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【AA】【AA2】装备技法 Equipment Trick 汇总
« 于: 2017-09-21, 周四 21:46:28 »
劇透 -  特别鸣谢:
感谢愚者翻译的靴子技法,感谢一心求死翻译的重刃剑鞘技法以及盾牌技法,以及笨哈、傻豆、TT对本菜鸡的帮助。

装备技法 Equipment Trick(战斗专长)
选择一件装备,如靴子、斗篷、重刃剑鞘、绳索或盾牌。你知道如何将这个物品运用在战斗中。
先决条件:基本攻击加值+1
专长效果:只要满足对应的要求,你可以使用任何与该物品对应的装备技法,如果该物品通常被认为是临时武器,你可以随意将其视为正常武器或临时武器,视那种情况对你更有利而定。
特殊说明:你可以多次选择本专长。每次选择本专长时,选择一个新的装备技法。

劇透 -   :
Equipment Trick (Combat)
Choose one piece of equipment, such as boots, cloak, heavy blade scabbard, rope, or shield. You understand how to use that item in combat.
Benefit: You can use any equipment tricks relating to the item if you meet the appropriate trick requirements. If the item would normally be considered an improvised weapon, you can treat it as either a normal weapon or an improvised weapon, whichever is more beneficial for you.
Special: You can gain Equipment Trick multiple times. Each time you take the feat, it applies to a new type of equipment.



铁砧技法 Anvil Tricks
来源:魔法市集指南 pg.14
除了技法中所列出的专长或技能要求,你还需要装备技法(铁砧)专长,你可以使用任何50磅以上的铁砧来使用这些技法。

配重法 Counterweight(攀爬5级):你可以使用你的铁砧作为攀爬绳索或铁链时的平衡锤,来减少5点攀爬DC

强化护甲 Improve Armor(手艺[打造护甲]5级):你可以花费一个小时的时间,使用铁砧来强化一套无附魔的金属盔甲,来临时提高盔甲的护甲加值1点。该加值持续到穿戴者下一次被击中。

临时维修 Quick Fix(手艺[任意]5级):你可以花费一分钟时间,使用你的铁砧使一件破损的金属物品在一小时内暂时移除破损状态。该物品不会回复任何HP,并且在1小时结束后,恢复破损状态时,额外失去1d6HP(除非在这段时间内得到了适当的维修)。

破门而入 Smash Through(精通冲撞):当你结束移动时邻接一扇封闭的门。你可以使用铁砧猛击这扇门,作为移动动作的一部分开门(而不是作为一个单独的移动动作开门),如果门被卡住或者锁上了,你必须成功通过一个冲撞战技检定对抗破坏物品的DC,才能将门撞开。

劇透 -   :
Anvil Tricks
Source Magical Marketplace pg. 14
In addition to the feat or skill requirements listed for each of these tricks, you must have the Equipment Trick (anvil) feat. You may use these tricks with any anvil weighing 50 pounds or more.
 
Counterweight (Climb 5 ranks): You can use your anvil as a counterweight when you climb a rope or chain to reduce your Climb DC by 5.
Improve Armor (Craft [armor] 5 ranks): You can spend an hour with your anvil and a suit of nonmagical metal armor to temporarily increase the armor’s armor bonus by 1. This bonus ends after the next time the wearer is hit.
Quick Fix (Craft [any] 5 ranks): You can spend 1 minute with your anvil and a metal item with the broken condition to remove the broken condition from the item for 1 hour. The item does not recover any hit points, and at the end of the hour it regains the broken condition and loses an additional 1d6 hit points (unless properly fixed by then).
Smash Through (Improved Bull Rush): When you end your move adjacent to a closed door, you can open the door as part of your move action (instead of as a separate move action) by smashing it with an anvil as you move. If the door is stuck or locked, you must succeed at a bull rush combat maneuver check that exceeds the door’s break DC.



靴子技法 Boot Tricks
来源:阴招战术工具箱 pg.18
要使用下面的每个技法,除了要满足专长或技能前置(列在下面的括号中),你必须有对应的装备技法专长。
一双靴子是指有硬底的鞋子,魔法或非魔法的靴子都可以用于使用装备技法。

鞋钉踩踏 Cleat Stomp(精通徒手击打):当你穿着装有防滑钉(Cleats,出自UE)的靴子时,如果你成功用徒手击打命中了一名敌人,那个目标承受1点流血伤害(bleed damage)。这个流血状态可以通过DC为15的医疗技能检定或魔法治疗来中止。这个技法的效果可以和其他来源的流血伤害叠加,但是不能和这个技法造成的其他流血伤害叠加。

鞋跟冲击 Heel Crush(精通阴招):当你成功地对一名敌人在近战范围进行了一次阴招(dirty trick)战技检定,你可以用你的鞋跟冲击目标的脚或类似肢体。取代你通常可以用阴招造成的状态,你可以降低目标一半的移动速度(最低降到5尺)。你不能用这种阴招的使用方法对抗不使用陆地速度移动的敌人,而且陆地速度以外的移动方式也不受这个装备技法的影响。一般来说,一个移动速度5尺的敌人不能使用5尺快步。

猛烈转向 Sharp Veer(战斗反射):当你使用冲锋(charge)或跑步(run)动作时,你可以在你移动过程中拐一个90度的弯。如果你在冲锋,你拐弯后至少还要直线移动10尺。

劇透 -   :
PFS Legal Boot Tricks
Source Dirty Tactics Toolbox pg. 18
In addition to the feat or skill prerequisites (listed in parentheses) for each of the following tricks, you must have the appropriate Equipment Trick feat.
A pair of boots refers to any set of footwear that has hard soles. These equipment tricks can be used with either magic or mundane boots.

Cleat Stomp (Improved Unarmed Strike): When you make a successful unarmed strike against an opponent while wearing a pair of boots with cleats (Pathfinder RPG Ultimate Equipment 88), the target takes 1 point of bleed damage. The bleed damage can be stopped by a successful DC 15 Heal skill check or by magical healing. The effects of this trick stack with other sources of bleed damage but not with other bleed damage dealt by this trick.
Heel Crush (Improved Dirty TrickACG): When you succeed at a successful dirty trick combat maneuver check against an opponent within melee range, you can crush the target’s foot or similar appendage with your boot heel. Instead of inflicting one of the conditions that can normally be imposed by a dirty trick, you reduce the target’s movement speed by half (to a minimum of 5 feet). You can’t use a dirty trick combat maneuver in this manner against an opponent that is using a movement type other than its land speed, and movement types other than land speeds aren’t affected by this equipment trick. As usual, a creature with a movement speed of 5 feet can’t take a 5-foot step.
Sharp Veer (Combat Reflexes): Whenever you use the charge or run action, you can make one 90-degree turn during your movement. You must move at least 10 feet in a straight line after this turn if you are charging.



