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【UE】炼金武器(Alchemical Weapons)
« 于: 2013-06-20, 周四 16:40:47 »
感謝 小狼希恩 翻譯了原始版本的煉金武器。
本篇由 沉淪 進行譯名統一。



炼金武器(Alchemical Weapons)
炼金武器主要被设计用于伤害他人,同时它们还有许多额外的效果。这些物品都可以用工艺(炼金)制作出来;对应物品的工艺DC都在表格2-16中列出。

表:2-16  炼金武器
简单武器
轻型近战武器            价格   伤害  重击  射程  重量  伤害类型  特殊
水刃(Liquid blade)40 gp1d619-20/x22磅P易碎,见详述
单手武器
火焰喷泉(Flame fountain firework)100 gp1d8x2火焰见详述
远程武器
强酸(Acid)10 gp1d6×210尺1磅酸液溅射
炽火胶(Alchemist’s fire)20 gp1d6×210尺1磅火焰溅射
强碱瓶(Alkali flask)15 gp1d6×210尺1磅酸液溅射,见详述
鬼舞者焰火(Banshee ballerina firework)75 gp10尺音波范围,见详述
瓶装闪电(Bottled lightning)40 gp1d8/1×220尺1磅闪电/音波见详述
爆裂罐(Burst jar)35 gp110尺1磅音波见详述
闪光粉(Flash powder)50 gp10尺闪光范围,见详述
引信手榴弹(Fuse grenade)100 gp2d6/1d6×210尺1磅B/火焰范围,见详述
妖鬼之触(Ghast retch flask)50 gp10尺1磅毒素溅射,见详述
圣水(Holy water)25 gp2d4x210尺1磅溅射,见详述
发痒粉(Itching powder)60 gp10尺2磅毒素溅射,见详述
煤油(Keros oil)5 gp1d3x25尺火焰见详述
冻结剂(Liquid ice)40 gp1d6x210尺2磅寒冷溅射
纸蜡烛焰火(Paper candle firework)1 gp10尺见详述
弹丸手榴弹,铁(Pellet grenade, iron)50 gp1d6/1d6/1d610尺1磅B/P/火焰范围,见详述
弹丸手榴弹,银(Pellet grenade, silver)70 gp1d6/1d6/1d610尺1磅B/P/火焰范围,见详述
弹丸手榴弹,寒铁(Pellet grenade, cold iron)100 gp1d6/1d6/1d610尺1磅B/P/火焰范围,见详述
弹丸手榴弹,精金(Pellet grenade, adamantine)150 gp1d6/1d6/1d610尺1磅B/P/火焰范围,见详述
凝胶碎片(Shard gel)25 gp1d4x210尺1磅P溅射
飞天火箭焰火(Skyrocket firework)50 gp2d610尺2磅火焰范围
喷嚏粉(Sneezing powder)60 gp10尺2磅毒素溅射,见详述
星烛焰火(Star candle firework)5 gp1/1目盲5尺火焰/非致命见详述
星泉焰火(Starfountain firework)500 gp1d610尺100磅火焰范围
炽火绊足包(Tangleburn bag)150 gp1d610尺5磅火焰纠缠,见详述
绊足包(Tanglefoot bag)50 gp10尺4磅纠缠
爆雷石(Thunderstone)30 gp20尺1磅音波范围,见详述

详述:
强酸(Acid) 10G 1磅
你可以将一瓶强酸投掷出去作为溅射武器使用。这类攻击被视为射程增量为10尺的远程接触攻击。直接命中会造成1D6的酸液伤害,在5尺之内的生物都会由于酸液的飞溅而受到1点酸液伤害。制作该物品需要DC15的手艺(炼金)检定。

炽火胶(Alchemist's Fire)  20G 1磅
炽火胶是由数类不稳定液体所组成的,它们一旦暴露于空气就会猛烈的燃烧。你可以将一瓶炽火胶投掷出去作为溅射武器使用。这类攻击被视为射程增量为10尺的远程接触攻击。直接命中会造成1d6点的火伤害。在5尺之内的生物都会由于火焰的飞溅而受到1点火伤害。在你直接命中目标随后的一个回合,目标将受到额外的1d6点伤害。如果目标自愿,他还可以使用一个整轮动作试图扑灭身上的火焰来避免受到该额外的伤害,这需要通过一个DC15的反射检定,在地上打滚可以获得+2的检定加值。跳进湖里或者使用魔法来灭火将自动使得火焰熄灭。
制造炽火胶需要一个DC20的工艺(炼金)检定。

强碱瓶(Alkali Flask) 15G 1磅
这瓶强腐蚀性的液体将会和泥怪的天然酸液产生反应。你可以将一瓶强碱投掷出去作为溅射武器使用。这类攻击被视为射程增量为10尺的远程接触攻击。对于非泥形怪物,强碱瓶会对其造成普通强酸的效果;对于泥形怪物或其他基于酸液的生物,碱酸瓶会对其造成双倍的伤害。
制造强碱瓶需要一个DC20的工艺(炼金)检定。

鬼舞者焰火(Banshee Ballerina Firework)  75G
这种焰火燃烧时十分明亮,并会释放出响亮,诡异而恐怖的呼啸声。你可以如同溅射武器一样投掷鬼舞者焰火。在这个噪音源5尺内的所有生物都会耳聋,他们听到了一生中从未听过的恐怖噪音,即使他们发出最响亮的声音也被刺耳的噪音所淹没。鬼舞者焰火会持续燃烧1D4+1轮,然后会燃尽为一团烟尘并安静下来。
制造鬼舞者焰火需要一个DC30的工艺(炼金)检定。

