作者 主题: 【AM】炼金术手册(Alchemy Manual)PZO9445  (阅读 33735 次)

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


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Re: 【AM】炼金术手册(Alchemy Manual)PZO9445
« 回帖 #1 于: 2018-09-30, 周日 22:08:15 »
本章直接引用傻豆翻译,特此鸣谢炼金功能材料(Alchemical Reagents)

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

剧透 -  原文:
原文蠢到PDF里没有文本格式,全是图片,就不给了
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Re: 【AM】炼金术手册(Alchemy Manual)PZO9445
« 回帖 #2 于: 2018-09-30, 周日 23:03:20 »
丞相又开新坑啦!
* 笨哈 乖乖坐.好

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对角色而言 For Your Character
« 回帖 #3 于: 2018-09-30, 周日 23:17:50 »
对角色而言 For Your Character

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

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

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

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

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

QUESTIONS TO ASK YOUR GM
Asking your GM the following questions can help you get the most out of Pathfinder Player Companion: Alchemy Manual.
1 Will we be using the new rules subsystem for spontaneous alchemy in our campaign?
2 Should I track the reagents for crafting alchemical items or just the amount of money each item costs to craft?
3 Can you or I design alchemical recipes for alchemical items from other books?
« 上次编辑: 2019-03-02, 周六 10:35:20 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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自发炼金术 SPONTANEOUS ALCHEMY
« 回帖 #4 于: 2018-10-01, 周一 22:48:04 »


本文在AeoluZe的翻译基础上进行了校正和补全【Alchemy Manual】自发炼金(Spontaneous Alchemy)


自发炼金术 SPONTANEOUS ALCHEMY

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



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



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



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

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

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

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

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

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

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

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

d6 事故
  • 随机一种材料损毁,其他材料可以重复使用
  • 全部材料损毁
  • 所有的材料损毁,并且混合物发生爆炸,对你造成2d6点伤害(一半火焰,一半强酸)。通过DC15的反射检定可以使伤害减半
  • 每种材料的一半剂量都损坏了,你需要用一个整轮动作才能抢救另一半剂量的材料。
  • 随机两种材料损毁,并且你暴露在一种符合你等级的并且价格不超过你尝试制造炼金制品的吸入或接触性毒素之中(由GM决定)
  • 所有的材料损毁,并且炼金工具(如果使用的是炼金师工作台,则随机一种炼金术师工作台中有的工具)损坏了


剧透 -  原文:

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

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

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

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

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

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

SPONTANEOUS ALCHEMY FEATS
The following feats are used by practitioners of spontaneous alchemy.
INSTANT ALCHEMY
You can perform simple alchemical tasks with preternatural speed.
PBreenreefqitu:i site: Craft (alchemy) 1 rank.
When performing spontaneous alchemy, you can craft an alchemical item as a standard action if its total crafting time is 1 0 minutes or less and you have all the equipment and materials required in hand. Items that require 1 hour to create with spontaneous alchemy take you only 1 0 minutes, and items that require 1 day take you only 1 hour. If you have the alchemy class feature, you can identify a potion using the Craft (alchemy) skill as if using detect magic as a swift action rather than a standard action.
SURE-HANDED ALCHEMY
Your steady hand increases your chances of success with spontaneous alchemy and reduces your number of mishaps .
PBreenreefqitu:i site: Craft (alchemy) 3 ranks.
When attempting Craft (alchemy) checks to create items using spontaneous alchemy, you gain a cumulative +1 circumstance bonus for each distinct reagent called for by the recipe. A failed Craft (alchemy) check results in a mishap only on a natural 1 . Finally, you take no penalties on Craft (alchemy) checks when using improvised equipment to create items using spontaneous alchemy.
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Re: 【AM】炼金术手册(Alchemy Manual)PZO9445
« 回帖 #5 于: 2018-10-31, 周三 23:13:14 »
贝尔科泽恩战争炼金术

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

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



装备 Equipment
兽人的武器库中可以找到以下装备,并且被贝尔克泽恩的战争炼金术师们用于制造死亡和毁灭。

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

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



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

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

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

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

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



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

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

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

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

剧透 -  原文:
Belkzen War Alchemy

BELKZEN WAR ALCHEMY

Shock, Awe, and Blood

Origin: Hold of Belken

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

Common Uses: Battlefield control, fear tactics, massacres

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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

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

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

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



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

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

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



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

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

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

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

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

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


剧透 -  原文:
KATAPESHI DRUG CRAFTING
Addictive Experience Enhancers

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

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


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

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

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

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

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

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

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

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

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

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

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

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

PESH
Price 50gp; Weight —
When used as an alchemical reagent, refined pesh is often sublimated along with other reagents to create new forms of the famous drug.
Power Component
Doses 1(15gp); Sepells enchantment school
Effect +1 caster level for the purpose of duration
« 上次编辑: 2019-03-02, 周六 09:39:52 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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Re: 【AM】炼金术手册(Alchemy Manual)PZO9445
« 回帖 #7 于: 2018-11-13, 周二 14:08:24 »
赞美丞相!正好适合我的新角色用。

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匕痕毒经 DAGGERMARK POISONS
« 回帖 #8 于: 2018-11-30, 周五 16:35:54 »
匕痕毒经

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

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


施毒者专长 Poisoner Feats
以下专长大多只为匕痕施毒者公会成员所知,但任何符合先决条件的人都可以使用。

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

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

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

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


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

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

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

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



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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Vampire's Kiss
Price 75 gp; Weight —
Type injury; Save Fortitude DC 15
Frequency 1/round for 2 rounds
Initial Effect 1d2 Con damage; Secondary Effect bleed damage from non-poison sources increases by 1 for 1 minute
Cure 1 save
Alchemical Recipe
Recipe (6 gold + 50 myrrh + 30 quicksilver)/distillation; Craft DC 15
Time 1 day; Tools retort; Type poison
« 上次编辑: 2019-03-02, 周六 09:41:33 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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Re: 【AM】炼金术手册(Alchemy Manual)PZO9445
« 回帖 #9 于: 2019-01-18, 周五 23:40:36 »
本草药学

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

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



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



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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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

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

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

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

Mugwort Extract
Price:2gp Weigh:-
Many varieties of mugwort exist; some are used in acupuncture, while others are key ingredients in herbal remedies that ward off fatigue, cold, or even supernatural dangers.
Power Component
Doses 10(5gp);Spells abjuration school
Effect +1 caster level for the purpose of range
« 上次编辑: 2019-03-02, 周六 09:42:13 由 丞相 »
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