纯美苹果园

跑团活动区 => 网团活动区 => 女王的杂技团 => 主题作者是: 丞相 于 2018-02-02, 周五 17:46:36

主题: 药剂与毒药Potions &Poisons
作者: 丞相2018-02-02, 周五 17:46:36
内海炼金工具箱 INNER SEA ALCHEMY KITS

炼金术士之类经常制造炸弹、化合炼成、突变药剂、药水和其他之类的玩意需要用到炼成工具包(极限宝具 76页),其中包含了所有他们需要的反应物。但是炼成工具包的具体外观和内容物则会因为一名炼金术师偏好的因素和所属的地区而千差万别。以下是一些和普通炼金术士国度相关的炼成工具包。

贝尔克泽恩
贝尔克泽恩的兽人炼金术师希望能和它们的蛮子同僚一样,在敌人心中注入更多的恐惧,所以他们会使用类人生物的皮肤和器官零件来制作全部反应物和练成工具包的设备。
(https://i.imgur.com/TJHeYVu.png)      纽美利亚
来自纽美利亚的炼金术师会把他们的炼金消耗装在复杂的利用齿轮和折叠盒来有效利用空间的储物盒或者袋子中。这里的炼金术师会从他们国土被毒化的荒野中搜集诡异的发光反应物。
(https://i.imgur.com/r3uDFLn.png)
盖布
处于盖布不死专政下的炼金术师经常用皮肤制成的工具包来装他们的炼金消耗品,并且他们经常使用诸如凝固的血浆、碎骨头、干枯的人指之类令人毛骨悚然的反应物。
(https://i.imgur.com/EzAIssZ.png)     河域诸国
河域诸国的炼金术师们深知洪水是日常生活的一部分,所以他们会小心的将他们珍贵的工艺材料保存在防水的瓶瓶罐罐中,然后全部都塞进易于打开和使用的袋子里。
(https://i.imgur.com/LC9CaDK.png)
卡塔佩什
只要价格合适,卡塔佩什的炼金术师通常愿意出售任何他们不太可能立即用到的反应物,这让他们的挎包像是商人的公文包,尽可能的什么都有。感情全都是毒贩子
(https://i.imgur.com/Z8zObL0.png)     塔尔多
塔尔多炼金术师通常工艺精炼过的反应物为贵,包括蒸馏上等香草和名义上的贵金属的提纯物。他们喜欢将炼金消耗放在坚固时尚并且镶金的皮包之中。
(https://i.imgur.com/khE4hEg.png)
奇奥尼
奇奥尼精灵炼金术师的炼成工具包往往其形制的价值和功能同样之高,并且他们通常会花费十好几年来为他们的反应物做一个华美的背包。绿和金是最常见的配色方案。
(https://i.imgur.com/u7nTVi5.png)苏比亚
苏比亚的炼金术师们由于苏比亚是太阳兰灵药之源为自己国家的地位而深深自豪,因此这些炼金术师经常将以鲜花为基制成的炼金反应物储存在印有兰花图样的金属盒子中。
(https://i.imgur.com/jm8BWLh.png)
BELKZEN
The orc alchemists of Belkzen wish to strike as much fear into their enemy’s hearts as do their martial comrades, so they use humanoid skin and body parts for everything from their reagents to accoutrements for their crafting kits’ satchels.
GEB
Alchemists in the undead dictatorship of Geb often store their alchemical supplies in satchels made from skin, and they regularly employ unsettling reagents such as congealed blood, crushed bones, and dried human fingers.
KATAPESH
If the price is right, Katapeshi alchemists are often willing to sell any alchemical crafting reagents that they are unlikely to immediately use in their crafting kits, making their satchels merchants’ briefcases as much as anything else.
KYONIN
The elven alchemists of Kyonin often value the form of their alchemy crafting kits nearly as much as their function, and many spend decades crafting the perfect beautiful satchel for their reagents. A common color scheme is green and gold.
NUMERIA
Alchemists from Numeria keep their alchemical supplies in complex storage boxes or pouches that employ gears and widgets to make optimal use of space. These alchemists often harvest strange glowing reagents from their land’s toxic wilds.
RIVER KINGDOMS
The alchemists of the River Kingdoms know that flooding is a daily part of life, so they take care to keep their precious crafting materials in waterproof vials and jars, all tucked into bags that can be opened and used with ease.
TALDOR
Taldan alchemists typically prize refined crafting reagents, including those distilled from fine herbs and nominally precious metals. They tend to keep their alchemical supplies in sturdy, stylish leather bags with golden trim.
THUVIA
Thuvian alchemists take deep pride in their homeland’s status as the source of the sun orchid elixir, and so these alchemists often store their floral-based alchemical reagents in metal boxes emblazoned with images of orchids.



简介 Introduction

      在一个像格拉里昂这样危险而又难以预知的世界,即使是一点点准备也能让人走的更远。无论是使用药水增强自己的实力还是使用毒药削弱敌人,最方便而且最有效的准备通常都在小瓶子里头。一些毫无经验的家伙会害怕这些古怪的混合物,嗯,他们通常是对的——对于没有受过专业训练的人来说,很难通过直接观看分辨一剂危险的毒品和支持炼金术的药品两者之间的分别,一份治疗药水有时候在外观上和一份烈性毒药几乎没有差别。

       在诸如哈拉多姆和拉兹米安这样神术稀缺的地方,药水通常是获得紧急治疗的唯一途径,而在世界的其他地区也是差不多的。在诸如塔尔多这样政治阴谋横行的地方,毒药是一种彻底摆脱一名政敌的更有效地手段。从苏比亚著名的不老灵药到匕痕或其他公会的毒刃,药剂与毒药塑造了它们周围的世界。那些掌握了制造和使用药剂毒药艺术的人拥有了一项无可争议的优势。
(http://wx4.sinaimg.cn/mw690/005yGU4Qgy1fo704f2ge4j30ql0hie02.jpg)
In a world as dangerous and unpredictable as Golarion, a little preparation goes a long way. Whether it’s improving your abilities with potions or weakening your enemies with poisons, the most convenient and powerful preparations often come in small vials. Some inexperienced folk fear these strange concoctions, and often rightly so—to the untrained eye, a dangerous drug and a bolstering alchemical remedy hardly look different from each other, and a liquid healing potion sometimes barely differs in appearance from a potent poison.
In places where divine magic is scarce, such as Rahadoum and Razmiran, potions are often the only way to gain access to critical healing that the rest of the world takes for granted. In places where political intrigue runs amok, such as Taldor, poison is one of the more effective ways of getting rid of a political rival. From the famous elixirs of Thuvia to the poisoned blades of Daggermark and beyond, potions and poisons shape the world around them. Those who master the art of their creation and use have an undisputed edge.
主题: 制药与用毒背景 BREWING AND POISONING TRAITS
作者: 丞相2018-02-05, 周一 17:59:25
制药与用毒背景 BREWING AND POISONING TRAITS
药剂与毒药遍布格拉里昂各地,但是有些地方它们更为常见或者拥有更多的效果。以下地区背景特质象征了角色过去在格拉里昂特定地区成长时可能会暴露于药剂与毒药下而选择的道路。

炼金销赃者 Alchemical Fence(卡塔佩什)
成长于卡塔佩什的广阔集市之中,你和遍布全世界许多炼金术士和用毒者建立了关系。你知道如何在任何明确的地区和正确的人建立有用的联系。在决定一瓶特定的药水在定居点是否可以找到时,如果该定居点的基本购买价值有75%以上概率可以购买魔法物品,那么该药水有90%的几率可以购买。此外当你在使用交涉来对一个与炼金或者毒药(包括制造毒药)相关话题获取信息时,你在该检定上获得+3背景加值。

血药调剂师 Blood Potion Brewer(贝尔克泽恩)
贝尔克泽恩的兽人们习惯于将敌人的血液混合进他们制造的药水之中来获取仇敌之力。每天两次,当你制造药水时,你可以加一些敌人血液进去混合。当你这么做时,在你喝下这份药水在决定药水效果的持续时间时视其施法者等级高1级。如果是另一个生物喝下了这份药水则该能力无效。这种背景不给予制造药剂的能力。

液体治疗 Liquid Healing(拉哈多姆)
成长于拉哈多姆,你无法得到来自牧师或者其他神圣法术的治疗,所以你高度依赖药剂治疗你的创伤。作为结果,药水治疗对你更加有效。当你消耗一份可以治疗任意点数HP的药水时,你受到额外2点HP的治疗。

坏死毒素抗性 Necrotoxin Resistance(盖布)
作为亡灵之地盖布的居民,你深知那些行尸走肉身上经常带着致命的毒素和疾病。你在对抗不死生物类型的生物造成疾病或毒素的效果和能力的豁免上获得+3背景加值(例如食尸鬼热疫或者飞头蛮的毒素)。

掌中药水 Palm Potion(辣子面)
拉兹米安的牧师经常巧妙地使用药水,来籍此隐瞒他们实际上没有从其信仰获得神术的事实,并且他们也变得非常善于暗中吸收药水。你掌握了这些技巧,当你消耗一瓶药水,你可以尝试进行一个巧手检定对抗旁观者的察觉检定,并且获得+2的背景加值,来隐藏你正在喝药水的事实(如同你正在使用巧手检定隐藏一件物品)。观察者的成功不能够阻止你喝下药水,只是不再忽视这个行为。这不会隐藏任何药水对你造成的可视效果,仅仅是隐藏喝药水的这个物理动作。

毒药行家 Poison Connoisseur(塔尔多)
当无休止的争吵和故作姿态的塔尔多政治被证明无效,前所未有的,塔尔多贵族们开始寻求用毒药来解决他们的问题,因此许多贵族学会识别常用毒素的痕迹。你在对抗摄入型毒药的豁免检定上获得+2背景加值。此外,每天一次你可以以类法术能力施展侦测毒素,使用你的角色等级作为施法者等级。

毒刃抗力 Poisoned Blade Resistance(河域诸国)
在河域诸国的匕痕,很有可能每一把刀刃上都涂有某种毒药,这里的人们用毒的同时也被下毒。你在对抗伤口型毒药的强韧豁免上获得+2背景加值。此外,你还会免疫一种特定的非魔法伤口型毒药。你必须在选择这个背景特质时就选择这种毒药,并且无法更改。

勤俭炼金术 Resourceful Alchemy(苏比亚)
炼金术是苏比亚民族自豪感中重要的一部分,这里是著名的太阳兰灵药之乡。但是在荒凉的沙漠地带资源非常难以得到,所以你找到了开创性的方法来制造许多你为了生存所需的工具。你在工艺(炼金术)上获得+2背景加值。当你在使用工艺(炼金术)制造炼金物品时增加为+3。

科技调配师 Technological Brewmaster(纽美利亚)
你已经习得了使用——那些太过古怪以至于有些人认为源于外星人的——先进科学技术制造药水的秘密。当制造药水时,你可以增加其基本造价10%来在正常所需的一半时间内制造出来。这种背景不给予制造药剂的能力。

毒草抗性 Weed Resistance(奇奥尼)
你学会了如何在遍布茂密林地的带毒荆棘和藤蔓中保护自己的肌肤。你在对抗植物类型的生物造成疾病或毒素的效果和能力的豁免上获得+3背景加值(例如孢子花的孢子)。

Alchemical Fence (Katapesh): Growing up in the vast markets of Katapesh, you developed connections to a great many alchemists and poisoners all over the world. You know many of the right people in any given locale as well as how to get in touch with useful contacts. When determining whether a given potion is available in a settlement, there is a 90% chance that it is available if it is within the settlement’s base value for available magic items rather than a 75% chance. Additionally, when you use Diplomacy to gather information about a topic related to alchemy or poisons (including making poisons), you gain a +3 trait bonus on the check.
Blood Potion Brewer (Belkzen): The orcs of Belkzen routinely mix the blood of their enemies with potions they brew to gain some of their foe’s strength. Twice per day when you brew a potion, you can add some of an enemy’s blood to the mixture. When you do, the potion’s caster level is treated as 1 higher when you drink it for the purpose of determining the duration of the potion’s effects. This ability has no effect if another creature drinks the potion. This trait does not grant the ability to brew potions.
Liquid Healing (Rahadoum): Growing up in Rahadoum, you did not have access to clerics and other divine magic for healing, so you relied heavily on potions to cure your wounds. As a result, potions heal you more effectively. Whenever you consume a potion that heals any number of hit points, you heal 2 additional hit points.
Necrotoxin Resistance (Geb): As a resident of the undead lands of Geb, you know well that the walking dead often carry deadly poisons and diseases within them. You gain a +3 trait bonus on saving throws against disease and poison abilities and effects inflicted by creatures of the undead type (such as ghoul fever or a vargouille’s poison).
Palm Potion (Razmiran): Priests of Razmiran often make subtle use of potions to hide the fact that they do not receive spells from their deity, and they have become quite adept at imbibing potions surreptitiously. You have mastered these techniques; whenever you consume a potion, you can attempt a Sleight of Hand check with a +2 trait bonus opposed by onlookers’ Perception checks to hide the fact that you are drinking a potion (as if you were using Sleight of Hand to hide an object). The observer’s success doesn’t prevent you from drinking the potion, just from doing so unnoticed. This does not hide any visible effects that the potion might have on you, only the physical act of drinking the potion.
Poison Connoisseur (Taldor): When the ceaseless bickering and elaborate posturing of Taldan politics proves ineffective, it is not unheard of for the nobility of Taldor to turn to poison to solve their problems, and therefore many are taught to identify the telltale signs of commonly used toxins. You gain a +2 trait bonus on saving throws against ingested poisons. Additionally, you can cast detect poison as a spell-like ability once per day, using your character level as your caster level.
Poisoned Blade Resistance (River Kingdoms): In the River Kingdoms’ Daggermark, odds are good that any given blade is coated in some kind of poison, and people there are used to both poisoning and being poisoned. You gain a +2 trait bonus on Fortitude saving throws against injury poisons. Additionally, you are immune to one specific nonmagical injury poison. You must choose this poison when you choose this trait and cannot change it.
Resourceful Alchemy (Thuvia): Alchemy is a point of national pride in Thuvia, home of the famous sun orchid elixir. But resources are often hard to come by in the blasted desert landscape, so you have found creative ways to create many of the tools you need to survive. You gain a +2 trait bonus on Craft (alchemy) skill checks. This bonus increases to +3 when you are using Craft (alchemy) to craft an alchemical item.
Weed Resistance (Kyonin): You have learned how to keep your flesh out of the way of the toxic thorns and vines that are often prevalent in verdant lands. You gain a +3 trait bonus on saving throws against poison and disease abilities and effects inflicted by creatures of the plant type (such as a basidirond’s spores).


主题: 毒血 Blood of Poison
作者: 丞相2018-02-06, 周二 17:27:13
在格拉里昂的各种族中,有一些和毒素有着生理性的联系。这些种族——有毒的树蛙人,蛇毒的娜迦裔,以及毒血的蝮血裔——由于和他们种族毒性有着天然的联系而更倾向于使用毒素。



树蛙人
与这个像青蛙一样的种族的大部分种族接触都是无害的,然而有一部分树蛙人会从皮肤中分泌有毒物质。通常那些有毒的树蛙人色彩鲜艳,这代表他们拥有毒性皮肤种族替换特性(探索者RPG 进阶种族手册 190页)。
树蛙人专长 Grippli Feats
以下专长对于树蛙人角色可用。

毒性分泌物 Toxic Secretions
你不同寻常的饮食让你能制造出比同族更多的毒药
先决条件:树蛙人,毒性皮肤种族替换特性
专长效果:你获得额外两次的毒性皮肤能力的每日使用次数。这个专长可以多次选择。
通常状况:树蛙人的毒性皮肤种族替换特性每天只能使用一次。

毒性硬脂 Poison Resin
从你皮肤中分泌的毒性黏液硬化成了一种厚重带毒的脂状物,你可以将它加工成各种形状。
先决条件:树蛙人,毒性皮肤种族替换特性
专长效果:以一个标准动作,你可以消耗一次毒性皮肤替换特性来使用你硬化的分泌物制作任意一把简易轻型武器。这把武器可以存在并使用一个小时。每分钟一次,当你进行攻击时可以将这个这把武器是为应用了你的树蛙人种族毒素。每天对于每把武器你可以使用这项毒伤能力的次数等于你的体制调整值。任何除你以外的人尝试持用这把武器都会暴露于你的毒素之下。

剧毒接触 Noxious Touch
你会本能的分泌毒素以应对伤害。
先决条件:树蛙人,毒性皮肤种族替换特性
专长效果:当你被一次徒手打击或者天生武器击中时,你可以用一个直觉动作消耗一次毒性皮肤,用你的树蛙人毒素影响那个击中你的生物,如同你将毒素涂抹到了自己身上一样。

曼特蛙 (Mantella)【树蛙人德鲁伊变体】
曼特蛙专注于探索族群的毒素遗产,无论其是否具体体现在了自身的生理之中。曼特蛙对于树蛙人德鲁伊是可用变体。

毒素亲和 Poison Affinity(Su):在第四级时,如果曼特蛙使用自然变身变化的形态拥有任何毒素能力,那么曼特蛙也会获得这些能力。但是,曼特蛙永远无法通过自然变身变化成元素形态。
这个能力调整了自然变身。

毒餐 Toxic Diet(Ex): 6级起,曼特蛙和他的动物伙伴获得毒素免疫。此外,当暴露于一剂毒药时,以一个直觉动作,曼特蛙可以吸收毒素并将其储存在体内一天。以一个迅捷动作,曼特蛙可以分泌这种毒素;这会将毒素的类型改为伤口型并且生效于德鲁伊的所有天生武器。这个能力曼特蛙每天可以使用三次,并且在第8级和之后每2个德鲁伊等级提升一次。
这个能力调整了毒素免疫并且取代自发施法。

沼泽毒杀者 (Swamp Poisoner)【树蛙人盗贼变体】
沼泽毒杀者运用他们所拥有的毒素来保护自己的家园并平衡战局。沼泽毒杀者对于树蛙人盗贼是可用变体,并且它同时适用于核心规则书和解放掉链子盗贼(探索者解放 20页)

先决条件:沼泽毒杀者必须选择毒性皮肤树蛙人种族替换特性

黏膜 Mucous Membrane(Ex):沼泽毒杀者在逃脱检定和对抗擒抱攻击的CMD检定上获得等于其职业等级一半的加值(最低为1)。

静脉标记 Mark the Vein (Ex):在2级时,当沼泽毒杀者在攻击一个正在被其树蛙人种族毒素影响的目标时,该目标在防御等级上失去敏捷加值。这个目标必须正在中毒状态,而非仅仅受到毒素的效果,例如残留的属性伤害(即目标仍然需要每回合对毒素进行豁免中)。
该能力替换2级时获得的盗贼天赋。

毒阱策略 Poison the Well (Ex):第3级起,以一个标准动作,沼泽毒杀者可以通过使用他的毒性皮肤替换种族特性将毒素涂抹在一个五尺见方的区域上,来取代涂抹在一把武器或者自己身体上。除了沼泽毒杀者以外的第一个进入这个区域的生物暴露于毒素之下。这毒素会在1小时后失去效力。这片区域被视为陷阱,其察觉DC和解除装置DC等于10+沼泽毒杀者一半的等级+沼泽毒杀者的体质调整值。沼泽毒杀者还会获得每天额外一次毒性皮肤种族特性的使用次数,3级之后的每3级还会额外增加一次。
这个能力替换陷阱感知,对于解放盗贼则替换感知危险。
(https://i.imgur.com/rDmYthF.png)
GRIPPLIS
While most members of this frog-like race are inoffensive to the touch, a number of gripplis secrete noxious substances from their skin. The often brightly colored poisonous gripplis are represented by the toxic skin alternate racial trait (Pathfinder RPG Advanced Race Guide 190).
Grippli Feats
The following feats are available to grippli characters.
Toxic Secretions
Your unusual diet makes you produce more poison than others of your kind.
Prerequisites: Grippli, toxic skin alternate racial trait.
Benefit: You gain two additional uses of your toxic skin alternate racial trait per day. This feat can be taken multiple times.
Normal: The grippli toxic skin alternate racial trait can be used once per day.
Poison Resin
The toxic slime from your skin hardens into a thick, venomous resin that you can craft into various shapes.
Prerequisites: Grippli, toxic skin alternate racial trait.
Benefit: As a standard action, you can spend a use of your toxic skin alternate racial trait to create any simple light weapon out of your hardened secretions. This weapon remains intact and usable for 1 hour. Once per minute when making an attack, you can treat this weapon as if you had applied your grippli racial poison to it. You can use this envenoming function a number of times per day equal
to your Constitution modifier for any individual weapon created. Anyone other than you who attempts to wield the weapon is exposed to your poison.
Noxious Touch
You reflexively excrete poison in response to trauma.
Prerequisites: Grippli, toxic skin alternate racial trait.
Benefit: Whenever you are hit with an unarmed strike or natural weapon, you can spend a use of your toxic skin racial trait as an immediate action, affecting the creature that hit you with your grippli poison as if you had smeared the poison on your own body.
Mantella (Grippli Druid Archetype)
A mantella focuses on exploring her poisonous heritage, whether or not it has manifested in her own personal biology. The mantella is an archetype available to grippli druids.
Poison Affinity (Su): At 4th level, if a form the mantella assumes with wild shape has any poison abilities, the mantella also gains those abilities. However, the mantilla can never use wild shape to take the form of an elemental.
This alters wild shape.
Toxic Diet (Ex): At 6th level, both the mantella and her animal companion gain immunity to poison. Additionally, as an immediate action when exposed to a dose of poison, a mantella can absorb the toxin and store it internally for up to 1 day. As a swift action, a mantella can secrete this poison; this changes the poison’s type to injury and applies the dose of poison to all of the druid’s natural attacks. A mantella can use this ability three times per day, plus one additional time per day at 8th level and every 2 druid levels thereafter.
This alters venom immunity and replaces spontaneous casting.
Swamp Poisoner (Grippli Rogue Archetype)
Swamp poisoners use their own toxins to defend their homes and level the playing field. The swamp poisoner is an archetype available to grippli characters, and it is appropriate for rogues built using the rules from the Pathfinder RPG Core Rulebook as well as for unchained rogues (Pathfinder RPG Pathfinder Unchained 20).
Prerequisites: A swamp poisoner must have selected the toxic skin grippli alternate racial trait.
Mucous Membrane (Ex): A swamp poisoner gains a bonus equal to half his class level on Escape Artist checks and to his CMD when resisting grapple attempts (minimum 1).
This replaces trapfinding.
Mark the Vein (Ex): At 2nd level, when the swamp poisoner attacks a target that is currently affected by his grippli racial poison, that target is denied its Dexterity bonus to AC. The target must be actively poisoned, not just suffering the effects of poison, such as lingering ability damage.
This replaces the rogue talent gained at 2nd level.
Poison the Well (Ex): At 3rd level as a standard action, a swamp poisoner can smear the poison generated through the use of his toxic skin alternate racial trait onto the ground in a 5-foot area, instead of onto a weapon or his own body. The first creature other than the swamp poisoner to enter the area is exposed to the poison. The poison loses its potency after 1 hour. This area is considered a trap, and the DCs of Perception checks to notice it and Disable Device checks to disable it are equal to 10 + half the swamp poisoner’s level + the swamp poisoner’s Constitution modifier. The swamp poisoner also gains an extra use per day of his toxic skin alternate racial trait, plus one additional use per day for every 3 levels beyond 3rd.
This replaces trap sense. An unchained rogue replaces danger sense instead.



娜迦裔 NAGAJI
一个有着神秘起源的类蛇种族,某些娜迦裔与那些同名的娜迦更为相似。虽然大多数娜迦裔是无毒的,然而那些拥有喷毒种族专长的(进阶种族手册 197页)娜迦裔在他们嘴中的腺体里有着天生的毒液存储区。

娜迦裔专长
以下专长对娜迦裔可用,并且能够增强喷毒种族专长。

溢血之毒 Hemorrhaging Venom(战斗专长)
你的毒液足以摧毁血管融化骨骼。
先决条件:喷毒,致命毒液,基本攻击加值+7,娜迦裔
专长效果:你在使用喷毒专长喷射毒素时,可以来对豁免失败的目标在其他效果之外额外造成2d6点流血伤害。这个流血可以正常被DC 15的医疗技能检定、或任何能够治疗生命值伤害的法术所终止。此外,你获得每天额外一次的喷毒专长的使用次数。

剧毒喷雾 Toxic Spray(战斗战斗专长)
你产出大量的毒素,向你无助的受害者投出毒液的罗网。
先决条件:喷毒,粘稠毒液,娜迦裔
专长效果:你在使用喷毒专长喷射毒素时,你可以对30尺内的一个5尺半径的区域投毒持续1轮。任何生物进入这片区域或者在这片区域开始其回合,都会暴露于喷毒的毒素之中并且陷入纠缠如同该生物是你粘稠毒液专长的目标。此外,你获得每天额外一次的喷毒专长的使用次数。

致命毒液 Virulent Venom(战斗专长)
从你尖牙中滴落的毒液足以烧穿肉身与树木。
先决条件:喷毒,娜迦裔。
专长效果:你在使用喷毒专长喷射毒素时,在所有效果之外额外造成1d6点强酸伤害,每拥有3个HD额外增加1d6点强酸伤害。即使生物免疫毒素或者成功通过豁免,强酸伤害仍然对其有效。此外,你获得每天额外一次的喷毒专长的使用次数。

粘稠毒液 Viscous Venom(战斗专长)
你的毒液异常的浓稠而有黏性。
先决条件:喷毒,娜迦裔
专长效果:你在使用喷毒专长喷射毒素时,你可以对30尺内的一目标喷出一团剧毒粘稠物。如果命中,目标会如常暴露在你的娜迦毒素之中并且陷入纠缠。一个被纠缠的目标可以用一个整轮动作进行力量检定(DC 15)或逃脱检定(DC 15),或者对该粘胶施加15点的挥砍伤害来突破粘液团。此外,你获得每天额外一次的喷毒专长的使用次数。


毒刃 (Venomblade)【娜迦裔战士变体】
毒刃学会了如何充分利用他的带毒唾液,致盲其目标然后冲向他们站着的地方将他们砍倒。毒刃是战士变体,对娜迦裔角色可用。

毒液规划 Venom Projection(Ex):只要他还没有拥有这个能力,毒刃就必须选择娜迦裔种族专长喷毒作为她的1级战士奖励专长。自2级起,他不会由于使用喷毒的能力而受到借机攻击。自4级起,他可以用一个标准动作使用喷毒专长的能力;自8级起,他只需要用一个移动动作就能使用该能力;自12级起,他可以以一个迅捷动作使用该能力。
这个能力替换了英勇,并调整了1级获得的奖励专长。

偷袭 Sneak Attack(Ex):在6级时,毒刃可以对30尺内的她夹击或者对毒刃在AC上失去敏捷加值的目标造成额外1d6点伤害。这个伤害在6级之后每4级增加1d6。
这个能力替换了6级时获得的奖励专长。

蛇意击 Viper Strike(Ex):自12级起,通过挥砍或穿刺武器造成了一次成功攻击后,毒刃可以用一个迅捷动作消耗一次喷毒专长的使用次数,将他的毒液喷进伤口中。这会导致该目标在对抗毒素的豁免上受到-4的罚值,并且在1轮中,使所有成功击中目标的攻击造成额外1d6点伤害。这是一个毒素效果。
该能力替换了12级获得的奖励专长。

NAGAJI
An ophidian race with mysterious origins, certain nagaji take even more after their namesake nagas. While most nagaji are not venomous, those with the Spit Venom racial feat (Advanced Race Guide 197) have natural reserves of poison within glands along their mouths.
Nagaji F eats
The following feats are available to nagaji characters and enhance the Spit Venom racial feat.
Hemorrhaging Venom (Combat)
Your venom destroys blood vessels and melts bone.
Prerequisites: Spit Venom, Virulent Venom, base attack bonus +7, nagaji.
Benefit: Your ability to spit poison granted by the Spit Venom feat deals 2d6 points of bleed damage on a failed saving throw in addition to all other effects. The bleeding can be stopped as normal with a successful DC 15 Heal check or the application of any effect that heals hit point damage. In addition, you gain one additional use per day of the ability to spit poison granted by the Spit Venom feat.
Toxic Spray (Combat)
You produce enough venom to cast a web of poison over your hapless victims.
Prerequisites: Spit Venom, Viscous Venom, nagaji.
Benefit: When you spit poison using the ability granted by the Spit Venom feat, you can envenom a 5-foot-radius area within 30 feet for 1 round. Any creature that enters or begins its turn in this area is both exposed to the poison granted by Spit Venom and entangled as if you had targeted that creature with the ability granted by the Viscous Venom feat. In addition, you gain one additional use per day of the ability to spit poison granted by the Spit Venom feat.
Virulent Venom (Combat)
The poison that drips from your fangs is potent enough to burn through flesh and wood.
Prerequisites: Spit Venom, nagaji.
Benefit: Your ability to spit poison granted by the Spit Venom feat deals 1d6 points of acid damage plus an additional 1d6 points of acid damage for every 3 Hit Dice you have, in addition to all other effects.This additional damage affects creatures even if they are immune to poison or succeed at their Fortitude saving throws. In addition, you gain one additional use per day of the ability to spit poison granted by the Spit Venom feat.
Viscous Venom (Combat)
Your venom is abnormally thick and adhesive.
Prerequisites: Spit Venom, nagaji.
Benefit: When you spit poison using the ability granted by the Spit Venom feat, you can spit a glob of venomous goo at an enemy within 30 feet. Once struck, the target is both exposed to your nagaji poison as normal and entangled. An entangled target can break free from the sticky goo with a successful DC 15 Strength or Escape Artist check as a fullround action or by dealing 15 points of damage to the gooey substance with a slashing weapon. In addition, you gain one additional use per day of the ability to spit poison granted by the Spit Venom feat.

Venomblade (Nagaji Fighter Archetype)
The venomblade has learned to take full advantage of his toxic spittle, blinding his targets and then rushing in to cut them down where they stand. The venomblade is an archetype of the fighter class that is available to nagaji characters.
Venom Projection (Ex): The venomblade must take the Spit Venom nagaji racial feat as his 1st-level fighter bonus feat if he does not already have that ability. At 2nd level, he does not provoke an attack of opportunity for using the ability granted by the Spit Venom feat. At 4th level, he can use the ability granted by the Spit Venom feat as a standard action; at 8th level, he can use it as a move action; and at 12th level, he can use it as a swift action.
This replaces bravery and alters the bonus feat gained at 1st level.
Sneak Attack (Ex): At 6th level, a venomblade deals 1d6 additional points of damage to targets within 30 feet that he flanks or that are denied their Dexterity bonus to AC against him. This damage increases by 1d6 every 4 levels beyond 6th.
This replaces the bonus feat gained at 6th level.
Viper Strike (Ex): At 12th level, upon making a successful attack with a slashing or piercing weapon, the venomblade can spend a use of the ability granted by the Spit Venom feat as a swift action to spray his toxin into the wound. This imposes a –4 penalty on the victim’s saving throw against the poison and causes the target to take 1d6 additional points of damage from all successful attacks for 1 round.
This is a poison effect.
This replaces the bonus feat gained at 12th level.



