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主题: 【AM】炼金术手册(Alchemy Manual)PZO9445
作者: 丞相2018-09-30, 周日 21:58:21
(https://i.imgur.com/tbNK0gU.png)



————目录————

炼金功能材料 Alchemical Reagents (http://)

对角色而言 For Your Character (http://)

自发炼金术 Spontaneous Alchemy (http://)

贝尔科泽恩战争炼金术 Belkzen War Alchemy (http://)

匕痕毒经 Daggermark Poisons (http://)

德洛人真菌炼金术 Derro Fungus Alchemy (http://)

矮人魔啤 Dwarven Magic Ales (http://)

勒彼斯塔德人造人 Homunculi of Lepidstadt (http://)

魔法烧瓶和圆瓶Magic Flasks and Bottles (http://)

卡塔佩什毒品技艺 Katapeshi Drug Crafting (http://)

奇奥尼炼金箭矢 Kyonin Alchemical Archery (http://)

伊诺皮恩泥怪炼金术 Oenopion Ooze Alchemy (http://)

本草药学 Pei Zin Herbalism (http://)

苏比亚奇迹炼金 Thuvian Wish Alchemy (http://)

瓦瑞西亚烟火 Varisian Fireworks (http://)

炼金配方集录 Alchemical Recipe Index (http://)

主题: Re: 【AM】炼金术手册(Alchemy Manual)PZO9445
作者: 丞相2018-09-30, 周日 22:08:15
本章直接引用傻豆翻译,特此鸣谢炼金功能材料(Alchemical Reagents) (http://www.goddessfantasy.net/bbs/index.php?topic=81486.0)

炼金功能材料
      以下的这些材料都通过炼金程式进行过特别的提纯以作为法术的材料使用。每一只炼金功能材料都拥有自身的炼金材料功能,可以在作为额外的法术材料成分来施放特定法术时增强它们的效果。使用功能材料来增强法术需要花费一定剂量的炼金功能材料,只能强化特定的法术并且只能提供特定的增强效果或是只能增强法术已有的效果(举例来说,黑火药功能材料就只能用来增强造成能量伤害的法术)。炼金功能材料不能与自身或其他功能材料的效果叠加,允许使用材料成分(M)的法术在使用了炼金功能材料以后会将它作为材料成分被消耗掉;而作为法器(F)成分被使用的炼金功能材料则不会。无论如何,这些作为功能材料的炼金物品都无法造成原本的效果或是为法术提供额外的效果。一份炼金功能材料不能同时作为法术的材料和法器成分。

黑火药 Black Powder(AM)
价格:10GP;重量:-
这种具有易燃易爆性质的化合物是焰火与火器的主要驱动物质
==============================================
材料成分功能
==============================================
剂量:1(价格10GP);可增强法术:塑能系法术
效果:能量伤害+1。

硝石 Saltpetrt(AM)
价格:3GP;重量:-
硝石可以制造肥料,焰火添加剂,枪药与防腐剂
==============================================
材料成分功能
==============================================
剂量:2(价格1GP);可增强法术:带有火描述符的法术
效果:火焰伤害+1。

硫磺 Brimstone(AM)
价格:5SP;重量:-
硫磺有着令人印象深刻的气味,以及较弱的腐蚀性质
==============================================
材料成分功能
==============================================
剂量:2(价格1GP);可增强法术:带有酸描述符的法术
效果:强酸伤害+1。

尿素 Urea(AM)
价格:5SP;重量:-
尿素用途广泛,通常是作为反应更为剧烈的物质的减速剂或是保存剂
==============================================
材料成分功能
==============================================
剂量:4(价格2GP);可增强法术:带有冷描述符的法术
效果:在决定法术所有效果时+1施法者等级。

暗木 Darkwood(AM)
价格:2GP;重量:-
暗木树的树皮具有多种炼金术特性,它们的特殊性质可以增强轻巧事物的结构,甚至化无为有
==============================================
材料成分功能
==============================================
剂量:5(价格10GP);可增强法术:创造子学派
效果:决定创造子学派的法术效果时施法者等级+1。

寒铁 Cold Iron(AM)
价格:1GP;重量:-
将它与其他金属铸为合金,或是作为触媒来使用,寒铁可以保护其他易受魔法影响的物体
==============================================
材料成分功能
==============================================
剂量:5(价格5GP);可增强法术:防护系法术
效果:施法者等级检定和解除魔法检定时施法者等级获得+1加值。

碧幻菌孢子 Cytillesh Spores(AM)
价格:5GP;重量:-
这种毒菌孢子有着广泛的用途,但作为迷幻剂和其他心灵作用药物的原料是最为常见的一种使用方法
==============================================
材料成分功能
==============================================
剂量:1(价格5GP);可增强法术:魅惑(Charm)或胁迫(Compulsion)子学派法术
效果:决定法术的持续时间时施法者等级获得+1加值。

月露酒 Dew of Lunary(AM)
价格:4GP;重量:-
从具有非凡药力的草药中提取,月露酒常被用来作为药物,或是保护和占卜
==============================================
材料成分功能
==============================================
剂量:5(价格20GP);可增强法术:预言系法术
效果:决定预言系的法术效果时施法者等级+1。

姜汁 Ginger Extract(AM)
价格:5SP;重量:-
姜汁常被作为烹饪调料,但也可以使用在炼金术中。大多数土郎中都推荐用姜汁来舒缓恶心和疼痛症状
==============================================
材料成分功能
==============================================
剂量:10(价格5GP);可增强法术:变化系法术
效果:在穿透目标的法术抗力时施法者等级+1。

黄金 Gold(AM)
价格:5GP;重量:-
高纯度的黄金性质稳定,它可以用来消毒伤口或是解决感染和酸痛症状
==============================================
材料成分功能
==============================================
剂量:1(价格5GP);可增强法术:医疗子学派的法术
效果:治疗的生命值伤害+1。

镁 Magnesium(AM)
价格:1GP;重量:-
这种金属极轻而且高度活跃,在空气中燃烧时会发出亮光。镁对于生物体,特别是植物来说非常重要。
==============================================
材料成分功能
==============================================
剂量:2(价格2GP);可增强法术:变化系法术
效果:在决定法术的持续时间时施法者等级+1。

没药 Myrrh(AM)
价格:5SP;重量:-
这种有香气的泥膏是大多数炼金药物的基本成分,或是利用它黏性的性质来粘合。
==============================================
材料成分功能
==============================================
剂量:4(价格2GP);可增强法术:防护系法术
效果:在进行施法者等级检定和解除魔法检定时施法者等级+1。

佩什 Pesh(AM)
价格:15GP;重量:-
被提纯过的强力毒品佩什可以与其他迷幻剂合成,制造新品种的麻醉药物。
==============================================
材料成分功能
==============================================
剂量:4(价格15GP);可增强法术:附魔系法术
效果:在决定法术的持续时间时施法者等级+1。

磷 Phosphorus(AM)
价格:2SP;重量:-
磷的性质不稳定,在暴露于空气中时会微微发光。磷对于所有的人都很重要——肥料,毒物,肥皂或是火柴,它到处都用得上。大多数磷提取自骨灰或尿酸
==============================================
材料成分功能
==============================================
剂量:10(价格2GP);可增强法术:有光或传送描述符的法术
效果:在决定法术的有效距离时施法者等级+1。

水银 Quicksilver(AM)
价格:1GP;重量:-
这种大多数时候呈液态的金属是危险的物质,它们需要用钢瓶承装或是凝结以后才能安全的储放
==============================================
材料成分功能
==============================================
剂量:3(价格3GP);可增强法术:有影响心灵效果描述符的法术
效果:在决定法术的持续时间时施法者等级+1。

雄黄 Realgar(AM)
价格:3GP;重量:-
雄黄也叫鸡冠石,这种泛红的晶体可以用来制造同样有效的药物与毒剂,或是提纯成砒霜——剧毒之王。贵族喜欢炼制这种毒物来对付自己的对手
==============================================
材料成分功能
==============================================
剂量:1(价格3GP);可增强法术:有毒素UM描述符的法术
效果:使用法术或技能辨别与治愈此毒素效果时DC+2。

盐 Salt(AM)
价格:5SP;重量:-
古老而纯净,日常不可缺的盐常用来作为干燥剂或是调料
==============================================
材料成分功能
==============================================
剂量:20(价格10GP);可增强法术:死灵系法术
效果:决定死灵系的法术效果时施法者等级+1。

白银 Silver(AM)
价格:1GP;重量:-
纯洁,贵重,白银可以用来制造镜面,消毒剂,导体,或是增强幻术的效果
==============================================
材料成分功能
==============================================
剂量:10(价格10GP);可增强法术:幻术系法术
效果:不相信幻术效果的意志豁免检定DC+1。

艾草汁 Mugwort Extract(AM)
价格:2GP;重量:-
有很多中不同的艾草使用方式:艾灸,提神,治疗疾病,甚至是用来驱散超自然的邪物
==============================================
材料成分功能
==============================================
剂量:10(价格5GP);可增强法术:防护系法术
效果:决定距离时,施法者等级+1。

酒精 Spirit of Wine(AM)
价格:5SP;重量:-
酒精是高度提纯过的酒液。酒精可以作为燃料,炼金制品的溶剂,密写墨水或是香精。大概没人敢直接喝酒精,但某些炼金制剂会需要掺入大剂量的酒精
==============================================
材料成分功能
==============================================
剂量:6(价格3GP);可增强法术:有召唤或呼唤描述符的法术
效果:在决定法术的持续时间时施法者等级+1。

原文蠢到PDF里没有文本格式,全是图片,就不给了
主题: Re: 【AM】炼金术手册(Alchemy Manual)PZO9445
作者: 笨哈2018-09-30, 周日 23:03:20
丞相又开新坑啦!
/me 乖乖坐.好
主题: 对角色而言 For Your Character
作者: 丞相2018-09-30, 周日 23:17:50
对角色而言 For Your Character

焦点角色 Focus Characters
这本探索者玩家伴侣主要强调属于以下职业的特定角色,以及其他可以应用这些元素的职业的玩家。
炼金术士 Alchemists
毫不意外,炼金术士有非常多的可供选择的选项,很少有其他角色可以如此轻巧的创造出本书中近100种新的炼金物品。此外,为神话炼金术师和升级人造人实验室助手提供了新的规则选项,使这一本书成为炼金术士的乐土。
吟游诗人 Bards
作为总能拥有合适道具的大师,吟游诗人角色的玩家可能会感觉像是进入了一家糖果店。能够在社交遭遇中提供优势的毒品以及让你的敌人更容易接受你“恩赐”的毒药,都只不过是你可以找到的众多商品中的简单例子。
野蛮人 Barbarian
贝尔科泽恩的军队中有着大量勇士都是野蛮人,而他们创造的炼金武器是对所有狂怒者的奖励。狂怒饮者(Drunken rager)变体会完美的完美适合顽固的矮人斗士,而本草药学提供的治疗在长时间战斗后的恢复中颇有优势。
盗贼 Rogue
这本书中出现的新的毒药、毒品以及其他令人讨厌的欺诈手段很适合盗贼。从来自匕痕施毒者的致命技艺和工具,到卡塔佩什毒枭们腐朽道具,歹徒和恶棍们肯定能找到适合他们的东西。

对所有角色 For Every Character
某些游戏元素超越了具体的角色种族或职业。在本书中详细说明的以下元素,无论角色的倾向和类型,都同样可以应用于游戏之中。
关于本书中详述的独特新规则和新规则子系统的更多信息,请见如何使用本书。
炼金功能材料 Alchemical Power Components
首次出现在玩家伴侣《冒险者的武器库(Adventurer's Armory)》中,炼金功能材料以炼金试剂试剂(reagent)的形式回到了本书的封面封底以及11、19、25页。通过在施法的同时增加炼金术试剂的剂量,所有类型的施法者都可以使用这些物品来增强他们的法术效果。
瓶子与烧瓶 Bottles and Flasks
无论是向远处的哥布林投掷一瓶炽火胶,还是想附近的幽灵倾倒圣水,你都可以通过将他们放入16-17页的其中一个魔法瓶或魔法烧瓶中来提高炼金物品的威力。
替代造物技术 Alternative Item Crafting Techniques
除了自发炼金术(见下文)以外,这本书还详细介绍了在旅途上创造有用的物品甚至怪物的其他新方法。本草药学结合了天夏草药和炼金造物的元素,伊诺皮恩泥怪炼金术为生物炼金术师提供了一种新的方法来使用这些不定型怪物来为他们创造优势,而奇奥尼炼金武器和新的烟花为远程战斗提供了炼金术上的优势。
自发炼金术 Spontaneous Alchemy
4-5页的新规则系统允许任何信仰的角色致力于自发炼金术的艺术。
可以增加在自发炼金威力的专长,让这条道路越发有潜力,允许专业和业余炼金术师在极短的时间里就能创造出几十种不同的炼金物品,而这就是通常我们需要的。

引用
询问你的GM Questions to Ask Your Gm
询问你的GM以下的问题可以帮助你最大限度地了解探索者玩家伴侣:炼金术手册。
  • 在我们的活动中,我们会使用新的规则子系统来自发炼金术吗?
  • 我应该追踪制造炼金术物品的试剂,还是只追踪每件物品的制造成本?
  • 你或我能为其他书中的炼金物品设计炼金配方么。

FOCUS CHARACTERS
This Pathfinder Player Companion highlights options specific to characters of the fillowing classes, in addition to elements that can apply to characters of other classes.

ALCHEMISTS
It should come as no surprise that the alchemist has a particularly large bevy of options from which to draw. Few others could be so deft at creating the nearly 100 new alchemical items in this book. Further, new rules options for mythic alchemists (page 26) and upgrades for homunculus lab assistants (page 14) make this volume an alchemist's playground.
BARDS
Masters of having just the right item on hand, players of bardic characters may feel as though they've just walked into a candy store. Drugs that give you the edge during social encounters (page 19) and poisons that make your opponents more susceptible to your graces (page 9) are just a sampling of the goodies to be fiund.
BARBARIANS
The warriors of Belkzen count many barbarians among their armies, and the alchemical weapons they create (pages 6-7) are boons to any rager. The drunken rager archetype (page 12) is perfict for headstrong dwarven brawlers, while the remedies of Pei Zin herbalism (pages 24-25) take the edge ofi after a long bout of fighting.
RoGUES
The new poisons, drugs, and other unsavory devices of deception in this volume suit the rogue just fine.
From the deadly tactics and tools of the Daggermark Poisoners' Guild (page 8) to the decadent paraphernalia of Katapeshi drug lords (page 18), scoundrels and varlets are sure to finds omething of use.
FOR EVERY CHARACTER
Certain game elements transcend the particulars of a character's race or class. The following elements detailed in this book work equally well for any character used in the Pathfinder Roleplaying Game, regardless of the character's focus or type.
See How to Use this Book on the ficing page for more information on the number of unique new rules options and new rules subsystems detailed in this book.
ALCHEMICAL POWER COMPONENTS
Having forst appeared in Pathfinder Player Companion Adventurer's Armory, alchemical power components make their triumphant return on the inside covers of this book and on pages 11, 19, and 25 in the form of alchemical reagents. By expending the listed number of doses of an alchemical reagent while casting a spell, spellcasters of all types can use these items to power up their spells' efiects.
BOTTLES AND FLASKS
Whether you're hurling a flask of alchemist's fore at a distant goblin or pouring holy water on a nearby ghost, you can dramatically increase the potency of your alchemical potables by placing them in one of the magical bottles or flasks fiund on the pages 16-17 of this book.
ALTERNATIVE ITEM CRAFTING TECHNIQUES
In addition to spontaneous alchemy (see below), this book also details other new ways to create usefil items or even monsters on the go.  Pei Zin herbalism (page 24) combines elements of Tian medicine and alchemical craft, Oenopion ooze crafting (page 22) gives bio­alchemists a new way to use these amorphous monsters to their advantage, and Kyonin alchemical archery (page 20) and new fireworks options (page 28) give ranged combatants an alchemical edge.
SPONTANEOUS ALCHEMY
The new rules subsystem on pages 4-5 allows characters of any persuasion to dedicate themselves to the art of spontaneous alchemy.
Feats that increase one's prowess in spontaneous alchemy (page 5) make this path even more potent, allowing both professional and amateur alchemists to craft dozens of different alchemical items in a fraction of the time that would normally be required.

QUESTIONS TO ASK YOUR GM
Asking your GM the following questions can help you get the most out of Pathfinder Player Companion: Alchemy Manual.
1 Will we be using the new rules subsystem for spontaneous alchemy in our campaign?
2 Should I track the reagents for crafting alchemical items or just the amount of money each item costs to craft?
3 Can you or I design alchemical recipes for alchemical items from other books?
(https://i.imgur.com/AXQclu4.png)
主题: 自发炼金术 SPONTANEOUS ALCHEMY
作者: 丞相2018-10-01, 周一 22:48:04
(https://i.imgur.com/cm5c8DM.png)


本文在AeoluZe的翻译基础上进行了校正和补全【Alchemy Manual】自发炼金(Spontaneous Alchemy) (http://www.goddessfantasy.net/bbs/index.php?topic=91763.0)


自发炼金术 SPONTANEOUS ALCHEMY

     精通自发炼金术的角色可以用比通常使用工艺(炼金)技能更快的制造炼金物品。然而,取代了简单地进行技能检查并使用金钱替代非具体的初始材料,角色必须提供特定的材料并根据她想要创建的物品的配方组合它们。这使得炼金术师可以用更少的时间和精力获得结果,但是往往花费更多的成本,这是因为炼金配方需要更高的纯度和更大的材料量。
     想要进行自发炼金术,一个角色需要他所想制作的物品炼金配方里指明的材料和工艺工具。
     材料,工具和所需的时间都记录在配方当中,一旦所需的时间过去,制造者需要进行一个工艺(炼金)检定来对造物DC,如果检定成功,就完成了该物品。如果检定失败,则引发一场事故。



阅读配方 Reading Recipes
本书中的每一个炼金物品下方都有一个物品的数据表格详细说明了如何使用自发炼金术来创造它。所有的炼金配方都遵循以下格式。
配方(Recipe):这个清单列出了自发炼金所需要的材料的名称和数量,以及用于制造该物品的炼金流程。书籍的内封有详细的材料的说明,流程则如下所示。
工艺(Craft):这里特指使用工艺(炼金)完成物品的检定DC。无论物品是使用传统工艺制作还是使用自发炼金术制作,其基本DC都是一致的。
时间(Time):这是使用自发炼金术创造物品所需要的时间。
工具(Tools):这是执行过程所需要的工具(请参阅制作工具)。如果制作者使用临时工具制作,她在工艺检定上将承受-2罚值。
类型(Type):这个条目记录了将要被创造的炼金术物品的类型——大多数炼金术物品通常是炼金药物、炼金工具、炼金武器、酒精、毒品或者毒药之一。



流程 Process
下面列出的每个炼金术过程都有一个符号表示,需要一定的时间,并且可能需要一个或多个炼金制造工具。制作某些炼金术物品所需的时间长度和制作工具可能与这些标准物品不同。
煅烧(Calcination):这是将材料煅烧成其精化矿物质的过程。时间:1小时。工具:坩埚。
蜡化(Ceration):这个过程需要在硬质、干燥、加热的材料中加入液体(比如水)来软化它。时间:10分钟。工具:坩埚。
凝胶(Congelation):通过冷却来增加材料的粘度,可能还增加了另一种材料,如尿素。时间:10分钟。工具:炼金术士工作台。
浸提(Digestion):在此过程中,通常在加热时使溶液静置,以便颗粒从溶液中沉淀出来。时间:1天。工具:热源。
蒸馏(Distillation):将混合物置于蒸馏器中并加热,使挥发性最大的成分蒸发,在蒸馏器的颈部冷凝,然后向下流入第二个容器。时间:1天。工具:蒸馏器
培土(Earth):这个过程包括让一种或多种材料与新鲜土混合以吸收其矿物质或其他基础物质。除非有新鲜土壤来源,否则无法进行这一流程。时间:10分钟。工具:无。
暴露(Exposure):这个过程包括准备好的气流。一个要求这个过程的配方不能在室内进行,除非有来自室外的稳定气流通过该区域(比如对面墙上的大开窗提供的气流)。时间:1小时。工具:无。
发酵(Fermentation):这个过程要让材料被酵母菌或其他有机体消化,产生新的产物。时间:1天。工具:无。
过滤(Filtration):这个过程将混合物的一个成分从其他成分中分离出来,方法是将混合物通过一个过滤装置过滤掉较大的颗粒。有时可以通过加入溶剂来溶解其中一种成分,而不溶解另一种,会使过程变得更加容易。时间:10分钟。工具:滤网或过滤器。
升华(Sublimation):也称为提纯,该过程要求将材料在容器中加热至蒸气状态,使得纯粹成分在容器颈部结晶。时间:1天。工具:蒸馏器。



制作工具 CRAFTlNG TOOLS
全部的炼金制作工具会包括在炼金术师工作台和便携炼金术师工作台(极限宝具76,79页)中,但是某些小工具(包括以下工具)也可以单独购买。

坩埚(Crucible)
价格:20gp 重量:30磅
坩埚是一种可以加热到极高温的容器,目的是引起特殊的炼金术反应。一个轻便的坩埚是一个圆柱体,高12英寸,直径18英寸,重3磅;它的价格和一个全尺寸的坩埚一样。使用坩埚需要热源。

过滤器(Filter)
价格:5sp 重量:1/2磅
在炼金术中使用一种特殊的纸过滤器,因为它可以根据不同的材料类型调整以获取不同的物质。炼金术过滤器只能使用一次。

蒸馏器(Retort)
价格:2gp 重量:1/2磅
蒸馏器是由一个蒸馏器的弯曲接头连接在一起的一对烧瓶。当一个烧瓶被加热时,气态产物通过蒸馏器并在另一个烧瓶中凝结。

引述: 边栏
自发炼金专长 Spontaneous Alchemy Feats
下面的专长被自发炼金术的实践者使用。

瞬间炼金(Instant Alchemy)
你可以用不可思议的速度进行简单的炼金工作.
先决条件:工艺(炼金)1级.
专长效果:当使用自发炼金时,你可以在某项工艺炼金工作中使用一个标准动作来代替原本需要总计10分钟的工艺时间,而需要花费1天的物品只需要花费你1小时。如果你拥有炼金术(Alchemy)职业能力,你可以用一个迅捷动作而非一个标准动作来使用工艺(炼金)来鉴定药水。

娴熟炼金(Sure-handed Alchemy)
你稳定的手法增加了你自发炼金的成功率并且减少你发生事故的几率.
先决条件:工艺(炼金)3级.
专长效果:当你使用自发炼金制造物品并尝试进行工艺(炼金)检定时,你从配方里要求的每种材料里获得+1的环境加值。只有在自然骰投出1的时候,你的工艺(炼金)检定失败才会引起事故。最后你使用临时工具进行自发炼金时不受到罚值。

事故 Mishaps
如果你使用自发炼金术的工艺(炼金)检定失败小于或等于4点,则你可以重新使用这些材料。但是如果你的检定失败大于或等于5点,就会发生事故。按照下表投点来决定将要发生的事故。

d6 事故



SPONTANEOUS ALCHEMY
characters versed in spotaneous alchemy can concoct alchemical items more quickly than through normal use of the craft(alchemy) skill. However,instead of simply making skill checks and spending the necessary currency for unspecified raw matetials,the character must provide specific reagents and combine them according to the recipe for the item she wishes to create.This allows the alchemist to obtain results with less time and effort,but often at greater cost,because of the necessary purity and greater volume of reagents required by alchemical recipes.
    To perform spontaneous alchemy,a character must begin with the reagents and crafting tools required by the recipe of the item she wants to make.
    The reagents,crafting tools and length of time required are noted in the recipe.Once the necessary time has passed,the creator attempts a Craft(alchemy) check against the DC to craft the item. If she succeeds,she completes the item.If the creator's check fails,however,she risks a mishap.

READING RECIPES
Each alchemical item in this book features a recipe at the bottom of the item stat block that details how to create the item using spontaneous alchemy. Every alchemical recipe adheres to the following format.

  Recipe: This lists the names and amounts of the reagents needed for spontaneous alchemy, as well as the alchemical process used to create the item. Reagents are detailed on the inside covers of this book; processes are listed below.
  Craft: This specifies the DC of the Craft (alchemy) check required to complete the item. The base DC is the same whether the item is being made with conventional crafting techniques or spontaneous alchemy.
  Time: This is the amount of time required to create the item using spontaneous alchemy.
  Tools: This is the tool required to perform the process (see Crafting Tools). If the creator uses an improvised crafting tool, she takes a -2 penalty on her Craft check.
  Type: This entry notes the type of alchemical item to be created-most alchemical items are either alchemical remedies, alchemical tools, alchemical weapons, alcohols, drugs, or poisons.

PROCESSES
Each alchemical process listed below is represented by a symbol, requires a certain length of time, and might require one or more alchemical crafting tools. The length of time and the crafting tools required to craft certain alchemical items might sometimes differ from these baselines.
  Calcination: This is the process of burning a reagent down to its essential minerals. Time: i hour. Tools: Crucible.
  Ceration: This process calls for adding a liquid (such as water) to a hard, dry, heated reagent to soften it. Time: 10 minutes. Tools: Crucible.
  Congelation: Congelation increases the viscosity of a reagent by cooling it, possibly with the addition of another reagent such as urea. Time: 10 minutes. Tools: Alchemist's lab.
  Digestion: In this process, a solution is allowed to rest, usually while being heated, as particles precipitate out of the solution. Time: 1 day. Tools:Heat source.
  Distillation: A mixture is placed in a retort and heated, causing the component with the greatest volatility to vaporize, condense in the neck of the retort, and flow down into a second vessel. Time: 1 day. Tools: Retort.
  Earth: This process involves letting one or more reagents mingle with fresh earth to absorb its minerals or other essential properties. This process cannot be performed unless a source of fresh soil is available. Time: 10 minutes. Tools: None.
  Exposure: This process involves ready airflow. A recipe that requires this process cannot be performed indoors unless a steady air current from outdoors passes through the area (such as a current provided by large open windows on opposite walls). Time: 1 hour. Tools: None.
  Fermentation: This process allows a reagent to be digested by yeast or another organism, yielding a new product. Time: 1 day. Tools: None.
  Filtration: This process separates one component of a mixture from another by passing the mixture through a filter that catches larger particles. This is sometimes made easier by adding a solvent that dissolves one component but not the other. Time: 10 minutes. Tools: Sieve or filter.
  Sublimation: Also known as exaltation, this process calls for a reagent to be heated to a vapor in a vessel so that a pure component crystallizes in the neck of the vessel. Time: 1 day. Tools: Retort.

CRAFTlNG TOOLS
All alchemical crafting tools are included in both an alchemist's lab and a portable alchemist's lab (Pathfinder RPG Ultimate Equipment 76, 79), but certain small tools, including the following, can also be purchased separately.
CRUCIBLE
Price 20gp
Weight 30 lbs.
A crucible is a type of vessel that can be heated to extreme temperatures for the purpose of inducing special alchemical reactions. A portable crucible is a cylinder 1 2 inches tall and 18 inches in diameter that weighs 3 pounds; it has the same price as a full-sized crucible. Use of a crucible requires a heat source.
FILTER
Price 5sp
Weight 1/2 lbs.
A specialized paper filter is used in alchemy because it can be adjusted to capture different substances according to the type of reagents used to prime it. Alchemical filters are single-use only.
RETORT
Price 2gp
Weight 1/2 lbs.
A retort is a pair of flasks attached to one another by a bent connector called an alembic. When one flask is heated, gaseous products pass through the alembic and condense in the other flask.

MlSHAPS
If you fail a Craft (alchemy) check to perform spontaneous alchemy by 4 or less, you simply fail to produce a result and can try again using the same reagents. However, if you fail by 5 or more, a mishap occurs. Roll on the table below to determine the effects of a mishap.
One random reagent is ruined; other reagents can be reused.
All reagents are ruined.
All reagents are ruined and the mixture explodes, dealing 2d6 points of damage (half fire, half acid) to you. A successful DC 15 Reflex save halves the damage.
Half of the doses of each reagent are ruined (round up), and you must use a full-round action to salvage the remaining doses.
Two random reagents are ruined, and you are exposed to an inhaled or contact poison appropriate to your level and worth no more than the alchemical item you were trying to create (GM's discretion).
All reagents are ruined, and the crafting tool used (or one random crafting tool, if an alchemist's lab was used) breaks.

