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迷人的酊剂(Intoxicating Tinctures)
« 回帖 #10 于: 2018-02-27, 周二 23:09:08 »
所谓酊剂(Tinctures),是由溶解在酒精溶剂中的反应物所形成的炼金药物。这些混合物的效果超过了普通的炼金药剂,但是这种效果增强并非没有代价。除了要求更贵的成分,酊剂在消耗时往往会对饮用者产生有害的效果。
以下是一些常见的酊剂。取出和饮用酊剂使用和药水相同的规则。一个受训于工艺(炼金术)的角色可以制造酊剂。



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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


剧透 -   :

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

TITAN’S TONIC PRICE 200 GP
WEIGHT —
Gravel floats in this umber liquid. For 1 hour after drinking this tincture, you gain a +1 alchemical bonus to natural armor and a +2 alchemical bonus on Strength checks and Strength-based skill checks. The tonic swells your musculature, decreasing your movement speed by 5 feet, to a minimum of 5 feet, and causing you to take a –4 penalty on Reflex saving throws for the same duration.
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强力毒药 Potent Poisons
« 回帖 #11 于: 2018-02-28, 周三 17:19:14 »
从怪物的天生防御机制到老辣杀手的吃饭家伙,毒药可以感染、削弱,甚至在受害者甚至还来不及反应之前就彻底杀死他们。



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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

TONGUE TWIST PRICE 600 GP
WEIGHT —
This viscous violet gel dulls the mind, impeding the ability to recall words. Thieves and assassins keep tongue twist on hand for dealing with troublesome spellcasters.
Type poison, injury; Save Fortitude DC 16
Frequency 1/round for 6 rounds
Effect 1d2 Int damage. Additionally, the creature loses the ability to speak one language at random from the languages he knows for 1 minute. Additional failed saves cause the target to lose the ability to speak additional languages if the target has the ability to speak more than one language. Any creature that can no longer speak a language speaks only gibberish, which prevents casting spells with verbal components; Cure 2 saves
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成瘾性药物 Addictive drugs
« 回帖 #12 于: 2018-03-04, 周日 21:36:25 »
让人上瘾的毒品Addictive Drugs
    在阴暗的角落中,炼金术师正尝试着创造超越尘世的新方法。持续支持他们工作的是一群稳定的客户,这些客户之中有些有钱有势,而且不会占用他们过多的时间,有些则是绝望的社会渣滓,他们渴望逃离阴沟生活中痛苦的现实,哪怕只是暂时的也好。运动员,表演家,以及老练的冒险者进一步推动了这些非法物质的需求——他们追求着极限,因为这能让他们成功,胜利,或者仅仅是活下去。
    但这些收益的真正代价十分高昂。很多毒品既昂贵又会对身体造成严重的损伤,所以直到最后一刻之前最好不要将它们是做必定使用的手段。毒品和上瘾的全部规则位于探索者RPGGMG的236到237页。


毒品 DRUGS
下列毒品可以在大多数主要聚落中找到。

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

VIGILANCE PRICE 15 GP
WEIGHT —
Scholars and students are often willing to accept the clumsiness and slow reactions in exchange for the benefits gained in research and study from this bitter white powder.
Type ingested; Addiction moderate, Fortitude DC 20
Effect 1d3 hours; +10 alchemical bonus on Perception checks
Effect 4 hours; user is denied his Dexterity bonus to AC
Damage 1d4 Con damage
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专业人士的装备 Practitioner's Gear
« 回帖 #13 于: 2018-03-04, 周日 21:48:23 »
那些专注于毒药与毒素的工具——无论是施加还是治愈——都是多种多样并且囊括了一系列令人印象深刻的服装和日常物品,可以用于令人发指的行为和善意的治愈。这一章详细介绍了许多物品,其中一些是魔法物品而有些只是普通工具,可以安静高效的帮助角色在世上传抵毒药或是防止那些使用毒素来对抗他们的家伙。



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

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

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

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

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

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

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

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

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

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



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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

VEST OF RESONATING FORTITUDE
PRICE 7,000 GP
SLOT chest CL 7th WEIGHT 2 lbs.
AURA moderate abjuration
This magical cloth vest is made from rich green cloth that is typically a blend of silk and cotton. It has a high collar that is stitched with gold thread forming elaborate, overlapping geometric patterns. This vest reduces the potency of poisons that affect the wearer. As a swift action when the wearer is exposed to a poison, she can tap the vest, expending 1 charge, to gain a +2 bonus on her next Fortitude saving throw against the poison. Additionally, if the wearer is affected with a poison that requires two saves to cure, she can tap the vest a second time, expending another charge, to use her next successful saving throw result as the result for the second save as well. The vest contains 5 charges that recharge daily.
CONSTRUCTION REQUIREMENTS COST 3,500 GP
Craft Wondrous Item, delay poison, neutralize poison
« 上次编辑: 2018-03-08, 周四 21:14:41 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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目录
« 回帖 #14 于: 2018-03-08, 周四 21:10:54 »



————目录————

内海炼金工具箱 Inner Sea Alchemy Kits

简介 Introduction

毒血 Blood of Poison

炼金术的专家 Alchemical Experts

巫术酿制者 Bewitching Brewers

静谧毒杀者 Covert Poisoners

求知匠人 Curious Crafters

药水简述 Potion Prospectus

诱人灵药 Enticing Elixirs

醉人酊剂 Intoxicating Tinctures

强力毒药 Potent Poisons

成瘾性药物 Addictive drugs

专业人士的装备 Practitioner's Gear

« 上次编辑: 2018-03-08, 周四 21:13:16 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 longman123

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Re: 药剂与毒药Potions &Poisons
« 回帖 #15 于: 2018-11-13, 周二 14:30:47 »
Spirit Rush的制造成本写错了,是1200GP

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Re: 炼金术的专家们(AlchemIcAl exPerts)
« 回帖 #16 于: 2019-06-16, 周日 18:24:11 »
毫无疑问,药水和毒药的形成离不开炼金术师们专门研究并且经常使用。除了在炼金术师职业能力已经包含的能力外,还有几个炼金术师变体也专注于毒药,例如制毒师(Toxicant)(阴招战术工具匣 7页)以及Eldritch Poisoner(未翻译)(黑市指南 28页)。下面章节提供探索炼金术其他方面的变体,以及和药水、毒药有关的发现来完善职业特色。


调制师(Concocter)【炼金术师变体】

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

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

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



身酿酵师(Fermenter)【炼金术师变体】
——以身为鼎,心炼万物

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

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

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

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



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

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

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

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

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

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

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

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


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

关于取代”迅捷炼金”这项原文是写”迅捷上毒”