作者 主题: 自用自翻资源帖  (阅读 243004 次)

副标题: 积少成多 滴水成河

离线 TougouTuyosi

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Re: 自用自翻资源帖
« 回帖 #260 于: 2017-07-13, 周四 13:44:55 »
易容,出自《Ultimate Intrigue》-极限诡道 186页
易容技能的使用远比唬骗和交涉更为具体。易容技能可以让角色持续地隐藏自己的身份并同时潜在地扮演着其他的角色。

并非总是在对抗:关于易容技能最重要的一点是,角色并不会自动地获得一个察觉检定来对抗它。依照核心规则书,对手只有当易容的角色积极的引起注意时才能被动尝试一次察觉检定,如果这个观察者对每一个人都充满了怀疑,又或者易容的角色在尝试扮演一个观察者能识别的特别的人。在这些情况下观察者可以马上尝试一次察觉检定,并在之后每小时检定一次。

单次易容检定:与大多数其他的技能不同,角色通常在创造物理性易容时只进行一次易容检定。像是为了改变成某个人的声音或是使用适当的举止或语法而进行更多的易容检定是有必要的,但基本的易容并不需要进行更多的检定。这个检定结果应当是保密的,只有第一次真正检验易容时才会暴露出来,这会在面对易容的角色希望他们的朋友告诉他们的易容有多好的时候变得复杂起来。处理这个问题的一种方法是,只有当第一次真正的进行对抗的时候,才偷偷的进行易容检定(见上文),因为这项技能并没有说明检定在什么时候发生。

易容并不仅仅是视觉上的:虽然这个技能在核心规则书中重点围绕在从视觉上易容成一个角色,但在随后的规则中(例如扭曲嗓音法术;见探索者RPG极限魔法248页)已经清楚的表明还有其他的方面,包括声音,举止,遣词造句。诀窍在于去识别使用唬骗和易容技能之间的不同。一般来说唬骗检定是掩盖事实真相去协助易容,而易容检定则涵盖其他方面,例如模仿动作以及言语。

看穿幻觉:使用幻术或者变化魔法来增强易容是非常诱人的,因为加值是如此的高。根据核心规则书,魔法穿透幻术或变化时并不会自动的看穿正常的易容,但这会使外表的魔法的成分无效化。因此,一个真正的易容大师会使用这两种类型的欺骗手段,她也会确保注意到她使用了魔法的人能有一种方法来解释易容魔法完全参与了进来的原因。例如一个盗贼将她自己易容成一个高尚但又平凡的贵族,然后使用易容术来在五官幻觉中将她自己掩盖成同样高贵但更美丽的样子。然后如果有人看穿了幻术而不是平常的易容,那么他会认为她是一个虚荣的贵族而不会因为使用了幻术法术而产生怀疑并进一步要求更彻底的检查。

拟像术与易容:拟像术的施法者使用易容技能来塑造所创造的形状。然而值得注意的是在能够使用拟像术的等级的时候,使用察言观色检定来检测一个拟像是非常容易的,所以除非拟像具有很高的唬骗调整值,否则使用拟像来长久的进行冒名顶替仍然是一个挑战。

剧透 -   :
DISGUISE
The uses of the Disguise skill are far more specific than those of Bluff and Diplomacy. The Disguise skill exists to allow characters to conceal their identity and to potentially pose as other characters.

Not Always Opposed: The most important thing to note about the Disguise skill is that characters do not automatically get a Perception check to oppose it. Per the Core Rulebook, an opponent receives a Perception check only if the disguised character is actively drawing attention, if the perceiving character is actively suspicious of everyone, or if the disguised character is attempting to impersonate a particular person that the perceiving character recognizes. Under one of these circumstances, a perceiving character can attempt one Perception check right away and then another check each hour.

A Single Disguise Check: Unlike most other skills, a character typically attempts a Disguise check only once when creating a physical disguise. Further Disguise checks might be necessary for things such as altering one’s voice or using appropriate mannerisms or phrasing, but the basic disguise doesn’t require further checks. The check result is supposed to be a secret that is revealed only the first time the disguise is truly tested, which can be tricky in the face of disguising characters who want their friends to tell them how good the disguise is. One way to handle this is to roll the Disguise check secretly only the first time it truly comes into opposition (see above), since the skill doesn’t indicate when the check first occurs.

Disguise Is More Than Visual: Though the skill as presented in the Core Rulebook focuses on the visual aspects of disguise that a character prepares, later rules (such as the vocal alteration spell; see page 248 of Pathfinder RPG Ultimate Magic) have made it clear that there are other aspects, including voice, mannerisms, and phrasing. The trick is to distinguish between the use of the Bluff and the Disguise skills. Generally, Bluff checks cover telling actual lies to support a disguise, whereas Disguise checks cover the other aspects, such as imitating mannerisms and speech.

Saw Through the Illusion: It is very tempting to use illusion or transmutation magic to augment a disguise, since the bonus is so high. As per the Core Rulebook, magic that penetrates an illusion or transmutation doesn’t automatically see through a mundane disguise, but it negates the magical components of the costume. Thus, a true master of disguise uses both types of trickery, and she also ensures that the person who notices her use of magic has a way to explain the fact that disguise magic was involved at all. For instance, a rogue might disguise herself as a noble with mundane means and then use disguise self to cloak herself in a glamer of that same noble, but more beautiful. Then, if someone sees through the illusion but not the mundane disguise, he would just think she was a vain noble instead of becoming suspicious
due to the use of illusion magic and demanding a more thorough inspection.

Simulacrum and Disguise: The caster of the simulacrum spell uses the Disguise skill to shape the form created. However, it is important to note that the Sense Motive check to detect a simulacrum is very easy at the level that simulacrum becomes available, so unless the simulacrum has a high Bluff modifier, it is still challenging to use a simulacrum as an impostor for long.
比切尔|守序中立人类|战士 1| 生命值8/12|防御等级18(接触12,措手不及16)|战技防御16|强韧+4 反射+2 意志+2|先攻+2|察觉+1 察言观色+1 交涉+0 特技-3 隐匿-3|
特殊:默认不携带盾牌,对抗擒抱/摔绊战技时CMD+1|角色卡连结

思亘七险,点落九宫,神游八极,纵横十方

离线 前尘如梦新月酱

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法术
« 回帖 #261 于: 2017-07-15, 周六 14:04:35 »
诱骗人类 出自《内海诡道》
学派:惑控(魅惑)[影响心灵];
等级:奥能师4,诗人3,催眠师3,异能者3,歌者3,术士\法师4,女巫4
施法
施法时间:1标准动作
成分:V,M(一滴酒精)
豁免:意志无效;法术抗力 可
效果
距离 近距(25+5/2cl)
目标 一个类人生物
持续时间 1小时/等级
描述
你使目标变得极度友善,目标对所有生物的态度都将变为友善。任何对目标过度威胁性或伤害性的举动都会让法术结束。
一名被诱骗的生物会采用如同利于其真正朋友的方式努力满足多个请求。如果这些请求发生冲突,它通常会选择更合理的选项——复写相干的请求需要通过一次魅力鉴定对抗,如同目标正承受多个心灵控制效果一般(PFCRB 209)。

剧透 -   :
Inveigle Person
Source Inner Sea Intrigue pg. 60
School enchantment (charm) [mind-affecting]; Level arcanist 4, bard 3, mesmerist 3, psychic 3, skald 3, sorcerer/wizard 4, witch 4
Casting
Casting Time 1 standard action
Components V, M (a drop of alcohol)
Effect
Range close (25 ft. + 5 ft./2 levels)
Target one humanoid creature
Duration 1 hour/level
Saving Throw Will negates; Spell Resistance yes
Description
You cause the target to become extremely amiable. The target treats all other living creatures as if it were friendly toward them. Any overtly hostile or harmful act toward the target by any living creature ends the spell.

