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【CRB】第十一章-手持物品
« 于: 2019-09-30, 周一 12:49:45 »
手持物Held Items

  这类物品必须被持握在手上方可使用。武器、魔杖、法杖另有其各自的条目及相关规则。

次元袋BAG OF HOLDING 物品4+
咒法系 异次元 魔法
用法 手持,2只手;负载 1
  尽管这玩意看起来就像是一只装饰着五彩缤纷的绸缎与华美刺绣的布袋子,但是一只手袋被打开后所连通的异次元空间却远比它从外面看起来的要大得多得多。次元袋内部收容物的负载并不会影响它自身的负载。次元袋的异次元空间里所能收容的最大负载量取决于次元袋的类型。
  像一个普通的袋子那样,你可以用交互动作将物品放入次元袋或从次元袋里取出。尽管这个袋子里可以容纳一大堆东西,但是被塞进去的物件任然必须得以通过袋子的开口。
  如果袋子超载或者遭到损坏,那么它会破裂并且被毁坏,从而导致里面的物品永久性得丢失。如果将袋子的内面翻出,那么里面的东西会被无害地洒落出来,但是在下次使用袋子之前必须把它翻回原面。如果一个活物被放入袋子,里面的空气足够它存活10分钟,并且可以尝试通过一个DC13的逃脱检定来重获自由。袋子中的物品在被取出前无法提供任何效果。袋子中的物品无法被仅能侦测位于同位面物品的法术侦测到。

类型 I型;等级 4;价格 75gp;容量 25负载
类型 II型;等级 7;价格 300gp;容量 50负载
类型 III型;等级 11;价格 1200gp;容量 100负载
类型 IV型;等级 13;价格 2400gp;容量 150负载

瓶装空气BOTTLED AIR 物品7
气 咒法系 魔法
价格 320gp
用法 手持,1只手;负载 L
  尽管看起来就像一只普通的带有软木塞的玻璃瓶,但是这个物品中却容纳着无穷无尽的新鲜空气。你必须先用一个交互动作打开瓶塞后才能启动这个瓶子。
启动:[[A]]交互
效果:你从瓶子里深吸一口气。这让你得以在没有空气或者有毒的环境中呼吸。空气不会从瓶口中逸出,所以把一个开口的瓶子放在真空环境中并不会对环境本身造成任何改变。

飞行扫帚BROOM OF FLYING 物品12
魔法 变化系
价格 1900gp
用法 手持,1只手;负载 1
  这把扫帚于重力间有着一股微弱的联系,以至于即使被收起时也会漂浮起来。你可以用一只手控制扫帚而让自己骑在上面,并且除你之外这把扫帚还能再搭载一名乘客。这把扫帚能够以20英尺的飞行速度移动。扫帚的运力是有限的,携带了超过20负载时它的移动速度会承受-10英尺的罚值,携带了超过30负载时它则会一头栽到地上。
启动:[[AA]]命令,交互
效果:你说出一个位于同位面的目的地,扫帚就会以40英尺的飞行速度朝着你说的方向前进。你必须用两只手抓住扫帚才能让自己骑在上面,要么你就只能撒手让扫帚自个儿过去。如果你对目的地的位置、布局或是大致方向都不甚明了,或者你说的目的地在另一个位面上,那么扫帚只会漫无目的得四处游荡,并且在30分钟后返回起始位置。
  如果扫帚携带着一名骑手,那么这个启动效果会在4小时后(通常情况下已经跑了16英里)、或是扫帚到达了目的地、或是你解消启动后结束。如果扫帚上没有骑手,那么这个启动效果会持续到扫帚到达目的地。当启动效果结束后,扫帚将会漂浮在地上,并且在1小时之内都无法被在此启动。

开锁管钟CHIME OF OPENING 物品6
罕见 塑能系 魔法
价格 235gp
用法 手持,2只手;负载 L
  这根长约一英尺的秘银中空管上刻着能够让人联想到开锁或是断链的雕花。管钟在它碎裂失效之前可以被启动十次。
启动:[[A]]交互
效果:你将管钟对准你想要打开的一件容器、一扇门或是一把锁,然后敲响管钟。管钟发出的魔法波动会尝试一次加值为+13的贼活检定对抗锁的DC。这种方式一次只能对准一把锁,所以当一个目标拥有多种保护方式的时候,你可能要启动好几次管钟。

水晶球CRYSTAL BALL 物品14+
罕见 预言系 魔法 探知
用法 手持,1只手;负载 L
  这只光洁的水晶球能够增强探知法术。任何通过水晶球施展的带有探知特征的法术所反馈得到的视觉信息都会呈现在球体里,而球体的表面则会发出所有的听觉信息。当你以任何方式施展一个探知术且手持着这个球体时,你能以相同的方式获取所有的信息,并且能让其他人看见或者听见目标。
  最基本的水晶球是一只透明的石英球体,但是也有用各种各样不同的石头所制造出的别的样式的水晶球。
启动:1分钟(命令,想象,交互);频率:每小时1次;
效果:水晶球按你的意愿施展鹰眼术。
启动:10分钟(命令,想象,交互);频率:每日2次;
效果:水晶球按你的意愿施展一个DC33的探知术。

类型 透明石英;等级 14;价格 3800gp

类型 月光石;等级 15;价格 7000gp
探知术的DC为36,并且目标对你而言处于识破隐形的效果下。

类型 月长石;等级 16;价格 7500gp
探知术的DC为37,并且目标对你而言处于mind reading的效果下(使用相同的DC)。

类型 橄榄石;等级 17;价格 12500gp
探知术的DC为39,并且你与目标可以通过telepathy交流。

类型 黑曜石;等级 19;价格 32000gp
探知术的DC为41,并且当你通过水晶球观测事物时都如同你使用了真知术一般。

无尽水瓶DECANTER OF ENDLESS WATER 物品7
咒法系 魔法 水
用法 手持,2只手;
价格 320gp;负载 L
  这件物品看起来就像是一个装满了水的普通玻璃瓶。只有当你说出了该物品的三个命令词之一后才能将瓶塞打开,每个命令词都会让水以不同的方式流出。笔直拉开瓶塞能够创造出淡水,而旋转着扭开瓶塞则能创造出盐水。所有效果都会一直持续下去直到水瓶被塞上(、用它自己的塞子、或是一根手指、或是别的什么东西)。
启动:[[A]]命令,交互;
效果:说出“流水”这个词可以让水以每轮1加仑的速度流出。