斗篷技法 Cloak Tricks
来源:阴招战术工具箱 pg.18
要使用下面的每个技法,除了要满足专长或技能前置(列在下面的括号中),你必须有对应的装备技法专长。由GM裁定,你可以使用任何和你体型大致相仿并且形状大致相同的布制品来使用这些技法(如窗帘)。

眼花缭乱Dazzling Trail(炫目技巧):当你穿着斗篷时,使用威吓成功对目标挫败士气时,你可以延长挫败士气的效果1d4轮。

魔术斗篷 Distracting Cloak(潜行3级):当你尝试使用唬骗技能进行虚招时,你可以使用你的斗篷来制造一个假像,来使你的目标在AC上失去敏捷加值。使用你的唬骗检定结果对抗每一个可以看见你的敌人的虚招DC(DC等于 {10+目标BAB+感知修正},如果你对一个在察言观色技能上受训的目标使用虚招,这个DC可以改为 {10+目标察言观色检定加值},两者取其高。)如果你以这种方式成功进行了虚招,那么你可以进行一次潜行检定来对所有敌人进行潜行,即使你的敌人正在注视着你。如果你在他们的回合开始时没有对任何一个目标获得掩护或隐蔽,他们会在那个时候自动发现你。

跳伞斗篷 Parachute Cloak(特技5级):当穿戴一件斗篷时,你可以改变抓握姿势来在坠落时兜住空气。如果你在坠落时使用双手抓住斗篷,你可以尝试一个DC20的特技检定来忽略头20尺的坠落距离(通常是对抗DC15的检定来忽略头10尺的坠落距离),并且即使你受到了坠落伤害,你也不会在落地时跌倒。、

斗牛之舞 Suerte de Capote(斗篷与匕首Dueling Cape):当你使用斗篷与匕首专长来将斗篷或者类似物品作为小圆盾时,你在虚招检定上获得+2加值。你每在巧手技能上拥有5个等级,该加值额外+1。此外,每当你成功用近战武器对敌人使用了虚招,你可以以一个自由动作抛出你的斗篷来纠缠对方,细节如同斗篷与匕首专长所述。

劇透 -   :
Cloak Tricks
Source Dirty Tactics Toolbox pg. 18
In addition to the feat or skill prerequisites (listed in parentheses) for each of the following tricks, you must have the appropriate Equipment Trick feat.
At the GM’s discretion, you can use these tricks with any cloth object that is roughly the same size and shape as a cloak for a creature of your size (such as a curtain).

Dazzling Trail (Dazzling Display): When you successfully use Intimidate to demoralize an opponent while wearing a cloak, you can increase the duration of the demoralize effect by 1d4 rounds.
Distracting Cloak (Stealth 3 ranks): When you attempt a Bluff check to feint, you can use your cape to create a diversion instead of denying your opponent his Dexterity bonus to AC. Compare the result of your Bluff check against the feint DC of each opponent that can see you (DC = 10 + the opponent’s base attack bonus + the opponent’s Wisdom modifier, or 10 + the opponent’s Sense Motive bonus if he is trained in Sense Motive and this bonus is higher). You can attempt a Stealth check to hide from any opponent that you successfully feint against in this manner, even if that opponent is observing you. If you do not have cover or concealment against any of these targets at the start of each of their turns, they automatically spot you at that time.
Parachute Cloak (Acrobatics 5 ranks): While wearing a cloak, you can adjust your grip so that it catches the air as you fall. If you use both of your hands to hold on to your cloak as you fall, you can attempt a DC 20 Acrobatics check to ignore the first 20 feet fallen (as opposed to the usual DC 15 check to ignore only the first 10 feet), and you avoid falling prone at the end of your jump even if you take damage.
Suerte de Capote (Dueling CapeACG): While using the Dueling Cape feat to wield a cloak or similar object as a buckler, you gain a +2 bonus on Bluff checks to feint in combat. This bonus increases by 1 for every 5 ranks in Sleight of Hand that you possess. Additionally, you can release your cape as a free action whenever you successfully feint an opponent with a melee attack to entangle it, as detailed in the Dueling Cape feat.



重鞘技法 Heavy Blade Tricks
来源:冒险家的武具库 pg.22
要使用下面的每个技法,除了要满足专长或技能前置(列在下面的括号中),你必须拥有装备技法(重刃剑鞘)。
你可以使用任意一个为重刃武器打造的剑鞘使用这些技法。根据GM的判定,你可以凭借轻刃剑鞘使用某些技法,但这需要一个单独的装备技法专长并可能削弱技法的效果。

夺刃入鞘 灵蛇归巢 Capture Weapon(精通卸武):当你成功卸除敌人的人工武器时,你可以以一个自由动作将被卸除的武器反过来收进剑鞘当中,只要武器适合你的剑鞘。如果在尝试夺取武器的时候你并未手持剑鞘,则你的卸除武器检定承受-4惩罚。根据GM的判决,你可以应用此技法夺取敌人手持的任何适合你的剑鞘的物品(例如魔杖)。你仅能在佩戴或手持空剑鞘的时候使用此技法。

挥鞘寻敌 拨草寻蛇 Find the Hidden(盲斗):你可以使用你的剑鞘来探知隐藏的危险。以一个移动动作,你可以用你的剑鞘扫过你怀疑有隐形生物存在的附近区域;你像通常一样进行一次接触攻击并投掷失手骰。如果你命中并且能够攻击,你可以承受-2惩罚攻击该目标一次,不受隐形的失手几率影响。你其他针对该生物的攻击(无论是否在该轮内)都不享受此效果。(但你可以在下一轮再次探知)

临时支点 盘蛇式 Grab Purchase(攀爬5级):你可以把你的剑鞘当成杠杆,以制止坠落、避免自己被拖倒或防止其它非自愿的移动。你需要用一只自由手抓住剑鞘,将它卡在坚硬表面上然后依靠它支撑自己。当你攀爬检定失败时,你可以在尝试避免坠落上获得+10加值。你的GM可能设定某些墙壁需要双手而非单手抓住剑鞘方能避免坠落,或者墙壁太过光滑以至于此技法毫无用处。如果你被迫进行移动,如受到冲撞,你可以提前使用你下一轮的移动动作用剑鞘锚定你自己,这是你在对抗该动作的CMD中获得+5加值。如果你这样做了,你在下一轮中仅能使用一个标准动作。

飞鞘 白虹贯日 Hurl Scabbard(即时备战):你可以在将你的战斗剑鞘(见P.3)飞掷向视野内的任意生物的方式拔出武器。这是以迅捷动作进行的远程攻击,掷出的剑鞘被视为投掷武器。

斗牛术 引蛇出洞 Steer Opponent(精通冲撞):你可以用你的剑鞘迫使敌人移动到适合你攻击的位置。以一个迅捷动作,用你的剑鞘冲撞敌人。如果成功,你可以引导敌人进入你下一次攻击的路径上而非后退。你在对该敌人的下一次攻击的AB上获得+2加值,你的冲撞每能使敌人后退5尺,额外+1(按照若你选择使敌人后退时敌人应后退的尺数计算)。如果你在冲撞尝试中失败,直到下一轮你对该敌人措手不及。

绊腿击 金蛇缠腿 Tangle Leg(精通摔绊,随手投掷):当你拔出武器时,你可以回旋掷出战斗剑鞘以攻击敌人的腿。你以迅捷动作对目标进行一次摔绊攻击。目标不能比你自己的体型更大,且超出射程会使摔绊攻击承受罚值。若你在对抗中获胜,则目标被击倒,对抗失败不会导致你倒地,除非你在对手的触及范围内。

劇透 -   :
PFS Legal Heavy Blade Tricks
Source Adventurer's Armory pg. 22
In addition to the feat, skill, or other requirement listed for each of these tricks, you must have the Equipment Trick (heavy blade scabbard) feat to use a trick. You may use these tricks with any sword scabbard designed for a heavy blade (see the fighter weapon groups on page 56 of the Pathfinder RPG Core Rulebook). At your GM’s discretion, you may be able to use some of these tricks with a scabbard intended for a light blade, but that requires a separate Equipment Trick feat and may be less effective.