An inveigled creature attempts to fulfill multiple requests in the same manner as it would favors for its true friends. If such requests conflict, it usually chooses the more reasonable option—overriding this preference requires succeeding at an opposed Charisma check, as if under multiple forms of mental control (Pathfinder RPG Core Rulebook 209).
« 上次编辑: 2017-07-16, 周日 13:43:33 由 前尘如梦新月酱 »

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Re: 法术
« 回帖 #262 于: 2017-07-15, 周六 23:20:50 »
诱骗人类 出自《内海诡道》
学派:惑控(魅惑)[影响心灵];
等级:奥能师4,诗人3,催眠师3,异能者3,歌者3,术士\法师4,女巫4
施法
施法时间:1标准动作
成分:V,M(一滴酒精)
豁免:意志无效;法术抗力 可
描述
你使目标变得极度友善,目标对所有生物的态度都将变为友善。任何对目标过度威胁性或伤害性的举动都会让法术结束。
一名被诱骗的生物会采用如同利于其真正朋友的方式努力满足多个请求。如果这些请求发生冲突,它通常会选择更合理的选项——复写相干的请求需要通过一次魅力鉴定对抗,如同目标正承受多个心灵控制效果一般(PFCRB 209)。

剧透 -   :
Inveigle Person
Source Inner Sea Intrigue pg. 60
School enchantment (charm) [mind-affecting]; Level arcanist 4, bard 3, mesmerist 3, psychic 3, skald 3, sorcerer/wizard 4, witch 4
Casting
Casting Time 1 standard action
Components V, M (a drop of alcohol)
Effect
Range close (25 ft. + 5 ft./2 levels)
Target one humanoid creature
Duration 1 hour/level
Saving Throw Will negates; Spell Resistance yes
Description
You cause the target to become extremely amiable. The target treats all other living creatures as if it were friendly toward them. Any overtly hostile or harmful act toward the target by any living creature ends the spell.

An inveigled creature attempts to fulfill multiple requests in the same manner as it would favors for its true friends. If such requests conflict, it usually chooses the more reasonable option—overriding this preference requires succeeding at an opposed Charisma check, as if under multiple forms of mental control (Pathfinder RPG Core Rulebook 209).
这…新月漏翻了三项东西啊…

Range close (25 ft. + 5 ft./2 levels)
Target one humanoid creature
Duration 1 hour/level
强烈谴责向施法怪物套幼年模版的流氓行为!
从不放弃神术四环施法者!
好想在跑团中买恶意变形术施法者服务!
永远纪念消失在PF2e的盖丁一族!

离线 hellococoo

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探索者腰包
« 回帖 #263 于: 2017-07-22, 周六 07:46:30 »
探索者腰包(Pathfinder Pouch) 出自《Seekers of Secrets pg. 56》
类型:奇物(无位置)
价格:1000gp 重量:1磅
效果:这个不起眼的挂皮带上的腰包,在需要从警卫与政府官员眼皮下偷运东西的探索者中很流行。侦测魔法不会侦测到它是魔法物品(就像法术魔法灵光一样运作),但这腰包却是个很小的次元袋。(10磅,2立方英尺)
在说出命令词后,穿戴者可以打开或关闭腰包内的异次元空间;当关闭时,它有人类拳头大小的普通腰包的容量,但在异次元内的物体仍然储存着,在腰包再次解封前不可触及。这可以让使用者清空他的口袋,或甚至是从内部翻出来来证明他没有携带禁运品,并稍后在安全处存取物品。由于腰包没有魔法灵光的特性,这些腰包有时候装着连他们所有者都不知道的宝藏。

剧透 -  原文:
This nondescript belt pouch is quite popular among Pathfinders who need to smuggle items past snooping guards or government officials. Detect magic does not detect that it is magical (as per the magic aura spell), but the pouch acts as a very small bag of holding (contents limit 10 pounds, volume limit 2 cubic feet).

With a command word, the wearer can close or open the extradimensional space within the pouch; when closed, the pouch holds no more than a mundane belt pouch the size of a human fist, though objects within the extradimensional space remain stored, unreachable until the pouch is unsealed again. This allows the user to empty his pockets or even turn the pouch inside-out to prove he carries no contraband, and access the hidden goods later when in a safe place. Because of their nonmagical auras, these pouches sometimes hold secret treasures for generations without their owners realizing their nature.
Requirements Craft Wondrous Item, magic aura, secret chest; Cost 1,000 gp
[/quote]

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先知诅咒
« 回帖 #264 于: 2017-07-29, 周六 00:05:20 »
贪婪(Covetous) 出自龙之遗产《Legacy of Dragons pg. 8》
你发现自己已沉溺于光鲜富有的生活。你必须穿着至少价值[50gp+每超过1级100gp]的额外附魔衣物或首饰。如果你没有足够的财富来购买这件额外的装备,你会感到一种强烈的的欲望(但不是被迫的),让你变卖现有物品或从他人处盗窃来获取它。当你没有满足这个条件时,你会恶心;当你在违背意愿的情况下失去了任何价值超过[每角色等级25gp]的物品时,你也会恶心24小时。使用魔法装置成为你的本职技能。5级时,你的估价检定,辨认魔法物品的法术辨识检定,和使用魔法装置检定获得+4的洞察加值。10级时,你将鬼斧神工加入你的已知法术列表。15级时,你在对抗盗取战技的CMD以及使用巧手检定从你身上窃取物品的DC上获得先知等级的一半的加值。
剧透 -   :
Covetous (Legacy of Dragons pg. 8): You find yourself drawn to the luster of wealthy living. You must wear fine nonmagical clothing and jewelry worth at least 50 gp + 100 gp per character level you have beyond 1st. If you do not have sufficient wealth to purchase this additional equipment, you feel a strong desire (but are not compelled) to sell existing items or steal from others to obtain it. You are sickened whenever you do not meet this requirement; you are also sickened for 24 hours after anything worth 25 gp x your character level or more is taken from you against your will. Use Magic Device becomes a class skill for you. At 5th level, you gain a +4 insight bonus on Appraise checks, Spellcraft checks to identify magic items, and Use Magic Device checks. At 10th level, you add fabricate to your list of spells known. At 15th level, you add half your oracle level to your CMD against stealAPG combat maneuvers and to the DC of Sleight of Hand checks to take items from you.
« 上次编辑: 2017-07-29, 周六 00:09:26 由 norths »
CG | HP 16/16 | AC 14(12 tch,12 fl) | CMD 11 | F1 R2 W4 | 先攻+2 | 侦察 6/察言观色2  | 昏暗视觉 | 奥5/5 | 神4/5
伙伴 | HP 8/8  | AC 20(16 tch,14 fl) | F2 R7 W1 | 先攻+4 | 侦查7 | 昏暗视觉

