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21
圣魔之地 / Re: 【S20】游戏记录
« 最新帖子 由 早上好蓝天 今天09:34:15 »
发现已被刀,撤回回复。
劇透 -   :
缓缓来到现场(途中仔细检查血迹)
发言“枪是我的,遗失了,一发打空现在是废枪除非找到子弹,请物归原主。假如昨天我没有指证狼人投票,这会你们可以合理猜测我是否也为狼,显然我已经几乎清白。现在剩下三个狼,其中疑点,乔治你确定没看错吗?如果确认证据确凿,我们现在大可以直接杀一只狼。接下来无论是否正确找到凶手,今天都算赢。”
一旦乔治确凿昨晚看到雪糕就是狼,裸绞十分钟确保完全断血断气无痛,然后拧歪脖子,踩断颈椎,找焚烧途径用完全致命伤确保狼人完全死亡。
组织已具公信力、身份已完全澄清的三人组进行武器搜寻(否则推乔治单搜武器)让其他人可以公开自己身份以加入搜寻。
此外公开我通过【预言家】获得的线索“一只通体雪白的大鸟站在屋顶上,看位置是在露台的正上方。”
22
圣魔之地 / Re: 【S20】「狼人杀」祁一仔分线
« 最新帖子 由 飞翼 今天09:18:55 »
气氛不太对,众人表示分开各自冷静思考一下。

梁阿姨还有点不在状况,吉川富郎对你的维护则是有点意外,雪糕刺客狠狠地瞪了你一眼。

就在各人转身离开的时候,你趁大家不注意具现出猎枪打出了最后一发子弹。

“嘣”的一声过后,雪糕刺客倒在了血泊之中。

“啊啊啊!”被吓了一跳的梁阿姨缩在墙角,呆呆地看着眼前的状况。

吉川富郎却没什么意外,点了点头。

“嗯,给我我也会这么做,她有两票在手的话,在投票上基本立于不败之地了,如果有冲突的话还是解决了来的好。”

目前投票公告上名字变灰头像被叉的有以下几个:
【陈天】、【花开花落】、【伊面】、【乔治】、【吕老师】、【莉莉安娜】、【李浩】、【橙橘思瀚】、【雪糕刺客】
23
自动售卖机 / Re: 【2024团贴】一个开团的存档
« 最新帖子 由 H2CO3 今天09:18:40 »
开了两车回忆一餐 就存一车的公告吧
模组:WBW-DC-FDC-07 回忆一餐 A Meal to Remember
DM:碳酸
规则:DND5E,3级开卡,玩家手册PHB+塔莎的万事坩埚TCE+剑湾冒险者指南SCAG+珊娜萨的万事指南+瓦罗的怪物指南VGtM。Ban飞行和精灵准,不开塔莎自定义种族。其他资源可申请。有部分房规。
开团方式:FVTT+QQ语音,语音团
开团时间:下周周三or周四下午,大概2h结束,请确认下午有时间再报名。
简介:早上好费伦,又是美好的一天,今天要和朋友野餐呢——
其他:
1.轻松愉悦的短模组,带新,可教车卡,萌新来我碗里。
2.请确保有电脑,且电脑具备麦克风,需求从电脑接入语音。

模组:塔莎之吻疯人院
规则:DnD5E
DM:碳酸
平台:FVTT+qq语音 语音团
开团时间:4.24日下午
车卡:8级开卡,27BUY,禁邪恶。开放PHB+TCE+XGE+VtGM,开专长,斜走5/10/5,不开兼职与夹击,开卡自选非普通*2,次元袋dm拥有一切最终解释权,ban锁属性的魔法物品。
简介:你们路过了某个村子,这个村子似乎过于奇怪了。
其他:
   1.   需求有chrome浏览器的电脑,和用电脑接入语音的条件,电脑不能太卡。
   2.   模组氛围:诡异恐怖(大概)
   3.   需要可以自己独立在fvtt车卡。
   4.   有部分房规。
   5.   私聊DM报名

24
圣魔之地 / Re: 【S20】游戏记录
« 最新帖子 由 飞翼 今天08:50:39 »
(现实情况要紧,不急的,为了不影响体验最好别去看隔壁就是了哈哈)
25
圣魔之地 / Re: 【S20】「狼人杀」祁一仔分线
« 最新帖子 由 祈一仔 今天08:46:12 »
说辞