瓶装闪电(Bottled Lighting) 40G 1磅
在这个小玻璃瓶中,一根金属丝正冒着噼里啪啦的电火花。你可以用一个标准动作打开瓶子,向一个20英尺内的敌人释放一小道闪电。这是一个造成1D8闪电伤害的远程接触攻击。任何在你与目标效果线之中的生物(包括目标)将会因为闪电产生的爆鸣声而受到1点音波伤害(通过DC15的反射检定则无效)。
制造瓶中闪电需要一个DC25的工艺(炼金)检定。

爆裂罐(Burst Jar)  35G 1磅
这种简单的粘土罐有两个密封且不透气的内室,里面装满了炼金液体。你可以如同溅射武器一样投掷爆裂罐。它会因为冲击而被破碎,内部的两种炼金液体会覆盖目标生物。下一轮到你行动时,这种两种液体会互相反应并产生剧烈的爆炸。目标受到一点音波伤害,耳聋1D4轮,并进行一个DC12的强韧检定以避免晕眩一轮。目标5尺范围内的生物将会受到1点音波伤害。目标可以用一个全回合动作在两种液体混合并爆炸之前将其擦除或清洗掉。被移除的液体会残留在该生物的方格或邻近的方格内。这种两种炼金液体仍然会混合爆炸,但是目标只会受到如同其他5尺内的生物一样的1点音波伤害。
制造这个道具需要一个DC25的工艺(炼金)检定。

火焰喷泉焰火(Flame Fountain Firework)  100G
这个由中空的木头或者金属制成的管状物中装着能缓慢燃烧的粉末。当你点燃它时(移动动作),它将产生一道3英尺长,由炽热的火焰所形成的喷泉。你可以如同重型硬头锤一样的使用它。用火焰喷泉进攻视为近战接触攻击,火焰将会造成1D8的火焰伤害(你的力量加值无法应用到伤害上)。这道火焰可以如同火把一样照明,并且点燃其他易燃物品,如羊皮纸,稻草,干燥的木棍和衣物。点燃后,火焰喷泉可以持续1分钟时间,如果在这之前将其扑灭,那么余下的部分也将被浪费掉。
制造火焰喷泉需要一个DC25的工艺(炼金)检定。

闪光粉(Flash Powder)  50G
这些粗糙的灰色粉一旦暴露于火焰中,摩擦,甚至是单纯的受力(比如将其扔到地板上,标准动作)都会在瞬间被引燃并燃烧殆尽。10尺半径爆发范围内的生物会目盲1轮(通过DC15的强韧检定则无效)。
制造闪光粉需要一个DC20的工艺(炼金)检定。

引信手榴弹(Fuse Grenade)  100G 1磅
这个中空的粘土容器内装有一小剂黑火药和一条缓慢燃烧的引线。点燃引线是一个移动动作;1D3轮之后手榴弹将会爆炸,对半径10尺爆发范围内的生物造成2D6的震荡伤害和1D6的火焰伤害(反射DC15减半)。你投掷引信手榴弹时候将其视为溅射武器。
制造引信手榴弹需要一个DC25的工艺(炼金)检定。

妖鬼之触(Ghast Retch Flash) 50G 1磅
这种严格密封的瓶子内装着从被杀死的妖鬼尸体上收集并浓缩的粉末。你可以将一瓶妖鬼之触投掷出去作为溅射武器使用。瓶子受到冲击破裂之后,将会释放一团有毒的粉尘。受到影响的生物会反胃1轮并在随后恶心3轮。通过一个DC12的强韧检定可以避免反胃但无法避免恶心。在目标生物周围5尺的生物将会恶心1轮。这是一种毒药效果。
制造妖鬼之触需要一个DC20的工艺(炼金)检定。

圣水(Holy Water)  25G 1磅
圣水可以对不死生物和邪恶异界生物造成伤害,就像酸造成伤害那样。你可以将一瓶圣水投掷出去作为溅射武器使用。这类攻击被视为射程为10的远程接触攻击。瓶子如果掷到有实体的生物身上会破裂开,但是对付那些无实体的生物,你必须打开瓶子,将圣水泼到它们身上。因此,只有在虚体生物和你毗邻时你才能用圣水泼到它。该动作为远程的接触动作,它不会引发借机攻击。直接命中不死生物和邪恶异界生物会造成2d4点的伤害。在5尺之内的该类生物都会由于圣水的飞溅而受到1点伤害。善良神诋的教堂会以成本价出售圣水(没有任何盈利)。圣水由相应的法术 祝福圣水 制作。

发痒粉(Itching Powder) 60G 2磅
这种精致的灰色粉末会让沾染上的生物遭受到无法控制的瘙痒,直到他们花1整轮时间清洗掉粉末。投掷发痒粉时可以将其视为一个射程增量为10尺的溅射武器。目标方格内的生物需要通过一个DC12的强韧检定以避免瘙痒,而在周围方格内的生物需要通过一个DC8的强韧检定以避免瘙痒。若强韧检定失败,则在清洗掉粉末之前攻击、豁免、技能,属性等检定上都将受到-2的减值。这是一种毒药效果。
制作发痒粉需要一个DC25的工艺(炼金)检定。

