作者 主题: 【Pathfinder Unchained】天生物品加值(Innate Item Bonuses)  (阅读 5059 次)

副标题: 这位土豪,这有+10等效的重拳护符与防御护腕……

离线 炽炎烈龙

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天生物品加值(Innate Item Bonuses)
一些GM会发现,面对玩家们想获得魔法物品特定加值的需求时显得很为难。根据新的系统,只要角色拥有任何相关位置的物品,将获得如同他们等级提升那样所盼望的魔法物品统计加值,以取代特定物品的需求。这个系统涉及现存物品最小限度的改变,特别适合高于标准财富的战役。
在自动增长加值(Automatic Bonus Progression)部分中(详见P156)的规则淡化了魔法物品规则,随着角色等级提升直接获得加值,限制了魔法物品的能力。然而,那些规则无法良好的运作在天生物品加值系统上的游戏,包含不仅限于呈现在核心手册(Core Rulebook)的魔法物品。另外,这个系统将帮助那些更喜欢倾向于魔法物品奇妙与力量的GM。

加值与价格概述(BONUS AND PRICE OVERVIEW)
在这个系统中,魔法物品给予的加值对应于出现在物品原始统计数据中的初始市场价格。这个价格显示在本节内容每个列表中的“初始价格(Starting Price)”纵列。第二纵列显示了在特殊范围内加值的价值,适用于标题提到的统计加值。此外,任何获得天生物品加值的物品也会提升它的市场价格,其数额显示在每个里列表的“价格上升(Price Increase)”纵列。
举例来说,一个矮人腰带(belt of dwarvenkind)不是一个受欢迎的选择,因为一般情况下玩家想要一个+4巨力腰带(belt of giant strength +4)或价格相近的类似物品。当使用天生加值时,例如巨力腰带[只给予一个增强加值(enhancement bonus)]的物品将不会继续存在,而矮人腰带将被视为一个身体部位物品(body slot item) [参见下方在奇物(Wondrous Items)下面的改变物品部位(Altered Item Slots)部分]。由于它在核心手册中成本14900 gp,它将除了通常效果之外,在两个属性(ability scores)上获得的一个+ 2加值,额外花费10000 gp,总共24900 gp。
价格上升意味着在使用这个系统的战役中,价格的有效范围不会发挥作用。例如,如果一个颈部物品正常的基础市场价格为2000 gp,它现在将在天生护甲上获得一个额外的+ 1增强加值,而它的价格将增加2000 gp。这意味着颈部物品的最终价格不在2000 gp和3999 gp之间。如果你需要价值范围内的宝藏,将其看待为不会给予天生加值的物品。
使用这个系统,开始下面的变化。
 
奇物(WONDROUS ITEMS)
获得加值的大部分物品归为奇物分类。
移除物品(Removed Items):移除全部的天生防护护符(amulets of natural armor),抗力披风(cloaks of resistance)与给予属性增强加值的物品。
改变物品部位(Altered Item Slots):移除腰部和头饰部位。这些部位剩下的物品(不给予增强加值的那些)中,所有的腰部物品移到身体部位,所有的头饰物品移到头部。这个改动减少了魔法物品部位的总数,也就意味着在这个系统中,一些通常可以共同穿戴的物品将无法穿戴。
属性变化(Ability Changes):如果列表指定一个物品获得属性增强加值,佩戴者可以通过取下物品后再把它戴回去来改变相关的属性。这将导致新的加值在24小时内变为临时(temporary)加值。所有物品能够像智力头带(headband of vast intelligence)一样获得一个智力加值来增加预设技能的加值 。重拳护符(Amulets of mighty fists)和防御护腕(bracers of armor)遵循武器与防具规则;这意味着可以成为比以前更强大(+10等效)的重拳护符和防御护腕。

引用
表4-8:身体部位物品
初始价格                                            肉体属性增强加值                                  价格上升
0–3,999 gp                                                 —                                                —
4,000–9,999 gp                                   一个属性+2                                      +4,000 gp
10,000–15,999 gp                               两个属性+2                                      +10,000 gp
16,000–35,999 gp                   一个属性+4或全部三个属性+2                          +16,000 gp
36,000–39,999 gp            一个属性+6或一个属性+4,其他两个属性+2              +36,000 gp
40,000–63,999 gp                      以上任意选择或两个属性+4                          +40,000 gp
64,000–89,999 gp          一个属性+6,另一个属性+4或全部三个属性+4             +64,000 gp
90,000–143,999 gp         两个属性+6或一个属性+6,其他两个属性+4              +90,000 gp
144,000+ gp                                     全部三个属性+6                                +144,000 gp

