢燃的发烟棒时,以一个迅捷动作,取代普通的慢燃制造烟雾的手法,你可以在敌人的脸前释放一段小而浓密的烟团。这允许你使用一个阴招作为这个迅捷动作的一部分。


剧透 -   :
Smokestick Tricks
Source Adventurer's Armory 2 pg. 25
Often overlooked for alchemist’s fire, smokesticks can provide versatile tactical advantage in the right hands. In addition to the feat, skill, or other requirements listed for each of these tricks, you must have the Equipment Trick (smokestick) feat to use the following trick.

Choking Smoke (Improved Dirty TrickAPG): When you perform a successful dirty trickAPG combat maneuver while holding a lit smokestick, you can shove the smokestick into your opponent’s mouth (or other breathing apparatus) to impair its breathing. The affected creature begins choking and sputtering, gaining the sickened condition. Unlike a normal dirty trick, the foe must succeed at a Fortitude save to remove this condition, in addition to spending an action. The DC of this Fortitude save is equal to 10 + half your base attack bonus + any bonus you add to dirty trick combat maneuvers (such as that granted by Improved Dirty Trick). This condition ends after 1 minute, if not removed sooner. Creatures that do not breathe are immune to this effect.
Slow Burn (Craft [alchemy] 1 rank): You can burn a smokestick just slowly enough to not consume it immediately. You must choose to use this trick when you light a smokestick. A slow-burning smokestick is not consumed after 1 round, and the smoke produced only lasts for 1 round. For the next hour, as a swift action when you are holding a slow-burning smokestick, you can use the smokestick to produce a cloud of smoke that lasts for only 1 round. The slow-burning smokestick lasts for 1 hour or until you have created a total of 10 clouds, at which point it is consumed.
Smoke Shadow (Craft [alchemy] 1 rank; Skill Focus [Stealth] or Stealthy): You can use a slow-burning smokestick (using the slow burn trick) to conceal your motions while sneaking. While your smokestick is slow-burning, whenever a creature would succeed at an opposed Perception check against your Stealth check, you can emit a puff of smoke as an immediate action to hide your presence. When you do, the creature must reroll its Perception check and take the second result, even if it is worse. Even if the creature fails this Perception check, it is aware of your general location because of the sudden smoke (unless the location is already filled with smoke—like that emitted by the normal use of a smokestick—or fog).
Smoke Strike (Craft [alchemy] 1 rank, Improved Feint): You can use a slow-burning smokestick (using the slow burn trick) to distract foes from your strikes. As a swift action when you are holding a slow-burning smokestick, instead of producing a cloud with the slow burn trick, you can create a small, dense burst of smoke in an adjacent foe’s face. This allows you to feint as part of that swift action.
« 上次编辑: 2017-09-13, 周三 21:23:20 由 丞相 »
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Re: 装逼技法(装备技法)
« 回帖 #15 于: 2017-09-13, 周三 09:55:02 »
说实话这个慢燃的发烟棒挺实用的

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日光杖技法 Sunrod Tricks
« 回帖 #16 于: 2017-09-13, 周三 22:07:37 »
日光杖技法 Sunrod Tricks
来源:探索者协会战地指南(外勤指南) pg.49
要使用下面的每个技法,除了要满足专长或技能或其他前置(列在下面的括号中),你必须拥有装备技法(日光杖)专长。

闪光弹 Flare(手艺[炼金]5级或者炼金炸弹职业能力):以一个标准动作,你可以瞬间消耗一根日光杖的剩余寿命(点亮或者未点亮的)。20尺内看到日光杖爆闪的生物必须通过一个DC15的强韧豁免否则将会目眩2d4轮。强光敏感或者强光失明的生物在豁免检定上需要承受-2罚值。此外,以一个整轮动作,你可以用日光杖攻击一个生物或者投掷日光杖作为一次远程攻击,射程增量为10尺。如果他碰撞到了坚硬的表面,它会如上述描述的爆闪。你不需要攻击一个特定的目标而是简单面准一个五尺方格的一角,视为其视为AC5。如果一个生物被日光杖击中并且豁免失败,它除了目眩状态外,还会在第一轮目盲。