启动:[[A]]命令,交互;
效果:说出“喷泉”这个词可以让水以每轮5加仑的速度喷出5英尺高。

启动:[[A]]命令,交互;
效果:说出“激流泉”这个词可以让水以每轮15加仑的迅猛势头汹涌而出。你可以将水流对准一个生物,迫使其承受hydraulic push的效果(法术攻击骰+15)。只要激流泉还在持续之中,你每轮都可以重复一次这一行为,但每次都需要花费一个交互动作来引导激流泉。

永燃火把EVERBURNING TORCH 物品1
塑能系 光 魔法
价格 15gp
用法 手持,2只手;负载 L
  永燃火把是常驻permanent法术最常见的应用方式之一。这根火把持续不断地散发出光芒,无需氧气也不会发热。火光可以被遮盖或者隐藏,但无法被熄灭。

神圣祈祷念珠HOLY PRAYER BEADS 物品5+
罕见 神术 治疗 死灵系 正能量
用法 手持,1只手;负载 -
  这串看上去平平无奇的念珠散发出柔和的光亮,并且在你第一次握着它施展神术法术的时候变得温热。当你这么做的时候,这串念珠会适应你的神祇,从而将其外观与图纹转变为符合你神祇风格的款式。这串念珠不会为了一名邪恶施法者转变,更不会为其发挥效力。
  每当你手持念珠并且使用你的法术位施展神术法术的时候都会恢复1点生命值;这是一个正能量治疗效果。如果你施展一个治疗法术,你可以将此额外的治疗赋予改法术的目标之一,而不是你本人。
启动:施放法术
效果:施放一个祝福术或医疗术,每日各1次。

类型 标准;等级 5;价格 160gp

类型 高等;等级 11;价格 1400gp
你使用法术位施放神术法术时恢复1d4点生命值取代原本的1点。念珠的法术变更为4环祝福术、divine wrath(符合你神祇的阵营之一)、医疗术、中和毒素以及移除疾病。你可以施放这些法术每日各1次。

制造条件:你拥有源于神术魔法根源的施法职业能力。

音爆号角HORN OF BLASTING 物品9
塑能系 音波
价格 700gp
用法 手持,1只手;负载 L
  音爆号角是一只闪亮的黄铜喇叭。它能被作为一种乐器来演奏,同时给你的表演检定提供+2物品加值。
启动:[[A]]交互;频率:每轮1次;
效果:当你带着恶意吹响号角时,你能够对准30英尺内的一个目标创造出一阵爆裂音符。这阵爆裂音符能够造成3d6音波伤害。(基础强韧豁免,DC28)

启动:[[AA]]交互;频率:每日1次;
效果:你可以更加大声地吹响号角来制造出一阵爆炸波,对30英尺的锥形范围内造成8d6点音波伤害。每个生物都需要进行一次DC28的强韧豁免,并具有以下效果。
大成功:此生物不受伤害
成功:此生物受到一半的伤害
失败:此生物受到全额伤害,并且耳聋deafened 2d6轮。

迷雾号角HORN OF FOG 物品6
咒法系 魔法 水
价格 230gp
用法 手持,1只手;负载 1
  这只巨大的羊角号角上永远都挂着微小的水珠,就好似水汽凝结在这号角上一般。
启动:[[AA]]交互;频率:每小时1次;
效果:你向号角里猛吹一口气,使其产生出一股低沉的气浪,并且施放了一个2环隐雾术。你能够在任何时候通过一个交互动作再次吹响号角用以消解这阵迷雾。

不动权杖IMMOVABLE ROD 物品9
魔法 变化系
价格 600gp
用法 手持,1只手;负载 1
  这片不伦不类的铁条的表面上显露出了一个小小的按钮。
启动:[[A]]交互;
效果:你按下按钮,将权杖锚定在空间中。它无法移动,并且可以无视重力。如果按钮被再次按下,权杖将停止启动从而结束锚定魔法。只有当对其施加8000磅的压力,或是一个生物使用运动技能对其进行一次DC40的破拆检定时才能迫使被锚定的权杖移动。(尽管大多数足够聪明的生物都会简简单单地按下按钮来释放权杖。)

大师乐器MAESTRO’S INSTRUMENT 物品3+
惑控系 魔法
用法 手持,2只手;负载 1
  任何一种形式的手持乐器都能被做成大师乐器。当使用大师乐器演奏音乐时,这件乐器会为表演检定提供+1物品加值。
启动:[[AA]]交互;频率:每日1次;
效果:你可以通过演奏这一乐器来产生魅惑术charm的效果。

类型 次级;等级 3;价格 60gp

类型 中等;等级 10;价格 900gp
物品加值为+2,并且魅惑术charm为4环。

类型 高等;等级 18;价格 19000gp
物品加值为+3,并且魅惑术charm为8环。

制造条件:你必须能够施展对应等级的魅惑术charm。

神奇药箱MARVELOUS MEDICINES 物品12+
魔法 死灵系
用法 手持,2只手;负载 1
  这套医疗工具包仿佛容纳着无穷无尽的绷带、草药和医疗攻击,这些物品都有着完美的品质,可以为你的医疗检定提供+2物品加值。
启动:[[A]]治疗中毒,或者8小时(治疗疾病);
效果:你能够在治疗毒素时使用这套工具对患者施加中和毒素neutralize poison的效果,或是在治疗疾病时为患者施加移除疾病remove disease的效果。一旦这些药物被用来尝试治愈一名患者的毒素或是疾病之后,便无法再次使用它们来治愈这名患者身上相同的苦难。