蝮血裔 VISHKANYAS
蝮血裔在格拉里昂的诸多种族中也是非常独特的,几乎所有蝮血裔的血液中都流淌着与生俱来的毒素。蝮血裔与毒素有着一种近乎精神上的联系,不仅可以熟练地使用各种类型的毒素,并且可以转变流淌于他们血脉中的剧毒液体。

蝮血裔专长 Vishkanya Feats
以下专长对蝮血裔角色可用。

解法之血 Dispelling Blood
你可以转变你的毒血,使其可以解除魔法。
先决条件:知识(奥秘)7级,蝮血裔
专长效果:以一个迅捷动作,你可以改变自己的毒液使其不再影响肉体而是影响魔法。当你的毒液击中一名生物时,被视为一个目标型解除魔法效果,使用你的角色等级作为施法者等级。这个解除效果可以影响免疫毒素的目标。
通常状况:蝮血毒造成敏捷伤害。

鬼咒脓液 Ghostbane Ichor
你的毒液强大到足以影响以太位面。
先决条件:知识(宗教)9级,蝮血裔
专长效果:一把涂有你蝮血毒的武器可以在等于你体质调整值得轮数内获得幽冥特殊能力,并且对虚体敌人造成额外1d6点伤害。这个效果可以影响免疫毒素的目标。如果武器被用于攻击一个有实体的生物,毒液会被浪费并且其赋予武器的效果会结束。
通常状况:蝮血毒造成敏捷伤害。

拆解之血 Unraveling Blood
你毒血中蕴含的力量不仅可以摧毁肉体也能摧毁邪恶的诅咒。
先决条件:解法之血,知识(奥秘)9级,蝮血裔
专长效果:以一个迅捷动作,你可以改变你蝮血毒的效果,使其在击中一名生物时效果如同破除结界(break enchantment),使用的角色等级作为施法者等级。这个解除效果可以影响免疫毒素的目标。
通常状况:蝮血毒造成敏捷伤害。

守护之血 Warding Blood
你超凡的毒液强大到了可以阻止任何试图穿越它的人。
先决条件:鬼咒脓液,知识(宗教)13级,蝮血裔
专长效果:你可以花费10分钟时间以及两次蝮血毒使用次数,来用你的血液创造一个不超过10尺*10尺的区域。这会形成一个禁制术(forbiddance)效果,以你的角色等级作为施法者等级(最高20)。这个效果的豁免DC=15+你的魅力调整值。受到禁制术效果伤害的生物同样会暴露于你的蝮血毒中。如果你有能力可以改变毒液的效果,你必须在创造毒液区域时就决定应用哪种效果。

叉舌门徒(Disciple of the Forked Tongue)【蝮血裔吟游诗人变体】
研究如同毒血一样恶毒的言语,叉舌门徒知道如何正确的使用措辞来缓慢的毒害灵魂。他的声音可以深入受害者心里,摧毁友谊、消磨心智。叉舌门徒是一个吟游诗人变体,对蝮血裔角色可用。

吟游表演 Bardic Performance:叉舌门徒获得以下吟游表演。
不谐之漩 Discordant Spiral(Su):叉舌门徒可以扰乱听到其表演的敌人思维。导致他们在对抗影响心灵和诅咒的效果时,在豁免检定上承受-1罚值,并且在专注检定上承受-2罚值。这些罚值在第5级和之后每6级增加1点。
这个能力取代了激发勇气。
恶毒耳语 Venomous Whispers(Su): 自第9级起,叉舌门徒可以使用他的表演在30尺内一名敌人的心中播种猜疑。一名受到影响的生物会在对待其盟友的法术或者效果时视他们为敌对目标——意味着他无法成为法术的自愿目标,并且如果可以豁免则他必须尝试豁免。他无法享受友方的吟游表演以及其他特定只对友方生效的效果。在9级之后每3级,叉舌门徒在使用该表演时可以将额外一个敌人作为目标(在18级时达到最多4个)。
这个能力取代了提振战力。

心中毒蛇 Serpent of the Mind(Su):在2级和之后每4级,叉舌门徒可以将一个来自任何施法职业的法术表中带有诅咒描述符的法术加入其已知法术中。
这个能力取代了多才多艺。
VISHKANYAS
Vishkanyas are unusual among the races of Golarion in that almost all vishkanyas have inborn venom in their blood. Vishkanyas have a nearly spiritual connection to poison, are skilled in the use of toxins of all sorts, and can transform the poisonous fluids that run through their veins.
Vishkanya Feats
The following feats are available to vishkanya characters.
Dispelling Blood
You can change your toxic blood to unravel magic itself.
Prerequisites: Knowledge (arcana) 7 ranks, vishkanya.
Benefit: As a swift action, you can alter the effects of your venom to affect magic instead of flesh. Your venom functions as a targeted dispel magic effect when it strikes a creature, using your character level as your caster level. This dispelling effect affects creatures even if they are immune to poison effects.
Normal: Vishkanya venom deals Dexterity damage.
Ghostbane Ichor
Your venom is powerful enough to seep into the Ethereal Plane.
Prerequisites: Knowledge (religion) 9 ranks, vishkanya.
Benefit: For a number of rounds equal to your Constitution modifier, a weapon envenomed by your vishkanya venom gains the ghost touch special ability and deals 1d6 additional points of damage against incorporeal foes. This affects creatures even if they are immune to
poison effects. If the weapon is used to attack a corporeal creature, the venom is expended and the effects it granted to your weapon end.
Normal: Vishkanya venom deals Dexterity damage.
Unraveling Blood
Your toxic blood has the power to destroy both flesh and foul curses.
Prerequisites: Dispelling Blood, Knowledge (arcana) 9 ranks, vishkanya.
Benefit: As a swift action, you can alter the effects of your vishkanya venom to function as break enchantment when striking a creature, using your character level as your caster level. This dispelling effect affects creatures even if they are immune to poison effects.
Normal: Vishkanya venom deals Dexterity damage.
Warding Blood
Your ethereal venom is strong enough to repel anyone who attempts to cross through it.
Prerequisites: Ghostbane Ichor, Knowledge (religion) 13 ranks, vishkanya.
Benefit: You can spend 10 minutes and two uses of your vishkanya venom to coat an area no larger than 10 feet by 10 feet with your blood. This creates a forbiddance effect, using your character level as your caster level (maximum 20). The save DC of this effect is equal to 15 + your Charisma modifier. Creatures that take damage from the forbiddance effect are also exposed to your vishkanya venom. If you have abilities that alter the effects of your venom, you must choose which effect applies when you create the venomous area.
Disciple of the Forked Tongue
(Vishkanya Bard Archetype)
Studied in venomous words as well as venomous blood, a disciple of the forked tongue knows just the right phrase to slowly poison the soul. His voice can sink deep into his victims’ hearts, destroying friendships and devouring the mind. The disciple of the forked tongue
is an archetype of the bard class available to vishkanya characters.
Bardic Performance: A disciple of the forked tongue gains the following bardic performances.
Discordant Spiral (Su): The disciple can disrupt the thought processes of enemies who hear his performance, causing them to take a –1 penalty on saves against mind-affecting and curse effects and a –2 penalty on concentration checks. These penalties increase by 1 at 5th level and every 6 levels thereafter.
This replaces inspire courage.
Venomous Whispers (Su): At 9th level, a disciple of the forked tongue can use his performance to sow distrust into the mind of an enemy within 30 feet. An affected creature treats its allies as hostile for the purposes of their spells and abilities—it is never considered a willing target of spells and must attempt saving throws against them when possible, and it gains no benefit from allied bardic performances and other abilities that specifically target allies. For every 3 levels a disciple of the forked tongue has beyond 9th, he can target one additional enemy while using this performance (up to a maximum of four at 18th level).
This replaces inspire greatness.
Serpent of the Mind (Su): A disciple of the forked tongue can add one spell with the curseUM descriptor from the spell list of any spellcasting class to his list of spells known at 2nd level and every 4 levels thereafter.
This replaces versatile performance.

剧毒遗产 TOXIC HERITAGES
血统之重有时候会使你与各种毒素建立一种联系。

蝎子血脉 Scorpion Bloodline(术士血脉)
无论是你的祖先曾经服侍过一位蝎子女神,还是仅仅是和更多数量的普通蝎子密切合作过。这些蛛形纲生物的毒素已经通过几代人融入了你的血液之中。

本职技能:攀爬

奖励法术:荆刺标枪(3级),蛛行术(5级),毒击术(7级),巨虫术(仅限蝎子)(9级),虫类形态II(11级),燃烧之风(13级),漫天虫蚀(15级),凋死术(17级),转血为酸(19级)

奖励专长:奥术打击,盲斗,战斗反射,扰咒法术,精通先攻,灵狐步,技能专攻(攀爬)

血脉奥秘:你受训过如何使用毒素,并且不会在为武器涂毒时使自己意外中毒。

血统力量:无论你现在的血统来自何处,沙漠就在你的血液中。你的祖先可能崇拜蝎子之力或者学会了引导它来生存。
先祖毒刺 Progenitor’s Sting (Sp):你可以用一个标准动作魔法化的将你的毒素应用于自己的武器之上或者30尺内一名自愿盟友的武器之上。(毒素-伤口型;豁免:强韧DC=10+你一半的术士等级+你的魅力调整值;频率:1次/轮,持续6轮;效果:1点力量,敏捷,体质伤害[由你选择应用于哪种属性];治愈:1次豁免)。你能够每天使用此能力次数为“3 +魅力修正”。
自第5级起,这个能力中你毒素造成的伤害增加到1d3。
自第7级起, 每次当你使用先祖毒刺时,你可以选择两种属性值受到你的血脉毒素的影响。
自第11级起, 当你使用先祖毒刺为武器涂毒时,你可以神奇的将毒素应用在20尺内所有自愿盟友的武器上。这会额外算一次先祖毒刺的使用次数。

修改生效 Modify Onset(Su):自第3级起,你可以增加你所使用的毒药的发作时间每个等级1小时。自第9级起,你可以改变一种毒药使其没有一个生效的时间,但是你可以在任何时间以一个迅捷动作触发它,无视距离。如果你在1个星期内都没有触发这剂毒药,这份毒药就会失效。这份毒药在被触发前也被用普通侦测和移除毒素的手段来侦测并且移除。

突袭蛰刺 Sudden Sting(Ex,Sp):自第9级起,当你可以在突袭轮行动时,你可以进行一个全回合动作而非仅有一个标准动作。你还可以每天3次以类法术形式使用加速毒发和延缓毒发。

沙中行者 Sandwalker(Ex):自第15级起,你获得30尺的掘地速度和60尺范围的震颤感知。

此我天性 It Is My Nature(Su):在20级时,你的毒血保护着你,反应性的召唤一枚以太毒刺攻击那些太靠近你的敌人。每天三次,当一名敌人移动到邻接你的方格时,你可以用一个直觉动作对其进行一次近战接触攻击。如果命中,则该生物必须通过强韧豁免(DC=10+你一半的术士等级+你的魅力调整值)否则就会死亡。通过了这个强韧豁免的生物在24小时免疫该效果。这是一个毒素和死亡效果(UM,138,137页)。你可以在被突袭或者措手不及时使用此能力。
Scorpion Bloodline (Sorcerer Bloodline)
Whether your ancestors served a scorpion goddess or simply worked closely with more mundane members of the species, the venom from these arachnids has seeped down through generations into your blood.
Class Skill: Climb.
Bonus Spells: Thorn javelinACG (3rd), spider climb (5th), poisonm (7th), giant vermin (scorpions only) (9th), vermin shape II (11th),siroccoAPG (13th), creeping doom (15th), horrid wilting (17th), transmute blood to acidUM (19th).
Bonus Feats: Arcane Strike, Blind-Fight, Combat Reflexes, Disruptive Spell, Improved Initiative, Nimble Moves, Skill Focus (Climb), Stealthy.
Bloodline Arcana: You are trained in the use of poison and cannot accidentally poison yourself when applying poison to a weapon.
Bloodline Powers: Wherever your lineage hails from now, the desert is in your blood. Your ancestors may have worshiped the power of the scorpion or learned to channel it to survive.
Progenitor’s Sting (Sp): You can magically apply your toxic essence onto your weapon or onto the weapon of a willing ally within 30 feet as a standard action. (Poison—injury; save Fort DC 10 + half your sorcerer level + your Charisma modifier; frequency 1/round for 6 rounds; effect 1 Str, Dex, or Con damage [chosen when this ability is used]; cure 1 save). You can use this ability a number of times per day equal to 3 + your Charisma modifier.
At 5th level, the ability damage of your poison increases to 1d3.
At 7th level, each time you apply your progenitor’s sting, you can choose two ability scores for your bloodline poison to affect.
At 11th level, whenever you apply your progenitor’s sting to a weapon, you can magically apply it onto all willing allies’ weapons within 20 feet as well. This counts as one use of your bloodline ability.
Modify Onset (Su): At 3rd level, you can increase the onset time of poisons you use by up to 1 hour per level. At 9th level, you can alter a poison so that it does not have an onset time, but you can trigger it as a swift action to take effect at any time, regardless of distance. If you do not trigger this poison within 1 week of poisoning a target, the poison dissipates harmlessly. The poison can be detected and removed before it is triggered using any normal methods of detecting and removing poison.
Sudden Sting (Ex, Sp): At 9th level, when you are able to act in the surprise round, you can take a full round’s worth of actions rather than just a single standard action. You can also cast accelerate poisonAPG and delay poison as spell-like abilities a total of three times per day.
Sandwalker (Ex): At 15th level, you gain you gain a burrow speed of 30 feet and tremorsense with a range of 60 feet.
It Is My Nature (Su): At 20th level, your poisoned blood protects you, reflexively conjuring an ethereal stinger to lash out at foes who come too close. Three times per day when an enemy moves into a square adjacent to you, you can make a melee touch attack against the creature as an immediate action. On a hit, the creature must succeed at a Fortitude save (DC = 10 + half your sorcerer level + your Charisma modifier) or die. A creature that succeeds at this Fortitude save is immune to this effect for 24 hours. This is a poison and death effect (Pathfinder RPG Ultimate Magic 138, 137). You can use this ability even when you are surprised or flat-footed.
(https://i.imgur.com/nSbBKvM.png)
主题: 炼金术的专家们(AlchemIcAl exPerts)
作者: 丞相2018-02-17, 周六 14:57:03
毫无疑问,药水和毒药的形成离不开炼金术师们专门研究并且经常使用。除了在炼金术师职业能力已经包含的能力外,还有几个炼金术师变体也专注于毒药,例如制毒师(Toxicant)(阴招战术工具匣 7页)以及Eldritch Poisoner(未翻译)(黑市指南 28页)。下面章节提供探索炼金术其他方面的变体,以及和药水、毒药有关的发现来完善职业特色。


调制师(Concocter)【炼金术师变体】

  作为组合多种炼金物质来创造独特效果的专家,调制者专注于调和化合练成,突变药剂以及药水来创造出具有令人振奋力量的化合物。对那些不熟悉他们手法的家伙来说,调制师是非常鲁莽的,但是了解他们的人则会知道,这些炼金术师只是用了些非正统的方法。

突变调配(Mutagenic Mixology,Ex):自2级起,当调制师制造一瓶药水时,他可以调和一些用来制造突变药剂的成分,将他的突变药剂的一些效果加入这瓶调剂物中。
      当他喝下这瓶调和剂时,他如常获得药水的效果。此外,他还会在AC上获得+2天生防御加值并在选定的属性上获得+4炼金加值(力量,敏捷,体质),并且在对应精神属性(智力,感知,魅力)上承受-2减值,就如同突变药剂一样。获得加值的属性值必须在调和式就选择。这些增益或罚值持续时间等于调和剂基底药剂效果的持续时间或者是1分钟/调制师炼金术士等级,以两者中最短的时间为准。
      调和剂的效果不会和另外一份调和剂或者突变药剂叠加。如果调制师在一份调和剂的效果下引用了另一份调和剂或者突变药剂,则任何先前的调和剂或突变药剂的效果会立即终止。当一份调和剂离开了炼金术师的掌握后,它会迅速失效,当它回到炼金术师的手中时,它又立即再度生效(即使调剂师拥有灌注突变科研发现)。将突变药剂和药水调和的过程使其变得非常不稳定,所任任何其他人喝下调和剂(包括其他炼金术师)无法获得任何增益并且必须进行一次强韧检定(DC为10+炼金术士的职业等级+炼金术士的智力加值),否则他将反胃(nauseated)一个小分钟。
      以这种方法制作调和剂需要额外的反应物和材料,这使制造调和剂的药水基底在原材料上需要双倍的成本。以这种方式加入调和剂中的突变药剂,不算入调剂师同一时间内可以拥有的突变药剂数量。
      在2级时,调剂每天可以制作一份这样的调和剂,并且在4级时可以制作第二份。一份调和剂在被制造出来24小时后就会失效。
该能力取代2级和4级时获得的科研发现。

化合调配(Extracting Mixology,Ex):自6级起,调剂师可以混合一份化合炼成和一份药水。允许其一起使用这种混合药,虽然可能会有一些负面效果。以一个整轮动作,调剂师可以将一份化合炼成和一瓶他拥有的药水融合。调剂师可以以一个标准动作喝下这份混合药。如果她不在创造了混合药的两轮内喝下这份它,混合药就会变得失效,并且化合练成和药水都会被毁。这个能力无法被用于使用突变调配加入过突变药剂的药水。
      喝下一份混合药的确切效果不稳定且不可测。每次当调剂师喝下混合药时,投骰子并按下表决定效果。
混合药效果
d4效果
1化合炼成(百分骰的01-50)或者药水(百分骰的51-100)没有效果。而有效的那个部分则视其施法者等级或者调剂师的炼金术师等级高2级,选择对应的一种。
2化合炼成和药水都正常生效。
3化合炼成和药水都正常生效,并且使其施法者等级或者调剂师的炼金术师等级高2级,选择对应的一种。
4化合炼成和药水都正常生效,并且如同受到了法术延时超魔专长的影响。如果化合炼成或药剂的持续时间是专注、瞬间或者永久,则化合炼成和药剂仅正常生效。
该能力取代迅捷炼金和6级时获得的科研发现。



身酿酵师(Fermenter)【炼金术师变体】
——以身为鼎,心炼万物

  不仅仅是单纯的私酿酒师,身酿酵师专注于吸收的物质,利用最终在他们身体上体现的效果来学习,并将这些知识吸收到自己的技能之中。将自己视为活生生的实验,坦然接受他们工作中的风险与好处。(更多关于酊剂的信息,请见22-23页)。

药物耐受性(Substance Tolerance,Ex):自2级起,当身酿酵师使用了一份毒品,她在对抗成瘾的豁免检定上获得+2加值(城主手册 236页)。当她消费了一份酊剂,她获得其好处,但是所有罚值减少1点。(如果这种酊剂的负面效果是施加一个条件或者另一种没有数值的惩罚,比如星光果汁(starlight juice, )该职业能力在2级时不生效)。此外,在喝到每再喝杯就恶心1小时的最大限度前,身酿酵师可以喝下等于1+3倍其体质调整值的酒精饮料。(通常的醉酒规则在城主手册 237页)。
      对抗成瘾的豁免加值在8级时成长为+3,在10级时成长为+4。自10级起,身酿酵师在喝下酊剂时不会承受罚值,包括状态或者其他非数值型负面效果(举个例子,星光果汁不在造成目眩)。此外自10级起,在喝到恶心前,她可以喝下等于1+4倍其体质调整值的酒精饮料。
该能力取代毒素抗力(Poison Resistance)和10级时获得的科研发现(Discovery)。

挥发性炸弹(Volatile Bombs,Ex):挥发性炸弹 Ex:自2级起,受到影响的身酿酵师会使其炸弹更加有效,但它们也因此变得更加不稳定更难以瞄准。只要身酿酵师在一份毒品或者酊剂的效果下或者她在过去10分钟内曾喝下一份酒精饮料,她的炸弹就会获得每个伤害骰1点的额外伤害。而在这个能力生效的同时,她在其炸弹的攻击骰上承受-2罚值。在7及和之后每6级,这个罚值额外增加1点(最高在19级时达到-5)。   
该能力取代用毒(Poison Use)。

批量制造(Batch Brew,Ex):6级起,身酿酵师学会了如何大批量制造酊剂。当她使用工艺(炼金术)制造一份酊剂时,她可以同时额外制造等于其智力调整值的酊剂。她需要为每一份酊剂都花费资源,但是她可以只尝试一个工艺检定,而将结果运用在所有被制造的酊剂上。
该能力取代了迅捷上毒(Swift Poisoning)。
(https://i.imgur.com/FM7vNZn.png)



科研发现 Discoveries
以下科研发现使炼金术师可以充分利用毒药、药剂和酊剂。

定制毒药(Designer Poison,Ex):炼金术师可以制造对某些生物更有效的特殊毒药。当制作一份毒药时,炼金术师可以从游侠的宿敌列表中选择一个生物种类(或者子类,如果需要的话)。在对抗所选种类的生物时,该毒药的豁免DC增加4点。在对抗其他生物时则减少2点。炼金术师必须在制造毒药时就选择生物种类和子类(如果需要),并且之后无法改变这个选择。

持久毒剂(Enduring Toxin,Ex):炼金术师可以改变一份毒药的持续时间,使其长久的留存于受害者体内。改变一剂毒药需要消耗1小时时间,并且需要花费相当于毒药市场价格一半的原材料,还会使炼金术师暴露于毒药之中,如果他没有免疫毒素就有可能会影响他。这会使毒药的最大持续时间翻倍。选择这一科研发现至少需要8级炼金术师等级。

持久酊剂(Lasting Tinctures,Ex):炼金术师学会如何制造出持续时间时间比正常长得多的酊剂。由炼金术师使用工艺技能制造的任何酊剂的持续时间都增加一倍。当炼金术师使用这一科研发现制造持久型酊剂时,酊剂会正常的施加负面效果,即使炼金术师拥有可以降低酊剂罚值的能力(例如本章中提到的身酿酵师变体的药物耐受性能力)。拥有这一发现的炼金术师也可以制造持续时间正常的酊剂。

No discussion of poisons or potions would be complete without alchemists, who specialize heavily and often gleefully in the use of both. Beyond the useful abilities already included in the alchemist class, there are already several alchemist archetypes that focus on poisons, such as the toxicant (Pathfinder Player Companion: Dirty Tactics Toolbox?7) and the eldritch poisoner (Pathfinder Player Companion: Black Markets 28). The following section provides archetypes that explore other aspects of alchemical brewing, as well as potion- and poison-related discoveries to complement these class features.

CONCOCTER  (ALCHEMIST ARCHETYPE)
Experts at combining sets of chemicals to create unique effects, concocters specialize in blending extracts, mutagens, and potions to create concoctions that give them exhilarating powers. Concocters seem reckless to those who aren't familiar with their ways, but those who know them understand that these alchemists simply have unorthodox methods.
Mutagenic Mixology (Ex): At 2nd level, whenever a concocter brews a potion, he can mix in some of the chemicals he uses to create his mutagen, adding some of his mutagen's effects to this concoction.
When he drinks this concoction, he gains the benefit of the potion as normal. Additionally, he gains a +2 natural armor bonus and a +4 alchemical bonus to one of his physical ability scores (Strength, Dexterity, or Constitution), while suffering a –2 penalty to the corresponding mental ability score (Intelligence, Wisdom, or Charisma), just as though the concoction were a mutagen. The ability score that receives the bonus must be chosen when the concoction is made. These benefits and penalties last for the duration of the effects of the potion on which the concoction is based or for 1 minute per the concocter's alchemist level, whichever is shorter.
The effects of this concoction do not stack with another such concoction or a mutagen. If the concocter drinks another concoction or a mutagen while under the effects of this concoction, the effects of any previous concoction or mutagen immediately end. A concoction that is not in the concocter's possession becomes inert until the concocter picks it up again (even if the concocter has the infuse mutagen discovery). The process used to combine the mutagen with a potion make it particularly volatile, so anyone else who drinks the concoction (including other alchemists) does not gain its benefits and must succeed at a Fortitude saving throw or be nauseated for 1 minute. The DC of this saving throw is equal to 10 + the concocter's alchemist level+the concocter's Intelligence modifier.
Additional reagents and materials are required to brew a concoction in this way, doubling the cost in raw materials to create the potion on which the concoction is based. A?mutagen brewed into a concoction in this way does not count against the number of mutagens the concocter can have active at a given time.
A concocter can make one such concoction per day at 2nd level and a second per day at 4th level. A concoction becomes inert 24 hours after it is created.
Extracting Mixology (Ex): At 6th level, a concocter can combine an extract and a potion, allowing him to consume this mixture simultaneously, albeit with some potential side effects. As a full-round action, the concocter can combine an extract with a potion in his possession. The concocter can then drink the mixture as a standard action. If he does not consume the mixture within 2 rounds of creating it, the mixture grows inert and both the extract and the potion are ruined. This ability cannot be used with a potion into which he has fused his mutagen using his mutagenic mixology ability.
The exact effects of drinking one of these mixtures are volatile and unpredictable. Each time the concocter drinks a mixture, roll on the following table to determine the result.
MIXTURE EFFECTS
d4 Effect
1 Either the extract (01–50 on a d%) or potion (51–100 on a d%) has no effect. The consumable that takes effect treats its caster level or the concocter’s alchemist level as 2 higher, whichever is appropriate.
2 Both the extract and potion function normally.
3 Both the extract and potion function normally but treat their caster level or the concocter’s alchemist level as 2 higher, whichever is appropriate.
4 Both the extract and potion function normally and are affected as though they were spells extended with the Extend Spell metamagic feat. If either the extract or the potion’s duration is concentration, instantaneous, or permanent, both the extract and the potion simply function normally.
This replaces swift poisoning and the discovery gained at 6th level.

FERMENTER (ALCHEMIST ARCHETYPE)
Little more than moonshiners to some, fermenters focus their efforts on imbibing substances, learning from the resulting effects on their bodies, and infusing this knowledge into their skill sets. Fermenters consider themselves living experiments and accept the risks and benefits inherent in their work. (For more information on tinctures, see pages 22–23.)
Substance Tolerance (Ex): At 2nd level, whenever a fermenter consumes a drug, she gains a +2 bonus on her saving throw to resist becoming addicted (Pathfinder RPG GameMastery Guide 236). Whenever she consumes a tincture, she gains its usual benefits, but all penalties imposed are reduced by 1. (If the tincture’s penalties instead impose a condition or another penalty that is not numerical, such as the penalties imposed by starlight juice, this ability has no effect at 2nd level.) Additionally, the fermenter can consume a number of alcoholic beverages equal to one plus three times her Constitution modifier before becoming sickened for 1 hour per drink above this maximum. (Normal rules for drunkenness can be found on page 237 of the GameMastery Guide.)
The bonus on saving throws to resist addiction increases to +3 at 8th level and to +4 at 10th level. At 10th level, the fermenter suffers no penalties at all from drinking tinctures, including conditions and other nonnumerical penalties (starlight juice would not make her dazzled, for example). Additionally, at 10th level she can consume a number of alcoholic beverages equal to one plus four times her Constitution modifier before becoming sickened.
This replaces poison resistance and the discovery gained at 10th level.
Volatile Bombs (Ex): At 2nd level, a fermenter under the influence can make her bombs more potent, but they also become unstable and more difficult to aim. As long as the fermenter is under the effects of a drug or tincture, or has imbibed an alcoholic drink in the past 10 minutes, her bombs deal 1 additional point of damage per damage die. While this ability is in effect, she also takes a –2 penalty on attack rolls made with her bombs. At 7th level and every 6 levels thereafter, this penalty increases by 1 (to a maximum penalty of –5 at 19th level).
This replaces poison use.
Batch Brew (Ex): At 6th level, a fermenter learns how to brew tinctures in larger batches. Whenever she creates a tincture using Craft (alchemy), she can simultaneously create a number of additional tinctures equal to her Intelligence modifier. She expends resources for each tincture separately, but she attempts a single Craft check and applies the result to each tincture being brewed.
This replaces swift poisoning.

DISCOVERIES
The following discoveries allow an alchemist to make the most of poisons, potions, and tinctures.
Designer Poison (Ex): The alchemist can create special poisons that are more effective against certain creatures. When crafting a poison, the alchemist can choose a single creature type (and subtype, if appropriate) from the ranger’s favored enemy list. Against creatures of the chosen type, the poison’s saving throw DC is increased by 4. Against all other creatures, it is reduced by 2. The alchemist must choose the creature type and subtype (if appropriate) while crafting the poison and afterward cannot change this choice.
Enduring Toxin (Ex): The alchemist can alter the properties of a poison, causing it to persist longer in the victim’s body. Altering a dose of poison in the way takes 1 hour, requires the expenditure of raw materials worth half the poison’s market price, and exposes the alchemist to the poison, thereby affecting him if he is not immune. This doubles the poison’s maximum duration. An alchemist must be at least 8th level before selecting this discovery.
Lasting Tinctures (Ex): The alchemist knows how to make tinctures that last much longer than normal. The durations of the effects of any tinctures the alchemist brews using the Craft skill are doubled. When the alchemist uses this discovery to brew a longer-lasting tincture, the tincture imposes its normal penalties on the alchemist even if the alchemist has an ability that reduces tinctures’ penalties (such as the substance tolerance ability of the fermenter alchemist archetype presented in this section). An alchemist with this discovery can brew tinctures with normal durations.
主题: 巫术酿制者(Bewitching Brewers)
作者: 丞相2018-02-18, 周日 21:45:08
内海各地的民间故事不约而同的经常将女巫描述成为了得到关于强力魔法和恐怖药剂的知识,而和黑暗与邪恶力量联系在一起的施法者。有些女巫专注于制造致命的毒素,烹制出极为猛烈的毒素以配合她们的法术。这里为专注于是用毒药和邪恶毒素的女巫提供了一些选项。



汲毒巫(Venom Siphoner )【女巫变体】

  女巫们对毒药毫不陌生,在她们进行各种调药、诅咒、施法或者其他贸易用工具中都有使用。很多女巫是毒药大师,其毒艺天赋使她们和魔宠能以无与伦比的方式使用毒药。

毒物魔宠(Poisonous Familiar,Ex):汲毒巫需要选择其魔宠的啮咬或者爪抓攻击来附加以下毒素能力;一旦选定,该选择就无法更改。虹吸毒:天生武器—伤口;豁免强韧DC=10+1/2女巫等级+女巫智力调整值;频率:1次/轮,持续6轮;效果:1d2敏捷;治愈1次。
      没有合适天生武器的魔宠可以获得以远程接触攻击喷射毒液的能力。喷射攻击不会造成伤害,但是可以使被命中的生物暴露于毒素下,迫使其如常对毒素进行豁免检定。如果魔宠已经拥有一种毒素了,作为替代女巫可以强化这种毒素。一个强化过得毒素的频率增加50%。如果女巫更换了她的魔宠,她必须在得到新魔宠时就决定如何对其运用这项能力。
该能力取代了1级时获得的巫术(Hex)以及魔宠的警觉(Alertness)特殊能力。

毒液专家(Venom Expert,Ex):自2级起,汲毒巫不再会因为尝试从魔宠身上挤榨毒素而可能暴露于毒素之下(极限荒野(Ultimate Wilderness)142页)。
该能力取代了2级时获得的巫术(Hex)。

毒性血液(Toxic Blood,Ex):自6级起,汲毒巫的血液变得有毒,这增强了她的力量。任何生物以天生武器,轻型武器,单手武器对汲毒巫造成流血伤害时,会自动暴露在与其魔宠相同的毒素之下,如果未能通过豁免则受到毒素影响。此外,当其释放一个需要强韧豁免的单体目标法术时,她可以用一个自由动作让法术携带这种毒素;成功通过法术豁免的目标也会避免毒素生效。她每天可以使用法术携带毒素的次数等于3+女巫的智力调整值。这种能力会在汲毒巫每天与其魔宠沟通准备每日法术时刷新。
该能力取代了6级时获得的巫术(Hex)。



巫术 HEXES
一下午书适用于那些经常使用或者遭遇毒素的女巫。其中两个可以让她迫使其他人也承受她受到的效果,而另一个允许她或她们用为爪抓涂毒。

折耗之礼(Gift of Consumption,Su):女巫诅咒一名生物使其共享任何作用于自己生命的效果。当女巫暴露于一个需要其尝试强韧豁免的效果下,以一个直觉动作,她可以诅咒30尺内的一个生物同样承受这个效果。这个巫术的目标必须同样尝试一个与女巫同样DC的豁免,如果失败了,对象会暴露在影响女巫的同一能力之下。无论豁免成功与否,该生物在1天内都不会再次成为此巫术的目标。该巫术不会对额外需要其他豁免的效果生效,如魅影杀手(phantasmal killer)。

高等折耗之礼(Greater Gift of Consumption,Su):女巫可以更有效的将效果重新定向到她用折耗之礼选择的替罪羊(proxy)。当女巫成功通过了一个——她重新定向至替罪羊的——对一个效果的强韧豁免,该巫术的目标在对抗重新定向的效果时在强韧豁免上承受-4罚值。如果女巫没能通过强韧豁免或者故意是自己暴露于需要强韧豁免的效果,例如吞下一份毒药,她可以将效果重新定向,使其只影响巫术目标,而巫术目标仍然可以尝试一个豁免检定来对抗该效果。一旦女巫以这个方式将一个效果对一个生物重新定向,该生物在24小时内免疫折耗之礼。女巫必须拥有折耗之礼巫术才能选择这个巫术。

毒药之触(Poison Touch,Ex):女巫增强自己或30尺内一名盟友,使之获得带毒指甲。受影响的生物获得一次爪抓攻击作为次要攻击造成1d3伤害(小体型生物1d2)并且获得以下毒素能力:女巫毒:爪抓-伤口;豁免强韧DC=10+1/2女巫等级+女巫智力调整值;频率1次/轮持续6轮;效果:1d2力量;治愈1次豁免。该生物获得爪抓攻击的持续时间等于女巫等级/分钟。如果目标已经拥有了爪抓攻击,该攻击获得上述毒素能力,但是DC增加1点。每当一名生物受益于此巫术,24小时内无法再次从中获益。



强力巫术 HEXES
以下强力巫术适合那些希望伤害敌人的女巫。这些强力巫术模拟毒素的长期结果,可能会使某些人经年累月的暴露于多种有害元素之下。

不安沉眠(Restless Slumber,Su):女巫诅咒30尺内的一个生物使其陷入充斥着梦魇的沉眠中。这个巫术功能如同沉眠巫术。此外,睡眠的不安的特性会使生物剧烈折腾和翻身,每轮会对其自己造成1d10点伤害。这个伤害不会使该生物醒来。当其醒来时,该生物由于头脑糊涂会困惑等于1/2女巫等级的轮数。女巫必须拥有沉眠巫术才可以选择这个巫术。

凋零(Withering,Su): :女巫诅咒30尺内的一个生物使其迅速老化,增强女巫的力量。目标的年龄进入下一个年龄阶段(成年之中年,以此类推)。女巫获得等于1d10+女巫等级的临时生命,并且在力量、敏捷或者体质上获得+2增强加值,持续等于其智力调整值的小时。这些效果持续等于女巫等级的小时。一个生物的年龄不会由于该巫术超过暮年,并且她可以尝试一个强韧豁免来完全忽视这些效果。一旦一个生物成功抵抗了凋零巫术,他就不再会被其影响。
(https://i.imgur.com/PfKUdnz.png)



女巫法术
以下毒素主题的法术适合女巫或其他用毒的施法者使用。

抗毒剂之触(Antitoxin Touch)
学派:【变化】
等级:炼金术师 1,德鲁伊 1,游侠 1,萨满 1,女巫 1
施放时间:标准动作
成分:语言,姿势,材料(一小滴抗毒剂)
范围:接触
目标:接触的生物。
持续:1轮/等级
豁免:强韧豁免,通过则无效(无害)
抗力:有(无害)
该目标的皮肤在法术生效期间会分泌少量抗毒的油脂。该目标不会在涂毒时意外中毒。此外,目标在尝试挤榨毒素(极限荒野(Ultimate Wilderness)142页)是不会有暴露于生物毒素下的风险。

毒云术(Poisonous Cloud)
学派:【咒法】(创造)
等级:血脉狂怒者 4,魔战士 4,萨满 4,术士/法师 4,召唤师 4,女巫 4
施放时间:标准动作
成分:语言,姿势,材料(一小份毒素)
范围:中距(100尺+10尺/等级)
目标:半径20尺扩散,20尺高
持续:1轮/等级
豁免:强韧豁免,通过则无效
抗力:无
毒云术和‘云雾术 (fog cloud)’一样会造出一团云雾,除了这云雾充满毒素。这片云对强韧豁免失败的活物造成1d2点体质伤害。任何成功通过强韧豁免后仍留在云雾中的生物,每轮都需要在施法者的回合重投豁免。

BewItchIng Brewers
Folktales throughout the Inner Sea region often describe witches as spellcasters tied to dark and sinister forces that grant knowledge of powerful magic and horrific concoctions. Some witches make deadly toxins their focus, cooking up particularly potent poisons to use in combination with their spells. Presented here are a number of options for witches who focus on using poisons and vile toxins.