Capture Weapon (Improved Disarm): When you successfully disarm an opponent’s manufactured weapon, as a free action you may flip the disarmed weapon into your scabbard so long as the weapon would fit there. If you are not holding the scabbard in hand and attempt this, you have a –4 penalty on the disarm check. At the GM’s discretion, you can also use this trick on any item the opponent is holding as long as it would fit in your scabbard (such as a wand). You can only use this trick if you are wearing or holding your empty scabbard.
Find the Hidden (Blind-Fight): You can use your scabbard to probe for hidden dangers. As a move action, you may sweep your scabbard through an adjacent square where you suspect there is an invisible creature; make a touch attack and roll the miss chance normally. If it hits and you have an available attack, you may attack that target once with a –2 penalty and no miss chance for invisibility. All other attacks you make against that creature (whether in that round or otherwise) do not gain this benefit (though you can sweep again on your next turn).
Grab Purchase (Climb 5 ranks): You can use your scabbard as leverage to halt a fall, keep yourself from getting dragged, or prevent other sorts of involuntary movement by grabbing your scabbard with a free hand, jamming it into a hard surface, and clinging to it. Whenever you fail a Climb check, you may attempt to catch yourself while falling with a +10 bonus; your GM may rule that some walls require you to hold your scabbard with two hands rather than one or are too smooth for this trick to work. If subjected to involuntary movement such as a bull rush, you may spend a move action from your next turn to use your scabbard as an anchor, giving you a +5 bonus to your CMD to resist the movement. If you spend this move action, you only get a standard action during your next turn.
Hurl Scabbard (Quick Draw): You can draw your weapon in such a way that you send your combat scabbard (see page 3) whirling off to strike at any creature in sight. This ranged attack is a swift action and is treated as a thrown weapon.
Steer Opponent (Improved Bull Rush): You can use your scabbard to move a foe into the perfect position for you to make your attack. As a swift action, use your scabbard to make a bull rush against an opponent. If you succeed, instead of pushing him back, you direct your target into the path of your next attack. You gain a +2 bonus on your next attack roll against the target, and +1 for every additional 5 feet your bull rush could have pushed your opponent if you had chosen to push him back. If you fail the bull rush attempt, you are considered flat-footed against that target until your next turn.
Tangle Leg (Improved Trip, Throw Anything): When you draw your weapon, you may send its combat scabbard whirling off to strike an opponent’s legs. This bonus attack is a swift action and requires you to make a trip attack against the target. The target can be no larger than your own size category, and the range penalty applies to your trip attempt. If you succeed, the target is knocked prone. Failing this attempt does not knock you prone unless you are within your opponent’s reach.



乐器技法 Instrument Tricks
来源:冒险家的武具库2 pg.19
吟游诗人或者其他音乐家有时候必须展现超出音乐范畴的即兴发挥。这些乐器技法拓展了乐器的使用并且补充第二页所印的装备技法。由GM裁定,一些技法可能对某些乐器并不适用,例如一架风琴过于沉重,以至于无法作为简易武器。要使用下面的每个技法,除了要满足专长或技能前置(列在下面的括号中),你必须有对应的装备技法专长。

吸引目光 Attention Grabber(表演5级,唬骗5级或吟游表演或战怒之歌职业能力):你吵闹或不协调的表演掩盖了你队友的行动。你周围30尺并且可以听到你玩弄乐器的生物都会在察觉检定上受到-2罚值,只要你持续表演,那么比起进行察觉他们更在意对你的行为做出反应。

驱使动物 Goad Animal(驯养动物5级或动物亲和):你可以运用你慰藉的演奏来御使一只对你的态度为友好的动物,例如坐骑或者宠物。当你演奏乐器时,可以以一个自由动作命令动物表演一个他已知的技巧,或者以一个标准动作迫使它表演一个尚未习得的技巧。如果你已经获得了加速动物反应速度的能力,如动物伙伴的链接能力,那这个技法就没有效果了。

惊掉下巴 Jaw-Dropping Distraction(表演7级,唬骗7级或吟游表演或战怒之歌职业能力):当使用你的乐器时,你可以尝试一个表演检定替代唬骗检定来对一名敌人使用虚招。如果你成功了,那么该生物在对一名你指定的生物(除了你)在AC上失去敏捷加值,直到你的下轮开始。一旦你对一个生物使用了这个技法,无论成与败,你在24小时内无法对同一目标再次使用这个技法。拥有直觉闪避的目标不受该技法影响。

以琴会友 Play to the Crowd (表演3级,交涉3级或吟游表演或战怒之歌职业能力):你可以使用表演而非交涉来改善一名NPC的初始态度,只要你能有至少一分钟的时间进行表演。你无法用这个技法将目标NPC的态度提高超过友善。

即兴暴打 Ruffian’s Riff (随手武器):你可以将一件乐器视为拥有演武特性的临时武器。当你使用一件精制品乐器作为临时武器时,你将其视为精制品武器(在攻击骰上获得+1增强加值)。当你使用魔法乐器进行攻击时,将其视为魔法武器来击破伤害减免。

劇透 -   :
Instrument Tricks
Source Adventurer's Armory 2 pg. 19
Bards and other musicians must sometimes improvise more than their music. These instrument tricks expand any musical instrument’s uses and supplement the Equipment Trick feat presented on page 2. Some tricks might be unusable for certain instruments at the GM’s discretion; for example, an organ is too unwieldy to use as an improvised weapon. In addition to the feat, skill, or other requirements listed for each of these tricks, you must have the Equipment Trick (instrument) feat to use a trick.
Attention Grabber (Perform 5 ranks, Bluff 5 ranks or bardic performance or raging song class feature): Your loud or discordant performance covers your allies’ movements. Creatures within 30 feet of you that can hear you play an instrument take a –2 penalty on Perception checks, other than Perception checks made in response to your actions, for as long as you play.
Goad Animal (Handle Animal 5 ranks or Animal Affinity): You can use your soothing performance to handle an animal that is friendly toward you, such as a mount or pet. When playing your instrument, commanding the animal to perform a trick it knows is a free action, and pushing it to perform a trick it does not know is a standard action. If you already can make an animal respond more quickly, such as with the link ability of an animal companion, this trick provides no benefit.
Jaw-Dropping Distraction (Perform 7 ranks, Bluff 7 ranks or bardic performance or raging song class feature): When using your instrument, you can attempt a Perform check instead of a Bluff check to feint an opponent. If you succeed, the creature is denied its Dexterity bonus to AC against one target of your choosing (other than you) until the beginning of your next turn. Once you have used this trick against a creature, whether or not you succeeded at the check, you cannot use this trick to feint the creature for 24 hours. Creatures with uncanny dodge are immune to this trick.
Play to the Crowd (Perform 3 ranks, Diplomacy 3 ranks or bardic performance or raging song class feature): You can use Perform, rather than Diplomacy, to improve an NPC’s initial attitude toward you as long as you are able to perform for at least 1 minute. You cannot use this trick to increase the NPC’s attitude beyond friendly.
Ruffian’s Riff (Catch Off-Guard): You can treat a musical instrument as an improvised weapon with the performanceUE special feature. When you use a masterwork musical instrument as an improvised weapon, you treat it as a masterwork weapon (adding a +1 enhancement bonus on your attack rolls). Your attacks with a magical musical instrument are treated as magic for the purpose of overcoming damage reduction.