类型 标准;等级 12;价格 1800gp

类型 高等;等级 18;价格 19000gp
这套工具提供+3物品加值,并且法术效果升阶至6环。

可能性之书POSSIBILITY TOME 物品18
魔法 预言系
价格 22000gp
用法 手持,2只手;负载 2
  镶嵌着一列宝石的银饰和打铜包裹着这本厚重的书册。如果你在启动这本书之前就将其打开,其中的牛皮纸上将是一片空白,但是一旦将其启动,单词将会在你的眼前跳动着游到纸上。
启动:10分钟(想象,交互);
效果:你翻阅着这本书,想要深入了解某个宽泛的话题。选择一项技能:奥法,手艺,医疗,自然,神秘,宗教,社群,或是一个学识子项。书页上写满了所选技能是资讯,然而却只有你自己可以看见这些信息。当这些书页被填满后,你可以在尝试使用所选技能的回忆知识Recall Knowledge检定前通过一个交互动作查阅这本书。这会为此检定提供+3物品加值,并且在你投出大失败时视为失败。书中的信息会在24小时之后或是书本被再起启动时消失。

远古榭寄生PRIMEVAL MISTLETOE 物品6+
原能 变化系
用法 手持,1只手;负载 -
  这簇结有浆果串的冬青与榭寄生小枝不会枯萎腐烂。它可以作为原能法术的器材,并且为持握着它的生物的自然检定上提供+1物品加值。
启动:[[AA]]交互;频率:每10分钟1次;
效果:你从一枚浆果中挤出汁液涂抹在一根非魔法的木棒club或者木杖staff上用以对其施放一个橡棍术shillelagh。

启动:[[AA]]交互;频率:每日1次;
效果:你将小枝缠在手腕上,并且用手碰触一棵树来对自己施放一个树化术tree shape,只不过你并非变成一棵树,而是变成了缠绕在所碰触的树木上的藤蔓。

类型 标准;等级 6;价格 230gp

类型 高等;等级 14;价格 3900gp
这簇小枝提供+2加值,并且有一个额外的启动效果:
启动:[[AA]]交互;频率:每日1次;
效果:你将远古榭寄生种到一片自然的泥土或是石头里。一旦被种下,这株植物立刻发芽生长为一片不影响移动的冬青灌木丛,并且散发出正能量波动,复制出一个field of life的效果。只要你维持启动状态,这一效果便能持续至多1分钟。当法术结束时,这片冬青灌木丛将重新变回原来那簇远古榭寄生。

否决权杖ROD OF NEGATION 物品14
防护系 魔法
价格 4300gp
用法 手持,1只手;负载 1
  这根朴实无华的细铅杆能够扰乱魔法。
启动:[[AA]]交互;
效果:这根权杖射出一道能够无效化法术或是魔法物品的细小灰色光束用,施放出一个6环解除魔法,反制调整值为+23。权杖在被启动后的2d6小时内无法被再次启动。

惊异权杖ROD OF WONDER 物品8
稀有 混乱 塑能系 魔法
价格 465gp
用法 手持,1只手;负载 L
  这奇特的权杖是如此的异乎寻常而又变幻莫测。每次被启动时,它都会众多形形色色的效果中随机产生一个。
启动:[[AA]]命令,交互;
效果:选择一个60尺内的生物,依照下表投掷百分骰来确定权杖的效果。如果条目中仅列出了一个法术名称,那么权杖会施法此法术的最低环位版本。除非另有说明,否则你都可以自由决定所施法的那个法术,然而法术必须以你选择的生物为目标,或是对于仅能取范围的法术你所选的目标必须位于法术范围的中心。如果法术的距离低于60尺,那么将其增加至60尺。
所有法术的DC都为27,法术攻击骰为+17。如果用权杖对你自己施法,你不会获得豁免骰或是别的方法来抵御此法术。权杖在被启动后的1d4小时内无法被再次启动。
引用
D% 惊异效果
1-3 目标长出了叶子,持续24小时
4-8 黑暗术(Darkness)
9 召唤一只giant stag beetle(5环召唤怪物;怪物手册41页)
10-13 600只五颜六色的大型蝴蝶汹涌而出,在20尺爆发范围中飞舞2轮;生物在蝴蝶群中失明。
14-15 目标所有的武器都被赋予了舞空符文的效果。
16-25 闪电束(Lightning bolt)
26-29 权杖前方60尺锥形区域里长出了草,或是现有的草以10倍于普通速率生长。
30 目标永久性地变成蓝色、绿色或是紫色。
31 召唤一只象(6环召唤动物;怪物手册154页)
32-34 你身边60尺半径的范围内降下一阵大雨,持续1轮。
35-38 臭云术(stinking cloud)
39 召唤一只无用的小老鼠(1环召唤动物)
40-42 Vibrant pattern,持续1轮。
43-44 权杖对你施展镜影术(mirror image)。
45-46 造风术(Gust of wind)
47-48 距离目标最近的无生命且无人持有的物品(体积不超过30立方英尺)永久性地变为灵体。
49-53 缓慢术(Slow)
54 你永久性地变成蓝色、绿色或是紫色。
55-59 权杖对你施放pest form,持续1d4轮。
60-61 从权杖中射出1d4 x 10颗宝石(每颗价值1sp),对15尺锥形范围内的所有生物造成1点穿刺伤害。
62 100尺爆发范围的睡眠术(Sleep)
63-72 火球术(Fireball)
73-77 Mind reading
78-80 再投一次骰子,目标相信你由第二次投骰产生的效果。
81-84 变巨术(Enlarge)
85-87 目标身上裹满了花蜜,使其在1轮内clumsy 1。
88-92 妖火(Faerie fire)
93-97 权杖对你施放了隐形术(invisibility)
98-100 权杖对你施放了shrink,持续1天

万能钥匙SKELETON KEY 物品5+
魔法 变化系
用法 手持,1只手;负载 -
  这把魔法钥匙的顶端有着一只狰狞的头骨。这把钥匙可以在尝试开锁的时候代替盗贼工具,并且在贼活检定上提供+1物品加值。如果万能钥匙因为检定大失败而变成破损状态,那么直到被修复之前它都无法提供加值,并且只能如同普通的盗贼工具一般被使用。
启动:[[F]]交互;频率:每日1次;触发:你尝试开锁,但还未投骰;
效果:钥匙对你尝试要打开的锁施放敲击术(knock)。

