作者 主题: 【AM】炼金术手册(Alchemy Manual)PZO9445  (阅读 33729 次)

副标题: 这么炫酷的一本书至今没有人整理翻齐,我认为其狗屎的排版可能能占到90%的原因

离线 丞相

  • 银渡鸦
  • 版主
  • *
  • 帖子数: 1828
  • 苹果币: 7
  • 还算可以的玩家,以及不行的GM
我已亲手打开罪恶之门
« 回帖 #10 于: 2019-02-01, 周五 16:20:58 »
德洛人真菌炼金术

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

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



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

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

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


炼金物品 AlCHEMlCAl ITEMS
德洛人经常使用以下炼金物品

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

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

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

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



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

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

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

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



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

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

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

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

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

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

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

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

AlCHEMlCAl ITEMS
Derros frequently use the following alchemical items.

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

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

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

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

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

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

Cytillesh Extract
Price 800 gp; Weight —
Type ingested; Save Fortitude DC 18
Frequency 1/hour for 8 hours
Effect The victim loses all memory of events that took place in the previous hour and can’t form new memories for 8 hours. These lost and prevented memories might return later in the form of dreams, and can be returned with a restoration or heal spell
Cure 2 saves
Alchemical Recipe
Recipe (115 realgar + 115 cytillesh spores)/calcination; Craft DC 18
Time 1 hour; Tools crucible; Type poison
« 上次编辑: 2019-03-01, 周五 22:56:34 由 丞相 »
女王的杂技团
见识短浅的调查员手册作者
优化一塌糊涂的三流玩家
开团必炸团的垃圾GM
看不懂英文的翻译
——丞相

离线 丞相

  • 银渡鸦
  • 版主
  • *
  • 帖子数: 1828
  • 苹果币: 7
  • 还算可以的玩家,以及不行的GM
Re: 【AM】炼金术手册(Alchemy Manual)PZO9445
« 回帖 #11 于: 2019-02-02, 周六 16:25:40 »
矮人魔啤
一起嗨啤嗜酒如命 Drink is Life

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

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



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

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

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

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

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

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



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

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

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

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

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



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

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

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

剧透 -  原文:
DWARVEN MAGIC ALES
Drink is Life

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Brewer's kit, masterwork
Price 75 gp; Weight 50 lbs.
This exceptionally crafted kit provides extra spices, a wider variety of herbs, and higher quality tools than a normal brewer’s kit. A masterwork brewer’s kit grants a +2 circumstance bonus on Craft (alchemy) checks to produce alcoholic beverages.
« 上次编辑: 2019-03-02, 周六 09:47:49 由 丞相 »
女王的杂技团
见识短浅的调查员手册作者
优化一塌糊涂的三流玩家
开团必炸团的垃圾GM
看不懂英文的翻译
——丞相

离线 祈一仔

  • 傻逼的
  • Goddess
  • ********
  • 帖子数: 9178
  • 苹果币: 3
Re: 【AM】炼金术手册(Alchemy Manual)PZO9445
« 回帖 #12 于: 2019-02-02, 周六 16:27:33 »
真的好酷炫。。。。

感谢大佬的翻译

离线 丞相

  • 银渡鸦
  • 版主
  • *
  • 帖子数: 1828
  • 苹果币: 7
  • 还算可以的玩家,以及不行的GM
魔法烧瓶
« 回帖 #13 于: 2019-02-12, 周二 15:14:20 »
浓缩烧瓶(Focusing Flask)
来源:炼金术手册 pg.16
灵光 :中等变化系 施法者等级 :7
位置:无 价格:700gp 重量:1磅
这个球形的彩虹色玻璃瓶可以容纳最多三份相同类型的炼金投炸武器倒入其中,浓缩它们并且不会明显增加重量。如果多种类型的炼金物品被倒入其中,则所有内容物都会被毁灭。这个烧瓶可以作为一个普通投炸武器那样使用,当它被打破,其会释放所有容纳的投炸武器在同一空间,并且浓缩烧瓶会毁坏。如果烧瓶中所容纳的物品通常允许进行一个豁免来减少或者避免其效果,那么浓缩烧瓶的目标则仅需要进行一次豁免,无论其中有几份投炸武器。如果烧瓶中包含两份炼金物品,则其豁免的DC提高2;如果其中容纳了三份炼金物品,则其豁免的DC提高4。
制作条件:制作器物(Craft Wondrous Item),缩物术(shrink item)
制作成本:350gp