卡瓦麝香技法 Kaava Musk Tricks
来源:萨迦瓦,失落的殖民地 pg.25
要使用下面的这些技法,除了要满足专长或技能前置(列在下面的括号中),你通常需要拥有装备技法(卡瓦麝香技法)。你也可以尝试在没有装备技法专长的情况下使用卡瓦麝香的技法,但是你有50%的几率使自己被沾染上卡瓦麝香而非完成技法;失败会消耗这份卡瓦麝香(并且在绝大多数情况下,你原来使用麝香的办法会无效)。

小心落脚 Careful Steps(灵狐步或特技5级):你可以通过一块溅射了卡瓦麝香的区域而不会沾染到任何一点。

方便瓶 Fast Flask(即时战备):你可以以一个自由动作而非标准动作拔出一份方便瓶装好的卡瓦麝香。

猎杀 Make the Kill(灵敏嗅觉能力或灵敏嗅觉狂暴之力):你在攻击卡瓦麝香标记的目标时,在武器命中骰和伤害骰上获得+1士气加值。

香迷眼 Musk Blinding(致盲重击):当使用卡瓦麝香作为一种投掷武器,使致盲重击的强韧DC+5.

刀上麝香 Musk Poison (用毒职业能力):你可以如同毒药一般,将卡瓦麝香附着在近战或者投掷武器上。这会使你的武器向正常使用卡瓦麝香那样散发气味。而第一个被你的武器击中的敌人也会被麝香标记,如同被放置了两天的麝香溅射到一样。标记到的生物可以在第二轮如正常方式洗掉麝香,否则它会继续散发两天的特殊气味。卡瓦麝香无法被附加在如弹药之类的小型物体上时生效。

麝香之恶 Musk Sickening(恶心重击):当使用卡瓦麝香作为投掷武器,增加恶心重击的持续时间1分钟。

防护溅射 Splashproof Shield (盾牌专攻):如果你使用一面盾牌并且受到卡瓦麝香的攻击,你可以进行一个反射检定来避免麝香溅到你身上(如此,如果你扔下盾牌,那么你不会受到任何麝香的惩罚。)这个豁免检定当你使用塔盾时为10,当使用重盾时是15,使用轻盾时时20,使用小圆盾时是25。你无法在措手不及或无助时使用该技法。

“恶”战 Stink-Fighting(盲斗):你对卡瓦麝香的熟悉囊你能在找出一个被卡瓦麝香标记的隐形生物的察觉检定上仅承受-10的减值而非正常的-20减值。

劇透 -   :
Musk Tricks
Source Sargava, the Lost Colony pg. 25
In addition to the feat, skill, or other requirement listed for each of these tricks, you normally must have the Equipment Trick (Kaava musk) feat to use a trick. You can, however, attempt Kaava musk tricks marked with an asterisk without the Equipment Trick (Kaava musk) feat, but you have a 50% chance of splashing yourself with the musk instead of completing the trick; this failure uses the dose of the musk (and in most cases invalidates what you were planning to use the musk for).

Careful Steps (Nimble Moves or Acrobatics 5 ranks): You can pass through a square splashed with Kaava musk without getting any of it on you.
Fast Flask (Quick Draw): You can draw an easily accessible flask of Kaava musk as a free action rather than a standard action.
Make the Kill (scent ability or scent rage power): You gain a +1 morale bonus on weapon attack and weapon damage rolls when attacking a target marked with Kaava musk.
Musk Blinding (Blinding Critical): When using Kaava musk as a thrown weapon, increase the Fortitude save DC of the blinding critical effect by +5.
Musk Poison (poison use class ability)*: You can apply Kaava musk to a melee or thrown weapon as if it were a poison. This makes your weapon reek in the normal manner. However, the first creature struck by your weapon also gains the musk-stink as if it were splashed by a full container of musk 2 days ago. The struck target can wash off the musk on the next round in the normal manner, but otherwise it continues to stink for 2 more days. Kaava musk applied to small items like ammunition has no effect.
Musk Sickening (Sickening Critical): When using Kaava musk as a thrown weapon, increase the duration of the sickening critical effect by 1 minute.
Reactive Splashing (Improved Disarm)*: When disarming an opponent of a flask of Kaava musk, you can have the flask break at your opponent’s feet, automatically splashing him with the musk.
Splashproof Shield (Shield Focus): If you are using a shield and are hit with Kaava musk, you can make a Reflex save to use the shield to prevent any of the musk from touching you (thus, if you drop the shield, you do not have any of the musk penalties). The DC for this ability is 10 if using a tower shield, 15 for a heavy shield, 20 for a light shield, and 25 for a buckler. You cannot use this trick if you are flat-footed or helpless.
Stink-Fighting (Blind-Fight): Your familiarity with Kaava musk allows you to pinpoint an invisible muskmarked creature with a Perception check at only a –10 penalty rather than the normal –20 penalty.



梯子技法Ladder Tricks
来源:冒险者的武具库2 pg.14
梯子由于其累赘的体型,并不是常见的重要冒险装备。但是有的冒险者带着梯子深入险境并取得了巨大的效果。要使用下面的每个技法,除了要满足专长或技能前置(列在下面的括号中),你必须有装备技法(梯子)专长。

盾梯 Guarding Ladder(寓守于攻,战斗反射):你可以持用一架梯子如同一个易碎的重木盾。当你持用梯子时,你可以使用援助他人动作(或者相关的能力,如保镖专长)来提高一名队友的AC,并将距离提高至10尺。

以梯为兵 Ladder Fighter(随手武器):你可以将一架梯子视为具有易碎特性的木棍,并且你可以如同木棍一般运用专长以及能力(举个栗子,一个武僧可以运用梯子进行疾风连击)。

梯锁 Ladder Lock(精通阴招):当你持用梯子,并且成功对一名相邻的敌人使用了阴招战技,你可以用梯子的踏板卡住目标的肢体,除了正常阴招所施加的效果,你的目标还会陷入纠缠,持续相同的时间。如果你的目标移除了另一个效果,那么他也解除了纠缠,反之亦然。

梯云纵 Vaulting Ladder(特技3级,攀爬3级;或特技专家):你可以将攀爬梯子的长度作为助跑跳跃的一部分,在你的特技检定上获得+4环境加值或者将梯子的长度加在你跳跃的总距离上。你跳起来的时候一定要放开梯子。

劇透 -   :
Ladder Tricks
Source Adventurer's Armory 2 pg. 14
Ladders are not a common adventuring staple due to their cumbersome size. Yet some adventurers who take ladders with them into the field use them to great effect. In addition to the feat, skill, or other requirements listed for each of these tricks, you must have the Equipment Trick (ladder) feat to use a trick.