类型 标准;等级 5;价格 125gp

类型 高等;等级 11;价格 1250gp
这簇小枝提供+2加值,并且有一个额外的启动效果:
启动:[[AA]]交互;频率:每日1次;
效果:钥匙提供+2物品加值,你可以每小时启动钥匙1次。

揭示香炉THURIBLE OF REVELATION 物品3+
预言系 神术
用法 手持,1只手;负载 1
  这只铜炉被挂在一根链子上。大部分启示香炉都饰有旋转着的天界语文字,不过仍有一些地狱语或深渊语版本的铁制香炉存在。
启动:[[AA]]交互;消耗:价值至少5gp的熏香;
效果:你点燃香炉中的熏香,它能够燃烧1小时。在这段时间内,只要你持握着香炉,你在宗教检定上就可获得+1物品加值,并且当你在用解读文书理解宗教内容时投出的大失败都改为失败。

类型 次级;等级 3;价格 55gp

类型 中等;等级 10;价格 900gp
香炉提供+2物品加值。每日一次,当你启动香炉时,你能够增强它的揭示效果。在启动期间,你能够以一个交互动作将香炉举到你的眼前,透过香炉中升起的烟雾,你在一轮之中获得识破隐形(See invisibility)的效果。

类型 高等;等级 118;价格 19000gp
香炉提供+3物品加值。高等揭示香炉更进一步强化了中等版本每日一次的效果,透过烟雾你能够获得真知术(true seeing)的效果。

旅者万用工具TRAVELER'S ANY-TOOL 物品6
魔法 变化系
价格 200gp
用法 手持,2只手;负载 1
  在启动之前,这玩意看起来就是一根两头包铁的烧火棍。
启动:[[AA]]交互,想象;
效果:万用工具变成了一件你所想象的特定的简易工具。(通常来说你可以从第六章的工具表中进行选择)。棍子的木头部分会变成工具的柄和握把,金属部分变成铲子、锤头或是别的类似的玩意。它能变成绝大多数的基本工具,但是无法变出任何更复杂的玩意。你可以通过一个交互动作将工具变回原来的棍子。

海神螺TRITON'S CONCH 物品9
魔法 变化系
价格 640gp
用法 手持,1只手;负载 L
  如果你将这只巨大的、变幻色彩的海螺壳放在耳朵旁,你便能听见大海的怒涛撞击在海岸上的声音。
启动:[[A]]交互(听觉);
效果:你将海螺举到嘴边往里吹气,发出一阵悠长的隆隆声。在接下来一分钟内,你和启动海螺时距你30尺内的所有盟友在游泳的运动检定中获得+2物品加值,并且可以在水下呼吸。

奇妙雕像WONDROUS FIGURINE 物品2+
咒法系 神术
用法 手持,1只手;负载 L
  每个小雕像都高1英寸,由特定的材料雕刻成特定的动物。
启动:[[AA]]命令,交互;
效果:你把雕像放在坚固的地上然后说出它的名字,使其变化成活生生的动物。在动物形态下,雕像拥有仆从特征。它能理解你的语言,并且当你使用动作命令它时,它会尽其所能地服从命令。每个动物的详情和启动频率(如果有的话)都陈列在后续各自的条目中。
  如果雕像在动物形态下被杀死,它将恢复成雕像形态,并且只有在一周之后才能再次启动。如果雕像在雕像形态下被损毁,那么它将碎裂并且失去魔力。

类型 黄金狮子;等级 10;价格 900gp
这个小雕像被雕刻成一对黄金狮子,当被启动时,它变成一对成年狮子(怪物手册52页)。这对狮子每日仅能召唤1次,并且法维持其狮子形态不超过1小时。如果其中一只狮子被杀死,那只狮子只能在一周之后被召唤,但这并不影响你召唤另一只狮子。

类型 翠玉蛇;等级 7;价格 340gp
这块小雕像初看上去像是一块不定形的玉块,直到仔细观察之后才会发现它将蜿蜒的身体团成了一团。当被启动时,雕像变成一条巨蟒giant viper(怪物手册303页)。这尊雕像没人仅能使用1次,并且维持蛇形态不超过10分钟。

类型 大理石象;等级 13;价格 2700gp
这只闪亮的大象雕像由一整块坚硬的大理石雕刻而成,在被启动时能变成一只完全成熟的大象(怪物手册154页)。大象每月技能被召唤4次。当被作为驮兽或者交通工具时,它可以持续24小时。如果试图让其在战斗时攻击或是以别的方式参与战斗,那么它会在1d4轮后变回雕像。

类型 黑曜石驹;等级 15(罕见);价格 6000gp
这座阴森的黑色雕像看起来像是一匹用后腿站立的马。当被启动时,雕像变成一匹梦魇(怪物手册244页)。它每周可被召唤一次,持续24小时,并且无法使用plane shift或是其他使骑手受益的能力。尽管是邪恶生物,它任允许任何阵营的生物骑在它背上,只不过一名善良阵营的骑手需要进行一次DC3的纯骰检定flat check。如果检定失败,梦魇会使用其plane shift能力将骑手带到深渊中的一个随机地点,并且立刻变回雕像形态,将骑手独自留在这个噩梦般的地方。