VENOM SIPHONER 
(WITCH ARCHETYPE)
Witches are no strangers to poisons, using them alongside their various brews, curses, spells, and other tools of the trade. A number of witches are masters of poison, receiving toxic gifts that allow them and their familiars to use poison in unparalleled manners.
Poisonous Familiar (Ex): The venom siphoner chooses either her familiar's bite attack or its claw attacks; once chosen, this selection can't be changed. The chosen natural attack gains the following poison ability: Siphoner Poison: Natural attack—injury; save Fort DC 10 + half the witch's level + the witch's Intelligence modifier; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save.
Familiars without an appropriate natural attack instead gain the ability to spit the poison as a ranged touch attack. This spit attack deals no damage, but it exposes the struck creature to the poison, forcing it to attempt a saving throw to resist the poison as normal. If the familiar already has a poison, the witch can instead empower its poison. An empowered poison's frequency increases by 50%. If the witch ever replaces her familiar, she must choose how this ability applies to her new familiar as soon as she receives it.
This replaces the hex gained at 1st level and the familiar's alertness special ability.
Venom Expert (Ex): At 2nd level, a venom siphoner does not risk exposure to her familiar's poison when attempting to milk venom from it (see page 142 of Pathfinder RPG Ultimate Wilderness).
This replaces the hex gained at 2nd level.
Toxic Blood (Ex): At 6th level, the venom siphoner's blood becomes toxic, empowering her abilities. Any creature that deals bleed damage to her with a natural, light, or one-handed weapon is automatically exposed to the same poison granted to her familiar and must succeed at the save or be affected by the poison. Additionally, when casting spells that have a single target and require a Fortitude save, she can cause the spell to deliver this poison as a free action; a target who succeeds at the save against the spell also avoids being affected by the poison. She can cause spells to deliver poison in this way a number of times per day equal to 3 + her Intelligence modifier. This ability refreshes when the venom siphoner communes with her familiar to prepare her daily spells.
This replaces the hex gained at 6th level.

HEXES
The following hexes are suitable for witches who commonly use or encounter poison. Two allow her to force others to endure effects she encounters, and while another grants her or an ally a poisoned claw attack.
Gift of Consumption (Su): The witch curses a creature to share any effects that target her vitality. Whenever the witch is exposed to an effect that requires her to attempt a Fortitude save, as an immediate action she can curse a creature within 30 feet to share the effect. The hexed creature must also attempt a Fortitude save at the same DC as the witch's, and on a failure it is subject to the same effects as the witch. Regardless of the outcome of the saving throw, the creature can't be targeted by this hex again for 1 day. This hex does not function with effects that require additional types of saves, such as phantasmal killer.
Greater Gift of Consumption (Su): The witch can more effectively redirect effects to her proxy chosen by the gift of consumption hex. When the witch succeeds at her Fortitude save against an effect that she has redirected to a proxy, the hexed creature takes a –4 penalty on its Fortitude save against the redirected effect. If the witch ever fails a Fortitude save or intentionally exposes herself to an effect that requires a Fortitude save, such as by ingesting a poison, she can redirect that effect to affect only the hexed creature, though the hexed creature can still attempt a saving throw to resist the effects. Once she has redirected an effect to another creature in this way, that creature cannot be affected by the gift of consumption hex again for 24 hours. The witch must have the gift of consumption hex to select this hex.
Poison Touch (Ex): The witch empowers herself or an ally within 30 feet with poisonous nails. The affected creature gains a claw attack as a secondary attack that deals 1d3 points of damage (1d2 for Small creatures) and has the following poison ability: Witch Toxin: Claw—injury; save Fort DC 10 + half the witch's level + the witch's Intelligence modifier; frequency 1/round for 6 rounds; effect 1d2 Str; cure 1 save. The creature gains this claw attack for a number of minutes equal to the witch's level. If the target already has a claw attack, that attack gains the poison ability listed above, but the DC is 1 higher. Once a creature has benefited from this hex, it cannot benefit from it again for 24 hours.

MAJOR HEXES
The following major hexes are suitable for witches who wish to impair their enemies. These major hexes simulate long-term results of toxins that might affect someone exposed to numerous noxious elements over the years.
Restless Slumber (Su): The witch causes a creature within 30 feet to fall into a sleep riddled with nightmares. This functions as the slumber hex. Additionally, the restless nature of the sleep causes the creature to violently toss and turn, dealing 1d10 points of damage to itself each turn. This damage does not wake the creature. When it wakes, the creature's addled state causes it to be confused for a number of rounds equal to half the witch's level. The witch must have the slumber hex to select this hex.
Withering (Su): The witch causes a creature within 30 feet to age rapidly, empowering the witch in the process. The target ages to the next age category (adult to middle-aged, and so on). The witch gains a number of temporary hit points equal to 1d10 + her witch level and a +2 enhancement bonus to either Strength, Dexterity, or Constitution for a number of hours equal to her Intelligence modifier. These effects last for a number of hours equal to the witch's level. A creature cannot be aged past venerable age by this hex, and it can attempt a Fortitude save to negate the effect altogether. Once a creature has successfully saved against the withering hex, it cannot be affected by it again.

WITCH SPELLS
The following poison-themed spells are suitable for witches and other toxic spellcasters.
ANTITOXIN TOUCH
School abjuration; Level alchemist 1, druid 1, ranger 1, shaman 1, witch 1
Casting Time 1 standard action
Components V, S, M (a small drop of antitoxin)
Range touch
Target creature touched
Duration 1 round/level
Saving Throw Fortitude negates (harmless); Spell Resistance yes (harmless)
The target's skin secretes a small amount of venom-resistant oils for the spell's duration. The target cannot accidentally poison itself while applying poison. Additionally, the target does not risk exposure to a creature's poison when attempting to milk venom (Ultimate Wilderness 142).
POISONOUS CLOUD
School conjuration (creation) [poisonUM]; Level bloodrager 4, magus 4, shaman 4, sorcerer/wizard 4, summoner 4, witch 4
Casting Time 1 standard action
Components V, S, M (small drop of poison)
Range medium (100 ft. + 10 ft./level)
Effect cloud spreads in 20-ft. radius, 20 ft. high
Duration 1 round/level
Saving Throw Fortitude negates; see text; Spell Resistance no
Poisonous cloud creates a bank of fog like that created by fog cloud, except that the vapors are toxic. The cloud deals 1d2 points of Constitution damage per round to living creatures that fail their Fortitude saves. A creature that succeeds at its save but remains in the cloud must continue to attempt a new saving throw each round on your turn.
主题: 静谧毒杀者(Covert Poisoners)
作者: 丞相2018-02-21, 周三 00:03:52
盗贼对毒素也不陌生。实际上,毒药是某些盗贼的工具包中不可或缺的一部分,一些囊括了很多的盗贼在内的组织专注于使用毒素来成就她们的功绩。这些组织包括河域诸国的匕痕施毒者公会(Daggermark Poisoner),以及莫迪欧凯提岛(Mediogalti Island)的红螳螂刺客。
在诸多盗贼中,制毒大师盗贼(Poisoner rogues)(进阶玩家手册 134页)是最有可能运用毒素的,他们运用毒素的才能是无与伦比的。一些偏好毒素的盗贼也可以选择以下变体中的一个。除了盗贼之外,杀手也经常发现自己也属于用毒人员行列。这一章节还包含了盗贼和杀手天赋提供给希望拓展毒素才艺的角色。



针杀者(NEEDLER)【盗贼变体】

  虽然一些刺客和杀手倾向于正面使用毒素,而有些人则倾向于悄无声息的方式。针杀者使用用创造性和非正统的方式,精妙而充满误导性的向毫无戒备的受害者传递致命毒素。这一变体适用于核心规则和解放盗贼。

熟练毒杀者(Adroit Poisonerr,Ex):自2级其,针杀者巧手检定上获得+2加值。这个加值在针杀者使用巧手拔出一把一发涂有毒素的隐藏武器时,上升至+4。在8级时,上升至+4和+6。
该能力取代反射闪避(Evasion)。

精妙施毒(Subtle Poisoning,Ex):自4级起,针杀者可以将接触(contact)或摄入(ingested)型毒药施加在她的武器上,并且如同伤口(injury)型毒素一样运作。该毒素必须在应用于武器上1分钟内传递,否则就会被浪费。当针杀者使用该能力以伤口形式传递接触和摄入毒药时,抵抗该毒药的豁免DC降低1点。
该能力取代了直觉闪避(uncanny dodge)。

以针施毒(Needle Poisoner,Ex):自6级起,针杀者可以用一个迅捷动作为一份武器涂抹一份毒素。该能力在符合先决条件时,可以被视为迅捷上毒(swift poisoning)。
该能力取代了盗贼6级时获得的盗贼天赋(Rogue Talents)。

隐秘传递(Concealed Delivery,Ex):自8级起,针杀者汇合了如何以精妙的手段传递所有类型的毒药。以一个标准动作,她可以用通过将毒药置于接触目标的嘴唇、脖子上,或者其他与目标的皮肤的类似接触,将一份摄入(ingested)或吸入(inhaled)毒素如同接触型毒素一样传递给一个生物。以这种方式传递毒素需要通过一个成功的巧手检定对抗目标的察觉检定。如果检定失败,该毒素不会浪费,但是如果在第一次尝试之后的1分钟内没能成功传递,则毒素会浪费。
该能力替换了精通直觉闪避(Improved Uncanny Dodge)。



饮毒鬼(Rotdrinker)【盗贼变体】

  在盗贼这个行当,毒药是常见工具,有些用毒的盗贼过于频繁的暴露于毒素之中以至于都发展出了对特定毒药的抗性。这种盗贼被称之为饮毒鬼,他们故意使用毒素来强化其思维与体魄,即使他们这样做是牺牲了传统盗贼的灵活性为代价的。该变体适用于构筑核心规则的盗贼和解放盗贼。

毒素抗力(Posion Resistance,Ex):自2级起,饮毒鬼在对抗所有毒素的豁免上获得+2加值。该加值在8级时成长为+4。
该能力取代反射闪避(Evasion)。

非自然摄入(Unnatural Ingestion,Ex):自4级起,饮毒鬼获得对所有摄入型毒药的免疫,包括被转化成或者被认识摄入型的毒药(例如通过炼金术师的毒素转换发现转换成的摄入型毒药)。
    然后,当饮毒鬼摄入一份摄入型毒药时,他获得等于其一半盗贼等级的临时生命。这些临时生命与其他来源的临时生命叠加,这些临时生命会持续到失去或者在持续了等于盗贼等级的轮数后消失,以先达到者为准。
    此外,饮毒鬼根据其摄入的摄入型毒素的细节获得,如下所述。饮毒鬼同时只能从一份摄入型毒药中获取临时生命和额外增益,如果她在获得临时生命和额外增益时服用了一份新的摄入型毒药,之前的临时生命和增益就会消失。自8级起,临时生命值和额外增益持续时间等于饮毒鬼等级的分钟。
    摄入毒素提供一个等于治愈毒素所需要的连续豁免次数的炼金加值(例如巫妖尘提供+2加值)。影响力量、敏捷或体质的摄入型毒素会为饮毒鬼的伤害骰和强韧豁免提供加值。影响智力、感知、魅力的摄入型毒素会为饮毒鬼的攻击骰以及意志检定提供价值。一份不影响属性的摄入型毒药(例如腐油精)则为饮毒鬼的AC提供加值。如果一份摄入型毒药属于多个类型,饮毒鬼需要在接受这份摄入型毒药时选择增益。
该能力替换了直觉闪避(Uncanny Dodge)和精通直觉闪避(Improved Uncanny Dodge)。



盗贼天赋 ROGUE TALENTS
以下天赋适用于在其策略中会运用毒素或者在其冒险中会遭遇毒素的盗贼。

精准毒杀(Accurate Poisoner,Ex):拥有此天赋的盗贼可以以致命的精准传递毒素。当盗贼成功用带有毒武器命中一名敌人并且造成偷袭伤害时,她可以放弃偷袭伤害来增加毒药的效能。如果她这么做了,毒素的持续时间增加2(举例大型蝎子毒的持续时间会从6轮增加到8轮,卓尔毒会从2分钟增加到4分钟)。

滞留毒素(Lingering Poison,Ex):拥有此天赋的盗贼可以是一份毒药在一段时间内保持潜伏。当她传递一份接触或者伤口型毒药时,盗贼可以延迟毒药的效果最多1天发作(最短1轮),以取代毒药的正常发作时间。被延迟的毒素可以正常的被法术例如侦测毒素或者类似能力所发现。

标志性毒药(Signature Poison,Ex):拥有此天赋的盗贼可以选择一种毒药(如血根草或腐油精之类的)作为她的标志性毒药。当她使用该毒药时,毒药的豁免DC+2。一名盗贼可以多次选择该天赋,每次需要应用于一种新的毒素。

压制毒药(Suppress Poison,Ex):拥有此天赋的盗贼可以避开毒药的影响。以一个直觉动作,当她在进行一次对抗毒素的豁免检定失败时,该盗贼可以尝试重骰豁免。如果她在第二次豁免中成功,这该毒素在等于其体质调整值的轮数(最少1轮)内不会对其生效。这个时间计入毒药持续时间中。该天赋对于非立即生效的毒素没有效果。

剧毒反刍(Toxic Regurgitation,Ex):拥有此天赋的盗贼可以用一个标准动作喝下一份非吸入性毒药,并将其驻留在体内。他不会受到这份毒素影响,不需要对其尝试豁免抵抗毒素。她可以用这种方法将毒药驻留在体内等于其体质调整值个小时,之后她必须立即吐出毒液否则就会正常受到毒素影响。在毒液驻留在体内的任何时候,盗贼可以用一个远程接触攻击对10尺内的生物喷涂毒液。这不会导致借机攻击。一旦成功命中,受到攻击的生物暴露于毒药之下如同这是一份接触型毒药。该盗贼同时只能在体内维持一份毒药。如果他驻留了一份新的毒药,原来的驻留毒药会立即如常影响他。
(https://i.imgur.com/MCbkEly.png)



杀手天赋 SLAYER TALENTS
以下天赋适合于希望为武器增添更多毒药或者从类似毒素中保护自己的杀手。

集中毒药 (Focused Poison,Ex):杀手可以将毒药集中,以最为致命的方式传递给他的杀戮目标。当杀手研究一个目标时,她可以立即减少维持的额外目标的数量。减少该人数不需要动作。每用这个方式减少一个研究目标,对其杀戮目标毒素的DC就增加1。杀手必须至少6级才能选择该天赋,并且必须已经拥有用毒 (Poison Use)天赋。

偏转毒药 (Redirect Poison,Ex):杀手可以偏转对他的毒药攻击。当一名生物使用带毒的武器或天生武器攻击杀手但是未能命中时,杀手可以尝试将这次攻击偏转向触及内的一名生物(可能也可以包括那名没有成功命中杀手的生物)。以一个直觉动作,杀手可以进行一个攻击检定对抗 他希望将毒素偏转到的那个生物。如果成功命中,该毒素将重新确定目标,而目标将必须如常进行豁免骰以避免中毒。该攻击只会重新定向毒素,不会附加伤害。该能力无法作用于用带毒天武攻击杀手的生物,但是可以作用于用涂毒人造武器攻击杀手的生物。

Covert Poisoners
Rogues are no strangers to poisons. In fact, poison is such an integral part of certain rogues'toolkits that some groups that include a large number of rogues focus entirely on the use of these toxins for their deeds. Such groups include the Daggermark Poisoner's Guild in the River Kingdoms and the Red Mantis assassins on Mediogalti Island.
Among rogues, poisoner rogues (Pathfinder RPG Advanced Player's Guide 134) are most likely to employ toxins, as their skill with poisons is unparalleled. Some poisoner rogues also take one of the archetypes presented below. In addition to rogues, slayers also commonly find themselves among the ranks of poison users. This section also contains rogue and slayer talents for characters who wish to expand their poisonous repertoires.

NEEDLER (ROGUE ARCHETYPE)
While some assassins and killers prefer to be up front with their poison use, others favor a covert approach. Needlers use subtlety and misdirection to deliver deadly poisons to unsuspecting victims in creative and unorthodox ways. This archetype is appropriate for rogues built using the rules from the Pathfinder RPG Core Rulebook as well as for unchained rogues (Pathfinder RPG Pathfinder Unchained 20).
Adroit Poisoner (Ex): At 2nd level, a needler gains a +2 bonus on Sleight of Hand checks. This bonus increases to +4 when the needler uses Sleight of Hand to draw a hidden weapon that is coated in poison. At 8th level, these bonuses increase to +4 and +6, respectively.
This replaces evasion.
Subtle Poisoning (Ex): At 4th level, a needler can apply a contact or ingested poison to her weapon and deliver it as if it were an injury poison. The poison must be delivered within 1 minute of this application, or it is wasted. The DC of the saving throw to resist the poison decreases by 1 when the needler uses this ability to deliver a contact or ingested poison via injury.
This replaces uncanny dodge.
Needle Poisoner (Ex): At 6th level, a needler can apply a dose of poison to a weapon as a swift action. This ability counts as swift poisoning for the purpose of meeting prerequisites.
This replaces the rogue talent gained at 6th level.
Concealed Delivery (Ex): At 8th level, a needler learns how to deliver all types of poisons with subtlety. As a standard action, she can deliver an ingested or inhaled poison to a creature within reach by placing a dose of poison on the target's lips, on the target's neck, or through other similar contact with the target's skin as if the poison were a contact poison. Delivering poison in this way requires a successful Sleight of Hand check opposed by the target's Perception check. The poison is not lost on a failed check, but it must be successfully delivered within 1 minute of the first attempt, or it is wasted.
This replaces improved uncanny dodge.

ROTDRINKER (ROGUE ARCHETYPE)
Poisons are common tools in a rogue's trade, and some poison-using rogues are so frequently exposed to these toxins that they have developed resistances to particular poisons. Known as rotdrinkers, these rogues purposefully consume poisons to augment their minds and bodies, though they do so at the expense of traditional roguish nimbleness. This archetype is appropriate for rogues built using the Core Rulebook as well for unchained rogues (Pathfinder Unchained 20).
Poison Resistance (Ex): At 2nd level, a rotdrinker gains a +2 bonus on saving throws against all poisons. This bonus increases to +4 at 8th level.
This replaces evasion.
Unnatural Ingestion (Ex): At 4th level, a rotdrinker gains immunity to all ingested poisons, including poisons that are converted to or considered ingested poisons (such as a poison converted to an ingested poison using the alchemist's poison conversionUC discovery).
    Further, when the rotdrinker ingests an ingested poison, she gains a number of temporary hit points equal to half her rogue level. These temporary hit points stack with temporary hit points from other effects, and they last until they are lost or for a number of rounds equal to the rotdrinker's rogue level, whichever comes first.
    Additionally, the rotdrinker gains benefits from the ingested poisons that she ingests depending on the poison's details, as explained below. A rotdrinker can gain hit points and additional benefits from only one ingested poison at a time. If she ingests another poison while she has temporary hit points and additional benefits from another poison, the previous temporary hit points and benefits are lost. At 8th level, the temporary hit points and additional benefits last for a number of minutes equal to the rotdrinker's rogue level.
    Ingested poisons provide an alchemical bonus equal to the number of consecutive saving throws required to cure the poison (for example, lich dust provides a +2 bonus). An ingested poison that affects Strength, Dexterity, or Constitution grants this bonus on the rotdrinker's damage rolls and Fortitude saving throws. An ingested poison that affects Intelligence, Wisdom, or Charisma instead grants this bonus on the rotdrinker's attack rolls and Will saving throws. An ingested poison that does not affect any ability scores (such as oil of taggit) grants this bonus to the rotdrinker's AC. If an ingested poison falls into more
than one of these categories, the rotdrinker chooses which benefit she receives at the time of ingestion.
This replaces improved uncanny dodge and uncanny dodge.

ROGUE TALENTS
The following talents serve rogues who use poisons in their tactics or encounter poisons on their adventures.

Accurate Poisoner (Ex): A rogue with this talent delivers poisons with deadly precision. When the rogue successfully hits an opponent with a poisoned weapon and would deal sneak attack damage, she can forgo the sneak attack damage and increase the poison's potency. If she does, the poison's duration increases by 2 (for example, large scorpion venom lasts for 8 rounds instead of 6 rounds, and drow poison lasts for 4 minutes instead of 2 minutes).

Lingering Poison (Ex): A rogue with this talent can have a poison remain inert until a later time. When she delivers a contact or injury poison, instead of the poison's normal onset time, the rogue can delay the poison's effects until up to 1 day from when it is delivered (minimum 1 round). The delayed poison can be detected as normal by spells such as detect poison and similar abilities.

Signature Poison (Ex): A rogue with this talent chooses one poison (such as bloodroot or oil of taggit) as her signature?poison. When she uses the chosen poison, the poison's saving throw DC increases by +2. A rogue can take this talent multiple times, each time applying it to a new poison.

Suppress Poison (Ex): A rogue with this talent can stave off the effects of a poison. As an immediate action when she fails a saving throw against a poison, the rogue can attempt the saving throw a second time. If she succeeds at this second saving throw, the poison does not affect her for a number of rounds equal to her Constitution modifier (minimum 1?round), but this time it counts against the poison's duration. This talent has no effect on poisons with an onset longer than immediate.

Toxic Regurgitation (Ex): A rogue with this talent can drink a noninhaled poison as a standard action and suspend it within her body. She is not affected by the poison while it is suspended within her, and she doesn't need to attempt saving throws against it. She can suspend a poison within herself in this way for a number of hours equal to her Constitution modifier (minimum 1), after which she must immediately expel the poison or be affected by it as normal. At any time while the poison is suspended within her, the rogue can spit up the poison as a ranged touch attack at any creature within 10 feet. This does not provoke attacks of opportunity. On a successful hit, the struck creature is exposed to the poison as if it were a contact poison. The rogue can maintain only a single suspended poison at a time. If she suspends a new poison, any older suspended poison immediately affects her as normal.

SLAYER TALENTS
The following talents serve slayers who wish to add more poisons to their arsenal and, in turn, protect themselves from exposure to such toxins.

Focused Poison (Ex): The slayer can focus his poison delivery to be especially deadly to his studied target. When the slayer studies a target, he can immediately reduce the number of additional studied targets he can maintain. Reducing this number does not require an action. For each target reduced in this way, the DC of poisons used against his studied target increases by 1. The slayer must be at least 6th level and have the poison use talent to select this talent.

Redirect Poison (Ex): The slayer can divert poisoned attacks against him. When a creature unsuccessfully attacks the slayer with a poisoned weapon or a natural weapon that would poison him, the slayer can attempt to redirect the attack to a creature within his reach (including, possibly, the creature that unsuccessfully attacked the slayer). As an immediate action, the slayer can make an attack roll against the creature to which he would redirect the poison. On a success, the poison is redirected to the target, and the target must attempt a saving throw against the poison as normal. This attack only redirects the poison and does not otherwise damage the targeted creature. This ability cannot affect a creature that attacked the slayer with a poisoned natural weapon, but it can affect a creature that attacked him with a poisoned manufactured weapon.
主题: 求知匠人(curious crafters)
作者: 丞相2018-02-21, 周三 22:57:33
伴随着对周围世界的强烈兴趣以及炼金术模式的训练,调查员们天然的会被使用药剂和毒药所吸引。而一些调查员比其他同僚更深入的研究这些问题,不太在意冒险中的险境而是更多的关注于他们所选主题的复杂细微差别。擅长毒药的调查员们被称为毒素分析师,主要存在于那些世俗毒药成为一种常规威胁的地区。王公贵族们可能会雇佣他们作为验毒师或者法医专家,而匕痕施毒者公会则通常会训练他们的调查员们帮助他们研究新的毒药。专注药剂的调查员不太愿意被特意找到,因为他们过于沉浸实验,但是在较大的炼金术师公会通常能找到。虽然这些专精调查员有时候被不予考虑,他们即使在最好的情况下也就最多是不靠谱的,而在最糟糕的情况下自己就是一个大麻烦。但正是由于他们在自己的领域中不知疲倦的前进,是他们的细致研究持续的拓展着格拉里昂的炼金术师和行会的知识含量。这些调查员知道如何与其他本领域专家保持沟通进行探讨,使他们可以轻松地将自己的笔记编纂成册印刷给那些感兴趣的人们。



无忌饮者(Reckless Epicurean)【调查员变体】

      无忌饮者是那种——无论出于什么样的原因——倾向于亲自测试未知化合物的调查员。无论是狂热科学家,为了确保酊剂安全性的医者或者追求新奇而有趣药剂的探求者,无忌饮者的体内都充满了试验性的化学物质和魔法。她可以不需要公式而仅凭着估摸味道就准备化合,而且可以狂饮诅咒化合都不皱一皱眉头。

熟悉的味道(A Familiar Taste,Ex): 自2级起,无忌饮者将等于他1/2等级的加值加在用于察觉和用于辨识药水的法术辨识上。她从毒素抗力和毒素免疫的增益也应用于对抗有害的药水或者其他带有负面效果的物质,如毒品。
该能力取代寻找陷阱(Trapfinding)。

实验饮品(Experimental Potable,Su):自5级起,每天一次,无忌饮者可以从炼金公式列表中选择一个她不知道的公式,用一个对应等级的化合位置准备一个实验饮品。实验饮品通常都有些副作用。当一名生物消耗一份这种饮品时,调查员必须成功通过一个法术辨识检定(DC=15+公式等级)。如果失败,她必须按照狂野魔潮(Wild Magic Surge)表格(探索者解放 147页)投骰以决定额外效果。如果法术或效果的性质无法产生狂野魔潮的效果,按照通用潮汐效果(Universal Surge Effects)表格(探索者解放 148)的效果投骰作为替代。结果中影响施法者的效果会转而影响实验饮品的引用者。
在8级和之后每3级,无忌饮者每天都可以额外再准备一个实验饮品。
该能力取代了5级时获得的调查员天赋(investigator talent)。

同属抗力(Sympathetic Resistance,Su) :自13级起,当一名无忌饮者喝下一份化合或者药水时,她在对抗与药水相同学派的法术或者类法术能力的豁免上获得一个炼金加值,持续等于其智力调整值的轮数。该加值等于化合或药水所储存法术的环级。调查员每天可以使用这个能力的次数等于其智力调整值(最少为1)。
该能力取代了13级时获得的调查员天赋(investigator talent)。



编毒师(Toxin Codexer)【调查员变体】

      虽然大多数调查员都精通毒剂知识,但编毒师使之成为一种生活方式。她一丝不苟的寻找新的毒素并且根据其效果分类,无论其是完全有害的还是部分有益的。一名编毒师详细了解他的毒素是如何发挥作用的,使她能够准确的将其混合在一起,创造出更加致命的毒药或者为需要帮助的提供充满痛苦的药剂。

毒剂学识(Poison Lore,Ex): 编毒师在1级时获得毒剂学识能力。该能力和调查员的毒剂学识职业能力完全相同

合成毒液(Synthetic Venom,Ex):合成毒液 当编毒师准备化合炼成时,她可以使用化合槽位准备短活性的毒素而非化合。一下毒素可以被准备进化合槽内。
1级—砒霜,巨型黄蜂毒,中型蜘蛛毒,
2级—黑蛇毒,原质苔,条纹毒蕈
3级—青嘶泣,巫妖之尘,幻夜余烬
4级—暗掠者粉末,紫虫毒,三眼毒(third eye,暂译)UW
5级—死刃夜露,毒芹汁,猎巫人之剑(witch hunter’s sword,暂译)UW
6级—黑莲汁,龙胆汁,君王沉眠
通过GM同意,可以将其他毒药加入此列表中。
这些毒药的强韧豁免等于10+编毒师的智力调整值+毒素的化合等级。以这种方式创造的毒素是不稳定的,如果不使用,一天后就会失效。一旦毒素被使用于目标,其持续时间等同于正常毒素,即使超过1天。除非编毒师有灌注炼金发现,否则这些毒素只能被施加于编毒师的武器(如果是这么用的)上。
这调整了炼金术(Alchemy),并取代了寻找陷阱(Trapfinding)和3级时获得的调查员天赋(investigator talent)。

改造毒素(Modify Toxin,Ex) :自3级起,编毒师学会了如何解放毒药的有益或有害作用。即使目标成功通过了对抗毒素的豁免检定,这些效果也会生效,并且仍然被视为[毒素]效果。一份改造后的毒药如果不在1小时内使用就会失效。
   以一个移动动作,编毒师可以使用一发灵感来将以下的一个效果应用于他所拥有的一份毒药上。当一个效果同时有两个选项时,需要选择正面效果或者负面效果,除非另有说明,这些效果的持续轮数等于调查员的智力调整值。
• 在对抗力竭、疲乏和睡眠的豁免检定上获得+2炼金加值或者-2炼金罚值。
• 在对抗拥有[毒素]描述符效果的豁免上获得+4炼金加值或者-4炼金罚值。
自6级起,编毒师还可以选择以下效果:
• 影响一个目标,使她在每轮第一次受伤时,额外收到1d6点非致命伤害,这是一个[痛苦]效果。
• 施加或消除疲乏状态。
自9级起,编毒师还可以选择以下效果:
• 造成1点流血伤害或者治愈任何持续流血效果。
• 治疗一种其治愈DC不超过改造毒素的疾病或者毒药。这对于魔法诅咒,疾病或毒素没有效果。
自12级起,编毒师还可以选择以下效果:
• 治愈一种魔法疾病或毒素,其治愈DC不超过改造毒素。
• 对目标施加30%法术失败率。
该能力取代了敏锐回想(Keen Recollection)和陷阱感知(Trap Sense)。


(https://i.imgur.com/rCjKbwe.png)
调查员天赋
下列的天赋有助于追逐使毒艺术的调查员们。

叛道毒物(Anathema,Ex):当调查员创造或准备一件毒药时,这也包含起源自种族或职业能力的毒药,他可以花费1点灵感点来创造一件叛道毒物。叛道毒物也是毒药,但它可以影响通常会免疫毒药的生物,他们利用其本质上的弱点而非生物性。当创造一件叛道毒物后,从游侠宿敌表中选择一个生物类别(或子类,如果适用的话);该叛道毒物将只作用于对抗被拣选的生物类别。调查员也要选择一样下列的特殊能力,叛道毒物将影响该样能力:伤害减免(除了DR/─)、能量抗力(由调查员选择一种能量类别)、快速痊愈、移动速度或法术抗力。传递毒物的方法(接触、摄入、吸入或伤口)以及叛道毒物的豁免DC与用来制作叛道毒物的毒药相同。如果目标对抗叛道毒物的豁免失败(即便该敌人正常来说免疫那需要特定豁免的效果,例如不死生物会免疫需要进行强韧豁免的效果),所选择能力的数值会降低5(最小为0),持续1轮/调查员等级。

高等叛道毒物(Greater Anathema,Ex):调查员的叛道毒物,对能力的削减增加至10,并且他可以将DR/─以及再生加入他可以靠叛道毒物降低的能力列表中。此外,当调查员创造一件叛道毒物时,他可以指定一个特定种类的生物(像是吸血鬼),而不是一个生物类别。当使用叛道毒物对抗该特定敌人时,叛道毒物的豁免DC会较原材料毒药高2。调查员必须拥有叛道毒物调查员天赋后才能选择此天赋。

残存毒液(Lingering Venom,Ex):调查员个人应用到武器与陷阱,或以其他方式施加于敌人上的毒药,需要额外一次成功的豁免检定来治愈。调查员必须要至少5级才能选择此专长。

With a keen interest in the world around them and training in alchemical methods, investigators are naturally drawn to the use of both potions and poisons. Some investigators pursue these avenues further than others, focusing less on the hazards of adventuring and more on the intricate nuances of their chosen subject. Investigators who excel with poisons, called toxin codexers, are most often found in places where mundane poisons are a common threat. Kings and nobles might employ them as poison tasters or forensic experts, while the Daggermark Poisoners’ Guild often trains these investigators to aid in researching new toxins. Investigators who focus on potions are less likely to be deliberately sought out, due to their tendency of being overly experimental, but they are commonly found in larger alchemists’ guilds. While these specialized investigators are sometimes dismissed as unreliable at best and hazardous at worst, they are tireless in the advancement of their field, and their meticulous studies continue to add to the knowledge of alchemists and guilds across Golarion. Those investigators who can keep up with correspondence are known to consult with other experts in their favored subjects, while those with easy access to printing compile their notes into pamphlets for interested parties.