Guarding Ladder (Combat Expertise, Combat Reflexes): You can hold a ladder in one hand and treat it as a heavy wooden shield with the fragileUE special feature. While holding a ladder, you can use the aid another action (or related abilities, such as the BodyguardAPG feat) to improve the AC of an ally up to 10 feet away.
Ladder Fighter (Catch Off-Guard): You treat a ladder as a quarterstaff with the fragileUE and trip special features, and you can apply feats and abilities as if it were a quarterstaff (for example, a monk can use a ladder to perform a flurry of blows).
Ladder Lock (Improved Dirty TrickAPG): When you successfully perform a dirty trick combat maneuver against an adjacent opponent while you are holding a ladder, you can trap your target’s limbs between the rungs of the ladder. Your target gains the entangled condition in addition to the normal condition imposed by your dirty trick, and for the same duration. If the target removes the other condition, it also removes the entangled condition, and vice versa.
Vaulting Ladder (Acrobatics 3 ranks, Climb 3 ranks, or Acrobatic): You can climb the length of a ladder as part of a running jump, gaining a +4 circumstance bonus on your Acrobatics check and adding the ladder’s length to the total distance you travel with your jump. You must let go of the ladder when you jump.




提灯技法 Lantern Tricks
来源冒险者的武备库2 pg.14
灯笼有各种各样的形状和大小。每一个技巧都可以用任何种类的提灯或盏灯来完成,除非在描述中指明了某种特殊的灯。要使用下面的每个技法,除了要满足专长或技能前置(列在下面的括号中),你必须有装备技法(提灯)专长。

强力灯油 Intensified Oil(手艺[炼金]3级):你可以混合3瓶灯油为一份强化灯油,用于点亮盏灯或提灯。这种强化灯油可以使它添加的盏灯或提灯比平时燃烧的更明亮,增加其50%的光照范围。这种强化灯油只能由于点亮盏灯或提灯,没有任何额外效果。

灯击 Lantern Bash(盾牌专攻):如果你在装备轻盾的手上持着一盏灯或提灯,你的由该盾牌发起的盾击攻击额外造成一点火焰伤害。

提灯炸弹 Lantern Bash(即时战备):你可以将还剩4小时以上油量的提灯或盏灯视为投炸武器,使用炽火胶的规则。

昏暗光照 Lesser Light(无额外要求):当点亮一盏灯或提灯时,你可以降低其燃烧程度,而在正常情况下提供正常光照的区域里只提供昏暗的光亮。盏灯或提灯只消耗正常速率一半的灯油。盏灯或提灯必须熄灭并重新点燃才能提供正常等级的光亮。

灯油四溅 Oil Splash(精通阴招):当你或你的敌人持有一盏灯或提灯时,你可以尝试一次阴招战技。如果你成功通过了战技检定,你可以从盏灯或提灯中敲出一些灯油溅到你的目标的脸上,你的目标会如同正常阴招那样目盲,并且在目盲结束前每轮受到一点火焰伤害。

劇透 -   :
Lantern Tricks
Source Adventurer's Armory 2 pg. 14
Lanterns come in a variety of shapes and sizes. Each of these tricks can be performed with any sort of lantern or lamp, except when a specific kind of lamp is indicated in the description. In addition to the feat, skill, or other requirements listed for each of these tricks, you must have the Equipment Trick (lantern) feat to use a trick.

Intensified Oil (Craft [alchemy] 3 ranks): You can combine three flasks of oil into a single use of improved oil as you add it to a lamp or lantern. This improved oil causes the lamp or lantern to which it is added to burn more brightly than usual, increasing its light range by 50%. This improved oil can only be used in the lamp or lantern it’s mixed in and has no additional special effects.
Lantern Bash (Shield Focus): If you carry a lamp or lantern in the hand you use to wield a light shield, your shield bash attacks with that shield deal an additional 1 point of fire damage。
Lesser Light (no additional prerequisites): When lighting a lamp or lantern, you reduce the size of its flame to provide only dim light in the area in which the lantern usually provides normal light. The lamp or lantern uses oil at half the usual rate. The lamp or lantern must be extinguished and re-lit to shed light normally.
Oil Splash (Improved Dirty Trick): You can attempt a dirty trick combat maneuver against an opponent while either you or the opponent is holding a lamp or lantern. If you succeed at this combat maneuver check, you can knock some oil from the lamp or lantern into your target’s face. Your target is blinded as normal by the dirty trick and takes 1 point of fire damage each round the blindness lasts.



镜子技法 Mirror Tricks
来源冒险者的武备库2 pg.15
冒险家携带镜子往往是为了许多不寻常的用途。你可以使用镜子来使用以下技法或者,由GM裁定,使用任何类似的手持反光物,例如高度抛光的金属片(译:快,谁把我的抛光长剑拿过来)。要使用下面的每个技法,除了要满足专长或技能前置(列在下面的括号中),你必须有装备技法(镜子)专长。

炫目强光 Blinding Light(巧手3级):当处于普通或明亮的光照环境下,你可以以一个移动动作,利用手持的镜子将一道光线折射进一个10尺内的生物的眼中。该目标必须成功通过一个强韧检定(DC=10+你的巧手等级)否则将会目眩一轮。

英勇示敌 Bold Presentation(知识[宗教]5级):你可以一个移动动作(而非标准动作)来使用一面镜子阻拦一个害怕镜子的生物(例如吸血鬼)。

反射凝视 Reflect Gaze(战斗反射):以一个直觉动作或者迅捷动作,你可以用镜子来反射一次凝视攻击。你必须在面对该生物的凝视攻击时处于直视直视目标或者避开视线中,无论哪种情况,你必须成功通过对抗该生物凝视攻击的豁免检定(你无法通过避开视线来尝试避免这次豁免检定)。如果你将该生物的凝视反射给它自己,该生物必须成功通过豁免检定对抗自己的凝视攻击,否则失去凝视攻击1轮。如果该生物尝试通过攻击动作凝视你,你可以尝试反射它的凝视,如上所述。或者将它的目光转向你30尺内的一个新的目标。在这种情况下,新目标被视为原来的凝视目标(除非他被蒙住眼睛或看不见),然而他会自动的被视为避开视线。

镜影破妄 Telltale Reflection (法术辨识3级或对抗幻术法术或效果的种族豁免加值):你熟知幻术无法在反射中精确模仿的自然物体。如果你通过镜子反射观察到了一个10尺内的幻术,你可以被视为仔细研究过该幻术从而进行不相信该幻术的豁免检定。

欺诈魔镜 Trickster’s Mirror:(法术专攻[幻术]):你可以将一面价值至少10GP的镜子作为一个额外材料成分加入一个幻术(虚假幻觉)法术中。该法术在所有方面被视为法术环级高一级(最高9环),包括用于计算豁免DC。

劇透 -   :
Mirror Tricks
Source Adventurer's Armory 2 pg. 15
Adventurers carry mirrors for many unconventional uses. You may perform the following tricks with a mirror or, at the GM’s discretion, with a similarly reflective handheld item, such as a highly polished piece of metal. In addition to the feat, skill, or other requirements listed for each of these tricks, you must have the Equipment Trick (mirror) feat to use a trick.