类型 玛瑙犬;等级 2;价格 34gp
这座简单的玛瑙雕像变成了一只看门狗(怪物手册102页)。这只狗在追踪时的生存检定上有+4的环境加值,并且拥有黑暗视觉。当这只狗用嗅觉闻到一个藏匿hidden生物时,此生物的藏匿hidden状态变为可见observed及隐蔽concealed。玛瑙犬每周可启动1次,并且维持动物形态最多6小时。
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Re: 【CRB】第十一章-手持物品
« 回帖 #1 于: 2019-09-30, 周一 13:05:18 »
原文
剧透 -   :
Held Items
These items need to be held to use them. Weapons, wands,
and staves follow special rules and have their own sections.
BAG OF HOLDING ITEM 4+
CONJURATION EXTRADIMENSIONAL MAGICAL
Usage held in 2 hands; Bulk 1
Though it appears to be a cloth sack decorated with panels
of richly colored silk or stylish embroidery, a bag of holding
opens into an extradimensional space larger than its outside
dimensions. The Bulk held inside the bag doesn’t change the
Bulk of the bag of holding itself. The amount of Bulk the bag’s
extradimensional space can hold depends on its type.
You can Interact with the bag of holding to put items in or
remove them just like a mundane sack. Though the bag can
hold a great amount of material, an object still needs to be able
to fit through the opening of the sack to be stored inside.
If the bag is overloaded or broken, it ruptures and is
ruined, causing the items inside to be lost forever. If it’s
turned inside out, the items inside spill out unharmed,
but the bag must be put right before
it can be used again. A living creature
placed inside the bag has enough air for
10 minutes before it begins to suffocate,
and it can attempt to Escape against a DC of 13. An
item inside the bag provides no benefits unless it’s
retrieved first. An item in the bag can’t be detected
by magic that detects only things on the same plane.
Type I; Level 4; Price 75 gp; Capacity 25 Bulk
Type II; Level 7; Price 300 gp; Capacity 50 Bulk
Type III; Level 11; Price 1,200 gp; Capacity 100 Bulk
Type IV; Level 13; Price 2,400 gp; Capacity 150 Bulk
BOTTLED AIR ITEM 7
AIR CONJURATION MAGICAL
Price 320 gp
Usage held in 1 hand; Bulk L
Appearing to be an ordinary corked glass
bottle, this item contains a limitless supply of
fresh air. You must uncork the bottle with an
Interact action before you can activate it.
Activate [one-action] Interact; Effect You draw a
breath of air from the bottle. This allows you to
breathe even in an airless or toxic environment. Air doesn’t
escape the mouth of the bottle, so leaving the open bottle in
an airless environment doesn’t change the environment.
BROOM OF FLYING ITEM 12
MAGICAL TRANSMUTATION
Price 1,900 gp
Usage held in 1 hand; Bulk 1
This broom has a tenuous connection to gravity, and it tends to
drift even while stowed. You can ride on the broom using one
hand to guide it, and the broom can carry up to one passenger
in addition to you. The broom moves at a fly Speed of 20 feet.
The broom can carry only so much, taking a –10‑foot penalty
to its Speed if laden with more than 20 Bulk, and crashing to
the ground if it carries more than 30 Bulk.
Activate [two-actions] command, Interact; Effect You name
a destination on the same plane, and the broom
speeds toward it at a fly Speed of 40 feet. You must
either clutch the broom with two hands in order to
ride it, or you need to release the broom to send it
off with no rider. If you don’t have a good idea of the
location, layout, and general direction of the destination,
or if your named destination is on another plane, the
broom wanders aimlessly, circling back to its starting
location after 30 minutes.
If the broom carries a rider, this activation lasts until
4 hours pass (typically 16 miles of travel), the broom
reaches its destination, or you Dismiss the activation.
If the broom doesn’t have a rider, the activation lasts
until the broom reaches its destination. When the
activation ends, the broom floats to the ground and
can’t be activated again for 1 hour.
CHIME OF OPENING ITEM 6
UNCOMMON EVOCATION MAGICAL
Price 235 gp
Usage held in 2 hands; Bulk L
This hollow mithral tube is about a foot long and bears
engravings reminiscent of open locks and broken chains.
The chime can be activated 10 times before it cracks and
becomes useless.
Activate [one-action] Interact; Effect You aim the chime at a
container, door, or lock you want to open and strike the
chime. The chime sends out magical vibrations that
attempt a Thievery check against the lock’s DC, with
a Thievery bonus of +13. This targets only one lock
or binding at a time, so you might need to activate
the chime multiple times to open a target with
several forms of protection.
CRYSTAL BALL ITEM 14+
UNCOMMON DIVINATION MAGICAL SCRYING
Usage held in 1 hand; Bulk L
This polished crystal sphere enhances scrying magic. Any
visual information received through a spell with the scrying
trait that was cast by the crystal ball appears within the
sphere, and any auditory information sounds out from the
surface of the sphere. When you cast a scrying spell by any
other means while holding the sphere, you can relay any
information you receive in the same way, allowing others to
see or hear the target.
The base version of a crystal ball is a sphere of clear quartz,
but other versions are made of different stones.
Activate 1 minute (command, envision, Interact); Frequency
once per hour; Effect The crystal ball casts clairvoyance to
your specifications.
Activate 10 minutes (command, envision, Interact);
Frequency twice per day; Effect The crystal ball casts a DC 33
scrying spell to your specifications.
Type clear quartz; Level 14; Price 3,800 gp
Type selenite; Level 15; Price 7,000 gp
Scrying is DC 36 and gives you the benefits of see invisibility
on the target.
Type moonstone; Level 16; Price 7,500 gp
Scrying is DC 37 and gives you the benefits of mind reading
on the target, using the same save DC.
Type peridot; Level 17; Price 12,500 gp
Scrying is DC 39 and gives you the benefits of
telepathy for communicating with the target.
Type obsidian; Level 19; Price 32,000 gp
Scrying is DC 41 and gives you the benefits of
true seeing for anything you watch through it.
DECANTER OF ENDLESS WATER ITEM 7
CONJURATION MAGICAL WATER
Price 320; Bulk L
This item looks like an ordinary glass flask full of water.
The stopper can’t be removed unless you speak one of
the item’s three command words, each of which causes
water to pour forth in a different way. Pulling the stopper
straight out creates fresh water, and rotating it as you pull
creates salt water. Any effect of the decanter lasts until the
decanter is plugged (with its own stopper, a finger, or the like).
Activate [one-action] command, Interact; Effect Speaking “stream,”
you cause water to pour out at a rate of 1 gallon per round.
Activate [one-action] command, Interact; Effect Speaking
“fountain,” you cause water to pour out in a 5-foot-long
stream at a rate of 5 gallons per round.
Activate [one-action] command, Interact; Effect Speaking “geyser,”
you cause a powerful deluge of water to erupt at a rate
of 15 gallons per round. You can direct the stream at a
creature, subjecting it to the effects of hydraulic
push (spell attack roll +15). You can repeat this
once per round as long as the geyser continues,
spending an Interact action to direct the geyser
each time.
EVERBURNING TORCH ITEM 1
EVOCATION LIGHT MAGICAL
Price 15 gp
Usage held in 1 hand; Bulk L
An everburning torch is one of the most common
applications of permanent magic. This torch sheds light
constantly, requiring no oxygen and generating no heat.
The flame can be covered or hidden, but can’t be smothered
or quenched.
HOLY PRAYER BEADS ITEM 5+
UNCOMMON DIVINE HEALING NECROMANCY POSITIVE
Usage held in 1 hand; Bulk —
This strand of ordinary-looking prayer beads glows with a
soft light and becomes warm to the touch the first time you
cast a divine spell while holding it. When you do, the prayer
beads become attuned to your deity, changing their form
and iconography to prominently incorporate your deity’s
religious symbol and iconography. The beads don’t transform
or function for an evil spellcaster.
Whenever you cast a divine spell from your own spell slots