煤油(Keros Oil)  5G
煤油又被称为龙息油,这种带有苦味的液体比一般的油更难点着,但能在低温下迅速燃烧。这让它受到异国表演者的青睐,例如舞火者和吐火者。你可以通过吐出煤油并使其通过一团明火(如被点燃的蜡烛,火柴或者火把)来点燃它,以制造一次急促的爆裂火焰。如果你用其进行攻击,这是一个最大射程为5尺,造成1D3的火焰伤害的远程接触攻击。如果你在攻击骰中ROLL出了1,你将会不小心吞下一团已经被点燃的燃料,你将受到1D6的火焰伤害并且反胃一轮。一瓶煤油足够吞吐10次,将煤油从瓶子中吸入口中是一个标准动作(快速装填专长能将其变为一个移动动作)。
制造煤油需要一个DC15的工艺(炼金)检定。

水刃(Liquid Blade) 40G 2磅
你可以通过轻甩你的手腕(移动动作)迅速的将这个手掌大小的金属管里的东西清空。一些冒着泡沫的透明液体会流出,并迅速的凝结成一块锯齿状的水晶刀刃。通过持握后方的金属管,你可以将这把水晶刀刃作为一把易碎的中型短剑使用。刀刃可以凝结10分钟,在这之后将会蒸发掉,除了金属管之外什么都不会剩下。你可以如同为武器涂毒一样,将一份剂量的毒药加入金属管内的液体中,但这是个整轮动作。当液体变为水晶刀刃时,这把武器视为已涂抹了毒药,当刀刃蒸发时,毒药随同一起蒸发。
制作水刃需要一个DC15的工艺(炼金)检定。

冻结剂(Liquid Ice) 40G 2磅
冻结剂也被称为“炼金术士之冰”,这种密封瓶中装满了一种如同水晶一般的蓝色液体,在打开瓶子的一瞬间,冻结剂便会发出呲呲的声音并开始缓慢蒸发。打开瓶口后,在冻结剂完全蒸发之前的1D6轮之内,你可以用其冻结液体,或者给物品镀上一层薄冰。你也可以将冻结剂做为一种溅射武器投掷。直接命中会对目标生物造成1D6的寒冷伤害,并对目标生物5尺范围内的生物造成1点寒冷的溅射伤害。
制造冻结剂需要一个DC25的工艺(炼金)检定。

纸蜡烛焰火(Paper Candle Firework)  1G
这种手指大小的爆炸物点燃后会伴随着刺啦刺啦的噪音,并在1轮后爆炸。与纸蜡烛焰火共格的生物需要做一个DC15的强韧检定以避免被其目眩1D4轮。
制作纸蜡烛焰火需要一个DC20的工艺(炼金)检定。

弹丸手榴弹(Pellet Grenade) [铁50G  银70金 寒铁100G 精金150G] 1磅
这种引信手榴弹的变种用金属弹丸取代了大部分的黑火药。当它爆炸时,会对半径10尺爆发范围内的生物造成1D6的钝击伤害、1D6穿刺伤害和1D6的火焰伤害(反射DC15减半)。典型的弹丸手榴弹使用铁弹丸,但可以替换为银、寒铁或者精金以通过材质的变化来克服伤害减免。与弹药一样,这些金属弹丸在使用后就损毁了。
制作弹丸手榴弹需要一个DC25的工艺(炼金)检定。

凝胶碎片(Shard Gel)  25G 1磅
这团鲜艳的绿色凝胶在与空气接触后会立刻结晶为针状的碎片。你可以将一瓶凝胶碎片投掷出去作为溅射武器使用。若直接命中,碎片将会刺穿目标生物的身体,造成1D4点穿刺伤害。目标生物所在的方格和相邻的所有方格都将会被碎片所覆盖,并产生如同铁蒺藜一样的效果。这些碎片可以持续存在5回合,之后它们就会化为一滩绿色的软泥。任何能够对区域造成音波伤害的效果(例如音鸣爆或咆哮术)会立刻摧毁该区域内的凝胶碎片。
制作凝胶碎片需要一个DC为20的工艺(炼金)检定。

飞天火箭焰火(Skyrocket Firework)  50G 1磅
当飞天火箭被点燃时,这种1英尺长的木管会开始抖动并且喷出少量的白色火焰,如同火把的光亮。1轮之后它开始飞行,飞天火箭将会以90英尺的速度飞行1D6轮,直到它在一阵剧烈光和噪音中爆炸,并对半径10尺内所有生物造成2D6的火焰伤害(反射DC15减半)。被飞天火箭所伤害的生物会失明或者耳聋(50%几率既失明又耳聋)1轮。
制作飞天火箭需要一个DC25的工艺(炼金)检定。

喷嚏粉(Sneezing Powder)  60G 2磅
这种粗糙的黄红色粉末是一种溅射武器,可以造成1D4+1轮无法控制的喷嚏。在受到喷嚏粉影响的方格内的生物必须通过一个DC12的强韧检定才能避免喷嚏,而周围临近方格内的生物必须通过DC为8强韧检定才能避免喷嚏。受喷嚏粉影响的生物在持续时间内每轮都需要通过一个DC10的强韧检定,否则直到他们的下一轮前都会恍惚。这是一种毒药效果。
制作喷嚏粉需要一个DC为25的工艺(炼金)检定。