SPONTANEOUS ALCHEMY FEATS
The following feats are used by practitioners of spontaneous alchemy.
INSTANT ALCHEMY
You can perform simple alchemical tasks with preternatural speed.
PBreenreefqitu:i site: Craft (alchemy) 1 rank.
When performing spontaneous alchemy, you can craft an alchemical item as a standard action if its total crafting time is 1 0 minutes or less and you have all the equipment and materials required in hand. Items that require 1 hour to create with spontaneous alchemy take you only 1 0 minutes, and items that require 1 day take you only 1 hour. If you have the alchemy class feature, you can identify a potion using the Craft (alchemy) skill as if using detect magic as a swift action rather than a standard action.
SURE-HANDED ALCHEMY
Your steady hand increases your chances of success with spontaneous alchemy and reduces your number of mishaps .
PBreenreefqitu:i site: Craft (alchemy) 3 ranks.
When attempting Craft (alchemy) checks to create items using spontaneous alchemy, you gain a cumulative +1 circumstance bonus for each distinct reagent called for by the recipe. A failed Craft (alchemy) check results in a mishap only on a natural 1 . Finally, you take no penalties on Craft (alchemy) checks when using improvised equipment to create items using spontaneous alchemy.
主题: Re: 【AM】炼金术手册(Alchemy Manual)PZO9445
作者: 丞相2018-10-31, 周三 23:13:14
贝尔科泽恩战争炼金术

震撼,敬畏,鲜血
起源:贝尔肯要塞(Hold of Belken)
习艺者:兽人和半兽人萨满,草药医生,巫医
常见用法:战场控制,恐惧战术,屠杀

贝尔科泽恩要塞的兽人们重视战争工具。虽然肌肉力量和纯粹肉身韧性是通往统治地位的最佳途径,但是许多智力或身体有限的半兽人找到了获取权利的其他途径。兽人的萨满和巫医们经常在他们的占卜和仪式中使用古怪的炼金混合物。这些狡诈的家伙会用烈性炸药、狂怒药剂、制造痛苦的毒素和其他有效的战争强化炼金物品。
    贝尔克泽恩兽人对炼金术的使用可以追溯到兽人与矮人的第一次冲突,当时他们在格拉利昂地表深处的洞穴和隧道里发生冲突。然而,直到这对远古之敌最终从幽暗地域中出来后,他们才开始对炼金术领域产生巨大的影响。眩目的阳光迫使兽人征服者采取创造性的策略,否则就会在对抗迅速适应的矮人时,面临失败的风险。
    而从他们来到地表的数千年里,兽人们逐渐适应了太阳的光芒,并且现在很少还有兽人的神秘牧师或者女巫仍然清楚战争炼金的秘密。但是所有人的兽人都认识到了这种古老而残忍的艺术的力量。


(https://i.imgur.com/djpai0n.png)
装备 Equipment
兽人的武器库中可以找到以下装备,并且被贝尔克泽恩的战争炼金术师们用于制造死亡和毁灭。

痛苦之轮(PAIN WHEEL)
价格:50gp 重量:1/2磅
痛苦之轮被兽人掠夺者用来摧毁敌人的土地,并在未来的无数年岁中持续摧残地力。当你用一个标准动作把这把残忍的武器在头顶挥舞时,它会将盐撒在以你为中心半径5尺的范围内。受影响区域内的生物(包括你)在生命值低于其最大生命值时,必须成功通过DC11的强韧豁免,否则就会因为疼痛而恶心1d6轮。受到流血效果的生物在其豁免上承受-5罚值。成功通过DC11的医疗鉴定可以结束恶心状态,任何治疗生命值伤害的效果也可以终止该效果。一把痛苦之轮在使用前必须装载一磅的盐(以一个移动动作)。你也可以将一份发痒粉(itching powder)或者任何其他可以用作投炸武器的炼金粉末装载进痛苦之轮中。当一个痛苦之轮以此方式使用时,其影响范围,包括你所处方格,在确定粉末效果时,被视为受到溅射,并且没有办法让粉末直接命中。

毒射枪(Poison  Belcher)
价格:50gp 重量:[/b]1/2磅
在这个长青铜管中注入一个剂量的毒素和10gp的金粉是一个标准动作。当你像吹箭一样吹毒射枪时,它会把毒素喷射到另一端。毒射枪是一种简易武器,可以进行10尺射程的远程接触攻击,其最大射程为30尺。如果命中,该目标必须进行豁免,如同其摄入毒素。



炼金物品 Alchemical Items
来自贝尔克泽恩的炼金物品通常都很粗糙,并且时长会危害使用者的健康,但是它们在战争中总是残忍而有效。

血呕(Blood Gorge)
价格:40gp重量:12磅
当你喝下这种糖浆般的黑色血清时,你的血液会明显变得稀薄,甚至会从很轻微的伤口中喷涌而出。当你受到流血伤害时,任何与你相邻的生物都必须成功通过强韧豁免(DC=10+流血伤害),否则就会反胃(Nauseated)1轮。一剂血呕可以持续1小时。
炼金配方
配方(5寒铁+10月露酒)/过滤;工艺DC 25;时间 10分钟;工具:过滤器;类型:炼金药

可怖战绘(Frightful War Paint)
价格:300gp 重量:1磅
这种白色的膏体会让你的脸看起来瘦骨嶙峋,毫无表情,就像一张死亡的面孔。当你以一个整轮动作,将可怖战绘涂抹在自己(或者一名自愿生物身上),尝试一个易容或魅力检定。在穿戴者30尺内的生物必须进行一次意志豁免(DC等于你易容或者魅力检定的结果,最高DC20),否则就会战栗(Shaken)1d4轮。目盲或者没有视觉线的生物不受影响。一名成功通过豁免的生物在24小时内对可怖战绘的效果免疫。可怖战绘可以无限涂绘,每天(无论是使用一次,还是多次独立使用)中如果你涂抹这种战绘超过1分钟,你就会受到1点体质伤害,并且在这之后每持续使用1分钟,就再附加1点感知伤害。
炼金配方
配方(40月露酒+40水银+50雄黄)/过滤;工艺DC 30;时间 10分钟;工具:-;类型:炼金工具

威风战绘(Imposing War Paint)
价格:70gp 重量:1/2磅
这种粗糙的膏状物让你看起来如同被干血复盖一般。当你使用整轮动作涂抹战绘,会使你的威吓检定得到+4炼金加值,并使你造成的恐惧效果持续时间增加50%。不幸的是,这种战绘涂料的原料中含有对活物有毒的雄黄。每天中如果你涂抹这种涂料超过1分钟,你就会受到1点体质伤害,并且在这之后每持续使用1分钟,就再附加1点体质伤害。
炼金配方
配方(12月露酒+10雄黄)/培土;工艺DC 25;时间 10分钟;工具:-;类型:炼金工具

萨满面绘(Shaman's paint)
价格:90gp 重量:1/2磅
大片金腹臭椿(goldbelly stinkbugs)的尸体——一种旋心山脉(Mindspin Mountains)的原生昆虫——使这中涂料呈现出独特的黄色。当你使用整轮动作涂抹时,这种细腻的糊状物使你的头脑焕发光彩,如同有超凡光芒环绕。你的任何法术目标为一名或者多名盟友的法术,在施法者等级上获得+2炼金加值。萨满面绘中的水银对生物有害。每天中如果你涂抹这种涂料超过1分钟,你就会受到1点感知伤害,并且在这之后每持续使用1分钟,就再附加1点感知伤害。
炼金配方
配方(30月露酒+25水银)/培土;工艺DC 20;时间 10分钟;工具:-;类型:炼金工具



毒药 Poisons
兽人战士们会不顾一切的去获得对敌人的优势,他们炮制的毁灭性毒药就是这一原则的例证。

燃烧之灾(Flaming Doom)
价格:900gp  重量:-lb.
类型:毒药,伤口;强韧DC: 18
发作:-;频率:1/轮,持续6轮
效果:1d6火焰伤害,并且受害者有着火的危险(DC15反射)治愈:2次
炼金配方
配方:(200镁+200磷+250硝石)/蒸馏;工艺DC 18;时间 1天;工具:蒸馏器;类型:毒药

狂怒毒气(Fury gas)
价格:900gp  重量:1/2lb.
类型:毒药,吸入;强韧DC: 16
发作:-;频率:1/分钟,持续4分钟
效果:非兽人目盲(Blinded)1分钟,兽人狂怒1分钟,在力量和敏捷上获得+2炼金价值,在意志豁免上获得+1炼金价值,在AC上承受2点罚值。该毒药的效果类似于野蛮人的狂暴,除了受影响的兽人无法识别敌我——会攻击周围最近的生物——并且之后不会疲乏(fatigued)。治愈:2次
炼金配方
配方:(180硫磺+80水银+60硝石)/发酵;工艺DC 16;时间 1天;工具:热源;类型:毒药

恐惧之息(Smell of fear)
价格:600gp  重量:1/2lb.
类型:毒药,吸入;强韧DC: 7
发作:-;频率:1/分钟,持续6分钟
效果:1d2点感知伤害,并且如果受害者在之后的1分钟内进入颤栗(shaken),他会直接变为惊惧(frightened)治愈:2次
炼金配方
配方:(170水银+170雄黄)/发酵;工艺DC 17;时间 1天;工具:热源;类型:毒药

Belkzen War Alchemy

BELKZEN WAR ALCHEMY

Shock, Awe, and Blood

Origin: Hold of Belken

Practitioners: orc and half-orc shamans, herbalists, and witch doctors

Common Uses: Battlefield control, fear tactics, massacres

The orcs of the Hold of Belkzen cherish the instruments of war. Although strength of arms andsheer physical tenacity are by far the easiest paths to dominance, many intelligent or physically limited orcs find other means to power. orc shamans and witch doctors often use strange alchemical mixtures in their divinations and rituals. These cunning sorts dazzle and sway their compatriots with fiery explosives, rage-inducing chemicals, painful toxins, and other useful alchemical battlefield enhancements.
    Belkzen orcs' use of alchemy can be traced back to the orcs' first conflicts with dwarves, when they clashed in the caverns and tunnels that lie deep beneath Golarion's surface. However, it was only after these ancient enemies finally emerged from the Darklands that orcs began to a make serious impact upon the field of alchemy. The blinding light of the sun forced orc conquerors to adopt creative tactics or risk failure against the swiftly adapting dwarves.
    In the millennia since they surfaced, orcs have gradually adapted to the light of day, and now few save the enigmatic priest-doctors and witches of orc clans still know the secrets of alchemical warfare. But all orcs recognize the power of this ancient and brutal art.

PAIN WHEEL
PRICE 50GP WEIGHT 1/2 lb.
Pain wheels are used by orc marauders to blight the lands of their foes and despoil the earth for generations to come. When you whirl this cruel weapon above your head as a standard action, it scatters salt in a S-foot radius centered on your space. Creatures in the affected area (including you) that have fewer than their maximum number of hit points must succeed at a DC 11 Fortitude save or be sickened by pain for 1 d6 rounds. Creatures affected by bleed effects take a -s penalty on their saves. A successful DC 11 Heal check ends the sickened condition, as does the application of any effect that heals hit point damage. A pain wheel must be loaded with a pound of salt (a move action) beforc it can be used. You can also load a dose of itching powder (Pathfinder RPG Ultimate Equipment 108) or another alchemical powder normally used as a splash weapons into a pain wheel; when a pain wheel is used this way, the affected area (including your square) is treated as the splash radius for the purpose of determining the powder's effects, and there is no way to deal a direct hit with the powder.

Poison  Belcher
Price 50gp
Loading this long bronze tube with a dose of ingested poison and 10 gp worth of gold dust is a standard action. When you blow on a poison belcher like a blowgun, it sprays the poison out the other end. The poison belcher is a simple weapon that strikes as a ranged touch attack with a range increment of 1 O feet and a maximum range of 30 feet. If hit, the target must save against the poison as if it had been ingested.

Alchemical Items
The alchemical items that come out of Belkzen are often crude and sometimes detrimental to the user's health, but they are always brutally effective in warfare.

BLOOD GORGE
PRICE 40 GP WEIGHT 12 lb.
When you imbibe this syrupy black serum, your blood thins dramatically and gushes forth from even minor wounds. Anytime you take bleed damage, any creatures adjacent to you must succeed at a Fortitude save (DC 10+the amount of bleed damage taken) or be nauseated for 1 round. A dose of bloodgorge lasts for 1 hour.
ALCHEMICAL RECIPE
Recipe(5 cold iron + 10 dew of lunary)/filtration; Craft DC 25 Time 10minutes; Tools filter; Type alchemical remedy

Frightful War Paint
Price 300gp weight 1lb.
This bone-white paste makes your face appear skeletal and emotionless, like a visage of death itself. When you apply frightful war paint to yourself (or to a willing adjacent creature) as a full-round action, attempt a Disguise or Charisma check. Living creatures within 30 feet of the wearer must succeed at a Will save (DC equal to the result of your Disguise or Charisma check, maximum DC 20) or become shaken for 1 d4 rounds. Blind creatures and creatures out of line of sight are unaffected. A creature that succeeds at its check becomes immune to this frightful war paint for 24 hours. Frightful war paint can be worn indefinitely, but it contains quicksilver and realgar, which have deleterious mental effects. If you wear frightful war paint for morc than 1 minute per day (whether as a single use of it or as multiple uses over several periods of time), you take 1 point of Constitution damage, plus 1 point of Wisdom damage for every minute you wear the paint that day after the first.
ALCHEMICAL
RECIPE
Recipe(40 dew of lunary + 40 quicksilver +50 realgar)/filtration; Craft DC 30
Time 10minutes; Tools -; Type alchemical tool

Imposing War Paint
Price 70gp
weight 1/2lb.
This gritty red paste makes you appear as if you were covered in dried blood. When you apply imposing war paint as a full-round action, you gain a +4 alchemical bonus on Intimidate checks and the duration of any fear effects you create increases by 50% as long as you wear the war paint. Unfortunately, imposing war paint is made with realgar, which is toxic to living creatures. If you wear imposing war paint for morc than 1 minute per day, you take 1 point of Constitution damage, plus 1 point of Constitution damage for every minute you wear the paint that day after the first.
Alchemical Recipe
Recipe (12 dew of lunary + 10 realgar)/earth; Craft 25
Time 10 minutes; Tools —; Type alchemical tool

Shaman's paint
Price 90 gp; Weight 1/2 lb.
The ground carcasses of goldbelly stinkbugs—insects native to the Mindspin Mountains—give this paint its characteristic yellow hue. When applied as a full-round action, this fine paste makes your head glow as though with an unearthly halo. You gain a +2 alchemical bonus to your caster level for any spells you cast that target one or morc of your allies. The quicksilver in shaman’s paint is harmful to living creatures. If you wear shaman’s paint for morc than 1 minute per day, you take 1 point of Wisdom damage, plus 1 point of Wisdom damage for every minute you wear the paint that day after the first.
Alchemical Recipe
Recipe (30 quicksilver + 25 saltpeter)/earth; Craft 20
Time 10 minutes; Tools —; Type alchemical tool

Poisons
orc warriors stop at nothing to gain an advantage over their opponents, and the devastating poisons they concoct exemplify this principle.

Flaming doom
Price 900 gp; Weight —
Type injury; Save Fortitude DC 18
Frequency 1/round for 6 rounds
Effect 1d6 fire damage and victim possibly catches on fire (see Pathfinder RPG Corc Rulebook 444)
Cure 2 saves
Alchemical Recipe
Recipe (200 magnesium + 200 phosphorus + 250 saltpeter)/distillation; Craft DC 18
Time 1 day; Tools retort; Type poison

Fury gas
Price 900 gp; Weight 1/2 lb.
Type inhaled; Save Fortitude DC 16
Frequency 1/minute for 4 minutes
Effect Non-orcs are blinded for 1 minute. Orcs rage for 1 minute, gaining a +2 alchemical bonus to Strength and Dexterity, a +1 alchemical bonus on Will saves, and a –2 penalty to AC. This poison’s effects are otherwise similar to a barbarian’s rage, except that affected orcs are unable to discern friend from foe—attacking the nearest creature each round—and they are not fatigued afterward
Cure 2 saves
Alchemical Recipe
Recipe (180 brimstone + 80 quicksilver + 60 saltpeter)/fermentation; Craft DC 16
Time 1 day; Tools heat source; Type poison

Smell of fear
Price 600 gp; Weight 1/2 lb.
Type inhaled; Save Fortitude DC 17
Frequency 1/minute for 6 minutes
Effect 1d2 Wis damage, and if the victim would become shaken during the next 1 minute, she becomes frightened instead
Cure 2 saves
Alchemical Recipe
Recipe (170 quicksilver + 170 realgar)/fermentation; Craft DC 17
Time 1 day; Tools heat source; Type poison
主题: 卡塔佩什毒品技艺(KATAPESHI DRUG CRAFTING )
作者: 丞相2018-11-12, 周一 23:08:59
卡塔佩什毒品技艺

老练的成瘾强化剂
起源:卡塔佩什的夜色集市,卡塔佩什
习艺者:精神病院医生、药物成瘾者、实验性医生、下三滥流氓、城镇毒贩
常见用法:给敌人加药,非法娱乐,冥想助手,外科麻醉剂

在卡塔佩什,毒品的工艺和制造被认为是一种艺术形式。卡塔佩什是一个以充满活力的佩什仙人掌命名的国家,其麻醉提取物让这个国家的臭名昭著跨越内海的分隔。这种仙人掌无处不在,使其产品的贸易超越了阶级界限;即使是最贫穷的村庄农民也可以种植一些这种耐寒植物,制造仙人掌的原始凝乳和稀有的精制树脂,来补充他们的收入。在当地,大多数佩什以原始佩什凝乳的形式消费;然而,更为有效的精炼树脂,真正催生了卡塔佩什的毒品文化。
在卡塔佩什首都的街角暗巷,组织化的栽培者、炼金术士和经销商捣鼓着混合植物、调配、制定来设计毒品,以期希芸富人们来到卡塔佩什享受这些玩意以及其他同样非法的娱乐形式。为了销售产品,毒品团伙招募当地的年轻人,其中一些人可能会晋升成为毒贩、炼金术士,甚至是头目。头目们负责在欧力巴洋和内海周围安排走私和出口的业务。
虽然卡塔佩什的契主们对毒品贸易视而不见,但卡塔佩什的处方想要出口到其他地方,就必须与大型海外毒品网络合作,才能让它们的产品能够通过外国港口当局对船上每一寸的严苛搜查。


(https://i.imgur.com/MPolozX.png)吸毒用具 DRUG PARAPHERNALIA
除了卡塔佩什独特的毒品社区,这个国家还为各种各样的毒品器具和随身物品培育了一个巨大的市场。

水烟管(Hookah)
价格:400gp 重量:10磅
这个玻璃水管的内部可以装入任何可吸入的毒品,炼金粉末或炼金液体,你必须将一个水烟管放置在一个空的区域(以一个移动动作)并且在使用前要加入半加仑的水(以另一个移动动作)。你可以通过吮吸管道的四个软管中的一个,以一个移动动作来消耗相邻的水烟管管里的东西。一个水烟管同时最多可以装载5份相同的物质,最多可供4个相邻生物在同一轮使用。填装填装量是多少,填装水烟管是一个标准动作。
   不适合身体吸入的物质被踢安装在水烟管内并吸入的话,可能会造成伤害甚至是致命的效果(由GM裁定),并且在过程中经常会损坏水烟管。

豪华水烟管(Premium Hookah)
价格:1000gp 重量:15磅
豪华水烟管与标准水烟管相似,除了水烟管的软管足够8个相邻生物使用,并且拥有三个独立个隔间,每一个隔间都可以用来存放不同类型的可吸入毒品,炼金粉末或者炼金液体。每个隔间可以容纳3剂可吸入物质(因此一个豪华水烟管可以容纳9剂)。消耗这些物品仍然是一个移动动作。你可以用一个移动动作填装一个单独的隔间,或者以一个整轮动作填装三个隔间。

旅行水烟管(Traveler's Hookah)
价格:1500gp 重量:4磅
这种便携式水烟管可以作为背包使用,这样就不用在装水之前把水烟管放下。最多四种生物(包括佩戴者和任何相邻生物)可以在同一回合使用旅行者水烟管。当你背着旅行水烟管时,你可以用一个直觉动作将水烟管的碗状阀关闭,以防止不受欢迎的人使用它,直到你使用一个自由动作重新将阀门打开。如果你在背着水烟管时昏迷或者摔倒,你必须成功通过DC13的反射豁免,否则水烟管会在摔倒时摔坏。一个旅行水烟管可以容纳5剂单一物质,并有四个软管。



炼金物品  Alchemical Items
以下炼金术物品在卡塔佩什很常见。

AMP(AMP)
价格:30gp 重量:1磅
这种液体增强剂可以在毒品被使用前1轮,以一个移动动作添加到毒品中。AMP将毒品的所有数值效果提升50%,包括毒品带来的任何加值、罚值以及属性伤害。与毒品一起使用的AMP会增加其避免成瘾的DC2点,持续1d4天。如果毒品和AMP混合在一起后没有在1轮内使用,则AMP就会变质,药物会被污染,如同受到Bunk影响。
炼金配方
配方(6水银+10雄黄)/蒸馏;工艺DC 20;时间 10分钟;工具:蒸馏器;类型:炼金工具

Bunk(Bunk)
价格:5cp 重量:-磅
Bunk是指的是用来稀释毒品的填充物的俚语。与Bunk混合的药物效力会比较弱;其效果持续时间会在基础的每小时上延长1d6*10分钟。通过成功的工艺(炼金术)检定(DC等于毒品制造者的工艺(炼金术)检定-10)可以检测到Bunk的存在。由于Bunk添加剂本身就有毒性或危险性,因此毒品有害后效和属性伤害的持续时间和强度并不会减少。当一个生物服用一份包含Bunk的毒品时,该生物必须通过强韧豁免(DC=10+1d10),否者就会恶心1d4小时,并且在随机属性上受到1d2属性伤害。
炼金配方
配方(1盐+1尿素)/过滤;工艺DC 15;时间 10分钟;工具:过滤器;类型:炼金工具



卡塔佩什的毒品 KATAPESHl DRUGS
夜市无止尽的需求使得卡塔佩什的制药公司一直处于繁忙之中。

天使号角(Angel's Trumpet)
价格:75gp 重量:-磅
类型:摄取 成瘾性:轻度;强韧DC:18
效果:1小时内,在先攻检定上获得+2炼金加值,在交涉和唬骗上获得+4炼金加值,在对抗恐惧和胁迫效果时在豁免上获得+4炼金加值,使用者疲乏(fatigued)。如果使用者在对抗一个持续时间不是瞬间或永久的恐惧或胁迫效果时豁免失败,使用者可以忽略该效果,但是在等同于效果的法术环级(如果没有法术环级,则为1d4轮)的轮数中眩晕(daze)。具有瞬间或永久持续时间的效果不会因生物身体中天使号角的存在而改变。
效果:1d4天,使用者获得强光致盲(light blindness)特性,如果暴露在明亮的光线下,如阳光或昼明术,会目盲并且恶心(Sickened)1轮。并且只要一直呆在明亮的光线下,就会持续目眩。
伤害:1d4体质和1d4感知。
炼金配方
配方(20雄黄+20盐+30尿素)/浸提;工艺DC 18;时间 1天;工具:热源;类型:毒品

黑佩什(Pesh,Black)
价格:100gp 重量:-磅
类型:摄取或吸入 成瘾性:轻度;强韧DC:22
效果:1小时内,在力量和体质上获得1d4炼金加值,在对抗幻术和影响心灵效果的豁免上承受-2罚值。当使用者在任何时候以标动或更快的动作尝试力量检定时,他可以选择用一个整轮动作来尝试检定,在该检定上获得+2炼金加值。由于这样做会使她用尽全力,会导致使用者受到1d6点非致命伤害。如果使用者在黑佩什的效果受到任何来源的非致命效果,她必须成功通过DC16的意志检定,否则就会困惑(confused)1d4轮。
伤害:1d4体质
炼金配方
配方(30硫黄+6佩什+20尿素)/升华;工艺DC 22;时间 1天;工具:过滤器;类型:毒品

金佩什(Pesh,Golden)
价格:50gp 重量:-磅
类型:摄取或吸入 成瘾性:重度;强韧DC:18
效果:1小时内,在力量上获得1d2炼金加值,在对抗幻术和影响心灵效果的豁免上承受-2罚值。在对抗非佩什的其他毒品效果的豁免骰上获得+2炼金加值(该加值也适用于对非佩什药物上瘾后的豁免)。如果使用者在另一种毒品的效果下服用了一剂金佩什,而这种毒品会对豁免或技能检定造成罚值,那么该罚值会减少1点(最低罚值1点)。
伤害:1体质和1感知
炼金配方
配方(2黄金+3佩什+10尿素)/升华;工艺DC 18;时间 1天;工具:过滤器;类型:毒品

引述: 新试剂:佩什
新试剂:佩什 New Reagent:PESH
那些参与了卡塔佩什毒品贸易的家伙们,非常擅长处理各种各样的佩什。

佩什(Pesh)
价格:50gp 重量:-磅
当作为炼金术试剂使用时,精制的佩什经常与其他其他试剂一起升华,以创造出这种著名药物的新形式。
==============================================
材料成分功能
==============================================
剂量:1(价格15GP);可增强法术:惑控系法术
效果:在决定持续时间时施法者等级+1


KATAPESHI DRUG CRAFTING
Addictive Experience Enhancers

Origin:The Nightstalls of Katapesh,Katapesh
Ptactitioners:Asylum doctors, drug addicts,experimental physicians,seedy rogues,urban drug peddlers
Common Uses: Dosing enemies, illicit entertainment, meditative aids, surgical anesthetics

The craft and manufacture of drugs is considered an art form in Katapesh, a nation named in part for the vibrant pesh cactus whose narcotic extracts have made the country infamous across the Inner Sea. The ubiquity of this cactus allows the trade of its product to transcend class boundaries; even the poorest village farmers can cultivate a handful of the hardy plants to supplement their income with both the raw curdled milk of the cactus and the rarer refined resin. Locally, most pesh is consumed in the form of raw pesh curds; it is the far more potent resin, however, that truly spawned Katapesh's drug culture.
  In the back alleys of Katapesh's capital, organized cultivators, alchemists, and distributors tinker with hybrid plants, recipes, and formulations to designer drugs that draw the wealthy to Katapesh for these and other equally illicit forms of entertainment. To distribute product the drug rings recruit local youths, some of whom may rise in rank, becoming dealers, alchemists, or even ringleaders. Ringleaders are responsible for the orchestration of smuggling and export operations around the Obari Ocean and the Inner Sea.
  While the Pactmasters of Katapesh turn a blind eye to the drug trade, Katapeshi formularies must engage the services of large overseas drug networks to get their products through the stem-to-stern inspections that are required by foreign port authorities.


DRUG PARAPHERNALIA
In addition to Katapesh's drug community proper, the nation has fostered a large market for all manner of drug apparatuses and paraphernalia.

HOOKAH
Price 400gp Weight 10 lbs.
  The bowl of this glass water pipe can be loaded with any inhalable drug, alchemical powder, or alchemical liquid. You must set down a hookah in a free space (a move action) and fill the water jar with half a gallon of water (another move action) before the hookah can be used. You can consume the contents of an adjacent hookah by sucking on one of the pipe's four hoses as a move action. Up to 5 doses of a single substance can be loaded in the hookah at a time, and up to four adjacent creatures can use the hookah during the same round. Reloading a hookah is a standard action, regardless of the number of doses so reloaded.
  Substances not intended for bodily consumption can cause harmful or even fatal effects (GM's discretion) if loaded into a hookah and inhaled, and often destroy the hookah in the process.

Premium hookah
Price 1000gp Weight 15 lbs.
A premium hookah is similar to a standard hookah, except it sports enough hoses for up to eight adjacent creatures to use, and the bowl has three separate compartments, each of which can store a different type of inhalable drug, alchemical powder, or alchemical liquid. Each compartment can hold up to 3 doses of an inhalable substance (so a premium hookah can hold up to 9 doses total). Consuming these contents is still a move action. You can reload a single compartment as a move action, or you can reload all three compartments as a full-round action.