引用
表4-9:头部物品
初始价格                                            心灵属性增强加值                                  价格上升
0–3,999 gp                                                 —                                                —
4,000–9,999 gp                                   一个属性+2                                      +4,000 gp
10,000–15,999 gp                               两个属性+2                                      +10,000 gp
16,000–35,999 gp                   一个属性+4或全部三个属性+2                          +16,000 gp
36,000–39,999 gp            一个属性+6或一个属性+4,其他两个属性+2              +36,000 gp
40,000–63,999 gp                      以上任意选择或两个属性+4                          +40,000 gp
64,000–89,999 gp          一个属性+6,另一个属性+4或全部三个属性+4             +64,000 gp
90,000–143,999 gp         两个属性+6或一个属性+6,其他两个属性+4              +90,000 gp
144,000+ gp                                     全部三个属性+6                                +144,000 gp

引用
表4-10:颈部物品
初始价格                           天生护甲增强加值                      价格上升
0–1,999 gp                               —                                     —
2,000–7,999 gp                        +1                              +2,000 gp
8,000–17,999 gp                      +2                              +8,000 gp
18,000–31,999 gp                    +3                              +18,000 gp
32,000–49,999 gp                    +4                              +32,000 gp
50,000+ gp                             +5                              +50,000 gp

引用
表4-11:肩部物品
初始价格                            豁免骰抗力加值                       价格上升
0–999 gp                                 —                                     —
1,000–3,999 gp                       +1                              +1,000 gp
4,000–8,999 gp                       +2                              +4,000 gp
9,000–15,999 gp                     +3                              +9,000 gp
16,000–24,999 gp                   +4                              +16,000 gp
25,000+ gp                            +5                              +25,000 gp

戒指(RINGS)
戒指以和奇物差不多的方式运作。
移除物品(Removed Items):移除全部的防护戒指(rings of protection),其他戒指增加表4-12:戒指中指定的偏斜加值。
多个戒指(Multiple Rings):注意,多个戒指给予的偏斜加值不会叠加。这将由GM决定如何解决这一问题,有两个主要选择。第一个选择是遵循上述规则,每个戒指花费价格上升(考虑到获得第三戒指部位所付出的额外价格)。另一种选择是在两个戒指基础上任选一个戒指 (和相关价格上升)给予偏斜加值,允许角色避免为无法堆叠的加值支付两次。然而,这样做增加了额外的统计。

引用
表4-12:戒指
初始价格                             AC偏斜加值                        价格上升
0–1,999 gp                              —                                   —
2,000–7,999 gp                       +1                            +2,000 gp
8,000–17,999 gp                     +2                            +8,000 gp
18,000–31,999 gp                   +3                            +18,000 gp
32,000–49,999 gp                   +4                            +32,000 gp
50,000+ gp                            +5                            +50,000 gp