【其实到现在为止,都没有明确的知道狼人杀人的规则。是人一定要化身成狼一间一间房间去搜索吗?我觉得不是吧,我们这么多晚都没听到过狼人搜索房间的声音,被杀者都是自己呆在房间里面被一击秒杀的。我昨天射伤了狼人,狼人的血迹到了玄关就截然而止,可见狼人并不是我们所理解的物理生物。他可能有着一定的移动规则。】

指责【雪糕刺客】 【其实她承认她村长身份是两票时,就知道票走李浩的罪魁祸首就是她了,除了狼人一定要弄死能揭露狼人身份的李浩,而且还能一票当两票用让李浩一票也能被票死的也就只有雪糕刺客了。而且别忘了,雪糕刺客与乔治的事情还未有定论,雪糕刺客可是重伤了没有死,除了狼人有如此强大的生命力,我们谁不是挨一枪就死了呢。】

to 【梁阿姨】【这次你一定不能弃权了,雪糕刺客的能力是一票当两票用,哪怕我和你都投雪糕刺客,都只是平票】

维护【吉川】 【他至少杀过一只狼人,也告诉了我们杀掉狼人后拿到的线索。这几天以来他也一直在帮忙找狼,我觉得吉川还是可信的】

趁大家不注意偷偷使用能力攻击雪糕刺客
26
原文:
劇透 -   :
Golem, Magnetitie Golem
This vaguely humanoid mass of polished black metal lumbers forward, with all manner of metallic objects clinging to its body.

Magnetitie Golem CR 10
Source Pathfinder #95: Anvil of Fire pg. 88
XP 9,600
N Large construct
Init –1; Senses darkvision 60 ft., low-light vision; Perception +1
Aura magnetic field (30 ft.)
Defense
AC 24, touch 8, flat-footed 24 (–1 Dex, +16 natural, –1 size)
hp 101 (13d10+30)
Fort +4, Ref +3, Will +5
DR 10/adamantine; Immune construct traits, magic
Offense
Speed 20 ft.
Melee 2 slams +20 (2d10+8 plus inescapable grip and magnetic disarm)
Space 10 ft., Reach 10 ft.
Special Attacks inescapable grip, magnetic disarm
Statistics
Str 27, Dex 9, Con —, Int —, Wis 12, Cha 1
Base Atk +13; CMB +22 (+26 grapple); CMD 31
Ecology
Environment any
Organization solitary or gang (2–4)
Treasure incidental (metal objects stuck to the golem)
Special Abilities
Immunity to Magic (Ex) A magnetite golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.
•   Any spell that deals fire damage instead disables a magnetite golem’s inescapable grip, magnetic disarm, and magnetic field for 1d4 rounds, with no saving throw.
•   A magical attack that deals electricity damage heals 1 point of damage for every 3 points of damage the attack would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. A magnetite golem receives no saving throw against electricity effects.
Inescapable Grip (Ex) Whenever a magnetite golem hits a metallic creature or a creature wearing metal armor with its slam attack, it attempts to grapple the creature as a free action that doesn’t provoke an attack of opportunity. If a magnetite golem successfully grapples such a creature, it partially adheres to the golem’s body, and the golem needs only one arm to maintain the grapple. In these instances, a magnetite golem may still make a single slam attack on its turn with its remaining arm.

Magnetic Disarm (Su) Whenever a magnetite golem hits a creature wielding a metal weapon with its slam attack, it attempts to disarm the weapon as a free action that doesn’t provoke attacks of opportunity. If the golem successfully disarms a metal weapon, the weapon sticks to the golem’s magnetic body rather than dropping to the ground. The golem is considered to have possession of the weapon, and the weapon must be retrieved using a disarm combat maneuver.

Magnetic Field (Su) A magnetite golem is surrounded by a magnetic field, which pulls all metallic creatures and objects toward it. At the start of a magnetite golem’s turn, as a free action that doesn’t provoke attacks of opportunity, the golem attempts a combat maneuver check against every creature within 30 feet that is connected to a piece of metal. Affected creatures include (but are not limited to) metallic creatures, creatures wearing metal armor, and creatures wielding metal weapons. If the golem succeeds at its combat maneuver against a creature, the affected creature is pulled 10 feet closer to the golem, and can’t move away from the golem during its next round. The magnetic field is stronger than gravity, and can pull creatures off the ground. This movement doesn’t provoke attacks of opportunity. Unattended Large or smaller metal objects automatically travel toward magnetite golem at a rate of 10 feet per round. This magnetism is supernatural in nature and affects all metal objects.