Blinding Light (Sleight of Hand 3 ranks): When in an area of normal or bright light, you can use a mirror held in your hand to shine light into the eyes of a creature within 10 feet as a move action. The target must succeed at a Fortitude save (DC = 10 + your ranks in Sleight of Hand) or be dazzled for 1 round.
Bold Presentation (Knowledge [religion] 5 ranks): You can use a move action (rather than a standard action) to use a mirror to hold at bay a creature susceptible to mirrors (such as a vampire).
Reflect Gaze (Combat Reflexes): As an immediate or swift action, you can use a mirror to reflect a gaze attack. You must either be looking at the creature with the gaze attack or averting your eyes to use this ability, and you must succeed at your saving throw to resist the creature’s gaze attack (if you don’t avoid the need to attempt a saving throw by averting your eyes). If you reflect the creature’s gaze back at it, the creature must succeed at a saving throw to resist its own gaze or lose access to its gaze attack for 1 round. If the creature attempts to gaze at you with its attack action, you may attempt to reflect its gaze back at it, as above, or redirect its gaze to a new target within 30 feet of you. In this case, the new creature is treated as the target of the original gaze (unless it is blindfolded or otherwise unable to see), although it is automatically treated as if it is averting its eyes.
Telltale Reflection (Spellcraft 3 ranks or racial bonus on saving throws against illusion spells and effects): You are familiar with the ways illusions don’t precisely mimic natural objects when reflected. If you see an illusion within 10 feet reflected in a mirror, you count as having studied it carefully for the purposes of attempting a saving throw to disbelieve it.
Trickster’s Mirror (Spell Focus [illusion]): You can use a mirror worth at least 10 gp as an additional material component for an illusion (figment) spell. The spell is treated as 1 spell level higher (to a maximum of 9th level) for all purposes, including the calculation of saving throw DCs.



捕网技法 Net Tricks
来源阴招战术工具箱 pg.18
要使用下面的每个技法,除了要满足专长或技能前置(列在下面的括号中),你必须有对应的装备技法专长。
要使用这些装备技法,你必须擅长捕网.

陷敌阴招 Binding Trick(精通阴招):当你成功对一个被你控制后绳的捕网所纠缠的目标进行阴招战技检定时,该目标在逃出或者破开捕网前,无法以动作移除阴招战技所施加的效果。

擒敌网 Grappling Net(精通擒抱):当你尝试对一个被你控制后绳的捕网所纠缠的目标进行擒抱战技检定时,你不会因为没有空着双手而承受罚值,并且在检定上获得+4加值。如果你成功压制了目标,而此时他处于捕网纠缠中时,你可以用一个迅捷动作,以捕网捆绑该目标。

劇透 -   :
Net Tricks
Source Dirty Tactics Toolbox pg. 18
In addition to the feat or skill prerequisites (listed in parentheses) for each of the following tricks, you must have the appropriate Equipment Trick feat.
To use any of these equipment tricks, you must be proficient with nets.

Binding Trick (Improved Dirty TrickACG): When you succeed at a dirty trick combat maneuver check against a target entangled by a net whose trailing rope you control, the target cannot take an action to remove the condition imposed by the dirty trick until it escapes from or bursts free of the net.

Grappling Net (Improved Grapple): When you attempt a grapple combat maneuver check against a foe entangled by a net whose trailing rope you control, you do not take a penalty on the grapple combat maneuver check for not having two hands free, and you gain a +4 bonus on the check. If you successfully pin the target while it is still entangled by the net, you can use the net to tie up the target as a swift action.



长杆技法 Pole Tricks
来源:冒险者的武备库2 pg.15
这些技法中的每一个都可以用长杆或者平衡杆来执行,但是特定类型的长杆将会有更多的能力,要使用下面的每个技法,除了要满足专长或技能或其他前置(列在下面的括号中),你必须拥有装备技法(长杆)专长。

长杆拌打 Pole Trip(随手武器或精通摔拌):你可以将一根长杆视为拥有长触及和摔拌特性的临时武器。你可以将一根未展开的折叠杆视为拥有卸武和摔拌特性的临时武器。长杆或折叠杆在作为临时武器使用时,造成1d6的钝击伤害。

长杆扫荡 Seek the Unseen(察觉1级):当你尝试找到一个你不可视的生物时(或者是因为他是隐形的,或者因为你正处于目盲),你可以一个标准动作挥动长杆横扫你10尺内两个相邻的方格。进行一次近战攻击对抗AC10。如果你命中了,并且该生物正处于你指定的位置,你不会造成伤害,但是可以成功确定该生物正所处的位置。(剑鞘技法的威力加强版,但是谁没事拎根长杆啊)

抵墙攀爬 Wall Climb(攀爬3级):当你正在攀爬一个狭窄通道时,如果你的长杆的两头都可以可以撑住一面墙壁或者其他坚固平面,你可以撑住自己,并用长杆往你攀爬的方向慢慢移动。这种方法非常可靠但是十分费力,你在以这种方式攀爬时的攀爬检定上获得+10环境加值,但是移动速度为通常攀爬时的一半。

劇透 -   :
Pole Tricks
Source Adventurer's Armory 2 pg. 15
Each of these tricks can be done with a pole or balancing pole, but specific poles have further abilities. In addition to the feat, skill, or other requirements listed for each of these tricks, you must have the Equipment Trick (pole) feat to use a trick.

Pole Trip (Catch Off-Guard or Improved Trip): You can treat a pole as an improvised weapon with the reach and trip special features. You can treat an unhinged folding poleUE as an improvised weapon with the disarm and trip special features. A pole or folding pole used as an improvised weapon deals 1d6 points of bludgeoning damage.

Seek the Unseen (Perception 1 rank): When you attempt to find a creature you cannot see (either because it is invisible, or because you are blind), you can sweep a pole through any two adjacent squares within 10 feet of you as a standard action. Make a melee attack against an AC of 10. If you hit, and if a creature you cannot see is in the designated area, you deal no damage but have successfully pinpointed the creature’s current location.

Wall Climb (Climb 3 ranks): You can climb narrow passageways if your pole can reach a wall or other solid surface on both sides, bracing yourself and scooting the pole further along the surface as you climb. This method is reliable but laborious; you gain a +10 circumstance bonus on your Climb checks to climb in this manner, but you climb at half the usual speed.



绳索技法 Rope Tricks
来源:探索者协会战地指南 pg.49
要使用下面的每个技法,除了要满足专长或技能或其他前置(列在下面的括号中),你必须拥有装备技法(绳索)专长。绳索技法可以用麻绳、丝绳或者任何绳类物品来施展,只要GM允许。

快速收卷 Coil(巧手5级):你可以快速的收卷绳索,只需要1轮就可以卷起20尺绳索。(卷20尺绳索通常需要1d6轮)

五花大绑 Hogtie(精通擒抱):当你尝试捆绑一个你正在擒抱的敌人时,你只需要承受-5而非-10的罚值。

带结武器 Knotted Weapon(武器擅长[刺链]):你可以使用一个段打结的绳索作为刺链来使用,造成钝击伤害而非穿刺伤害。

以绳为鞭 Lash(武器擅长[长鞭]):你可以使用一节绳索作为长鞭来使用而不承受罚值。这节绳索必须长10尺——超出的部分必须被卷好否则会散落在你的脚边。

救命绳 Lifeline(攀爬5级):当你或邻近生物正在坠落时(因为一个失败的攀爬检定或者其他原因),你可以以一个直觉动作扔出拿着的绳索,保持紧握其中一头。如果是你坠落了,那么视为你在获得+10的加值尝试在坠落中抓牢,但是必须有什么东西可以让你的绳子缠住来作为锚点。如果是为另一个生物尝试进行检定,视为你自己正在坠落(译注:而非通常的“在攀爬时抓牢一个坠落的人”)。如果该生物的重量超过了你重载极限的两倍(你自己的装备并不计入这个重量对抗最大值),你会被拽下去。

快速释放 Quick Release(无额外要求):你可以绑一条安全绳固定在某处,而且你可以通过在绳索上任意一处使用一系列的拉扯手法,从任意一端将其松开。
(是我错了!这才是绳索里最时髦的招数!特别鸣谢笨哈、阿塔兰忒大佬)

绳索难缚 Slip Away(逃脱5级):你在对抗绳索或类似绳索物体的限制时(如藤蔓),在逃脱检定上获得+10加值。

一团乱麻 Tangle(随手投掷):你可以如同远程武器一般投掷一段收好的绳索。如果你的远程接触攻击命中,目标将会陷入纠缠,他可以切或挣段绳索或者通过DC15的逃脱检定。要使用该技法,绳子必须未被固定。

劇透 -   :
PFS Legal Rope Tricks
Source Pathfinder Society Field Guide pg. 49
In addition to the feat, skill, or other requirement listed for each of these tricks, you must have the Equipment Trick (rope) feat to use rope tricks. Rope tricks can be performed with hemp rope or silk rope, or with similar ropelike items at the GM’s discretion.