while holding the prayer beads, you recover 1 Hit Point; this
is a positive healing effect. If the spell you cast was a healing
spell, you can grant this additional healing to one of the
spell’s targets instead of yourself.
Activate Cast a Spell; Effect Cast bless or heal,
each once per day.
Type standard; Level 5; Price 160 gp
Type greater; Level 11; Price 1,400 gp
You recover 1d4 Hit Points instead of 1 Hit Point
when casting divine spells from your spell slots.
Change the beads’ list of spells to the 4th-level
versions of bless, divine wrath (matching one
component of your deity’s alignment), heal, neutralize
poison, and remove disease. You can cast each of these
once per day.
Craft Requirements You have a spellcasting class
feature with the divine tradition.
HORN OF BLASTING ITEM 9
EVOCATION SONIC
Price 700 gp
Usage held in 1 hand; Bulk L
A horn of blasting is a bright brass trumpet. It can
be played as an instrument, granting a +2 item
bonus to your Performance check.
Activate [one-action] Interact; Frequency once per round;
Effect When you activate the horn by blowing into it with
destructive intent, you create a blast note targeting
one creature or object within 30 feet. The blast deals
3d6 sonic damage. (DC 28 basic Fortitude save).
Activate [two-actions] Interact; Frequency once per
day; Effect You can blow even louder to create
an intense blast wave in a 30-foot cone that
deals 8d6 sonic damage. Each creature
attempts a DC 28 Fortitude save with
the following effects.
Critical Success The creature takes
no damage.
Success The creature takes half damage.
Failure The creature takes full damage and is deafened for
2d6 rounds.
HORN OF FOG ITEM 6
CONJURATION MAGICAL WATER
Price 230 gp
Usage held in 1 hand; Bulk 1
This large ram’s horn perpetually glistens with tiny droplets of
water, much like condensation.
Activate [two-actions] Interact; Frequency once per hour; Effect You
activate the horn by blowing deeply into it, causing it to issue
forth a low blast and cast a 2nd-level obscuring mist spell. You
can Dismiss the mist at any time by blowing a second note on
the horn using an Interact action.
IMMOVABLE ROD ITEM 9
MAGICAL TRANSMUTATION
Price 600 gp
Usage held in 1 hand; Bulk 1
This flat iron bar is almost completely nondescript, except for
one small button appearing on its surface.
Activate [one-action] Interact; You push the button to anchor the rod
in place. It doesn’t move, defying gravity if need be. If the
button is pushed again, the rod deactivates, ending
the anchoring magic. While anchored, the
rod can be moved only if 8,000 pounds of
pressure are applied to it or if a creature uses
Athletics to Force Open the rod with a DC of
40 (though most intelligent creatures can just
push the button to release the rod).
MAESTRO’S INSTRUMENT ITEM 3+
ENCHANTMENT MAGICAL
Usage held in 2 hands; Bulk 1
A maestro’s instrument can be crafted in the form of
any variety of handheld musical instrument. A maestro’s
instrument grants you a +1 item bonus to Performance
checks while playing music with the instrument.
Activate [two-actions] Interact; Frequency once per day; Effect
You can play the instrument to produce the effects of a
charm spell.
Type lesser; Level 3; Price 60 gp
Type moderate; Level 10; Price 900 gp
The item bonus is +2, and the charm spell is 4th level.
Type greater; Level 18; Price 19,000 gp
The item bonus is +3, and the charm spell is 8th level.
Craft Requirements You must supply a casting of
charm of the appropriate level.
MARVELOUS MEDICINES ITEM 12+
MAGICAL NECROMANCY
Usage held in 2 hands; Bulk 1
This set of healer’s tools contains a seemingly endless
supply of bandages, herbs, and healing items of impeccable
quality, granting you a +2 item bonus to Medicine checks.
Activate [one-action] Treat Poison or 8 hours (Treat Disease);
Effect You can activate the tools when you use them to
Treat Poison in order to produce the effects of neutralize
poison, or when you Treat Disease in order to produce the
effects of remove disease. Once these medicines have been
used to treat a patient’s poison or disease, they can’t be used
again to treat the same affliction for that patient.
Type standard; Level 12; Price 1,800 gp
Type greater; Level 18; Price 19,000 gp
The tools grant a +3 item bonus, and the spells are heightened
to 6th level.
POSSIBILITY TOME ITEM 18
MAGICAL DIVINATION
Price 22,000 gp
Usage held in 2 hands; Bulk 2
An array of semiprecious stones is set into the ornate silver
and beaten copper cover of this thick and weighty tome. If
you open the book before it’s been activated, its vellum pages
are blank and pristine, but once activated, words dance and
swim onto the pages before your eyes.
Activate 10 minutes (envision, Interact); Effect As you flip
through the book, you think about a broad topic you want
to know more about. Choose one skill: Arcana, Crafting,
Medicine, Nature, Occultism, Religion, Society, or a single
subcategory of Lore. The book’s pages fill with
information about that skill, though only you can
see the information. While the pages are full,
you can spend an Interact action perusing the
book just before attempting a check to Recall
Knowledge with the chosen skill. This grants
you a +3 item bonus to the check, and if you
roll a critical failure, you get a failure instead.
The information within the book disappears after
24 hours or when the tome is activated again.
PRIMEVAL MISTLETOE ITEM 6+
PRIMAL TRANSMUTATION
Usage held in 1 hand; Bulk —
This sprig of berry-festooned holly and mistletoe doesn’t wilt
or rot. It can be used as a primal focus, and it also grants the
creature holding it a +1 item bonus to Nature checks.
Activate [two-actions] Interact; Frequency once per 10 minutes;
Effect You squeeze juice from one of the berries and smear
it onto a non-magical club or staff to cast shillelagh upon it.
Activate [two-actions] Interact; Frequency once per day; Effect You
can twine the sprig around the wrist of one hand and touch
a tree to cast tree shape upon yourself, except instead of a
becoming a tree, you become a vine on the touched tree.
Type standard; Level 6; Price 230 gp
Type greater; Level 14; Price 3,900 gp
The sprig grants a +2 bonus and can be activated in one
additional way:
Activate [two-actions] Interact; Frequency once per day; Effect You
plant the primeval mistletoe into an area of natural
earth or stone. Once planted, the plant immediately
sprouts into an area of holly bushes that don’t impede
movement and that pulse with positive energy, replicating
the effects of a field of life spell. This lasts for up to 1 minute,
as long as you continue to Sustain the Activation. When this
magic ends, the holly bushes revert back into the original
primeval mistletoe.
ROD OF NEGATION ITEM 14
ABJURATION MAGICAL
Price 4,300 gp
Usage held in 1 hand; Bulk 1
This long, plain, leaden rod can disrupt magic.
Activate [two-actions] Interact; Effect This rod emits a thin, gray
beam that negates a spell or magic item, casting a 6th-level
dispel magic spell with a counteract modifier of +23. Once
activated, the rod can’t be activated again for 2d6 hours.
ROD OF WONDER ITEM 8
RARE CHAOTIC EVOCATION MAGICAL
Price 465 gp
Usage held in 1 hand; Bulk L
This peculiar rod is strange and unpredictable. Each time it is
activated, it produces one of a variety of effects at random.
Activate [two-actions] command, Interact; Effect Choose a creature
within 60 feet and roll d% on the table below to determine the
rod’s effect. If an entry lists only a spell name, the rod casts
that spell at its lowest level. You make any decisions for a
spell cast by the rod unless otherwise indicated, except that it
must target the creature you chose, or the creature you chose
must be the center of the spell’s area, if it has an area but no
targets. If the spell’s range is less than 60 feet, increase the
range to 60 feet.
Any spell DC required is DC 27, and any spell attack roll
required is +17. If the rod casts a spell on you, you don’t get a
saving throw or other defense against it.