RECKLESS EPICUREAN
(INVESTIGATOR ARCHETYPE)
Reckless epicureans are investigators who, for whatever reason, tend to test unknown concoctions on themselves. Whether an obsessive scientist, a healer determined to ensure the safety of her tinctures, or a seeker of new and interesting potions, a reckless epicurean’s body is saturated with experimental chemicals and magic. She can prepare extracts without formulae by approximating the taste, and she can guzzle cursed concoctions without batting an eyelash.
A Familiar Taste (Ex): At 2nd level, a reckless epicurean adds half her level as a bonus on Perception and Spellcraft checks to identify potions. The benefits she receives from poison resistance and poison immunity also apply against harmful potions and other ingested substances with negative effects, such as drugs.
This replaces trapfinding.
Experimental Potable (Su): At 5th level, once per day, a reckless epicurean can prepare one experimental potable using a formula that she does not know from the alchemist formulae list into an extract slot of the appropriate level. These experimental potables often have side effects. When a creature consumes one of these potables, the investigator must succeed at a Spellcraft check (DC = 15 + the formula’s level). On a failure, she must roll on the Wild Magic Surge table (Pathfinder RPG Pathfinder Unchained 147) to determine the extra effects. If the wild magic surge effect isn’t possible due to the nature of the spell or effect, roll instead on the Universal Surge Effects table (Pathfinder Unchained 148). Results concerning the caster affect the drinker of the experimental potable instead.
At 8th level, and every 3 levels thereafter, the reckless epicurean can prepare one additional experimental potable per day.
This replaces the investigator talent gained at 5th level.
Sympathetic Resistance (Su): At 13th level, when a reckless epicurean drinks an extract or a potion, she gains an alchemical bonus on saves against spells and spell-like abilities of the same school as that potion or extract for a number of rounds equal to her Intelligence modifier. This bonus is equal to the level of the spell contained in the extract or potion. The investigator can use this ability a number of times per day equal to her Intelligence modifier (minimum 1).
This replaces the investigator talent gained at 13th level.

TOXIN CODEXER 
(INVESTIGATOR ARCHETYPE)
While most investigators are well versed in the knowledge of poisons, the toxin codexer has made it a way of life. He meticulously seeks out new poisons and catalogs their effects, both those that are harmful and those that are potentially beneficial. A toxin codexer’s detailed understanding of how his toxins work allows him to blend them with exact precision, creating even more deadly venoms or providing painful medicines for those in need.
Poison Lore (Ex): A toxin codexer gains the poison lore ability at 1st level. This ability is otherwise identical to the investigator’s poison lore class feature.
Synthetic Venom (Ex): When a toxin codexer prepares his extracts, he can use his slots to prepare short-lived poisons instead of extracts. The following poisons can be prepared into extract slots:
1st—arsenic, giant wasp poison, medium spider venom;
2nd—black adder venom, id moss, striped toadstool;
3rd—blue whinnis, lich dust, sassone leaf residue;
4th—dark reaver powder, purple worm poison, third eyeUW;
5th—deathblade, hemlock, witch hunter’s swordUW;
6th—black lotus extract, dragon bile, king’s sleep.
Additional poison selections can be added to this list with GM approval.
The Fortitude save DC of these poisons is 10 + the toxin codexer’s Intelligence modifier + the extract level of the poison. Poisons created in this way are unstable and become inert after 1 day if not used. Once the poison is administered to a target, the duration is as normal for that poison’s type, even if longer than 1 day. These poisons can be applied to weapons (if applicable) only by the toxin codexer, unless he has the infusion alchemist discovery.
This modifies alchemy and replaces trapfinding and the investigator talent gained at 3rd level.
Modify Toxin (Ex): At 3rd level, a toxin codexer learns to unlock both the beneficial and detrimental side effects of his poisons. These effects apply even if the target succeeds at her save against the poison, but they still count as poisonUM effects. A modified toxin becomes inert if not used within 1 hour.
As a move action, the toxin codexer can expend one use of inspiration to apply one of the following effects to a poison in his possession, choosing either the benefit or the detriment when an effect has both options. These effects last for a number of rounds equal to the investigator’s Intelligence modifier unless otherwise stated.
• Grant a +2 alchemical bonus or impose a –2 alchemical penalty on saving throws against exhaustion, fatigue, and sleep effects.
• Grant a +4 alchemical bonus or impose a –4 alchemical penalty on saving throws against effects with the painUM descriptor.
At 6th level, the toxin codexer can also choose from the following effects:
• Affect a target so the first time she takes damage each round, she takes an additional 1d6 points of nonlethal damage. This is a painUM effect.
• Inflict or remove the fatigued condition.At 9th level, the toxin codexer can also choose from the following effects:
• Deal 1 point of bleed damage or cure any ongoing bleed effects.
• Cure one disease or poison whose save DC does not exceed that of the modified poison. This has no effect on magical curses, diseases, or poisons.
At 12th level, the toxin codexer can also choose from the following effects:
• Cure one magical disease or poison whose save DC does not exceed that of the modified poison.
• Bestow a 30% spell failure chance on a target.This replaces keen recollection and trap sense.
INVESTIGATOR TALENTS
The following talents function well for investigators pursuing the arts of a poisoner.

Anathema (Ex): When an investigator creates or prepares a poison, including poisons derived from racial or class abilities, he can spend one use of inspiration to create an anathema instead. Anathemas count as poisons, but they can affect creatures that are normally immune to poison, as they exploit vulnerabilities in their very nature rather than their biology. When an anathema is created, select a creature type (and subtype, if applicable) from the ranger favored enemy list; the anathema functions only against this chosen type. The investigator also chooses one of the following special abilities for the anathema to affect: damage reduction (except DR/—), energy resistance (one type chosen by the investigator), fast healing, movement speed, or spell resistance.The method of delivery (contact, ingested, inhaled, or injury) and the DC of the anathema’s save are identical to those of the poison used to make the anathema. If the target fails its save against the anathema (even if the enemy is normally immune to effects that require a specific save, such as undead’s immunity to effects that require a Fortitude save), the value of the chosen ability is lowered by 5 (minimum 0) for 1 round per investigator level.

Greater Anathema (Ex): The ability reduction of the investigator’s anathemas increases to 10, and he adds DR/— and regeneration to the list of abilities he can lower with an anathema. In addition, when an investigator creates an anathema, he can designate a specific kind of creature (such as vampires) in addition to the creature type. When used against this specific foe, the DC of the save against the anathema is 2 higher than the component poison. An investigator must have the anathema investigator talent to select this talent.

Lingering Venom (Ex): Poisons that the investigator personally applies to weapons and traps, or otherwise inflicts upon foes, require one additional successful save to cure. An investigator must be at least 5th level to select this talent.
主题: 药水简述(Potion Prospectus)
作者: 丞相2018-02-22, 周四 17:27:35
     基础的药剂制造并不难学习,但真正掌握用蒸馏将魔法融进液体中的艺术,则需要一个复杂的多的过程。许多炼金术师和法师使用自己独特的方法实验性的来酿造具有古怪而奇特效果的药剂;实际上,有人毕生追求尽在于此。而对于其他人,药剂制造是一个充满激情的业余爱好,占据其所有闲暇时间。
     这些努力研究的工作通常是一些被谨慎保护的秘密。但是魔法制药技艺的学生们仍然可以习得这些技能,无论是通过书本自学,有一位慷慨的导师或者通过任何其他方式学习。一些制药者甚至会为使用并传播他们个人精心测试过的制药技术的学生人数而感到自豪,当然这种培训通常并不便宜,或者在炼金术师聚集或者极为推崇炼金术的城市以外难以获得。
     本章节为希望磨练自己技艺的药水制造者提供多样化工具,包括允许更加灵活制造的专长,完美结合药水的法术,以及现有法术中适合于作为药水或油膏来制成或购买的一份指南。



多样化制药 VERSATILE BREWING
以下专长可以使药剂制造者在他们的药水中产生不同寻常的变化,将药水的效果用古怪而有效地方式进行调整。这些技艺的功能类似于超魔专长,然而他们影响药剂的使用者而非制造者。对药剂的等级限制应用于任何有关的超魔限制之后(如果该专长影响了其中法术的等级)(译:即超魔到4环的3环法术无法制药了)。

延迟药水 Delayed Potion
你可以制造出稍微延迟一些生效的药剂
先决条件:制造药水,施法者等级5级
专长效果:当你制造一份药水时,你可以让药水的效果在被一名生物服用后延迟最多10轮生效。一旦你决定了这个药水会延时多少轮生效,该决定就无法更改。当一份延时药水被喝下,它会在选定的轮数内不生效,但是之后就会对喝下的人如常生效。药水延迟生效的轮数不计入药水效果的持续时间内。制造进药水的法术不会因此需要占用比法术本身更高环境的法术位。

治疗药水 Healing Potion
你可以将一个治疗法术混合进一瓶药水中产生不一样的效果。
先决条件:制造药水,可以施展治疗重伤
专长效果:当年你制造一瓶药水时,你可以将以下一个法术的效果加进药水效果中:治疗轻伤,治疗中伤,治疗重伤。当喝下这份药剂时,选择的治疗法术和用来制造药水的原法术都会生效。在制造药水时,你必须同时花费两个法术,如同制造了了两份独立的药水。由于制作这种精心调配药水的复杂性,必须使用特别精细和罕见的成分,意味着你必须分别为两瓶独立药水都支付双倍成本。治疗法术和另一个法术的合计法术等级必须是3级或者更低(举个例子,你可以合并治疗轻伤和一个2环法术来制造一瓶治愈药剂,或者治疗中伤和一个1环法书,或者治疗重伤和一个0环法术)。

蒸汽药水 Vaporous Potion
你知道如何制造出可以变成云雾的药水。
先决条件:制造药水
专长效果:当你制造药水时,你可以用一种特殊手法使其在突然暴露于空气中并受力时,扩散成一片可以吸入的蒸汽云。药水仍然可以被正常消耗,但是也可以被如同投炸武器(splash weapon)扔到其他人身上传递效果。这个药水瓶拥有10尺射程增量并被视为简易武器。一旦命中,瓶子就会破碎并且一股几乎不可见的药水蒸汽云会充满它着陆的方格(这股蒸汽不会以任何方式影响任何正常视觉)。如果一个生物在该格子里,它会立刻获得药水的好处,如同它喝下了药水。
     否则蒸汽云会在消散前在该格子持续1d3+1轮时间,在蒸汽云消散前第一个进入该格子的人会得到药水的增益。一名进入蒸汽格子的人可以通过屏住呼吸来避免吸入药水。无法有超过一名生物获得药水蒸汽的增益。如果有超过一个生物在药水抛出在该格子内,药水会被浪费并且无效。投掷药水对命中的生物或物体造成伤害。一名通过这种方式制造进药水的法术不需要占用比法术实际环级更高环级的法术位。



适饮法术 POTABLE SPELLS
经常制造药水的施法者们会频繁使用以下法术。

黏土肌肤(Clay Skin)
学派:【变化】
等级:炼金术师 3,血脉狂怒者 3,审判者 3,魔战士 3,术士/法师 3,召唤师 3,
施放时间:标准动作
成分:语言,姿势,材料(黏土和碎铁屑)
范围:接触
目标:接触的生物
持续:10分钟/等级或直至能量耗尽
豁免:意志,通过则无效(无害)
抗力:有
目标的皮肤会变得坚韧并且摸起来就像黏土一样,给予了目标DR5/精金。一旦这个法术转换了每施法者等级5点伤害 (最高50),法术能量耗尽。

瞥见隐藏(Glimpse the Hidden)
学派:【预言】
等级:炼金术师 3,审判者 3,术士/法师 3,召唤师 3,女巫 3
施放时间:标准动作
成分:语言,姿势,材料(一撮镁和白金)
范围:接触
目标:接触的生物
持续:1轮/等级,见下文
豁免:意志,通过则无效(无害)
抗力:有(无害)
该法术除了这里说明的部分,功能如同识破隐形。这个法术无法被恒定。

鉴别者之眼(Identifier's eye)
学派:【预言】
等级:炼金术师 2,吟游诗人 2,术士/法师 2,召唤师 2,女巫 2
施放时间:标准动作
成分:语言,姿势,材料(被葡萄酒浸染过的珍珠)
范围:接触
目标:接触的生物
持续:3轮 + 1轮/等级,见下文
豁免:意志,通过则无效(无害)
抗力:有(无害)
这个法术将魔法能量的火花灌注于目标的血脉之中,允许其感受到如同感觉到空气振动般感受到魔力的波动。在法术持续期间,目标获得法术侦测魔法(detect magic)的效果并且在鉴别魔法物品的特性和命令词的法术辨识上获得+5加值。此外,在法术效果下,目标可以在为受训情况下尝试这些检定。该能力不允许目标检定神器。

相位步伐(Phase Step)
学派:【咒法】(传送)
等级:炼金术师 3,吟游诗人 3,魔战士 3,术士/法师 3,召唤师 3,女巫 3
施放时间:标准动作
成分:语言,姿势
范围:近距(25尺+5尺/2级)
目标:接触的自愿生物
持续:立即
豁免:无
抗力:有(无害)
你将目标生物瞬间传送到范围内你指定的一点。该法术其他功能如同任意门 (dimension door),除了你必须对法术中该目标的终点有视觉线和效果线。

亡灵感知(Undeath Sense)
学派:【预言】
等级:炼金术师 2,牧师 2,审判者 2,圣武士 2,萨满 2,术士/法师 3,
施放时间:标准动作
成分:语言,姿势,材料/圣徽(来自骨灰盒的灰烬)
范围:接触
目标:接触的生物
持续:10分钟/等级,见下文
豁免:无
抗力:无
你给予目标一种能力使其可以感知特别是不死生物对自然秩序的扰动和残留的微弱气息,使目标可以感知不死生物的存在。目标能够持续的感知到60尺范围内是否在任何方向有任何不死灵光(undead aura)。如果至少有一个不死灵光存在,则目标可以专注于法术的效果,以获得更多有关灵光的信息。该功能如同侦测死灵 (detect undead),除了了解不死灵光所需要的专注轮数减少1(即1轮到了解灵光的数量,2轮了解每个灵光的强度和位置)。
(https://i.imgur.com/yY1aVHA.png)



药水与油参考指南 POTION AND OIL REFERENCE GUIDE

当制作或尝试购买一瓶指定的药水或油时,请务必记住以下信息。如果要被制作成药水或油,法术必须符合以下所有标准:
1、其环级必须是3环或者更低
2、其施法时间不能超过1分钟
3、其目标必须是一或多个生物或物体
4、其范围不能是自身
以下表格显示通常可以制作成药水或者油的法术,它们的基本成本以及原书的出处。这些表格不意味一个详尽的列表,列出了所有可以在探索者中制成药水或油的法术。它们是一个方便的参考,可以从核心探索者书籍中找到的可以制成药水或油形式的法术。以下列出表格中资源出处以及表格旁边的缩写:探索者核心手册(CRB),进化职业手册(ACG),进阶玩家手册(APG),异能冒险(OA),极限战斗(UC),极限诡道(UI)以及极限魔法(UM)。
虽然这些表格中的大部分法术通常都是制成药水,但是法术名字后面带有星号(*)的通常会被制成油而非药水。
0环药水与油
药水或油 价格 出处
秘法印记* 25gp CRB
神导术 25gp CRB
光亮术* 25gp CRB
净化粮食* 25gp CRB
提升抗力 25gp CRB
稳定伤势 25gp CRB
恩赐 25gp CRB
              
1环药水与油
药水或油 价格 出处
黏性唾液 50gp CRB
活化绳* 50gp CRB
重负术 50gp CRB
祝福武器* 50gp CRB
遮阴披风 50gp CRB
治疗轻伤 50gp CRB
武器伪装术* 50gp CRB
忍受环境 50gp CRB
变巨术 50gp CRB
抹消术* 50gp CRB
轻羽步 50gp CRB
和风吹拂 50gp CRB
神莓* 50gp CRB
油腻术* 50gp CRB
便捷爪钩* 50gp UI
动物无视术 50gp CRB
亡灵无视术 50gp CRB
封门术* 50gp CRB
战意鼓舞 50gp APG
跳跃术 50gp CRB
感官锐化 50gp APG
法师护甲 50gp CRB
魔牙术 50gp CRB
魔石术* 50gp CRB
无影之毒 50gp UI
门户错觉 50gp UI
行踪无迹 50gp CRB
防护混乱 50gp CRB
防护邪恶 50gp CRB
防护善良 50gp CRB
防护秩序 50gp CRB
缩小术 50gp CRB
强固临时武器* 50gp ACG
移除恐惧 50gp CRB
移除恶心 50gp UM
尸体圣化* 50gp UM
圣域术 50gp CRB
橡棍术* 50gp CRB
破武反冲 50gp ACG
破片四射 50gp ACG
海洋之触 50gp APG
渐隐术 50gp APG
衰老之容 50gp UI
              
2环药水与油
药水或油 价格 出处
超越之障 300gp UC
敏锐感官 300gp UM
援助术 300gp CRB
秘法锁* 300gp CRB
阵营武器* 300gp CRB
树肤术 300gp CRB
熊之坚韧 300gp CRB
牛之力量 300gp CRB
猫之优雅 300gp CRB
狐之狡黠 300gp CRB
枭之睿智 300gp CRB
鹰之威仪 300gp CRB
朦胧术 300gp CRB
上浮术 300gp ACG
防弹护盾 300gp UC
稳固抓握 300gp UC
编码语言 300gp UI
宠伴生命链接 300gp ACG
不灭明焰* 300gp CRB
亵渎抵抗 300gp APG
治疗中度伤 300gp CRB
黑暗视觉 300gp CRB
黑暗耳语 300gp UI
减缓毒发 300gp CRB
易容他人 300gp UM
遗体防腐 300gp CRB
隐藏存在感 300gp UI
隐形术 300gp CRB
浮空术 300gp CRB
完全修复术* 300gp CRB
遮蔽物品* 300gp CRB
防护箭矢 300gp CRB
动物缩小术 300gp CRB
移除麻痹 300gp CRB
抵抗能量伤害,强酸 300gp CRB
抵抗能量伤害,寒冷 300gp CRB
抵抗能量伤害,火焰 300gp CRB
抵抗能量伤害,闪电 300gp CRB
抵抗能量伤害,音波 300gp CRB
魔绳术* 300gp CRB
音源切替 300gp UI
水流术 300gp APG
蛛行术 300gp CRB
隐匿阵营 300gp CRB
丰富词藻 300gp UI
曲木术* 300gp CRB
塑木术* 300gp CRB
              
3环药水与油
药水或油 价格 出处
气泉喷升 750gp ACG
潜沙走石 750gp UM
肉体僵直 750gp OA
热诚蔓延 750gp OA
无尽之眼 750gp UM
治疗重伤 750gp CRB
昼明术 750gp CRB
解除魔法 750gp CRB
移位术 750gp CRB
斗转星移 750gp APG
火焰陷阱* 750gp CRB
火焰箭* 750gp CRB
飞行术 750gp CRB
气化形体 750gp CRB
强大希望 750gp CRB
加速术 750gp CRB
金属核心 750gp ACG
英雄气概 750gp CRB
锐锋术* 750gp CRB
高等魔牙术 750gp CRB
魔化防具* 750gp CRB
臭气四溢 750gp ACG
中和毒性 750gp CRB
回避侦测 750gp CRB
防护能量伤害,强酸 750gp CRB
防护能量伤害,寒冷 750gp CRB
防护能量伤害,闪电 750gp CRB
防护能量伤害,火焰 750gp CRB
防护能量伤害,音波 750gp CRB
狂暴术 750gp CRB
移除目盲/耳聋 750gp CRB
移除诅咒 750gp CRB
移除疾病 750gp CRB
缩物术* 750gp CRB
塑石术* 750gp CRB
巧言术* 750gp CRB
水中呼吸 750gp CRB
水面行走 750gp CRB

(https://i.imgur.com/DltI2BC.png)(https://i.imgur.com/P1oKA30.png)(https://i.imgur.com/szhmuuz.png)(https://i.imgur.com/eh0J23x.png)



    It isn’t hard to learn the basics of brewing potions, but truly mastering the art of distilling magic into liquid form is a far more complicated process. Many alchemists and wizards experiment with their own unique methods for brewing potions with exotic and ingenious effects; indeed, some devote their whole livelihoods to this pursuit. For others, potion brewing is a passionate hobby to which all their free time is devoted.
    The results of this hard work are generally closely guarded secrets, but students of the magical brewing arts can often glean these skills for themselves through book learning, a generous mentor, or any number of other studious ways. Some brewers even take pride in the number of students who use and spread their personal, meticulously tested brewing techniques, though such training is often not cheap or easily obtained except in cities where alchemists are plentiful or alchemy is particularly highly regarded.
    This section provides a variety of tools for potion brewers who want to hone their skills, including feats that allow for more versatile brewing, spells perfect for making into potions, and a reference guide of existing spells that are commonly made or purchased as potions or oils.

VERSATILE BREWING
The following feats allow potion brewers to concoct unusual variations in their potions, altering the potions’ effects in strange and useful ways. These feats function similarly to metamagic feats, though they affect the creation of potions instead of the normal casting of spells. Level limits for potions apply to their level after the application of any relevant metamagic feats (if the feat affects the component spell’s level).

Delayed Potion
You can brew potions whose effects are delayed slightly.
Prerequisites: Brew Potion, caster level 5th.
Benefit: When you brew a potion, you can have the potion’s effects be delayed by up to 10 rounds after a creature consumes it. Once you decide how many rounds the potion’s effects will be delayed by, that decision cannot later be changed. When a delayed potion is imbibed, it has no effect for the chosen number of rounds, and then it affects the imbiber as normal. The rounds in which the potion’s effects are delayed do not count against the duration of the potion’s effect. A spell brewed into a potion this way does not use up a higher-level spell slot than the spell’s actual level.

Healing Potion
You can infuse a healing spell into a potion that produces a different effect.
Prerequisites: Brew Potion, ability to cast cure serious wounds.
Benefit: When you brew a potion, you can add the effects of one of the following spells to the potion’s effects: cure light wounds, cure moderate wounds, or cure serious wounds. When imbibed, the potion has the effect of both the chosen cure spell and the spell used to
brew the potion. When brewing the potion, you must expend both spells as though you were creating two separate potions. Due to the intricacies of making such a carefully blended potion, you must use particularly fine and rare ingredients, meaning you must pay twice the cost of creating each potion separately. The combined spell levels of the cure spell and the other spell used in the potion must be
level 3 or less (for example, you could combine cure light wounds with a 2nd-level spell to create a healing potion, or cure moderate wounds with a 1st-level spell, or cure serious wounds with a 0-level spell).

Vaporous Potion
You know how to brew potions that can be delivered as a gaseous cloud.
Prerequisite: Brew Potion.
Benefit: When you brew a potion, you can brew it in such a way that when exposed suddenly to air and force, it diffuses into a cloud of vapor that can be inhaled. The potion can still be consumed normally, but it can also be delivered by throwing it at another creature as a splash weapon. The potion vial has a range increment of 10 feet and is considered an improvised weapon. On impact, the vial breaks and a cloud of barely visible potion vapor fills the square it lands in (this vapor does not obscure normal sight in any way). If a creature is in that square, it gains the benefits of the potion immediately as though it had imbibed the potion.
  Otherwise, the vapor persists for 1d3+1 rounds in only that square before dissipating, and the first creature to enter the square before the vapor dissipates gains the potion’s benefits. A creature entering the vapor’s space can hold its breath to refrain from inhaling the potion. No more than one creature can benefit from a potion’s vapor, and if more than one creature is in the potion’s space after it is thrown, the potion is wasted and has no effect. The thrown potion deals no damage to creatures or objects it hits. A spell brewed into a potion this way does not use up a higher-level spell slot than the spell’s actual level.

POTABLE SPELLS
Spellcasters who regularly brew potions make frequent use of the following spells.

CLAY SKIN
School abjuration; Level alchemist 3, bloodrager 3, inquisitor 3, magus 3, sorcerer/wizard 3, summoner 3
Casting Time 1 standard action
Components V, S, M (clay and iron filings)
Range touch
Target creature touched
Duration 10 minutes/level or until discharged
Saving Throw Will negates (harmless); Spell Resistance yes
(harmless)
The target’s skin becomes as thick and tough as clay, granting the target DR 5/adamantine. Once the spell has prevented a total of
5 points of damage per caster level (maximum 50 points), it is discharged and the spell ends.

GLIMPSE THE HIDDEN
School divination; Level alchemist 3, inquisitor 3, sorcerer/wizard 3, summoner 3, witch 3
Casting Time 1 standard action
Components V, S, M (a pinch of magnesium and platinum)
Range touch
Target creature touched
Duration 1 round/level (D)
Saving Throw Will negates (harmless); Spell Resistance yes(harmless)
This spell functions as see invisibility, except as noted here. This spell cannot be made permanent.

IDENTIFIER’S EYE
School divination; Level alchemist 2, bard 2, sorcerer/wizard 2,summoner 2, witch 2
Casting Time 1 standard action
Components V, S, M (a wine-stained pearl)
Range touch
Target creature touched
Duration 3 rounds + 1 round/level (D)
Saving Throw Will negates (harmless); Spell Resistance yes(harmless)
This spell infuses a spark of magical energy into the veins of the target, allowing it to feel the presence of magic the way one might feel the thrum of vibrations in the air. For the spell’s duration, the target gains the benefits of the spell detect magic and also gains a +5 enhancement bonus on Spellcraft checks to identify the properties and command words of magic items. Further, the target can attempt such checks untrained while under the effects of this spell. This ability does not allow the target to identify artifacts.

PHASE STEP
School conjuration (teleportation); Level alchemist 3, bard 3,
magus 3, sorcerer/wizard 3, summoner 3, witch 3
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target one willing creature touched
Duration instantaneous
Saving Throw none; Spell Resistance yes (harmless)
You instantly transfer the touched creature to a point you designate within range. This otherwise functions as the spell dimension door, except that you must have line of sight and line of effect to the target’s destination for this spell’s effects to properly function.

UNDEATH SENSE
School divination; Level alchemist 2, cleric 2, inquisitor 2, paladin 2, shaman 2, sorcerer/wizard 2
Casting Time 1 standard action
Components V, S, M/DF (ashes from an urn)
Range touch
Target creature touched
Duration 10 minutes/level (D)
Saving Throw none; Spell Resistance no
You grant the target the ability to pick up on the subtle scents and disturbances to the natural order that are specific to the living dead, granting the target the ability to sense the presence of undead creatures. The target is constantly aware of whether there are any undead auras within 60 feet of her in any direction. If at least one undead aura is present, the target can concentrate on the spell’s effects in order to gain more information on the auras present. This functions similarly to detect undead, except the number of rounds of concentration needed to learn about the undead auras is reduced by 1 (1 round to learn the number of auras, and 2 rounds to learn the strength and location of each aura).

POTION AND OIL REFERENCE GUIDE
When creating or attempting to purchase a specific potion or oil, it is important to keep in mind the information below. In order to be made into a potion or oil, a spell must meet all of the following criteria.
• It must be a spell of 3rd level or lower.
• It must have a casting time of less than 1 minute.
• It must target one or more creatures or objects.
• It must not have a range of personal.
The tables below present spells that are commonly made into potions or oils as well as their base costs and the source book from which they originate. These tables are not meant to be an exhaustive list of all spells that can be made into potions or oils in Pathfinder; rather, they are meant as a handy reference for spells from hardcover Pathfinder books that are commonly found in potion or oil form. The following lists this table’s sources next to the abbreviations used in the table: Pathfinder RPG Core Rulebook (CR), Pathfinder RPG Advanced Class Guide (ACG), Pathfinder RPG Advanced Player’s Guide (APG), Pathfinder RPG Occult Adventures (OA), Pathfinder RPG Ultimate Combat (UC), Pathfinder RPG Ultimate Intrigue (UI), and Pathfinder RPG Ultimate Magic (UM).
While most of the spells in these tables are commonly made into potions, spell names with asterisks (*) after them are typically made into oils instead of potions.