离线 希尔

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Re: 自用自翻资源帖
« 回帖 #265 于: 2017-08-09, 周三 07:30:27 »
佩什(pesh)
出处《冒险者的武器库》(Adventurer's Armory)第十九页
价格:20 gp 重量:-
分类:黑市物品
描述:当这种绿色仙人掌的新鲜乳液,混合松香等其他原料时,会凝固成带有强烈酸味的坚实黑色小块。尽管佩什有许多种类,但提纯后的佩什是最强劲也是最昂贵的那种。服用提纯后的佩什会给人在1小时内提供15点临时生命值,并且在1天内对抗恐惧效果时有+2士气加值,同时在1天内在敏捷和感知上承受-4减值。佩什会导致成瘾(强韧DC10抵抗),长期服用还会造成敏捷和感知伤害。


注:其实是pesh里最弱的一种……

剧透 -  原文:
Pesh
Source Adventurer's Armory pg. 19 (Amazon)
Price 20 gp; Weight —
Category Black Market
Description
The milk of this vibrantly green cactus, when mixed with resins and other ingredients, congeals into sticky, black chunks with an exceedingly sour taste. Though pesh comes in several different varieties, refined pesh is both the most potent and expensive type. Taking refined pesh gives a person 15 temporary hit points for 1 hour, a +2 morale bonus on saves versus fear effects for 1 day, and a –4 penalty to Dexterity and Wisdom for 1 day. Pesh is addictive (Fortitude DC 10 to resist), and long-term users suffer Dexterity and Wisdom damage.
« 上次编辑: 2017-08-09, 周三 07:55:29 由 希尔 »
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Re: 自用自翻资源帖
« 回帖 #266 于: 2017-08-09, 周三 07:58:08 »
腐肉诱饵(carrion bait)
出处《亡灵杀手手册》(Undead Slayer's Handbook)第十一页
价格:25 gp 重量:2 lbs
分类:炼金工具
描述:这个大玻璃罐用蜡塞封上保持气密。在罐子里,溃烂的猴肉块复盖着霉菌和蛆虫,这些混合物的效力要直到暴露于空气才真正显现。一旦罐子打开(用一个标准动作),内容物会以极快的速度膨胀和腐烂,散发出剧烈的恶臭。在罐子打开时,任何距离罐子15尺内的活着的生物,必须通过一个DC 12的强韧豁免否则恶心1d4轮。
虫类和不死生物很难将腐肉诱饵和腐烂的人类血肉区分开,但是智能不死生物通过一个DC 15的察觉检定可以发觉两者区别。无论如何,任何花至少一轮进食腐肉诱饵的生物会马上意识到不对劲,因为诱饵在入口后仍持续膨胀。在吃下腐肉诱饵一轮后,被影响的不死生物或者虫类恍惚1d4轮,因其肚子膨胀到难以置信的程度(其他类型的生物无法吃下腐肉诱饵,代之以反胃2d4轮)。如果被影响的生物已经恍惚,则在腐肉诱饵效果持续时间内,其移动速度降低10尺作为替代。制造腐肉诱饵需要通过DC 19的工艺(炼金)检定。


剧透 -  原文:
carrion bait
Source Undead Slayer's Handbook pg. 11 (Amazon)
Price 25 gp; Weight 2 lbs.
Category Alchemical Tools
Description
This large glass jar is vacuum-sealed with an airtight wax plug. Inside, festering chunks of monkey meat are covered in fungal mycelium and seeded with fly eggs, though the mixture’s potency is not evident until it’s exposed to air. Once the jar is opened (a standard action), the stench quickly becomes overpowering as the jar’s contents swell and rot at an accelerated rate. Any living creature within 15 feet of the jar when it is opened must succeed at a DC 12 Fortitude save or be sickened for 1d4 rounds.

Vermin and undead have a hard time distinguishing carrion bait from rotten human flesh, but intelligent undead that succeed at a DC 15 Perception check realize the difference. Regardless, any creature that spends more than 1 round eating the carrion bait quickly realizes its error, since the bait continues to swell and grow even as it’s digested. One round after eating carrion bait, an affected undead or vermin becomes staggered for 1d4 rounds as its belly bulges to incredible proportions (other creature types cannot stomach carrion bait and instead are nauseated for 2d4 rounds). If the affected creature is already staggered, its movement speed instead decreases by 10 feet for the duration of the carrion bait’s effect. Crafting carrion bait requires a successful DC 19 Craft (alchemy) check.
Construction
Craft (Alchemy) DC 19
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背景

魔法威能
出自《内海诸神Inner Sea Gods pg. 221》
类型:宗教
需求:瑞拉努(Yuelral)
你天生对魔法的亲和力让你能影响那些甚至能抵抗它的人。你在克服法术抗力的CL检定时+1背景加值。


PFS Legal Magic’s Might
Source Inner Sea Gods pg. 221 (Amazon)
Category Religion
Requirement(s) Yuelral
Your natural affinity for magic allows you to affect even those who resist it. You gain a +1 trait bonus on caster level checks to overcome spell resistance.
« 上次编辑: 2017-08-15, 周二 23:31:14 由 犬良人 »
强烈谴责向施法怪物套幼年模版的流氓行为!
从不放弃神术四环施法者!
好想在跑团中买恶意变形术施法者服务!
永远纪念消失在PF2e的盖丁一族!

离线 空山鸣

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Re: 自用自翻资源帖
« 回帖 #268 于: 2017-08-11, 周五 02:04:55 »
人类种族替换能力 出自《第一世界的遗产》(Legacy of the First World)

精怪之心:与精类生物有所关联的人类拥有比其同类更强的感官和反应速度。这种人类拥有昏暗视觉,在反射和意志豁免上获得+1种族加值,并将知识(自然)和察觉视为本职技能。此种族特性替代奖励技能


剧透 -  原文:
Heart of the Fey: Fey-touched humans enjoy senses and reactions superior to those of their kin. These humans receive low-light vision, gain a +1 racial bonus on Reflex and Will saves, and treat Knowledge (nature) and Perception as class skills. This racial trait replaces skilled.