Once activated, the rod can’t be activated again for 1d4 hours.
D% Wondrous Effect
1–3 Leaves grow from the target; they last 24 hours
4–8 Darkness
9 Summon a giant stag beetle (5th-level summon
animal; Pathfinder Bestiary 41)
10–13 A stream of 600 large and colorful
butterflies pours forth, fluttering in
a 20-foot burst for 2 rounds;
creatures are blinded while in the
cloud of butterflies
14–15 All the target’s weapons animate
with the effects of the dancing rune
16–25 Lightning bolt
26–29 Grass grows in a 60-foot cone in front
of the rod, or existing grass grows at
10 × normal rate
30 Target turns blue, green, or purple with an
unlimited duration
31 Summon an elephant (6th-level summon animal;
Pathfinder Bestiary 154)
32–34 Heavy rain falls in a 60-foot radius around you for
1 round
35–38 Stinking cloud
39 Summon an ineffective mouse (1st-level summon
animal)
40–42 Vibrant pattern, with a 1-round duration
43–44 The rod casts mirror image on you
45–46 Gust of wind
47–48 The non-living, unattended object closest to the
target (up to 30 cubic feet in size) turns ethereal for
an unlimited duration
49–53 Slow
54 You turn blue, green, or purple with an unlimited
duration
55–59 The rod casts pest form on you, lasting 1d4 rounds
60–61 1d4 × 10 gems, each worth 1 sp, shoot from the rod,
dealing 1 piercing damage to each creature in a
15-foot cone
62 Sleep, with a 100-foot burst
63–72 Fireball
73–77 Mind reading
78–80 Roll again; the target believes you created the
effect of the second roll
81–84 Enlarge
85–87 Target is coated in nectar, making it clumsy 1 for
1 round
88–92 Faerie fire
93–97 The rod casts invisibility on you
98–100 The rod casts shrink on you, lasting 1 day
SKELETON KEY ITEM 5+
MAGICAL TRANSMUTATION
Usage held in 1 hand; Bulk —
A grinning skull tops the bow of this macabre key. This key
can be used in place of thieves’ tools when attempting to Pick
a Lock, and it grants a +1 item bonus to the Thievery check.
If the skeleton key becomes broken due to a critical failure
on the check, it works as normal thieves’ tools and loses its
benefits until repaired.
Activate [free-action] Interact; Frequency once per day; Trigger You
attempt to Pick a Lock but haven’t rolled yet; Effect The key
casts knock on the lock you’re trying to pick.
Type standard; Level 5; Price 125 gp
Type greater; Level 11; Price 1,250 gp
The key grants a +2 item bonus, and you can activate the key
once per hour.
THURIBLE OF REVELATION ITEM 3+
DIVINATION DIVINE
Usage held in 1 hand; Bulk 1
This brass censer dangles on a length of chain.
Most thuribles of revelation are adorned with
swirling Celestial text, though some are iron
and feature Infernal or Abyssal text.
Activate [two-actions] Interact; Cost incense worth
at least 5 gp; Effect You light the incense inside the
censer, and it burns for 1 hour. During that time, as long you
are holding the thurible, you gain a +1 item bonus to Religion
checks, and any critical failure you roll when you Decipher
Writing of a religious nature is a failure instead.
Type lesser; Level 3; Price 55 gp
Type moderate; Level 10; Price 900 gp
The thurible grants a +2 bonus. Once per day, when you
activate the thurible, you can increase its revelations. During
that activation, you can hold the thurible up to your eyes with
an Interact action to gain the effects of see invisibility for 1
round by peering through the smoke.
Type greater; Level 18; Price 19,000 gp
The thurible grants a +3 bonus. The greater version shares the
once-per-day enhanced revelations of the moderate version,
except peering through the smoke also grants you the effects
of true seeing.
TRAVELER’S ANY-TOOL ITEM 6
MAGICAL TRANSMUTATION
Price 200 gp
Usage held in 2 hands; Bulk 1
Before it’s activated, this item appears to be an ash rod capped
with steel on either end.
Activate [two-actions] Interact, envision; Effect You imagine a
specific simple tool, and the any-tool transforms into it.
(Usually, you can choose from a tool listed in Chapter 6). This
transforms the wooden portion into any haft and the metal
caps into spades, hammer heads, or the like, allowing for most
basic tools but nothing more complex. You can return the item
to its rod form with an Interact action.
TRITON’S CONCH ITEM 9
MAGICAL TRANSMUTATION
Price 640 gp
Usage held in 1 hand; Bulk L
If you put this large opalescent conch shell to your ear,
you can hear the sound of the roaring sea crashing against
the shore.
Activate [one-action] Interact (auditory); Effect You can raise
the conch to your lips and blow into it, letting out a long,
rumbling note. For the next minute, you and all allies who
were within 30 feet of you when you activated the conch
gain a +2 item bonus to Athletics checks to Swim and can
breathe under water.
WONDROUS FIGURINE ITEM 2+
CONJURATION MAGICAL
Usage held in 1 hand; Bulk L
Each one of these statuettes is 1 inch in height, carved from
a specific material and taking the shape of a particular animal
or animals.
Activate [two-actions] command, Interact; Effect You activate
the statue by placing it on solid ground and then speaking
its name, causing the statuette to transform into a living
creature or creatures. In creature form, the figurine has the
minion trait. It can understand your language and it obeys
you to the best of its ability when you use an action to
command it. The specifics of each creature, as well as the
activation’s frequency (if any), appear in its entry below.
If the figurine is slain while in animal form, it reverts to
its statue shape and cannot be activated again until 1 week
has passed. If the figurine is destroyed in statue form, it is
shattered and its magic is lost.
Type golden lions; Level 10; Price 900 gp
This statuette depicts a pair of gold lions, and when activated,
it becomes a pair of adult lions (Pathfinder Bestiary 52). The
lions can be called on only once per day, and they remain
in lion form for no more than 1 hour. If either of the lions
is slain, that lion cannot be summoned again until 1 week
has passed, but this doesn’t prevent you from summoning
the other.
Type jade serpent; Level 7; Price 340 gp
This tiny statue first appears to be a formless lump of jade
until closer inspection reveals it to be a serpentine body curled
into a snug knot. When activated, this figurine becomes a
giant viper (Pathfinder Bestiary 303). The figurine can be used
only once per day, and it can remain in serpent form for no
more than 10 minutes.
Type marble elephant; Level 13; Price 2,700 gp
Finely carved from a solid piece of marble, this gleaming
elephant statuette becomes a fully grown elephant
(Pathfinder Bestiary 154) when activated. The elephant
can be called upon no more than four times per month.
It remains for 24 hours as long as it is being used as a
beast of burden or for transport. If it attempts an attack or
otherwise engages in combat, it reverts to statuette form
after 1d4 rounds.
Type obsidian steed; Level 15 (uncommon); Price 6,000 gp
This sinister-looking black statuette resembles a horse rearing
up on its hind legs. When activated, this figurine becomes a
nightmare (Pathfinder Bestiary 244). It can be called upon
once per week for up to 24 hours, though it won’t use plane
shift or its other abilities on behalf of its rider. Although evil,
it allows itself to be ridden by creatures of any alignment,
although if a good creature mounts it, the rider must attempt
a DC 3 flat check. On a failure, the nightmare uses plane shift
to take the rider to a random location in the Abyss, where
it promptly returns to statue form, stranding its rider in that
nightmarish place.
Type onyx dog; Level 2; Price 34 gp
This simple onyx statue transforms into a guard dog
(Pathfinder Bestiary 102). The dog has a +4 circumstance
bonus to Survival checks to Track, and it has darkvision.
When the dog senses a hidden creature with its scent, that
creature is instead observed and concealed. The onyx dog
can be activated once per week and remains in its form for
up to 6 hours.