快拔日光杖 Fast Sunrod(即时战备):你可以以一个迅捷动作拔出并且点亮一根易用日光杖。

恰如炽阳 Like the Sun(可以释放任何有光亮描述符的法术):你可以将一根日光杖视为一份额外施法材料添加到任何有光亮描述符的法术上。该法术在所有方面被视为法术环级高一级(最高9环),包括用于计算豁免DC以及克服魔法黑暗的检定。

粘挂日光杖 Lodge Sunrod(随手投掷):你可以如同远程临时武器般投掷你的日光杖。如果你在远程接触攻击中命中了,日光杖不会造成任何伤害,但是会挂在目标身上,直到目标或者另一个生物花费一个移动动作弄掉它。

逗猫棒 Lure (驯养动物5级):当你手持一根点亮的日光杖,以一个移动动作,你可以尝试诱使一个动物朝你想要的任何方向移动。进行一个驯养动物检定来对抗DC=15+目标动物的CR。如果你成功了,该动物会在下轮往你希望的方向移动5尺。你的检定每超过DC5点。该动物都会额外移动5尺,最高不超过该动物的最高移速。该移动如常造成借机攻击,但是一旦有人这么做了,该动物会立刻停止移动(无论该攻击是否命中)。你无法让动物移动到明显的险境(hazard)中,但是你可以(举个例子)诱使其进入一个开放的笼子。

双倍强光 Twice as Brightly(手艺[炼金]5级):以一个整轮动作,你可以修改一根未使用过的日光杖,使其只能燃烧1个小时,但是会发出更明亮的光芒。它会散发强光程度的光亮照亮30尺半径的区域,并在额外30尺的范围内使光照等级上升2级(黑暗变成常光,昏暗或者常光变成强光)。他无法使强光环境的光照强度提升。

剧透 -   :
PFS Legal Sunrod Tricks
Source Pathfinder Society Field Guide pg. 49
In addition to the feat, skill, or other requirement listed for each of these tricks, you must have the Equipment Trick (sunrod) feat to use a trick.

Flare (Craft [alchemy] 5 ranks or alchemist bomb class feature): As a standard action, you can expend the remaining life of a sunrod (lit or unlit) in an instant. Sighted creatures within a 20-foot-radius burst of the sunrod must succeed at a DC 15 Fortitude save or be dazzled for 2d4 rounds. Creatures with light sensitivity or light blindness receive a –2 penalty on their saving throws. Alternatively, as a full-round action, you can strike a creature with the sunrod or throw the sunrod as a ranged attack with a range increment of 10 feet. When it strikes a hard surface, it flares as describe above. Since you don’t have to hit a specific target, you can simply aim at the corner of particular 5-foot square. Treat the target corner as AC 5. If a creature is struck by the sunrod and fails its Fortitude save, it is blinded for the first round of its dazzled condition.
Fast Sunrod (Quick Draw): You can draw and light an easily accessible sunrod from a pack as a swift action.
Like the Sun (ability to cast any spell with the light descriptor): You can use a sunrod as an additional material component for any spell that bears the light descriptor. The spell is treated as one spell level higher (to a maximum of 9th level) for all purposes, including the calculation of saving throw DCs and its ability to overcome sources of magical darkness.
Lodge Sunrod (Throw Anything): You can throw your sunrod as a ranged improvised weapon. If you hit with a ranged touch attack, the sunrod does no damage, but stays lodged on the target until the target or another creature spends a move action to remove it.
Lure (Handle Animal 5 ranks): As a move action while holding a lit sunrod in your hand, you can attempt to move an animal in any direction you desire. Make a Handle Animal check against a DC of 15 + the target animal’s CR. If you are successful, the animal moves 5 feet in the desired direction on its next turn. For every 5 points by which your check exceeds the DC, the animal moves another 5 feet, up to the animal’s maximum speed. This movement provokes attacks of opportunity as normal, though if one is taken, the animal immediately stops moving (whether or not the attack hits). You cannot move an animal into an obvious hazard with this trick, but you can (for example) lure it into an open cage.
Twice as Brightly (Craft [alchemy] 5 ranks): As full-round action, you can tamper with an unused sunrod such that it burns out in a single hour, but shines much more brightly. It sheds bright light in a 30-foot radius and increases the light level by two steps for an additional 30 feet beyond that area (darkness becomes normal light, and dim light or normal light becomes bright light). It does not increase the light level in bright light.
女王的杂技团
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Re: 装逼技法(装备技法)
« 回帖 #17 于: 2017-09-14, 周四 00:44:03 »
日光杖技法也挺有用的样子, 能法术升环和双倍强光

