純美蘋果園

跑團活動區 => 網團活動區 => Schrödinger's Cheshire Cat => 主题作者是: 白貓 于 2015-12-02, 周三 22:18:13

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

WOTC論壇的眾多網友編寫的怪物知識,雖然是3r版本的,不過還是可以拿來參考。
主题: Re: 備忘錄
作者: 白貓2016-03-29, 周二 17:37:51
引用月夜的這篇並轉成繁體 http://45.79.87.129/bbs/index.php?topic=83620.0
這裡是名字(這裡是英文名)

角色信息
  這裡是背景。
  

性別種族(英文) 職業(變體)等級
陣營,體型種類
信仰:
XP - 英雄點 -

先攻 +X;感官察覺 +X
靈光

防禦能力

AC 10,接觸 10,措手不及 10()
HP 0()
抗性
強韌 +0,反射 +0,意志+0

攻擊能力

(http://這裡放人設的網址)
速度 30尺
近戰 武器 +0(1dx 10-20/x2)
遠端 武器 +0(1dx 10-20/x2)x0ft.
特殊攻擊
類法術能力

基本資料

力量 10,敏捷 10,體質 10,智力 10,感知 10,魅力 10
BAB +x;CMB +x;CMD 1x
專長 專長1,專長獎勵,專長3
背景 背景
技能
語言
特殊能力

法術

法術書
0環[22]:
1環[102]:
準備法術 專注+
0環[5+0]:
1環[4+2]:

裝備

裝備
奇物
藥水
卷軸
冒險裝備
錢幣

背景

  這裡是更大的背景

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

一篇分析與介紹各種模版(Templates)的文章,對於開團要用各種方法加強怪物時用的到。
主题: Re: 備忘錄
作者: 白貓2016-04-05, 周二 21:26:18
https://docs.google.com/spreadsheets/d/1E2-s8weiulPoBQjdI05LBzOUToyoZIdSsLKxHAvf8F8/edit#gid=3

CR1~CR30的怪物各項數據統計。
主题: Re: 備忘錄
作者: 白貓2016-11-04, 周五 23:23:19
Weapon Attacks and Special Abilities: Many places in the rules use the term 「ranged weapon attacks」 and similar terms, but how does this apply to spells, spell-like abilities, supernatural abilities, and extraordinary abilities (heretoafter called special abilities) that require ranged attacks but might not necessarily seem like weapons?

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

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

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

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

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

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

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


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

http://paizo.com/threads/rzs2l7ns&page=513?Ask-James-Jacobs-ALL-your-Questions-Here#25604
主题: Re: 備忘錄
作者: 白貓2016-12-12, 周一 02:10:25
引述: 佐鳥かなこ
邊欄:扮演魔人Playing Tieflings
    Source: Council of Thieves Player's Guide
註:即便以下的規則起初是為了Council of Thieves Player's Guide中的魔人所設計,但是任何允許玩家使用附帶HD的怪物的戰役將會發現它們十分有用。

  基於魔人相較於其他基礎種族而言略為強勢,在你創造一名魔人的時候請向你的GM確認。以魔人來說,其優勢尚屬輕微,乃至有些GM可能會允許你直接使用這個種族,但是下方的規則更有助於平衡一般種族玩家與魔人之間的差距─如果有玩家使用強力的種族,你的GM可以、會需要使用下面的方法之一或類似的限制來平衡整個遊戲。和你的GM商議並且確保其他團員對結果還算滿意。

經驗值消耗(XP Debt):你從1級升到2級所需的經驗值是其他人的1.5倍,這讓你的角色稍微落後於其他玩家,卻又不會過分遜色。

使用NPC職業(NPC Class):GM能要求使用強力怪物的玩家選擇平民、專家、導師或武人作為他們的第一個等級。

種族背景元素(Tiefling Trait):如果你的GM開放使用背景元素規則,他可以要求使用魔人的玩家選擇「邪魔之子」(Infernal Bastard)這項元素,而它本來就是被設計來弱化玩家的。(譯註:相關背景元素屬於Council of Thieves Player's Guide)