Traveler's Hookah
Price 1500gp Weight 4 lbs.
This portable hookah can be worn as a backpack, obviating the need to set the hookah down before filling it with water. Up to four creatures (including the wearer and any adjacent creatures) can use a traveler's hookah during the same round. While wearing a traveler's hookah, you can stopper the hookah's bowl valve as an immediate action to prevent unwanted individuals from using it until the valve is reopened as a free action. If you are knocked unconscious or otherwise fall prone while wearing a traveler's hookah, you must succeed at a DC 1 3 Reflex save or the hookah is smashed during the fall. A traveler's hookah can hold up to 5 doses of a single substance, and has four hoses.

AlCH EMlCAl lTEMS
The following alchemical items are common in Katapesh.

AMP
Price 30 gp; Weight —
This liquid intensifier can be added to a drug as a move action no more than 1 round before the drug is taken. Amp increases all numeric effects of a drug by 50%, including any bonuses, penalties, and ability damage inflicted by the drug. Using amp with a drug increases the save DC to avoid becoming addicted to that drug by 2 for 1 d4 days; this increase stacks. If a drug combined with amp is not consumed within 1 round, the amp spoils and the drug becomes tainted, as if cut with bunk.
Alchemical Recipe
Recipe (6 quicksilver + 10 realgar)/distillation; Craft 20
Time 10 minutes; Tools retort; Type alchemical tool

Bunk
Price 5 cp; Weight —
Bunk is a slang term for fillers used to dilute drugs that are proffered as pure-grade narcotics. A drug mixed with bunk is less potent; its effects last 1d6 × 10 minutes for each hour they would normally last. The presence of bunk can be detected with a successful Craft (alchemy) check (DC equal to the drug manufacturer’s Craft [alchemy] check – 10).
  The duration and intensity of the drug’s harmful aftereffects and ability damage are not reduced, as the additives in bunk are often toxic or dangerous in their own right. When a creature takes a dose of a drug containing bunk, the creature must attempt a Fortitude save (DC 10 + 1d10). Failure causes the creature to become sickened for 1d4 hours and take 1d2 points of ability damage to a random ability score.
Alchemical Recipe
Recipe (1 salt + 1 urea)/filtration; Craft 15 Time 10 minutes; Tools filter; Type alchemical tool

KATAPESHl DRUGS
The endless demand of the Nightstalls keeps Katapeshi drug manufacturers continually busy.

Angel's Trumpet
Price 75gp; Weight —
Type ingested Addiction minor,Fortitude DC 18
  Effect 1 hour;+2 Alchemical Bonus on intiative checks, +4 alchemical bonus on Diplomacy and Bluff checks, +4 alchemical bonus on saves against fear and compulsions, user is fatigued. If the user fails a save against a fear or compulsion effect with a duration other than instantaneous or permanent, the user ignores the effect but is dazed for a number of rounds equal to the effect's spell level (or 1d4 rounds if the effect has no spell level). Effects that have an instantaneous or permanent duration are not altered by the presence of angel's trumpet in a creature's system.
  Effect  1d4 days; user gains the light blindness special quality, becoming blinded and sickened for 1 round if exposed to bright light, such as sunlight or the daylight spell, and dazzled for as long as she remains in areas of bright light.
Damage 1d4 Con and 1d4 Wis damage
ALCHEMICAL RECIPE
Recipe (20realgar + 20 salt + 30urea)/digestion; Craft DC 18; Time 1day; Tools heat source; Type drug

Pesh,Black
Price 100gp; Weight —
Type ingested or inhaled Addiction minor,Fortitude DC 22
Effects 1 hour; +1d4 alchemical bonus to Strength and Constitution, -2 penalty on saves against illusions and mind-affecting effects. Anytime the user could attempta Strength check as a standard action or quicker, she can elect to attempt the check as a full-round action, addinga +2 alchemical bonus to the check. Doing so deals 1d6 points of nonlethal damage to the user as she strains herself. If the user takes lethal damage from any source while under the effects of black pesh, she must succeed at a DC 16 Will save or become confused for 1d4 rounds.
Damage 1d4 Con damage
ALCHEMICAL RECIPE
Recipe (30 brimstone + 6 pesh + 20 urea)/sublimation; Craft DC 22; Time 1 day; Tools retort; Type drug

Pesh,Golden
Price 50gp; Weight —
Type ingested or inhaled Addiction major ,Fortitude DC 18
Effects 1 hour; + 1d2 alchemical bonus to Strength, -2 penalty on savesagainst illusions and mind-affecting effects, +2 alchemical bonus on saving throws against the effects of drugs that are not a type of pesh (this bonus also applies to saves to recover from addiction to non-pesh drugs). If the user takes a dose of golden pesh while under the effects of another drug that causes a penalty on saves or skill checks, such penalties are decreased by 1(to a minimum penalty of -1).
Damage 1 Con and 1 Wis damage
ALCHEMICAL RECIPE
Recipe (2 gold + 3 pesh + 10 urea)/sublimation; Craft DC 18; Time 1 day; Tools retort; Type drug

New Reagent:PESH
Those involved with the Katapeshi drug trade are well versed in handling pesh in all its forms.

PESH
Price 50gp; Weight —
When used as an alchemical reagent, refined pesh is often sublimated along with other reagents to create new forms of the famous drug.
Power Component
Doses 1(15gp); Sepells enchantment school
Effect +1 caster level for the purpose of duration
主题: Re: 【AM】炼金术手册(Alchemy Manual)PZO9445
作者: longman1232018-11-13, 周二 14:08:24
赞美丞相!正好适合我的新角色用。
主题: 匕痕毒经 DAGGERMARK POISONS
作者: 丞相2018-11-30, 周五 16:35:54
匕痕毒经

主要的,主流,谋杀者
起源:匕痕,河域诸国
习艺者: 刺客,毒杀者,不择手段的雇佣兵
常见用法:政治操纵、复仇、私刑审判(vigilante justice)

这个世界上有很多最著名的毒药都是有匕痕施毒者公会设计和制造的。毒药行会的许多传统可以追溯到该组织的创始人,一个名叫安巴斯·伊姆雷(Ambras Imre)的切利亚斯伯爵,他在90多年前建立了行会。由伊姆雷和公会各阶层成员制作的毒药迅速遍布整个地区,除了由臭名昭着的匕痕自己的刺客以外,整个河域诸国的模仿者和专业人士也都在使用。 虽然绝大部分毒药都是以各种简单的方式削弱或杀死他们的受害者。匕痕施毒者公会也发现了许多有着独特或特殊效果的毒药。公会的毒药大师经常会使用非致命性毒药和其他炼金混合物来锻炼其下属,操纵其他政治团体,并使匕痕的公民们无心关注关于主导城市领导权的不断变化的权力斗争影响。


(https://i.imgur.com/5pSpPOJ.png)施毒者专长 Poisoner Feats
以下专长大多只为匕痕施毒者公会成员所知,但任何符合先决条件的人都可以使用。

毒性时间(Toxicological Timing)
你知道如何调整毒药生效所需的时间。
先决条件:工艺(炼金术)9级
专长效果:当你使用工艺(炼金术)技能(无论是使用正常的工艺规则还是自发炼金术的规则)制造毒药时,你可以增加或减少用于测量你制造的毒药频率的时间单位一格,沿着以下比例调整:轮、分钟、小时、天。例如,如果您将此专长应用于砷(频率为1 /分钟,持续4分钟),则可以将频率增加到1/轮,持续4轮,或将频率降低到1/小时,持续4小时。

精通毒性时间(Improve Toxicological Timing)
你知道如何调整毒药生效所需的时间。
先决条件:工艺(炼金术)11级,毒理学时间。
专长效果:每当你使用工艺(炼金术)技能制造毒药时,你可以增加或减少发作时间最多1天(最小发作时间为1轮)。

毒素专攻(Poison Focus)
你知道创造特别恶毒的毒药的秘密。
先决条件:工艺(炼金术)1级。
专长效果:使用工艺(炼金术)制造的任何毒药的以及使用毒物描述符(Pathfinder RPG Ultimate Magic 138)施放的任何法术的豁免DC都会增加1。 此奖励不会与法术专攻授予的奖励叠加。

精妙施毒者(Subtle Poisoner)
你已经掌握了隐蔽而迅速为武器涂毒的艺术。
先决条件:巧手5级
专长效果:当你拔出一把武器时,你可以以同一个动作的一部分来为武器涂毒。要做到这一点,你必须已经将毒药拿在手上,并且成功通过DC20的巧手检定。成功则意味着该剂毒药已经被使用并且你在不被注意的情况下为武器涂毒。此检定在你尝试其他需要巧手检定动作时(例如拔出隐藏武器)额外进行检定。如果失败,则意味着在场的任何生物都可以对你尝试涂毒的行为进行一次察觉检定。如果你在该检定中失败5点或者更多,你会将自己暴露于毒素中,除非你拥有防止意外中毒的能力,例如炼金术师的用毒(poison use)能力。


炼金物品 Alchemical Items
匕痕施毒者公会以使用创造性和意想不到的传递方法来实现其暗杀而闻名。这种声誉在很大程度上归功于公会对于原始炼金术发明和发现的非凡拓展。

毒药扩散剂(Poison Diffuser)
价格:200gp 重量:-
这种复合物有一个超小型的滴管。当你将一份毒药扩散剂和一份接触或吸入的毒药混合使用时,毒药会变成气体慢慢扩散到周围的空气中。毒药在3轮内会被视作吸入毒素处理,之后毒药和毒药扩散剂都会消耗掉并失效。任何在毒药活性时通过扩散毒素5尺范围的生物必须进行豁免以抵抗蒸汽毒素。
如果你使用自发炼金术,在炼金术配方中添加尿素会延迟毒药扩散剂的生效时间。通过在炼金造物过程中加入20剂尿素(总价值10gp),将扩散剂加入毒药到毒药开始扩散到空气,中间增减1轮。
炼金配方
配方(100硫磺 + 180盐 + 180酒精)/发酵;工艺DC 25;时间 1天;工具:热源;类型:炼金工具。

玻璃幽魂(Spirit of Glass)
价格:35gp 重量:-
这种纤维由细小的镶有炼金尖刺的玻璃束组成。有人触摸它的人会发现她的皮肤受到无数微小的擦伤。虽然它只会引起轻微的不适,但它会使皮肤破损足以使毒液渗透,使伤口型毒素可以如同接触性毒素一样被传递给受影响的生物,擦伤持续1小时,或者直到伤口被清洁并成功通过DC10的医疗检定(整轮动作)。施毒者有时候会将玻璃幽魂藏在目标的衣柜里,或者在她的个人物品中放入一块浸泡在毒药中的抹布。玻璃幽魂经常被误认为是棉布或松散的布料,尽管它和它引起的擦伤可以通过DC 15的工艺(炼金术)检定或DC 17治疗检定来识别。玻璃幽魂只能使用一次,之后就会被消耗掉。
炼金配方
配方(2寒铁+7暗木+5黄金)/煅烧;工艺DC 25;时间 1小时;工具:坩埚;类型:炼金工具。

带毒墨水(Vector Ink)
价格:60gp 重量:-
这种特制的墨水可以和接触性毒药混合,使毒药可以在纸张上保持更长的时间。一旦涂在纸上,这种墨水就会保持轻微的粘性,并使毒药可以保持长达一周的时间。任何接触笔迹的生物(例如在打开封闭的书籍或者解开卷轴时)必须对接触性毒药进行豁免。一旦生物接触到带毒墨水,墨水就会消耗掉。一小瓶带毒墨水足以在标准尺寸的羊皮纸上书写一页文字。
炼金配方
配方(7月露酒+7黄金+6尿素)/浸提;工艺DC 20;时间 1天;工具:热源;类型:炼金工具。



毒药 POISONS
以下毒药是匕痕施毒者公会及其毒药大师的独特发明。 肆无忌惮的人使用这些混合物来惩罚,压制或消灭他们的对手。

炼金隔断剂(Alchemical Isolation)
价格:175gp 重量:1磅
类型:毒药,吸入;强韧DC: 13
发作:-;频率:1/分钟,持续2分钟
效果:第一次效果耳聋10分钟,第二次效果目盲10分钟。治愈:1次连续豁免
炼金配方
配方(150硫磺+20月露酒+80酒精)/发酵;工艺DC 13;时间 1天;工具:热源;类型:毒药

安巴斯伯爵的惩罚(Count Ambras's Punishment)
价格:350gp 重量:-磅
类型:毒药,接触;强韧DC: 16
发作:1分钟;频率:1/分钟,持续6分钟
效果:基础效果:1点敏捷流失,并反胃(Nauseated)1分钟;次要效果1d2点敏捷流失,并恶心(sickened)1分钟。治愈:1次连续豁免
炼金配方
配方(70月露酒+35雄黄+70尿素)/浸提;工艺DC 16;时间 1天;工具:热源;类型:毒药

乖乖水(Liquid Persuasion)
价格:120gp 重量:-磅
类型:毒药,摄入;强韧DC: 11
发作:10分钟;频率:1/分钟,持续5分钟
效果:1点感知伤害,并且在毒药持续时间内,下一次受害者因为交涉或者威吓检定或者其他效果,对另一名生物态度的态度改变1阶或多阶时,态度会额外改变一阶。例如,如果受害者态度从冷漠上升到友善(提升一级),那现在他会上升至乐于助人(提升两级)。治愈:1次连续豁免
炼金配方
配方(20月露酒+20水银+80酒精)/浸提;工艺DC 11;时间 1天;工具:蒸馏器;类型:毒药

吸血鬼之吻(Vampire's Kiss)
价格:75gp 重量:-磅
类型:毒药,伤口;强韧DC: 15
发作:-;频率:1/轮,持续2轮
效果:1点体质伤害,次要效果:1分钟内来自非毒药来源的流血伤害增加1点。治愈:1次连续豁免
炼金配方
配方(6黄金+50没药+30水印)/蒸馏;工艺DC 15;时间 1天;工具:蒸馏器;类型:毒药

DAGGERMARK POISONS
Main,Mainpulate,Murder
Origin: Daggermark,River Kingdoms
Practitioners:Assassins, poisoners, unscrupulous mercenaries
Commoonn Uesress: Political maneuvering, revenge, vigilante justice

Some of the world's most famous poisons are formulated and manufactured by the Daggermark Poisoners' Guild. Many of the traditions of the poisoners' guild can be traced back to the organization's founder, a Chelish count named Ambras Imre, who established the guild over 90 years ago. The poisons crafted by Imre and ranking members of the guild quickly spread throughout the region, used by Daggermark's own infamous assassins as well as by imitators and professionals throughout the River Kingdoms. While most poisons are employed to simply weaken or kill their victims in various ways, the Daggermark Poisoners' Guild has discovered a number of poisons with unique and specialized effects. The guild's master poisoners often make use of nonlethal toxins and other alchemical concoctions to discipline their underlings, manipulate other political groups, and distract the citizens of Daggermark from the power struggles that dominate the city's ever-changing leadership

Poisoner Feats
The following feats are mostly only known to members of the Daggermark Poisoners' Guild, but can be taken by anyone who meets the prerequisites.

lMPROVED TOXlCOLOGlCAL TIMING
You know how to adjust the amount of time required for a poison to take effect.
Prerequisites: Craft (alchemy) 11 ranks, Toxicological Timing.
Benefit: Whenever you craft a poison with the Craft (alchemy) skill, you can add or subtract up to 1 day from its onset time (to a minimum onset period of 1 round).

Poison Focus
You know the secrets of creating especially vicious poisons.
Prerequisite: Craft (alchemy) 1 rank.
Benefit: The save DC of any poison you craft with Craft (alchemy) and any spells you cast with the poison descriptor (Pathfinder RPG Ultimate Ma9ic 138) increases by i. This bonus doesn't stack with the bonus granted by Spell Focus.

Subtle Poisoner
You have mastered the art of stealthily and quickly preparing a poisoned weapon.
Prerequisite: Sleight of Hand 5 ranks.
Benefit: Whenever you draw a weapon, you can apply poison to the weapon as part of the same action. To do so, you must already have the poison in hand and must succeed at a DC 20 Sleight of Hand check. Success means the dose of poison is expended and you poison the weapon without drawing attention to your act. This check is in addition to any other Sleight of Hand checks you attempt to perform the action (such as to draw a hidden weapon). Failure means any creatures present can immediately attempt opposed Perception checks to notice your poisoning attempt. If you fail the check by 5 or more, you also expose yourself to the poison unless you have an ability that would prevent accidental poisoning, such as an alchemist's poison use ability.

TOXICOLOGlCAL TIMING
You know how to adjust the amount of time a poison takes to produce its effects.
Prerequisite: Craft (alchemy) 9 ranks.
Benefit: When you craft a poison with the Craft (alchemy) skill (whether using the normal Craft rules or the rules for spontaneous alchemy), you can increase or decrease the unit of time used to measure the frequency of a poison you craft by up to one step along the following scale: rounds, minutes, hours, days. For example, if you applied this feat to arsenic (which has a frequency of 1/minute for 4 minutes), you could increase the frequency to 1/round for 4 rounds or decrease the frequency to 1/hour for 4 hours.

Alchemical Items
The Daggermark Poisoners' Guild is known for using creative and unexpected delivery methods to achieve its assassinations. This reputation is due in large part to the remarkable range of the guild's original alchemical inventions and discoveries.

POISON DIFFUSER
PRICE 200 GP WEIGHT-
This compound comes in a tiny eyedropper. When you combine a dose of poison diffuser with a dose of contact or ingested poison, the poison becomes a gas, slowly diffusing into the surrounding air. The poison is treated as an inhaled poison for 3 rounds, after which the poison and the poison diffuser are both expended and become inert. Any creature that passes within 5 feet of a diffused poison while it is active must save against the vaporous toxin.
If you are using spontaneous alchemy, adding urea to the alchemical recipe delays a poison diffuser's activation time. For every 20 doses of urea (worth a total of 1 O gp) incorporated into the alchemical creation process, the time from which the diffuser is added to the poison to the time the poison begins spreading into the air increases by 1 round.
ALCHEMICAL RECIPE
Recipe (100 brimstone+ 180 salt+ 180 spirit of wine)/ fermentation; Craft DC 25 Time 1 day; Tools heat source; Type alchemical tool

SPIRIT OF GLASS
PRICE 35 GP  WEIGHT-
This fiber is composed of tiny strands of razor-sharp glass laced with alchemical elements. Anyone who touches it finds her skin irritated by countless tiny abrasions. Though it causes only minor discomfort, it opens the skin enough for poison to seep through, allowing injury poisons to be delivered to the affected creature as if they were contact poisons. The abrasions last for 1 hour or until cleaned and treated with a successful DC 10  Heal check (a full-round action). Poisoners sometimes place spirit of glass in a target's wardrobe or amid her personal effects along with a rag soaked in poison. Spirit of glass is often mistaken for lint or loose cloth, though it and the abrasions it causes can be identified with a successful DC 15  Craft (alchemy) check or DC 17  Heal check. Spirit of glass can be used only once before it is expended.
ALCHEMICAL RECIPE
Recipe
(2 cold iron + 7 darkwood + 5 gold)/calcination; Craft DC 25
Time 1 hour; Tools crucible; Type alchemical tool

VECTOR INK
PRICE 60GP WEIGHT-
This specialized ink can be mixed with a contact poison to make the poison last longer on paper. Once applied to a sheet of paper, the ink remains slightly tacky and keeps the poison effective for up to 1 week. Any creature that touches the writing (such as while opening a closed book or unraveling a scroll) must save against the contact poison. Once a creature has come in contact with the vector ink, the ink is expended. A single vial of vector ink is enough to write a single page of text on standard-sized parchment.
ALCHEMICAL RECIPE
Recipe (7 dew of lunary+ 7 gold + 6 urea)/digestion; Craft DC 20 Time 1 day;Tools heat source; Type alchemical tool

POISONS   
The following poisons are unique inventions of the Daggermark Poisoners' Guild and its master poisoners. Unscrupulous individuals use these concoctions to punish, disable, or eliminate their opponents.

Alchemical Isolation
Price 175 gp; Weight 1 lb.
Type inhaled; Save Fortitude DC 13
Frequency 1/minute for 2 minutes
Initial Effect deafened for 10 minutes; Secondary Effect blinded for 10 minutes
Cure 1 save
Alchemical Recipe
Recipe (150 brimstone + 20 dew of lunary + 80 spirit of wine)/fermentation; Craft DC 13
Time 1 day; Tools heat source; Type poison
Count Ambras's Punishment
Price 350 gp; Weight —
Type contact; Save Fortitude DC 16
Onset 1 minute; Frequency 1/minute for 6 minutes
Initial Effect 1 Dex drain and nauseated for 1 minute; Secondary Effect 1d2 Dex drain and sickened for 1 minute
Cure 1 save
Alchemical Recipe
Recipe (70 dew of lunary + 35 realgar + 70 urea)/digestion; Craft DC 16
Time 1 day; Tools heat source; Type poison

Liquid Persuasion
Price 120 gp; Weight —
Type ingested; Save Fortitude DC 11
Onset 10 minutes; Frequency 1/minute for 5 minutes
Effect 1 Wis damage, and for the duration of the poison, the next time the victim’s attitude toward another creature would shift one or more steps toward helpful as a result of a successful Diplomacy or Intimidate check or other effect, the victim’s attitude also shifts one additional step. For example, if the victim’s attitude would shift from indifferent to friendly (one step better), it shifts to helpful instead (two steps better)
Cure 1 save
Alchemical Recipe
Recipe (20 dew of lunary + 20 quicksilver + 80 spirit of wine)/distillation; Craft DC 11
Time 1 day; Tools retort; Type poison

Vampire's Kiss
Price 75 gp; Weight —
Type injury; Save Fortitude DC 15
Frequency 1/round for 2 rounds
Initial Effect 1d2 Con damage; Secondary Effect bleed damage from non-poison sources increases by 1 for 1 minute
Cure 1 save
Alchemical Recipe
Recipe (6 gold + 50 myrrh + 30 quicksilver)/distillation; Craft DC 15
Time 1 day; Tools retort; Type poison
主题: Re: 【AM】炼金术手册(Alchemy Manual)PZO9445
作者: 丞相2019-01-18, 周五 23:40:36
本草药学

有机溶液和类固醇
起源:兹哈的开明峰,天夏
习艺者:草药师,僧侣,神秘主义者,医生,炼金学者,轮回裔
常见用法:替代药物,加强防御,身心恢复

     “本草(Pei Zin)”这一术语译为天夏语言中的“过程”,虽然最常用于表示传统的天夏药物和恢复手法。本草(Pei Zin)草药学是一种通过植物和化学试剂的精确组合创造药物和其他有用的炼金术物品的手段。 据说天夏神,草药大师齐仲(Qi Zhong),最早在他尚是凡人的时候,就向义洛理传授了本草药学的艺术。
    本草药学如今被无数天夏和世界各地的人们使用着。然而其最杰出的实践者仍然集中在兹哈(Zi ha)的开明峰上,因此它的绰号是“开明炼金”。它的实践者强调炼金术过程与自然界中生命能量的流动的联系。
    更多有关天夏的哲学,宗教和国家的信息,请参阅探索者玩家伴侣:初探龙国(Pathfinder Player Companion: Dragon Empires Primer)。



作为炼金术的本草药学
      本草药学的习艺者可以使用专业(草药)技能替代工艺(炼金术)进行检定来进行开明炼金,但是只能用于制造炼金药物,并且其炼金配方中包含至少以下一项植物衍生物试剂的炼金术配方碧幻菌、暗木、月露酒、没药或者酒精;佩什;或者第25页边栏中列出的试剂之一。基于植物的试剂是这种炼金术中的必需品,因为它们需要借用其他生物的能量来为炼金术反应提供动力。
     有几种植物试剂是本草药学所独有的,25页的边栏中介绍了这些试剂。本草药学药师可以尝试专业(草药学)或者生存检定在适当的野外区域找到这些草药。使用探索者RPG核心规则手册中的专业技能下详述的规则来确定在给定的一周内可以找到价值多少gp的本草草药(将检查结果除以7以确定一天的工作结果)。



炼金物品  Alchemical Items
本草配方在一些萨满和天夏的草药师家族中代代相传。以下是一些比较著名的配方。

沸血片(Blood-boiling pill)
价格:75gp 重量:
吞下这片深黑色混合着红色的茶药片会使得你的血液升温,8小时内,你的先攻检定和所有对抗寒冷的效果的豁免检定获得+2炼金加值。但是,你受到的任何流血效果对你造成的伤害增加为1.5倍(向上取整)。在沸血片效果期间吞下寒血片(Blood-Boiling Pill)会抵消两种药的效果。
炼金配方
配方(30份姜汁+8份黄金+15份艾蒿汁)/ ceration;工艺 25时间 10分钟;工具 坩埚;类型 炼金药;

寒血片(Blood-Chilling Pill)
价格:75gp 重量:-
吞下这片淡绿茶药片会让你的血液变慢变冷,让你在接下来的8个小时里忽略掉前20点的流血伤害。此外,在此期间,你还可以在对抗火焰效果的豁免上获得+2炼金加值。但是你在先攻检定上承受-2减值。在寒血片效果期间吞下沸血片(blood-chilling pill)会抵消两种药的效果。
炼金配方
配方(15份姜汁+40份没药+30份艾蒿汁)/过滤;工艺DC:25;时间:10分钟;工具:过滤器;类型:炼金药

洞悉之叶(Insight Leaves)
价格:50gp 重量:-
你将这些草药浸泡在热水中,然后在睡前喝下仍然温暖的汤药。在你入睡的同时,你会体验到生动的幻觉,这些幻觉可以让你进一步认识之前未能深入了解的事物。在经过8个小时的连续休息后,你可以尝试重投一次之前失败的知识检定,并在该检定上获得+2炼金加值
炼金配方
配方(10月露酒+5艾蒿汁+20酒精)/发酵;工艺DC:25 时间:1天;工具:热源;类型:炼金药

转气茶(Tea of Transference)
价格:40gp 重量:-
这种尝起来很恶心的绿茶可以使武僧们运用他们的气来强化他们通过其他训练获得的能力。通过喝一杯转气茶,从你的气池中消耗1点,你可以恢复:奥能力池中的1点,2轮野蛮人狂暴,2轮吟游表演,1次引导能量,1个勇毅点,1次制裁邪恶,1个已消耗并且比你所能制造的最高环位化合练成低一环的化合炼成,或者一个已消耗并且比你所能施展最高环位低两环的已消耗法术位。你必须拥有气池职业能力和你想要恢复使用次数的职业能力,才能从转气茶中受益。
炼金配方
配方(5黄金 + 5雄黄 + 15酒精)/ 升华; 工艺DC:18;时间:1天; 工具:蒸馏器;类型:炼金药

(https://i.imgur.com/jb23mp8.png)
清新迷雾(Vapors Of Easy Breath)
价格:75gp 重量:3磅
这个由树脂和草药制成的蜡状小球通常存放于玻璃罐或其他密封容器中。当罐子打开时,它会立刻挥发成一股舒缓的气体,使周围生物的肺部能够抵抗吸入式毒药、疾病或刺激性烟雾。罐子5尺内的生物在接下来的10分钟对此类效果的豁免获得+5炼金加值。如果已经受到这类通过空气传播的效果影响,则可以立即再次尝试豁免(仍有+5加值);一个生物在24小时内只能尝试一次这样的额外豁免。
炼金配方
配方(60份没药+50份盐+60份姜汁)/凝结;制造DC:25;时间:10分钟;工具:炼金师工作台 类型:炼金药

活络灸针(Vivifying Moxibustion Needles)
价格:85gp 重量:-
当从用于存放的酒精中取出时,这些干燥并增强过的艾蒿针一端会点燃。一套活络灸针可以通过DC15的医疗检定和1个小时的工作,用于帮助自愿或无助的生物进行治疗。检定失败4点或更少则无任何效果,失败5点或更多会对目标造成1d4点伤害。如果该过程成功完成,在接下来的24小时内,该对象在强韧豁免疾病、寒冷效果和敏捷或力量伤害效果上获得+2炼金术加值。如果病人受到一个持续效果的影响,而这个效果可以被成功的强韧豁免所抵抗,他可以尝试立即施放一个豁免来结束该效果(如果适用的话,使用+2炼金术加值);这最后的增益每天只能获得一次。
炼金配方
配方(20磷+60姜汁+30艾蒿汁)/升华;工艺DC:25
时间:1天;工具:过滤器;类型:炼金药

PEI ZIN HERBALISM
Organic Solution and Steroids
Origin: Enlightened Peaks of Zi ha,Tian Xia
Practitioners: Herbalists,Monks,mystics,physicians,scholars of alchemy,samsarans
Common Uses:Alternative medicine,bolstering defenses,restoring body and mind

The term "Pei Zin" translates to "the process" in the Tien language, though the expression is most often used in reference to traditional Tian medicinal and restorative practices. Pei Zin herbalism is a means of creating medicine and other useful alchemical items from a precise combination of plant-based and chemical reagents. It is said that the Tian god Qi Zhong, Master of Medicine, first taught the art of Pei Zin herbalism to Irori during his years as a mortal.
    Pei Zin herbalism is now practiced by countless Tians and others, though its most prominent practitioners are still centralized among the Enlightened Peaks in Zi Ha-hence its nickname, "enlightened alchemy." Its practitioners emphasize the connections between alchemical processes and the currents of life energy in the natural world.
    For more information on the philosophies, religions, and nations of Tian Xia, see Pathfinder Player Companion: Dragon Empires Primer.