0-LEVEL POTIONS AND OILS
Potion or Oil Price Source
Arcane mark* 25 gp CR
Guidance 25 gp CR
Light* 25 gp CR
Purify food and drink* 25 gp CR
Resistance 25 gp CR
Stabilize 25 gp CR
Virtue 25 gp CR

1ST-LEVEL POTIONS AND OILS
Potion or Oil Price Source
Adhesive spittle 50 gp ACG
Animate rope* 50 gp CR
Ant haul 50 gp APG
Bless weapon* 50 gp CR
Cloak of shade 50 gp APG
Cure light wounds 50 gp CR
Disguise weapon* 50 gp ACG
Endure elements 50 gp CR
Enlarge person 50 gp CR
Erase* 50 gp CR
Feather step 50 gp APG
Gentle breeze 50 gp ACG
Glue seal 50 gp ACG
Goodberry* 50 gp CR
Grease* 50 gp CR
Handy grapnel* 50 gp UI
Hide from animals 50 gp CR
Hide from undead 50 gp CR
Hold portal* 50 gp CR
Invigorate 50 gp APG
Jump 50 gp CR
Keen senses 50 gp APG
Mage armor 50 gp CR
Magic fang 50 gp CR
Magic stone* 50 gp CR
Magic weapon* 50 gp CR
Obscure poison* 50 gp UI
Open and shut* 50 gp UI
Pass without trace 50 gp CR
Protection from chaos 50 gp CR
Protection from evil 50 gp CR
Protection from good 50 gp CR
Protection from law 50 gp CR
Reduce person 50 gp CR
Refine improvised weapon* 50 gp ACG
Remove fear 50 gp CR
Remove sickness 50 gp UM
Sanctify corpse* 50 gp UM
Sanctuary 50 gp CR
Shillelagh* 50 gp CR
Sunder breaker 50 gp ACG
Sundering shards 50 gp ACG
Touch of the sea 50 gp APG
Vanish 50 gp APG
Wizened appearance 50 gp UI

2ND-LEVEL POTIONS AND OILS
Potion or Oil Price Source
Ablative barrier 300 gp UC
Acute senses 300 gp UM
Aid 300 gp CR
Arcane lock* 300 gp CR
Align weapon* 300 gp CR
Barkskin 300 gp CR
Bear’s endurance 300 gp CR
Blur 300 gp CR
Bull’s strength 300 gp CR
Buoyancy 300 gp ACG
Bullet shield 300 gp UC
Cat’s grace 300 gp CR
Certain grip 300 gp UC
Codespeak 300 gp UI
Companion life link 300 gp ACG
Continual flame* 300 gp CR
Corruption resistance 300 gp APG
Cure moderate wounds 300 gp CR
Darkvision 300 gp CR
Dark whispers 300 gp UI
Delay poison 300 gp CR
Disguise other 300 gp UM
Eagle’s splendor 300 gp CR
Fox’s cunning 300 gp CR
Gentle repose 300 gp CR
Hidden presence 300 gp UI
Invisibility 300 gp CR
Levitate 300 gp CR
Make whole* 300 gp CR
Obscure object* 300 gp CR
Owl’s wisdom 300 gp CR
Protection from arrows 300 gp CR
Reduce animal 300 gp CR
Remove paralysis 300 gp CR
Resist energy, acid 300 gp CR
Resist energy, cold 300 gp CR
Resist energy, electricity 300 gp CR
Resist energy, fire 300 gp CR
Resist energy, sonic 300 gp CR
Rope trick* 300 gp CR
Shifted steps 300 gp UI
Slipstream 300 gp APG
Spider climb 300 gp CR
Undetectable alignment 300 gp CR
Voluminous vocabulary 300 gp UI
Warp wood* 300 gp CR
Wood shape* 300 gp CR

3RD-LEVEL POTIONS AND OILS
Potion or Oil Price Source
Air geyser 750 gp ACG
Burrow 750 gp UM
Catatonia 750 gp OA
Contagious zeal 750 gp OA
Countless eyes 750 gp UM
Cure serious wounds 750 gp CR
Daylight 750 gp CR
Dispel magic 750 gp CR
Displacement 750 gp CR
Draconic reservoir 750 gp APG
Fire trap* 775 gp CR
Flame arrow* 750 gp CR
Fly 750 gp CR
Gaseous form 750 gp CR
Good hope 750 gp CR
Haste 750 gp CR
Heart of the metal 750 gp ACG
Heroism 750 gp CR
Keen edge* 750 gp CR
Magic fang, greater 750 gp CR
Magic vestment* 750 gp CR
Nauseating trail 750 gp ACG
Neutralize poison 750 gp CR
Nondetection 800 gp CR
Protection from energy, acid 750 gp CR
Protection from energy, cold 750 gp CR
Protection from energy, electricity 750 gp CR
Protection from energy, fire 750 gp CR
Protection from energy, sonic 750 gp CR
Rage 750 gp CR
Remove blindness/deafness 750 gp CR
Remove curse 750 gp CR
Remove disease 750 gp CR
Shrink item* 750 gp CR
Stone shape* 750 gp CR
Tongues 750 gp CR
Water breathing 750 gp CR
Water walk 750 gp CR
主题: Re: 药剂与毒药Potions &Poisons
作者: 丞相2018-02-24, 周六 17:02:33
对于炼金术和魔法的研究在格拉里昂远称不上是未知的跨越,但是对两个学科的整合确实非常罕见。那些经年累月的专注于研究炼金术、奥秘甚至是超凡装置的人希望能解开它们共同的潜力。在经历了无数次的重复和失败后,这些学者们模糊了求知欲和创新之间的界限。由此产生而造物功能从彻底毁灭、神术奇迹或者精妙欺诈,拓展到了所有的功能。不可思议,富有魔力还有一点点神秘,这些灵药的需求总是很大。当你的魔法对于药水而言过于强大时,它们就成了灵药(elixir)。



灵药 ELIXIRS
在那些魔法可以买卖的地方,当地市场上总会有许多以下的灵药。但是,你必须深入远离文明的不毛之地才能找到这些魔力混合物中最强力的那些。

敏捷灵药(Elixir of Agility)
位置:无;价格:450gp
施法者等级:5级;重量:-磅
灵光:微弱变化系
这个方形的瓶子中储存着冒泡的绿色液体,会使饮用者在接下来的30分钟内,变得紧张但是非常灵活。在这段时间内,饮用者的基础移动速度增加5尺,并且在特技和先攻检定上获得+2表现加值。
制造要求:制造奇物,猫之优雅(cat’s grace),强化认知(heightened awareness)
制造成本:225gp

无尽之眼灵药(Elixir of Countless eyes)
位置:无;价格:1200gp
施法者等级:5级;重量:-磅
灵光:微弱变化系
这种起泡的绿色液体可以使眼睛在饮用者身上的各处发芽。这些警觉的眼睛可以防止饮用者受到夹击。此外饮用者会对周围获得深刻的认识,赋予他在先攻上的+2表现加值,持续1小时。
制造要求:制造奇物,无尽之眼(countless eyes)
制造成本:600gp
(https://i.imgur.com/y8wgN5Y.png)
炼狱魔宠灵药(Elixir of The Infernal Familiar)
位置:无;价格:1400gp
施法者等级:7级;重量:-磅
灵光:中等变化系
这种细长的管子含有辛辣的黑色污泥, 手感温暖。当她使用这种药剂时,饮用者会在1小时内变成一只灰猫(如同野兽形态II(beast shape II)),将所有穿戴的东西留在地面上。在灵药的效果下,饮用者获得30尺的黑暗视觉,并且她的爪子会在地上留下一串烧焦的痕迹,可以闻到淡淡的硫磺味。如果饮用者原来的形态就拥有黑暗视觉,则黑暗视觉的范围增加30尺。当效果结束,饮用者会变回她原来的形态。
制造要求:制造奇物,野兽形态II(beast shape II),黑暗视觉(darkvision)
制造成本:700gp

凶猛魔法灵药(Elixir of Vicious Magic)
位置:无;价格:1750gp
施法者等级:7级;重量:-磅
灵光:中等塑能系
这种梨形烧瓶含有一种金属质感的绿色液体, 泛着跳动的小球。这种灵药与魔力本质相融合,流淌在饮用者的血液中。以损耗其健康为代价,增强法术的威力。在接下来的一分钟内,饮用者施放的任何造成生命值伤害的法术,会同时对目标和饮用者额外造成等于法术等级的相同类型伤害。
制造要求:制造奇物,暴怒法术(Furious Spell)
制造成本:875gp

烈火大嘴灵药(Elixir of Fiery Maw)
位置:无;价格:800gp
施法者等级:5级;重量:-磅
灵光:微弱塑能系
在这个水晶瓶内一股带有烟雾质感的橙色液体旋转着,打开时会有嘶嘶声。以一个标准动作,一个喝下该灵药的生物可以喷吐出15尺锥形的火牙。这个攻击造成2d4点火焰伤害,2d4点钝击穿刺和挥砍伤害,以及1d4点流血伤害。区域内的生物可以尝试通过DC13的反射豁免来使伤害减半。灵药的魔力会在1小时后或者使用后消失,以先发生者为准。
制造要求:制造奇物,出血术 (Bleed),燃烧之手 (Burning Hands)
制造成本:400gp

医师助手(Healer's Aid)
位置:无;价格:900gp
施法者等级:7级;重量:-磅
灵光:微弱塑能系
在这个矮胖的玻璃罐子里包含着一团不断旋转的金色液体。这种灵药可以使饮用者下一份喝下的可以恢复生命值的药水或灵药视为强效过的。药水或灵药的的所有可变量值皆增加50%。这种灵药的效果持续5分钟或直到饮用者所有的生命值通过之后受影响的药剂或灵药恢复, 以先发生者为准。
制造要求:制造奇物,法术强效(Empower Spell),增效灵药 (Amplify Elixir)
制造成本:450gp

铁衣灵药(Steelsheen Elixir)
位置:无;价格:900gp
施法者等级:6级;重量:-磅
灵光:中等变化系
这个圆肚瓶含有深靛蓝液体。饮用这种液体会使饮用者的皮肤和器官变硬,如同给其身体套了一层金属外衣。这会在其天生护甲上提供+2表现加值和5点临时生命。这个效果持续10分钟。饮用者在效果持续期间第一次进入近战时,他可以将将表现加值增加为+4并且获得额外5点临时生命,但是在剩余的持续时间内她的所有移动速度减半。
制造要求:制造奇物,树肤术(barkskin),虚假生命(false life)
制造成本:450gp

精魂疾驰(Spirit Rush)
位置:无;价格:2400gp
施法者等级:13级;重量:-磅
灵光:强烈变化系
在这个风格典雅的瓶子中,装着闪闪发光的紫色液体。在饮用者喝下灵药后的一个小时内。无论何时当她的生命值降到0或以下时,灵药会立即恢复3d8+5点生命值。此外饮用者会变成灵体(ethereal)1轮时间,并且立即向着避开伤害来源的方向离开30尺。在灵体状态下,饮用者可以在移动中穿过路径上的墙,物体,障碍物;该移动不会导致借机攻击。她必须在一个不被占据的方格结束此奖励移动。如果沿着轨迹都没有符合条件的方格,则灵药只会治疗饮用者,但是不会将她移动远离伤害源。
制造要求:制造奇物,治疗重伤(cure serious wounds),幻化灵体(ethereal jaunt)
制造成本:450gp
(https://i.imgur.com/5MJ7FqV.png)

集群形态灵药(Swarmform Elixir)
位置:无;价格:3300gp
施法者等级:11级;重量:-磅
灵光:中等变化系
在这个方形罐子里,死掉的昆虫漂浮在亮粉色的液体中。当饮用者喝下内容物后,他的身体会溶解成一群蜇人的黄蜂,他的装备都会掉落在地上。在这一变化中,饮用者保留他的所有心智属性,但是获得黄蜂集群的物理属性(怪物图鉴 275)。饮用者只可以控制黄蜂群移动或者进行纯粹心理活动。如果在持续期间内任何一点集群的生命值降到0,则效果立即结束并且饮用者变回原来的形态。否则这个效果会持续1小时。
制造要求:制造奇物,飞虫走兽(summon swarm)
制造成本:1650gp
(https://i.imgur.com/zCdCZNA.png)

灵魂视野灵药(Wraith's Sight)
位置:无;价格:1500gp
施法者等级:9级;重量:-磅
灵光:中等死灵系
这个长方形的玻璃瓶子用一个枚宝石作为瓶塞,里头装着淡淡色液体。当饮用者喝下这份灵药,他的眼睛散发出金色的能量,她获得30尺生命感知(lifesense)。这个效果持续30分钟。在持续期间,饮用者获得目盲状态。如果这个状态被以任何方式治愈或者移除,则灵药的效果立即结束。
制造要求:制造奇物,目盲/耳聋术(blindness/deafness),观命术(deathwatch)
制造成本:750gp
(https://i.imgur.com/NwTCs2B.png)


肉体改制灵药 FLESHCRAFT ELIXIRS
肉体改制(Fleshcraft),是真正扭曲血肉(fleshwarping)的近亲,专注于为了特定目的改造主体的某个部分。虽然肉体改制通常会涉及使用移植物永久的改变主体的身体,但肉体改制灵药可以制定类似的临时的怪异变化。以下肉体改制仅可以做成灵药形式而无法作为永久移植。更多关于肉体改制灵药可以在惧怖冒险 166页(Horror Adventures 166)。

粘粘液(Adhesive Slime)
持续时间:1小时;价格:500gp
豁免DC:14
主体的皮肤分泌一种透明的, 粘性的物质,给予其15尺的攀爬速度
副作用:主体在对抗擒抱检定的CMD上承受-4罚值,并且必须使用一个移动动作(取代自由动作)才可以丢掉持有的物品。
制造要求:扭曲血肉,工艺(炼金术)8级;医疗 DC18
制造成本:250gp

眼之环(Ring of eyes)
持续时间:10分钟;价格:1400gp
豁免DC:20
许多畸形的眼睛长在主体的头上。这个生物获得了全域视野, 不会被夹击。
副作用:主体被感官信息所淹没,他在持续时间内目眩。
制造要求:扭曲血肉,工艺(炼金术)13级;医疗 DC24
制造成本:700gp

蹼肢(Webbed Appendages)
持续时间:1小时;价格:300gp
豁免DC:12
膜状的皮肤在主体的手指和脚趾之间生长, 伸展到了它的肢体和身体之间, 给予该生物20尺的游泳速度。
副作用:主体在持有物品上变得困难,并且在使用持有武器的攻击骰上承受-2罚值。
制造要求:扭曲血肉,工艺(炼金术)8级;医疗 DC16
制造成本:150gp

The studies of alchemy and magic are far from unknown across Golarion, but few combine these two disciplines. Those who do spend years of study toiling over alchemical,arcane, and even otherworldly devices hoping to unlock their shared potential. Through countless iterations and many failures, these savants blur the line between curiosity and innovation. The resulting creations run the gamut of uses from utter destruction, supernal mysticism, and subtle deception. Miraculous, magical, and a little mysterious,these elixirs are always in great demand. When your magic is too potent for a potion, reach for an elixir.

ELIXIRS
In places where magical wares are bought and sold, local marketplaces carry many of the following elixirs; however, one must venture to the dark, desolate outskirts of civilization to find the most potent of these magical concoctions.

ELIXIR OF AGILITY PRICE  450 GP
SLOT none CL 5th WEIGHT —
AURA faint transmutation
This square flask contains an effervescent green liquid that causes the imbiber to become extremely nimble, albeit a bit jittery, for the next 30 minutes. During this time, the imbiber’s base speed increases by 5 feet and she gains a +2 competence bonus on Acrobatics checks and initiative checks.
CONSTRUCTION REQUIREMENTS COST 225 GP
Craft Wondrous Item, cat’s grace, heightened awarenessACG

ELIXIR OF COUNTLESS EYES PRICE
1,200 GP
SLOT none CL 5th WEIGHT —
AURA faint transmutation
This bubbling green liquid causes eyes to sprout all over the imbiber’s body. These vigilant eyes prevent the imbiber from being flanked. In addition, the imbiber has a greater awareness of her surroundings, which grants a +2 competence bonus on initiative checks for 1 hour.
CONSTRUCTION REQUIREMENTS COST 600 GP
Craft Wondrous Item, countless eyesUM

ELIXIR OF THE INFERNAL FAMILIAR PRICE 1,400 GP
SLOT none CL 7th WEIGHT —
AURA moderate transmutation
This slender tube contains an acrid black sludge that feels warm to the touch. When she consumes this elixir, the imbiber is transformed into a gray cat for 1 hour (as beast shape II), leaving behind any worn belongings on the ground. While under the effects of the elixir, the imbiber gains darkvision with a range of 30 feet, and her paw prints leave a trail of scorch marks that smell faintly of sulfur. If the imbiber’s original form already has darkvision, the range increases by 30 feet. When the effect ends, the imbiber transforms back into her original form.
CONSTRUCTION REQUIREMENTS COST 700 GP
Craft Wondrous Item, beast shape II, darkvision

ELIXIR OF VICIOUS MAGIC PRICE 1,750 GP
SLOT none CL 7th WEIGHT —
AURA moderate evocation
This pear-shaped flask contains a metallic-green liquid suffused with small pulsing globules. This elixir fuses with the magical essence flowing through the imbiber’s veins, enhancing the potency of spells at the cost of his health. For the next minute, any spells the imbiber casts that deal hit point damage deal an additional amount of damage of the same type equal to the spell level to both the target and the imbiber.
CONSTRUCTION REQUIREMENTS COST 875 GP
Craft Wondrous Item, Furious SpellOA

FIERY MAW ELIXIR PRICE 800 GP
SLOT none CL 5th WEIGHT —
AURA faint evocation
Inside this crystalline bottle swirls a smoky orange liquid that hisses when uncorked. As a standard action, a creature that drinks this elixir can breathe out a 15-foot cone of fiery teeth. This blast deals 2d4 points of fire damage, 2d4 points of bludgeoning, piercing, and slashing damage, and 1d4 points of bleed damage. Creatures in the area can each attempt a DC 13 Reflex save for half damage. The magic of the elixir ends after 1 hour or one use, whichever comes first.
CONSTRUCTION REQUIREMENTS COST 400 GP
Craft Wondrous Item, bleed, burning hands

HEALER’S AID PRICE 900 GP
SLOT none CL 7th WEIGHT —
AURA faint evocation
This squat glass jar contains a golden liquid that constantly swirls. This elixir causes the next potion or elixir that restores hit points that the imbiber consumes to be treated as if it were empowered. Increase all variable numeric effects of the potion or elixir by 50%. The effects of this elixir last for 5 minutes or until all of the imbiber’s hit points are restored via an affected potion or elixir, whichever comes first.
CONSTRUCTION REQUIREMENTS COST 450 GP
Craft Wondrous Item, Empower Spell, amplify elixirAPG

STEELSHEEN ELIXIR PRICE 900 GP
SLOT none CL 6th WEIGHT —
AURA moderate transmutation
This round-bellied bottle contains a deep indigo liquid. Drinking this liquid causes the imbiber’s skin and organs to harden as a metallic sheen encases her body. This imparts a +2 competence bonus to her natural armor and 5 temporary hit points. This effect lasts 10 minutes. The first time the imbiber is in melee combat during the duration, he can increase the competence bonus to +4 and gain an additional 5 temporary hit points, but all of her movement speeds are halved for the remainder of the duration.
CONSTRUCTION REQUIREMENTS COST 450 GP
Craft Wondrous Item, barkskin, false life

SPIRIT RUSH PRICE 2,400 GP
SLOT none CL 13th WEIGHT —
AURA strong transmutation
Inside this elegantly styled bottle is a purple liquid that sparkles. For 1 hour after the imbiber drinks this elixir, anytime she would be reduced to 0 hit points or below, the elixir immediately restores 3d8 + 5 hit points. Additionally, the imbiber becomes ethereal for 1 round and is immediately shunted 30 feet away from the source of the damage. While ethereal, the imbiber can move through walls, objects, or barriers in her path; this movement does not provoke attacks of opportunity. She must end the bonus movement in an unoccupied square. If no such space is available along the trajectory, the elixir heals the imbiber but does not move her away from the source of the damage.
CONSTRUCTION REQUIREMENTS COST 1,200 GP
Craft Wondrous Item, cure serious wounds, ethereal jaunt

SWARMFORM ELIXIR PRICE 3,300 GP
SLOT none CL 11th WEIGHT —
AURA moderate transmutation
This squarish jar holds dead insects suspended in bright pink liquid. When the imbiber drinks this concoction, his body dissolves into
a swarm of stinging wasps, causing his equipment to fall to the ground. During this transformation, the imbiber retains all his mental statistics but gains the physical statistics of a wasp swarm (Pathfinder RPG Bestiary 275). The imbiber can take only actions to control the movement of the swarm form or purely mental actions. If at any point during the duration the swarm reaches 0 hit points, the effect immediately ends and the imbiber transforms back to his original form. This effect otherwise lasts 1 hour.
CONSTRUCTION REQUIREMENTS COST 1,650 GP
Craft Wondrous Item, summon swarm

WRAITH’S SIGHT ELIXIR PRICE 1,500 GP
SLOT none CL 9th WEIGHT —
AURA moderate necromancy
This rectangular glass flask with a gemstone for a cork contains a pale blue liquid. When the imbiber drinks this elixir, her eyes glow with a golden energy and she gains lifesense with a range of 30 feet. This effect lasts 30 minutes. During this duration, the imbiber gains the blind condition. If this condition is healed or removed in any way, the effect of the elixir immediately ends.
CONSTRUCTION REQUIREMENTS COST 750 GP
Craft Wondrous Item, blindness/deafness, deathwatch

FLESHCRAFT ELIXIRS
Fleshcrafting, the cousin of true fleshwarping, focuses on modifying only a portion of the subject for a particular task. While fleshcrafting normally involves changing the subject’s body permanently with a graft, fleshcraft elixirs can enact a similar temporary monstrous change. The following fleshcrafts are available only in elixir form and cannot be created as a graft. More information about
fleshcraft elixirs can be found on page 166 of Pathfinder RPG Horror Adventures.

ADHESIVE SLIME PRICE 500 GP
DURATION 1 hour
SAVING THROW DC 14
The subject’s skin secretes a transparent, sticky substance, granting the creature a 15-foot climb speed.
Penalty: The subject takes a –4 penalty to CMD against grapple checks and must use a move action (instead of a free action) to drop a held object.
CREATION REQUIREMENTS COST 250 GP
Fleshwarper, Craft (alchemy) 8 ranks; Heal DC 18

RING OF EYES PRICE 1,400 GP
DURATION 10 minutes
SAVING THROW DC 20
Numerous malformed eyes grow on the subject’s head. The creature gains all-around vision and can’t be flanked.
Penalty: The subject is overwhelmed by sensory information, leaving it dazzled for the duration.
CREATION REQUIREMENTS COST 700 GP
Fleshwarper, Craft (alchemy) 13 ranks; Heal DC 24

WEBBED APPENDAGES PRICE 300 GP
DURATION 1 hour
SAVING THROW DC 12
Membranes of skin grow between the subject’s fingers and toes and stretch between its appendages and body, granting the creature a 20-foot swim speed.
Penalty: The subject has difficulty holding items and takes a –2 penalty on attack rolls with held weapons.
CREATION REQUIREMENTS COST 150 GP
Fleshwarper, Craft (alchemy) 8 ranks; Heal DC 16
主题: Re: 药剂与毒药Potions &Poisons
作者: 沉沦2018-02-26, 周一 15:05:45
你参考一下。

0环药水与油
药水或油 价格 出处
秘法印记* 25gp CRB
神导术 25gp CRB
光亮术* 25gp CRB
净化粮食* 25gp CRB
提升抗力 25gp CRB
稳定伤势 25gp CRB
恩赐 25gp CRB
 
1环药水与油
药水或油 价格 出处
黏性唾液 50gp CRB
活化绳* 50gp CRB
重负术 50gp CRB
祝福武器* 50gp CRB
遮阴披风 50gp CRB
治疗轻伤 50gp CRB
武器伪装术* 50gp CRB
忍受环境 50gp CRB
变巨术 50gp CRB
抹消术* 50gp CRB
轻羽步 50gp CRB
和风吹拂 50gp CRB
神莓* 50gp CRB
油腻术* 50gp CRB
便捷爪钩* 50gp UI
动物无视术 50gp CRB
亡灵无视术 50gp CRB
封门术* 50gp CRB
战意鼓舞 50gp APG
跳跃术 50gp CRB
感官锐化 50gp APG
法师护甲 50gp CRB
魔牙术 50gp CRB
魔石术* 50gp CRB
无影之毒 50gp UI
门户错觉 50gp UI
行踪无迹 50gp CRB
防护混乱 50gp CRB
防护邪恶 50gp CRB
防护善良 50gp CRB
防护秩序 50gp CRB
缩小术 50gp CRB
强固临时武器* 50gp ACG
移除恐惧 50gp CRB
移除恶心 50gp UM
尸体圣化* 50gp UM
圣域术 50gp CRB
橡棍术* 50gp CRB
 
破武反冲 50gp ACG
破片四射 50gp ACG
海洋之触 50gp APG
渐隐术 50gp APG
衰老之容 50gp UI
 
2环药水与油
药水或油 价格 出处
超越之障 300gp UC
敏锐感官 300gp UM
援助术 300gp CRB
秘法锁* 300gp CRB
阵营武器* 300gp CRB
树肤术 300gp CRB
熊之坚韧 300gp CRB
牛之力量 300gp CRB
猫之优雅 300gp CRB
狐之狡黠 300gp CRB
枭之睿智 300gp CRB
鹰之威仪 300gp CRB
朦胧术 300gp CRB
上浮术 300gp ACG
防弹护盾 300gp UC
稳固抓握 300gp UC
编码语言 300gp UI
宠伴生命链接 300gp ACG
不灭明焰* 300gp CRB
亵渎抵抗 300gp APG
治疗中度伤 300gp CRB
黑暗视觉 300gp CRB
黑暗耳语 300gp UI
减缓毒发 300gp CRB
易容他人 300gp UM
遗体防腐 300gp CRB
隐藏存在感 300gp UI
隐形术 300gp CRB
浮空术 300gp CRB
完全修复术* 300gp CRB
遮蔽物品* 300gp CRB
防护箭矢 300gp CRB
动物缩小术 300gp CRB
移除麻痹 300gp CRB
抵抗能量伤害,强酸 300gp CRB
抵抗能量伤害,寒冷 300gp CRB
抵抗能量伤害,火焰 300gp CRB
抵抗能量伤害,闪电 300gp CRB
抵抗能量伤害,音波 300gp CRB
魔绳术* 300gp CRB
音源切替 300gp UI
水流术 300gp APG
 
蛛行术 300gp CRB
隐匿阵营 300gp CRB
丰富词藻 300gp UI
曲木术* 300gp CRB
塑木术* 300gp CRB
 
3环药水与油
药水或油 价格 出处
气泉喷升 750gp ACG
潜沙走石 750gp UM
肉体僵直 750gp OA
热诚蔓延 750gp OA
无尽之眼 750gp UM
治疗重伤 750gp CRB
昼明术 750gp CRB
解除魔法 750gp CRB
移位术 750gp CRB
斗转星移 750gp APG
火焰陷阱* 750gp CRB
火焰箭* 750gp CRB
飞行术 750gp CRB
气化形体 750gp CRB
强大希望 750gp CRB
加速术 750gp CRB
金属核心 750gp ACG
英雄气概 750gp CRB
锐锋术* 750gp CRB
高等魔牙术 750gp CRB
魔化防具* 750gp CRB
臭气四溢 750gp ACG
中和毒性 750gp CRB
回避侦测 750gp CRB
防护能量伤害,强酸 750gp CRB
防护能量伤害,寒冷 750gp CRB
防护能量伤害,闪电 750gp CRB
防护能量伤害,火焰 750gp CRB
防护能量伤害,音波 750gp CRB
狂暴术 750gp CRB
移除目盲/耳聋 750gp CRB
移除诅咒 750gp CRB
移除疾病 750gp CRB
缩物术* 750gp CRB
塑石术* 750gp CRB
巧言术* 750gp CRB
水中呼吸 750gp CRB
水面行走 750gp CRB
主题: 迷人的酊剂(Intoxicating Tinctures)
作者: 丞相2018-02-27, 周二 23:09:08
所谓酊剂(Tinctures),是由溶解在酒精溶剂中的反应物所形成的炼金药物。这些混合物的效果超过了普通的炼金药剂,但是这种效果增强并非没有代价。除了要求更贵的成分,酊剂在消耗时往往会对饮用者产生有害的效果。
以下是一些常见的酊剂。取出和饮用酊剂使用和药水相同的规则。一个受训于工艺(炼金术)的角色可以制造酊剂。



酊剂
名称价格 制造DC
诱人媚药(Alluring Philter) 150gp 20
艺术扎啤(Artistic Ale) 300gp 25
打手珍酿(Brawler's Brew) 150gp 20
闪避药水(Dodge's Draught) 300gp 25
探险家乳剂(Explorer's Emulsion) 150gp 20
跳跃者的鬯酒(Leaper's Libation) 200gp 20
液体勇气(Liquid Courage) 175gp 20
法师助手(Mage's Assistant) 150gp 20
幻景混合(Mirage Mixture) 300gp 25
机敏琼浆(Nimble Nectar) 200gp 25
小偷的应急剂(Prowler's Palliative) 300gp 25
术士之魂(Sorcerer's Spirits) 300gp 30
星光果汁(Starlight Juice) 300gp 30
壮大灵(Stout solution) 100gp 15
思考者佳酿(Thinker's Tipple) 300gp 25
泰坦汤力水(Titan's Tonic) 200gp 25

诱人媚药(Alluring Philter)
价格:150gp 重量:-lb.
类型:炼金药品
这种简单的玫瑰色液体闻起来有鲜花和香水的味道。在喝下此酊剂的1小时后,你的交涉检定获得+2炼金加值,并且如果你在改变态度的交涉检定上失败了5点或以上,该生物的态度不会恶化。但是增加的费洛蒙会导致思维困难,是你在相同的持续期间内基于智力的技能检定承受-2罚值。此外,在持续期间拥有灵敏嗅觉的生物可以在两倍远的距离上侦测到你。

艺术扎啤(Artistic Ale)
价格:300gp 重量:-lb.
类型:炼金药品
这种酊剂饱受各种各样的表演者所喜爱,它是一种混合了炼金术增强过的草药和香料然后融入一品脱的啤酒中。在饮下这份酊剂的6小时后,你在唬骗和表演检定上获得+2炼金加值,并且在决定吟游表演和战怒之歌的效果时,视你的等级高1级。烈性饮品会导致你在持续时间内特技,威吓,知识,察言观色以及法术辨识上承受-2罚值。

打手珍酿(Brawler's Brew)
价格:150gp 重量:-lb.
类型:炼金药品
这种酊剂是由浓稠的糖浆融入烈性酒精中制成。在饮下酊剂的1小时内,你获得DR1/挥砍或穿刺并且忽视痛苦效果。但是你身体的麻木导致你在持续时间内强韧豁免检定承受-2罚值。

闪避药水(Dodge's Draught)
价格:300gp 重量:-lb.
类型:炼金药品
这种暗绿色的液体带着刺鼻的气味。在饮下酊剂的1小时内,你的肌肉会本能的对危险做出反应,你在AC上获得+2闪避加值。你无意识的肌肉抖动会使你在持续时间内的攻击骰上承受-2罚值。

探险家乳剂(Explorer's Emulsion)
价格:150gp 重量:-lb.
类型:炼金药品
这种酊剂含有粉末状的植物根茎,拥有适用寒冷天气和炎热天气的两个版本。在饮下酊剂的6个小时内,你在对抗所选温度影响的强韧检定上获得+5炼金加值。这种酊剂会影响血液的流动,使你在持续期间其他所有强韧豁免上承受-2罚值。