Coil (Sleight of Hand 5 ranks): You can coil rope rapidly, requiring only 1 round to coil 20 feet of rope. (Coiling 20 feet of rope normally takes 1d6 rounds.)
Hogtie (Improved Grapple): When you attempt to tie up an opponent you are grappling, your penalty is only –5 instead of the normal –10.
Knotted Weapon (Weapon Proficiency [spiked chain]): You can use a knotted length of rope as a spiked chain that inf licts bludgeoning damage instead of piercing damage.
Lash (Weapon Proficiency [whip]): You can use a length of rope as a whip at no penalty. The piece of rope that is used as a whip must be 10 feet long—length in excess of this must remain coiled or otherwise unused at your feet or side.
Lifeline (Climb 5 ranks): When you or a nearby creature is falling (from a failed Climb check or otherwise), you can throw a held rope as an immediate action, maintaining a grip on one end. If you are falling, this is treated as an attempt to catch yourself while falling made with a +10 bonus, but there must be some sort of solid anchor available for your rope to loop around. When attempting this check on another creature, treat it as if you yourself were falling. If the weight of the creature exceeds twice your heavy load limit (your own equipment does not count against this maximum), you are pulled after it.
Quick Release (no additional prerequisites): You can secure a rope such that you can loose it from either end by making a quick series of tugs (a move action) at any point along the rope’s length.
Slip Away (Escape Artist 5 ranks): You gain a +10 bonus on Escape Artist checks to escape from ropes and ropelike restraints (such as vines).
Tangle (Throw Anything): You can throw a coiled length of rope as a ranged weapon. If you hit with a ranged touch attack, the target becomes entangled. It can cut or burst the rope, or escape with a DC 15 Escape Artist check. The rope must be unsecured to use this trick.




盾牌技法 Shield Tricks
来源:冒险家的武备库 pg.23
作为使用此技法的先决条件,除下文列出的专长、技能或其他需求外,你还需要装备技法(盾牌)并且精通盾牌(非塔盾)。你可以使用任意的轻重盾牌搭配此技法。按照你的GM的判断,你或许可以以塔盾或小圆盾使用以下部分技法,但这需要一个单独的新的装备技法(盾牌)专长,并可能在相关投骰上承受罚值。

掷盾阻敌 Break Ground(精通摔绊,随手投掷):取代一次近战攻击,你可以将盾牌投掷到敌人的脚上,以妨碍他的移动以及摔绊敌人。你必须手持(而非佩戴)盾牌或使用一面回力盾以使用此技法。对你的对手使用一次摔绊攻击。被摔绊的目标体型不能比你更大,且超出射程会使摔绊攻击承受罚值。如果你成功了,目标会被击倒。尝试失败不会导致你被反摔拌,除非你在对手的触及范围内。无论摔绊对抗是否成功,只要盾牌仍留在你将它投掷到的位置,处在区域内的敌人视同处于困难地形之中,直到他离开此区域。

投盾 Hurl Shield(随手投掷):你可以将盾牌当作远程临时武器投掷。在使用此技法时你必须手持(而非佩戴)盾牌。如果你使用的是一个飞盾,则不需要这个技法。

抱头蹲防 Little Wall(脱逃5级):你能将身体缩进盾牌之下以获得暂时的庇护。当你全防御时,你可以选择获得掩蔽而非如通常AC获得闪避加值。

敏锐之眼 Keen Eye(察觉5级):你掌握了运用盾牌的反射面来定位你不敢直视的敌人的位置。在你的回合,你可以选择针对在一个对你进行凝视攻击的目标,放弃盾牌的AC加值。你在避免对抗该生物凝视攻击的豁免检定的几率提升至100%,并且该生物对你不视为隐蔽(百分百不用豁免,且攻击不用丢失手率)。你的察觉每在5级之后再有5级,你就可以同时用这个能力对抗多一名拥有凝视攻击的生物。

松开盾牌 Release Shield(无前置):你可以一个迅捷动作而不是移动动作解开一面轻盾或重盾。你可以以一个自由动作解下一面飞盾(throwing shield)。如果你解下了这面盾牌,你可以选择拿着它或者以一个自由动作扔掉它。

美式飞盾 Ricochet Shield(致命瞄准,随手投掷):当你投掷一面盾牌,你可以使其在一处或多处坚硬的表面间弹跳,以从一个意想不到的角度或者越过作为遮蔽的障碍物来攻击目标。你的飞盾每借一处坚硬的表面弹射,就需要承受-2的命中罚值。射程增量需要计算飞盾运行的整个距离,而非你和目标之间的直接距离。

住嘴! Shield Gag(精通擒抱,随手投掷):你可以将你的盾牌塞进一个生物的嘴里,防止它使用啮咬攻击或者其他基于嘴巴的能力。对一个至少比你的体型大两个等级的生物进行一次擒抱检定。如果你成功了,你将你的盾牌楔入它的嘴里。你可以在任何时候松开你的盾牌,这意味你们都脱离了擒抱状态,虽然你的盾牌仍然留在它嘴里。该生物可以通过摧毁盾牌来移除它(或者在破损状态甩掉它),从嘴上弄开这个盾牌需要通过一个对抗你CMB的擒抱检定,或者吞掉这个盾牌(如果该生物有活吞能力)如同这个盾牌是个生物一样。
    只要这个盾牌在它嘴里,这个怪物就无法使用它的嘴对除了盾牌之外的任何东西进行任何攻击(如啮咬或者巨蛙的粘性舌头能力),而且无法清晰发声来释放咒语或者激活任何需要说话的物品。如果他使用喷吐武器,它得射程只有正常的一半,并且造成的任何伤害都需要先经过盾牌,剩下的伤害才能正常影响该区域。