HERBAUSM AS ALCHEMY
Practitioners of Pei Zin herbalism can use the Profession (herbalist) skill in place of a Craft (alchemy) check to perform enlightened alchemy, but only to create alchemical remedies that include at least one of the following plant- derived reagents in their alchemical recipes: cytillesh (see page 11); darkwood, dew of lunary, myrrh, or spirit of wine (see the inside covers); pesh (see page 19); or one of the reagents listed in the sidebar on page 25 . Plant-based reagents are necessary for this style of alchemy because they borrow the energy of other living things to power alchemical reactions.
    Several plant reagents are unique to Pei Zin herbalism. These reagents are described in the sidebar on page 25 . Pei Zin herbalists can attempt either Profession j(herbalist) or Survival checks to forage for Pei Zin reagents in a suitable area of wilderness. Use the rules detailed under the Profession skill in the Pathfinder RPG Core Rulebook to determine how many gold pieces' worth of Pei Zin herbs you can find in a given week (divide the check result by 7 to determine the outcome of a day's worth of foraging).

ALCHEMICAL ITEMS
Pei Zin recipes have been passed down through families of samsaran and Tian-La herbalists for generations. The following are some of the better-known results.

Blood-Boiling Pill
Price 75 gp; Weight —
Category Alchemical Remedies
Description
Swallowing this dark black-red tea pill causes your blood to heat up, granting you a +2 alchemical bonus on initiative checks and on saving throws against cold effects for 8 hours. However, any damage you take from bleed effects during this time is multiplied by 1-1/2 (rounded up). Swallowing a blood-chilling pill while under the effects of a blood-boiling pill negates the effects of both pills.
Alchemical Recipe
Recipe (30 ginger extract + 8 gold + 15 mugwort extract)/ceration; Craft 25 Time 10 minutes

Blood-Chilling Pill
Price 75 gp; Weight —
Category Alchemical Remedies
Description
Swallowing this pale green tea pill causes your blood to slow and chill, allowing you to ignore the first 20 points of bleed damage you take during the following 8 hours. In addition, you gain a +2 alchemical bonus on saving throws against fire effects during this time. However, you take a –2 penalty on initiative checks. Swallowing a blood-boiling pill while under the effects of a blood-chilling pill negates the effects of both pills.
Alchemical Recipe
Recipe (15 ginger extract + 40 myrrh + 30 mugwort extract)/filtration; Craft 25
Time 10 minutes; Tools filter; Type alchemical remedy

Insight Leaves
Price 50 gp; Weight —
Category Alchemical Remedies
Description
You steep these herbs in hot water, then drink the resulting tisane while it’s still warm before going to bed. While you sleep, you experience vivid hallucinations that offer insight into matters with which you previously had only limited familiarity. After 8 hours of uninterrupted rest, you can attempt a previously failed Knowledge check with a +2 alchemical bonus.
Alchemical Recipe
Recipe (10 dew of lunary + 5 mugwort extract + 20 spirit of wine)/fermentation; Craft 25
Time 1 day; Tools heat source; Type alchemical remedy

Tea of Transference
Price 40 gp; Weight —
Category Alchemical Remedies
Description
This foul-tasting green tea allows monks to focus their ki on improving abilities they’ve gained through other training. By drinking a cup of tea of transference, you can expend 1 point from your ki pool to regain 1 point from your arcane pool, 2 rounds of barbarian rage, 2 rounds of bardic performance, one use of channel energy, 1 grit point, one use of smite evil, one expended extract slot at least 1 level lower than the highest-level extract you can create, or one expended spell slot at least 2 levels lower than the highest-level spell you can cast. You must have the ki pool class feature and the class feature you want to regain uses of in order to benefit from tea of transference.
Alchemical Recipe
Recipe (5 gold + 5 realgar + 15 spirit of wine)/sublimation; Craft 20
Time 1 day; Tools retort; Type alchemical remedy

Vapors of Easy Breath
Price 75 gp; Weight 3 lbs.
Category Alchemical Remedies
Description
This waxy ball of resin and herbs is stored in a large glass jar or other airtight container. When the jar is opened, it instantly evaporates into a soothing vapor that renders the lungs of any adjacent creatures resistant to inhaled poisons, diseases, and irritants such as choking smoke. Each creature within 5 feet of the jar when it is opened gains a +5 alchemical bonus on saving throws against such effects for the next 10 minutes. If already affected by an airborne affliction, an affected creature can immediately attempt another saving throw against the effect (with the +5 bonus); a creature can attempt only one such additional saving throw in a 24-hour period.
Alchemical Recipe
Recipe (60 myrrh + 50 salt + 60 ginger extract)/congelation; Craft 25
Time 10 minutes; Tools alchemist's lab; Type alchemical remedy

Vivifying Moxibustion Needles
Price 85 gp; Weight —
Category Alchemical Remedies
Description
These needles of dried and augmented mugwort ignite at one end when removed from the alcohol in which they are stored. A set of vivifying moxibustion needles can be used to perform a healing procedure on a willing or helpless creature with a successful DC 15 Heal check and 1 hour of effort. Failing the check by 4 or less indicates that nothing happens, while failure by 5 or more deals 1d4 points of damage to the subject. If the procedure is performed successfully, the subject gains a +2 alchemical bonus on Fortitude saves against diseases, cold effects, and effects that deal Dexterity or Strength damage for the next 24 hours. If the patient is affected by an ongoing effect that can be resisted with a successful Fortitude save, he can attempt an immediate saving throw to end the effect (using the +2 alchemical bonus if applicable); this final benefit can be gained only once per day.
Alchemical Recipe
Recipe (20 phosphorus + 60 ginger extract + 30 mugwort extract)/filtration; Craft 25
Time 10 minutes; Tools filter; Type alchemical remedy


引用
新试剂New Reagents
本草药师在他们的主要试剂中增加了许多独特的成分,包括以下几种。

姜汁(Ginger Extract)
价格:5gp 重量:-
姜汁常被作为烹饪调料,但也可以使用在炼金术中。大多数土郎中都推荐用姜汁来舒缓恶心和疼痛症状。
==============================================
材料成分功能
==============================================
剂量:10(5GP);可增强法术:变化系法术
效果:在穿透目标的法术抗力时施法者等级+1。

艾蒿汁(Mugwort Extract)
价格:2GP;重量:-
有很多中不同的艾蒿使用方式:艾灸,提神,治疗疾病,甚至是用来驱散超自然的邪物
==============================================
材料成分功能
==============================================
剂量:10(价格5GP);可增强法术:防护系法术
效果:决定距离时,施法者等级+1。
New REAGENTS
Pei Zin herbalists count many unique ingredients among their staple reagents, including the following.

Ginger Extract
Price:5gp Weigh:-
In addition to serving as a spice and as an alchemical reagent, ginger extract has a wide variety of uses in herbal remedies that treat nausea and pain.
Power Component
Doses 10(5gp);Spells Transmutation school
Effect +1 caster level for the purpose of overcoming spell resistance

Mugwort Extract
Price:2gp Weigh:-
Many varieties of mugwort exist; some are used in acupuncture, while others are key ingredients in herbal remedies that ward off fatigue, cold, or even supernatural dangers.
Power Component
Doses 10(5gp);Spells abjuration school
Effect +1 caster level for the purpose of range
主题: 我已亲手打开罪恶之门
作者: 丞相2019-02-01, 周五 16:20:58
德洛人真菌炼金术

身心感染
起源地:幽暗地域
习艺者:影民,德洛人,灰矮人,地下植物类生物
常见用法:精神控制,夜间绑架,思维破坏

在整个混乱的德洛人历史中,真菌炼金术的实践经过多次改进,丢失和重新发现。真菌炼金术的起源,最早可以追溯到德洛人的毒品和对被称为“碧幻菌”的一种多功能并且高效的精神药物的崇拜。虽然德洛人崇拜这一植物,并且找到了它无穷无尽的用途,但是碧幻菌仍然没法为他们另外的文化迷思提供一个真正的回答:为什么那么多种族都可以在阳光下自由漫步,而德洛人在其光线下就会水肿和烧伤?
     这个问题及其难以回答的答案驱使德洛人在地表居民身上实践他们古老的炼金术艺术,这让俘虏和受到不可挽回改变的受害者感到沮丧。
     德洛秘术师,炼金术和施法者领导着德洛人飞地,小心翼翼的保护着他们工艺中最危险的秘密。尽管如此,偶尔会有目睹这种科学恐怖事件的受害者会在他们对这些黑暗艺术完整了解的情况下爬回地表,但他们的心灵却破碎了。不止一个古怪的炼金术士从在德洛人手上疯狂和饱受折磨的“梦”中得到启发,从来没有确定他们的梦境实际上是一次确实发生过的绑架的真实记忆。



真菌移植物 FUNGAL GRAFTS
德洛人进行了长期的研究改造的碧幻菌真菌在活体生物体表和体内的生长造成的影响。种植真菌移植物类似于制作魔法物品,但只需要在工艺(炼金术)上有指定的等级,而不需要物品创造专长。
    种植一个真菌移植物需要花费的时间与创造一个相同价格的魔法物品相同。在此期间,新生的真菌必须用昂贵的材料成分(成本根据移植物而变化)施肥,根据需要浇灌,并保持安全免受伤害。在所需的时间过去后,栽培者必须在工艺(炼金术)检定上成功,以便真菌移植物正确成型。这个检定的DC根据移植物而变化。在失败的时候,移植物枯萎并且栽培者只能重新培养一个。如果成功,则真菌已经准备好移植到目标身上。
     将真菌移植到目标上需要1小时的手术,在此期间,目标必须是自愿的或无助的。在一小时结束时,手术者必须对所列出的DC进行检定。失败则表明病人的身体排斥真菌,真菌死亡。无论手术成功与否,受试者都要承受1d4点的体质伤害。虽然真菌移植物并非魔法,其中的某些仍需要在身体上占据一个魔法装备槽,防止该槽用于任何魔法物品或其他移植物。
     真菌移植可以用医疗术(Heal)或更大的恢复法术来移除,或者用另一个小时级手术来用一个成功对抗原始DC的医疗检定来移除。

真菌眼(Fungal Eyes)
价格:18000gp;位置:眼部
这些微小而发光的蓝色真菌在受术者的眼睛上形成一层保护膜,阻止她的正常视觉能力,但使她获得30尺的盲视能力。
栽培要求
工艺(炼金术)12级;工艺(炼金术)DC25,医疗DC:25;栽培成本:9000gp

延展藤蔓(Reaching Vines)
价格:4000gp;位置:腕部
移植到受试者皮肤下方的碧幻菌孢子使受试者能够随意地将真菌藤蔓从手腕和前臂延伸和收缩。受试者每回合获得两次藤蔓攻击,这是拥有10尺触及的次要天武攻击。这些藤蔓无法造成伤害,但是移植真菌的生物可以尝试将一个被击中的目标向自己的方向拉近5英尺,视为拉拽(Pull)通用怪物能力(探索者怪物图鉴303)。
栽培要求
工艺(炼金术):9级;工艺(炼金术):DC21,医疗DC:21;栽培成本:2000gp


(https://i.imgur.com/qZMoLPM.png)炼金物品 AlCHEMlCAl ITEMS
德洛人经常使用以下炼金物品

速溶肥料(Instant fertilizer)
价格:20gp;重量:4磅
这种宝石红的泥土可以用一个会引发借机的标准动作,撒在5尺见方的土地上。该地区的非生物植物和真菌以惊人的速度生长,地面杂草丛生,对于非植物生物变成困难地形。方格上的非植物生物都必须成功通过DC15的反射货哦面,否则她就会被汹涌的植物所纠缠。任何在受影响方格内的植物生物治愈1d6点伤害。
炼金配方
配方(15镁 + 20磷 + 10盐)/煅烧;工艺DC20;时间:1小时,工具:坩埚;类型:炼金工具

利迪克精粹(Lyddric essence)
价格:20gp;重量:1磅
这种酶来源于寄生真菌,可分解大多数有机组织,对植物和其他真菌具有特别的破坏性。一瓶利迪克精粹可以像一瓶强酸一样使用,对非植物类型的生物造成正常的强酸伤害。然而,被利迪克精粹直接命中的植物生物、植物和真菌会受到2d6点的强酸伤害,或者在其击中的地方5英尺范围内时,受到2点强酸溅射伤害。
炼金配方
配方(15硫磺 + 3碧幻菌孢子)/蒸馏;工艺DC20;时间:1天,工具:蒸馏器;类型:炼金武器

拟态纤维(Mimic fibers)
价格:30 GP;重量:-
这些炼金术制备的真菌孢子悬浮在厚厚的绿色脓水中。他们的生长方式可以与任何他们接触的植物、真菌材料甚至死掉的木头相吻合,修复任何其本体上的切口或损坏,就如同从未被损坏一样。当以一个整轮动作使用时,拟态纤维对木材、纸质、土壤或者其他活物或有机物材料制成的物品治疗1d10+10点伤害。只要碎片不超过两件,并在孢子被施加时在断裂处保持在一起,即使被毁坏(destroyed)的物品也可以被修复(视为0生命值)。
炼金配方
配方(6镁 + 6碧幻菌孢子)/过滤;工艺DC20;时间:10分钟,工具:过滤器;类型:炼金工具

隧道藤(Tunnel creeper)
价格:280gp; 重量:1lb.
这种拳头大小的侵略性真菌群,在放置在固体表面上并且暴露在水中时会迅速成长,可以在一条直线上安静的钻出一个5尺高10尺深的隧道。隧道由坚固的真菌管支撑。隧道藤不能吃掉金属或者任何比普通石头密度更高的材料。隧道藤需要10分钟才能在石头上钻出隧道,或者需要5分钟才能在木头上钻出隧道。之后真菌就会枯萎并掉落到地上。
炼金配方
配方(100硫磺 + 90镁 + 35碧幻菌孢子)/发酵;工艺DC25;时间:1天,工具:热源;类型:炼金工具



引用
新试剂(NEW REAGENT):碧幻菌孢子(Cytillesh Spores)
德洛人炼金术师经常在他们的工艺钟使用神奇的碧幻真菌的孢子。

碧幻菌孢子 Cytillesh Spores
价格:5GP;重量:-
这种毒菌孢子有着广泛的用途,但作为迷幻剂和其他心灵作用药物的原料是最为常见的一种使用方法
==============================================
材料成分功能
==============================================
剂量:1(价格5GP);可增强法术:魅惑(Charm)或胁迫(Compulsion)子学派法术
效果:决定法术的持续时间时施法者等级获得+1加值。

NEW REAGENT:
CYTILLESH SPORES
Derro alchemists frequently use the spores of the potent cytillesh fungus in their crafts.

Cytillesh Spores
Price 5 gp; Weight —
The spore of the cytillesh fungus is a versatile reagent, and is often combined with other poisonous elements to create deliriums, hallucinogens, and psychotics.
Power Component
Doses 1 (5 gp); Spells charm or compulsion subschool
Effect +1 caster level for the purpose of duration



毒药 POISONS
德洛人使用下列毒药来使其受害者失能并进行对精神的暴行。

虚构粉末(Confabulation Powder)
价格:80gp;重量:-
类型:吸入;强韧豁免DC:18
频率:1/分钟,持续2分钟。
初始效果:恍惚(Staggered)1分钟;第二效果:如果目标已经恍惚(staggered)、震慑(stunned)或者昏迷(unconscious),则受害者就会变得非常容易受诱导。如果向他描述一个事件(无论真假),他会无意识地编造出这个事件的详细细节。用他的最佳猜测填补描述中的任何空白。虚构的记忆可以在第一次回忆时通过成功对抗DC18的意志豁免时被否定,但是如果豁免失败,则受害者伺候都会将其视为完全真实的。所有虚构的记忆都可以通过复原术或者医疗术来移除。
炼金配方
配方(20水银 + 15碧幻菌孢子)/浸提;工艺DC18;时间:1天,工具:热源;类型:毒药

碧幻菌萃取物(Cytillesh Extract)
价格:800gp;重量:-
类型:摄入;强韧豁免DC:18
频率:1/小时,持续8小时
效果:受害者失去对前一小时发生事件的所有记忆,并且在8个小时内无法形成新的记忆。这些失去的和被阻止的记忆可能会以梦的形式回归,并且可以被复原术或者医疗术治愈。
治愈:2次豁免
炼金配方
配方(115雄黄 + 115碧幻菌孢子)/煅烧;工艺DC18;时间:1小时,工具:坩埚;类型:毒药

DERROFUNGUSALCHEMY
Infestation of Mind and Body
Origin:TheDarklands
Practitioners:Darkfolk,derros,duergar,subterranean plant creatures
CommonUses:Mind control,nocturnal abductions,psychonautic sabotage

The practice of fngus alchemy has been refined,lost,and rediscovered many times throughout the chaotic history of the derros.The origins of fngus alchemy can ultimately be traced back to the derros' addiction and obsession with the versatile and useful psychotropic substance known as cytillesh fungus. Although derros revere this plant and find countlessuses for it,cytillesh has yet to provide a true answer to their other cultural obsession: how do so many otherraces walk feely in the sunlight, while the derros blister and burn under its rays?
  This question and its ungraspable answer drive derros to practice their ancient alchemical art on surfce dwellers,much to the dismay of the captured and irreparably altered victims.
  Derro magisters, the alchemists and spellcasters who lead derro enclaves, careflly guard the most dangerous secrets of their craft. Still, victims who have witnessed such scientific horrors sometimes crawl back to the surfce with their knowledge of these dark arts intact, but the rest of their minds shattered. More than one eccentric alchemist has been inspired by "dreams" of madness and torture at the hands of derros,never quiterealizing that these dreams are actually memories of a very real abduction.

FUNGAL GRAFTS
    Derros have long studied the effects of growing modified cytillesh fungus on and inside living creatures. Growing a fungal graft is similar to crafting a magic item, but requires only a specific number of ranks in Craft (alchemy) instead of an item creation feat.
    Growing a fungal graft takes the same amount of time that creating a magic item of the same price does. During this time, the nascent fungus must be fertilized with expensive material components (the cost varies according to the graft), watered as needed, and kept safe from harm. After the required time has passed, the cultivator must succeed at a Craft (alchemy) check in order for the fungus graft to be properly formed. The DC of this check varies according to the graft. On a failure, the graft withers and the cultivator must begin anew. On a success, the fungus is ready to be grafted onto a target.
    Grafting a fungus onto a target requires a 1-hour-long surgical procedure, during which time the subject must be either willing or helpless. At the end of the hour, the surgeon must attempt a Heal check against the listed DC. Failure indicates that the patient's body rejects the fungus and the fungus dies. Regardless of the surgery's success, the subject takes 1d4 points of Constitution damage. Although fungal grafts are not magical, some occupy a magic item slot on the body, preventing that slot from being used for any magic item or other graft.
     A fungal graft can be removed with a heal or ,greater restoration spell, or with a successful Heal check against the original DC in another hour-long surgery.

Fungal Eyes
Source Alchemy Manual pg. 10
Price 18,000 gp; Slot eyes
These small, glowing blue fungi form a protective film over the subject’s eyes, preventing her from seeing with normal vision but granting her blindsight to a range of 30 feet.
Cultivation Requirements
Craft (alchemy) 12 ranks; Skill Craft (alchemy) DC 25, Heal DC 25; Cultivation Cost 9,000 gp

Reaching Vines
Source Alchemy Manual pg. 10
Price 4,000 gp; Slot wrists
Cytillesh spores seeded beneath the subject’s skin enable the subject to extend and contract fungal vines from its wrists and forearms at will. The subject gains two vine attacks per round, which count as secondary natural attacks with a reach of 10 feet. These vines deal no damage, but the fungal-grafted creature can attempt to pull a struck target up to 5 feet toward itself, as the pull universal monster ability (Pathfinder RPG Bestiary 303).
Cultivation Requirements
Craft (alchemy) 9 ranks; Skill Craft (alchemy) DC 21, Heal DC 21; Cultivation Cost 2,000 gp

AlCHEMlCAl ITEMS
Derros frequently use the following alchemical items.

Instant fertilizer
Price 20 gp; Weight 4 lbs.
This ruby-red earth can be sprinkled over a 5-foot patch of ground as a standard action that provokes attacks of opportunity. Noncreature plants and fungi in the area grow with alarming speed, and the ground becomes weedy, difficult terrain for non-plant creatures. Any non-plant creature in the square must succeed at a DC 15 Reflex save or it becomes entangled by the surging plants. Any plant creature in the affected square is healed of 1d6 points of damage.
Alchemical Recipe
Recipe (15 magnesium + 20 phosphorus + 10 salt)/calcination; Craft 20
Time 1 hour; Tools crucible; Type alchemical tool

Lyddric essence
Price 20 gp; Weight 1 lb.
This enzyme is derived from a parasitic fungus that breaks down most organic tissue, and is especially destructive to plants and other fungi. A flask of lyddric essence can be used like a flask of acid, dealing normal acid damage to creatures not of the plant type. However, plant creatures, plants, and fungi targeted with lyddric essence take 2d6 points of acid damage on a direct hit, or 2 points of acid splash damage if within 5 feet of where it hits.
Alchemical Recipe
Recipe (15 brimstone + 3 cytillesh spores)/distillation; Craft 20
Time 1 day; Tools retort; Type alchemical weapon

Mimic fibers
Price 30 gp; Weight —
These alchemically prepared fungal spores are suspended in a thick green ichor. They grow in patterns that match any plant or fungal material they touch, even dead wood, causing any cuts or breaks in the matter to mend as if it had never been damaged. When applied as a full-round action, mimic fibers heal 1d10+10 points of damage to one object made of wood, paper, earth, or other living or onceliving material. Even a destroyed item can be repaired (treat as if at 0 hit points) as long as the item is in no more than two pieces and is held together at the break as the spores are applied.
Alchemical Recipe
Recipe (6 magnesium + 6 cytillesh spores)/filtration; Craft 20
Time 10 minutes; Tools filter; Type alchemical tool

Tunnel creeper
Price 280 gp; Weight 1 lb.
This fist-sized cluster of aggressive fungus grows rapidly when placed against a solid surface and exposed to water, and can quietly bore a 5-foot-tall, 10-foot-deep tunnel in a straight line. The tunnel is supported by sturdy fungal tubes. A tunnel creeper cannot eat through metal or any material denser than common stone. A tunnel creeper takes 10 minutes to carve a tunnel through stone, or 5 minutes to carve through wood, after which the fungus withers and falls to the ground.
Alchemical Recipe
Recipe (100 brimstone + 90 magnesium + 35 cytillesh spores)/fermentation; Craft 25
Time 1 day; Tools heat source; Type alchemical tool

POISONS
Derros use the following poisons to disable their victims and commit mental atrocities.

Confabulation Powder
Price 80 gp; Weight —
Type inhaled; Save Fortitude DC 18
Frequency 1/minute for 2 minutes
Initial Effect staggered for 1 minute; Secondary Effect If already staggered, stunned, or unconscious, the victim becomes highly suggestible. If an event (whether true or false) is described to him, he unconsciously fabricates a detailed memory of the event, filling in any gaps in the description with his own best guesses. The confabulated memory can be disbelieved with a successful DC 18 Will save the first time it is recalled, but if the save fails, the victim treats it as completely genuine thereafter. All confabulated memories can be removed with a restoration or heal spell
Cure 1 save
Alchemical Recipe
Recipe (20 quicksilver + 15 cytillesh spores)/digestion; Craft DC 18
Time 1 day; Tools heat source; Type poison

Cytillesh Extract
Price 800 gp; Weight —
Type ingested; Save Fortitude DC 18
Frequency 1/hour for 8 hours
Effect The victim loses all memory of events that took place in the previous hour and can’t form new memories for 8 hours. These lost and prevented memories might return later in the form of dreams, and can be returned with a restoration or heal spell
Cure 2 saves
Alchemical Recipe
Recipe (115 realgar + 115 cytillesh spores)/calcination; Craft DC 18
Time 1 hour; Tools crucible; Type poison
主题: Re: 【AM】炼金术手册(Alchemy Manual)PZO9445
作者: 丞相2019-02-02, 周六 16:25:40
矮人魔啤
一起嗨啤嗜酒如命 Drink is Life

起源:幽暗地域/五王山脉
习艺者:矮人酒吧、酿酒师(brewmasters)、蒸馏酒师(distillers)以及酒馆老板
常见用法:庆典,饮酒游戏,借酒消愁,醉酒狂欢,引发激情

      矮人酿造的传统是一个古老的传统,在该种族著名的寻天之旅之前就已经出现了。自从矮人出现在地表世界,他们的酿造材料就从地下蘑菇和块茎的发酵演变成今天大家所熟知的形式。虽然发酵格拉利昂地表的作物会产生更多美味,但由此产生的啤酒没有使用幽暗地域成分酿造的啤酒那么富有冲击力。通过加入影响心灵的真菌,有治疗效果的根快和其他不寻常的添加剂以及地表的麦子和啤酒花,矮人酿酒师可以制作效果类似于原始矮人啤酒的可饮用的浓啤酒,必打士酒和烈性酒。虽然矮人啤酒总是很烈的,并总是会导致饮用者变得醉酒甚至烂醉如泥,然而将所谓的“魔法啤酒”与矮人们普遍喜欢的普通啤酒分开,是魔法啤酒除了醉酒之外还会产生额外的效果。



狂暴饮者 DRUNKEN RAGER(野蛮人变体)
这些鲁莽的酗酒恶棍和打手在战斗中和在酒馆里一样危险,并且无论任何场合,就算是死,都会喝个不停。

醉酒狂暴(Drunken Rage,Ex):在1级时,一名狂暴饮者可以在狂暴时喝下一份浓啤酒或者其他强烈酒精饮料来获得1点醉狂点(drunken rage point),喝酒的动作是一个标准动作并且不会提供借机攻击。在1级时,野蛮人可以拥有最多1点醉狂点;这个最大值之后每两级增加1点。醉狂点可以持续1个小时或者被消耗,以先发生者为准。野蛮人只能在狂暴时使用醉狂点。除非特别说明,使用醉狂点是一个自由动作。
    只要没有穿着盔甲、轻甲或中甲,并且没有重载,一个狂暴饮者可以消耗1点醉狂点来在1轮内增加她的移动速度20尺。她也可以消耗1点醉狂点来获得狂暴职业能力1轮,持续1小时或者被消耗。该能力取代了快速移动(fast movement)。

蹒跚闪避(Staggering Evasion,Ex):在2级时,只要她还拥有至少1点醉狂点,狂暴饮者就会获得反射闪避(evasion),如同盗贼同名职业能力。该能力取代直觉闪避(uncanny dodge)。

耐药性(Tolerance,Ex):在3级时,只要她还拥有至少1点醉狂点,狂暴饮者就会在对抗会使她反胃(nauseate),中毒(poison)或者恶心(sicken)的效果时,在豁免上获得+1加值。该加值同样在避免成瘾或者其他由于饮酒造成的不良效果的豁免上。该加值在6级时+1,并且之后每3级+1.该能力取代陷阱感知(trap sense)。