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

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

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

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

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

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

Vial of Efficacious Medicine
Aura faint conjuration; CL 5th
Slot none; Price 7,000 gp; Weight —
Description
This bulbous bottle is crafted of smoked glass and causes any liquid contained within to take on a significantly darker cast and twinkle with motes of beautiful white light. A vial of efficacious medicine can hold a single dose of an alchemical remedy, such as antitoxin or antiplague. Loading a remedy into the vial is a standard action that provokes attacks of opportunity. When an alchemical remedy is imbibed or applied from the vial, any alchemical bonus it grants on saving throws or checks or to AC or CMD increases by 2. Treat this increase as an enhancement bonus. In addition, the user is healed of 1d8+5 points of damage. A vial of efficacious medicine can be used up to three times per day.
Construction
Requirements Craft Wondrous Item, cure light wounds, polypurpose panacea (Pathfinder RPG Ultimate Magic 232); Cost 3,500 gp
女王的杂技团
见识短浅的调查员手册作者
优化一塌糊涂的三流玩家
开团必炸团的垃圾GM
看不懂英文的翻译
——丞相

离线 丞相

  • 银渡鸦
  • 版主
  • *
  • 帖子数: 1828
  • 苹果币: 7
  • 还算可以的玩家,以及不行的GM
勒彼斯塔德人造人
« 回帖 #14 于: 2019-02-12, 周二 17:28:14 »
勒彼得斯塔德人造人

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

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



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



炼金物品 Alchemical Items
以下物品在勒彼得斯塔德大学的秘密的人造人制造者中很受欢迎。

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

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

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

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

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

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

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

剧透 -  原文:
Homunculi of Lepidstadt
Ethically Dubious Flesh-Engineering

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

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

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

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

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

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

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

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

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

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

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

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

特别鸣谢:希尔;白嫖了大段翻译,真爽。
« 上次编辑: 2019-03-02, 周六 10:05:37 由 丞相 »
女王的杂技团
见识短浅的调查员手册作者
优化一塌糊涂的三流玩家
开团必炸团的垃圾GM
看不懂英文的翻译
——丞相

离线 丞相

  • 银渡鸦
  • 版主
  • *
  • 帖子数: 1828
  • 苹果币: 7
  • 还算可以的玩家,以及不行的GM
Re: 【AM】炼金术手册(Alchemy Manual)PZO9445
« 回帖 #15 于: 2019-02-13, 周三 12:37:28 »
奇奥尼炼金箭矢

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

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


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

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

效果详述

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

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

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

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

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

炼金箭矢原文档案馆都有,自己去搜
白嫖了折剑者绯月的翻译,爽爽。
« 上次编辑: 2019-03-02, 周六 10:21:43 由 丞相 »
女王的杂技团
见识短浅的调查员手册作者
优化一塌糊涂的三流玩家
开团必炸团的垃圾GM
看不懂英文的翻译
——丞相

离线 丞相

  • 银渡鸦
  • 版主
  • *
  • 帖子数: 1828
  • 苹果币: 7
  • 还算可以的玩家,以及不行的GM
Re: 【AM】炼金术手册(Alchemy Manual)PZO9445
« 回帖 #16 于: 2019-02-20, 周三 12:48:08 »
伊诺皮恩泥怪炼金术

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

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

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

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

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



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

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

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

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

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

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

剧透 -  原文:
Oenopion Ooze Alchemy
Toxic Waste Weapons

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

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

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

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

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

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

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

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

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

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

SLIME GRENADE
Price 100 gp; Weight 3 lbs.
The alchemists of Nex have found several uses for the toxic residue left over from their massive ooze cultivating experiments, including a variety of items known collectively as slime grenades. These ceramic ovoids are filled with caustic sludge and capped with a stone plug. You can throw a slime grenade as a splash weapon with a range increment of 5 feet. A successful ranged touch attack coats the target with green slime, dealing 2d6 points of acid damage to the creature. If the target is wearing wooden or metal armor or wielding a wooden or metal shield, a slime grenade eats through the material on a hit, dealing 3d6 points of acid damage to the equipment and ignoring the items’ hardness. Creatures in the splash radius of a slime grenade take no damage, but any wooden or metal armor or shields they are wearing take 1d6 points of acid damage (ignoring hardness). Affected creatures can attempt DC 15 Reflex saves to halve the damage dealt to their equipment.
Alchemical Recipe
Recipe (50 phosphorus + 75 quicksilver + 50 urea)/congelation; Craft 25
Time 10 minutes; Tools alchemist's lab; Type alchemical weapon
« 上次编辑: 2019-03-02, 周六 10:09:48 由 丞相 »
女王的杂技团
见识短浅的调查员手册作者
优化一塌糊涂的三流玩家
开团必炸团的垃圾GM
看不懂英文的翻译
——丞相