星烛焰火(Star Candle Firework)  5G
当星烛焰火被点燃时,这种1英尺长的木管每轮都会发射一枚燃烧的焰火“蜡烛”,持续4轮。这种弹药若命中,则会造成1点非致命伤害和1点火焰伤害;若暴击,目标生物还会目盲1轮。这种弹药的照明如同蜡烛,并有5尺的射程增量。用星烛焰火攻击视为一种远程接触攻击,因为不熟练而有-4不利的惩罚。
制作星烛焰火需要一个DC为20的工艺(炼金)检定。

星泉焰火(Starfountain Firework)  500G 100磅
这种树桩大小,由管状物捆束而成的烟火在点燃后会立即开始发出多彩的弧状火花。开始时焰火会持续提供1D6轮的照明,之后它会伴随着巨大的声响射出鲜艳明亮的彩色火花,持续4轮。在户外,这些火花会飞向空中,逐渐飘散。在室内或在一个封闭的区域,反弹的焰火会对半径20尺的范围造成每轮1D6的火焰伤害(反射DC15减半)。反射失败的生物会失明1D4轮并耳聋1小时。
制造星泉焰火需要一个DC25的工艺(炼金)检定。

炽火绊足包(Tangleburn Bag) 150G 5磅
这种袋子里包含了绊足包和能再高温下燃烧的炼金粉。它的工作原理和绊足包一样,但是在直接命中生物后会对其造成1D6的火焰伤害,且该目标必须通过一个DC20的反射豁免,否则就会着火。若着火,则在接下来的两轮中扑灭火焰的反射检定由15提升为25。若使用水来灭火,则将会燃料的爆裂燃烧,这会对目标造成等同于炽火胶直接命中的伤害(包括溅射伤害)。2轮之后,火焰才能被正常扑灭。
制造缠绕灼烧包需要一个DC30的工艺(炼金)检定。

绊足包(Tanglefoot Bag)  50G 4磅
绊足包是一个装满了焦油、树脂和其他粘性物质的小袋子。
当你将绊足包扔向一个生物时(作为射程增量为10尺的远程接触攻击),袋子会散开,里面的粘胶将会飞溅出来,纠缠在目标的身上,之后在暴露的空气下会很快的变硬且有弹性。被纠缠的生物将会遭到-2的攻击检定减值及-4的敏捷减值。被纠缠的目标必须通过反射的豁免检定(DC15),否则将会被粘附在地面上无法移动。如果通过了检定,他也只能以一半的速度移动。
超大型或者更大的生物不受绊足包的影响。飞行生物不会被粘附在地面上,但它必须通过反射豁免检定(DC15),否则就不能飞(假设它使用翅膀飞行)并且落在地面上。绊足包在水下没有作用。
被粘附在地板上(或不能飞)的生物可以通过力量的检定(DC17),或者对该粘胶施加15点的挥砍伤害来试图挣脱。刮掉自己身上的粘胶,或者其他人协助刮掉粘胶并不需要进行攻击检定,可以直接进行伤害的检定。一旦恢复了行动自由,人物可以以半速移动(或飞行)。在被粘胶限定行动时,施法者在施展法术时必须通过专注检定(DC15)以保证法术的成功。在暴露在外界2d4回合以后粘胶会变脆并容易破碎,会碎成碎片,失去它的作用。万溶剂(universal solvent)可以立即溶解粘住生物的粘胶。
制造绊足包需要一个DC25的工艺(炼金)检定。

爆雷石(Thunderstone)   30G 1磅
你可以以射程增量20尺的远程接触攻击投掷出爆雷石。当它击中了坚硬的地面时(或击中硬物),它将发出巨大的声响视作声波攻击。10尺内的生物将必须进行强韧豁免(DC15),否则将会被震聋1小时。失去听觉的生物先攻权遭到-4的减值,并且在施展任何带有言语成分的法术时有20%的机会失败。
制造爆雷石需要一个DC25的工艺(炼金)检定。


说明:
译者石头,润色/校对 小狼希诺
有些译名只是暂定,欢迎跟帖怒(tao)喷(lun)。原文在一楼。
« 上次编辑: 2017-02-01, 周三 23:14:19 由 沉淪 »


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Re: 【UE】炼金武器(Alchemical Weapons)
« 回帖 #1 于: 2013-06-20, 周四 16:41:31 »
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Acid

Price 10 gp; Weight 1 lb.

DESCRIPTION

You can throw a flask of acid as a splash weapon. Treat this attack as a ranged touch attack with a range increment of 10 feet. A direct hit deals 1d6 points of acid damage. Every creature within 5 feet of the point where the acid hits takes 1 point of acid damage from the splash.

Alchemist's Fire

Price 20 gp; Weight 1 lb.

DESCRIPTION

Alchemist's fire is a mix of several volatile liquids that ignite when exposed to air. You can throw a flask of alchemist's fire as a splash weapon. Treat this attack as a ranged touch attack with a range increment of 10 feet.

A direct hit deals 1d6 points of fire damage. Every creature within 5 feet of the point where the flask hits takes 1 point of fire damage from the splash. On the round following a direct hit, the target takes an additional 1d6 points of damage. If desired, the target can use a full-round action to attempt to extinguish the flames before taking this additional damage. Extinguishing the flames requires a DC 15 Reflex save. Rolling on the ground provides the target a +2 bonus on the save. Leaping into a large body of water or magically extinguishing the flames automatically smothers the fire.

CONSTRUCTION REQUIREMENTS

Craft (alchemy) DC 20.

Alkali Flask

Price 15 gp; Weight 1 lb.

