作者 主题: 【AM】《炼金术手册》(Alchemy Manual)  (阅读 46835 次)

副标题: 理论耗时5个月的巨型摸鱼工程,炼金术的关键拓展

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Re: 【AM】炼金术手册(Alchemy Manual)PZO9445
« 回帖 #10 于: 2019-03-02, 周六 10:46:13 »
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 11:05:03 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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Re: 【AM】炼金术手册(Alchemy Manual)PZO9445
« 回帖 #11 于: 2019-03-02, 周六 10:47:12 »
奇奥尼炼金箭矢

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

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


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

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

效果详述

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

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

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

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

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

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Re: 【AM】炼金术手册(Alchemy Manual)PZO9445
« 回帖 #12 于: 2019-03-02, 周六 10:47:42 »
伊诺皮恩泥怪炼金术

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

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

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

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

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



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

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

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

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

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

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

剧透 -  原文:
Oenopion Ooze Alchemy
Toxic Waste Weapons

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

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

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

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

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

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

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

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

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

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

SLIME GRENADE
Price 100 gp; Weight 3 lbs.
The alchemists of Nex have found several uses for the toxic residue left over from their massive ooze cultivating experiments, including a variety of items known collectively as slime grenades. These ceramic ovoids are filled with caustic sludge and capped with a stone plug. You can throw a slime grenade as a splash weapon with a range increment of 5 feet. A successful ranged touch attack coats the target with green slime, dealing 2d6 points of acid damage to the creature. If the target is wearing wooden or metal armor or wielding a wooden or metal shield, a slime grenade eats through the material on a hit, dealing 3d6 points of acid damage to the equipment and ignoring the items’ hardness. Creatures in the splash radius of a slime grenade take no damage, but any wooden or metal armor or shields they are wearing take 1d6 points of acid damage (ignoring hardness). Affected creatures can attempt DC 15 Reflex saves to halve the damage dealt to their equipment.
Alchemical Recipe
Recipe (50 phosphorus + 75 quicksilver + 50 urea)/congelation; Craft 25
Time 10 minutes; Tools alchemist's lab; Type alchemical weapon
« 上次编辑: 2019-03-02, 周六 11:04:06 由 丞相 »
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Re: 【AM】炼金术手册(Alchemy Manual)PZO9445
« 回帖 #13 于: 2019-03-02, 周六 10:48:19 »
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 11:03:41 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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Re: 【AM】炼金术手册(Alchemy Manual)PZO9445
« 回帖 #14 于: 2019-03-02, 周六 10:48:39 »
苏比亚的奇迹炼金术

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

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



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

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



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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Surge Syrup
Price 80 gp; Weight 1 lb.
Mythic: Consuming a vial of surge syrup grants you a +1d4 alchemical bonus on your next mythic surge roll. Every round after you consume surge syrup that you don’t use your surge ability, the bonus provided by this item decreases by 1 (minimum 0).
Alchemical Recipe
Recipe (12 dew of lunary + 40 spirit of wine + 40 urea)/congelation; Craft 25
Time 10 minutes; Tools alchemist's lab; Type alchemical remedy
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Re: 【AM】炼金术手册(Alchemy Manual)PZO9445
« 回帖 #15 于: 2019-03-02, 周六 10:57:29 »
瓦瑞西安烟花
渲染天空
起源:南瓦瑞西亚
习艺者:侏儒修补匠,纵火狂,斯克扎尼,捣乱分子,瓦瑞西安游牧民
常见用法:庆祝,节日,简易爆炸,长距离信号

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



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



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



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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Sparking Pinwheel
Price 60 gp; Weight 1 lb.
Category Alchemical Weapons
Description
This disk of paper or light cloth is stretched over a frame of thin wooden supports, with tubes of paper or cured hide spaced evenly around the rim. The whole firework is mounted on a spike or peg and placed on the ground. At the end of the round when it’s lit, it spins rapidly and sheds a curtain of dazzling sparks 15 feet wide. The curtain of sparks obscures vision, granting concealment against creatures on the opposite side. A sparking pinwheel burns for 1d4+1 rounds, and any creature that begins its turn adjacent to the curtain of sparks takes 1 point of fire damage and is dazzled for 1d4 rounds (Reflex DC 14 negates). Creatures that pass through the curtain of sparks take 1d4 points of fire damage and are blinded for 1 round (a successful save halves the damage and negates the blindness). If not mounted on a solid, immobile object, a sparking pinwheel cannot spin smoothly and instead fills a single 5-foot square with a shower of sparks; its effects are otherwise unchanged for creatures adjacent to or passing through that square.
Alchemical Recipe
Recipe (5 black powder + 15 magnesium + 30 phosphorus)/calcination; Craft 25
Time 1 hour; Tools crucible; Type alchemical weapon
« 上次编辑: 2019-03-02, 周六 11:02:22 由 丞相 »
女王的杂技团
见识短浅的调查员手册作者
优化一塌糊涂的三流玩家
开团必炸团的垃圾GM
看不懂英文的翻译
——丞相

离线 丞相

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Re: 【AM】炼金术手册(Alchemy Manual)PZO9445
« 回帖 #16 于: 2019-03-02, 周六 11:01:40 »
搞完,排版也算是排过了,嫌丑的可以排好了发我代码。
只有我自己简单看了一遍,如果有好心人校对,谢谢。
感谢前人栽树,排名不分先后,但是分大小傻豆AeoluZe希尔折剑者绯月

炼金配方集录只是前面这些东西汇总,但是都是些果园无法显示的符号,真的有猛士搞定的话,受我一拜。
« 上次编辑: 2019-03-02, 周六 11:13:55 由 丞相 »
女王的杂技团
见识短浅的调查员手册作者
优化一塌糊涂的三流玩家
开团必炸团的垃圾GM
看不懂英文的翻译
——丞相

离线 灯泡powerbult

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Re: 【AM】炼金术手册(Alchemy Manual)PZO9445
« 回帖 #17 于: 2019-03-02, 周六 12:59:25 »
赞美丞相~赞美阿巴达尔之宽恕~

线上 longman123

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Re: 【AM】炼金术手册(Alchemy Manual)PZO9445
« 回帖 #18 于: 2019-03-02, 周六 19:34:57 »
赞美丞相!

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Re: 【AM】炼金术手册(Alchemy Manual)PZO9445
« 回帖 #19 于: 2019-03-02, 周六 20:40:12 »
赞美丞相~赞美阿巴达尔之宽恕~
炼金术手册里没有阿巴达尔的宽恕
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