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Re: 自用自翻资源帖
« 回帖 #269 于: 2017-08-11, 周五 02:45:55 »
三生护符(CHARM OF THE THRICEBORN)
出处《第一世界的遗产》(Legacy of the First World)第25页
价格:2400gp
位置:无 CL:9th 重量:-
灵光:中等预言系
描述:携带这个线团状护符超过整三天的生物会成为它的主人,直到失去对它的所有权。一个生物只能成为单个三生护符的主人。在每天开始,护符的主人可以骰三个d20并且持有这些结果作为护符骰。在这天中,护符的主人可以有一次机会,代替骰一个d20,将三个护符骰中的随机一个作为结果(骰1d3来选择)。
制造需求:制造奇物、三相之视
制造花费:1200gp


剧透 -  原文:
CHARM OF THE THRICEBORN
PRICE
2,400 GP
SLOT  none CL 9th WEIGHT —
AURA  moderate divination
A creature carrying this knot-shaped charm for 3 full days becomes
its owner until she loses possession of it. A creature can only be
the  owner  of  a  single  charm  of  the  thriceborn .  At  the  start  of
each day, the charm’s owner rolls 3d20 and keeps their results as
her charmed dice. Once during that day, instead of rolling a d20,
the charm’s owner can instead use the result of one of the three
charmed dice, randomly selected (roll 1d3 to choose).
CONSTRUCTION REQUIREMENTS COST 1,200 GP
Craft Wondrous Item, threefold sight

三生权杖(ROD OF THE THRICEBORN)
出处《第一世界的遗产》(Legacy of the First World)第25页
价格:次级2500gp,普通6500gp,高等19500gp
位置:无 CL:5th 重量:5 lbs
灵光:中等预言系
描述:每天最多三次,持握这个细长三角棱柱的生物,能释放一个法术,使目标在对抗法术时的豁免中骰三次并且取中间结果,如同三相之视(Threefold Sight)法术。次级三生权杖能影响最高三级的法术,普通三生权杖能影响最高六级的法术,高等三生权杖最高能影响九级的法术。三生权杖不能与超魔权杖或者顽强法术专长一起使用。
制造需求:制造权杖、三相之视
制造花费:依品质而定,次级1250gp,普通3250gp,高等9750gp


剧透 -  原文:
ROD OF THE THRICEBORN
PRICE
varies
Lesser rod of the thriceborn 2,500 GP
Rod of the thriceborn 6,500 GP
Greater rod of the thriceborn   19,500 GP
SLOT  none CL 5th WEIGHT 5 lbs.
AURA moderate divination
The wielder of this elongated triangular prism can cast up to three
spells per day for which the spell’s targets must roll three times
for their saving throws and take the middle of the three results, as
per  threefold sight. A lesser rod of the thriceborn  can affect spells
up to 3rd level, a rod of the thriceborn  can affect spells up to 6th
level, and a greater  rod of the thriceborn  can affect spells up to
9th level. A  rod of the thriceborn  can’t be used in conjunction with
metamagic rods or the Persistent Spell feat.
CONSTRUCTION REQUIREMENTS COST varies
Lesser rod of the thriceborn 1,250 GP
Rod of the thriceborn 3,250 GP
Greater rod of the thriceborn   9,750 GP
Craft Rod, threefold sight

三端飘带(RIBBON OF THE THREE)
出处《第一世界的遗产》(Legacy of the First World)第25页
价格:60000gp
位置:头部 CL:9th 重量:-
灵光:中等变化系
描述:这条绿色的飘带形如Magdh的三端之结。穿戴者得到三张脸,分别代表他的不同人格,如同持续处于三相之貌(Threefold Face)法术影响下。
制造需求:制造奇物、三相之貌
制造花费:30000gp


剧透 -  原文:
RIBBON OF THE THREE
PRICE
60,000 GP
SLOT  head CL 9th WEIGHT —
AURA  moderate transmutation
This  green  ribbon  is  fashioned  in  the  shape  of  Magdh’s  three-pointed knot. The wearer gains three faces that each represent a
different aspect of her personality, as if constantly under the effect
of threefold face .
CONSTRUCTION REQUIREMENTS COST 30,000 GP
Craft Wondrous Item, threefold face
« 上次编辑: 2017-08-11, 周五 05:17:45 由 希尔 »
见证了丢人的币+1

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Re: 先知诅咒
« 回帖 #270 于: 2017-08-11, 周五 14:54:41 »
夺舍(Possessed) 出自惊骇国度《Horror Realms pg. 15》
另一个思想正与你共用身体,阻碍你的控制,结果这使你难以集中精神。你在所有的专注检定中承受-2减值,而且专注以维持法术时会引发借机攻击。每当敌人试图使用某个效果(effect)去占据(possess)或支配(dominate)你,且该效果允许进行一次豁免检定来避免生效时,你可以进行两次豁免检定并选择较好的那个结果。

5级时,如果你被晕眩或震慑,可以选择用双倍持续时间的困惑状态来取代晕眩或震慑效果。
10级时,将占据术OA加入你的先知5环已知法术列表。
15级时,将高等物体占据术OA加入你的先知7环已知法术列表。


剧透 -   :
Possessed:
Another mind shares your body, interfering with your control, and it’s more difficult for you to concentrate as a result. You take a –2 penalty on all concentration checks, and concentrating to maintain a spell duration provokes attacks of opportunity. Whenever a foe attempts to use an effect to possess or dominate you and the effect allows a saving throw to negate, you may roll twice and take the better of the two results.
At 5th level, if you become dazed or stunned, you can choose instead to become confused for twice the duration the daze or stun effect would have normally lasted.
At 10th level, add possessionOA to your list of 5th-level oracle spells known.
At 15th level, add greater object possessionOA to your list of 7th-level oracle spells known.
« 上次编辑: 2017-08-11, 周五 16:16:11 由 剧毒术士 米诺 »
剧透 -  成就列表:
【“噢,他可真强壮!”】:1级时反魅惑一个传奇魅魔
【被遗忘的历史】:向NPC讲述 鑢 七花 的背景故事时,知识(历史)骰出20
【剧毒】:PFS连续3天0XP后,在第4天惨遭撕卡
【暮光之锤信徒】:Boss被pc高呼着“The name of Deraka!”,用裂地锤给锤爆了

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专长
« 回帖 #271 于: 2017-08-12, 周六 16:57:01 »
精通包抄(战斗、团队)(Improved Outflank) 出自《第一世界的遗产》(Legacy of the First World)
你能轻而易举地找到敌人防御的薄弱之处。
先决条件:包抄(Outflank)APG,BAB+6
专长效果:当你和一名同样拥有这个专长的盟友威胁同一个敌人时,若你邻接一个没有被占据的方格,并且你身处该方格时可以与该名盟友形成夹击,那么你视作夹击这名敌人。
通常情况:你必须处于盟友的正对角来夹击一名对手。