DESCRIPTION

This flask of caustic liquid reacts with an ooze's natural acids. You can throw an alkali flask as a splash weapon with a range increment of 10 feet. Against non-ooze creatures, an alkali flask functions as a normal flask of acid. Against oozes and other acid-based creatures, the alkali flask inflicts double damage.

CONSTRUCTION REQUIREMENTS

Craft (alchemy) DC 20.

Banshee Ballerina firework

Price 75 gp; Weight —

DESCRIPTION

This small firework burns brightly and makes a loud, eerie whistling sound. It can be thrown to target an intersection as a splash weapon. Any creatures within 5 feet of the noise are effectively deafened while they remain in the area, as even the loudest sounds they make are drowned out by the piercing sound. A banshee ballerina firework burns for 1d4+1 rounds before extinguishing itself with a quiet puff of smoke.

CONSTRUCTION REQUIREMENTS

Craft (alchemy) DC 30.

Bottled Lightning

Price 40 gp; Weight 1 lb.

DESCRIPTION

Electricity crackles along a metal filament inside this small glass bottle. You can open the bottle as a standard action, unleashing a small bolt of lightning toward an enemy within 20 feet of you. This is a ranged touch attack that deals 1d8 points of electricity damage. Any creature in a line between you and the target (including the target) takes 1 point of sonic damage from the terrific clap of thunder the bolt generates (Reflex DC 15 negates).

CONSTRUCTION REQUIREMENTS

Craft (alchemy) DC 25.

Burst Jar

Price 35 gp; Weight 1 lb.

DESCRIPTION

This simple clay pot has two sealed, airtight inner chambers containing alchemical liquids. The jar is thrown as a splash weapon. It shatters on impact, covering the target with a mixture of the two liquids. One round later on your turn, the liquids react and explode with concussive force. The target takes 1 point of sonic damage, is deafened for 1d4 rounds, and must make a DC 12 Fortitude save or be stunned for 1 round. Creatures within 5 feet of the explosion take 1 point of sonic damage. The target can use a full-round action to scrape or wash off the liquid before it detonates, depositing the material in its square or an adjacent square; the material detonates as normal, though the original target only takes damage as if it were within 5 feet of the explosion.

CONSTRUCTION REQUIREMENTS

Craft (alchemy) DC 25.

Flame Fountain Firework

Price 100 gp; Weight —

DESCRIPTION

This hollow metal or wooden tube contains slow-burning powder. When you light the fuse (a move action), it creates a 3-foot-long, blazing fountain of red-hot fiery sparks. You wield this fountain of sparks as if it were a heavy mace. Attacks with the fountain are melee touch attacks. The fountain deals 1d8 points of fire damage (your Strength modifier does not apply to the damage).

The fountain sheds light as a torch and can ignite combustible materials such as parchment, straw, dry sticks, and cloth. Once ignited, it lasts for 1 minute. If extinguished before this time, the remaining duration is wasted.

CONSTRUCTION REQUIREMENTS

Craft (alchemy) DC 25.

Flash Powder

Price 50 gp; Weight —

DESCRIPTION

This coarse gray powder ignites and burns almost instantly if exposed to flame, significant friction, or even simple force such as throwing it against a floor (a standard action). Creatures within a 10-foot-radius burst are blinded for 1 round (Fortitude DC 13 negates).

CONSTRUCTION REQUIREMENTS

Craft (alchemy) DC 20.

Fuse Grenade

Price 100 gp; Weight 1 lb.

DESCRIPTION

This hollow clay container holds a small charge of black power and a slow-burning fuse. Lighting the fuse is a move action; 1d3 rounds later the grenade explodes, dealing 2d6 points of bludgeoning damage and 1d6 points of fire damage in a 10-foot-radius burst (Reflex DC 15 halves). You throw a fuse grenade as if it were a splash weapon.

CONSTRUCTION REQUIREMENTS

Craft (alchemy) DC 25.

Ghast Retch Flask

Price 50 gp; Weight 1 lb.

DESCRIPTION

Harvested and concentrated from the remains of slain ghasts, this foul-smelling powder is kept in tightly sealed flasks. It is thrown as a splash weapon and the flask breaks on impact, releasing noxious dust. The target is nauseated for 1 round and sickened for 3 rounds after that. A successful DC 12 Fortitude save prevents the nauseated condition, but not the sickened condition. Creatures within 5 feet of where the flask hits are sickened for 1 round. This is a poison effect.

CONSTRUCTION REQUIREMENTS

Craft (alchemy) DC 20.

Holy Water

Price 25 gp; Weight 1 lb.

DESCRIPTION

Holy water damages undead creatures and evil outsiders almost as if it were acid. A flask of holy water can be thrown as a splash weapon.

Treat this attack as a ranged touch attack with a range increment of 10 feet. A flask breaks if thrown against the body of a corporeal creature, but to use it against an incorporeal creature, you must open the flask and pour the holy water out onto the target. Thus, you can douse an incorporeal creature with holy water only if you are adjacent to it. Doing so is a ranged touch attack that does not provoke attacks of opportunity.

A direct hit by a flask of holy water deals 2d4 points of damage to an undead creature or an evil outsider. Each such creature within 5 feet of the point where the flask hits takes 1 point of damage from the splash.

Temples to good deities sell holy water at cost (making no profit).

CONSTRUCTION REQUIREMENTS

Holy water is made using the bless water spell.

Itching Powder

Price 60 gp; Weight 2 lbs.