強化其他PC(PC Boons):你的GM可以單純給其他PC幾個額外的等級,或者讓你比其他人低個幾等。或者允許其他PC在還沒有獲得種族屬性加值的屬性上獲得額外+2種族屬性加值,又或者讓非怪物玩家的起始金額提升一定比例。
主题: Re: 備忘錄
作者: 白貓2017-01-07, 周六 00:36:21
http://www.goddessfantasy.net/bbs/index.php?topic=40152.msg340593#msg340593
[BoED]第一章:善良的本性THE NATURE OF GOOD

http://www.goddessfantasy.net/bbs/index.php?topic=47086.0
[BoVD]第一章:邪惡的本質

未來有機會碰到善邪話題時撕逼或許用的上,先丟著有空再看。
主题: Re: 備忘錄
作者: 白貓2017-02-04, 周六 20:51:46
引述:
Sean K Reynolds Contributor
Here's the official word:

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

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

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

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

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

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

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

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

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

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

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

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


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

2) Also an art object; full price.
3) Also an art object; full price.
4) A masterwork weapon that's got an increased value should also sell for almost full price—you can halve the weapon's masterwork price if you want, but at that point, I wouldn't say that's necessary.
主题: Re: 備忘錄
作者: 白貓2017-03-24, 周五 22:17:21
未來開團可能會想用的選用規則

Pathfinder Unchained

碎片化基本加值(Fractional Base Bonuses) (http://paizo.com/pathfinderRPG/prd/unchained/classes/index.html)
技能解放(Skill Unlocks) (http://www.goddessfantasy.net/bbs/index.php?topic=76259.msg720153#msg720153)
造物與專業替換規則(Alternate Crafting and Profession Rules) (http://www.goddessfantasy.net/bbs/index.php?topic=77476.0)
成長性奇物(Scaling Items) (http://www.goddessfantasy.net/bbs/index.php?topic=77606.0)
動態製造魔法物品(Dynamic Magic Item Creation) (http://www.goddessfantasy.net/bbs/index.php?topic=76289.0)

Ultimate Campaign

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

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

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

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

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

http://paizo.com/paizo/faq/v5748nruor1fm#v5748eaic9qd2
主题: Re: 備忘錄
作者: 白貓2017-05-02, 周二 00:00:25
未來開團可能會採用的HR

下文中提到的第三方書籍,團中玩家如有需要可和我要。
職業

戰士
對現有戰士職業不滿的,可以參閱Legendary Fighters (http://www.makeyourgamelegendary.com/products-page/legendary-heroes/legendary-brawlers-duplicate/)的內容,然後和我討論。

銃士
強烈建議改使用Legendary Gunslingers (http://www.makeyourgamelegendary.com/products-page/legendary-heroes/legendary-gunslingers/),官方的銃士是我一直覺得設計失敗的角色,沒有讓人想純職下去的動力,大部分淪落為兼職五等就跑的戲份。這個重製版的降低為3/4BAB,技能點上升為6+,但炫技的實用性上升,新增了類似盜賊天賦的職業選項(Gun Mastery)。削弱了反正原本就傷害逸出的傷害,技能力上升,Gun Mastery讓角色的發展性也變更多元,純職的吸引力更高,還有其餘更動請見書中介紹。長話短說,除了少掉的BAB,整體各方面都比官方銃士更好玩,不會淪為兼職戲份。

聖武士
持盾手可正常使用聖療,即使是重盾。

盜賊
真的有人想玩核心盜賊嗎... 真有的話,可參考民間的重製版盜賊 (http://hastur.net/wiki/Rogue_(Apath)),然後和我討論。

遊蕩劍客
強烈建議改使用Legendary Swashbucklers (http://www.makeyourgamelegendary.com/products-page/legendary-heroes/legendary-swashbucklers/),炫技的實用性上升,新增了個叫personage的風格選擇,不同的風格有不同的技能增強能力和專屬的炫技,同樣讓角色的發展性也變更多元,還有其餘更動請見書中介紹。長話短說,雖然劍客沒有銃士的設計失敗問題,但這個我覺得還是比官方的好。

武士
加入武士流派能力取代沒鳥用的坐騎和騎射,加入武士道能力,史詩級加強,有空寫。

變形者
強烈建議改使用Legendary Shifters (http://www.makeyourgamelegendary.com/products-page/legendary-heroes/legendary-shifters/),官方的變形者有多鳥就不多說了,這個重製版的比官方好太多了。