跳跃者的鬯酒(Leaper's Libation)
价格:150gp 重量:-lb.
类型:炼金药品
这种起泡的饮品散发出令人喜悦的香气并且能强化肌肉。在饮下这种酊剂一小时后,你在水平跳跃的特技检定上获得+4炼金加值,你在这些检定中总是视为已经助跑,并且你的跳远距离可以超过你的基础速度。由于你过度的动作,你在持续时间内攻击检定上获得-2罚值并且无法进行五尺快步。

液体勇气(Liquid Courage)
价格:175gp 重量:-lb.
类型:炼金药品
这种深红色的液体拿在手上时就会翻腾。在饮下酊剂后的1小时内,你获得对使你战栗(Shaken)的效果免疫;你仍然会被影响而惊惧(frightened)或者恐慌(panicked)。这杯酒会干扰你的判断力,导致在持续期间基于感知的技能检定上承受-2罚值。

法师助手(Mage's Assistant)
价格:150gp 重量:-lb.
类型:炼金药品
这种海蓝色的液体泛动色彩斑斓的矿物斑点。在饮下酊剂的1个小时内,你在专注检定上获得+5炼金价值。在专注上的增强导致在持续期间察觉和察言观色承受-2罚值。

幻景混合(Mirage Mixture)
价格:300gp 重量:-lb.
类型:炼金药品
这种气泡饮料会刺痛视觉神经。在饮下酊剂的1小时内,你在察觉检定和不相信幻觉的意志检定上获得+2炼金加值。你在持续期间内对抗其他影响心灵的意志豁免上承受-2罚值。

机敏琼浆(Nimble Nectar)
价格:300gp 重量:-lb.
类型:炼金药品
这种略稀的绿色液体会增加你的心跳速率。在饮下酊剂的1小时内,你在先攻检定和反射豁免上获得+2炼金加值。这会使你发颤,在持续期间内基于敏捷的技能检定会受到-2罚值。

小偷的应急剂(Prowler's Palliative)
价格:300gp 重量:-lb.
类型:炼金药品
这种沥青质黑色液体能减缓你的心率,使你几乎陷入恍惚状态。在饮下酊剂的1小时内,你在潜行检定上获得+2炼金加值,并且在潜行中全速移动不会承受减值,然后对你挫败士气的威吓DC提高2点。这个酊剂的镇定剂性质会使你在持续期间基于力量的技能检定承受-4罚值并且在伤害骰上承受-2罚值。

术士之魂(Sorcerer's Spirits)
价格:300gp 重量:-lb.
类型:炼金药品
这种银色的液体可以放大魔法能量。在饮下酊剂的一个小时内,在决定法术的持续时间和距离时,视你的施法者等级+2。这种液体会搞乱你的胃部使你在持续期间的强韧豁免和反射豁免承受-1罚值。当你在这个效果中的一次强韧豁免或者反射豁免失败时,你必须成功通过一个DC20的强韧豁免否则恶心一轮。

星光果汁(Starlight Juice)
价格:300gp 重量:-lb.
类型:炼金药品
这种清澈的液体散发着淡淡的光芒。在饮下酊剂的4个小时内,你会如同火炬一样发光。在这段时间内你会一直陷入目眩(dazzled)。在持续期间内任何导致你目眩的效果都会使你目盲。当处于酊剂效果下,你可以用一个迅捷动作是光芒暴涨明亮等级(bright light),如同日光术(daylight),持续1轮时间。在这个明亮效果之后,在酊剂剩下的持续时间中,你的光芒会黯淡的只剩10尺范围内的昏暗光线(dim light)。

壮大灵(Stout solution)
价格:300gp 重量:-lb.
类型:炼金药品
这种高度粘稠的液体就像树汁一样并非非常难以下咽。在饮下酊剂的2个小时内,你在CMD上获得+2炼金加值。并且在你进行战技检定时视为体型大一级。你的骨骼密度增加导致你在持续期间视为承担中载,如果你已经处于中载则陷入重载。

思考者佳酿(Thinker's Tipple)
价格:300gp 重量:-lb.
类型:炼金药品
这种橙色液体可以振奋人的头脑。在饮下酊剂的1个小时内,你在知识检定上获得+2炼金加值,并且只要其DC小于等于15,就可以未受训尝试知识检定。这会削弱你的能量,在持续期间你在强韧豁免上承受-4罚值。

泰坦汤力水(Titan's Tonic)
价格:200gp 重量:-lb.
类型:炼金药品
碎石渣漂浮在这种棕褐色液体中。在饮下酊剂的1个小时内,你在天生护甲上获得+1炼金价值,并且在力量检定和基于力量的技能检定上获得+2炼金加值。汤力水过度膨胀了你的肌肉,导致你的移动速度下降5尺,最低到5尺,此外你会在反射豁免上承受-4罚值。
(https://i.imgur.com/jiro2pU.png)



Tinctures are alchemical remedies consisting of reagents dissolved in an alcoholic solution. These mixtures produce potent effects beyond those of an ordinary alchemical concoction, but the increased benefits are not without cost. In addition to requiring more expensive components, tinctures tend to cause harmful effects upon being imbibed.
The following are a number of common tinctures. Drawing and drinking a tincture follows the same rules as drawing and drinking a potion. A character trained in Craft (alchemy) can create tinctures.

TINCTURES
Item Price Weight Craft DC
Alluring philter 150 gp — 20
Artistic ale 300 gp — 25
Brawler’s brew 150 gp — 20
Dodger’s draught 300 gp — 25
Explorer’s emulsion 150 gp — 20
Leaper’s libation 200 gp — 20
Liquid courage 175 gp — 20
Mage’s assistant 150 gp — 20
Mirage mixture 300 gp — 25
Nimble nectar 200 gp — 25
Prowler’s palliative 300 gp — 25
Sorcerer’s spirits 300 gp — 30
Starlight juice 300 gp — 30
Stout solution 100 gp — 15
Thinker’s tipple 300 gp — 25
Titan’s tonic 200 gp — 25

ALLURING PHILTER PRICE 150 GP
WEIGHT —
This simple, rosy liquid smells of fresh flowers and perfume. For 1 hour after drinking this tincture, you gain a +2 alchemical bonus on Diplomacy checks, and if you fail a Diplomacy check to shift a creature’s attitude by 5 or more, the creature’s attitude toward you doesn’t worsen. The increased pheromone production makes it difficult to think, causing you take a
–2 penalty on Intelligence-based skill checks for the same duration. Additionally, creatures with the scent ability can detect you from twice as far away for the same duration.

ARTISTIC ALE PRICE 300 GP
WEIGHT —
Favored by performers of all kinds, this tincture is a blend of alchemically enhanced herbs and spices mixed into a pint of ale. For 6 hours after drinking this tincture, you gain a +2 alchemical bonus on Bluff and Perform checks, and you treat your level as 1 higher for the purpose of determining the effects of a bardic performance or a raging song. The potent drink causes you take
a –2 penalty on Acrobatics, Intimidate, Knowledge, Sense Motive, and Spellcraft checks for the same duration.

BRAWLER’S BREW PRICE 150 GP
WEIGHT —
This tincture is made of thick syrup dissolved in potent alcohol. For 1 hour after drinking this tincture, you gain DR 1/slashing or piercing and can ignore pain effects. This numbing of your body causes you to take a –2 penalty on Fortitude saving throws for the same duration.

DODGER’S DRAUGHT PRICE 300 GP
WEIGHT —
This dark green liquid has a pungent odor. For 1 hour after you drink this tincture, your muscles instinctively react to danger and you gain a +2 dodge bonus to AC. Your involuntary muscle
movement causes you to take a –2 penalty on attack rolls for the same duration.

EXPLORER’S EMULSION PRICE 150 GP
WEIGHT —
This tincture contains powdered plant roots and comes in cold-weather and hot-weather varieties. For 6 hours after drinking the tincture, you gain a +5 alchemical bonus on Fortitude saving throws to resist the effects of the chosen temperature. The tincture interferes with blood flow, causing you to take a –2 penalty on all other Fortitude saving throws for the same duration.

LEAPER’S LIBATION PRICE 200 GP
WEIGHT —
This bubbly drink has a zesty scent and invigorates the muscles. For 1 hour after drinking this tincture, you gain a +4 alchemical bonus on Acrobatics checks to jump horizontally, you are always treated as having a running start for the purpose of these checks, and your jump distance can exceed your base speed. Due to your exaggerated movement, you take a –2 penalty on attack rolls and cannot take 5-foot steps for the same duration.

LIQUID COURAGE PRICE 175 GP
WEIGHT —
This crimson liquid roils when held. For 1 hour after drinking this tincture, you gain immunity to effects that would cause you to become shaken; you are still susceptible to becoming frightened or panicked. The drink clouds your judgment, imposing a –2 penalty on Wisdom-based skill checks for the same duration.

MAGE’S ASSISTANT PRICE 150 GP
WEIGHT —
This navy blue liquid is riddled with colorful flecks of minerals. For 1 hour after drinking this tincture, you gain a +5 alchemical bonus on concentration checks. The increased focus imposes a –2 penalty on Perception and Sense Motive checks for the same duration.

MIRAGE MIXTURE PRICE 300 GP
WEIGHT —
This fizzy drink causes a tingling in the optic nerves. For 1 hour after drinking this tincture, you gain a +2 alchemical bonus on Perception checks and Will saving throws to disbelieve illusions. You take a –2 penalty on Will saves against other mind-affecting effects for the same duration.

NIMBLE NECTAR PRICE 200 GP
WEIGHT —
This runny green liquid increases your heart rate. For 1 hour after drinking this tincture, you gain a +2 alchemical bonus on initiative checks and Reflex saves. This causes trembling, and you take a –2 penalty on Dexterity-based skill checks for the same duration.

PROWLER’S PALLIATIVE PRICE 300 GP
WEIGHT —
This pitch-black liquid slows your heart rate, putting you in an almost trancelike state. For 1 hour after drinking this tincture, you gain a +2 alchemical bonus on Stealth checks, you can use Stealth while moving at full speed without penalty, and the DCs for Intimidate checks to demoralize you is 2 higher. The tincture’s sedative nature causes you to take a –4 penalty on Strength-based skill checks and a –2 penalty on damage rolls for the same duration.

SORCERER’S SPIRITS PRICE 300 GP
WEIGHT —
This silvery liquid amplifies magical energies. For 1 hour after drinking this tincture, treat your caster level as 2 higher for the purpose of determining spells’ durations and ranges. The liquid unsettles the stomach, imposing a –1 penalty on Fortitude and Reflex saves for the same duration. Whenever you fail a Fortitude or Reflex save while under these effects, you must succeed at a DC 20 Fortitude saving throw or become nauseated for 1 round.

STARLIGHT JUICE PRICE 300 GP
WEIGHT —
This clear liquid glows with pale light. For 4 hours after drinking this tincture, you emit light as a torch. You are constantly dazzled during this time. If any effect would cause you to become dazzled during this time, you are instead blinded. While under the effect of this tincture, you can intensify your glow as a swift action to that of bright light, as per daylight, for 1 round. After activating the bright light effect, you emit only dim light with a range of 10 feet for the remainder of the tincture’s duration.

STOUT SOLUTION PRICE 100 GP
WEIGHT —
This highly viscous liquid resembles tree sap and is difficult to swallow. For 2 hours after drinking this tincture, you gain a +2 alchemical bonus to your CMD and you can perform combat maneuvers as if you were one size category larger. Your skeleton’s increased density causes you to be treated as if you were carrying a medium load, or a heavy load if you were already encumbered by a medium load, for the same duration.

THINKER’S TIPPLE PRICE 300 GP
WEIGHT —
This orange liquid invigorates the mind. For 1 hour after drinking this tincture, you gain a +2 alchemical bonus on Knowledge checks and can attempt untrained Knowledge checks if the DC is 15 or lower. This saps your energy, imposing a –4 penalty on Fortitude saving throws for the same duration.

TITAN’S TONIC PRICE 200 GP
WEIGHT —
Gravel floats in this umber liquid. For 1 hour after drinking this tincture, you gain a +1 alchemical bonus to natural armor and a +2 alchemical bonus on Strength checks and Strength-based skill checks. The tonic swells your musculature, decreasing your movement speed by 5 feet, to a minimum of 5 feet, and causing you to take a –4 penalty on Reflex saving throws for the same duration.
主题: 强力毒药 Potent Poisons
作者: 丞相2018-02-28, 周三 17:19:14
从怪物的天生防御机制到老辣杀手的吃饭家伙,毒药可以感染、削弱,甚至在受害者甚至还来不及反应之前就彻底杀死他们。



毒药 POISONS
这些新毒药从保守土匪恶棍喜爱的低成本选项到工业化化学材料甚至是昂贵骗局所用。它们或者可以涂在敌人的门把手上,或者为盗贼的匕首添加一份额外的毒击,或者是其他狡诈的方式来传递。

毒药 Poison类型 Type强韧 Fort发作 Onset频率 Frequency效果 Effect治愈 Cure价格 Price
黑手指之盐(Blackfinger's Salt)摄入1710分钟1/分钟,持续6分钟1d2体质伤害,1d3流血伤害2次豁免300gp
重影浆液(Diplopic Serum)伤口15-1/轮,持续6轮1d2感知伤害*1次豁免250gp
冰火两重天(Gelidburn Oil)伤口12-1/轮,持续4轮1d3火焰伤害,1d3寒冷伤害,并且恍惚1轮1次豁免75gp
氢氟酸(Hydrofluoric Acid)接触201分钟1/轮,持续6轮1力量流失,1d2体质伤害,2d6强酸伤害2次连续豁免2500gp
杀虫剂(Insecticide)吸入10*-1/轮,持续3轮1力量伤害*1次豁免175gp
青春焕发(Juvebloom)摄入161天1/天,持续7天1感知流失*1次豁免750gp
神经爆炸(NerveBlast)伤口19-1/轮,持续6轮1敏捷流失并且战栗1小时2次连续豁免1500gp
石化毒(Ossivane)伤口18-1/轮,持续6轮*1d3敏捷伤害2次豁免350gp
学童之友(Pupil's Friend)摄入1010分钟1/分钟,持续15分钟恶心1分钟*1次豁免30gp
结舌毒(Tongue Twist)伤口16-1/轮,持续6轮1d2智力伤害*2次豁免600gp
*见额外规则

黑手指之盐(Blackfinger's Salt)
价格:300gp 重量:-lb.
黑指盐可以轻易地隐藏在所有的食物和饮料中,因为它没有颜色,气味,并且和其名字不符,没有味道。在服下这种歹毒的毒药后不久,生物就会在肠胃和食道中产生痛感和溃疡出血。这种盐最初是由诺格巴信徒开发出来的。用于伪造目标是遭受了急症,以此来避免被怀疑是毒杀。
类型:毒药,摄入;强韧DC: 17
发作:10 分钟;频率:1/分钟,持续6分钟
效果:1d2体质伤害和1d3流血伤害;治愈:2次

重影浆液(Diplopic Serum)
价格:300gp 重量:-lb.
钻研本草的草药医生们在尝试设计对白内障的治疗方案时意外创造了重影血清。采自月露,这种芬芳的粉色浆液可以暂时响生物的视觉系统的同时,还会暂时削弱其心智机能。
类型:毒药,伤口;强韧DC: 15
发作:-;频率:1/轮,持续6轮
效果:1d2感知伤害,额外的,该生物会有视觉重影,使其对任何敌人的攻击上都有50%的失手率;目盲生物不受该额外效果影响。治愈:1次

冰火两重天(Gelidburn Oil)
价格:75gp 重量:-lb.
这种油腻的淡蓝色液体提供种震撼人心的体验:同时感受到极寒和灼热。冰火两重天在扒手中间很流行,找机会刺中别人,抢了东西就跑。
类型:毒药,伤口;强韧DC: 12
发作:-;频率:1/轮,持续4轮
效果:1d3火焰伤害,1d3寒冷伤害,并且恍惚(staggered)1轮。治愈:1次

氢氟酸(Hydrofluoric Acid)
价格:2500gp 重量:-lb.
聪明的炼金术士都会在处理氢氟酸小心的做好预防措施。这种腐蚀性的物质——一种火山气体的偶发副产物,被用于工业用途——即使只是少量接触皮肤也会溶解骨骼烧毁组织。如果不在1分钟内成功进行一次DC20的医疗或者工艺(炼金术)检定,则这种酸会摧毁死于氢氟酸中毒的受害者的尸体。氢氟酸必须被储存在一个魔法强化过的容器中,因为它会随着时间的推移溶解普通的玻璃和金属。
类型:毒药,接触;强韧DC: 20
发作:1分钟;频率:1/轮,持续6轮
效果:1力量流失,1d2体质伤害,2d6强酸伤害。治愈:2次连续豁免

杀虫剂(Insecticide)
价格:175gp 重量:-lb.
农民们使用杀虫剂来保护庄稼,屋主也以此来保护自己的财产不受虫害侵扰,但他们必须小心避免这种危险气体的烟雾。虽然被制造由于消灭害虫,但毒素对任何人来说都是危险的。一剂杀虫剂可以立即充斥10尺*10尺的区域。它可以被投掷20尺的距离,并且在良好通风的区域会在1d6轮后消散,一个常风(moderate wind)会将气体在1轮内吹散。
类型:毒药,吸入;强韧DC: 10(虫类生物需要在此豁免上承受-5罚值)
发作:-;频率:1/轮,持续3轮
效果:1力量伤害(虫类生物会震慑(stunned)1轮)。治愈:1次

青春焕发(Juvebloom)
价格:750gp 重量:-lb.
骗子们声称这个绿色的胶囊会恢复受害者的青春。一天后,任何服用了青春焕发的生物会在镜子中看到如同时间扭曲的结果。然而,这个益处不仅是暂时的,而且会造成巨大的伤害。一些胆大包天并且极度自信的艺术家会将这种胶囊加入制成药水,尝试将其卖出远超太阳兰灵药的价格。
类型:毒药,摄入;强韧DC: 16
发作:1天;频率:1/天,持续7天
效果:1感知流失,该生物会在1天的时间内看起来像年轻了一半一样。这种年轻化的外貌是单纯的美容型效果,不对身体产生实际效果。治愈:1次

神经爆炸(NerveBlast)
价格:1500gp 重量:-lb.
这种虹彩的粉尘附着在武器上。一旦命中,神经爆炸就会立即开始摧毁神经,阻断大脑和其余身体间的信号。这种令人不安的效果使很多受害者开始惊慌失措。
类型:毒药,伤口;强韧DC: 19
发作:-;频率:1/轮,持续6轮
效果:1敏捷流失并且战栗(shaken)一小时。如果受影响的生物无法通过对抗毒素的额外豁免,则战栗状态会上升为更高级的恐惧状态。这些更严重的效果和初始的战栗拥有相同的持续时间。
治愈:2次连续豁免

石化毒(Ossivane)
价格:350gp 重量:-lb.
石化毒模拟鸡蛇兽(Cockatrice)的石化(Petrification)能力,但是这种毒素依赖于受害者的心脏供血以使毒素传播,在四肢僵硬关节静止是,很难将毒素扩散到全身。在最初的豁免后,受害者只有在持续期间进行了移动动作,标准动作或者整轮动作时,才会需要进行后续对抗毒素的豁免检定。
类型:毒药,伤口;强韧DC: 18
发作:-;频率:1/轮,持续6轮(见详情)
效果:1d3点敏捷伤害;治愈:2次豁免

学童之友(Pupil's Friend)
价格:30gp 重量:-lb.
这种毒素基本上是温和的,恶臭引起的临时性疾病症状不会有后遗症,并可以通过一个DC15的察觉检定察觉食物或者饮料中是否有掺杂,除非食物本身特别辛辣,这种情况下察觉DC增加最多5点。这种毒药有希望可以令人信服的装病的学生命名,任何人都可以在阴暗潮湿的空间里培养这种霉菌。
类型:毒药,摄入;强韧DC: 10
发作:10分钟;频率:1/分钟,持续15分钟
效果:恶心(Sickened)1分钟;如果目标在已经处于毒药效果下时,受到第二剂毒药的影响,那么受害者会反胃(Nauseated)1分钟。治愈:1次豁免

结舌毒(Tongue Twist)
价格:600gp 重量:-lb.
这种粘稠的紫色凝胶会使头脑呆滞,妨碍回想词句的能力。盗贼和刺客们都会备一手结舌毒来对付那些麻烦的施法者。
类型:毒药,伤口;强韧DC: 16
发作:-;频率:1/轮,持续6轮
效果:1d2点智力伤害。此外该生物会从其已知语言中随机失去说一门语言的能力,持续1分钟。如果目标具有说多种语言的能力,额外失败的豁免会导致目标失去额外语言说的能力。任何生物如果不在能说出一种语言,则只能胡言乱语,这会阻碍包括语言成分法术的施展。
治愈:2次豁免
(https://i.imgur.com/CUZPZSL.png)

Ranging from the natural defenses of monstrous creatures to the tools of the trade for skilled assassins, poisons can sicken, weaken, or outright kill before the victim even has a chance to react.

POISONS
These new poisons vary from low-cost options favored by bandits and ruffians to industrial chemicals and expensive scams, and could coat the doorknob of a foe, add extra sting to a rogue’s daggers, or be delivered in other tricky manners.

BLACKFINGERS’S SALT PRICE 300 GP
WEIGHT —
Blackfingers’s salt can easily be hidden in all foods and beverages, as it lacks color, odor, and, despite the name, flavor. Soon after consuming this dastardly poison, a creature develops painful, bleeding ulcers throughout its stomach and esophagus. Followers of Norgorber originally developed the salt to mimic targets suffering a medical emergency and thus avoid suspicion of poisoning.
Type poison, ingested; Save Fortitude DC 17
Onset 10 minutes; Frequency 1/minute for 6 minutes
Effect 1d2 Con damage and 1d3 bleed damage; Cure 2 saves

DIPLOPIC SERUM PRICE 250 GP
WEIGHT —
Pei Zin herbalists accidentally created diplopic serum while attempting to devise a treatment for cataracts. Derived from dew of lunary, this aromatic pink serum temporarily affects a creature’s vision systems, in addition to temporarily impairing its mental faculties.
Type poison, injury; Save Fortitude DC 15
Frequency 1/round for 6 rounds
Effect 1d2 Wis damage. Additionally, the creature has double vision, imposing a 50% miss chance on its attacks against all opponents. Blind creatures are unaffected by this additional effect;
Cure 1 save

GELIDBURN OIL PRICE 75 GP
WEIGHT —
This greasy pale-blue liquid delivers a shocking sensation that is both freezing cold and searing hot. Gelidburn oil is popular among pickpockets looking to stab, snatch, and run.
Type poison, injury; Save Fortitude DC 12
Frequency 1/round for 4 rounds
Effect 1d3 fire damage, 1d3 cold damage, and staggered 1 round;
Cure 1 save

HYDROFLUORIC ACID PRICE 2,500 GP
WEIGHT —
The wise alchemist takes careful precautions whenever handling hydrofluoric acid. This corrosive substance—an occasional by product of volcanic gases that is used for industrial purposes—dissolves bones and causes tissue damage when even a small amount contacts the skin. The acid dissolves the body of any victim who dies from hydrofluoric acid poisoning unless the acid is neutralized within 1 minute with a successful DC 20 Heal or Craft (alchemy) check. Hydrofluoric acid must be stored in a magically reinforced container, as it dissolves mundane glass and corrodes metal over time.
Type poison, contact; Save Fortitude DC 20
Onset 1 minute; Frequency 1/round for 6 rounds
Effect 1 Str drain, 1d2 Con damage, and 2d6 acid damage;
Cure 2 consecutive saves

INSECTICIDE PRICE 175 GP
WEIGHT —
Farmers protecting their crops and landlords maintaining their properties use insecticide to clear out pest infestations, but they must avoid the fumes of this dangerous gas. While it is formulated to exterminate vermin, the poison poses a danger to anyone. A single dose of insecticide immediately fills a 10-foot-by-10-foot area. It can be thrown at a range of 20 feet, and it dissipates after 1d6 rounds in a well-ventilated area. A moderate wind disperses the gas in 1 round.
Type poison, inhaled; Save Fortitude DC 10 (creatures with the vermin type take a –5 penalty on the save)
Frequency 1/round for 3 rounds
Effect 1 Str damage (creatures with the vermin type are stunned for 1 round); Cure 1 save

JUVEBLOOM PRICE 750 GP
WEIGHT —
Swindlers claim this green capsule restores the victim’s youth. After 1 day, anyone taking juvebloom sees the seemingly time-bending results in the mirror. However, the benefit is not only temporary but also potentially quite damaging. Particularly daring confidence artists mix this capsule into a solution, attempting to sell it as the much more valuable sun orchid elixir.
Type poison, ingested; Save Fortitude DC 16
Onset 1 day; Frequency 1/day for 7 days
Effect 1 Wis drain. The creature looks younger by as much as half his age for a duration of 1 day. The younger appearance is purely cosmetic and has no mechanical effect; Cure 1 save

NERVEBLAST PRICE 1,500 GP
WEIGHT —
This iridescent dust clings to weapons. On a hit, nerveblast immediately begins destroying nerves, blocking the signals between the brain and the rest of the body. The disconcerting effect causes many victims to flee in panic.
Type poison, injury; Save Fortitude DC 19
Frequency 1/round for 6 rounds
Effect 1 Dex drain and shaken for 1 hour. The shaken condition progresses to more severe fear effects if the affected creature fails additional Fortitude saving throws against the poison. These more severe effects have the same duration as the initial shaken effect; Cure 2 consecutive saves

OSSIVANE PRICE 350 GP
WEIGHT —
Ossivane mimics the petrification capability of cockatrices, but the toxin relies on the victim’s heart pumping hard to spread the poison throughout the body as it stiffens limbs and locks joints. After the initial save, the victim attempts an additional Fortitude save against the poison only during rounds in which she takes a move, standard, or full-round action.
Type poison, injury; Save Fortitude DC 18
Frequency 1/round for 6 rounds (see below)
Effect 1d3 Dex damage; Cure 2 saves

PUPIL’S FRIEND PRICE 30 GP
WEIGHT —
This mostly benign, malodorous mold induces temporary illness with no lasting effect, and it can be detected in food or drink with a DC 15 Perception check, unless the food is particularly pungent, in which case the Perception DC increases by up to 5. Named for students wishing to convincingly feign illness, anyone can easily cultivate this mold in dark, moist spaces.
Type poison, ingested; Save Fortitude DC 10
Onset 10 minutes; Frequency 1/minute for 15 minutes
Effect sickened for 1 minute; if the target is affected by a second dose while already under the effects of this poison, the victim is instead nauseated for 1 minute; Cure 1 save

TONGUE TWIST PRICE 600 GP
WEIGHT —
This viscous violet gel dulls the mind, impeding the ability to recall words. Thieves and assassins keep tongue twist on hand for dealing with troublesome spellcasters.
Type poison, injury; Save Fortitude DC 16
Frequency 1/round for 6 rounds
Effect 1d2 Int damage. Additionally, the creature loses the ability to speak one language at random from the languages he knows for 1 minute. Additional failed saves cause the target to lose the ability to speak additional languages if the target has the ability to speak more than one language. Any creature that can no longer speak a language speaks only gibberish, which prevents casting spells with verbal components; Cure 2 saves
主题: 成瘾性药物 Addictive drugs
作者: 丞相2018-03-04, 周日 21:36:25
让人上瘾的毒品Addictive Drugs
    在阴暗的角落中,炼金术师正尝试着创造超越尘世的新方法。持续支持他们工作的是一群稳定的客户,这些客户之中有些有钱有势,而且不会占用他们过多的时间,有些则是绝望的社会渣滓,他们渴望逃离阴沟生活中痛苦的现实,哪怕只是暂时的也好。运动员,表演家,以及老练的冒险者进一步推动了这些非法物质的需求——他们追求着极限,因为这能让他们成功,胜利,或者仅仅是活下去。
    但这些收益的真正代价十分高昂。很多毒品既昂贵又会对身体造成严重的损伤,所以直到最后一刻之前最好不要将它们是做必定使用的手段。毒品和上瘾的全部规则位于探索者RPGGMG的236到237页。


毒品 DRUGS
下列毒品可以在大多数主要聚落中找到。

梦窟香薰(Esoterum)
价格:600gp 重量:-lb.
传说中,天夏和乌荼罗的追梦者在梦之洞窟(Esoterum)之中向精神世界打开了他们的心灵,并获得了超越凡人的洞察与能力。这些故事通常伴随着毁灭性的狂怒,因为充满恶意的灵魂会在开放的心灵中占取优势,并占据这个不幸的人。
类型:吸入;成瘾性: 轻度;强韧DC: 24
效果:24小时;使用者获得异能敏感OA专长的好处,但会在意志豁免上有-4减值,并且会在对抗占据的尝试中自动失败。
伤害:1d4点体质和1d4点强韧

蛛丝面纱(Gossamer Veil)
价格:20gp 重量:-lb.
珈兰德尔的教徒们和与之类似的操纵者们漫步在赤贫的街区中,他们手里掌握着所谓的“疫苗”,这种疫苗能够防止在肮脏环境滋生的疾病,他们常警告说,这些疫苗只有在受者保持对神明信仰的时候才能生效。
类型:摄取;成瘾性: 轻度;强韧DC: 18
效果:1天;对抗疾病效果的豁免获得+4炼金加值。1天后,在对抗疾病效果的豁免上有-4减值,持续7天。
伤害:1d4点感知

小声粉(Hush)
价格:200gp 重量:-lb.
这种石灰色的粉末经常混入酒精,那些在阿肯斯坦枪械攻防嘈杂测试环境中的人经常使用它。 它在外观上与火药的相似性导致了一些致命的不幸事件。
类型:摄取;成瘾性: 中度;强韧DC: 20
效果:1d6小时,使用者获得5点音波抗力,但在进行基于声音的察觉检定时必须双骰取低,并会提升她5%的奥术失败率。。
伤害:1d4点感知

灵感之尘(Inspiration Dust)
价格:75gp 重量:-lb.
这种半透明粉尘拥有开发心灵的性质,可以让使用者能够迅速处理信息和抓住联系,但其带来的偏执可能会使得难以有效地对所收集的知识采取行动。
类型:吸入;成瘾性: 中度;强韧DC: 22
效果:4小时;在知识,语言学和法术辨识检定上获得+1d4炼金加值。
效果:4小时后;在之后的24小时,使用者会在察言观色检定上受到-4减值,并会假定她听到的所有事都是谎言,但她可以尝试一个DC为20的察言观色检定来决定一个人是否说的是真话。
伤害:1d4点感知

柯莱什咖啡(Keleshite Coffee)
价格:5gp 重量:-lb.
这种特别浓烈的咖啡在柯莱什的帕迪莎帝国都很受欢迎,但它在艾芭萨罗姆和欧帕拉等地也有拥簇。早间的一杯咖啡是治疗缺乏睡眠的良药,但很多人会发现它会成为一种习惯。
类型:摄取;成瘾性: 轻度;强韧DC: 12
效果:8小时;使用者可以忽略疲乏状态的效果
效果:8小时后;使用者会变得力竭,并只有在8小时休息(而不是1小时)后才能变为疲乏。
伤害:1点感知

奥视粉(Magesight)
价格:15gp 重量:-lb.
艺术爱好者们追求奥视粉仅仅是为了体验奇迹,而在艾巴萨罗姆,卡塔佩什,卡希尔和其他主要商业城市的后巷小店依靠它提供他们无法获得的宝贵能力。
类型:吸入;成瘾性: 中度;强韧DC: 15
效果:1d4*10分钟;使用者获得常驻的侦测魔法效果,但她将把环境中的幻象视为昏暗;昏暗或黑暗环境将会被视为黑暗。
效果:1小时;使用者进入目眩状态。
伤害:1d2点感知。

忘情水(Oblivion)
价格:100gp 重量:-lb.
忘情水是一种不太纯的精炼碧幻菌,它保留了原材料不可预测的副作用和高度的成瘾性。 忘情水在卡索米尔的贫民窟和艾芭萨罗姆的水坑区很常见。
类型:摄入;成瘾性: 重度;强韧DC: 26
效果:处于暗示术效果下的使用者可以尝试另一次豁免(DC如同先前的效果)来挣脱法术的效果,但他会失去之前1d4小时中全部的记忆,如同修改记忆,但没有5分钟的限制。
伤害:对随机一个属性造成1d4点伤害

(https://i.imgur.com/mRbnIN0.png)
老法师(Old-Mage)
价格:1500gp 重量:-lb.
在阿维斯坦贵族的高级阶层,一些小贵族假装自己是强大的法师。 老法师通常创造于萨迦瓦并向北走私,它能让人暂时品尝到泛骇人的力量,但随之而来的是巨大的代价 - 无论是财力还是物质。
类型:伤口;成瘾性: 重度;强韧DC: 18
效果:12小时;使用者获得随意启动卷轴的能力,如同她成功使用了UMD检定来启动给定的卷轴一般。每次使用者以这种方式启动卷轴,她都会受到1d4点魅力伤害和等同于卷轴施法者等级的非致命伤害。以这种方式承受的魅力伤害在决定毒品成瘾性的豁免DC时被视为毒品造成的属性伤害。魅力伤害和非致命伤害都不能在使用者进行完整的8小时休息前被治愈。
伤害:见效果

“弄死他”(Ruk Tar)
价格:55gp 重量:-lb.
“弄死他”在绝望的冒险者,角斗士和兽人部落中很常见。“弄死他”经常在战斗中第一次流血后使用,以伤口作为契机增强使用者的能力以确保胜利。
类型:伤口;成瘾性: 中度;强韧DC: 25
效果:1小时,在力量上获得+2炼金加值,并免疫疼痛效果。
效果:1小时后;使用者进入力竭状态。
伤害:1d4点智力伤害。

蛇吻(Serpent's Kiss)
价格:50gp 重量:-lb.
政治家和害羞的贵族十分依赖这种翠绿的糖浆,它可以提升使用者的信心,让她能够以平静的方式驾驭社交场合,但它给手的震颤可能会导致不恰当的餐具或高脚杯碎裂声。
类型:摄取;成瘾性: 中度;强韧DC: 18
效果:1小时;在唬骗,交涉,和威吓检定上获得+2炼金加值。
效果:1小时后;使用者进入疲乏状态1d4小时。
伤害:1d4点敏捷

蜂刺滋味(Sting's Savor)
价格:45gp 重量:-lb.
在一些卡里斯翠的神庙中,“蜂刺”会被施以自愿的访客身上,以此来让紧张的访客放松下来。 黑市炼金术士已经对该毒品进行了逆向工程,来满足那些不那么体面的人的需求,这些人很欣赏“蜂刺”带给使用者的“易塑性”。
类型:伤口;成瘾性: 轻度;强韧DC: 15
效果:使用者立即治愈1d8点非致命伤害。
效果:1d4小时;当一个敌人尝试唬骗检定来愚弄使用者或者交涉检定来改变使用者的态度时,他可以在检定时双骰取高。
伤害:1d4点感知伤害。

警惕粉(Vigilance)
价格:15gp 重量:-lb.
学者和学生常常愿意承受反应笨拙和迟缓的代价,以换取这种苦白粉末在研究和学习中带来的益处。
类型:摄取;成瘾性: 中度;强韧DC: 20
效果:1d3小时,在察觉检定上获得+10炼金加值
效果:4小时后;使用者在AC上失去他的敏捷加值
伤害:1d4点体质伤害。

Back-alley alchemists of the world are ever experimenting to create new ways to transcend the mundane. Supporting their efforts is a constant supply of ready customers, ranging from the wealthy and powerful elite, with too much money and too little to occupy their time, to the desperate dregs of society, yearning to escape the harsh realities of daily life in the gutters, even if only temporarily. Athletes, performers, and worldly adventurers further drive demand for these often illicit substances—seeking the edge they need to win, succeed, or sometimes just to survive.
The true cost of these benefits, however, is high. Many drugs are expensive and impart significant physical drawbacks, making them at best a dubious means to an end. Full rules for drugs and addiction appear on pages 236–237 of the Pathfinder RPG GameMastery Guide.