精通蹒跚闪避(Improved Staggering Evasion,Ex):在5级时,只要她还拥有至少2点醉狂点,狂暴饮者就会获得精通反射闪避(improved evasion),如同盗贼同名高等盗贼天赋。该能力取代精通直觉闪避(improved uncanny dodge)。

醉到晃(Drunken Swing,Ex):在12级时,一个狂暴饮者可以用一个迅捷动作在进行一次近战攻击前消耗1个醉狂点,来大幅增加她攻击的致命性。她该轮下一次攻击的重击威胁范围增加1(举个例子,20的重击威胁范围会增加到19-20)。这个能力不能和其他拓展武器重击威胁的能力叠加。在16级和之后的20级,野蛮人可以消耗额外1点醉狂点来进一步增加她下一次攻击的重击威胁(最高在20级时增加3点)。该能力取代12级时获得的狂暴之力(rage power)。



(https://i.imgur.com/3qEAgsl.png)炼金物品 AlCHEMlCAL ITEMS
尽管名字这么叫,但是矮人魔啤仍然是炼金物品而不是魔法物品。如果魔法啤酒的效果叠加,分别追踪每一剂效果的持续时间。不同于大部分酒精饮品,下面的魔法啤酒没有像宿醉或成瘾那样的有害影响。可选地,GM可以使用城主手册(Pathfinder RPG GameMastery Guide)第236-237页详述的醉酒和成瘾规则来增强这些酿造品的效果。

石头黑啤(Boulderhead Bock)
价格:25gp 重量:2磅
这款麦芽酒有着浓厚的奶油头部,它创造了一种令人愉快的嗡鸣和兴奋感,使痛苦和冲击的效果变得迟钝,给予饮用者在对抗眩晕(Dazed)、恍惚(staggered)、震慑(tunned)或者对抗任何带有痛苦描述符的效果的豁免骰上+1炼金加值,持续1小时。此外一份石头黑啤给予饮用者1d6点临时生命,专门用来对抗非致命伤害。多份石头黑啤叠加,最多提供+5炼金加值和最大20点临时生命。
炼金配方
配方(4黄金 + 15酒精)/发酵; 工艺DC:19; 时间:1周;工具:酿酒师工具;类型:酒精饮品

冰盖浓啤(Icecap Ale)
价格:40gp;重量:1/2磅。
这种罕见且不寻常的酿造是通过反复部分冷冻的过程强化的,在此过程中浮冰不断被撇去,导致冰盖浓啤比普通啤酒的酒精含量高10倍以上。
冰盖浓啤向饮用者在力量和体质上提供+2炼金加值,以及在对抗胁迫和恐惧的豁免提供+4炼金加值。持续1分钟。然而,在最初的体能激增之后,饮酒者变得疲乏,并且在基于敏捷和力量的技能检定中受到-4的惩罚,持续1小时。此外,饮酒者在饮用冰盖浓啤后的1d4分钟内失去了对所发生事件的所有记忆;成功的DC20强韧豁免避免这种记忆丧失。在初始剂量后的一小时内,饮入额外剂量的冰盖浓啤导致饮酒者恶心(Sicken)1分钟(而不是获得力量和体质的加值)并遭受冰盖浓啤的所有负面影响。
炼金配方
配方(50酒精+ 40尿素)/蒸馏; 工艺DC:20; 时间:1周;工具:酿酒师工具;类型:酒精饮品

长须酸啤(LongBeard Lambic)
价格:20gp;重量:1磅
长须酸啤是已知最古老的矮人啤酒之一,用野生的空气酵母菌和培养物——特别是那些比寻天之旅开始早的多的就用于酿造的黑暗洞穴中生长的——进行发酵。长须酸啤对神经系统有支持作用。如果饮用者疲乏、战栗或者恍惚,她可以在喝下长须酸啤后忽略这些状态1d4轮。此外一份长须酸啤可以在相同的持续时间内,将力竭状态降为疲乏或者将恐惧状态将为战栗(由饮用者选择)。如果你在喝下前一份的一分钟内消耗第二份,你必须通过DC15的强韧豁免否则就会反胃1d4轮。同一时间相继饮用的每份增加DC增加5。矮人在该豁免上获得+5种族加值。
炼金配方
配方(3黄金 + 5水银 + 4酒精)/发酵; 工艺DC:18; 时间:1周;工具:酿酒师工具;类型:酒精饮品

龙息苦啤(Wyrm's Breath Bitter)
价格:30gp;重量:1磅
这种略有点绿色的啤酒有一个辛辣而苦的味道。它采用各种恶臭的草药调味,并通过独特的发酵过程进行强烈碳化。有时作为恶作剧给游客,龙息苦啤会使饮用者恶心1d6分钟(强韧DC12无效);矮人在该豁免上获得+5种族加值。在饮下一份龙息苦啤后,饮用者可以用一个移动动作,在半径5尺区域和10尺锥形区域内喷出一个雷鸣般并且恶臭的嗝。在该区域内的生物将会耳聋并且恶心1轮(强韧DC12无效)。饮酒者必须等待1d4轮然后才能再次打嗝,但是在饮用龙息苦啤之后,可以根据需要在10分钟内一直可以打嗝。
炼金配方
配方(2黑火药 + 10硫磺 + 20酒精)/浸提; 工艺DC:21; 时间:1周;工具:酿酒师工具;类型:酒精饮品



新炼金工具 NEW ALCHEMICAL TOOLS
以下新工具(参见第5页)用于制造矮人魔啤。

酿酒师工具(Brewer's Kit)
价格:25gp;重量:50磅
酿酒师工具包括一个搅拌桶,以及用于煮沸和冷却的铜水壶和管道,用于煮沸和冷却,然后使其发酵。 它还包括各种干啤酒花和调味香料。

精制品酿酒师工具(Brewer's kit, masterwork)
价格:75gp;重量:50磅
这个特别精心制作的套件对比普通酿酒师工具,提供了额外的调味品,更多类型的草药和更高质量的工具。一个精制品酿酒师工具对用于生产酒精饮品的工艺(炼金)提供+2环境加值。

DWARVEN MAGIC ALES
Drink is Life

Origin: The Darklands/Five Kings Mountains
Practitioners:Dwarven barkeeps,brewmasters,distillers,and tavern owners
Common Uses:Celebrations,drinking games,drowning sorrows,drunken carousing,inflaming passions

The dwarven tradition of brewing is an ancient one, stemming back before that race's famed Quest for Sky. Once the dwarves emerged onto the surface world, their brewing process evolved from the fermentation of underground mushrooms and tubers into the form recognized today. But while fermenting Golarion's surface crops yields more delicious libations, the resulting beers lack the punch of brews made with Darklands ingredients. By including mind-altering fungi, curative roots, and other unusual additives as well as surface grains and hops, dwarven brewmasters can craft drinkable ales, bitters, and stouts with effects similar to those of the original dwarven brews. While dwarven brews are always strong and never fail to cause the imbiber to become tipsy or downright drunk, what separates the so-called "magic ales" from the mundane brews also popular among the dwarves is that magic ales bestow additional effects beyond intoxication. Such effects vary depending on the brew, but in many cases rival the potency and of true magic potions-hence the name of these amazing concoctions.

DRUNKEN RAGER
(BARBAR1AN ARCHETYPE)
These hotheaded, hard-drinking ruffians and brawlers are as dangerous in the midst of combat as they are in a tavern, and they wouldn't be caught dead without a libation for either occasion.

Drunken Rage (Ex): At 1st level, a drunken rager can drink a unit of ale or other strong alcohol while raging to gain 1 drunken rage point. The act of drinking is a standard action that does not provoke attacks of opportunity. At 1st level, the barbarian can have a maximum of 1 drunken rage point; this maximum increases by 1 every 2 levels thereafter. These drunken rage points last for 1 hour or until spent, whichever comes first. The barbarian can use drunken rage points only while raging. Unless otherwise noted, spending a drunken rage point is a free action.
  A drunken rager can spend i drunken rage point to increase her movement speed by 20 feet for 1 round, provided she is wearing no armor, light armor, or medium armor and is not carrying a heavy load. She can also spend 1 drunken rage point to gain 1 additional round of her rage class feature, which lasts for 1 hour or until used. This ability replaces fast movement.

Staggering Evasion (Ex): At 2nd level, as long as she has at least 1 drunken rage point, a drunken rager gains evasion, as the rogue class feature of the same name. This ability replaces uncanny dodge.

Tolerance (Ex): At 3rd level, as long as she has at least 1 drunken rage point, a drunken rager gains a +1 bonus on saves against effects that would nauseate, poison, or sicken her, as well as saves to avoid addiction or other ill effects
associated with consuming alcohol. This bonus increases by 1 at 6th level and every 3 levels thereafter. This ability replaces trap sense.

Improved Staggering Evasion (Ex): At 5th level, as long as she has at least 2 drunken rage points, a drunken rager gains improved evasion, as the rogue advanced talent of the same name. This ability replaces improved uncanny dodge.

Drunken Swing (Ex): At 12th level, a drunken rager can spend 1 drunken rage point as a swift action before making a melee attack to drastically increase the deadliness of her attack. The critical threat range of her next attack that round increases by 1 (for example, a critical threat range of 20 would increase to 19-20 ). This ability does not stack with any other effect that expands the critical threat range of a weapon. At 16th level and again at 20th level, the barbarian can spend 1 additional drunken rage point to further increase the critical threat range of her next attack (to a maximum critical threat range increase of 3 at 20th level). This ability replaces the rage power gained at 12th level.

AlCHEMlCAl lTEMS
Despite their name, dwarven magic ales are alchemical items rather than magic items. If the effects of a magic ale stack, track the duration of each dose's effects separately. Unlike most alcohol, the magic ales below have no detrimental effects like hangovers or addiction. Optionally, the GM can use the rules for drunkenness and addiction detailed on pages 236-237 of the Pathfinder RPG GameMastery Guide to augment the effects of these brews.

Boulderhead Bock
Price 25 gp; Weight 2 lbs.
This malty ale has a legendarily thick, creamy head. It creates a pleasant buzz and sense of euphoria that dull the effects of pain and concussions, granting the drinker a +1 alchemical bonus on saving throws to avoid becoming dazed, staggered, or stunned, or against any effect with the pain descriptor (Pathfinder RPG Ultimate Magic 138) for 1 hour. In addition, a dose of boulderhead bock grants the drinker 1d6 temporary hit points that apply exclusively against nonlethal damage. Multiple doses of boulderhead bock stack, to a maximum alchemical bonus of +5 and a maximum of 20 temporary hit points.
Alchemical Recipe
Recipe (4 gold + 15 spirit of wine)/fermentation; Craft 19
Time 1 week; Tools brewer's kit; Type alcohol

ICECAP ALE
Price 40 gp; Weight 1/2 lb.
This rare and unusual brew is fortified by a process of repeated partial freezing, during which the ice is continually skimmed off, resulting in a draught with more than 10 times the alcohol content of ordinary ale. Icecap ale grants a +2 alchemical bonus to the drinker’s Strength and Constitution for 1 minute, as well as a +4 alchemical bonus on saving throws against compulsions and fear. However, after this initial surge of energy, the drinker becomes fatigued and takes a –4 penalty on Dexterity- and Strength-based skill checks for 1 hour. In addition, the drinker loses all memory of events that transpired during the 1d4 minutes directly following consumption of a draught of icecap ale; a successful DC 20 Fortitude save negates this memory loss. Additional doses of icecap ale imbibed during the hour following an initial dose cause the drinker to become sickened for 1 minute (instead of gaining a bonus to Strength and Constitution) and to suffer all the negative effects of icecap ale.
Alchemical Recipe
Recipe (50 spirit of wine + 40 urea)/distillation; Craft 20
Time 1 week; Tools brewer's kit; Type alcohol

LongBeard Lambic
Price 20 gp; Weight 1 lb.
One of the oldest known dwarven ales, longbeard lambic is fermented with wild airborne yeasts and cultures, especially those that proliferate in the dank caves where it has been brewed since long before the Quest for Sky began. Longbeard lambic has a bracing effect that shocks the system. If the drinker is fatigued, shaken, or staggered, she can ignore these conditions for 1d4 rounds after imbibing longbeard lambic. In addition, a dose of longbeard lambic can reduce the exhausted condition to fatigued or the frightened condition to shaken (drinker’s choice) for the same duration. If you consume a second longbeard lambic within 1 minute of the previous dose, you must succeed at a DC 15 Fortitude save or be nauseated for 1d4 rounds. The DC increases by 5 for each dose imbibed within the same time span. Dwarves gain a +5 racial bonus on this saving throw.
Alchemical Recipe
Recipe (3 gold + 5 quicksilver + 4 spirit of wine)/fermentation; Craft 18
Time 1 week; Tools brewer's kit; Type alcohol

Wyrm's Breath Bitter
Price 30 gp; Weight 1 lb.
This green-tinged brew has a pungent, bitter bite. It’s flavored with a variety of foul smelling herbs and is intensely carbonated through a unique fermentation process. Sometimes given to visitors as a prank, wyrm’s breath bitter causes the drinker to become sickened for 1d6 minutes (Fortitude DC 12 negates); dwarves gain a +5 racial bonus on this saving throw. After drinking a dose of wyrm’s breath bitter, the drinker can, as a move action, unleash a thunderous and noxious belch in either a 5-foot-radius spread or a 10-foot cone. Creatures in the area are deafened and sickened for 1 round (Fortitude DC 12 negates). The drinker must wait 1d4 rounds before belching again, but can belch as often as desired for up to 10 minutes after drinking a wyrm’s breath bitter.
Alchemical Recipe
Recipe (2 black powder + 10 brimstone + 20 spirit of wine)/digestion; Craft 21
Time 1 week; Tools brewer's kit; Type alcohol

NEW ALCHEMICAL TOOLS
The following new tools (see page S) are used to create dwarven magic ales.

BREWER'S KIT
Price 25 gp; Weight 50 lbs.
A brewer’s kit includes a mash tun, as well as copper kettles and piping for boiling and cooling before casking it and allowing it to ferment. It also includes a variety of dried hops and spices for flavoring.

Brewer's kit, masterwork
Price 75 gp; Weight 50 lbs.
This exceptionally crafted kit provides extra spices, a wider variety of herbs, and higher quality tools than a normal brewer’s kit. A masterwork brewer’s kit grants a +2 circumstance bonus on Craft (alchemy) checks to produce alcoholic beverages.
主题: Re: 【AM】炼金术手册(Alchemy Manual)PZO9445
作者: 祈一仔2019-02-02, 周六 16:27:33
真的好酷炫。。。。

感谢大佬的翻译
主题: 魔法烧瓶
作者: 丞相2019-02-12, 周二 15:14:20
浓缩烧瓶(Focusing Flask)
来源:炼金术手册 pg.16
灵光 :中等变化系 施法者等级 :7
位置:无 价格:700gp 重量:1磅
这个球形的彩虹色玻璃瓶可以容纳最多三份相同类型的炼金投炸武器倒入其中,浓缩它们并且不会明显增加重量。如果多种类型的炼金物品被倒入其中,则所有内容物都会被毁灭。这个烧瓶可以作为一个普通投炸武器那样使用,当它被打破,其会释放所有容纳的投炸武器在同一空间,并且浓缩烧瓶会毁坏。如果烧瓶中所容纳的物品通常允许进行一个豁免来减少或者避免其效果,那么浓缩烧瓶的目标则仅需要进行一次豁免,无论其中有几份投炸武器。如果烧瓶中包含两份炼金物品,则其豁免的DC提高2;如果其中容纳了三份炼金物品,则其豁免的DC提高4。
制作条件:制作器物(Craft Wondrous Item),缩物术(shrink item)
制作成本:350gp

精控蒸馏器(Retort of Control)
来源:炼金术手册 pg.16
灵光 :中等变化系 施法者等级 :9
位置:无 价格:13000gp 重量:-
这种水晶蒸馏器是由隐藏的几十个水晶碎片精心制作而成。当光线透过蒸馏器照射时,内部的混合物像金色的火炬一样发光。精控蒸馏器可用于快速和精确地执行自发炼金术。使用此工具时,蒸馏和升华只需10分钟即可完成。此外,如果使用者在使用自发炼金术来创建炼金术物品时使用蒸馏器作为额外的制作工具来说出命令词,则她可以指定一种生物类型或生物子类型。创建的炼金术物品不会影响指定生物类型或子类型的生物——炼金术武器不会直接击中或通过溅射对此类生物造成伤害,炼金术药物对此类生物无效,诸如此类。
制作条件:制作奇物(Craft Wondrous Item),加速术(haste),审判烙印(mark of justice)
制作成本:7500gp

有翼瓶(Winged Bottle)
来源:炼金术手册 pg.16
灵光 :中等塑能系 施法者等级 :3
位置:无 价格:1620gp 重量:1磅
这个天蓝色的玻璃瓶的顶部有一只银鹰雕塑缠绕着瓶口。有翼瓶可以用一个会引发借机攻击的标准动作填充上炼金投炸武器。每天三次,通过命令词,瓶子可以展开水晶翅膀并飞行。拥有者可以通过一个移动动作将有翼瓶移动到130尺内的任意空间。如果没有方向,则瓶子原地漂浮。在飞行时,瓶子可以倒掉其填充物进行一次投炸武器攻击,攻击加值为以3+拥有者敏捷调整值。拥有者必须有瓶子的视线才能引导它。激活后3个回合,有翼瓶会失去飞行能力,并安全的漂浮着陆。
制作条件:制作奇物(Craft Wondrous Item),加速术(haste),审判烙印(mark of justice)
制作成本:7500gp

药性催化之瓶 Vial of Efficacious Medicine
来源:炼金术手册 pg.16
灵光:微弱咒法系,施法者等级 5
装备位置:无,价格:7000GP,重量:-
  在装进药液以后,这个用烟熏玻璃塑成的圆滚滚的小瓶子会让其中的容纳物变得更为乌黯,同时产生小小的发光微粒。一只药性催化之瓶可以最多装进一剂炼金药(Alchemical Remedies),比如解毒剂(Antitoxin)或抗生素(Antiplague),将炼金药倒进这个小瓶里需要一个会引发借机攻击的标准动作。当制剂被倒进药性催化之瓶并容纳在其中以后,这些制剂在它们可以提供的在豁免检定,其他检定,防御等级或CMD上的炼金加值额外增加2点,这些额外加值视为增强加值。除此之外,使用药性催化之瓶容纳的制剂的生物会被治疗1d8+5点伤害。药性催化之瓶每天最多可以被使用3次。
制造需求:制造奇物,治疗轻伤,万灵秘药(Polypurpose Panacea)UM
制作成本:3500gp

Focusing Flask
Aura moderate transmutation; CL 7th
Slot none; Price 700 gp; Weight 1 lb.
Description
This round, rainbow-hued glass flask allows up to three alchemical splash weapons of the same type to be poured into it, concentrating them such that they never increase its weight noticeably. If multiple types of alchemical items are poured in, all the contents are ruined. The flask can be thrown as a normal splash weapon, and when it breaks, it releases all of the contained splash weapons in the same space, and the focusing flask is destroyed. If the items held within the flask normally allow a saving throw to reduce or negate the effects, the target of a focusing flask needs to succeed at only a single saving throw, regardless of the number of items held within the focusing flask. The DC of the saving throw increases by 2 if the flask contains two alchemical items, or by 4 if it contains three items.
Construction
Requirements Craft Wondrous Item, shrink item; Cost 350 gp

Retort of Control
Aura moderate transmutation; CL 9th
Slot none; Price 13,000 gp; Weight —
Description
This crystal retort was meticulously crafted from the hides of a dozen shattered crysmals. When light is shone through the retort, the concoction within glows like a golden torch. A retort of control can be used to perform spontaneous alchemy (see pages 4–5) with speed and precision. Distillation and sublimation can be carried out in merely 10 minutes when using this tool. In addition, if the user speaks a command word while using spontaneous alchemy to create an alchemical item with the retort as an additional crafting tool, she can designate one creature type or creature subtype. The created alchemical item does not affect creatures of the designated creature type or subtype—alchemical weapons do not harm such creatures on a direct hit or with splash damage, alchemical remedies do not work on such creatures, and so on.
Construction
Requirements Craft Wondrous Item, haste, mark of justice; Cost 7,500 gp

Winged Bottle
Aura moderate evocation; CL 3rd
Slot none; Price 1,620 gp; Weight 1 lb.
Description
This sky-blue glass bottle sports a sculpture of a silver eagle wrapped around the top of the glass. A winged bottle can be filled with the contents of an alchemical splash weapon as a standard action that provokes attacks of opportunity. Three times per day, on command, the bottle sprouts crystalline wings and takes flight. The owner can move the winged bottle to any space within 130 feet as a move action; if given no direction, the bottle floats in place. While flying, the bottle is able to drop its contents as a splash weapon with an attack bonus equal to 3 + the owner’s Dexterity modifier. The owner must have line of sight to the bottle in order to direct it. Three rounds after being activated, a winged bottle loses the power of flight and drifts safely to ground.
Construction
Requirements Craft Wondrous Item, spiritual weapon; Cost 810 gp

Vial of Efficacious Medicine
Aura faint conjuration; CL 5th
Slot none; Price 7,000 gp; Weight —
Description
This bulbous bottle is crafted of smoked glass and causes any liquid contained within to take on a significantly darker cast and twinkle with motes of beautiful white light. A vial of efficacious medicine can hold a single dose of an alchemical remedy, such as antitoxin or antiplague. Loading a remedy into the vial is a standard action that provokes attacks of opportunity. When an alchemical remedy is imbibed or applied from the vial, any alchemical bonus it grants on saving throws or checks or to AC or CMD increases by 2. Treat this increase as an enhancement bonus. In addition, the user is healed of 1d8+5 points of damage. A vial of efficacious medicine can be used up to three times per day.
Construction
Requirements Craft Wondrous Item, cure light wounds, polypurpose panacea (Pathfinder RPG Ultimate Magic 232); Cost 3,500 gp
主题: 勒彼斯塔德人造人
作者: 丞相2019-02-12, 周二 17:28:14
勒彼得斯塔德人造人

有伦理疑虑的肉体工程
起源:乌斯塔拉夫的勒彼得斯塔德大学
习艺者:知识渊博的施法者,渴望权力的贵族,凯尔玛克伯爵(Caromarc)的学生
常见用法:间谍,模仿,侦察,破坏,诡计

制造人造人的艺术是勒彼得斯塔德大学最著名的研究领域之一,而人造人课程和研讨会也是最受欢迎的课程之一。大学的一些教师发现这些小型试验室的创造类人生物的研究令人厌恶并且不道德。因为这些人造人会时不时地自发地发展出自己的个性(以及,良知)。这导致学校全面禁止开设有关人造人创造和修改的高级课程。
     这所大学的一些教员继续秘密地练习被禁止的人造人创造和改造技巧,但只有退休的阿尔彭·凯尔玛克(Alpon Caromarc)伯爵愿意教授这些课程。凯尔玛克伯爵对被承认的强烈渴望有时压倒了他对隐私的渴望。虽然伯爵只是通过秘密通信来传递他的方法,但谣言四起,说他继续他的人造人工作,以及其他一些道德上的问题的实验。



强化人造人 IMPROVED HOMUNCULI
制造人造人的原始规则出现在《怪物图鉴》(Pathfinder RPG Bestiary)的第176页。一名具有制造构装体(Craft Construct)专长的角色可以使用下述规则创造具有额外新能力的人造人。
    创造具有一个或多个改装的人造人,制造者必须在执行创造人造人的仪式中,加入大量特定试剂(以列在各个改装下的价格代替)。人造人每有价值1000金币的额外能力,制造的工艺检定DC提高1(至少+1)。
    制造者也能通过一个简短的外科手术,为一个已经存在的人造人添加新的能力。为此,制造者必须购买必要的试剂并做一个成功的医疗检定(DC等于创造一个这样人造人所需的工艺检定)。
酸性吐息(Acid Breath):通过蒸馏硫磺和王水,制造者能赐予人造人吐出15尺线性酸液的能力。这是一种喷吐武器,造成1d6/2HD的强酸伤害。该伤害能被成功的反射闪避减半(DC10+1/2HD)。价格:+1500金币。
全视之眼(Extra Eyes):通过在人造人身上添加银箔的方式,制造者能赋予其额外的眼,使它得到全域视野(All-Around Vision, Pathfinder RPG Bestiary2 294)特殊能力并且在察觉上得到+4的种族加值。价格:+4000金币。
类法术能力(Spell-Like Ability):制造者如在制造人造人的过程中掺入10份相同的药水,就能赋予其每天一次以类法术能力使用该法术的能力。价格:消耗药水的总价。
喷吐毒液(Spit Poison):通过在人造人中加入黄金和雄黄的方式,制造者能给与其喷吐自身毒液的能力,这是一次不造成伤害的远程接触攻击但是让受害者受到毒液影响如同这是接触性毒素。这个能力有15尺射程,没有射程增量。价格:+6000金币。
强韧表皮(Toughened Hide):通过在人造人身上加入钻石尘和寒铁,制造者能增加其AC上的天生护甲加值1、2或3。价格:+1000金币(+1),+4000金币(+2)或+9000金币(+3)。
声音(Voice):通过加入少许月露酒(dew of lunary)和白金的方式,制造者能赋予其开口说话的能力,并且声音微妙地听上去像是主人小型化的版本。价格:+500金币。



(https://i.imgur.com/4oPiqN4.png)炼金物品 Alchemical Items
以下物品在勒彼得斯塔德大学的秘密的人造人制造者中很受欢迎。

变色龙软膏(Chameleon Ointment)
价格:20gp 重量:-
当应用于人造人的皮肤时(需要1分钟时间),这种软膏可以让生物的身体改变颜色和图案,使其与周围环境相匹配。人造人在24小时内的潜行检定上获得+4环境加值。软膏也可以用于其他生物,只要他们是中体形或者更小的生物,并且不穿着盔甲或衣物阻挡皮肤,但是其加值减少到+2。
炼金配方
配方(1金+12银+12尿素)/蜡化;工艺DC:20 时间:10分钟;工具:坩埚;类型:炼金药

自由本质(Essence of Independence)
价格:80gp 重量:-
摄入时,这种稀薄的血清唤醒了你独立行动的潜力。如果你受到一种影响心灵效果的影响,你会得到一个新的拥有+4炼金加值的豁免机会来打破该效果(你每天只能获得这一增益一次)。如果血清被一个受到链接的生物摄入,诸如魔宠、动物伙伴、链接坐骑或者人造人,改生物将不再受其主人意志约束,持续10分钟时间。它在攻击检定、豁免检定、技能检定、和属性检定上获得+2士气加值,并且对找到自己的行事方式富有兴趣。在此期间,它对主人的态度可能会发生巨大变化,这取决于主人过去如何对待它。一旦此效果的持续时间结束,该生物将再次受其主人的意志约束。
炼金配方
配方(8月露酒+10金+22酒精)/升华;工艺DC:25 时间:1天;工具:蒸馏器;类型:炼金药

人造人御主眼药水(Eye drops of the unseen master)
价格:150gp 重量:- lb.
这种明粉色的液体可以以一个标准动作滴入一名自愿的人造人的眼内。如果你是这个人造人的御主,你可以通过闭上你自己的眼睛并且进入专注,来利用人造人的眼睛视物,并且人造人可以通过同样的方法来通过你的眼睛视物。这个眼药水也可以延长和人造人的心灵链接1公里距离。眼药水的效果会在1天之后消失。
炼金配方
配方(20月露酒+20硝石+80酒精)/蒸馏;工艺DC:25 时间:1天;工具:蒸馏器;类型:炼金药

人造人黏土 (Homunculus clay)
价格:2250gp 重量:-
这种稠密的黏土装在一个罐子里头,上面刻印这可以用其中的内容物制造出什么样的生物。在一勺人造人黏土中加入一滴鲜血,你可以创造出一个临时的人造人,在一轮内黏土会变得坚固并且获得活力。他会视使用血液的角色为其御主。一个小时后,黏土人造人会干枯并死亡,迅速的腐化成粘稠的软泥。列出一罐的价格包括三份人造人黏土。
炼金配方
配方(20月露酒+20硝石+80酒精)/蒸馏;工艺DC:25 时间:1天;工具:蒸馏器;类型:炼金药

忠诚输液(Loyalty Transfusion)
价格:625gp 重量:-
这种血清将一个人造人的忠诚从一个御主转移到另一个御主身上。 为了使其起作用,人造人现在的御主和未来的御主必须各自将一滴血液放入浆液中。当对应的人造人喝下这份混合物后,他就会未来的御主为其主人。所有权的变化也会导致人造人的阵营变化以匹配其新的御主。
炼金配方
配方(200水银+150雄黄+200酒精)/蒸馏;工艺DC:30 时间:1天;工具:蒸馏器;类型:炼金药

容貌输液(Semblance Transfusion)
价格:300gp 重量:-
当与一滴人类血液相结合时,这种溶液会使喝下它的人造人长到小体型,并且使用血液的对象的外表。如果人造人能说话,它的声音会变得与主体相似。人造人的占据和触及变成5尺,失去啮咬攻击。但是其他数据不变。这种转变会持续25小时。人在人在作为主体出现的易容检定上获得+10的环境加值。但是除非主体是一名半身人、侏儒、儿童或者其他小体型生物,否则人造人会比主体要矮。
炼金配方
配方(110镁+200银+100酒精)/蒸馏;工艺DC:25 时间:1天;工具:蒸馏器;类型:炼金药

静默沙尘(Silence dust)
价格:60gp 重量:1磅
这种灰白色粉末可以作为投炸武器扔出,抑制住以它为中心半径15尺球形范围内的所有声音。要注意到尘雾中或对面传来的声音所需的察觉检定受到-10减值。又或者,以一个标准动作将之涂抹于脚上,则在避免走路时被听到的隐匿检定获得+5环境加值。粉尘在散去前有效时间为1分钟。
炼金配方
配方(12月露酒+40没药)/煅烧;工艺DC:20 时间:1小时;工具:坩埚;类型:炼金工具

Homunculi of Lepidstadt
Ethically Dubious Flesh-Engineering

Origin:University of Lepidstadt, Ustalav
Practitioners:Knowledgeable spellcasters, power-hungry aristocrats, students of Count Caromarc
Common Uses: Espionage, impersonations, reconnaissance, sabotage, tricky

The art of homunculus crafting is one of the most prominent fields of study at the University of Lepidstadt, and homunculus classes and seminars are some of the best attended. Some among the university's faculty find the study of these small laboratory-created humanoids abhorrent or unethical since homunculi have been known to spontaneously develop their own personalities (and thus, consciences)

IMPROVEO HOMUNCULI
The original rules for creating homunculi appear on page 176 of the Pathfinder RPG Bestiary. A character with the Craft Construct feat can use the following rules to create homunculi with new abilities in addition to those normally possessed by homunculi.
    To create a homunculus with one or more improvements, the crafter must include large quantities of certain reagents (represented by the price listed for each of the improvements below) while performing the ritual to create a homunculus. For every i,ooo gp worth of additional abilities to be granted to the homunculus, the DC of the Craft check to create the homunculus increases by 1 (minimum +1).
    The crafter can also add new abilities to an surgical procedure. To do so, the crafter must purchase the necessary reagents and make a successful Heal check (DC equal to the DC of the Craft check necessary to create such a homunculus from scratch).