武器与防具(ARMS AND ARMOR)
根据这个系统,武器和防具将不会附魔纯粹的增强加值,也不需要+ 1增强加值的附魔。作为替代,物品附魔添加有效增强加值,然后将总数作为新增强加值分配到物品的攻击和伤害骰上。为了找到新的价格,将它最初附魔的总成本(不计算新增强加值)乘上4。
举例来说,锐锋(keen)附魔相当于+ 1加值,通常会花费2000 gp。根据这些规则,一把锐锋弯刃大刀(falchion)将会在锐锋附魔之上获得+ 1加值,而成本将变为8000 gp。一把锋锐神圣(holy)弯刃大刀通常成本18000 gp而附魔相当于+ 3加值,因此它将在它的附魔上获得+ 3增强加值,成本72000 gp。
劇透 -   :
Innate Item Bonuses
Some GMs may find themselves frustrated by the need for players to seek out magic items granting specific bonuses. Under this new system, characters gain the statistical bonuses they’re expected to gain from magic items as they level up so long as they have any item in the relevant slot, instead of needing specific items. The system involves minimal alterations to existing items, and works especially well for campaigns with higher than normal wealth.
The rules in the Automatic Bonus Progression section (see page 156) downplay the role of magic items by granting bonuses to characters directly as they increase in level, and restricting the abilities of magic items. However, those rules don’t work as well as the innate item bonuses system does in games that include more magic items than is assumed in the Core Rulebook. In addition, this system helps those GMs who prefer to emphasize the wonder and power of magic items.
BONUS AND PRICE OVERVIEW
In this system, the bonus a magic item grants corresponds to the item’s starting market price as it appears in the item’s original statistics. This price is shown on each table in this section in the “Starting Price” column. The second column shows the value of the bonus at a particular price range, and the header indicates to which statistics the bonus applies. In addition, any item that gains an innate item bonus also increases its market price by the amount shown on each table’s “Price Increase” column.
For example, a belt of dwarvenkind isn’t a popular choice, since players typically want a belt of giant strength +4 or similar item for close to the same price. When using innate bonuses, items such as the belt of giant strength—which only grants an enhancement bonus—wouldn’t exist, and the belt of dwarvenkind would count as a body slot item (see the Altered Item Slots section under Wondrous Items, below). Since it costs 14,900 gp in the Core Rulebook, it would grant a +2 bonus to two ability scores in addition to its usual effects, and cost an additional 10,000 gp, for a total of 24,900 gp.
The price increase means that a significant range of prices doesn’t come into play in a campaign that uses this system. For example, if a neck slot item would normally have a base market price of 2,000 gp, it would now grant an additional +1 enhancement bonus to natural armor, and its price would increase by 2,000 gp. That means a neck slot item can’t have a final price between 2,000 gp and 3,999 gp. If you need treasure at a value in that range, look at items that don’t grant innate bonuses.
To use this system, institute the following changes.
WONDROUS ITEMS
Most items that grant bonuses to statistics fall into the wondrous items category.
Removed Items: Remove all amulets of natural armor, cloaks of resistance, and items that grant enhancement bonuses to ability scores.
Altered Item Slots: Remove the belt and headband slots. For the remaining items in those slots (those that do not grant enhancement bonuses), move all belt slot items to the body slot and all headband slot items to the head slot. This alteration reduces the total number of magic item slots, and does mean that some items that could normally be worn in tandem can’t in this system.
Ability Changes: If the table specifies that an item grants enhancement bonuses to ability scores, the wearer can change the associated ability scores by removing an item and then putting it back on. This causes the new bonus to become temporary for 24 hours. All items capable of granting an Intelligence bonus increase the bonus of a preset skill, just like a headband of vast intelligence. Amulets of mighty fists and bracers of armor follow the rules for weapons and armor; this means it is possible to make more powerful (+10 equivalent) amulets of mighty fists and bracers of armor than before.
Table 4–8: Body Slot Items
Enhancement Bonus to
Starting Price Physical Ability Scores Price Increase
0–3,999 gp — —
4,000–9,999 gp +2 to one score +4,000 gp
10,000–15,999 gp +2 to two scores +10,000 gp
16,000–35,999 gp +4 to one score, or +16,000 gp
+2 to all three
36,000–39,999 gp +6 to one score, or +4 to +36,000 gp
one and +2 to two others
40,000–63,999 gp Any choice above, or +40,000 gp
+4 to two scores
64,000–89,999 gp +6 to one score and +4 to +64,000 gp
another, or +4 to all three
90,000–143,999 gp +6 to two scores, or +6 to +90,000 gp
one and +4 to two others
144,000+ gp +6 to all three scores +144,000 gp
Table 4–9: Head Slot Items
Enhancement Bonus to
Starting Price Mental Ability Scores Price Increase
0–3,999 gp — —
4,000–9,999 gp +2 to one score +4,000 gp
10,000–15,999 gp +2 to two scores +10,000 gp
16,000–35,999 gp +4 to one score, or +16,000 gp
+2 to all three
36,000–39,999 gp +6 to one score, or +4 to +36,000 gp
one and +2 to two others
40,000–63,999 gp Any choice above, +40,000 gp
or +4 to two scores
64,000–89,999 gp +6 to one score and +4 to +64,000 gp
another, or +4 to all three
90,000–143,999 gp +6 to two scores, or +6 to +90,000 gp
one and +4 to two others
144,000+ gp +6 to all three scores +144,000 gp
Table 4–10: Neck Slot Items
Enhancement Bonus
Starting Price to Natural Armor Price Increase
0–1,999 gp — —
2,000–7,999 gp +1 +2,000 gp
8,000–17,999 gp +2 +8,000 gp
18,000–31,999 gp +3 +18,000 gp
32,000–49,999 gp +4 +32,000 gp
50,000+ gp +5 +50,000 gp
Table 4–11: Shoulder Slot Items
Resistance Bonus
Starting Price on Saving Throws Price Increase
0–999 gp — —
1,000–3,999 gp +1 +1,000 gp
4,000–8,999 gp +2 +4,000 gp
9,000–15,999 gp +3 +9,000 gp
16,000–24,999 gp +4 +16,000 gp
25,000+ gp +5 +25,000 gp
RINGS
Rings work in much the same way as wondrous items.
Removed Items: Remove all rings of protection, and add the def lection bonus specif ied on Table 4–12: Rings to all other rings.
Multiple Rings: Note that def lection bonuses granted by multiple rings don’t stack. It’s up to the GM to decide how to deal with this, with two main options. The first option is to follow the rule outlined above and charge the price increase for each ring—consider the additional cost the price of essentially getting a third ring slot. The other option is to make the def lection bonus granted by rings (and the associated price increases) optional on a ring-by-ring basis, allowing characters to avoid paying twice for a non-stacking bonus. Doing so adds additional bookkeeping, however.
Table 4–12: Rings
Deflection
Starting Price Bonus to AC Price Increase
0–1,999 gp — —
2,000–7,999 gp +1 +2,000 gp
8,000–17,999 gp +2 +8,000 gp
18,000–31,999 gp +3 +18,000 gp
32,000–49,999 gp +4 +32,000 gp
50,000+ gp +5 +50,000 gp
ARMS AND ARMOR
Under this system, weapons and armor are not forged with pure enhancement bonuses, and don’t need to have a +1 enhancement bonus to have a special ability. Instead, add up the effective enhancement bonus for the item’s special abilities, then assign the total to the item as its new enhancement bonus on attack and damage rolls. To find the new price, multiply the total cost of its original special abilities—not counting the new enhancement bonus—by 4.
For example, the keen ability is equivalent to a +1 bonus and would normally cost 2,000 gp. Under these rules, a keen falchion would gain a +1 bonus on top of its keen ability, and the cost would become 8,000 gp. A keen holy falchion, on the other hand, normally costs 18,000 gp and has abilities equivalent to a +3 bonus, so it would gain a +3 enhancement bonus on top of its abilities and cost 72,000 gp instead.
« 上次编辑: 2015-05-10, 周日 21:29:38 由 炽炎烈龙 »