离线 丞相

  • 银渡鸦
  • 版主
  • *
  • 帖子数: 1828
  • 苹果币: 7
  • 还算可以的玩家,以及不行的GM
Re: 【AM】炼金术手册(Alchemy Manual)PZO9445
« 回帖 #17 于: 2019-02-22, 周五 17:21:27 »
苏比亚的奇迹炼金术

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

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



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

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



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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Surge Syrup
Price 80 gp; Weight 1 lb.
Mythic: Consuming a vial of surge syrup grants you a +1d4 alchemical bonus on your next mythic surge roll. Every round after you consume surge syrup that you don’t use your surge ability, the bonus provided by this item decreases by 1 (minimum 0).
Alchemical Recipe
Recipe (12 dew of lunary + 40 spirit of wine + 40 urea)/congelation; Craft 25
Time 10 minutes; Tools alchemist's lab; Type alchemical remedy
« 上次编辑: 2019-03-02, 周六 10:26:01 由 丞相 »
女王的杂技团
见识短浅的调查员手册作者
优化一塌糊涂的三流玩家
开团必炸团的垃圾GM
看不懂英文的翻译
——丞相

离线 丞相

  • 银渡鸦
  • 版主
  • *
  • 帖子数: 1828
  • 苹果币: 7
  • 还算可以的玩家,以及不行的GM
Re: 【AM】炼金术手册(Alchemy Manual)PZO9445
« 回帖 #18 于: 2019-02-25, 周一 18:15:13 »
瓦瑞西安烟花
渲染天空
起源:南瓦瑞西亚
习艺者:侏儒修补匠,纵火狂,斯克扎尼,捣乱分子,瓦瑞西安游牧民
常见用法:庆祝,节日,简易爆炸,长距离信号

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



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



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



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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Sparking Pinwheel
Price 60 gp; Weight 1 lb.
Category Alchemical Weapons
Description
This disk of paper or light cloth is stretched over a frame of thin wooden supports, with tubes of paper or cured hide spaced evenly around the rim. The whole firework is mounted on a spike or peg and placed on the ground. At the end of the round when it’s lit, it spins rapidly and sheds a curtain of dazzling sparks 15 feet wide. The curtain of sparks obscures vision, granting concealment against creatures on the opposite side. A sparking pinwheel burns for 1d4+1 rounds, and any creature that begins its turn adjacent to the curtain of sparks takes 1 point of fire damage and is dazzled for 1d4 rounds (Reflex DC 14 negates). Creatures that pass through the curtain of sparks take 1d4 points of fire damage and are blinded for 1 round (a successful save halves the damage and negates the blindness). If not mounted on a solid, immobile object, a sparking pinwheel cannot spin smoothly and instead fills a single 5-foot square with a shower of sparks; its effects are otherwise unchanged for creatures adjacent to or passing through that square.
Alchemical Recipe
Recipe (5 black powder + 15 magnesium + 30 phosphorus)/calcination; Craft 25
Time 1 hour; Tools crucible; Type alchemical weapon
« 上次编辑: 2019-03-02, 周六 10:30:13 由 丞相 »
女王的杂技团
见识短浅的调查员手册作者
优化一塌糊涂的三流玩家
开团必炸团的垃圾GM
看不懂英文的翻译
——丞相

离线 丞相

  • 银渡鸦
  • 版主
  • *
  • 帖子数: 1828
  • 苹果币: 7
  • 还算可以的玩家,以及不行的GM
Re: 【AM】炼金术手册(Alchemy Manual)PZO9445
« 回帖 #19 于: 2019-02-25, 周一 18:16:41 »
就,基本算是完结了,想要挑错的,想改译名的,请留言

配方集录这玩意没有文字版,有猛汉能搞出来的话,我给你点100个赞。
女王的杂技团
见识短浅的调查员手册作者
优化一塌糊涂的三流玩家
开团必炸团的垃圾GM
看不懂英文的翻译
——丞相