盾牌技法中解开盾牌和避开凝视攻击也很实用
« 上次编辑: 2017-09-14, 周四 00:45:44 由 犬良人 »

While you live, shine
have no grief at all
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and Time demands his due

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拌足包技法 Tanglefoot Bag Tricks
« 回帖 #18 于: 2017-09-15, 周五 22:52:58 »
拌足包技法 Tanglefoot Bag Tricks
来源:冒险家的武备库2 pg.26
拌足包在富有技巧的使用者手上,是一个多功能甚至是致命的工具。要使用下面的每个技法,除了要满足专长或技能或其他前置(列在下面的括号中),你必须拥有装备技法(拌足包)专长。由GM裁定,你或许可以使用炽火拌足包来使用其中的一些技法,但是有可能会对相关生物或物体造成火焰伤害。

抵死缠绵 Captivating Embrace(精通擒抱):你和敌人保持紧密的距离,并利用一个绊足包保持这个状态。当你成功擒抱了一个生物 ,你打破一个拌足包来将你和目标粘在一起。你必须在手上拿着拌足包时才能使用这个能力除非你有了即时战备专长(在这种情况下,拌足包必须是容易拔的)。在拌足包生效期间,你在擒抱检定中部不需要承受没有空着双手的减值,并且你的敌人必须在挣脱擒抱的战技检定或者逃脱检定上承受-4的减值。

粘性炸弹 Sticky Bombs(即时战备,随手投掷):你可以将一个物品粘在拌足包上,并且确保他们一直黏在一起。当你投掷一个炼金物品时,你可以将一个拌足包附在一起投掷,这不需要额外的动作。如果命中,目标会受到拌足包的影响,并且炼金物品也会紧粘其上。在拌足包生效期间,该物品会一直处于目标所在方格中,所以最有用的物品是那种不会立即生效的类型,例如暗爆弹(下文,未翻译)或者引信手榴弹。

盾牌粘取 Thieving Shield(盾牌专攻或者盔甲训练):以一个迅捷动作,你可以将一份拌足包泼在自己的盾牌上,让它充满黏性。当你使用盾击时,你的盾牌获得擒抱武器特性。此外,每轮的第一次,由人造武器对你发动的攻击失手并检定结果比你的AC低4点或以上时,你可以自由动作尝试一次卸武,这次卸武尝试不会引起借机攻击,你的盾牌保持黏性2d4轮,在下一次使用这个技法前,你必须先将其清洁好(以一个整轮动作)。

剧透 -   :
Tanglefoot Bag Tricks
Source Adventurer's Armory 2 pg. 26
Tanglefoot bags can be a versatile and even deadly tool in the hands of a skilled user. In addition to the feat, skill, or other requirements listed for each of these tricks, you must have the Equipment Trick (tanglefoot bag) feat to use a trick. At your GM’s discretion, you may be able to use some of these tricks with a tangleburn bagUE, but at the risk of dealing fire damage to connected items or creatures.