DRUGS
The following drugs can be found in most major settlements.

ESOTERUM PRICE 600 GP
WEIGHT —
Legends tell of esoterum dens in Tian Xia and Vudra where dream chasers open their minds to the spirit world, gaining deep insights and abilities beyond mortal ken. Such tales usually continue to describe the destructive rampages that follow when malevolent spirits take advantage of an opened mind and possess the unfortunate individual.
Type inhaled; Addiction major, Fortitude DC 24
Effects 24 hours; the user gains the benefits of the Psychic SensitivityOA feat but takes a –4 penalty on Will saves and automatically fails Will saves against possession attempts
Damage 1d4 Con damage and 1d4 Wis damage

GOSSAMER VEIL
PRICE 20 GPWEIGHT —
Cultists of Ghlaunder and similar manipulators wander the streets of impoverished neighborhoods, administering this “vaccine” to prevent diseases common in squalid conditions, often with an admonition that it remains effective only as long as the recipient maintains faith in the priest’s deity.
Type ingested; Addiction minor, Fortitude DC 18
Effect 1 day; +4 alchemical bonus on saving throws against disease effects
Effect after 1 day; –4 penalty on saving throws against disease effects for 7 days
Damage 1d4 Wis damage

HUSH
PRICE 200 GP WEIGHT —
This slate-gray powder is often mixed into alcohol and consumed by those working in the noisy testing ranges at Alkenstar’s Gunworks. Its similarity in appearance to gunpowder has led to more than a few fatal mishaps.
Type ingested; Addiction moderate, Fortitude DC 20
Effects 1d6 hours; the user gains sonic resistance 5, but must roll twice and take the worse result for Perception checks based on sound and increases her arcane spell failure chance by 5%
Damage 1d4 Wis damage

INSPIRATION DUST PRICE 75 GP
WEIGHT —
The mind-opening properties of this translucent dust enable the user to process information and draw connections rapidly, though the accompanying paranoia can make it difficult to act effectively on the knowledge thus gleaned.
Type inhaled; Addiction moderate, Fortitude DC 22
Effects 4 hours; +1d4 alchemical bonus on Knowledge, Linguistics, and Spellcraft checks
Effects after 4 hours; for 24 hours, the user takes a –4 penalty on Sense Motive checks and assumes everything heard is a lie, but she can attempt a DC 20 Sense Motive check to determine if someone is telling the truth
Damage 1d4 Wis damage

KELESHITE COFFEE PRICE 5 GP
WEIGHT —
This particularly strong coffee is popular throughout the Padishah Empire of Kelesh, though it also has aficionados in Absalom, Oppara, and beyond. A morning cup is a good cure for lack of rest, but many find that it becomes a habit.
Type ingested; Addiction minor, Fortitude DC 12
Effect 8 hours; user ignores the effects of the fatigued condition
Effects after 8 hours; the user becomes exhausted, and he becomes fatigued only after 8 hours of rest (instead of 1)
Damage 1 Wis damage

MAGESIGHT PRICE 15 GP
WEIGHT —
Dilettantes pursue the visions from magesight simply for the wonder of the experience, while back-alley shopkeeps in Absalom, Katapesh, Katheer, and other major trade cities rely on it to provide a valuable ability they have no other way to obtain.
Type inhaled; Addiction minor, Fortitude DC 15
Effects 1d4×10 minutes; the user gains the benefits of a constant detect magic effect, but she treats illumination in the area as dim light; areas of dim light and darkness are treated as darkness
Effect 1 hour; the user gains the dazzled condition
Damage 1d2 Wis damage

OBLIVION PRICE 100 GP
WEIGHT —
A less pure version of refined cytillesh, oblivion retains the unpredictable side effects and highly addictive properties of the source material. Oblivion is common in Cassomir’s slums and the Puddles district of Absalom.
Type ingested; Addiction major, Fortitude DC 26
Effects a user under the effect of a suggestion spell can attempt another saving throw (with the effect’s original DC) to shake off the spell’s effect, but he loses all memories from the previous 1d4 hours, as per modify memory but without the 5-minute limit
Damage 1d4 damage to a random ability score

OLD-MAGE PRICE 1,500 GP
WEIGHT —
In higher circles of Avistani nobility, some petty nobles pretend to be mighty wizards. Typically created in and smuggled north from Sargava, old-mage offers a temporary taste of eldritch power at an exorbitant cost—both financial and physical.
Type injury; Addiction major, Fortitude DC 18
Effects 12 hours; the user gains the ability to activate scrolls as if she had succeeded at a Use Magic Device check to activate a given scroll. Each time the user activates a scroll this way, she takes 1d4 points of Charisma damage and an amount of nonlethal damage equal to the scroll’s caster level. Charisma damage taken this way is counted as ability damage caused by the drug for the purpose of calculating the DC of saving throws to resist addiction to the drug. Neither the Charisma damage nor the nonlethal damage can be healed until the user takes a full 8 hours of rest.
Damage see Effects

RUK TAR PRICE 55 GP
WEIGHT —
Common among desperate adventurers, gladiatorial combatants, and orc tribes, ruk tar is often applied after the first blood of a fight is spilled, using the wound as an opportunity to enhance the user’s abilities to ensure victory.
Type injury; Addiction moderate, Fortitude DC 25
Effects 1 hour; +2 alchemical bonus to Strength and immunity to pain effects
Effect after 1 hour; the user gains the exhausted condition
Damage 1d4 Int damage

SERPENT’S KISS PRICE 50 GP
WEIGHT —
Relied upon by politicians and shy noble scions, this emerald syrup boosts the user’s confidence, allowing her to navigate social situations with aplomb, though the tremor it imparts to her hands can cause an unseemly clatter of cutlery or stemware.
Type ingested; Addiction moderate, Fortitude DC 18
Effects 1 hour; +2 alchemical bonus on Bluff, Diplomacy, and Intimidate checks
Effect after 1 hour; the user gains the fatigued condition for 1d4 hours
Damage 1d4 Dex damage

STING’S SAVOR PRICE 45 GP
WEIGHT —
The “sting” administered to willing recipients at some Calistrian temples helps nervous visitors relax. Black-market alchemists have reverse-engineered the drug to meet demand from less savory individuals who appreciate the pliability it elicits in users.
Type injury; Addiction minor, Fortitude DC 15
Effect user immediately heals 1d8+2 points of nonlethal damage
Effects 1d4 hours; an opponent who attempts a Bluff check to fool the user or a Diplomacy check to change the user’s attitude can roll twice and take the better result
Damage 1d2 Wis damage

VIGILANCE PRICE 15 GP
WEIGHT —
Scholars and students are often willing to accept the clumsiness and slow reactions in exchange for the benefits gained in research and study from this bitter white powder.
Type ingested; Addiction moderate, Fortitude DC 20
Effect 1d3 hours; +10 alchemical bonus on Perception checks
Effect 4 hours; user is denied his Dexterity bonus to AC
Damage 1d4 Con damage
主题: 专业人士的装备 Practitioner's Gear
作者: 丞相2018-03-04, 周日 21:48:23
那些专注于毒药与毒素的工具——无论是施加还是治愈——都是多种多样并且囊括了一系列令人印象深刻的服装和日常物品,可以用于令人发指的行为和善意的治愈。这一章详细介绍了许多物品,其中一些是魔法物品而有些只是普通工具,可以安静高效的帮助角色在世上传抵毒药或是防止那些使用毒素来对抗他们的家伙。



施毒者的装备 POISONER’S GEAR
以下的许多装备可以使持有者在发动最后一击前就赐予敌人一个慢性死亡的途径。

有效死亡之环(Band of Efficacious Death)
位置:戒指;价格:9250gp
施法者等级:3级;重量:-磅
灵光:微弱死灵系
这枚金戒指上装有一个巨大而且华而不实的玛瑙,可以打开一个隐藏隔间,但其中的空间只够容纳一剂粉末状毒药。这个戒指可以为隐藏佩戴者身上携带有毒药的巧手检定提供+2表现加值。此外,这枚戒指包含4发充能,并且每天会恢复。当从有效死亡之环中取出一份毒药时,佩戴者可以通过敲击玛瑙来延长毒药的频率,每次敲击延长1次,最多4次。举个例子:如果一份毒药的频率是1/轮,持续2轮,通过敲击玛瑙一次,该频率会变化为1/轮,持续3轮。
制造要求:制造奇物,致命药引 (Pernicious Poison)
制造成本:4625gp
(https://i.imgur.com/bnYUCjU.png)
凋败踢踏(Blight Kickers)
位置:脚部;价格:13500gp
施法者等级:7级;重量:1磅
灵光:中等变化系
这些皮革战靴上有棕色或黑色的携带以及几排袋子。这些魔法靴子可以隐藏最多5剂毒药在附加的袋子里。每一份隐藏在袋子里的毒药都可以使靴子在巧手检定或者潜行检定上提供+1表现加值,最高为+5。每天一次,当从凋败踢踏中取出一剂毒药时,穿戴者可以说出命令字来增强一份毒药,以加速毒素的发作,使其效果立即开始生效。
制造要求:制造奇物,加速毒发 (Accelerate Poison),猫之优雅 (Cat's Grace)
制造成本:6750gp
(https://i.imgur.com/bwmKywR.png)
死亡之愿(Death's Will)
位置:手部;价格:3600gp
施法者等级:7级;重量:1磅
灵光:中等变化系
这种黑色皮革无指手套上面蚀刻有精美的图案,前身到佩戴者的前臂上,贴身又不会过于紧绷,可以保证皮肤的呼吸。在手套下面巧妙的隐藏了一根暗针。佩戴这种手套可以为穿戴者在身上隐藏毒药或毒素的巧手检定上提供+4表现加值。以一个迅捷动作,佩戴者可以通过手套下面的暗针发射毒药,以一个远程接触攻击向30尺内的一个目标喷射一道毒药。这根针可以随时带有一份毒药。重新填装手套是一个会引发借机攻击的整轮动作。
制造要求:制造奇物,毒液喷吐 (Spit Venom),猫之优雅 (Cat's Grace)
制造成本:1800gp
(https://i.imgur.com/qY1fFow.png)

收集者工具箱(Havester's Kit)
价格:65gp
重量:-磅
这套外科手术工具包括从死亡生物的尸体上快速且安全的获取毒液所需要的一切(极限荒野 142)。这个工具箱包括镊子,一副手术拉钩,手术刀,收集毒液所用的小而坚固的金属容器,海绵,外科钩和小木槌,全部这些都会被放进一个带环扣的皮质袋子中一边挂在穿戴者的要带上。收集者工具箱在成功从生物身上获取毒素的生存检定上提供+2环境加值。一个收集者工具箱会在使用10次后耗尽。

瘴气面具(Miasmatic Mark)
位置:头部;价格:23000gp
施法者等级:7级;重量:1磅
灵光:中等变化系
这种暗紫色的面具是歪曲而扭拧的,它用厚重锦缎和蕾丝扭成的漩涡复盖了佩戴者脸的上半部。遍布面具斑驳痕迹实际上是数十颗的紫水晶。这个面具赋予穿戴者每天一次转化成毒云邢台的能力,如同法术瘴气形态 (Miasmatic Form) 。这种变化会持续5分钟,到点后佩戴者会立即变回原来的形态。如果佩戴者在一个无法正常容纳他身体的空间变回原来形态,则他会被转移到最近的开放空间中。激活这个面具是一个会引发借机攻击的标准动作
制造要求:制造奇物,瘴气形态 (Miasmatic Form)
制造成本:11500gp

毒喷盒(Poisoned Locket)
价格:75gp
重量:-磅
这个心形的小盒子被挂在一根由金或银的环链组成的细金属链上。在这个小盒子里是一个小型的弹射瓶,可以用来装在1份粉末状毒药。使用毒药填装小盒子有着与为武器涂毒同样的风险。当盒子被打开,棚子会被一个球型轴承击碎,将粉末释放到空气中并将毒素类型视为吸入型。空气中的毒素会影响到盒子10尺范围内的所有生物。

毒羽笔(Poisoned Quill)
价格:30gp
重量:-磅
这跟长笔是由一根纤细的羽毛制成,有着长度不寻常的细笔尖。羽毛的颜色通常是白色的,但是并不确定,诸如深红、玛瑙或者这些颜色的组合也是存在的。在笔尖的内部有一个隐藏隔间可以使羽毛管容纳一剂毒药,只要轻轻按压就能取出。此外,羽毛笔还在将毒药隐藏在羽毛笔内的巧手检定上提供+2环境加值。如果羽毛笔在配合矢量墨水(vector ink)(玩家手册:炼金术手册 9)时,它会使混合在墨水中的毒素DC增加1点。这根羽毛笔可以被用作小型剃刀(Shiv)来造成1d3点伤害并传递其中的毒素。然而, 由于笔尖的脆弱性, 用这种方式使用羽毛笔会使其损毁。
(https://i.imgur.com/lXNTaU6.png)
投毒高脚杯(Poisoner's Goblet)
价格:100gp
重量:1磅
这是一款优雅风格的宝石镶嵌酒杯,由光滑的玉石,黑曜石或精美的金属制成。这个高脚杯在握柄中有一个暗格,可以置入一小瓶毒药。在暗格中有一根针管可以将毒药从小瓶中虹吸并注入高脚杯的杯碗中。一个隐藏的按钮(DC20的察觉检定可以发现)在握柄的一侧,用于启动将毒素转移进入杯碗中。转移过程需要1分钟完成,之后隐藏的毒药会全部注入高脚杯中。‘’

收割者之智(Reaper's Wisdom)
位置:肩部;价格:21600gp
施法者等级:11级;重量:1磅
灵光:中等死灵系
这个单支的由珠宝镶嵌的金刚木 (Ironwood)肩甲闪烁着微光,仿佛一个平静的水面反射表面,即使在完全黑暗的情况下也是如此。这个肩甲增加了穿戴者使用的所有毒药的毒性。每天一次,当尝试对一个目标下毒时,穿戴者可以说出命令词用魔法增强单独一剂毒药,使其免疫减缓毒发 (Delay Poison)的效果。毒药的DC不受影响,并且毒药仍然会受到中和毒性 (neutralize poison)或类似魔法效果的影响。
制造要求:制造奇物,猛烈之毒(Overwhelming Poison)
制造成本:10800gp

凝毒骸布(Shroud of Venom)
位置:肩部;价格:4500gp
施法者等级:5级;重量:3磅
灵光:微弱防护系和变化系
这件绿色的皮革斗篷上有着蓝色的点缀,佩戴时会轻轻地随风飘动,让穿戴者看起来像是在肩上披着波浪一般。这件斗篷可以将任何倒在上面的液体毒药凝结成晶并且混在皮革中。为穿戴者在隐藏身上带有毒药的巧手检定提供+5表现加值。此外,以一个整轮动作,穿戴者可以在斗篷上注入3剂毒药,这需要通过一个DC15的工艺(炼金术)检定。在这个检定上天然出1会导致穿戴者暴露在毒药下。任何毒药在倒到斗篷上超过1小时后会失效。以一个会引发借机攻击的标准动作,穿戴者可以将结晶毒物刮到武器上,并且像正常将毒药应用于武器上一样使用。这样做不会导致穿戴者有中毒的风险。
制造要求:制造奇物,猛烈之毒(Overwhelming Poison)
制造成本:10800gp

匿声油(Stalker's Oil)
价格:50gp
重量:-磅
这是一种清澈的粘稠液体,通常保存在磨砂玻璃瓶里,上面有不起眼的标签和软木塞。这种油被用于减少盔甲和武器在移动时造成的声响。将这种油突破在一件装备上需要花费1分钟时间,会为穿戴者在30分钟内的潜行检定上提供+2环境加值。1瓶油足够涂抹一件中体型装备,大体型装备需要4瓶,两件小体型装备只需要1瓶油。接触或者被淹没于大量水中,例如游泳,会使油的效果立即结束。

毒云香炉(Stalker's Oil)
价格:50gp
重量:-磅
这个华丽的蚀刻香炉在热源下面有一个小隔间,可以容纳一剂毒药。使用时,香炉的热源会间接加热毒药,使毒药混入如熏香之中,让毒气弥漫于空气之中,填满香炉20尺半径内的空间。毒药的类型会改变为吸入(inhaled),并且在完全燃烧尽前会生效5分钟的时间。



反毒药装备 ANTI-POISONER’S GEAR
每有一件可以帮助投毒者的装备,就会有另一个装备或物品可以用于保护目标以对抗毒杀。从格拉里昂的遥远边地到爱巴萨罗姆的城镇街道,来自世界各地的工匠发现了一个关于这类防护物品的现成市场。

高等复原徽章(Aegis of Recovery, Greater)
位置:颈部;价格:3750gp
施法者等级:9级;重量:-磅
灵光:中等防护系和咒法系
这个护身符有一个厚实的大勋章,通常雕刻有露出的獠牙或者滴毒匕首的图案。它的功能如同复原徽章(aegis of recovery),除了该物给予穿戴者对抗持续性的效果时的所有豁免+5抗力加值,例如正在生效的毒素伤害、对抗疾病的后期豁免、人类定身术、来自攻击造成的持续性伤害等。若穿戴者的生命值下降到0以下,那么该物迅速治疗穿戴者5d8+7点生命值,然后化为灰烬。
制造要求:制造奇物,树肤术(barkskin),生命之息 (Breath of Life)
制造成本:1875gp

炼金术士的花洒(Alchemist's Aspergillum)
位置:无;价格:2805gp
施法者等级:3级;重量:4磅
灵光:微弱防护系
这把+1战斗花洒(battle aspergillum)有着斑驳的外表和一个中空的内核,它是由耐腐蚀的合金制成使其可以承载某些炼金武器。如果花洒里头充满了以下炼金武器之一,除了造成不同的能量伤害外,将其视为圣水:酸(强酸或强碱瓶),寒冷(冻结剂),闪电(瓶装闪电),火焰(炽火胶)或者音波(爆裂罐)。如果持用者是一名炼金术士,则花洒可以在重新填装之前,额外攻击等于其智力调整值的次数。
制造要求:制造魔法武器和防具(Craft Magic Arms and Armor),抵抗能量伤害(resist energ)
制造成本:1402gp

谨慎化学家的围裙(Apron of the Careful Chemist)
位置:胸部;价格:5200gp
施法者等级:8级;重量:3磅
灵光:中等变化系
这款皮质围裙是由好几层取自普通驼兽的厚皮革制成。这个围裙会赋予穿戴者的敏捷+2增强加值。在刚穿戴的24小时内,此加值视为临时加值。此外,穿戴者还会在工艺(炼金术)上获得+2表现加值。当穿戴者对其自己或者另一名角色使用可以在豁免上提供炼金加值的物品时,其加值增加1点。
制造要求:制造奇物,猫之优雅 (Cat's Grace),制作者必须在工艺(炼金术)上有2个等级
制造成本:2250gp

化毒指环(Band of toxin Nullfication)
位置:戒指;价格:8500gp
施法者等级:9级;重量:-磅
灵光:中等死灵系
这款铂金戒指整齐的镶嵌了一块烟熏石英。每天一次,穿戴者可以说出一个命令词,将石英放在她的皮肤上,以一个整轮动作从她的身体里汲取出一剂毒药到石英之中,使这剂毒药失效。这个效果只有在穿戴者中毒之后才能使用。
制造要求:制造奇物,汲取苦难 (Absorb Toxicity)
制造成本:4250gp

毒晶之眼(Eye of crystallized Venom)
位置:颈部;价格:2250gp
施法者等级:3级;重量:-磅
灵光:微弱预言系
这款厚实光滑的皮革项圈采用精致而坚固的小牛皮制成,在它的中心金色雕饰的背景下挂着一颗精致的绿宝石。当有毒药或毒素在穿戴者10尺内时,宝石会发光。此外,当穿戴者在一次对抗毒素的豁免检定失败后,可以以一个迅捷动作从领口上摘下宝石并击碎它,这可以使她重投对抗毒素的豁免并且获得+2表现加值。穿戴者必须接受第二次骰子即使更糟。这么做会摧毁这个项圈。
制造要求:制造奇物,侦测毒性 (Detect Poison),减缓毒发 (Delay Poison)
制造成本:4250gp
(https://i.imgur.com/luTqy7c.png)
拒亡手套(Gloves of Restrained Death)
位置:手部;价格:9250gp
施法者等级:7级;重量:2磅
灵光:中等变化系
这对柔软的黑色皮革手套沿着接缝处有着明显的白色缝合线。四颗细小的蓝宝石两两缝在每只手的的大拇指上,当手套被戴着时会轻轻跳动。任何时候,当佩戴者中毒时,她可以轻敲任意数量的蓝宝石,来减少毒素频率,每颗蓝宝石减少1点。毒素的频率不会降至1以下。举个栗子:如果毒素的频率是1/轮,持续6轮。而有3颗蓝宝石被敲击,则毒素的频率会降至1/轮,持续3轮。敲击1颗蓝宝石是一个自由动作,这会导致触摸的宝石在24小时内失效。
制造要求:制造奇物,复原术 (Restoration),中和毒性 (Neutralize Poison)
制造成本:4250gp

收割者的束臂(Harvester's Bindings)
位置:腕部;价格:8500gp
施法者等级:5级;重量:-磅
灵光:微弱防护和变化系
这对铜质护腕在其外表上蚀刻了互相交错的精细花纹,里头衬着一组6个小勾锚进了内侧。当佩戴者在对抗有毒生物的毒素进行强韧豁免时,护腕为其强韧豁免提供+2环境加值。任何时候当佩戴者在对抗有毒生物毒素豁免失败时,他可以用一个标准动作说出护腕的命令词,使束臂上的勾刺刺进他的皮肤并抽取他体内的毒素,防止毒素生效。当毒药被抽走后,束臂会在1分钟内发出微弱的光芒。在束臂发光时,佩戴着可以将一个空瓶接到束臂上将储存的毒液导入空瓶中。提取出来的毒液在失效前可以维持1小时时间。束臂同一时间内不能从同一个有毒生物储存超过1剂的毒药。如果佩戴着在束臂已经储存了一剂毒药时常是从自身抽取毒液,则储存的毒液会立即生效于他,而另一份毒药则会被抽取并储存在束臂里。
制造要求:制造奇物,汲取毒素(Drain Poison)(玩家伴侣:阴招战术工具匣 28)中和毒性(neutralize poison)
制造成本:4250gp
(https://i.imgur.com/3A9XC51.png)
腐化衔尾蛇头带(Headband of the Tainted Ouroboros)
位置:头带;价格:4500gp
施法者等级:5级;重量:-磅
灵光:微弱变化系
这条纤细的绿色头带是完全由细小的金属鳞片制成的,在阳光下会闪烁着微光,随着转动会呈现出翡翠光泽,森林绿或者海泡石的色泽,取决于佩戴着观看的角度。当佩戴者正在遭受毒素的伤害或者其他负面效果,她可以解除另一个生物并且将毒药的效果复制给该生物。这需要进行一次近战接触攻击,并且会导致借机攻击。当佩戴者以这种方式成功命中敌人时,目标生物必须如同它是这个毒素的最初目标一样,尝试一个强韧豁免来对抗该复制毒素的DC。失败的强韧豁免会导致目标承受复制毒药完整的持续时间。初始毒药只能在同一时间复制给一个额外目标。
制造要求:制造奇物,接触注射 (Touch Injection)
制造成本:2250gp

反麻痹护身符(Periapt of Proof Against Paralysis)
位置:颈部;价格:8000gp
施法者等级:5级;重量:-磅
灵光:微弱咒法系
这个锡制项链是由大小交替的金属环链制成的,其外观虽然精细却颇有气势。短的甚至能勒住脖子,这个项链的中间放置了一枚璀璨的碧玉石,经过精心切割甚至光线不足时也闪烁着光芒。当佩戴者在对抗一次会导致麻痹(paralysis)的效果的豁免失败时,护身符可以使佩戴着不受其效果,而是疲乏(Fatigued)1d4轮作为替代。如果一个效果会导致佩戴者麻痹但是没有豁免,则他会持续疲乏直到移除该状态。如果佩戴者在已经疲乏的情况下对抗一个麻痹效果豁免失败,则他会进入力竭(exhausted)。一个处于力竭状态的角色无法从反麻痹护身符中获得增益。
制造要求:制造奇物,移除麻痹 (Remove Paralysis)
制造成本:4000gp

毒液克星含片(Venombane Lozenges)
价格:35gp
重量:-磅
这些微微发光的含片经常被放在一个不相连的棕色袋子里。一枚单独的被放进一个生物嘴中可以持续5分钟。在这五分钟内,使用者在对抗毒素的豁免检定上获得每分钟累计增加的+1炼金加值。在5分钟后,含片溶解并且效果结束。如果在含片仍然生效还未溶解时,使用者中毒,她可以咬碎含片立即在1轮内获得获得如同持续了全部时间的效果。以这种方法使用含片会立即结束其效果。
(https://i.imgur.com/QvGvQuL.png)
强韧回荡背心(Vest of Resonating Fortitude)
位置:胸部;价格:7000gp
施法者等级:7级;重量:2磅
灵光:中等防护系
这件审计的布制背心通常是由丝绸和棉布混纺的明亮绿色布匹制成,它有一个有金线缝合处复杂重叠几何图案填充的高领。这件背心可以减少影响穿戴者的毒素效力。当穿戴者暴露于毒药之下,她以一个迅捷动作轻敲背心,消耗一点充能来在她下一次对抗毒药的强韧豁免上获得+2加值。此外,当穿戴者已经受到毒素影响,并且需要两次豁免才能治愈时,她可以第二次轻敲背心,来消耗另一发充能使用她下一次成功的豁免骰结果来作为第二次豁免的结果。这个背心拥有5发充能,每天回复。
制造要求:制造奇物,减缓毒发(Delay Poison),中和毒性(neutralize poison)
制造成本:3500gp
(https://i.imgur.com/QzsYboV.png)
Practitioner's Gear
The tools of those dedicated to poisons and toxins—whether inflicting or curing them—is varied and includes an impressive array of clothing and everyday objects capable of heinous acts and benevolent healing. This section details a multitude of items, some of which are magical while some are mundane, to both help characters quietly and efficiently spread their poisons across the lands or protect against those who would use toxins against them.

POISONER’S GEAR
Many of the items below allow the wielder to give her enemies a slow approach to death before she delivers the final blow.

BAND OF EFFICACIOUS DEATH PRICE
9,250 GP
SLOT ring CL 3rd WEIGHT —
AURA faint necromancy
This golden ring is set with a large, almost gaudy onyx that can open to reveal a hidden compartment with just enough room for a single dose of powdered poison. This ring provides a +2 competence bonus on Sleight of Hand checks to conceal this poison on the wearer’s body. In addition, the ring contains four charges that recharge each day. When drawing a poison from the band of efficacious death, the wearer can tap the onyx up to four times to increase the frequency of the poison by 1 increment per tap. For example, if the poison’s frequency were 1/round for 2 rounds, by touching the onyx once, the frequency would become 1/round for 3 rounds.
CONSTRUCTION REQUIREMENTS COST 4,625 GP
Craft Wondrous Item, pernicious poisonUM

BLIGHT KICKERS PRICE
13,500 GP
SLOT feet CL 7th WEIGHT 1 lb.
AURA moderate transmutation
These leather combat boots have brown or black laces and several rows of pouches near their tops. These magical boots can hide up to 5 doses of poison in the attached pouches. These boots grant a cumulative +1 competence bonus on Sleight of Hand and Stealth checks for each dose of poison hidden in the boots, to a maximum of +5. Once per day, when drawing a poison from the blight kickers, the wearer can speak the command word to augment a single dose of poison in order to hasten the onset of the poison, causing its effects to begin immediately.
CONSTRUCTION REQUIREMENTS COST 6,750 GP
Craft Wondrous Item, accelerate poisonAPG, cat’s grace

DEATH’S WILL PRICE
3,600 GP
SLOT hands CL 7th WEIGHT 1 lb.
AURA moderate transmutation
This black leather fingerless glove is etched with delicate patterns and extends up to the wearer’s mid-forearm, fitting snugly without being so tight as to keep the skin from breathing. Situated subtly in the underside of the glove is a hidden needle. Wearing this glove grants the wearer a +4 competence bonus on Sleight of Hand checks to conceal poisons or toxins on her body. As a swift action, the wearer can fire poison from the needle in the glove, delivering a stream of poison to a target within 30 feet as a ranged touch attack. The needle can hold a single dose of poison at any time. Refilling the glove requires a full-round action that provokes attacks of opportunity.
CONSTRUCTION REQUIREMENTS COST 1,800 GP
Craft Wondrous Item, cat’s grace, spit venomUM

HARVESTER’S KIT PRICE 65 GP
WEIGHT —
This set of surgical tools includes everything needed to quickly and safely harvest the venom from a dead creature (Pathfinder RPG Ultimate Wilderness 142). This kit includes forceps, a pair of surgical retractors, a scalpel, small but sturdy metal containers for the harvested venom, a sponge, a surgical hook, and a tiny mallet, all tucked into a leather pouch with a loop for hooking onto the wearer’s belt. A harvester’s kit provides a +2 circumstance bonus on Survival checks to successfully harvest poison from a creature. A harvester’s kit is exhausted after 10 uses.

