作者 主题: 药剂与毒药Potions &Poisons  (阅读 23638 次)

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药剂与毒药Potions &Poisons
« 于: 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。
      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。
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。
     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。
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
     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。
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。
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。
剧透 -   :
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。
剧透 -   :
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.
« 上次编辑: 2018-03-08, 周四 20:56:15 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
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制药与用毒背景 BREWING AND POISONING TRAITS
« 回帖 #1 于: 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)。

剧透 -   :
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).


« 上次编辑: 2018-03-08, 周四 20:52:28 由 丞相 »
女王的杂技团
见识短浅的调查员手册作者
优化一塌糊涂的三流玩家
开团必炸团的垃圾GM
看不懂英文的翻译
——丞相

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毒血 Blood of Poison
« 回帖 #2 于: 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。
剧透 -   :
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。

剧透 -   :
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。
剧透 -   :
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。
剧透 -   :
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.
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炼金术的专家们(AlchemIcAl exPerts)
« 回帖 #3 于: 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)。



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。

剧透 -  原文:
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.
« 上次编辑: 2018-02-21, 周三 21:19:37 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
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巫术酿制者(Bewitching Brewers)
« 回帖 #4 于: 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。



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。

剧透 -  原文:
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.
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
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静谧毒杀者(Covert Poisoners)
« 回帖 #5 于: 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。



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。

剧透 -   :
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.
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求知匠人(curious crafters)
« 回帖 #6 于: 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)。


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。

剧透 -  原文:
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.
« 上次编辑: 2018-02-21, 周三 23:00:54 由 丞相 »
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药水简述(Potion Prospectus)
« 回帖 #7 于: 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)。



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




剧透 -  原文:
    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
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Re: 药剂与毒药Potions &Poisons
« 回帖 #8 于: 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
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

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

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


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

剧透 -   :
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
« 上次编辑: 2018-02-27, 周二 21:28:19 由 丞相 »
女王的杂技团
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开团必炸团的垃圾GM
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Re: 药剂与毒药Potions &Poisons
« 回帖 #9 于: 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
愚蠢都是相互成就的。不要去成就别人的愚蠢。