Description
Though softer than iron golems—upon whom their design is based—and problematic in most industrial settings, magnetite golems still prove to be useful, specialized constructs for both security and salvage. A magnetite golem’s humanoid body is made of magnetite, a naturally magnetic mineral. A magnetite golem mindlessly obeys its creator’s instructions, and, like most golems, shrugs off the most devastating magical assaults. To complicate matters, a magnetite golem emits a magnetic field, which forcefully pulls metallic objects closer—including creatures holding metal weapons or clad in metal armor. Once within range, metal-bearing opponents find it difficult to pull themselves away. Magnetite golems specialize in grappling and disarming creatures that rely on metal equipment.

Magnetite golems are usually about 9 feet tall, and weigh approximately 1,500 pounds.

Ecology
Magnetite golems prove tricky to build for even experienced golem crafters. Because of the sheer amount of magnetite required for their construction, these golems must be constructed in specially designed workshops with brass, stone, or wooden tools.

While magnetite golems are invaluable in specific circumstances, they are equally inconvenient in other instances. Due to the golems’ magnetic fields, small metal bits constantly fly toward them and cling to their bodies, perpetually covering them in metal detritus—chains, fittings, scrap metal, and the occasional tool or weapon. A golem’s owner must regularly pry off such debris, lest the clinging metal clog the construct’s joints. Additionally, the golem’s magnetic field prohibits using any kind of mundane metal objects (like basic tools, locks, or nails) nearby. Due to this, wealthy individuals in the market for golems usually purchase iron, stone, or wood golems. However, in the rare cases in which a magnetite golem is the perfect tool for the job, it proves a devastatingly effective weapon.

Habitat & Society
Magnetite golems have existed on Golarion for many millennia. Explorers delving into Thassilonian ruins occasionally come across these hulking guardians. In Edasseril, the Thassilonian nation tied to the sin of envy, some powerful wizards commanded magnetite golems, and delighted in the constructs’ ability to seize their foes’ prized possessions.

Because of the unique difficulties associated with the crafting of magnetite golems, the production of new specimens is a rare event. Only a few workshops—such as Magnimar’s famous Golemworks or the forges of Quantium—have the resources necessary to create these golems.

Most magnetite golems toil as guardians. A few individuals use magnetite golems for private security, including particularly wealthy alchemists and mages who wish to protect nonmetallic caches of alchemical reagents, artwork, spell components, or tomes. A few jealous warlords even protect their legendary armor or weapons by attaching them to the backs of magnetite golem guardians. For eccentrics who work exclusively with glass, paper, or wood, magnetite golems are ideal companions. Magnetite golems are sometimes tasked to guard lightly trafficked areas that hold objects of cultural, historical, or material value, such as spacious tombs or far-flung libraries.

A few paranoid aristocrats and wealthy thieves’ guilds station magnetite golems at their visitor’s entrances, as the inexorable pull of the golems’ auras reveal even the most thoroughly hidden weapons. Individuals with substantial wealth may also station magnetite golems in secret passageways leading to their hidden vaults. Even if a magnetite golem fails to notice an intruder, its magnetic aura still pulls the intruder and her metallic gear closer. The thundering crash of metal objects striking the golem conveniently alerts other nearby guardians.

Construction
A magnetite golem’s body is sculpted from 1,500 pounds of pure magnetite, smelted with rare oils worth 5,000 gp.

Magnetitie Golem
CL 13th; Price 90,000 gp
Construction
Requirements Craft Construct, geas/quest, limited wish, reverse gravity, telekinesis, creator must be caster level 13th; Skill Craft (armor) or Craft (weapons) DC 18; Cost 47,500 gp
27
魔像,磁铁魔像(Golem,Magnetitie Golem)
这个由大量抛光的黑色金属组成的人形笨拙的向前移动着,形形色色的金属物件紧贴着它的身躯。

磁铁魔像(Magnetitie Golem) CR 10
XP:9,600
绝对中立(N)  大型构装体
先攻:-1;感官: 60尺黑暗视觉(darkvision),昏暗视觉(low-light vision);察觉:+1
灵光:30尺磁力领域(magnetic field)

防御能力(Defense)

AC:24;接触:8;措手不及:24(-1敏捷,+16天生,-1体型)
HP:101(13d10+30);
强韧:+4; 反射:+3; 意志:+5;
DR:10/精金;免疫:构造体特性(construct traits),魔法免疫(magic);