 Acid Breath: By distilling brimstone and aqua regia, a crafter can bestow upon the homunculus the ability to spit a is-foot-line of acid. This is a breath weapon that deals id6 points of acid damage per 2 Hit Dice of the homunculus. The damage from this attack can be halved with a successful Reflex save (DC io + i/2 the homunculus'sHD). Price: +i,500 gp.
 Extra Eyes: By adding silver shavings to the homunculus, a crafter can imbue it with additional eyes, granting it the all-around vision special quality (PatYifinder RPG Bestiary 2 294) and a +4 racial bonus on Perception checks. Price: +4,000 gp.
 Spell-Like Ability: By incorporating 10 potions of the same spell in the homunculus's creation, a crafter can imbue the homunculus with the power to use that spell once per day as a spell-like ability. Price: Total cost of the potions used.
 Spit Poison: By adding gold and realgar to the homunculus, a crafter can give it the ability to spit its poison as a ranged touch attack that deals no damage but exposes the victim to the poison's effect as though it were a contact poison. The ability has a range of is feet with no range increment. Price: +6,ooo gp.
 Toughened Hide: By adding diamond dust and cold iron to the homunculus, a crafter can increase its natural armor bonus to AC by i, 2, or 3. Price: +i,ooo gp (+i), +4,ooo gp (+2), or +9,ooo gp (+3).
 Voice: By adding dew of lunary and platinum to the homunculus, a crafter can grant it the ability to speak in a voice that sounds eerily like a diminutive version of its master's. Price: +500 gp.

AlCHEMlCAl lTEMS
The following items are popular among clandestine homunculus crafters at the University of Lepidstadt.

Chameleon Ointment
Price 20 gp; Weight —
When applied to a homunculus’s skin (which takes 1 minute), this ointment causes the creature’s flesh to shift color and pattern reflexively to match its surroundings. The homunculus gains a +4 circumstance bonus on Stealth checks for 24 hours. The ointment can also be applied to other creatures as long as they are Medium or smaller and wear no clothing or armor to obstruct their skin, but the bonus is reduced to +2.
Alchemical Recipe
Recipe (1 gold + 12 silver + 12 urea)/ceration; Craft 20
Time 10 minutes; Tools crucible; Type alchemical remedy

Essence of Independence
Price 80 gp; Weight —
When ingested, this thin serum awakens your potential for independent action. If you are under the influence of a mindaffecting effect, you receive a new saving throw with a +4 alchemical bonus to break the effect (you can gain this benefit only once per day). If the serum is ingested by a bonded creature such as a familiar, animal companion, bonded mount, or homunculus, the creature ceases to be bound to its master’s will for 10 minutes. It gains a +2 morale bonus on attack rolls, saving throws, skill checks, and ability checks, and becomes interested in finding its own way of doing things. Its attitude toward its master might change drastically during this time, depending on how the master has treated it in the past. As soon as the duration of this effect ends, the creature becomes bound to its master’s will again.
Alchemical Recipe
Recipe (8 dew of lunary + 10 gold + 22 spirit of wine)/sublimation; Craft 25
Time 1 day; Tools retort; Type alchemical remedy

Eye drops of the unseen master
Price 150 gp; Weight —
This bright pink liquid can be added to the eyes of a willing homunculus as a standard action. If you are the homunculus’s master, you gain the ability to see through the homunculus’s eyes by closing yours and concentrating, and the homunculus can see through yours in the same fashion. The eye drops also extend the range of the homunculus’s telepathic link to 1 mile. The effects of the eye drops fade after 1 day.
Alchemical Recipe
Recipe (20 dew of lunary + 20 Saltpetrt + 80 spirit of wine)/distillation; Craft 25
Time 1 day; Tools retort; Type alchemical remedy

Homunculus clay
Price 150 gp; Weight —
This bright pink liquid can be added to the eyes of a willing homunculus as a standard action. If you are the homunculus’s master, you gain the ability to see through the homunculus’s eyes by closing yours and concentrating, and the homunculus can see through yours in the same fashion. The eye drops also extend the range of the homunculus’s telepathic link to 1 mile. The effects of the eye drops fade after 1 day.
Alchemical Recipe
Recipe (20 dew of lunary + 20 saltpeter + 80 spirit of wine)/distillation; Craft 25
Time 1 day; Tools retort; Type alchemical remedy

Loyalty Transfusion
Price 625 gp; Weight —
This serum transfers a homunculus’s loyalty from one master to another. In order for this to work, the homunculus’s current master and its master-to-be must each place a drop of their blood into the serum. When an appropriate homunculus drinks this concoction, it thereafter treats the master-to-be as its master. The change in ownership also causes the homunculus’s alignment to change to match that of its new owner.
Alchemical Recipe
Recipe (200 quicksilver + 150 realgar + 200 spirit of wine)/distillation; Craft 30
Time 1 day; Tools retort; Type alchemical remedy

Semblance Transfusion
Price 300 gp; Weight —
When combined with a drop of a humanoid’s blood, this solution allows the homunculus that drinks it to grow to size Small and assume the likeness of the subject whose blood was used. If the homunculus can speak, its voice changes to resemble that of the subject. The homunculus’s space and reach become 5 feet and it loses its bite attack, but otherwise its statistics remain unchanged. This transformation lasts 24 hours. The homunculus gains a +10 circumstance bonus on Disguise checks to appear as the subject, but unless the subject is a halfling, a gnome, a child, or another Small humanoid, the homunculus is likely shorter than the subject.
Alchemical Recipe
Recipe (110 magnesium + 200 silver + 100 spirit of wine)/distillation; Craft 25
Time 1 day; Tools retort; Type alchemical remedy

Silence Dust
Price 60 gp; Weight 1 lb.
This ashen powder can be thrown as a splash weapon, muffling all sound within a 15-foot-radius sphere centered on the point of impact. Perception checks to notice sound emanating from or passing through the cloud take a –10 penalty. Alternatively, applying a dose of silence dust to your feet as a standard action grants you a +5 circumstance bonus on Stealth checks to avoid being heard while walking. The dust is effective for 1 minute before it disperses.
Alchemical Recipe
Recipe (12 dew of lunary + 40 myrrh)/calcination; Craft 20
Time 1 hour; Tools crucible; Type alchemical tool

特别鸣谢:希尔;白嫖了大段翻译,真爽。
主题: Re: 【AM】炼金术手册(Alchemy Manual)PZO9445
作者: 丞相2019-02-13, 周三 12:37:28
奇奥尼炼金箭矢

来自远处的危险
起源地:奇奥尼的依艾达拉
习艺者:精灵游侠,魔法兽猎手,热爱弓术的炼金术士,非传统陷阱师
常见用法:射箭比赛,狩猎,远距离打击,特技射击

奇奥尼的精灵们擅长从该国森林中生长的植物中制造试剂,有些人甚至知道用这些植物的炼金能量注入箭头和其他远程武器的秘密。最有才华的奇奥尼炼金术士可以在飞行中制作这样的炼金术箭,让他们根据情况需要选择和制造他们的弹药。
    尽管炼金箭矢的技艺已经被奇奥尼使用了上千年,但是在内海的其他地方仍然鲜为人知。精灵射手并没有公开炫耀这种古老工艺的优点,但其实也没有刻意隐藏他们的炼金术方法。与奇奥尼射手共同探险的那些弓箭手和远程战术家,可能希望在他们的精灵同伴中找到老师,事实上,一些奇奥尼战士很乐意分享他们的方法。


炼金箭矢 Alchemical Arrows
以下是奇奥尼精灵们设计的炼金箭矢样本。除非另外提及,这些炼金箭都只会对一次攻击生效,无论是否命中目标。尽管精灵们创造了这些配方,但是任何一个炼金师都可以使用这些配方来制造箭矢或者弩矢。
    列出的成本是针对非精致品炼金箭矢的;精制品版本需要比列出的价格每只高6gp。除非特别标注,否则20根箭矢重3磅。
    炼金弹药规则首次出现在《玩家伴侣:格拉里昂的精灵》,本章将扩展这些规则并为Pathfinder RPG更新它们。

     其他类型的弹药(Other Types of Ammunition):虽然奇奥尼的射手们更倾向于使用炼金箭而非其他投射武器,但是角色可以使用其他弹药或者造成穿刺伤害的投射武器(例如弩箭,飞镖,以及手里剑)来携带炼金效果。除了不同的基础数据外,这些替代类型的炼金术弹药的效果与此处列出的炼金术箭头相同。 然而,枪械弹药不能填充炼金成分,伤害类型不是穿刺的弹药也不行。
效果名DC 重量 制作时间 价格
流血(Bleeding)25  - 1小时 160GP
耐用(Durable)25  - 1小时 1GP
染色(Dye)25  - 10分钟 1GP
磁石(Lodestone)25  - 1小时 10GP
信息(Pheromone)25  - 10分钟 15GP
圣水(Raining)25  - 10分钟 30GP
渐燃(SlowBurn)25  - 10分钟 100GP
破片(Splintercloud)25  - 10分钟 25GP
纠缠(Tangleshot)25  - 10分钟 20GP
绊足(Trip)25  - 10分钟 40GP

效果详述

流血
配方:(30 darkwood + 90 没药 + 25 realgar)/暴露
工具:
效果:流血弹药命中敌人时会造成正常伤害以及1点流血伤害。重击不会倍率计算流血伤害。
A bleeding arrow deals normal damage when it hits a creature and deals 1 point of bleed damage. A critical hit does not multiply the bleed damage
(https://i.imgur.com/az5X4lu.png)
耐用
配方:(1 寒铁 + 1 没药)/暴露
工具:
效果:耐用弹药不会因为正常使用而损坏,无论是否击中了目标;除非耐用弹药丢失,一发弹药可以被取回并重新使用。耐用弹药可以被其他方式破坏(例如刻意折断,击中一个火元素等等)。一发拥有增强加值或魔法武器特殊效果的魔法耐用弹药只会在第一次使用时获得这些效果,然后耐用弹药变成非魔法性弹药,并且它可以被再次使用或附魔。
Durable arrows don't break with normal use, whether or not they hit their target; unless a durable arrow goes missing, an archer can retrieve and reuse it again and again. Durable arrows can be broken in other ways (such as deliberate snapping, hitting afire elemental, and so on) . A magical durable arrow with an enhancement bonus or magic weapon special ability applies these magical effects only the first time it is used-afterward, the durable arrow becomes nonmagical, and it can be reused or imbued with magic again.
染色
配方:(1 寒铁 + 1 磷)/培土;
工具:
效果:使用染色弹药射击是一次接触攻击;被染色弹药击中的生物不会受到伤害但是它会被黑色,蓝色,绿色或者红色彩弹复盖1平方英尺表面。在最初72小时内,这些彩弹造成的污渍不能被魔法以外的方式洗掉,但是会在2周后完全褪色。
Firing a dye arrow is a ranged touch attack; a creature struck by a dye arrow takes no damage but is splashed with enough black, blue, green, or red marker dye (Pathfinder RPG Ultimate Equipment 104) to coat about 1 square foot. The stain caused by marker dye cannot be washed off except with magic for the first 72 hours, but fades completely after 2 weeks.
磁石
配方:(8 没药 + 6 盐 + 4 银)/暴露
工具:
效果:你使用磁石弹药对穿戴金属盔甲或者由金属制成的生物时,会在攻击检定中获得+4环境加值,但是这个有磁性的弹药在成功击中目标时只会造成一半的伤害。在你激活一发磁石弹药1轮之后,它的增强磁性会褪去,之后变回一发普通的弹药。
You gain a +4 circumstance bonus on attack rolls when firing a lodestone arrow at a target wearing metal armor or a target made of metal, but the magnetized arrow deals only half damage on a successful hit. The increased magnetism fades 1 round after you activate a lodestone arrow, after which it becomes a normal arrow.
信息
配方:(10 没药 + 10 盐 + 14 尿素)/凝胶
工具:炼金实验室
效果:这发弹药的顶部被包裹了一层会与血液和汗液发生反应的物质,释放出一种强烈的气味因此对于大多数捕食者会认为那是一种受伤猎物的气味,而其他生物仅仅是讨厌这个气味。任何拥有灵敏嗅觉的生物在攻击被信息弹药标记的目标时攻击和伤害检定获得+2环境加值。这个效果持续1小时或者直到目标花费1分钟洗掉这些物质。
The arrowhead of this arrow is coated with potent substances that react to blood and sweat, releasing a strong aroma that most predators recognize as the scent of tasty injured prey and other creatures perceive as merely unpleasant. Any creature with the scent ability gains a + 2 circumstance bonus on attack and damage rolls against a target marked with a pheromone arrow. This effect lasts for 1 hour or until the target spends 1 minute washing it off.
圣水
配方:(3 寒铁 + 3 暗木 + 1瓶圣水)/煅烧
工具:坩埚(crucible)
效果:这种弹药内储存了圣水并且设计成受到冲击便爆散开来。一发圣水弹药会通常正常造成伤害并且目标视为被一瓶圣水击中;临近的生物也会受到溅射效果。一发圣水弹药会因为它的重量在攻击检定中承受-2罚值。
This thick-shafted arrow contains a reservoir of holy water and is designed to burst upon impact. A raining arrow damages the target as normal, and also treats the target as though it had been struck by a direct hit from a thrown vial of holy water; adjacent creatures take splash damage from this effect. A raining arrow imparts a -2 penalty on attack rolls because of its weight.
渐燃
配方:(70 镁 + 80 没药 + 25 磷)/凝胶
工具:炼金实验室
效果:如果你使用渐燃弹药击中了一个目标,它会正常造成伤害,但是在你下一回合开始时,这发弹药会爆炸起火并且对目标造成1D6点火焰伤害。
IF you hit a target with a slow burn arrow, it deals damage as normal, but at the beginning of your next turn, the arrow bursts into flames and deals 1d6 points of fire damage to the target.
破片
配方:(28 没药 + 30 盐)/培土
工具:
效果:一旦成功命中目标,这发破片弹药会正常造成伤害,同时它会自行解体,对目标爆射出锋利的骨质碎片。这些碎片对目标以及任何邻接目标的生物造成1D3点穿刺伤害(反射DC18无效)
On a successful hit, a splintercloud arrow deals normal damage as it tears itself apart, creating a burst of razorsharp bone shards centered on the target. These shards deal 1 d3 points of piercing damage to the target and any creatures adjacent to the target (Reflex DC 18 negates) .
纠缠
配方:(18 没药 + 26 尿素)/凝胶
工具:炼金实验室
效果:使用纠缠弹药射击是一次接触攻击;弹药不会造成伤害,但是目标会被炼金粘合剂泼溅。这个效果类似于绊足包,但是有以下调整:反射DC10,力量DC12进行破坏,受到10点挥砍伤害才会被砍断,进行施法时需要进行专注检定DC10。纠缠弹药会因为它的重量在攻击检定中承受-1罚值。
Firing a tangleshot arrow is a ranged touch attack; the arrow deals no damage when it hits, but the target is splashed with the alchemical adhesive. This effect is similar to that of a tanglefoot bag, but with the following adjustments: Reflex DC 1 0, Strength DC 1 2 to break, 1 o points of slashing damage to cut through, concentration DC 1 O to cast spells. A tangleshot arrow imposes a -1 penalty on attack rolls because of its weight.
绊足
配方:(20 寒铁 + 15 镁 + 20 没药)/培土
工具:
效果:如果你使用绊足弹药击中目标,这发弹药不会造成伤害但是对目标施展一次摔拌战技检定,并CMB获得+5加值。在决定CMB或体型罚值时,这种弹药被视为使用这种弹药的生物的体型。
If you hit a creature with a trip arrow, the arrow deals no damage but performs a trip combat maneuver against the target with a Combat Maneuver Bonus of +5. For the purpose of determining Combat Maneuver Bonuses or penalties based on size, the arrow is treated as if it were the size of the creature it was designed for.

Kyonin Alchemical Archey
Dangers from a Distance
Origin:Iadara,Kyonin
Practitioners: Elven rangers, magical beast hunters, toxophilite alchemists, unorthodox trappers
Common Uses: Archery competitions, hunting, ranged warfare, trich shooting

The elves of Kyonin are skilled at crafting reagents from the flora growing in the forests of that nation, and some even know the secrets of infusing arrows and other ranged weapons with the alchemical properties of these plants. The most talented Kyonin alchemists can make such alchemical arrows on the fly, allowing them to choose and craft their ammunition as the situation warrants.
    Although the techniques of alchemical archery have been used for thousands of years in Kyonin, elsewhere along the Inner Sea they are virtually unknown. Elven archers do not openly flaunt the virtues of this ancient craft, but neither do they purposefully obscure their alchemical methodologies. Those fellow archers and ranged tacticians who share adventures with Kyonin archers may hope to find teachers in their elven companions, and indeed, some Kyonin fighters are happy to share their methods.

AtCHEMlCAt ARROWS
What follows is a sampling of alchemical arrows designed by the elves of Kyonin. Unless otherwise stated, these alchemical arrows are only effective for one shot, regardless of whether the shot hits its target. Though elven alchemists created these formulae, any alchemist can use them.
    The listed costs are for one non-masterwork alchemical arrow; a masterwork version costs 6 gp more than the listed price. Unless otherwise noted, 20 arrows weigh 3 pounds.
    The original rules for alchemical archery appeared in Pathfinder Player Companion: Elves of Golarion. This section expands upon those rules and updates them for the Pathfinder RPG.

    Other Types of Ammunition: While Kyonin archers prefer alchemical arrows to other missile weapons, characters can infuse other ammunition and thrown weapons that deal piercing damage (such as crossbow bolts, darts, and shuriken) with alchemical effects. Aside from differing base statistics, these alternative types of alchemical ammunition have effects identical to the alchemical arrows listed here. However, firearm ammunition can't be imbued with alchemical ingredients, nor can ammunition types that don't deal piercing damage.

炼金箭矢原文档案馆都有,自己去搜
白嫖了折剑者绯月的翻译,爽爽。
主题: Re: 【AM】炼金术手册(Alchemy Manual)PZO9445
作者: 丞相2019-02-20, 周三 12:48:08
伊诺皮恩泥怪炼金术

废土毒性武器
起源:耐克斯的伊诺皮恩
习艺者:奥术毒理学家,实验派炼金术师,魔法的工业工厂主
常见用法:附加占卜辅助,废物处理

在伊诺皮恩的早期阶段,其研究人员对计划下一次实验的兴趣远远超过处理此类项目所产生的废物产品。 但是几个世纪以来,废弃的有毒化学物质最终使得伊诺皮恩中心的湖泊不仅污秽和不可饮用,而且还在城市有毒废水中形成了活体泥怪的滋生地。好奇的炼金术士开始放下手中的药水来观察这种奇怪而意外的现象。不久,有进取心的学者开始尝试复制这些奇怪生物的进化过程。泥怪炼金术从此成为伊诺皮恩的标志性行业,而那些试图涉足原始生命的人无法越过不研究这神奇的工艺。

制造泥怪 OOZE Crafting
在伊诺皮恩,泥怪培养的技艺不仅巩固了传统炼金术的地位,也为其制造业注入了坚实的基础。

创造泥怪(CRAFT OOZE)(造物专长)
你可以用炼金术来制造危险的泥怪生物。
先决条件:制造药剂,制造奇物,工艺(炼金)3级,施法者等级5级。
专长效果:你可以如同制造魔法物品一般制造活体泥怪。创造泥怪生物每500gp制造成本,就需要一天的时间。要创造一个泥怪,你必须有一个泥怪瓮(见下文)。你必须使用价值相当于泥怪制造成本的原材料,并且你必须成功通过工艺(炼金)检定(DC10 + 2*泥怪CR)。失败的检定会摧毁使用的原材料,而失败超过5点以上则会导致泥怪攻击制造者。新创造出来的泥怪拥有其HD的平均生命值。使用该专长创造出来的泥怪时无意识并且不受控制的,甚至类似slithering trackers这种通常拥有智力的泥怪,以这种方法创造出来也是没有智力属性,并且不会忠于其创造者的。
    虽然通常不能在传统市场上购买泥怪生物,但是希望在游戏中包含这种选项的GM——也许可以让黑市商品出售的泥怪——只需要将特定泥怪生物的制造成本加倍,以便找到一个公平的市场价。
    下表列出了一些最常见的可创造泥怪及其创造要求。由GM裁决,其他类型的泥怪生物也可以使用此专长创建。来自探索者怪物图鉴2、3、4的生物用匹配的上标标记。
泥怪制造成本工艺 DC
胶质怪(Gelatinous Cube)1600gp16
灰泥怪(Gray Ooze)3600gp18
滑行猎手(Slithering Tracker)3600gp18
赭冻怪(Ochre Jelly)4900gp20
黑布丁怪(Black Pudding)8100gp24
岩浆怪(Magma Ooze)8100gp24
死亡陷阱怪(Deathtrap Ooze)8100gp26
肉食晶簇(Carnivorous Crystal)16900gp32

泥怪瓮(Oozing Vat)
价格:可变 重量:可变
小型泥怪瓮 1gp 2磅
中型 10gp 20磅
大型 50gp 200磅
超大型 200gp 2000磅
巨型 500gp 10000磅
这些陶瓷大桶由伊诺皮恩中央湖泊疏浚的特殊粘土污泥制成,并注入泥怪蒸馏物。 在大型陶窑中烧制后,泥怪瓮通常嵌入玻璃纤维管,设计用于将电荷输送到生长的泥怪中。想要使用创造泥怪专长来创造泥怪生物,创造者必须使用一个足够大的泥怪瓮来容纳制作的泥怪。



炼金物品 Alchemical Item
对伊诺皮恩泥怪的深入而彻底的研究已经诞生了许多炼金术上发现。

酸性中和剂(Acid Neutralizer)
价格:15gp 重量:-
这种碱性盐可抵消了泥怪的酸特性。 您可以用一个移动动作将酸性中和剂应用于武器或盾牌等装备上。 在之后的1分钟内,任何对应用了中和剂的装备造成的酸伤害减少5点。这不会减少对你或未受保护装备造成的酸性伤害。你可以通过清倒药剂来将一份酸性中和剂应用于泥怪生物。尝试该行为是一个不会引起借机攻击的远程接触攻击。当以此方法使用时,酸性中和剂将会阻止泥怪生物造成酸性伤害(如果正常来说它可以造成酸性伤害),持续1轮。
炼金配方
配方(20硫磺 + 10盐 + 5尿素)/煅烧;工艺DC 15;时间 10分钟;工具:坩埚;类型:炼金武器

膨胀溶液(Bloating Solution)
价格:25gp 重量:-
这个纤细瓶子力装着粘稠的紫色液体,可以作为一个射程增量10尺的泼溅武器向一个泥怪生物进行投掷。如果直接命中,溶液导致一个软泥生物变得臃肿和膨胀,抑制其压缩(compression)能力,并减少任何有泥怪发动的紧勒(constrict),包卷(engulf)和诱捕(entrap)攻击豁免DC2点。膨胀溶液还会减少泥怪生物在决定借机攻击时的5尺触及(最低可致0尺)。膨胀溶液的效果可以持续1分钟。一个受影响的智能泥怪可以通过一个整轮动作尝试通过DC15的强韧检定提前结束效果。
炼金配方
配方(15磷 + 30盐 + 20尿素)/蒸馏;工艺DC 20;时间 10分钟;工具:蒸馏器;类型:炼金武器

凝胶喷雾(Congealer Spray)
价格:15gp 重量:-
这种易挥发的液体通常是从喷雾器中喷射出来,将液体喷射到15尺锥形范围内。凝胶喷雾会使泥怪生物的表面变硬,呈现出皮革般的材质。受到影响区域内的泥怪和植物生物会恍惚1d4轮(强韧DC15忽视)。如果一个受影响的生物拥有分裂(split)防御能力,则无论该生物是否在其豁免检定中成功,他都不能从该能力上获益,直到凝胶喷雾的效果结束。
炼金配方
配方(4雄黄 + 5盐 + 5尿素)/蒸馏;工艺DC 20;时间 10分钟;工具:蒸馏器;类型:炼金武器

干燥油剂(Desiccating Lubricant)
价格:30gp 重量:-
这种油性溶液可以从活着的生物体内抽取水分使其脱水(特别是无定形生物),同时使其表面被一层黏腻的冷汗浸透。干燥邮寄可以作为一个射程增量10尺的泼溅武器来进行投掷。一个活的生物被干燥油剂直接命中会受到1d4点非致命伤害;并且在擒抱、冲撞、卸武的战技检定上承受-2罚值,并在对抗擒抱、冲撞、卸武的CMD上同样承受-2罚值。这些罚值持续1分钟。对于具有泥怪生物和水系亚种生物,干燥油剂造成2d4点致命伤害,并且罚值增加到-4。
炼金配方
配方(25寒铁 + 10盐 + 10尿素)/凝胶;工艺DC 20;时间 10分钟;工具:炼金术士工作台;类型:炼金武器

粘液手雷(Slime Grenade)
价格:100gp 重量:3磅
耐克斯的炼金术师们已经发现了泥怪培养实验遗留下来的大量有毒残留物的几种用途,包括几种被称为粘液手雷的物品。这些卵形陶瓷充满腐蚀性污泥,并用石塞封住。你可以将粘液手雷作为射程增量5尺的泼溅武器投掷。成功的远程接触攻击会在目标身上溅上一层绿色粘液,对该生物造成2d6点酸性伤害。如果目标穿戴着木制或者金属盔甲或者持用木制或金属盾牌,粘液手雷会击穿命中的材料,对装备造成3d6点酸性伤害,并且忽视其硬度。粘液手雷溅射半径内的生物不会受到伤害,但是他们所装备的任何木制或者金属盔甲或盾牌会受到1d6点伤害(忽视硬度)。受影响的生物可以尝试一次DC15的反射检定来将对其装备造成的伤害减半。
炼金配方
配方(50磷 + 75水银 + 50尿素)/凝胶;工艺DC 25;时间 10分钟;工具:炼金术士工作台;类型:炼金武器

(https://i.imgur.com/xqkfPdg.png)
Oenopion Ooze Alchemy
Toxic Waste Weapons

Origin: Oenopion,Nex
Practitioners: Arcane toxicologists, experimental alchemists, magical-industrial manufacturers
Common Uses: Fringe divinatory aids, waste disposal

Even in Oenopion's earliest days, its researchers were far more interested in planning their next experiments than in dealing with the waste products such projects created. Centuries of discarded toxic chemicals eventually made the lake at Oenopion's center not only foul and undrinkable, but also a breeding ground for living oozes formed from the city's noxious effluents. Curious alchemists set aside their potions to observe the strange and unexpected phenomenon. Before long, enterprising scholars began attempts to replicate the evolutionary processes of these strange beings. Ooze alchemy has since become a trademark industry of Oenopion, and those seeking to dabble in primordial life need look no further than this enigmatic craft.