剧透 -  原文:
Improved Outflank (Combat, Teamwork)
You can easily find openings in your enemies’ defenses.
Prerequisites: OutflankAPG, base attack bonus +6.
Benefit: Whenever you and an ally who also has this feat arethreatening the same foe, you are considered to be flanking that foe if you are adjacent to an unoccupied square from which you would be able to flank the foe with your ally.
Normal: You must be positioned opposite an ally to flank an opponent.
« 上次编辑: 2017-08-12, 周六 17:18:40 由 炼金术士卡莉 »
不要在意这个很弱的家伙。

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Re: 魔战士变体
« 回帖 #272 于: 2017-08-14, 周一 12:33:06 »
魔武者(魔战士变体)出自内海诡道(inner sea intrigue)
经过一种可以追溯到老法师贾特比的十位魔武者时期的传统方式的训练,魔武者通过放弃他们的身份来掌控魔法的力量,成为所属文明的勇者,在莽吉荒原与更广阔的世界中学习。

本职技能:魔武者将知识(历史与自然)加入他的本职技能列表,取代知识(地城与位面)。
这一能力调整了魔战士的本职技能。

无名面具(Ex):一位魔武者通过用一个动物化的面具隐藏他的身份来获得力量,但也要承受如此做的缺点。当戴着她的面具时,魔武者在对抗探知子学派的预言法术时豁免获得+2加值。然而,对魔武者传统不熟悉或者蔑视这一传统的NPC会对穿戴面具的魔武者拥有不友好的初始态度。如果使用影响系统(极限诡道102),需要一个额外成功来提高这种NPC的影响等级。
魔武者不能再她从未见过或不信任的任何人面前揭露真名或摘下面具。如果她触犯这一禁忌,她必须摧毁面具并且创造或持有一个新面具,才可以获得穿戴面具带来的好处。

魔武者面相(Su):
3级时,一名魔武者可以获得一种动物力量的一面。这一动物必须与魔武者的面具相匹配(如果魔武者创造或持有信面具时这一动物也会改变)。以一个标准动作,一名魔武者可以获得一种野兽形态I的能力列表中这一动物拥有的能力(这一能力无法让她改变体型)。这一能力持续每魔战士等级一分钟。【注:我大概是没看错这个能力……没有资源消耗诶?】
此能力取代3级获得的魔战士奥能。

无名隐匿者(Su):8级时,一名魔武者的无名面具可以在预言法术下保护它。每天一次,只要她处于面具身份下,她可以使用回避侦测法术,用魔战士等级作为施法者等级。
这一能力取代精通法术战斗。

精通法术战斗(Ex):14级时,一名魔武者获得精通法术战斗能力。
这一能力取代高等法术战斗。

玛甘比法术通路(Su):
19级时,一名魔武者学习到了使用自然魔法的古代奥秘。它从德鲁伊的法术列表中选择7个法术,将它们作为与德鲁伊法术同环的魔战士法术加入她的法术书。她在下列每一环获得一个魔战士法术列表上没有的德鲁伊法术:0环、1环、2环、3环、4环、5环、6环。她可以忽略这些法术的法器成分。
这一能力取代高等法术通路。

魔战士奥能:
下列魔战士奥能可以完善魔武者变体:精确打击UC,奥能精准UM,奥能遮蔽UC,奥能刀锋UC,破敌刀锋UC,虔诚刀锋UC,强效法术UM,极效法术UM,瞬发法术UM,默发法术UM,法术混合UM,定发法术UM。


剧透 -   :
Magic Warrior (Magus Archetype)
Trained in a tradition stretching back to Old-Mage Jatembe’s Ten Magic Warriors, magic warriors renounce their identities to master magical might and serve as champions of culture and learning across the Mwangi Expanse and beyond.

Class Skills: A magic warrior adds Knowledge (history and nature) to her list of class skills, instead of Knowledge(dungeoneering and planes).
This ability alters the magus’s class skills.

Nameless Mask (Ex): A magic warrior gains strength in hiding her identity behind an animalistic mask, but also suffers drawbacks from doing so. While wearing her mask, a magic warrior gains a +2 bonus on saving throws against divinations in the scrying subschool. However, NPCs who are unfamiliar with or have a poor opinion of the magic warrior tradition have a starting attitude of unfriendly toward the magic warrior while she wears her mask. If using the influence system (Ultimate Intrigue 102), it takes one additional success to increase her influence level over such an NPC.
The magic warrior cannot reveal her name or remove her mask in front of anyone she has never met before or in front of anyone she does not trust. If she violates this taboo, she must
discard her mask and create or obtain a new mask and wear it before she can gain any benefits that result from wearing her mask.

Magic Warrior’s Aspect (Su): At 3rd level, a magic warrior can gain an aspect of an animal’s
might. The animal must suit the magic warrior’s mask (and the animal changes if the magic
warrior must create or obtain a new mask). As a standard action, the magic warrior gains one ability possessed by that animal from the list of abilities given in beast shape I (this ability does not allow her to change her size). The ability lasts for 1 minute per magus level.
This ability replaces the magus arcana gained at 3rd level.

Nameless Anonymity (Su): At 8th level, a magic warrior’s nameless masked identity protects her from divinations. Once per day, as long as she is in her masked identity, she can cast nondetection using her magus level as her caster level.
This ability replaces improved spell combat.

Improved Spell Combat (Ex):At 14th level, a magic warrior gains improved spell combat.
This ability replaces greater spell combat.

Magaambya Spell Access(Su): At 19th level, a magic warrior learns ancient secrets to using natural magic. She learns seven spells from the druid’s spell list and places them in her spellbook as magus spells of her druid level. She gains one of each of the following druid spells not on the magus spell list: 0-level, 1st-level,2nd-level, 3rd-level, 4th-level, 5th-level, and 6th-level. She can ignore the divine focus component of these spells.
This ability replaces greater spell access.