攻击能力(Offense)

速度:20尺
近战:2挥击(slams)+20(2d10+8附加紧箍之握和磁化卸武)
占据:10尺;触及:10尺。
特殊攻击:紧箍之握(inescapable grip),磁化卸武(magnetic disarm);

数据(Statistics)

力量:27;敏捷:9;体质:-;智力:-;感知:12;魅力:1;
基础攻击:+13;CMB:+22(擒抱+26);CMD:31;

生态背景(Ecology)

环境:任意。
组织:单独或一队(2-4)。
宝藏:附属(吸附在该魔像上的金属物件)。

特殊能力(Special Abilities)


魔法免疫(Immunity to Magic,Ex):磁铁魔像免疫任何能被法术抗力抵抗的法术或类法术能力。此外,某些法术和效果作用于磁铁魔像时会有所不同,见下:
•任何造成火焰伤害的法术,都会使磁铁魔像的紧箍之握(inescapable grip)、磁化卸武(magnetic disarm)、和磁力领域(magnetic field),被无豁免的压制1d4轮。
•磁铁魔像面对任何会对其造成闪电伤害的魔法攻击时,原本应该造成的每3点伤害,都会反而对其造成1点治疗效果。如果治疗效果超过它的最大生命值,则多余部分视作临时生命值。磁铁魔像对造成闪电伤害的魔法攻击无需豁免。

紧箍之握(Inescapable Grip,Ex):每当磁铁魔像以其挥击(slams)击中一名金属生物或一名正穿戴金属护甲的生物时,它可以以一次不会引发借机攻击的自由动作,尝试擒抱该生物。若磁铁魔像成功擒抱了这类生物的话,该生物会有部分被魔像的身躯所吸附住,从而使魔像仅需一只手臂便能维持擒抱。在这样的情况下,磁铁魔像仍然可以用其剩余的手臂进行一次单次的挥击(slam)攻击。

磁化卸武(Magnetic Disarm,Su):每当磁铁魔像以其挥击(slam)击中一名正持用金属武器的生物时,它可以以一次不会引发借机攻击的自由动作,尝试卸武该武器。若磁铁魔像成功卸武了一把金属武器的话,这把武器会被魔像的身躯所吸附住,而非掉落到地上。该魔像被视为拥有这把武器,且必须使用一次卸武战技才能再次取回该武器。

磁力领域(Magnetic Field,Su):一台磁铁魔像周围环绕着某种磁力领域,这会将所有的金属生物和物体拉向它。在一条磁铁魔像的行动轮开始时,以一次不会引发借机攻击的自由动作,该魔像可以对其30尺内的所有的、与哪怕一片金属相连的生物,尝试一次战技检定。受影响的生物包括(但不限于)金属生物、正穿戴金属护甲的生物、正持用金属武器的生物。如果魔像的战技检定对某名生物成功的话,受影响的生物会被拽向该魔像10尺,并在其下一轮期间不能以移动远离该魔像。磁力领域比重力更强,并能将生物们拽离地面。这种移动不会引发借机攻击。无所属的大型或比大型更小的金属物件会以每轮10尺的速度,自动朝磁铁魔像移动。该磁力在性质上是超自然(supernatural)的,并能影响所有的金属物件。


描述(Description)


尽管磁铁魔像的设计是基于铁魔像的,但磁铁魔像比铁魔像更软,且在大多数工业环境中会造成困难,然而在安保工作和打捞救助方面,磁铁魔像仍然证明了其实用性。一台磁铁魔像的人形躯体是由一种名为磁铁的天然磁性矿物所制。 无意识的磁铁魔像会服从其创造者的命令,并且和大多数魔像一样,对最具破坏力的魔法攻击不屑一顾。更麻烦的是,磁铁魔像会散发出某种磁力领域,将包括持用金属武器或身穿金属护甲的生物在内的金属物件,强行拉近。一旦进入领域范围,正携带金属的敌手们会发现很难使他们自己脱离开来。金属魔像专门用于擒抱和卸物那些依赖于金属装备的生物们。

磁铁魔像通常身高9英尺,而体重约为1500磅。



生态背景(Ecology)