DESCRIPTION

This fine gray powder causes targets to suffer from uncontrollable itching until they spend at least 1 round washing it off. Throwing a packet of itching powder is a splash attack with a range increment of 10 feet. Anyone standing on the square of impact must succeed at a DC 12 Fortitude save to resist the powder, while those in adjacent squares must make a DC 8 Fortitude save. Creatures that fail the save take a –2 penalty on attack rolls, saving throws, skill checks, and ability checks until they wash the powder off. This is a poison effect.

CONSTRUCTION REQUIREMENTS

Craft (alchemy) DC 25.

Keros Oil

Price 5 gp; Weight —

DESCRIPTION

Also known as firebreather's oil, this bitter liquid is harder to ignite than common oil but burns quickly at a low temperature, making it ideal for exotic performers such as fire-spinners and flame-spitters. You may spit a mouthful of keros oil past an open flame (such as a candle, tindertwig, or torch) to ignite it, creating a brief burst of fire. If you use it to attack, the attack is a ranged touch attack with a maximum range of 5 feet that deals 1d3 points of fire damage. If you roll a 1 on your attack roll, you accidentally inhale or swallow some of the burning fuel; you take 1d6 points of fire damage and are nauseated for 1 round. A bottle of keros oil holds enough for 10 mouthfuls; taking a mouthful from the bottle is a standard action (the Rapid Reload feat reduces this to a move action).

CONSTRUCTION REQUIREMENTS

Craft (alchemy) DC 15.

Liquid Blade

Price 40 gp; Weight 2 lbs.

DESCRIPTION

You can empty the contents of this palm-sized metal tube with a quick flick of your wrist (a move action), causing the bubbling transparent liquid within to instantly solidify into a jagged crystalline blade. By holding the tube, you can then use the crystalline blade as if it were a Medium short sword with the fragile quality. The blade lasts for 10 minutes, after which it evaporates, leaving nothing behind but the tube. You can add one dose of poison to the liquid in the bottle, which acts like applying a dose of poison to a weapon except it is a full-round action; when the liquid turns into a solid blade, the weapon includes one application of that poison. When the blade evaporates, the poison does so as well.

CONSTRUCTION REQUIREMENTS

Craft (alchemy) DC 15.

Liquid Ice

Price 40 gp; Weight 2 lbs.

DESCRIPTION

Also known as “alchemist's ice,” this sealed jar contains crystalline blue fluid that immediately starts to hiss and evaporate once opened. During the 1d6 rounds after it is opened but before it evaporates completely, you can use it to freeze a liquid or to coat an object in a thin layer of ice. You can also throw liquid ice as a splash weapon. A direct hit deals 1d6 points of cold damage; creatures within 5 feet of where it hits take 1 point of cold damage from the splash.

CONSTRUCTION REQUIREMENTS

Craft (alchemy) DC 25.

Paper Candle Firework

Price 1 gp; Weight —

DESCRIPTION

This finger-sized explosive detonates noisily 1 round after lighting. Anyone in the same square as a paper candle when it explodes must make a DC 15 Fortitude save or be dazzled for 1d4 rounds.

CONSTRUCTION REQUIREMENTS

Craft (alchemy) DC 20.

Pellet Grenade

Type   Price   Weight   Source
Iron   50 gp   1 lb.   UE
Silver   70 gp   1 lb.   UE
Cold iron   100 gp   1 lb.   UE
Adamantine   150 gp   1 lb.   UE
DESCRIPTION

This variant of a fuse grenade has most of the black powder replaced with metal pellets. When it explodes, it deals 1d6 points of bludgeoning damage, 1d6 points of piercing damage, and 1d6 points of fire damage in a 10-foot-radius burst (Reflex DC 15 halves). A typical pellet grenade uses iron pellets, but they can instead be packed with silver, cold iron, or adamantine, bypassing damage reduction as appropriate to that material type. Like ammunition, the pellets are destroyed after one use.

CONSTRUCTION REQUIREMENTS

Craft (alchemy) DC 25.

Shard Gel

Price 25 gp; Weight 1 lb.

DESCRIPTION

This vivid green gel instantly crystallizes into needle-like shards upon contact with the air. You can throw a flask of shard gel as a splash weapon. A direct hit deals 1d4 points of piercing damage as the shards penetrate the target's flesh. The target's square and each square adjacent to it are covered in shards that function like caltrops. The caltrops last for 5 rounds before dissolving into harmless green sludge. Any effect that deals sonic damage to an area (such as sound burst or shout) immediately destroys all gel shards in that area.

CONSTRUCTION REQUIREMENTS

Craft (alchemy) DC 20.

Skyrocket Firework

Price 50 gp; Weight 1 lb.

DESCRIPTION

When lit, this foot-long wooden tube begins to shake and emit a handful of white sparks, shedding light as a torch. One round later it takes flight, moving at a speed of 90 feet for 1d6 rounds before loudly exploding in a burst of light and sound, dealing 2d6 points of fire damage in a 10-foot-radius burst (Reflex DC 15 halves). Anyone who takes damage from the explosion is either blinded or deafened (50% chance of either) for 1 round.

CONSTRUCTION REQUIREMENTS

Craft (alchemy) DC 25.

Sneezing Powder

Price 60 gp; Weight 2 lbs.

DESCRIPTION

This coarse yellowish-red powder is a splash weapon that causes uncontrollable sneezing for 1d4+1 rounds. Anyone standing in the square of impact must succeed at a DC 12 Fortitude save to resist the powder, while those in adjacent squares must make DC 8 Fortitude saves. Creatures affected by sneezing powder must make a DC 10 Fortitude save every round for the duration or be staggered until their next turn. This is a poison effect.