專長

優雅揮砍、優雅刺擊、優雅繁星
可與法術戰鬥職業能力一起使用。

堅忍
額外獲得以下效果,攀爬與游泳獲得+2加值。對抗疲乏與力竭時的強韌豁免上獲得+4加值。我就是抄KM


法術

驅逐光暈(Unwelcome Halo (http://www.archivesofnethys.com/SpellDisplay.aspx?ItemName=Unwelcome%20Halo)) (莎萊倫)
因為設計師mark曾說,這法術作為一環太強大了,但因為內海諸神不是核心(roleplaying game)系列的書,所以不會有官方的修正。
https://paizo.com/community/blog/v5748dyo5lhfm?Illuminating-Darkness#12
只對二環及以下的黑暗法術有效。


羽落術與措手不及
結論: 當角色在未意識到的情況下忽然墜落時,墜落距離在100尺內無法使用羽落術,墜落距離大於100尺時可以使用羽落術。詳細源由和數字如何定出見下面劇透。
源由自我問官方設計師Mark Seifter一個關於措手不及與陷阱的問題,這是他的回答。
引述: Mark Seifter Designer
In many cases, a character is probably flat-footed when encountering a trap (though it opens its whole own can-of-worms about immediate actions to feather fall from a pit trap). However, there are various circumstances when that wouldn't be the case, such as failing to disable a trap by 5 or more.

一個20尺陷坑的墜落時間為1.11秒,一個200尺陷坑的墜落時間為3.52秒,可見不論墮落距離一律視為處於措手不及或不處於措手不及都不合理。

因此我假設1一名角色在未意識到的情況下忽然墜落,他開始反應過來並能開始動作的時間為2秒。

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

因此我假設2迅捷動作的時間約為0.5秒。

所以從角色反應過來並完成羽落術施法約要2.5秒,對應的墜落距離為30.6公尺,即100尺。 以這兩假設得到的結論就是當墜落距離在100尺內時,角色會因為反應不過來就墜地,或者是反應過來了卻來不及完成羽落施法照樣墜地,只有在墜落距離大於100尺時,才有充足時間反應過來並完成羽落術施法。

假設1假設2無科學根據與規則來源,以上的結論可能會有違遊戲性,有任何看法請與我討論。

魔法物品

魔法物品的能力DC
因為魔法物品的能力DC都固定,然後常常出現些可笑的低DC... 
魔法物品(奇物,武器,防具)的能力的固定DC加上使用者的一半HD的加值(數字待定),但部分魔法物品可能不會有此加值或降低加值。

具名魔法武器防具的增強
想嘗試找回當初在博德之門,冰風之谷等遊戲中撿到好物品的感動...
具名魔法武器防具進一步加強,但不會使販賣價格上升,增加玩家使用而不是賣掉換現的吸引力。

裝備

信息素箭(Pheromone Arrow (http://www.d20pfsrd.com/equipment/weapons/weapon-descriptions/ammunition/ammunition-bow-arrow-pheromone/))
好處要在靈敏嗅覺的範圍內才會生效。


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

種族天賦職業選項的調整 (http://rpgbot.net/pathfinder/variantrules/favoredclassbonuses/)

每次跑團結束的鼓勵性質小獎勵 (http://rpgbot.net/general/begborrowsteal/endofsession/)

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


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

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

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

煉金應該是SKR設計的。
主题: Re: 備忘錄
作者: 白貓2019-08-13, 周二 00:45:50
https://paizo.com/people/PathfinderDesignTeam/posts
官方設計師團隊用來以官方身份回覆問題的帳號,所以可以從裡面挖到很多很少人得知的官方回覆 :em005
主题: Re: 備忘錄
作者: 白貓2019-08-13, 周二 19:42:42
Ultimate Magic says on page 14:
If an archetype replaces a class ability that is part of a series of improvements or additions to a base ability (such as a fighter's weapon training or a ranger's favored enemy), the next time the character would gain that ability, it counts as the lower-level ability that was replaced by the archetype. In effect, all abilities in that series are delayed until the next time the class improves that ability. For example, if an archetype replaces a rogue's +2d6 sneak attack bonus at 3rd level, when she reaches 5th level and gains a sneak attack bonus, her sneak attack doesn't jump from +1d6 to +3d6—it improves to +2d6, just as if she had finally gained the increase at 3rd level. This adjustment continues for every level at which her sneak attack would improve, until at 19th level she has +9d6 instead of the +10d6 of a standard rogue.

如果某變體取代掉一系列能力中的其中一個或多個,那剩下的能力只是被延後取得。
例如取代了武訓一,那就是在獲得武訓二時才獲得武訓一。
取代了2d6偷襲,那就是在獲得3d6偷襲時,才獲得2d6偷襲,不會直接跳過去。