事实证明,即使是经验丰富的魔像工匠也很难制造磁铁魔像。这是由于建造这些魔像需要大量的磁铁,且这些魔像必须在专门设计的工坊里用铜制、石制或木制工具来制造。

虽然磁铁傀儡在特殊环境下是无价的,但在其他情况下也同样不方便。由于该魔像的磁力领域,小型的金属零碎不断的朝它们飞来,并附着在它们的身躯上,使得其身躯上永远的附着着金属零碎——链条、小配件、废金属、以及偶尔会出现的工具或武器。魔像的主人必须定期清理这些零碎,以免附着的金属堵塞了构装体的接缝。此外,魔像的磁场还禁止在其附近使用任何普通的金属物件(如基础的工具、锁或钉子)。因此,市场上的富人们通常会采购铁魔像、石魔像、或木魔像。然而,在极少数情况下,磁铁魔像是完成某些任务的完美工具,它被证明是一种毁灭性的有效武器。



栖息地与社会(Habitat & Society)

磁铁魔像已在格拉利昂(Golarion)上存在了数千年。那些瑟西隆(Thassilonian)废墟中挖掘的探险者们,偶尔会遇见这些笨重的守护者。在埃达丝瑞尔(Edasseril,译注:一处位于瑟西隆的城市),作为一个被嫉妒之罪束缚的瑟西隆(Thassilonian)社会,某些强大的法师指挥着磁铁矿魔像,并对这些能够夺取其敌手宝贵财产的构装体感到兴奋。

由于制作磁铁魔像那特有困难,生产新的磁铁魔像是一件罕见的事情。只有少数工坊——比如玛格尼玛(Magnimar,译注:瓦瑞西亚的城市)著名的魔像工坊或量子城(Quantium,译注:奈克斯的首都,又译夸恩提姆)的锻造厂——拥有制造这类魔像所需的资源。

大多数磁铁魔像都被作为辛勤的守护者。少数人,包括那些希望保护非金属的炼金试剂、艺术品、施法成分、或典藏的,特别富有的炼金术师和施法者们,则为了其私密的安全而使用磁铁魔像。一些疑心重的军阀甚至把他们那成名的盔甲或武器挂在其磁铁魔像守卫的背上,以保护这些物品。对于那些只使用玻璃、纸张或木料工作的怪人来说,磁铁魔像是理想的伴侣。磁铁魔像有时被指派守卫那些交通闭塞,但拥有文化、历史、或物质价值的物品的区域,如宽敞的墓穴或偏僻的图书馆。

一些偏执的贵族和富有的盗贼会在其来访的入口处放置磁铁魔像,因为该魔像的灵光能无情拉动、乃至揭示隐藏最彻底的武器。拥有巨额财富的个体也可在通往其隐藏金库的秘道中放置磁铁魔像。即使磁铁魔像没有注意到入侵者,它的磁力领域仍然会把入侵者和她的金属装备拉得更近。金属物件撞击该魔像时发出的清脆的撞击声,也可很方便地提醒了在附近的其他守护者们。



制造(Construction)
一台磁铁魔像的身躯需要用1500磅纯净的磁铁雕出,并以价值5000 GP的稀有油料冶炼而成。

磁铁魔像(Magnetitie Golem)
施法者等级:13;价格:90000GP

需求:制造构装体(Craft Construct),指使术(geas/quest),有限祈愿术(limited wish),反重力(reverse gravity),心灵遥控(telekinesis),制造者必须拥有13个施法者等级;
技能:工艺(打造护甲)或工艺(锻造武器)DC 18;成本:47500GP
28
这大锤在各个形态居然ac之类的面板都没变化()
29
大佬,弗米蚁族要全翻么
虽然正有此意,但是这在萌新有意向翻译的列表中优先级靠后。
不过B4补完感觉也不错,不仅是弗米蚁族、萌新还发现了某些B4怪在几年前就被某些大佬译出,但是在怪物图鉴CHMv7.4中还没收录,萌新还打算重新把其中某些专有名词重译一下放出(也不是有意想嫖其他大佬翻译,因为有些大佬在专区捂了那么久,老不将其发出去,那么只能萌新上了)。这样虽然B4距离补完还差一些距离,但是多少也能填补一下空缺。

现在萌新工作较忙,所以弗米蚁族先慢慢翻译,萌新先逐步分日放出几个以前翻译的存货(虽然和B4毫无关系就是了,但是萌新译怪物的倾向要么是偏好构装体、魔宠之类,所以都是构装体)
30
在我那边,珊娜萨是磁场颠佬的语气····· :em001
海拉斯特倒是跟个老顽童似的,还有个妈系学徒最后幸终了 :em032
妈系学徒?黄老邪和梅超风!老头,我磕爆:em006
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