Magus Arcana: The following magus arcana complement the magic warrior archetype: accurate
strikeUC, arcane accuracyUM, arcane cloakUC, arcane edgeUC, bane bladeUC, devoted bladeUC, empowered magicUM, maximized magicUM, quickened magicUM, silent magicUM, spell blendingUM, still magicUM.
这个变体后来进行了更新,借用白猫大佬的翻译:http://www.goddessfantasy.net/bbs/?topic=88123.msg856599#msg856599

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Re: 法术
« 回帖 #273 于: 2017-08-15, 周二 23:32:34 »
准则符文 Rune of Rule

来源 冒险者指南 Adventurer's Guide 61页. 61
学派 变化系
环位 奥能师2,吟游诗人2,秘学士2,歌者2,术士/法师2,女巫2
施法时间 1分钟
成分 语言,姿势,材料(价值25gp的一小瓶颜料)
范围 近距
目标 一个活物
持续时间 1天 或 直至被启动(见描述)
豁免 意志通过则无效(无害);
法术抗力 可(无害)
描述
在秘文法师们对阿兹兰特的研究中,他们发现这个失落的人类帝国曾经有过一项神秘而古老的传统,那就是七种美德的行事准则,这个传统后来在魔印王的玷污下成为了世人更为熟悉的七大罪行。该发现启发秘文法师们发明出准则符文。这个法术允许你将符文施放在另一个生物上,这些符文可以在之后对它起到帮助。施法时,你需要使用一剂特别准备的价值25gp的颜料,用手指在受术者的身体上描绘特定的符文,来决定法术的具体效果。被描绘的符文持续24小时或直到法术被启动。除非另有说明,否则绘有符文的生物可以在任何时候以一个迅捷动作启动它。若法术的效果未被使用,与符文相关联的所有徽记都会消失,其效果也会消散。你永远不能将该法术施放在自己身上 - 它必须被赐予别人。以下是七种准则符文,以及使用者启动它们的具体效果。一个生物一次只能带有一个符文符号。

仁爱:带有该符文的生物可以在因另外一个生物的请求而进行的单一次攻击检定或技能检定时启动符文。只要启动符文的生物不会因为进行这次攻击或尝试该检定而获得立即的好处或回报,他就能在检定中获得+5洞察加值。

慷慨:当30尺范围内有其他生物启动一件由带有慷慨符文的生物所给予的消耗性魔法物品(例如药水或卷轴)时,带有慷慨符文的生物就必须以一个直觉动作启动自己的符文。当符文被激活时,决定那件消耗性魔法物品的效果时视为该物品的施法者等级比原本高2级。

谦逊:当一个生物激活谦逊符文时,它在一轮内不会引发借机攻击。

善良:一个生物必须在使用援助他人动作或施放治疗法术时才能启动善良符文。如果生物在援助他人的同时启动符文,则成功后提供的加值将增加到+5。如果生物在施放治疗法术的同时激活符文,法术的等效施法者等级将增加2。

爱情
:当一个生物在施展一个带有魅惑描述符的法术时,他可以启动爱情符文,使该法术豁免DC增加1。或者,一个生物可以在他的武器或法术攻击伤害之后启动爱情符文,使得造成的伤害变为非致命伤害。

节制:当一个带有节制符文的生物在一次对抗毒素、疾病、毒品或类似效果的豁免时失败时,它可以立即用一个直觉动作启动该符文。该生物可以立即尝试第二次豁免对抗次效果,并可将该第二次豁免的结果作为实际结果。

热情:一个激活热情符文的生物会在意志豁免上获得+3加值,并且由该生物创造的所有基于语言(language-dependent)的效果的豁免DC增加1。这些效果持续1轮。

PFS Clarification:仁爱符文不能用于帮助PC。它只会在你正直接援助一位NPC时才生效(例如,在他正被其他生物攻击时保护他)。
Page 62—The rune of charity cannot be used to help PCs. It only applies if you are directly assisting an NPC (for example, defending an NPC from creatures that are attacking him).





原文
剧透 -   :
Rune of Rule
Source Adventurer's Guide pg. 61
School transmutation; Level arcanist 2, bard 2, occultist 2, skald 2, sorcerer/wizard 2, witch 2
Casting
Casting Time 1 minute
Components V, S, M (vial of paint worth 25 gp)
Effect
Range close (25 ft. + 5 ft./2 levels)
Target one living creature
Duration 1 day or until activated (see description)
Saving Throw Will (harmless); Spell Resistance yes (harmless)
Description
Investigations into the ancient and mysterious traditions of the seven virtues of rule of the lost human empire of Azlant, which were later corrupted by the runelords into the more familiar seven deadly sins, inspired the Cyphermages to develop the runes of rule. This spell allows you to place a rune upon another creature that can then be used to aid it at a later time. You determine the spell’s effect at the time of casting by using your finger to paint a specific rune on the recipient’s body with a dose of specially prepared paint worth 25 gp. The inscribed rune lasts for 24 hours or until the spell is activated. Unless otherwise noted, the creature upon which the rune of rule has been inscribed can activate it at any time as a swift action. If the spell effect isn’t used, all markings associated with the rune disappear and the effect fades. You can never place the spell upon yourself—it must be bestowed on someone else. The seven runes of rule, along with their specific effects when the user activates them, are listed below. A creature can bear only one rune of rule at a time.

Charity: A creature bearing this mark gains a +5 insight bonus on a single attack roll or skill check attempted at the request of another creature, provided the creature bearing this mark does not gain any immediate benefit or reward for making the roll or attempting the check.

Generosity: A creature bearing the rune of generosity can activate it as an immediate action, but it must do so as another creature within 30 feet activates a consumable magic item such as a potion or scroll that was given to it at some point within the last 24 hours by the creature bearing the rune. When the rune is activated, the effects of the consumable magic item resolve at a caster level that is 2 higher than the item’s actual caster level.

Humility: When a creature activates the rune of humility, it does not provoke attacks of opportunity for 1 round.

Kindness: A creature must be using the aid another action or casting a healing spell in order to activate a rune of kindness. If the creature activates the rune while using the aid another action, the bonus imparted on a success increases to +5. If the creature instead activates the rune while casting a healing spell, the effective caster level of the spell increases by 2.

Love: When a creature activates the rune of love as he casts a spell with the charm descriptor, the save DC of that spell increases by 1. Alternatively, a creature can activate the rune of love after he rolls damage for a weapon or spell attack, causing the damage dealt to become nonlethal damage.

Temperance: A creature bearing the rune of temperance can activate it as an immediate action immediately upon failing a saving throw against a poison, disease, drug, or similar effect. The creature can immediately attempt a second saving throw against the effect and can use the result of that second saving throw as the actual result.

Zeal: A creature that activates the rune of zeal gains a +3 bonus on Will saves, and the save DCs of all language-dependent effects created by the creature increase by 1; these effects last for 1 round.

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« 回帖 #274 于: 2017-08-17, 周四 05:52:32 »
  尖钉的信条  出自《地狱骑士之道》(Path of the Hellknights) 第33页尖钉骑士团边栏

  尖钉骑士团的地狱骑士将南部阿维斯坦的文明社会视为理想形态,寻求以这种文化为基础,推进所有民族的团结。事实上,尖钉骑士团的成员将任何拒不接受切利亚斯文化的人宣称为必须被消灭的罪犯和蛮夷。该骑士团的成员追求作为边境开拓者的生活方式和挑战,并不在乎他们给当地原住民带来的是流离失所、愤怒还是残忍。

  尖钉骑士团的地狱骑士奉行以下信条:


  • 我将痛击文明之敌,不畏艰难险阻、道途黑暗。
  • 我将让世界摆脱威胁文明之人与物,让法制得以在世上发扬光大。
  • 我将不惧任何生物,不论秩序之敌是何其可怖。
  • 我将不留半分仁慈,哪怕秩序之敌披着亲和的外衣——甚至是被我视为亲密之人。
  • 我将寻求盟友,追求优势,以智慧击败运势。
  • 我将是怪物所忌怕之人:我的面目将狂烈、犀利、无所畏惧。



剧透 -  原文:
TENETS OF THE NAIL

Order of the Nail Hellknights idealize the civilized society of southern Avistan and seek to unite all people in advancing that cultural baseline. In fact, the Order of the Nail’s members preach that anyone who doesn’t embrace Chelish culture is a criminal and heathen who must be destroyed. The order’s members idealize the lifestyles and challenges of frontier settlers, no matter the displacement, indignation, or cruelty they might visit on those who were there before.