Captivating Embrace (Improved Grapple): You get up close and personal, then use a tanglefoot bag to keep things that way. When you successfully grapple a creature, you burst a tanglefoot bag to stick yourself to your target. You must have the tanglefoot bag in hand to use this ability unless you have the Quick Draw feat (in which case the tanglefoot bag must be easily accessible on your person). While the tanglefoot bag’s effect lasts, you do not take a penalty to grapple checks for not having two hands free, and your opponent takes a –4 penalty on combat maneuver checks and Escape Artist checks to break the grapple.
Sticky Bombs (Quick Draw, Throw Anything): You can slap another item on a tanglefoot bag and toss both to ensure contact. When you throw an alchemical item, you can attach a tanglefoot bag to it as you throw it; this does not require an additional action. On a hit, the target is affected by the tanglefoot bag, with the alchemical item firmly stuck in the goo. The item stays in the target’s square as long the tanglefoot bag’s effect lasts, making this most useful with items that don’t immediately take effect, such as darkflares (see above) or fuse grenadesUE.
Thieving Shield (Shield Focus or armor training class feature): As an immediate action, you can splatter a tanglefoot bag on your shield, making it sticky. Your shield gains the grappleUE weapon quality when used as a weapon with a shield bash attack. In addition, the first time each round an attack with a manufactured weapon misses you by 4 or less, you can make a free disarm attempt against that weapon. This disarm attempt does not provoke an attack of opportunity. Your shield remains sticky for 2d4 rounds, after which it must be cleaned (a full-round action) before you can use this trick again.
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奇物技法 Wondrous Item Tricks
来源:阴招战术工具匣 pg.19
要使用下面的每个技法,除了要满足专长或技能或其他前置(列在下面的括号中),你必须拥有装备技法专长。
你可以利用任何装备在特定魔法物品栏位上的奇物来使用这一技法,例如身体或者腕部。

灵光掌控 Aura Mastery (使用魔法装置1级):每天一次,你可以选择一个你奇物散发灵光的魔法学派,你在施放该学派的一个法术时,视你的施法者等级高1级。你可以在一天中的任何一个时间进行这个选择,但是必须在施放法术前选定物品(以及学派)。

反制解法克制大推 Counter Dispelling(法术辨识3级):当一个敌人在进行一个解除检定,例如通过解除魔法,来对抗一个你正在穿戴的奇物或者物品造成的法术效果时,在计算解法检定的DC上,你可以用你的使用魔法装置等级作为物品的施法者等级来替换它的真实施法者等级。你必须知道这个正在施放中的法术,并且通过法术辨识进行了辨识,才能获得这一好处。

偏好奇物 Favored Item(魔法天赋):每天一次,你可以花费一个小时来一按就一个奇物,将其设定为你今天的偏好奇物。如果这个偏好奇物的功能室每天使用特定时间的轮数或者分钟数,切大于1轮或1天。你可以增加它的当天可以使用的最大轮数或分钟数,等于你使用魔法装置等级的一半(最少1轮)。
剧透 -   :
PFS Legal Wondrous Item Tricks
Source Dirty Tactics Toolbox pg. 19
In addition to the feat or skill prerequisites (listed in parentheses) for each of the following tricks, you must have the appropriate Equipment Trick feat.
You can use these tricks with any wondrous item that can be worn in a specific magic item slot, such as the body or wrists.
Aura Mastery (Use Magic Device 1 rank): Once per day, you can choose a single school of magic represented by one of your wondrous items’ auras; you treat your caster level as 1 higher when casting a single spell of that school. You can make this choice at any time during the day, but you must choose the item (and school) before casting the spell.
Counter Dispelling (Spellcraft 3 ranks): When a foe attempts a dispel check, such as via dispel magic, against either a wondrous item that you are currently wearing or wielding or a spell effect created by such an item, you can use your ranks in Use Magic Device as the item’s caster level instead of its actual caster level when calculating the dispel check DC. You must be aware of the spell that is being cast and identify it with a successful Spellcraft check in order to receive this benefit.
Favored Item (Magical Aptitude): Once per day, you can spend 1 hour practicing with a wondrous item to designate it as your favored item for that day. If the favored item functions for a specific number of rounds or minutes per day greater than 1 round or 1 minute, you increase the maximum number of rounds or minutes it can function that day by an amount equal to half your ranks in Use Magic Device (minimum 1 round).
« 上次编辑: 2017-09-18, 周一 21:20:11 由 丞相 »
女王的杂技团
见识短浅的调查员手册作者
优化一塌糊涂的三流玩家
开团必炸团的垃圾GM
看不懂英文的翻译
——丞相