OOZE Crafting
In Oenopion, the art of ooze cultivation has more than cemented its place alongside traditional alchemy and construct manufacturing.

CRAFT OOZE (ITEM CREATION)
You can use alchemy to create dangerous ooze creatures.
Prerequisites: Brew Potion, Craft Wondrous Item, Craft (alchemy) 3 ranks, caster level 5th.
Benefit: You can create living oozes as though they were magical items. Creating an ooze creature takes 1 day for each 500 gp in its construction cost. To create an ooze, you must have access to an oozing vat (see below), you must use up raw materials worth the construction cost of the ooze, and you must succeed at a Craft (alchemy) check (DC10 + 2*the ooze's CR). A failed check ruins the materials used, while a check that fails by s or more also results in an ooze that attacks its creator for 1d4 waste material. A newly created ooze has average hit points for its Hit Dice. Oozes created with this feat are mindless and uncontrolled, and even normally intelligent oozes like slithering trackers that are created this way have no Intelligence score-nor any loyalty to their creator.
    While ooze creatures cannot normally be purchased in traditional marketplaces, GMs who wish to include such an option in their games-perhaps with oozes sold as black market commodities-need only double the construction cost of a specific ooze creature in order to figure out a fair market price.
    The following table lists some of the most commonly crafted oozes and their creation requirements. At the GM's discretion, other types of ooze creatures can be created with this feat. Creatures from Pathfinder RPG Bestiary 2, 3, or 4 are marked with a matching superscript.
OozeConstruction CostCraft DC
Gelatinous cube1600gp16
Gray Ooze3600gp18
Slithering tracker3600gp18
Ochre Jelly4900gp20
Black Pudding8100gp24
Magma Ooze
8100gp
24
Deathtrap Ooze8100gp26
Carnivorous Crystal16900gp32

OOZING VAT
PRICE WEIGHT
varies varies
Oozing vat, Small 1 GP 2 lbs.
Oozing vat, Medium 1 0 GP 20 lbs.
Oozing vat, Large SO GP 200 lbs.
Oozing vat, Huge 200 GP 2,000 lbs.
Oozing vat, Gargantuan 5OO GP 10,000 lbs.
These earthenware vats are made from a special clay sludge dredged from Oenopion's central lake and infused with ooze distillates. After being fired in a massive kiln, an oozing vat is typically embedded with glass-fiber tubing designed to carry electrical charges to growing oozes. In order to craft an ooze creature using the Craft Ooze feat (see page 22), a creator must have access to an oozing vat large enough to contain the created ooze.

AtCH EMlCAt 1TEMS
The deep and thorough study of oozes in Oenopion has produced numerous alchemical discoveries.

Acid Neutralizer
Price 15 gp; Weight —
This alkaline salt counteracts the properties of oozes’ acid. You can apply acid neutralizer to a piece of equipment such as a weapon or shield as a move action. For 1 minute afterward, any acid damage that would be dealt to the protected equipment is reduced by 5 points. This does not reduce acid damage dealt to you or unprotected equipment.
You can apply a dose of acid neutralizer to an adjacent ooze creature by emptying the container on it. Treat this as a ranged touch attack that does not provoke attacks of opportunity. When used in this way, acid neutralizer prevents the ooze creature from dealing acid damage (assuming it is normally able to do so) for 1 round.
Alchemical Recipe
Recipe (20 brimstone + 10 salt + 5 urea)/calcination; Craft 15
Time 10 minutes; Tools crucible; Type alchemical weapon

Bloating Solution
Price 25 gp; Weight —
This thin vial of viscous purple fluid can be thrown at an ooze creature as a splash weapon with a range increment of 10 feet. On a direct hit, the solution causes an ooze creature to become bloated and turgid, suppressing its compression ability and reducing the save DC of any constrict, engulf, and entrap attacks made by the ooze by 2. Bloating solution also reduces an ooze creature’s reach by 5 feet for the purpose of determining when the ooze can make attacks of opportunity (to a minimum reach of 0 feet). The effects of bloating solution last 1 minute. An affected intelligent ooze creature can attempt a DC 15 Fortitude save as a full-round action to end the effect early.
Alchemical Recipe
Recipe (15 phosphorus + 30 salt + 20 urea)/distillation; Craft 20
Time 10 minutes; Tools retort; Type alchemical weapon

Congealer Spray
Price 15 gp; Weight —
This volatile liquid is usually dispensed from a spray atomizer, which disperses the liquid in a 15-foot cone. Congealer spray causes the surface of an ooze creature to stiffen into a leathery material. Ooze and plant creatures in the affected area become staggered for 1d4 rounds (Fortitude DC 15 negates). If an affected creature has the split defensive ability (Bestiary 2 302), it cannot benefit from that ability until the effects of the congealer spray wear off, regardless of whether the creature succeeded at its saving throw.
Alchemical Recipe
Recipe (4 realgar + 5 salt + 5 urea)/distillation; Craft 20
Time 10 minutes; Tools retort; Type alchemical weapon

Desiccating Lubricant
Price 30 gp; Weight —
Category Alchemical Weapons
Description
This oily solution draws water out of living creatures (especially amorphous creatures), simultaneously dehydrating them and drenching their surfaces with a slick, sickly cold sweat. Desiccating lubricant can be thrown as a splash weapon with a range increment of 10 feet. A living creature struck by a direct hit from desiccating lubricant takes 1d4 points of nonlethal damage; a –2 penalty on combat maneuver checks to grapple, bull rush, or disarm; and a –2 penalty to CMD against grapple, bull rush, and disarm checks. These penalties last 1 minute. Against ooze creatures and creatures with the water subtype, desiccating lubricant deals 2d4 points of lethal damage and the penalties increase to –4.
Alchemical Recipe
Recipe (25 cold iron + 10 salt + 10 urea)/congelation; Craft 20
Time 10 minutes; Tools alchemist's lab; Type alchemical weapon

SLIME GRENADE
Price 100 gp; Weight 3 lbs.
The alchemists of Nex have found several uses for the toxic residue left over from their massive ooze cultivating experiments, including a variety of items known collectively as slime grenades. These ceramic ovoids are filled with caustic sludge and capped with a stone plug. You can throw a slime grenade as a splash weapon with a range increment of 5 feet. A successful ranged touch attack coats the target with green slime, dealing 2d6 points of acid damage to the creature. If the target is wearing wooden or metal armor or wielding a wooden or metal shield, a slime grenade eats through the material on a hit, dealing 3d6 points of acid damage to the equipment and ignoring the items’ hardness. Creatures in the splash radius of a slime grenade take no damage, but any wooden or metal armor or shields they are wearing take 1d6 points of acid damage (ignoring hardness). Affected creatures can attempt DC 15 Reflex saves to halve the damage dealt to their equipment.
Alchemical Recipe
Recipe (50 phosphorus + 75 quicksilver + 50 urea)/congelation; Craft 25
Time 10 minutes; Tools alchemist's lab; Type alchemical weapon
主题: Re: 【AM】炼金术手册(Alchemy Manual)PZO9445
作者: 丞相2019-02-22, 周五 17:21:27
苏比亚的奇迹炼金术

蒸馏命运与瓶中荣耀
起源:苏比亚的炼金术士城堡
习艺者:众神的传教士,不朽的炼金术士,超凡的草药医生
常见用法:增幅创造与毁灭之力,扰乱凡人,恢复神话之力

神秘而孤独的炼金术师,著名的亚托库斯·基兰(Artokus Kieran)定居于苏比亚的炼金术师堡垒。尽管这位已有数百岁的施法者因为创造了可以返老还童的太阳兰灵药而誉满天下,但其实他的很多其他的令人难以置信的发明却仍然被忽视或像亚托库斯本人一样神秘。从无论远近的考古发现中汲取灵感——包括长期内被埋葬的吉斯特卡帝国的魔像工匠和卡蒂亚强大的巨灵束缚者——亚托库斯和他的少数人类追随者创造了许多神奇的软膏、油剂、灵药以及其他饮用物。这些发现现在落在了伽伦德的普通民众手中,而他们为这些神奇的造物起了个名字——苏比亚的奇迹炼金术。
     虽然只有那些已经到达神话阶层的人物有希望重现由亚托库斯及其助手创造的更强大的奇迹,诸如万众垂涎的太阳兰灵药,而非神话人物已经恢复了一些由他们创作的次等创造。诸如亚托库斯之火、褪抗手雷,风暴石,以及其他此类的炼金造物在非神话人物手中也能发挥功效,但是只有神话人物才能解锁它们的全部潜力。
    阅读《探索者神话冒险》以及《玩家伴侣:神话源始》来获取更多神话规则的信息,以及格拉利昂的神话角色地位。



神话道途能力 Mythic Path Abilities
正如同法师术士们利用他们的神话能力来强化法术,神话炼金术士们也赋予了他们的工艺品令人惊叹的神话之力。

1阶通用道途能力
    回力烧瓶(Returning Flasks):当你投掷一个泼溅武器,但是未能直接击中你的目标,以一个自由动作,你可以使你的投炸武器下一轮开始时回到你的手上,就如同它被附魔了回力(returning)武器特殊附魔一样。泼溅武器在你使用该能力时不会造成伤害和效果。或者,你也可以在使用泼溅武器进行远程攻击失手时,通过用一个迅捷动作消耗一发神话之力,选择泼溅武器落在哪一格内。
    飞溅(Splash Back):当你投掷泼溅武器时,任何为你的目标提供软隐蔽的生物都会受到溅射伤害。每当你通过泼溅武器造成重击时,你可以通过消耗一发神话之力来放弃对目标造成倍数伤害,而是对目标和目标附近的一个生物造成直接命中效果。接邻这两个生物的所有生物都会受到溅射伤害。



神话炼金物品 Mythic Alchemical Item
尽管以下的大多数物品都可以被非神话生物制造或使用,但是只有神话英雄才能发挥其真正的潜力。
    神话:该段所列出的效果只能由神话持有者应用;有关详细信息,请参阅各个物品的说明。
亚托库斯之火(Artokus's fire)
价格:100gp;重量:1lb
这种凝固易燃的东西就如同炽火胶一样,但是其炽烈的火焰会对直接命中的目标造成2d6的伤害,并且对邻接生物造成1d6的伤害。
神话:你可以消耗一发神话之力使你投掷的亚托库斯之火燃烧的更猛烈也更持久。一名直接被亚托库斯之火直接命中的生物必须成功通过DC15的反射豁免,否则就会在它每轮开始的时候继续受到1d4点火焰伤害。燃烧的生物可以尝试用一个整轮动作尝试一个新的豁免检定,这个效果持续轮数等于使用者的神话阶级,其他方面视为燃烧通用怪物规则。以这种方式使用的亚托库斯之火甚至在水下燃烧,对于试图通过冲水或浸入水中来扑灭火焰的生物没有任何缓解作用。
炼金配方
配方(20镁+25硝石+30酒精)/冷却; 工艺DC 30; 时间:一小时; 工具:炼金工具桌; 类型:炼金武器

褪抗手雷(Blanch Bomb)
材料价格重量
精金250gp1/2lb.
寒铁150gp1/2lb.
100gp1/2lb.
这种近乎不可见的气体被装在这个脆弱的玻璃瓶中可以暂时但却极大的削弱被它们所影响的生物的人工和天生的防御力。褪抗手雷只能对褪抗手雷所标注的那个类型目标生物生效。褪抗手雷是一个射程增量10尺的泼溅武器。一旦接触到坚硬表面,褪抗手雷就会在以撞击点为中心的10英尺半径爆发内释放出朦胧的气体云。该云持续1d4+1轮,并且会如同云雾术一样被吹散。如果一个伤害减免被特定物质穿透的生物在受影响的区域开始回合,它的DR/精金,DR/寒铁,DR/银(取决于使用的褪抗手雷的类型)会按照每轮1点的速度减少,只要该生物仍然留在该区域内就会持续最低降至DR/0。如果目标在影响区域外结束其回合,该生物的伤害减免会按照每轮1点的速度恢复到初始水平。
神话:你可以在投掷褪抗手雷的同时消耗一发神话之力。当褪抗手雷生效时,影响区域内的拥有对应DR的生物必须通过DC16的反射豁免,否者其DR立即减少等于你1/2神话阶层的数值。由褪抗手雷创造的雾气持续时间增加等于你神话阶层的轮数,并且不能被风吹散。非神话生物在离开影响区域后,其DR按照每分钟1点的速度恢复。
炼金配方
配方
精金(50寒铁 + 75镁 + 50硝石)/凝胶;工艺DC 30
寒铁(100寒铁 + 50磷 + 20硝石)/凝胶;工艺DC 25
银(40水银 + 15硝石 + 25银)/凝胶;工艺DC 25
时间:1小时;工具:坩埚; 类型:炼金武器

神性熏香(Incense of Divinity)
价格:200gp 重量:1/2磅
神话:如果你是一名神话神术施法者,并且在准备法术时点燃该熏香,你可以消耗两发神话之力来将任意一个法术准备为神话法术(但是并不是一个强化神话法术),甚至在你正常情况下无法释放该法术的神话版本时也可以。神性熏香可以燃烧1个小时;你可以在持续时间内,如你的能力所限,准备任意数量的神话法术,但是你必须为每一个准备的神话法术消耗两发神话之力。
炼金配方
配方(50月露 + 150磷)/凝胶;工艺DC 30; 时间:1小时;工具:过滤器; 类型:炼金工具

风暴石(Stormstone)
价格:150gp 重量:1磅
风暴石的功能类似爆雷石,但是会对被震聋的生物额外造成1d6点音波伤害;成功通过DC15的强韧豁免将会使伤害减半,并且将耳聋时间减少至1轮而非直接无视。
神话:如果你在投掷风暴石时消耗1点神话之力,物品会对所有受影响的生物造成等于你神话阶层的元素伤害,无论其豁免是否成功。在对抗神话风暴石豁免失败的生物会在其他效果之外额外被恍惚(staggered)1轮。风暴石忽略非神话抗力、非神话元素免疫、非神话音波免疫以及非神话沉默效果。
炼金配方
配方(15黑火药 + 85磷)/浸提;工艺DC 30; 时间:1小时; 工具:坩埚; 类型:炼金武器

窒息粉(Suffocating Powder)
价格:45gp 重量:2磅
这一小袋绿灰色粉末可以作为射程增量10尺的泼溅武器。一名被直接命中的生物必须通过DC18的强韧豁免,否则会被呛住并且猛烈吸气,就如同窒息了一样(对于溅射半径内的生物DC12)。受影响的生物将会在1轮内无法呼吸护着说话。
神话:你可以在投掷一袋窒息粉时消耗一发神话之力,来使用神话力量改变该物品。非神话生物不能进行豁免骰以避免窒息。受影响的生物将会窒息等于你神话阶层的额外轮数。
炼金配方
配方(50硫磺 + 50磷 + 5雄黄)/浸提;工艺DC 30; 时间:1小时; 工具:坩埚; 类型:炼金武器

神涌糖浆(Surge Syrup)
价格:80gp 重量:1磅
神话:消耗一小瓶神涌糖浆可以为你的下一个神力涌动骰上提供+1d4炼金术加值。在你使用神涌糖浆后的每一个不使用神力涌动的轮,此物品提供的加值减少1(最小到0)。
炼金配方
配方(12月露 + 40酒精 + 40尿素)/凝胶; 工艺DC 25; 时间:10分钟; 工具:炼金术师工作台; 类型:炼金药
(https://i.imgur.com/TEVuuVw.png)
THUVIAN WISH ALCHEMY
Distilled Fate and Bottled Glory

Origin:Citadel of the Alchemist, Thuvia
Practitioners:Heralds of the gods, immortal alchemists,otherworldly herbalists
Common Uses:Amplifying powers of creation and destruction, confounding mortals, restoring mythic might

The mysterious and reclusive alchemist known as Artokus Kieran resides in the Citadel of the Alchemist in Thuvia. Though the centuries-old spellcaster is credited with the creation of the age-reversing sun orchid elixir, many of his other incredible inventions have gone overlooked or remain as enigmatic as Artokus himself. Drawing inspiration from cultural discoveries both near and far-including the golem-crafters of the long-buried Jistka Imperium and the powerful genie binders of Qadira-Artokus and his few humanoid disciples are responsible for a number of miraculous unguents, oils, elixirs, and other potables. These inventions collectively fall under Garundi commoners' umbrella name for such wondrous creations-Thuvian wish alchemy.
     While only those who have ascended to mythic stature can hope to recreate the more potent wonders discovered by Artokus and his assistants, like the much-coveted sun orchid elixir, non-mythic individuals have managed to reproduce some of their lesser creations. Yet while Artokus's fire, blanch bombs, stormstones, and other such alchemical creations function in non-mythic hands, their full potency can be unlocked only by mythic users.
    See Pathfinder RPG Mythic Adventures and Pathfinder Player Companion: Mythic Origins for more information on mythic rules and the role of mythic characters on Golarion.

MYTHlC PATH Abilities
Just as some wizards sorcerers draw on their mythic might to empower their magic, so too do mythic alchemists imbue their craft with superior arcane power.

1ST -TIER UNIVERSAL PATH ABILITIES
The following path abilities are available at any tier to any mythic character.
     Returning Flasks: Whenever you throw a splash weapon but fail to land a direct hit against your target, as a free action you can will your splash weapon to return to you at the beginning of your next turn, as if it were enchanted with the returning weapon special ability. The splash weapon has no effect and deals no damage when you use this ability. Alternatively, by expending one use of mythic power as a swift action when you make a failed ranged attack with a splash weapon, you can choose which square the splash weapon lands in.
     Splash Back: Whenever you throw a splash weapon, any creatures providing your target with soft cover take splash damage from your attack. Whenever you confirm a critical hit with a splash weapon, you can expend one use of mythic power to forgo the multiplied damage against your target and instead deal a direct hit to both the target and a creature adjacent to the target. Creatures adjacent to either of these two creatures take splash damage.

MYTHlC ALCHEMlCAL lTEMS
Although most of the following items can be crafted and used by non-mythic creatures, only mythic heroes can realize their true potential.
    Mythic: The effects listed in this paragraph can be activated only by a mythic wielder; see the individual item descriptions for more details.

ARTOKUS'S FIRE
Price: 100gp weight 1lb.
This congealed incendiary functions like alchemist's fire, but its white-hot flames deal 2d6 points of fire damage on a direct hit and 1d6 points of splash damage to adjacent creatures.
Mythic: You can expend one use of mythic power while throwing a flask of Artokus's fire to cause the substance to burn hotter and longer than normal. A creature struck by a direct hit of Artokus's fire must succeed at a DC 1 5 Reflex save or continue to take 1 d4 points of fire damage each round at the beginning of its turn. A burning creature can attempt a new save as a full-round action. This effect lasts for a number of rounds equal to the user's mythic tier, and otherwise acts as the burn universal monster rule (Pathfinder RPG Bestiary 298). Artokus's fire used in this way burns even underwater, offering no relief to creatures that try to extinguish the fire by dousing or immersing themselves in water.
Alchemical Recipe
Recipe (20 magnesium + 25 saltpeter + 30 spirit of wine)/congelation; Craft 30
Time 1 hour; Tools alchemist's lab; Type alchemical weapon

Blanch Bomb
Adamantine 250gp 1/2lb.
Cold Iron 150gp 1/2lb.
Silver 100gp 1/2lb.
The nearly invisible gas contained in this fragile glass sphere temporarily but drastically deteriorates the defenses-both manufactured and natural-of those affected. A blanch bomb is effective only against a target that is vulnerable to the type of blanch bomb employed against it. A blanch bomb is thrown as a splash weapon with a range increment of 1O feet. Upon contact with a hard surface, the blanch bomb releases a hazy cloud of gas within a 10-foot-radius burst centered on the point of impact. This cloud lasts for 1d4+1 rounds and can be dispersed as fog cloud. If a creature whose damage reduction is overcome by the specified substance begins its turn in the affected area, the subject's DR/adamantine, DR/cold iron, or DR/silver (depending on the type of blanch bomb used) degrades at a rate of 1 point per round for as long as the creature remains in the area (to a minimum of DR 0). If the subject ends its turn outside the affected area, the creature's damage reduction returns to its original amount at a rate of 1 point per round.
Mythic: You can expend one use of mythic power while throwing a blanch bomb to infuse the item with mythic power. When the blanch bomb activates, creatures in the area with the matching DR vulnerability must succeed at DC 1 6 Reflex saves or their DR is immediately reduced by an amount equal to 1/2 your mythic tier. The gas created by the blanch bomb lasts an additional number of rounds equal to your mythic tier, and it cannot be dispersed by wind. Non-mythic subjects who leave the affected area regain their DR at a rate of 1 point per minute.
Alchemical Recipe
Recipe
Adamantine (5O cold iron + 75 magnesium + 50 saltpeter)/ congelation; Craft DC 30
Cold iron (100 cold iron + 5O phosphorus + 20 saltpeter)/ congelation; Craft DC 25
Silver(40 quicksilver + 15 saltpeter + 25 silver)/congelation;  Craft DC 25
Time 1hour; Tools crucible; Type alchemical weapon

Incense of Divinity
Price 200 gp; Weight 1/2 lb.
Mythic: If you are a mythic divine spellcaster and burn this incense while preparing spells, you can expend two uses of mythic power to prepare any one spell as a mythic spell (but not as an augmented mythic spell), even if you’re normally unable to cast the mythic version of that spell. Incense of divinity burns for 1 hour; you can prepare as many mythic spells as you are able to during this time, but you must expend two uses of mythic power for each mythic spell so prepared.
Alchemical Recipe
Recipe (50 dew of lunary + 150 phosphorus)/exposure; Craft 30
Time 1 hour; Tools filter; Type alchemical tool

Stormstone
Price 150 gp; Weight 1 lb.
A stormstone functions like a thunderstone, but deals 1d6 points of sonic damage in addition to deafening creatures; a successful DC 15 Fortitude save halves the damage and reduces the deafness to 1 round rather than negating it.
Mythic: If you expend one use of mythic power while throwing a stormstone, the item deals an amount of electricity damage equal to your mythic tier to all affected creatures, regardless of whether they succeed at their save. Creatures that fail their saving throws against a mythic stormstone become staggered for 1 round in addition to the other effects. The stormstone ignores non-mythic resistances, non-mythic immunity to electricity or sonic damage, and non-mythic silencing effects.
Alchemical Recipe
Recipe (15 black powder + 85 phosphorus)/digestion; Craft 30
Time 1 hour; Tools crucible; Type alchemical weapon

Suffocating Powder
Price 45 gp; Weight 2 lbs.
This small sack of green-gray powder is thrown as a splash weapon with a range increment of 10 feet. A creature struck by a direct hit must succeed at a DC 18 Fortitude save or begin choking and gasping for air as if suffocating (DC 12 for creatures in the splash radius). Affected creatures cannot breathe or speak for 1 round.
Mythic: You can expend one use of mythic power while throwing a bag of suffocating powder to charge the item with mythic power. Non-mythic creatures do not receive saving throws to avoid the suffocation effect. Affected creatures suffocate for an additional number of rounds equal to your mythic tier.
Alchemical Recipe
Recipe (50 brimstone + 50 phosphorus + 5 realgar)/sublimation; Craft 20
Time 1 hour; Tools retort; Type alchemical weapon

Surge Syrup
Price 80 gp; Weight 1 lb.
Mythic: Consuming a vial of surge syrup grants you a +1d4 alchemical bonus on your next mythic surge roll. Every round after you consume surge syrup that you don’t use your surge ability, the bonus provided by this item decreases by 1 (minimum 0).
Alchemical Recipe
Recipe (12 dew of lunary + 40 spirit of wine + 40 urea)/congelation; Craft 25
Time 10 minutes; Tools alchemist's lab; Type alchemical remedy
主题: Re: 【AM】炼金术手册(Alchemy Manual)PZO9445
作者: 丞相2019-02-25, 周一 18:15:13
瓦瑞西安烟花
渲染天空
起源:南瓦瑞西亚
习艺者:侏儒修补匠,纵火狂,斯克扎尼,捣乱分子,瓦瑞西安游牧民
常见用法:庆祝,节日,简易爆炸,长距离信号

少数几个能将瓦瑞西亚城邦居民和大篷车游牧民联系在一起的文化元素的其中之一——就是大家都热爱烟花。从刹那闪光的乐趣到焰火盛宴,瓦瑞西安烟花使节日充满氛围。孩子们喜欢简单的闪闪发光颜色各异的烟花棒,狡猾的年轻人把色彩鲜艳彩色发烟棒变成长长引线的烟雾弹或恶作剧的臭气炸弹。但最著名的还是是那些窜入云霄的盛大烟花,它们迅速地飞向高空,迅速的爆发出耀眼的光芒、烟雾和巨响。许多瓦里西亚人使用这些华丽的五彩缤纷的焰火向同行的车队发出信号,庆祝重要日子的纪念日,或者仅仅是点缀夜空。



使用烟花(USING FIREWORKS)
除非物品的描述中另有说明,以下规则适用于所有烟花。烟花是炼金武器。
    在烟花爆炸前,它必须先被点燃,这通常是通过点燃引线。想要点燃一个烟花,你可以使用燧石和铁片(整轮动作);使用火柴(一个移动动作接一个标准动作);使用火花术(一个标准动作,APG 246页);或者使用火把、蜡烛、火焰武器或者其他开放式火源(一个标准动作)。如果必须投掷或者设置烟花才能起作用,使其为一个(独立于点火)单独的操作。
     错炸(Misfires):当一个烟花发生错炸,它的能量会以一种不可控并且通常是破坏性方式引爆。一个错炸烟花会在半径5尺范围内爆炸。范围内的生物和物品会在1d4轮内目盲(blinded)以及每100gp烟花价格1d6点火焰伤害(最低1d6)。一个成功的反射会面会使伤害减半,而成功的强韧豁免会将目盲状态减少至1轮;豁免DC等于该烟花的制造工艺DC-10(最低为1)。由GM裁决,某些烟花可能会造成更少或更多的破坏性影响。
     直立式烟花(Standing Fireworks):部分烟花必须放置于稳固的平面上才能正常工作。你可以用一个会引发借机攻击的移动动作将烟花安全的放置好,或者以一个自由动作丢掉它并且期望它掉在地上的时候还是直立的(烟花倾倒侧面着地的概率为50%)。一个生物可以用一个移动动作或者冲锋动作的一部分(两种方式均会触发借机攻击),将一个相邻的直立烟花放倒。当一个直立式烟花摔倒,有50%的几率它会立即错炸。一个未爆炸的,倾倒的直立式烟花可以用一个会引发借机攻击的移动动作重置;一个倾倒的立式烟花如果被引爆的话会错炸。