Individual Order of the Nail Hellknights work to uphold the following tenets.

• I will strike against civilization’s foes, braving both thicket and darkness.
• I will rid the world of threats to civilization and make it fit for the law to flourish.
• I will fear no creature, though the enemies of order are terrible.
• I will not be merciful, though the enemies of order may bear familiar guises—and may even be individuals I have considered dear.
• I will seek allies and advantage, confounding luck with wisdom.
• I will be the face that monsters dread: fierce, sharp, and unflinching.
« 上次编辑: 2017-08-17, 周四 05:59:20 由 弑君者伊恩 »

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Re: 专长
« 回帖 #275 于: 2017-08-18, 周五 17:58:07 »
反射施法者Reflexive Caster
来源 阴招战术工具箱Dirty Tactics Toolbox pg13
先决:战斗反射,施法者等级5
效果:你准备好一有风吹草动就用法术保护自己。如果你在察觉检定中失败导致你无法在突袭轮中行动,你依然正常的骰先攻。你能在突袭轮中以你的先攻位进行行动,但只能做一个标准动作用于施放一个只以你自己为目标的防护系法术。

剧透 -   :
Reflexive Caster
Source Dirty Tactics Toolbox pg. 13
You are ready to defend yourself with a spell at a moment’s notice.

Prerequisites: Combat Reflexes, caster level 5th.

Benefit: If you fail a Perception check that results in you being unable to act in a surprise round, you still roll initiative normally. You can act on your initiative count in the surprise round, but can only take a standard action to cast an abjuration spell that targets only yourself.

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Re: 自用自翻资源帖
« 回帖 #276 于: 2017-08-21, 周一 19:05:20 »
门扉卡组(Deck of Doors)
出处《极限诡道》(Ultimate Intrigue)第246页
价格:12150gp
位置:无 CL:9th 重量:-
灵光:中等变化系
描述:这套54张牌组成的卡组装饰着让人想起门扉的图案。以一个标准动作,使用者能把其中一张牌按在一段5尺的墙上。目标墙必须是非魔法的,最多2尺厚,厚度8或以下。伴随着银光一闪,卡片变为一扇精美的木门(硬度5,15hp)并且嵌入墙内5轮,它的外表符合周围建筑的风格。如果使用者同时在一面墙上按下两张牌,卡片变为双开门10轮。门能从两面打开,允许人从墙中穿过。当效果结束时,门从墙上脱落,并重新变为一张空白的、非魔法的卡片,而墙恢复原状。当使用在城市内的追逐遭遇((Pathfinder RPG GameMastery Guide 232)中时,卡组中的卡片减少任何基于力量或者敏捷的障碍DC5,持续5轮(如使用两张卡片则为10轮)。
制造需求:制造奇物、次级造物术、穿墙术
制造花费:6075gp


剧透 -  原文:
Deck of Doors
Source Ultimate Intrigue pg. 246
Aura moderate transmutation; CL 9th
Slot none; Price 12,150 gp; Weight —
Description
This set of 54 cards is adorned with designs reminiscent of doors and gates. As a standard action, the user can press a card from the deck against a 5-foot section of a wall. The wall must be nonmagical, can be up to 2 feet thick, and must have hardness 8 or lower. In a flash of silvery light, the card grows into a good wooden door (hardness 5, 15 hp) and embeds itself in the wall for 5 rounds, its appearance matching the style of the surrounding architecture. If the user presses two cards against a wall at the same time, the cards instead turn into a double door for 10 rounds. The door can be opened from either side, allowing passage through the affected section of the wall. When the duration ends, the door peels off the wall and withers into a blank, nonmagical card, leaving the wall intact. When used in an urban chase encounter (Pathfinder RPG GameMastery Guide 232), a card from the deck lowers the DC of any one Strength- or Dexterity-based obstacle by 5 for 5 rounds (or 10 rounds if two cards are used).
Construction
Requirements Craft Wondrous Item, minor creation, passwall; Cost 6,075 gp
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Re: 自用自翻资源帖
« 回帖 #277 于: 2017-08-21, 周一 19:55:44 »
发条响尾蛇(Key-wound rattler)
出处《地下城探险者手册》(Dungeoneer's Handbook)第24页
价格:350gp 重量:25磅
分类:冒险工具
描述:以一个会引发借机攻击的标准动作,一名角色能旋紧这个4尺长的蛇形发条装置上的发条钥匙,这足以提供直到他下一轮结束前的动力。每额外使用一个标准动作旋转发条,这个响尾蛇就能得到额外1轮的动力,总共最多10轮。这个机械装置在旋紧和展开发条时会发出轻柔的滴答声(听到的察觉DC为15)。
在每轮开始时,若角色在响尾蛇发条松开前移开钥匙(一个迅捷动作),响尾蛇会以20尺的速度笔直向前爬行,每隔几秒直起前身,伸出分叉的舌头并用响环发出声响(听到的察觉DC为0)。任何从至少30尺外看到它的人必须通过一个DC10的察觉检定来认出它不是真的蛇。发条响尾蛇不能看也不能听。如果它碰到了无法穿过的平面,它会往周围试探直到认为发现了一条开放道路,它会先尝试向右转,然后是左,都不行则会原路返回。如果它撞到任何又不坚硬也不静止的东西,它会用啮咬来攻击(+5攻击,1d3非致命伤害)直到障碍物移开。当移动时,发条响尾蛇的AC为12,并且如常引发借机攻击。在发条完全松开的当轮结束后,它会如同陷入睡眠般蜷起。一个发条响尾蛇有硬度10和10点hp。它不是生物,也不威胁方格或者作出上述以外的其他动作。


剧透 -  原文:
Key-wound rattler
Source Dungeoneer's Handbook pg. 24 (Amazon)
Price 350 gp; Weight 25 lbs.
Category Adventuring Gear
Description
As a standard action that provokes attacks of opportunity, a character can wind the key on this 4-foot-long serpentine clockwork enough to power it until the end of her next turn. For every additional standard action spent winding it, the rattler is powered for another round, to a maximum of 10 total rounds. The mechanism ticks softly while being wound and unwinding (Perception DC 15 to hear).