CONSTRUCTION REQUIREMENTS

Craft (alchemy) DC 25.

Star Candle Firework

Price 5 gp; Weight —

DESCRIPTION

When lit, this foot-long wooden tube launches a flaming pyrotechnic “candle” every round for 4 rounds. The projectiles deal 1 point of nonlethal damage and 1 point of fire damage if they hit; on a critical hit, the target is also blinded for 1 round. The projectiles shed light as candles for 1 round and have a range increment of 5 feet. Attacking with a star candle is a ranged touch attack and always has a –4 nonproficiency penalty.

CONSTRUCTION REQUIREMENTS

Craft (alchemy) DC 20.

Starfountain Firework

Price 500 gp; Weight 100 lbs.

DESCRIPTION

This tree stump-sized bundle of tubes immediately begins to emit arcs of multi-colored sparks when lit. Starting 1d6 rounds after lighting, it loudly releases brightly colored streaks of tiny flaming particles for 4 rounds. Outdoors, these particles soar far up into the sky before dispersing. Indoors or in a closed area, the ricocheting fireworks deal 1d6 points of fire damage each round in a 20-foot-radius spread (Reflex DC 15 halves). Creatures who fail their save are blinded for 1d4 rounds and deafened for 1 hour.

CONSTRUCTION REQUIREMENTS

Craft (alchemy) DC 25.

Tangleburn Bag

Price 150 gp; Weight 5 lbs.

DESCRIPTION

This sack contains tanglefoot bag materials and alchemical powders that burn at a high temperature. It functions like a tanglefoot bag, plus a direct hit on a creature deals 1d6 points of fire damage, and the creature must make a DC 20 Reflex save or catch on fire. If it catches on fire, for the next 2 rounds extinguishing the flames is a DC 25 Reflex save instead of a DC 15 save, and using water to extinguish the flames creates a burst of burning material equivalent to alchemist's fire making a direct hit on the target (including splash damage). After the initial 2 rounds, the flames may be extinguished as normal.

CONSTRUCTION REQUIREMENTS

Craft (alchemy) DC 30.

Tanglefoot Bag

Price 50 gp; Weight 4 lbs.

DESCRIPTION

A tanglefoot bag is a small sack filled with tar, resin, and other sticky substances. When you throw a tanglefoot bag at a creature (as a ranged touch attack with a range increment of 10 feet), the bag comes apart and goo bursts out, entangling the target and then becoming tough and resilient upon exposure to air. An entangled creature takes a –2 penalty on attack rolls and a –4 penalty to Dexterity and must make a DC 15 Reflex save or be glued to the floor, unable to move. Even on a successful save, it can move only at half speed. Huge or larger creatures are unaffected by a tanglefoot bag. A flying creature is not stuck to the floor, but it must make a DC 15 Reflex save or be unable to fly (assuming it uses its wings to fly) and fall to the ground. A tanglefoot bag does not function underwater.

A creature that is glued to the floor (or unable to fly) can break free by making a DC 17 Strength check or by dealing 15 points of damage to the goo with a slashing weapon. A creature trying to scrape goo off itself, or another creature assisting, does not need to make an attack roll; hitting the goo is automatic, after which the creature that hit makes a damage roll to see how much of the goo was scraped off. Once free, the creature can move (including flying) at half speed. If the entangled creature attempts to cast a spell, it must make a concentration check with a DC of 15 + the spell's level or be unable to cast the spell. The goo becomes brittle and fragile after 2d4 rounds, cracking apart and losing its effectiveness. An application of universal solvent to a stuck creature dissolves the alchemical goo immediately.

CONSTRUCTION REQUIREMENTS

Craft (alchemy) DC 25.

Thunderstone

Price 30 gp; Weight 1 lb.

DESCRIPTION

You can throw this stone as a ranged attack with a range increment of 20 feet. When it strikes a hard surface (or is struck hard), it creates a deafening bang that is treated as a sonic attack. Each creature within a 10-foot-radius spread must make a DC 15 Fortitude save or be deafened for 1 hour. A deafened creature, in addition to the obvious effects, takes a –4 penalty on initiative and has a 20% chance to miscast and lose any spell with a verbal component that it tries to cast.

Since you don't need to hit a specific target, you can simply aim at a particular 5-foot square. Treat the target square as AC 5.

CONSTRUCTION REQUIREMENTS

Craft (alchemy) DC 25.


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Re: 【UE】炼金武器(Alchemical Weapons)
« 回帖 #2 于: 2013-06-20, 周四 16:44:33 »
地精科技能解决所有的问题
如果问题没有解决
你需要更多的——BOOM!