离线 snowknight

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Re: 【Pathfinder Unchained】天生物品加值(Innate Item Bonuses)
« 回帖 #1 于: 2015-05-10, 周日 19:18:50 »
完全没有看懂
总之就是可以2个装备然后6个属性全+6的意思么
白雪諾 10/18/12/13/10/16 | LG 人类 男性 | 义洛理圣武2| HP 21/21 | AC 20(16 tch, 14 fl) | CMD 16 | F7 R7 W6 | 先攻+4 | 骑术+7,生存+3,魔法装置+5,唬骗+5,杂技+7,驯养动物+7|普通视觉 |随意攻击 AB+6,DMG 1D8| 随意侦测气池|试炼(1/1) +1| 圣疗(4/4)1D6+3正能量
赵灵儿 20/13/10/05/08/18 | LG 娜迦裔 女性 | 神圣使徒圣武4| HP 32/32 | AC 22(14 tch, 18 fl) | CMD 21 | F8 R6 W7 | 先攻+1 | 宗教+1,位面-1,交涉+8|昏暗视觉 |随意攻击 AB+8,DMG 2D8+7| 随意侦测邪恶|制裁(1/1) +4,毁灭(1/1) +1| 圣疗(6/6+3/3)2D6正能量|勇气灵光,病免,移除疲乏,引导正能量,法术1,领域1
4E模组恐怖墓穴第一弹!http://www.goddessfantasy.net/bbs/index.php?topic=103310.0

离线 月夜白雨

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Re: 【Pathfinder Unchained】天生物品加值(Innate Item Bonuses)
« 回帖 #2 于: 2015-05-10, 周日 20:18:39 »
根据计算,最高是+16等效的防护护腕哦。
当然,价格也是“举高高”的哦
我月夜白雨只想安静地过图书馆长的生活。