 When a character removes the key (a swift action) until the rattler winds down, at the start of each of that character’s turn, the rattler slithers 20 feet in a straight line, rearing up every few seconds to extend its forked tongue and make noise with its rattle (Perception DC 0 to hear). Anyone who sees it from farther than 30 feet away must succeed at a DC 10 Perception check to realize it is not an actual snake. The key-wound rattler can neither see nor hear. If it runs into an unyielding surface, it bumps around until it feels an open path, rotating first to the right and then to the left before going back the way it came. If it bumps into anything that is neither hard nor still, it attacks with its bite (+5 attack, 1d3 nonlethal damage) until the obstacle moves away. While moving, a key-wound rattler’s AC is 12 and it provokes attacks of opportunity as normal. At the end of the turn in which it winds down, it curls up as if to sleep. A key-wound rattler has hardness 10 and 10 hit points. It is not a creature, and does not threaten spaces or act except as described above.
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Re: 自用自翻资源帖
« 回帖 #278 于: 2017-08-21, 周一 20:02:53 »
发条徘徊者(Clockwork prowler)
出处《探索者协会外勤指南》(Pathfinder Society Field Guide)第48页
价格:500gp 重量:25磅
分类:炼金工具
描述:这个两尺高的木制发条自动装置形似一个短靠背的轮椅。当上紧内部的折叠操纵杆时,发条徘徊者会以15尺每轮的速度笔直向前行驶最多两分钟。一个发条徘徊者不能穿越困难地形。每旋紧发条1轮提供的动力足以保证2轮移动。如果制动器没有在上完发条后马上放开,徘徊者会因为空转而每2轮丢失1轮行动力。发条徘徊者能在携带最多20磅的物品时保持全速,或者最多50磅物品时以10尺速度移动。更高的负重会让徘徊者无法动弹。一个发条徘徊者有硬度5和90点HP,当它活动时有12的AC(没有活动的发条徘徊者AC为5)。


剧透 -  原文:
Clockwork prowler
Source Pathfinder Society Field Guide pg. 48 (Amazon)
Price 500 gp; Weight 25 lbs.
Category Alchemical Tools
Description
This 2-foot-tall wooden clockwork automaton is shaped roughly like a short-backed, wheeled chair. When wound up with the folding handle at its side, the clockwork prowler trundles forward at a speed of 15 feet per round for up to 2 minutes. A clockwork prowler cannot move through difficult terrain. Each round of vigorous winding powers 2 rounds of movement. If its brake is not released immediately after winding, the prowler loses 1 round of movement for every 2 rounds it sits idle. The clockwork prowler can carry up to 20 pounds of weight at full speed, or up to 50 pounds at a speed of 10 feet. Higher weights prevent the prowler from moving. A clockwork prowler has hardness 5 and 90 hit points, and when in motion has AC 12 (a motionless clockwork prowler has AC 5).

高级发条徘徊者(Clockwork prowler, advanced)
出处《探索者协会外勤指南》(Pathfinder Society Field Guide)第48页
价格:1500gp 重量:30磅
分类:炼金工具
描述:这是发条徘徊者的一个高级型号,材料用的更多的是金属而非木材。它可以以20尺速度移动,且能被编程来进行四个方向的转弯。每次转弯需要1轮以DC15的解除装置检定做的编程。如果检定失败,每次徘徊者尝试转弯时骰一个d100。如果结果为1-10,它无法转弯。如果结果是11-20,它在下一轮转弯作为替代。一个高级发条徘徊者能在携带最多60磅的物品时保持全速,或者最多120磅物品时以10尺速度移动。它有硬度10和150点hp,当它活动时有15的AC(没有活动的高级发条徘徊者AC为8)。


剧透 -  原文:
Clockwork prowler (advanced)
Source Pathfinder Society Field Guide pg. 48 (Amazon)
Price 1,500 gp; Weight 30 lbs.
Category Alchemical Tools
Description
A more advanced version of the clockwork prowler, this device is more metal than wood. It moves at a speed of 20 feet and can be programmed with up to four right-angle turns. Each turn requires 1 round to program along with a DC 15 Disable Device check. If this check is failed, roll d% each time the prowler attempts to turn. On a result of 1–10, it fails to turn. On a result of 11–20, it instead turns on the next round. An advanced clockwork prowler can carry up to 60 pounds of weight at full speed, or up to 120 pounds at a speed of 10 feet. It has hardness 10, 150 hit points, and when in motion has AC 15 (a motionless advanced clockwork prowler has AC 8).
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Re: 自用自翻资源帖
« 回帖 #279 于: 2017-08-22, 周二 14:56:03 »
昏暗瞄准(Dusksight)   出自《阴影血脉》 Blood of Shadows
类型:种族替换规则(Alternate Racial Rules)
效果:那些常在遮蔽物下行动、昏暗洞穴里战斗或是阴影位面里生存的人们,学会用他们的昏暗视觉从目标周围摇曳的阴影中推断出敌人的位置。当进行远程攻击时,具有这一特征的人物可以重骰因昏暗环境隐蔽带来的失手,两次结果中取更好的一次。而由全隐蔽带来的失手将如常应用。

矮人可以用此特性替换仇恨和黑暗视觉,同时获得昏暗视觉。
精灵、侏儒和半身人,半精灵,可以用此特性替换敏锐感官。
半兽人可以用此特性替换武器熟悉,同时获得昏暗视觉。


原文

剧透 -   :
PFS Legal Dusksight
Source Blood of Shadows pg. 4
Characters who operate below canopies or fight in dimly lit caves and shadowy planes of existence learn to use their low-light vision to deduce a foe’s position from the flickers of shadows around a target. When making ranged attacks, characters with this trait can reroll the miss chance granted by cover to any target in dim light, and take the better of the two rolls. The miss chance for total concealment applies normally.
Dwarves can take this trait in place of hatred and darkvision, also gaining low-light vision. Elves, gnomes, half-elves, and halflings can take this trait in place of keen senses. Half-orcs can take this trait in place of weapon familiarity, also gaining low-light vision..

其他翻译:PF区阴影血脉已有相关翻译,内容如下:
剧透 -   :
昏暗精准(2RP)一个常常在遮蔽中操作或在昏暗洞穴中战斗的人物以及幽影位面的存在学会了使用他们的低光视力从围绕着目标闪烁的阴影中推断出敌人的位置。当进行远程攻击时,拥有这个特性的人物可以重骰由于处于昏暗光线下的对手的隐蔽造成的失手,并骰两次取更好的结果。全隐蔽所带来的失手率依旧正常适用。
矮人可以用这个特性替换仇恨和黑暗视觉,并获得昏暗视觉。精灵、侏儒、半精灵和半身人可以用这个特性替换敏锐感官,半兽人可以用这个特性替换武器熟悉并获得昏暗视觉。