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Re: 【UE】炼金武器(Alchemical Weapons)
« 回帖 #3 于: 2013-06-20, 周四 17:40:31 »
星烛焰火(Star Candle Firework)  5G
当星烛焰火被点燃时,这种1英尺长的木管每轮都会发射一枚燃烧的焰火“蜡烛”,持续4轮。这种弹药若命中,则会造成1点非致命伤害和1点火焰伤害;若暴击,目标生物还会目盲1轮。这种弹药的照明如同蜡烛,并有5尺的射程增量。用星烛焰火攻击视为一种远程接触攻击,因为不熟练而有-4不利的惩罚。

配图,这还是改良型的,能喷16轮

从今天起我就不是BON太君了……而是BON太DOG·QB。

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Re: 【UE】炼金武器(Alchemical Weapons)
« 回帖 #4 于: 2013-06-20, 周四 18:12:35 »
看这图,就是一个烟花嘛

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Re: 【UE】炼金武器(Alchemical Weapons)
« 回帖 #5 于: 2013-06-20, 周四 18:48:28 »
用来做陷阱好像可以很好玩!
20:27:46 <老社> (如果想回憶更多情報可以試圖做一個靈感
20:28:04 <足田寿堂> .r d100 85的灵感为什么不做呢
20:28:05 <Oicebot> 足田寿堂进行85的灵感为什么不做呢检定: 1d100=100=100
……
22:14:42 <老社> (或者試下一個靈感?
22:15:06 <足田寿堂> .r d100 怎么说都有85耶,OB你别这样
22:15:07 <Oicebot> 足田寿堂进行怎么说都有85耶,OB你别这样检定: 1d100=86=86
……
22:39:43 <老社> (做一個靈感給你們指路,雖然我覺得也許不需要……
22:39:59 <足田寿堂> .r d100 够胆再让我不过啊魂淡!
22:40:01 <Oicebot> 足田寿堂进行够胆再让我不过啊魂淡!检定: 1d100=3=3

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Re: 【UE】炼金武器(Alchemical Weapons)
« 回帖 #6 于: 2013-06-20, 周四 19:31:37 »
地精狗头们又获得了许多对低级冒险者极其致命的武器



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Re: 【UE】炼金武器(Alchemical Weapons)
« 回帖 #7 于: 2013-06-20, 周四 19:52:22 »
星烛焰火(Star Candle Firework)  5G
当星烛焰火被点燃时,这种1英尺长的木管每轮都会发射一枚燃烧的焰火“蜡烛”,持续4轮。这种弹药若命中,则会造成1点非致命伤害和1点火焰伤害;若暴击,目标生物还会目盲1轮。这种弹药的照明如同蜡烛,并有5尺的射程增量。用星烛焰火攻击视为一种远程接触攻击,因为不熟练而有-4不利的惩罚。

配图,这还是改良型的,能喷16轮

星泉焰火(Starfountain Firework)  500G 100磅
这种树桩大小,由管状物捆束而成的烟火在点燃后会立即开始发出多彩的弧状火花。开始时焰火会持续提供1D6轮的照明,之后它会伴随着巨大的声响射出鲜艳明亮的彩色火花,持续4轮。在户外,这些火花会飞向空中,逐渐飘散。在室内或在一个封闭的区域,反弹的焰火会对半径20尺的范围造成每轮1D6的火焰伤害(反射DC15减半)。反射失败的生物会失明1D4轮并耳聋1小时。
制造星泉焰火需要一个DC25的工艺(炼金)检定。

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Re: 【UE】炼金武器(Alchemical Weapons)
« 回帖 #8 于: 2013-06-21, 周五 01:12:50 »
引用
强碱瓶(Alkali Flask) 15G 1磅
这瓶强腐蚀性的液体将会和泥怪的天然酸液产生反应。你可以将一瓶强酸投掷出去作为泼溅武器使用。这类攻击被视为射程增量为10尺的远程接触攻击。对于非泥形怪物,强碱瓶会对其造成普通强酸的效果;对于泥形怪物或其他基于酸液的生物,碱酸瓶会对其造成双倍的伤害。
制造强碱瓶需要一个DC20的工艺(炼金)检定。

馬友夫強鹼箭的笑話成真了
龍國輿圖以及各種東方設定翻譯中

离线 Lomias

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Re: 【UE】炼金武器(Alchemical Weapons)
« 回帖 #9 于: 2013-06-21, 周五 08:59:51 »
太好了,地精團再不用擔心發什麼loot了。 :em032
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线上 月夜白雨

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Re: 【UE】炼金武器(Alchemical Weapons)
« 回帖 #10 于: 2013-06-21, 周五 09:42:02 »
将一瓶强酸瓶和一瓶强碱瓶同时丢到i一个目标身上,目标将受到3d6点火焰伤害 :em021
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离线 Namárië

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Re: 【UE】炼金武器(Alchemical Weapons)
« 回帖 #11 于: 2013-06-21, 周五 11:43:05 »
妖鬼之触(Ghast retch flask)   50 gp   —   —   10尺   1磅   毒素   泼溅,见详述

这个出现了两次……?

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Re: 【UE】炼金武器(Alchemical Weapons)
« 回帖 #12 于: 2013-06-21, 周五 11:50:42 »
感谢指正,已修改-w-


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离线 Whisper

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Re: 【UE】炼金武器(Alchemical Weapons)
« 回帖 #13 于: 2013-06-22, 周六 11:28:41 »
炼金术士的日常武器出来啦~~~太好了。 :em009

离线 谭森·变压器

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Re: 【UE】炼金武器(Alchemical Weapons)
« 回帖 #14 于: 2013-06-29, 周六 12:06:14 »
炼金武器(Alchemical Weapons)
强碱瓶(Alkali Flask) 15G 1磅
这瓶强腐蚀性的液体将会和泥怪的天然酸液产生反应。你可以将一瓶强酸投掷出去作为泼溅武器使用。这类攻击被视为射程增量为10尺的远程接触攻击。对于非泥形怪物,强碱瓶会对其造成普通强酸的效果;对于泥形怪物或其他基于酸液的生物,碱酸瓶会对其造成双倍的伤害。
制造强碱瓶需要一个DC20的工艺(炼金)检定。
应该是“强碱”吧