MIASMATIC MASK PRICE
23,000 GP
SLOT head CL 7th WEIGHT 1 lb.
AURA moderate transmutation
This dark purple mask is contorted and twisted, and it covers the top half of the wearer’s face in swirls of thick brocade and lace. Dappled across the mask’s swaths are dozens of twinkling amethysts. This mask grants the wearer the ability to transform into a poisonous gaseous form once per day, as per the spell miasmatic form. This transformation lasts for 5 minutes, at which point the wearer immediately turns back into her original form. If the wearer reverts to her original form in a space that would not normally accommodate her body, she is shunted to the nearest such open space. Activating this mask is a standard action that provokes attacks of opportunity.
CONSTRUCTION REQUIREMENTS COST 11,500 GP
Craft Wondrous Item, miasmatic form (Pathfinder RPG Advanced Race Guide 161)

POISONED LOCKET PRICE 75 GP
WEIGHT —
This heart-shaped locket is attached to a thin metal chain made of looped strands of gold or silver. Inside the locket is a small, spring-loaded vial that can hold a single dose of powdered poison. Loading the locket with poison carries the same risks as applying poison to a weapon. When the locket is opened, the vial is shattered by a ball bearing, releasing the powder into the air and treating the poison’s type as if it were inhaled. The airborne poison affects all creatures within 10 feet of the locket.

POISONED QUILL PRICE 30 GP
WEIGHT —
This long pen is made from a delicate feather and has a thin and unusually long nib. The quill is typically white in color, though variations that are crimson, onyx, or some combination of these colors also exist. A hidden compartment inside the nib allows the quill to hold a single dose of poison that is dispensable with a small squeeze. Additionally, this provides a +2 circumstance bonus on Sleight of Hand checks to conceal poisons inside the quill. If this quill is used with vector ink (Pathfinder Player Companion: Alchemy Manual 9), it increases the DC of a poison mixed with the ink by 1. This quill can be used as a small shiv to deal 1d3 points of damage and deliver its contained poison. However, because of the fragility of the nib, using the quill in this way destroys it.

POISONER’S GOBLET PRICE 100 GP
WEIGHT 2 lbs.
This is an elegantly styled, gem-encrusted drinking chalice made of smooth jade, obsidian, or a burnished fine metal. The chalice has a hidden compartment in the stem that allows for the insertion of a single vial of poison. The user doesn’t risk poisoning himself when inserting the vial. Inside the compartment is a needle that siphons the poison from the vial and injects it into the bowl of the goblet. A hidden button (DC 20 Perception to locate) on the side of the stem begins the transfer of poison into the bowl. The transfer process takes 1 minute to complete, after which the hidden poison is emptied into the goblet.

REAPER’S WISDOM PRICE
21,600 GP
SLOT shoulders CL 11th WEIGHT 1 lb.
AURA moderate necromancy
This single, jade-encrusted ironwood pauldron glistens slightly, as if it were the reflective surface of a still pool, even in complete darkness. This pauldron increases the virulence of all poisons used by the wearer. Once per day, when attempting to poison a target, the wearer can speak a command word to magically enhance a single dose of poison, making it immune to the effects of delay poison. The poison’s DC is unaffected and the poison can still be affected by a neutralize poison spell and similar magical effects.
CONSTRUCTION REQUIREMENTS COST 10,800 GP
Craft Wondrous Item, overwhelming poisonUI

SHROUD OF VENOM PRICE
4,500 GP
SLOT shoulders CL 5th WEIGHT 3 lbs.
AURA faint abjuration and transmutation
This green leather cloak has blue hues and flows gently in the wind when worn, giving the wearer the appearance of donning a cresting wave on her shoulders. This cloak causes any liquid poisons poured onto it to immediately crystallize and blend into the leather, providing the wearer a +5 competence bonus on Sleight of Hand checks to conceal poisons on her person. In addition, as a full-round action, the wearer can pour up to 3 doses of poison onto the cloak, which requires a successful DC 15 Craft (alchemy) check. A natural 1 on this check exposes the wearer to the poison. Any poisons poured onto the cloak last for 1 hour before becoming inert. As a standard action that provokes attacks of opportunity, the wearer can scrape off the crystallized poison onto her weapon and use it as if she had applied the poison to it normally. Doing this does not put the wearer at risk for being poisoned.
CONSTRUCTION REQUIREMENTS COST 2,250 GP
Craft Wondrous Item, delay poison, obscure poisonUI

STALKER’S OIL PRICE 50 GP
WEIGHT —
This is a clear, viscous liquid that is typically kept in a frosted glass vial with an unassuming label and cork. The oil is used to reduce the sound armor and weapons make while moving. Applying this oil to a single piece of equipment takes 1 minute and grants the wearer a +2 circumstance bonus on Stealth checks for 30 minutes. A vial of this oil is enough to coat one Medium piece of equipment, while a Large piece of equipment requires 4 vials. Two pieces of Small equipment can be covered with a single vial of oil. Exposure to or submersion in large amounts of water, such as swimming, immediately ends the effect of the oil.

TOXIC CENSER PRICE 115 GP
WEIGHT 1 lb.
This ornately etched censer has a small hidden compartment under the heat source that can hold 1 dose of poison. When in use, the censer’s heat source indirectly heats the poison, causing it to mix with the burning incense and allow the poison to permeate the air, filling a 20-foot radius centered on the censer. The poison’s type changes to inhaled, and it is effective for 5 minutes before it is entirely burned off.

ANTI-POISONER’S GEAR
For every piece of equipment that aids a poisoner, another item or object is almost always available to help protect against her. From the far reaches of Golarion to Absalom’s city streets, crafters from around the globe find a ready market for such protections.

AEGIS OF RECOVERY, GREATER PRICE
3,750 GP
SLOT neck CL 9th WEIGHT —
AURA moderate abjuration and conjuration
This aegis has a thick medallion that is typically carved with the image of bared fangs or a poisoned dagger. It functions as an aegis of recoveryUE, except it grants the wearer a +5 resistance bonus on all saving throws to recover from a continuing effect, such as ongoing poison damage, daily saving throws against a disease, a hold person spell, or lingering damage from an attack. Should the wearer drop below 0 hit points, the greater aegis of recovery heals the wearer for 5d8+7 points of damage and then crumbles to dust.
CONSTRUCTION REQUIREMENTS COST 1,875 GP
Craft Wondrous Item, barkskin, breath of life

ALCHEMIST’S ASPERGILLUM
PRICE 2,805 GP
SLOT none CL 3rd WEIGHT 4 lbs.
AURA faint abjuration
This +1 battle aspergillumUE has a dappled surface and a hollow interior, and it’s made from a corrosion-resistant alloy that allows
it to contain certain alchemical weapons. If the aspergillum is filled with one of these alchemical weapons, treat the contents as holy water, except that it deals the corresponding energy damage: acid (acid or alkaliUE flask), cold (liquid iceUE), electricity (bottled lightningUE), fire (alchemist’s fire), or sonic (burst jarUE). If the wielder is an alchemist, the aspergillum can function in this way an additional number of attacks equal to his Intelligence bonus before it needs to be refilled.
CONSTRUCTION REQUIREMENTS COST 1,402 GP
Craft Magic Arms and Armor, resist energyUC

APRON OF THE CAREFUL CHEMIST PRICE
5,200 GP
SLOT chest CL 8th WEIGHT 3 lbs.
AURA moderate transmutation
This leather apron is made from several layers of thick hide from common beasts of burden and is reinforced with steel rivets. The apron grants its wearer a +2 enhancement bonus to Dexterity. Treat this as a temporary ability bonus for the first 24 hours the apron is worn. In addition, the wearer gains a +2 competence bonus on Craft(alchemy) checks. When the wearer uses an item on himself or another character that grants an alchemical bonus on saving throws, that bonus increases by 1.
CONSTRUCTION REQUIREMENTS COST 2,250 GP
Craft Wondrous Item, cat’s grace, creator must have 2 ranks in Craft (alchemy)

BAND OF TOXIN NULLIFICATION PRICE
8,500 GP
SLOT ring CL 9th WEIGHT —
AURA moderate necromancy
This platinum band has a smoky quartz set neatly into it. Once per day, the wearer can speak a command word and place the quartz on her skin as a full-round action to siphon a single dose of poison from her body and into the quartz, rendering the poison inert. This effect can be used only after the wearer has been poisoned.
CONSTRUCTION REQUIREMENTS COST 4,250 GP
Craft Wondrous Item, absorb toxicityUC

EYE OF CRYSTALLIZED VENOM PRICE
2,250 GP
SLOT neck CL 3rd WEIGHT —
AURA faint divination
This thick, smooth leather collar is made from delicate but sturdy panels of calfskin and has a dainty green gem dangling from its center in an elaborate golden setting. The gem glows when poisons or toxins are within 10 feet of the wearer. Additionally, as a swift action after failing a saving throw against a poison, the wearer can pull the gem from the collar and crush it, which allows her to reroll the saving throw against the poison with a +2 competence bonus. The wearer must take the second roll, even if it is worse. Activating this ability destroys the collar.
CONSTRUCTION REQUIREMENTS COST 1,125 GP
Craft Wondrous Item, detect poison, delay poisonUC

FORBEARER’S GRACE PRICE
5,400 GP
SLOT neck CL 7th WEIGHT —
AURA moderate transmutation
This circular amulet is formed from three elegantly curved golden rods and has a deep yellow topaz in its center. When worn, the amulet provides a +2 resistance bonus on Fortitude saves against poisons and ongoing effects from poisons. If at any point any of the wearer’s ability scores would be reduced to 1 due to ability score damage from poison, the amulet immediately shatters and the wearer benefits from a casting of restoration. This effect does not cure any poisons still affecting the wearer, but it destroys the amulet.
CONSTRUCTION REQUIREMENTS COST 2,700 GP
Craft Wondrous Item, restoration, neutralize poison

GLOVES OF RESTRAINED DEATH PRICE
9,250 GP
SLOT hands CL 7th WEIGHT 2 lbs.
AURA moderate transmutation
These supple black leather gloves have dramatic white stitching running along their seams. Four small sapphires, two sewn onto the thumb of each hand, pulse gently when the gloves are worn. The wearer gains a +2 competence bonus on Stealth checks. Anytime the wearer becomes poisoned while wearing the gloves, she can tap on any number of the sapphires to reduce the frequency of the poison by 1 increment per sapphire. The poison’s frequency cannot be reduced to lower than 1 increment. For example, if a poison’s frequency was 1/round for 6 rounds and three sapphires were tapped, the frequency would be reduced to 1/round for 3 rounds. Tapping each sapphire is a free action that causes the touched gem to become inert for 24 hours.
CONSTRUCTION REQUIREMENTS COST 4,625 GP
Craft Wondrous Item, restoration, neutralize poison

HARVESTER’S BINDINGS PRICE
8,500 GP
SLOT wrists CL 5th WEIGHT —
AURA faint abjuration and transmutation
These bronze bracers are etched with an elaborate crisscross pattern on their exterior and are lined with a set of six small barbs that are anchored into the interior. When worn, the bracers provide the wearer with a +2 circumstance bonus on Fortitude saves against poisons from venomous creatures. Anytime the wearer fails a saving throw against a poison from a venomous creature, he can say the bindings’ command word as a standard action and cause the barbs in the bindings to pierce his skin and begin siphoning the poison from his body, preventing the poison from taking effect. After the poison has been siphoned off, the bracers  glow faintly for 1 minute. While the bracers are glowing, the wearer can touch an empty vial to the bracers to deposit the stored venom  into the vial. This extracted venom lasts up to 1 hour before becoming inert. The bindings cannot hold more than 1 dose of a poison from  a venomous creature at a time. If the wearer attempts to siphon poison from himself while the bindings already hold a dose of poison, the stored poison immediately affects him and the other poison is instead siphoned and stored in the bindings.
CONSTRUCTION REQUIREMENTS COST 4,250 GP
Craft Wondrous Item, drain poison (Pathfinder Player Companion: Dirty Tactics Toolbox 28) neutralize poison

HEADBAND OF THE TAINTED OUROBOROS
PRICE 4,500 GP
SLOT headband CL 5th WEIGHT —
AURA faint transmutation
This thin green headband is made entirely out of small metal scales that shimmer in the sunlight, sparkling in turn with flashes of emerald, forest green, and sea-foam depending on the angle from which the wearer is viewed. While the wearer is taking damage or otherwise being negatively affected by a poison, she can touch another creature and duplicate the poison’s effects in that creature. This requires a melee touch attack that provokes attacks of opportunity. When the wearer makes a successful touch attack in this way, the target creature must attempt a Fortitude saving throw against the duplicated poison’s DC as if it were the target of the initial poisoning. Failing this Fortitude saving throw subjects the target to the full duration of the duplicated poison’s effects. The initial poison can be duplicated to only one additional target at a time.
CONSTRUCTION REQUIREMENTS COST 2,250 GP
Craft Wondrous Item, touch injectionUC

PERIAPT OF PROOF AGAINST PARALYSIS
PRICE 8,000 GP
SLOT neck CL 5th WEIGHT —
AURA faint conjuration
This pewter chain necklace is formed from alternating sizes of metal links, creating a delicate but imposing look. Short enough to be a choker, it is set in the middle with a brilliant jasper stone that is finely cut and shines even when light is scarce. Whenever the wearer fails a saving throw against an effect that results in paralysis, the periapt instead causes the wearer to be fatigued for 1d4 rounds. If an effect would paralyze the wearer without a saving throw, he is instead fatigued until he removes the condition. If the wearer fails a saving throw against a paralyzing effect while fatigued, he becomes exhausted. Characters with the exhausted condition gain no benefits from a periapt of proof against paralysis.
CONSTRUCTION REQUIREMENTS COST 4,000 GP
Craft Wondrous Item, remove paralysis

VENOMBANE LOZENGES PRICE 35 GP
WEIGHT —
These faintly glowing lozenges often come in a discrete brown pouch. A single venombane lozenge lasts for 5 minutes after being placed in a creature’s mouth. During this time, the user gains a cumulative +1 alchemical bonus on saving throws against poisons every minute for 5
minutes. At the end of the 5 minutes, the lozenge dissolves and its effects end. If at any time the user becomes poisoned while under the effects of a lozenge that has not dissolved, she can crush the lozenge to immediately gain the benefits for 1 round as if it had lasted its full duration. Using a lozenge in this way immediately ends the effect.

VEST OF RESONATING FORTITUDE
PRICE 7,000 GP
SLOT chest CL 7th WEIGHT 2 lbs.
AURA moderate abjuration
This magical cloth vest is made from rich green cloth that is typically a blend of silk and cotton. It has a high collar that is stitched with gold thread forming elaborate, overlapping geometric patterns. This vest reduces the potency of poisons that affect the wearer. As a swift action when the wearer is exposed to a poison, she can tap the vest, expending 1 charge, to gain a +2 bonus on her next Fortitude saving throw against the poison. Additionally, if the wearer is affected with a poison that requires two saves to cure, she can tap the vest a second time, expending another charge, to use her next successful saving throw result as the result for the second save as well. The vest contains 5 charges that recharge daily.
CONSTRUCTION REQUIREMENTS COST 3,500 GP
Craft Wondrous Item, delay poison, neutralize poison
主题: 目录
作者: 丞相2018-03-08, 周四 21:10:54
(https://i.imgur.com/WB83fkA.png)



————目录————

内海炼金工具箱 Inner Sea Alchemy Kits (http://内海炼金工具箱 Inner Sea Alchemy Kits)

简介 Introduction

毒血 Blood of Poison

炼金术的专家 Alchemical Experts

巫术酿制者 Bewitching Brewers

静谧毒杀者 Covert Poisoners

求知匠人 Curious Crafters

药水简述 Potion Prospectus

诱人灵药 Enticing Elixirs

醉人酊剂 Intoxicating Tinctures

强力毒药 Potent Poisons

成瘾性药物 Addictive drugs

专业人士的装备 Practitioner's Gear

主题: Re: 药剂与毒药Potions &Poisons
作者: longman1232018-11-13, 周二 14:30:47
Spirit Rush的制造成本写错了,是1200GP
主题: Re: 炼金术的专家们(AlchemIcAl exPerts)
作者: 魍魉2019-06-16, 周日 18:24:11
毫无疑问,药水和毒药的形成离不开炼金术师们专门研究并且经常使用。除了在炼金术师职业能力已经包含的能力外,还有几个炼金术师变体也专注于毒药,例如制毒师(Toxicant)(阴招战术工具匣 7页)以及Eldritch Poisoner(未翻译)(黑市指南 28页)。下面章节提供探索炼金术其他方面的变体,以及和药水、毒药有关的发现来完善职业特色。


调制师(Concocter)【炼金术师变体】

  作为组合多种炼金物质来创造独特效果的专家,调制者专注于调和化合练成,突变药剂以及药水来创造出具有令人振奋力量的化合物。对那些不熟悉他们手法的家伙来说,调制师是非常鲁莽的,但是了解他们的人则会知道,这些炼金术师只是用了些非正统的方法。

突变调配(Mutagenic Mixology,Ex):自2级起,当调制师制造一瓶药水时,他可以调和一些用来制造突变药剂的成分,将他的突变药剂的一些效果加入这瓶调剂物中。
      当他喝下这瓶调和剂时,他如常获得药水的效果。此外,他还会在AC上获得+2天生防御加值并在选定的属性上获得+4炼金加值(力量,敏捷,体质),并且在对应精神属性(智力,感知,魅力)上承受-2减值,就如同突变药剂一样。获得加值的属性值必须在调和式就选择。这些增益或罚值持续时间等于调和剂基底药剂效果的持续时间或者是1分钟/调制师炼金术士等级,以两者中最短的时间为准。
      调和剂的效果不会和另外一份调和剂或者突变药剂叠加。如果调制师在一份调和剂的效果下引用了另一份调和剂或者突变药剂,则任何先前的调和剂或突变药剂的效果会立即终止。当一份调和剂离开了炼金术师的掌握后,它会迅速失效,当它回到炼金术师的手中时,它又立即再度生效(即使调剂师拥有灌注突变科研发现)。将突变药剂和药水调和的过程使其变得非常不稳定,所任任何其他人喝下调和剂(包括其他炼金术师)无法获得任何增益并且必须进行一次强韧检定(DC为10+炼金术士的职业等级+炼金术士的智力加值),否则他将反胃(nauseated)一个小分钟。
      以这种方法制作调和剂需要额外的反应物和材料,这使制造调和剂的药水基底在原材料上需要双倍的成本。以这种方式加入调和剂中的突变药剂,不算入调剂师同一时间内可以拥有的突变药剂数量。
      在2级时,调剂每天可以制作一份这样的调和剂,并且在4级时可以制作第二份。一份调和剂在被制造出来24小时后就会失效。
该能力取代2级和4级时获得的科研发现。

化合调配(Extracting Mixology,Ex):自6级起,调剂师可以混合一份化合炼成和一份药水。允许其一起使用这种混合药,虽然可能会有一些负面效果。以一个整轮动作,调剂师可以将一份化合炼成和一瓶他拥有的药水融合。调剂师可以以一个标准动作喝下这份混合药。如果她不在创造了混合药的两轮内喝下这份它,混合药就会变得失效,并且化合练成和药水都会被毁。这个能力无法被用于使用突变调配加入过突变药剂的药水。
      喝下一份混合药的确切效果不稳定且不可测。每次当调剂师喝下混合药时,投骰子并按下表决定效果。
混合药效果
d4效果
1化合炼成(百分骰的01-50)或者药水(百分骰的51-100)没有效果。而有效的那个部分则视其施法者等级或者调剂师的炼金术师等级高2级,选择对应的一种。
2化合炼成和药水都正常生效。
3化合炼成和药水都正常生效,并且使其施法者等级或者调剂师的炼金术师等级高2级,选择对应的一种。
4化合炼成和药水都正常生效,并且如同受到了法术延时超魔专长的影响。如果化合炼成或药剂的持续时间是专注、瞬间或者永久,则化合炼成和药剂仅正常生效。
该能力取代迅捷炼金和6级时获得的科研发现。



身酿酵师(Fermenter)【炼金术师变体】
——以身为鼎,心炼万物

  不仅仅是单纯的私酿酒师,身酿酵师专注于吸收的物质,利用最终在他们身体上体现的效果来学习,并将这些知识吸收到自己的技能之中。将自己视为活生生的实验,坦然接受他们工作中的风险与好处。(更多关于酊剂的信息,请见22-23页)。

药物耐受性(Substance Tolerance,Ex):自2级起,当身酿酵师使用了一份毒品,她在对抗成瘾的豁免检定上获得+2加值(城主手册 236页)。当她消费了一份酊剂,她获得其好处,但是所有罚值减少1点。(如果这种酊剂的负面效果是施加一个条件或者另一种没有数值的惩罚,比如星光果汁(starlight juice, )该职业能力在2级时不生效)。此外,在喝到每再喝杯就恶心1小时的最大限度前,身酿酵师可以喝下等于1+3倍其体质调整值的酒精饮料。(通常的醉酒规则在城主手册 237页)。
      对抗成瘾的豁免加值在8级时成长为+3,在10级时成长为+4。自10级起,身酿酵师在喝下酊剂时不会承受罚值,包括状态或者其他非数值型负面效果(举个例子,星光果汁不在造成目眩)。此外自10级起,在喝到恶心前,她可以喝下等于1+4倍其体质调整值的酒精饮料。
该能力取代毒素抗力(Poison Resistance)和10级时获得的科研发现(Discovery)。

挥发性炸弹(Volatile Bombs,Ex):挥发性炸弹 Ex:自2级起,受到影响的身酿酵师会使其炸弹更加有效,但它们也因此变得更加不稳定更难以瞄准。只要身酿酵师在一份毒品或者酊剂的效果下或者她在过去10分钟内曾喝下一份酒精饮料,她的炸弹就会获得每个伤害骰1点的额外伤害。而在这个能力生效的同时,她在其炸弹的攻击骰上承受-2罚值。在7及和之后每6级,这个罚值额外增加1点(最高在19级时达到-5)。   
该能力取代用毒(Poison Use)。

批量制造(Batch Brew,Ex):6级起,身酿酵师学会了如何大批量制造酊剂。当她使用工艺(炼金术)制造一份酊剂时,她可以同时额外制造等于其智力调整值的酊剂。她需要为每一份酊剂都花费资源,但是她可以只尝试一个工艺检定,而将结果运用在所有被制造的酊剂上。
该能力取代了迅捷上毒(Swift Poisoning)。
(https://i.imgur.com/FM7vNZn.png)



科研发现 Discoveries
以下科研发现使炼金术师可以充分利用毒药、药剂和酊剂。

定制毒药(Designer Poison,Ex):炼金术师可以制造对某些生物更有效的特殊毒药。当制作一份毒药时,炼金术师可以从游侠的宿敌列表中选择一个生物种类(或者子类,如果需要的话)。在对抗所选种类的生物时,该毒药的豁免DC增加4点。在对抗其他生物时则减少2点。炼金术师必须在制造毒药时就选择生物种类和子类(如果需要),并且之后无法改变这个选择。

持久毒剂(Enduring Toxin,Ex):炼金术师可以改变一份毒药的持续时间,使其长久的留存于受害者体内。改变一剂毒药需要消耗1小时时间,并且需要花费相当于毒药市场价格一半的原材料,还会使炼金术师暴露于毒药之中,如果他没有免疫毒素就有可能会影响他。这会使毒药的最大持续时间翻倍。选择这一科研发现至少需要8级炼金术师等级。

持久酊剂(Lasting Tinctures,Ex):炼金术师学会如何制造出持续时间时间比正常长得多的酊剂。由炼金术师使用工艺技能制造的任何酊剂的持续时间都增加一倍。当炼金术师使用这一科研发现制造持久型酊剂时,酊剂会正常的施加负面效果,即使炼金术师拥有可以降低酊剂罚值的能力(例如本章中提到的身酿酵师变体的药物耐受性能力)。拥有这一发现的炼金术师也可以制造持续时间正常的酊剂。

No discussion of poisons or potions would be complete without alchemists, who specialize heavily and often gleefully in the use of both. Beyond the useful abilities already included in the alchemist class, there are already several alchemist archetypes that focus on poisons, such as the toxicant (Pathfinder Player Companion: Dirty Tactics Toolbox?7) and the eldritch poisoner (Pathfinder Player Companion: Black Markets 28). The following section provides archetypes that explore other aspects of alchemical brewing, as well as potion- and poison-related discoveries to complement these class features.

CONCOCTER  (ALCHEMIST ARCHETYPE)
Experts at combining sets of chemicals to create unique effects, concocters specialize in blending extracts, mutagens, and potions to create concoctions that give them exhilarating powers. Concocters seem reckless to those who aren't familiar with their ways, but those who know them understand that these alchemists simply have unorthodox methods.
Mutagenic Mixology (Ex): At 2nd level, whenever a concocter brews a potion, he can mix in some of the chemicals he uses to create his mutagen, adding some of his mutagen's effects to this concoction.
When he drinks this concoction, he gains the benefit of the potion as normal. Additionally, he gains a +2 natural armor bonus and a +4 alchemical bonus to one of his physical ability scores (Strength, Dexterity, or Constitution), while suffering a –2 penalty to the corresponding mental ability score (Intelligence, Wisdom, or Charisma), just as though the concoction were a mutagen. The ability score that receives the bonus must be chosen when the concoction is made. These benefits and penalties last for the duration of the effects of the potion on which the concoction is based or for 1 minute per the concocter's alchemist level, whichever is shorter.
The effects of this concoction do not stack with another such concoction or a mutagen. If the concocter drinks another concoction or a mutagen while under the effects of this concoction, the effects of any previous concoction or mutagen immediately end. A concoction that is not in the concocter's possession becomes inert until the concocter picks it up again (even if the concocter has the infuse mutagen discovery). The process used to combine the mutagen with a potion make it particularly volatile, so anyone else who drinks the concoction (including other alchemists) does not gain its benefits and must succeed at a Fortitude saving throw or be nauseated for 1 minute. The DC of this saving throw is equal to 10 + the concocter's alchemist level+the concocter's Intelligence modifier.
Additional reagents and materials are required to brew a concoction in this way, doubling the cost in raw materials to create the potion on which the concoction is based. A?mutagen brewed into a concoction in this way does not count against the number of mutagens the concocter can have active at a given time.
A concocter can make one such concoction per day at 2nd level and a second per day at 4th level. A concoction becomes inert 24 hours after it is created.
Extracting Mixology (Ex): At 6th level, a concocter can combine an extract and a potion, allowing him to consume this mixture simultaneously, albeit with some potential side effects. As a full-round action, the concocter can combine an extract with a potion in his possession. The concocter can then drink the mixture as a standard action. If he does not consume the mixture within 2 rounds of creating it, the mixture grows inert and both the extract and the potion are ruined. This ability cannot be used with a potion into which he has fused his mutagen using his mutagenic mixology ability.
The exact effects of drinking one of these mixtures are volatile and unpredictable. Each time the concocter drinks a mixture, roll on the following table to determine the result.
MIXTURE EFFECTS
d4 Effect
1 Either the extract (01–50 on a d%) or potion (51–100 on a d%) has no effect. The consumable that takes effect treats its caster level or the concocter’s alchemist level as 2 higher, whichever is appropriate.
2 Both the extract and potion function normally.
3 Both the extract and potion function normally but treat their caster level or the concocter’s alchemist level as 2 higher, whichever is appropriate.
4 Both the extract and potion function normally and are affected as though they were spells extended with the Extend Spell metamagic feat. If either the extract or the potion’s duration is concentration, instantaneous, or permanent, both the extract and the potion simply function normally.
This replaces swift poisoning and the discovery gained at 6th level.

FERMENTER (ALCHEMIST ARCHETYPE)
Little more than moonshiners to some, fermenters focus their efforts on imbibing substances, learning from the resulting effects on their bodies, and infusing this knowledge into their skill sets. Fermenters consider themselves living experiments and accept the risks and benefits inherent in their work. (For more information on tinctures, see pages 22–23.)
Substance Tolerance (Ex): At 2nd level, whenever a fermenter consumes a drug, she gains a +2 bonus on her saving throw to resist becoming addicted (Pathfinder RPG GameMastery Guide 236). Whenever she consumes a tincture, she gains its usual benefits, but all penalties imposed are reduced by 1. (If the tincture’s penalties instead impose a condition or another penalty that is not numerical, such as the penalties imposed by starlight juice, this ability has no effect at 2nd level.) Additionally, the fermenter can consume a number of alcoholic beverages equal to one plus three times her Constitution modifier before becoming sickened for 1 hour per drink above this maximum. (Normal rules for drunkenness can be found on page 237 of the GameMastery Guide.)
The bonus on saving throws to resist addiction increases to +3 at 8th level and to +4 at 10th level. At 10th level, the fermenter suffers no penalties at all from drinking tinctures, including conditions and other nonnumerical penalties (starlight juice would not make her dazzled, for example). Additionally, at 10th level she can consume a number of alcoholic beverages equal to one plus four times her Constitution modifier before becoming sickened.
This replaces poison resistance and the discovery gained at 10th level.
Volatile Bombs (Ex): At 2nd level, a fermenter under the influence can make her bombs more potent, but they also become unstable and more difficult to aim. As long as the fermenter is under the effects of a drug or tincture, or has imbibed an alcoholic drink in the past 10 minutes, her bombs deal 1 additional point of damage per damage die. While this ability is in effect, she also takes a –2 penalty on attack rolls made with her bombs. At 7th level and every 6 levels thereafter, this penalty increases by 1 (to a maximum penalty of –5 at 19th level).
This replaces poison use.
Batch Brew (Ex): At 6th level, a fermenter learns how to brew tinctures in larger batches. Whenever she creates a tincture using Craft (alchemy), she can simultaneously create a number of additional tinctures equal to her Intelligence modifier. She expends resources for each tincture separately, but she attempts a single Craft check and applies the result to each tincture being brewed.
This replaces swift poisoning.

DISCOVERIES
The following discoveries allow an alchemist to make the most of poisons, potions, and tinctures.
Designer Poison (Ex): The alchemist can create special poisons that are more effective against certain creatures. When crafting a poison, the alchemist can choose a single creature type (and subtype, if appropriate) from the ranger’s favored enemy list. Against creatures of the chosen type, the poison’s saving throw DC is increased by 4. Against all other creatures, it is reduced by 2. The alchemist must choose the creature type and subtype (if appropriate) while crafting the poison and afterward cannot change this choice.
Enduring Toxin (Ex): The alchemist can alter the properties of a poison, causing it to persist longer in the victim’s body. Altering a dose of poison in the way takes 1 hour, requires the expenditure of raw materials worth half the poison’s market price, and exposes the alchemist to the poison, thereby affecting him if he is not immune. This doubles the poison’s maximum duration. An alchemist must be at least 8th level before selecting this discovery.
Lasting Tinctures (Ex): The alchemist knows how to make tinctures that last much longer than normal. The durations of the effects of any tinctures the alchemist brews using the Craft skill are doubled. When the alchemist uses this discovery to brew a longer-lasting tincture, the tincture imposes its normal penalties on the alchemist even if the alchemist has an ability that reduces tinctures’ penalties (such as the substance tolerance ability of the fermenter alchemist archetype presented in this section). An alchemist with this discovery can brew tinctures with normal durations.


调制师(Concocter)【炼金术师变体】
化合调配(Extracting Mixology,Ex)
该能力取代迅捷炼金和6级时获得的科研发现。

关于取代”迅捷炼金”这项原文是写”迅捷上毒”