进阶烟花工艺 ADVANCED FIREWORK TECHNLOUES
  拥有工艺(炼金术)技能的角色可以使用以下进阶烟花工艺来改善他们的烟花。
    引线延长(Fuse Lengths):烟花通常具有缓慢燃烧的引线,来让使用者能有撤离到安全距离外。在工艺(炼金术)上有3或者更高等级的角色可以增加烟花的引线长度(一个整轮动作),来在点火和爆炸之间增加1-2轮的延迟。在工艺(炼金术)上有6或者更高等级的角色可以调整引线长度以创造出最多1分钟的延迟。
    多线同燃(Lighting Multiple Fuses):一个在工艺(炼金术)上有5或者更高等级的角色可以用一个整轮动作同时点燃触及范围内最多等于1+其敏捷调整值的烟花。
    缩短引线(Shortening Fuses):一个在工艺(炼金术)上有2或者更高等级的角色可以剪短引线,使烟花再起回合结束时引爆;然而如果一个持用者在投掷一个缩短引线的烟花时,在攻击骰上出自然1,则烟花会在她手上误炸。



烟花 FIREWORKS
下面是几个世纪以来由瓦瑞西安人制作的最受欢迎的烟花。

狂舞牡丹(Dancing Peonies)
价格:50gp 重量:1/2磅
这个餐盘大小的包装里头包括了三个旋转焰火,其中每个都能在包装爆炸后独立移动1d6轮。
炼金配方
配方(3黑火药 + 20镁 + 3硝石)/煅烧;工艺DC 18;时间 1小时;工具:坩埚;类型:炼金武器

鞭炮(FireCracker)
价格:10gp 重量:-
这些小纸或布料圆筒或球体充满了微量的黑火药。 在相邻格子点燃鞭炮后的一轮,烟花爆炸伴随巨响,对格子内的任何生物造成1d2+1点非致命伤害,耳聋1d4轮(强韧豁免DC11减半伤害及耳聋持续时间)。 巨响还会使20尺范围内的非智慧动物惊惧(frightened)1d3轮; 动物可以通过成功的DC来克服这种影响11将会保存或者如果相邻的盟友使用成功的DC 11 Handle Animal检查(立即行动)使动物平静。一只动物可以通过DC11的意志豁免来忽视这一效果,或者如果有相邻的盟友通过DC11的驯养动物检定(一个直觉动作)安抚动物。
炼金配方
配方(1黑火药 + 1硝石)/煅烧;工艺DC 20;时间 10分钟;工具:坩埚;类型:炼金武器

打鬼鞭炮(FireCracker,Spirit)
价格:30gp 重量:-
这些小鞭炮被魔法符文复盖,并且混合了鬼灵盐。在你点燃一个相邻格子的打鬼鞭炮一轮后,烟花爆炸对同一格子内的虚体生物造成1d4+1点伤害。此外一个受影响的虚体生物如果有强光敏感(light sensitivity)、强光失明(light blindness)或者阳光虚弱(sunlight powerlessness)特性,则会目盲1轮。一个打鬼鞭炮无法影响实体生物。
炼金配方
配方(1黑火药 + + 6硫磺 + 4硝石 + 10银)/煅烧;工艺DC 25;时间 1小时;工具:坩埚;类型:炼金武器

旋转焰火(Jumping Jenny)
价格:30gp 重量:-
这个用纸包着的小包装满了闪光的助燃剂并且刺了几个不规则的小孔,使得它会在点绕后旋转舞动。你点燃旋转焰火的一轮后,它所在的格子充满了火花,对所有在那个格子的生物造成1点火焰伤害,并使得它们目眩(dazzled)1d2轮。爆炸后的1d4轮的每轮内,旋转焰火随机移动到一个邻接的格子里。
炼金配方
配方(1黑火药 + 5镁 + 1硝石)/煅烧;工艺DC 16;时间 10分钟;工具:坩埚;类型:炼金武器

天龙烟花(SkyDragon Firework)
价格:300gp 重量:10磅
天龙烟花是烟花工艺的顶峰。未点燃时,天龙烟花看起来像是一个裹着彩色羊皮纸的普通细木管。在你点燃天龙烟花后的1轮,这个木管开始以60尺的速度飞行1d4轮,沿着第一轮指定的方向行进,然后每轮随机改变方向。烟花对其飞行路径10英尺内的任何生物造成2d6点火焰伤害。如果一根天龙烟花的飞行路径会导致它撞到坚固物体,烟花会随机改变方向,但是从它本轮的移动距离上减少30尺。
炼金配方
配方(30黑火药 + 30镁 + 40磷)/煅烧;工艺DC 30;时间 1天;工具:坩埚;类型:炼金武器

风火轮(Sparking Pinwheel)
价格:60gp 重量:1磅
这张纸或浅色布料被拉伸在一个薄木支撑框架上,纸管或固化的皮革均匀地分布在边缘上。整个烟花被安装在一个长尖或者木桩上,并且被放在地上。在它被点火的那轮结束时,它会迅速旋转,发出15英尺宽的耀眼的火花。火花的帷幕遮蔽了视线,在两边的生物之间形成隐蔽。一个风火轮可以燃烧1d4+1轮,任何生物在于风火轮相邻的格子开始回合都会受到1点火焰伤害并且目眩1d4轮(反射DC14忽视)。通过风火轮的生物受到1d4点火焰伤害,并且目盲(blinded)一轮(豁免成功使伤害减半并且不会目盲)。如果没有安装在坚固不动的物体上,风火轮将无法平稳的旋转,而是用火花充满一个5尺方格;对于临近的生物和穿过格子的效果不会改变。
炼金配方
配方(5黑火药 + 15镁 + 30磷)/煅烧;工艺DC 25;时间 1小时;工具:坩埚;类型:炼金武器
(https://i.imgur.com/nLQCaWN.png)

Varisian Fireworks
Coloring The Sky
Origin: Southern Varisia
Practitioners: Gnome tinkers, pyromaniacs, Sczarni, troublemakers, Varisian nomads
Common Uses: Celebrations, festivals, improvised explosives, long-range signals

One of the few cultural elements that connects the metropolitan folk of Varisia's city-states to the nomadic caravaneers who travel the region's country back roads is their shared love of fireworks. From twinkling amusements to pyrotechnic extravaganzas, Varisian fireworks complement any festive occasion. Children love simple sparkling tindertwigs, which come in a variety of colors, and canny youths turn colorfully tinted smokesticks into long-fused smoke bombs or prankish stink bombs. But most famous of all are those soaring spectacles that fly high before erupting in a shower of dazzling lights, smoke, and noise. Many Varisians use these magnificent varicolored displays to send signals to fellow caravans, to celebrate the anniversaries of important dates, or simply to paint the night sky.

USING FIREWORKS
Unless otherwise noted in an item's description, the following rules apply to all fireworks. Fireworks are alchemical weapons.
     Before a firework can detonate, it must be ignited, which is typically done by lighting its fuse. You can light a firework's fuse by using flint and steel (a full-round action); using a tindertwig (a move action followed by a standard action); casting spark (a standard action; Pathfinder RPG Advanced Player's Guide 246); or using a torch, candle,f!amin_g weapon, or other open fire (a standard action). If a firework must be thrown or set down to function, treat this as a separate action.
     Misfires: When a firework misfires, its charges detonate in an undesirable and often destructive manner. A misfiring firework explodes in a 5-foot-radius burst. Creatures and objects in the area are blinded for 1d4 rounds and take 1d6 points of fire damage for every 100 gp of the firework's price (minimum 1d6). A successful Reflex save halves the damage and a successful Fortitude save reduces the blindness condition to 1 round; the DC of these saves is equal to the Craft DC of the firework - 10 (minimum i). Certain fireworks may cause less or more destructive effects, at the GM's discretion.
     Standing Fireworks: Some fireworks must be set down on a stable surface to function properly. You can set a firework down safely as a move action that provokes attacks of opportunity, or drop it as a free action and hope it lands upright (50% chance that the firework tips over and falls on its side). A creature can tip over an adjacent standing firework as a move action or as part of a charge, provoking attacks of opportunity either way. When a standing firework tips over, there is a 50% chance that it immediately misfires. An undetonated, tipped standing firework can be reset as a move action that provokes attacks of opportunity; a tipped, lit standing firework misfires if it detonates.

ADVANCED FIREWORK TECHNlOUES
Characters who possess ranks in the Craft (alchemy) skill can use the following advanced techniques to improve their fireworks.
    Fuse Lengths: Fireworks often have a slow-burning fuse, which allows the user to get away to a safe distance. A character with 3 or more ranks in Craft (alchemy) can increase the fuse length of a firework (a full-round action) to cause a i- to 2-round delay between ignition and detonation. A character with 6 or more ranks in Craft (alchemy) can adjust the fuse length to create up to a I-minute delay.
    Lighting Multiple Fuses: A character with 5 or more ranks in Craft (alchemy) can light a number of fireworks within reach equal to 1 + her Dexterity modifier as a full-round action.
    Shortening Fuses: A character with 2 or more ranks in Craft (alchemy) can cut a fuse so that the firework detonates at the end of her turn; however, if the wielder rolls a natural I on her attack roll when throwing a firework with a shortened fuse, the firework misfires in her hand.

FIREWORKS
The following are just a few of the most popular fireworks crafted by Varisians over the centuries.

Dancing Peonies
Price 50 gp; Weight 1/2 lb.
Category Alchemical Weapons
Description
This dinner-plate-sized packet contains three jumping jennies, each of which moves independently of the others for 1d6 rounds after the packet detonates.
Alchemical Recipe
Recipe (3 black powder + 20 magnesium + 3 saltpeter)/calcination; Craft 18
Time 1 hour; Tools crucible; Type alchemical weapon

FireCracker
Price 10 gp; Weight —
Category Alchemical Weapons
Description
These small paper or cloth cylinders or spheres are filled with a tiny charge of black powder. One round after lighting a firecracker in an adjacent square, the firework detonates with a loud bang, dealing 1d2+1 points of nonlethal damage to any creatures in the square and deafening them for 1d4 rounds (Fortitude DC 11 halves damage and duration of deafness). The bang also causes unintelligent animals within 20 feet of it to become frightened for 1d3 rounds; an animal can overcome this effect with a successful DC 11 Will save or if an adjacent ally calms the animal with a successful DC 11 Handle Animal check (an immediate action).
Alchemical Recipe
Recipe (1 black powder + 1 saltpeter)/calcination; Craft 20
Time 10 minutes; Tools crucible; Type alchemical weapon

FireCracker,Spirit
Price 30 gp; Weight —
Category Alchemical Weapons
Description
These firecrackers are covered in magical runes and are mixed with ghost salt. One round after you light a spirit firecracker in an adjacent square, the firework detonates and deals 1d4+1 points of damage to incorporeal creatures in the same space. In addition, an affected incorporeal creature with light sensitivity, light blindness, or sunlight powerlessness becomes blinded for 1 round. A spirit firecracker has no effect on corporeal creatures.
Alchemical Recipe
Recipe (1 black powder + 6 brimstone + 4 saltpeter + 10 silver)/calcination; Craft 25
Time 1 hour; Tools crucible; Type alchemical weapon

Jumping Jenny
Price 15 gp; Weight —
Category Alchemical Weapons
Description
This small, round paper packet is filled with a sparkling propellant and pierced with several irregular holes, which causes it to dance and spin as the firework burns. One round after you light a jumping jenny, it fills its square with sparks, dealing 1 point of fire damage to creatures in that square and dazzling them for 1d2 rounds (Reflex DC 12 negates). Each round for 1d4 rounds after detonation, the jumping jenny moves into a random adjacent square.
Alchemical Recipe
Recipe (1 black powder + 5 magnesium + 1 saltpeter)/calcination; Craft 16
Time 10 minutes; Tools crucible; Type alchemical weapon

SkyDragon Firework
Price 300 gp; Weight 10 lbs.
Category Alchemical Weapons
Description
The skydragon firework is the apex of the firework artisan’s craft. Unlit, a skydragon firework looks like an unassuming tube of thin wood and colored parchment. One round after you light a skydragon firework, the tube takes flight at a speed of 60 feet for 1d4 rounds, traveling in the direction it is pointed for the first round and changing direction randomly each round thereafter. The firework deals 2d6 points of fire damage to any creature within 10 feet of its flight path. If a skydragon’s flight path causes it to hit a solid object, the firework continues in a random direction but subtracts 30 feet from its movement for that round.
Alchemical Recipe
Recipe (30 black powder + 30 magnesium + 40 phosphorus)/calcination; Craft 30
Time 1 day; Tools crucible; Type alchemical weapon

Sparking Pinwheel
Price 60 gp; Weight 1 lb.
Category Alchemical Weapons
Description
This disk of paper or light cloth is stretched over a frame of thin wooden supports, with tubes of paper or cured hide spaced evenly around the rim. The whole firework is mounted on a spike or peg and placed on the ground. At the end of the round when it’s lit, it spins rapidly and sheds a curtain of dazzling sparks 15 feet wide. The curtain of sparks obscures vision, granting concealment against creatures on the opposite side. A sparking pinwheel burns for 1d4+1 rounds, and any creature that begins its turn adjacent to the curtain of sparks takes 1 point of fire damage and is dazzled for 1d4 rounds (Reflex DC 14 negates). Creatures that pass through the curtain of sparks take 1d4 points of fire damage and are blinded for 1 round (a successful save halves the damage and negates the blindness). If not mounted on a solid, immobile object, a sparking pinwheel cannot spin smoothly and instead fills a single 5-foot square with a shower of sparks; its effects are otherwise unchanged for creatures adjacent to or passing through that square.
Alchemical Recipe
Recipe (5 black powder + 15 magnesium + 30 phosphorus)/calcination; Craft 25
Time 1 hour; Tools crucible; Type alchemical weapon
主题: Re: 【AM】炼金术手册(Alchemy Manual)PZO9445
作者: 丞相2019-02-25, 周一 18:16:41
就,基本算是完结了,想要挑错的,想改译名的,请留言

配方集录这玩意没有文字版,有猛汉能搞出来的话,我给你点100个赞。
主题: Re: 【AM】炼金术手册(Alchemy Manual)PZO9445
作者: 2019-02-25, 周一 18:27:54
撒花~
主题: Re: 【AM】炼金术手册(Alchemy Manual)PZO9445
作者: 空山鸣2021-05-12, 周三 16:10:33

硝石 Saltpetrt(AM)
价格:3GP;重量:-
硝石可以制造肥料,焰火添加剂,枪药与防腐剂
==============================================
材料成分功能
==============================================
剂量:2(价格1GP);可增强法术:带有火描述符的法术
效果:火焰伤害+1。


书上写的是 剂量:1(价格1GP);
主题: 炼金配方集录 Alchemical Recipe Index
作者: Symphogear2023-08-25, 周五 02:50:49
物品                        剂量1材料1剂量2材料2剂量3材料3剂量4材料4流程
炼金物品 ALCHEMICAL ITEMS
强酸 ACID10硫磺 Brimstone (5 sp)8盐 Salt (5 sp)1盐 Saltpeter (3 gp)蒸馏(Distillation)
酸性中和剂 ACID NEUTRALIZER20硫磺 Brimstone (5 sp)10盐 Salt (5 sp)5尿素 Urea (5 sp)煅烧(Calcination)
炽火胶 ALCHEMIST’S FIRE12镁 Magnesium (1 gp)22酒精 Spirit of Wine (5 sp)凝胶(Congelation)
AMP6水银 QuickSilver (1 gp)10雄黄 Realgar (3 gp)蒸馏(Distillation)
抗毒剂 ANTITOXIN7黄金 Gold (5 gp)17没药 Myrrh (5 sp)23尿素 Urea (5 sp)蜡化(Ceration)
流血箭 BLEEDING ARROW30暗木 Darkwood (2 gp)90没药 Myrrh (5 sp)25雄黄 Realgar (3 gp)暴露(Exposure)
膨胀溶液 BLOATING SOLUTION15磷 Phosphorous (2 sp)30盐 Salt (5 sp)20尿素 Urea (5 sp)蒸馏(Distillation)
沸血片 BLOOD-BOILING PILL30姜汁 Ginger Extract (5 sp)8黄金 Gold (5 gp)15艾草汁 Mugwort Extract (2 gp)蜡化(Ceration)
寒血片 BLOOD-CHILLING PILL15姜汁 Ginger Extract (5 sp)40没药 Myrrh (5 sp)30艾草汁 Mugwort Extract (2 gp)过滤(Filtration)
血呕 BLOOD GORGE5寒铁 Cold iron (1 gp)10月露酒 Dew of Lunary (4 gp)过滤(Filtration)
石头黑啤 BOULDERHEAD BOCK4黄金 Gold (5 gp)15酒精 Spirit of Wine (5 sp)发酵(Fermentation)
BUNK1盐 Salt (5 sp)1尿素 Urea (5 sp)过滤(Filtration)
变色龙软膏 CHAMELEON OINTMENT1黄金 Gold (5 gp)12白银 Silver (1 gp)12尿素 Urea (5 sp)蜡化(Ceration)
凝胶喷雾 CONGEALER SPRAY4雄黄 Realgar (3 gp)5盐 Salt (5 sp)5尿素 Urea (5 sp)蒸馏(Distillation)
干燥油剂 DESICCATING LUBRICANT25寒铁 Cold iron (1 gp)10盐 Salt (5 sp)10尿素 Urea (5 sp)凝胶(Congelation)
耐用箭 DURABLE ARROW1寒铁 Cold iron (1 gp)1没药 Myrrh (5 sp)暴露(Exposure)
染色箭 DYE ARROW1寒铁 Cold iron (1 gp)1磷 Phosphorous (2 sp)培土(Earth)
自由本质 ESSENCE OF INDEPENDENCE8月露酒 Dew of Lunary (4 gp)10黄金 Gold (5 gp)22酒精 Spirit of Wine (5 sp)升华(Sublimation)
人造人御主眼药水 EYE DROPS OF THE UNSEEN MASTER20月露酒 Dew of Lunary (4 gp)20盐 Saltpeter (3 gp)80酒精 Spirit of Wine (5 sp)蒸馏(Distillation)
可怖战绘 FRIGHTFUL WAR PAINT40月露酒 Dew of Lunary (4 gp) 40水银 QuickSilver (1 gp)50雄黄 Realgar (3 gp)培土(Earth)
人造人黏土 HOMUNCULUS CLAY450暗木 Darkwood (2 gp)350月露酒 Dew of Lunary (4 gp)400没药 Myrrh (5 sp)发酵(Fermentation)
冰盖浓啤 ICECAP ALE50酒精 Spirit of Wine (5 sp)40尿素 Urea (5 sp)蒸馏(Distillation)
威风战绘 IMPOSING WAR PAINT12月露酒 Dew of Lunary (4 gp)10雄黄 Realgar (3 gp)培土(Earth)
洞悉之叶 INSIGHT LEAVES10月露酒 Dew of Lunary (4 gp)5艾草汁 Mugwort Extract (2 gp)20酒精 Spirit of Wine (5 sp)发酵(Fermentation)
速溶肥料 INSTANT FERTILIZER15镁 Magnesium (1 gp)20磷 Phosphorous (2 sp)10盐 Salt (5 sp)煅烧(Calcination)
磁石箭 LODESTONE ARROW8没药 Myrrh (5 sp)6盐 Salt (5 sp)4白银 Silver (1 gp)暴露(Exposure)
长须酸啤 LONGBEARD LAMBIC3黄金 Gold (5 gp)5水银 QuickSilver (1 gp)4酒精 Spirit of Wine (5 sp)发酵(Fermentation)
忠诚输液 LOYALTY TRANSFUSION200水银 QuickSilver (1 gp)150雄黄 Realgar (3 gp)200酒精 Spirit of Wine (5 sp)蒸馏(Distillation)
利迪克精粹 LYDDRIC ESSENCE15硫磺 Brimstone (5 sp)3碧幻菌孢子 Cytillesh Spores (5 gp)蒸馏(Distillation)
拟态纤维 MIMIC FIBERS6镁 Magnesium (1 gp)6碧幻菌孢子 Cytillesh Spores (5 gp)过滤(Filtration)
信息箭 PHEROMONE ARROW10没药 Myrrh (5 sp)10盐 Salt (5 sp)14尿素 Urea (5 sp)凝胶(Congelation)
毒药扩散剂 POISON DIFFUSER100硫磺 Brimstone (5 sp)180盐 Salt (5 sp)180酒精 Spirit of Wine (5 sp)发酵(Fermentation)
圣水箭 RAINING ARROW3寒铁 Cold iron (1 gp)3暗木 Darkwood (2 gp)1瓶装圣水煅烧(Calcination)
容貌输液 SEMBLANCE TRANSFUSION110镁 Magnesium (1 gp)200白银 Silver (1 gp)100酒精 Spirit of Wine (5 sp)蒸馏(Distillation)
萨满面绘 SHAMAN’S PAINT30水银 QuickSilver (1 gp)25盐 Saltpeter (3 gp)培土(Earth)
SHRIEK BOMB20镁 Magnesium (1 gp)30没药 Myrrh (5 sp)5盐 Saltpeter (3 gp)凝胶(Congelation)
静默沙尘 SILENCE DUST12月露酒 Dew of Lunary (4 gp)40没药 Myrrh (5 sp)煅烧(Calcination)
粘液手雷 SLIME GRENADE50磷 Phosphorous (2 sp)75水银 QuickSilver (1 gp)50尿素 Urea (5 sp)凝胶(Congelation)
渐燃箭 SLOW BURN ARROW70镁 Magnesium (1 gp)80没药 Myrrh (5 sp)25磷 Phosphorous (2 sp)凝胶(Congelation)
发烟棒 SMOKESTICK4暗木 Darkwood (2 gp)5盐 Saltpeter (3 gp)煅烧(Calcination)
玻璃幽魂 SPIRIT OF GLASS2寒铁 Cold iron (1 gp)7暗木 Darkwood (2 gp)5黄金 Gold (5 gp)煅烧(Calcination)
破片箭 SPLINTERCLOUD ARROW28没药 Myrrh (5 sp)30盐 Salt (5 sp)培土(Earth)
日光杖 SUNROD2镁 Magnesium (1 gp)2磷 Phosphorous (2 sp)蜡化(Ceration)
绊足包 TANGLEFOOT BAG55没药 Myrrh (5 sp)55尿素 Urea (5 sp)凝胶(Congelation)
纠缠箭 TANGLESHOT ARROW18没药 Myrrh (5 sp)26尿素 Urea (5 sp)凝胶(Congelation)
转气茶 TEA OF TRANSFERENCE5黄金 Gold (5 gp)15雄黄 Realgar (3 gp)15酒精 Spirit of Wine (5 sp)升华(Sublimation)
爆雷石 THUNDERSTONE7盐 Saltpeter (3 gp)15白银 Silver (1 gp)浸提(Digestion)
火柴 TINDER TWIG2硫磺 Brimstone (5 sp)1磷 Phosphorous (2 sp)蜡化(Ceration)
绊足箭 TRIP ARROW20寒铁 Cold iron (1 gp)15镁 Magnesium (1 gp)20没药 Myrrh (5 sp)培土(Earth)
隧道藤 TUNNEL CREEPER100硫磺 Brimstone (5 sp)90镁 Magnesium (1 gp)35碧幻菌孢子 Cytillesh Spores (5 gp)发酵(Fermentation)
清新迷雾 VAPORS OF EASY BREATH60没药 Myrrh (5 sp)60盐 Salt (5 sp)60姜汁 Ginger Extract (5 sp)凝胶(Congelation)
带毒墨水 VECTOR INK7月露酒 Dew of Lunary (4 gp)7黄金 Gold (5 gp)6尿素 Urea (5 sp)浸提(Digestion)
活络灸针 VIVIFYING MOXIBUSTION NEEDLES20磷 Phosphorous (2 sp)60姜汁 Ginger Extract (5 sp)30艾草汁 Mugwort Extract (2 gp)过滤(Filtration)
龙息苦啤 WYRM’S BREATH BITTER2黑火药 Black powder (10 gp)10硫磺 Brimstone (5 sp)20酒精 Spirit of Wine (5 sp)浸提(Digestion)
毒药 POISONS
炼金隔断剂 ALCHEMICAL ISOLATION150硫磺 Brimstone (5 sp)20月露酒 Dew of Lunary (4 gp)80酒精 Spirit of Wine (5 sp)发酵(Fermentation)
虚构粉末 CONFABULATION POWDER20水银 QuickSilver (1 gp)15碧幻菌孢子 Cytillesh Spores (5 gp)浸提(Digestion)
安巴斯伯爵的惩罚 COUNT AMBRAS’S PUNISHMENT70月露酒 Dew of Lunary (4 gp)35雄黄 Realgar (3 gp)70尿素 Urea (5 sp)浸提(Digestion)
碧幻菌萃取物 CYTILLESH EXTRACT115雄黄 Realgar (3 gp)115碧幻菌孢子 Cytillesh Spores (5 gp) 煅烧(Calcination)
燃烧之灾 FLAMING DOOM200镁 Magnesium (1 gp)200磷 Phosphorous (2 sp)250盐 Saltpeter (3 gp)蒸馏(Distillation)
狂怒毒气 FURY GAS180硫磺 Brimstone (5 sp)80水银 QuickSilver (1 gp)60盐 Saltpeter (3 gp)发酵(Fermentation)
乖乖水 LIQUID PERSUASION20月露酒 Dew of Lunary (4 gp)20水银 QuickSilver (1 gp)80酒精 Spirit of Wine (5 sp)蒸馏(Distillation)
恐惧之息 SMELL OF FEAR170水银 QuickSilver (1 gp)170雄黄 Realgar (3 gp)发酵(Fermentation)
吸血鬼之吻 VAMPIRE’S KISS6黄金 Gold (5 gp)50没药 Myrrh (5 sp)30水银 QuickSilver (1 gp)蒸馏(Distillation)
卡塔佩什毒品 KATAPESHI DRUGS
天使号角 ANGEL’S TRUMPET20雄黄 Realgar (3 gp)20盐 Salt (5 sp)30尿素 Urea (5 sp)浸提(Digestion)
黑佩什 PESH, BLACK30硫磺 Brimstone (5 sp)6Pesh (15 gp)20尿素 Urea (5 sp)升华(Sublimation)
金佩什 PESH, GOLDEN2黄金 Gold (5 gp)3Pesh (15 gp)10尿素 Urea (5 sp)升华(Sublimation)
烟火 FIREWORKS
狂舞牡丹 DANCING PEONIES3黑火药 Black powder (10 gp)20镁 Magnesium (1 gp)3盐 Saltpeter (3 gp)煅烧(Calcination)
鞭炮 FIRECRACKER1黑火药 Black powder (10 gp)1盐 Saltpeter (3 gp)煅烧(Calcination)
打鬼鞭炮 FIRECRACKER, SPIRIT1黑火药 Black powder (10 gp)6硫磺 Brimstone (5 sp)4盐 Saltpeter (3 gp)10白银 Silver (1 gp) 煅烧(Calcination)
旋转焰火 JUMPING JENNY1黑火药 Black powder (10 gp)5镁 Magnesium (1 gp)1盐 Saltpeter (3 gp)煅烧(Calcination)
天龙烟花 SKYDRAGON FIREWORK30黑火药 Black powder (10 gp)30镁 Magnesium (1 gp)40磷 Phosphorous (2 sp)煅烧(Calcination)
风火轮 SPARKING PINWHEEL5黑火药 Black powder (10 gp)15镁 Magnesium (1 gp)30磷 Phosphorous (2 sp)煅烧(Calcination)

别人整理的版本翻译了一下,和那个官方表比差了时间工具,之后弄……
主题: Re: 卡塔佩什毒品技艺(KATAPESHI DRUG CRAFTING )
作者: 绿弓2024-02-14, 周三 23:28:24
Bunk(Bunk)
价格:5cp 重量:-磅
Bunk是指的是用来稀释毒品的填充物的俚语。与Bunk混合的药物效力会比较弱;其效果持续时间会在基础的每小时上延长1d6*10分钟。通过成功的工艺(炼金术)检定(DC等于毒品制造者的工艺(炼金术)检定-10)可以检测到Bunk的存在。由于Bunk添加剂本身就有毒性或危险性,因此毒品有害后效和属性伤害的持续时间和强度并不会减少。当一个生物服用一份包含Bunk的毒品时,该生物必须通过强韧豁免(DC=10+1d10),否者就会恶心1d4小时,并且在随机属性上受到1d2属性伤害。
有误,应为“通常每一小时持续时间改为持续1d6×10分钟。”