离线 yyyuanyong

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Re: 【CRB】第十一章-手持物品
« 回帖 #2 于: 2019-10-23, 周三 12:33:12 »
飞行扫帚BROOM OF FLYING的价值少写了一个0。
但就算是如此,这也太便宜了吧。

离线 11478206

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Re: 【CRB】第十一章-手持物品
« 回帖 #3 于: 2019-10-23, 周三 13:40:24 »
应该是好多东西都少了个0吧。实在太便宜了。

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Re: 【CRB】第十一章-手持物品
« 回帖 #4 于: 2019-10-23, 周三 14:03:53 »
所谓盛世古董乱世黄金,摸鱼暴君入侵导致全格拉里昂通货紧缩 :em032

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Re: 【CRB】第十一章-手持物品
« 回帖 #5 于: 2019-10-23, 周三 18:22:29 »
万能要匙和火把变成魔法物品了!
话说飞行扫帚不应该是腿持物品,然后来一个人马共斗

While you live, shine
have no grief at all
life exists only for a short while
and Time demands his due

线上 原子能青蛙

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Re: 【CRB】第十一章-手持物品
« 回帖 #6 于: 2020-12-18, 周五 15:21:03 »
引用
无尽水瓶DECANTER OF ENDLESS WATER 物品7
咒法系 魔法 水
价格 320gp;负载 L
漏了用法:手持,2只手

引用
不动权杖IMMOVABLE ROD 物品9
魔法 变化系
价格 600gp
用法 手持,1只手;负载 1
  这片不伦不类的铁条的表面上显露出了一个小小的按钮。
启动:[[A]];
启动后面漏了一个“交互”
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