劇透 -   :
PFS Legal Shield Tricks
Source Adventurer's Armory pg. 23
In addition to the feat, skill, or other requirement listed for each of these tricks, you must have the Equipment Trick (shield) feat and proficiency in (non-tower) shields to use a trick. You may use these tricks with any light or heavy shield. At your GM’s discretion, you may be able to use some of these tricks with a tower shield or buckler, but that requires a separate Equipment Trick feat for that kind of shield and may add a penalty on the associated roll.
Break Ground (Improved Trip, Throw Anything): In place of a melee attack, you can throw your shield at an opponent’s feet, interfering with his movement and perhaps tripping him. You must be holding (not wearing) your shield or using a throwing shield to use this trick. Make a trip attack against your opponent. The opponent can be no larger than your own size category, and the range penalty applies to your trip attempt. If you succeed, the target is knocked prone. Failing this attempt does not knock you prone unless you are within your opponent’s reach. Whether or not you succeed, as long as your shield remains where you threw it, the opponent treats that square as difficult terrain until he moves out of the square.
Hurl Shield (Throw Anything): You can throw your shield as a ranged improvised weapon. You must be holding (not wearing) your shield to perform this trick. If you are using a throwing shield, there is no reason to use this trick.
Little Wall (Escape Artist 5 ranks): You can contort your body behind your shield in order to gain a brief moment of security. Whenever you use the total defense action, you may choose to gain cover instead of the normal dodge bonus to AC.
Keen Eye (Perception 5 ranks): You have mastered the art of using the reflective surface of your shield to locate foes that you dare not look at directly. On your turn, you may choose to forfeit your shield’s AC bonus for 1 round to improve your defenses against one creature using a gaze attack. Your chance to avoid having to make a saving throw against that creature’s gaze attack increases to 100%, and the creature does not gain concealment against you. For every 5 ranks in Perception you have above 5, you may simultaneously use this ability against another creature with a gaze attack.
Release Shield (no prerequisites): You may remove a light or heavy shield as a swift action instead of a move action. You may remove a throwing shield (see page 5) as a free action. Once you’ve removed the shield, you may hold it in one hand or drop it as a free action.
Ricochet Shield (Deadly Aim, Throw Anything): When you throw a shield, you can bounce it off one or more hard surfaces in order to strike a target from an unexpected angle or to bypass an obstacle such as cover. Each object you ricochet your shield off of imposes a –2 penalty on the attack roll. Range increments apply for the total distance the shield travels, not just the direct distance between you and the target.
Shield Gag (Improved Grapple, Throw Anything): You can force your shield into the mouth of a creature to prevent it from using bite attacks or other mouthbased abilities. Make a grapple check against a creature at least two sizes larger than your size category. If you succeed, you wedge your shield into its mouth. At any time you may release your shield, which means you both lose the grappled condition, though your shield remains in its mouth. The creature may remove the shield by destroying it (or leaving it with the broken condition), forcing the shield out of its mouth with a grapple check against your CMB, or swallowing it (if it has the swallow whole ability) as if the shield were a creature.
While the shield is in place, the monster cannot use its mouth to make attacks (such as a bite or a giant frog’s sticky tongue) against anything but the shield and cannot speak clearly enough to cast spells or use items requiring speech. If it uses a breath weapon, its range is half normal and any damage dealt must first get through the shield, with any remaining damage affecting the area normally.




发烟棒技法 Smokestick Tricks
来源:冒险家的武具库2 pg.25
虽然比起炽火胶来说经常被忽视,但是发烟棒在正确的人手上也可以提供灵活的战术优势。要使用下面的每个技法,除了要满足专长或技能或其他前置(列在下面的括号中),你必须拥有装备技法(发烟棒)专长。

呛人烟气 Choking Smoke(精通阴招):当你成果的进行一个阴招战技检定时手上拿着一根点燃的发烟棒,你可以将这根发烟棒塞进对方的嘴里(或者其他呼吸器官{啥?鼻孔么!})来破坏其呼吸。这个受影响的生物会窒息和咳嗽,陷入恶心状态。不同于正常的阴招,该敌人必须在花费动作之外成功通过一个强韧豁免检定才能移除该状态。强韧豁免的DC=10+你BAB的一半+任何你加在阴招战技上的加值(如精通阴招提供的加值)。如果没有被及时移除,这个状态会在1分钟后结束。不需要呼吸的生物免疫此效果。

慢燃 Slow Burn(手艺[炼金]1级):你可以点燃一根发烟棒使其仅仅是缓慢燃烧而不至于立刻燃烧殆尽。你必须在点燃发烟棒时就选择是否使用该技法。一根慢燃的发烟棒不会在1轮后烧尽,而产生的烟气只持续1轮。在接下来的一个小时内,当你拿着一根慢燃的发烟棒时,你可以以一个迅捷动作创造一片烟云,但是只持续1轮。慢燃的发烟棒可以持续1小时或者总共制造10团烟云,无论达成哪一点,发烟棒都会被消耗掉。

烟中怪影 Smoke Shadow (手艺[炼金]1级;技能专攻[隐匿]或隐秘):你可以使用一个慢燃的发烟棒(如同慢燃技法)来隐藏你潜行时的身影。当你的发烟棒正在慢燃,而一个生物成功的用察觉检定对抗了你的隐匿检定,你可以一个直觉动作喷出一团烟雾来隐藏你的身影。当你这么做时,该生物必须重投他的察觉检定,并且使用第二个结果,即使更糟。而即使该生物在这个检定上失败了,他仍然能因为突然出现的烟气意识到你的大概位置(除非这个位置已经处于烟雾——就像正常使用了发烟棒——或者云雾中)。

烟蔽暗击 Smoke Strike(手艺[炼金]1级;精通虚招):你可以运用一根慢燃的发烟棒(如同慢燃技法)来使敌人无法顾及你真正的攻击。当你拿着一根慢燃的发烟棒时,以一个迅捷动作,取代普通的慢燃制造烟雾的手法,你可以在敌人的脸前释放一段小而浓密的烟团。这允许你使用一个虚招作为这个迅捷动作的一部分。


劇透 -   :
Smokestick Tricks
Source Adventurer's Armory 2 pg. 25
Often overlooked for alchemist’s fire, smokesticks can provide versatile tactical advantage in the right hands. In addition to the feat, skill, or other requirements listed for each of these tricks, you must have the Equipment Trick (smokestick) feat to use the following trick.

Choking Smoke (Improved Dirty TrickAPG): When you perform a successful dirty trickAPG combat maneuver while holding a lit smokestick, you can shove the smokestick into your opponent’s mouth (or other breathing apparatus) to impair its breathing. The affected creature begins choking and sputtering, gaining the sickened condition. Unlike a normal dirty trick, the foe must succeed at a Fortitude save to remove this condition, in addition to spending an action. The DC of this Fortitude save is equal to 10 + half your base attack bonus + any bonus you add to dirty trick combat maneuvers (such as that granted by Improved Dirty Trick). This condition ends after 1 minute, if not removed sooner. Creatures that do not breathe are immune to this effect.
Slow Burn (Craft [alchemy] 1 rank): You can burn a smokestick just slowly enough to not consume it immediately. You must choose to use this trick when you light a smokestick. A slow-burning smokestick is not consumed after 1 round, and the smoke produced only lasts for 1 round. For the next hour, as a swift action when you are holding a slow-burning smokestick, you can use the smokestick to produce a cloud of smoke that lasts for only 1 round. The slow-burning smokestick lasts for 1 hour or until you have created a total of 10 clouds, at which point it is consumed.
Smoke Shadow (Craft [alchemy] 1 rank; Skill Focus [Stealth] or Stealthy): You can use a slow-burning smokestick (using the slow burn trick) to conceal your motions while sneaking. While your smokestick is slow-burning, whenever a creature would succeed at an opposed Perception check against your Stealth check, you can emit a puff of smoke as an immediate action to hide your presence. When you do, the creature must reroll its Perception check and take the second result, even if it is worse. Even if the creature fails this Perception check, it is aware of your general location because of the sudden smoke (unless the location is already filled with smoke—like that emitted by the normal use of a smokestick—or fog).
Smoke Strike (Craft [alchemy] 1 rank, Improved Feint): You can use a slow-burning smokestick (using the slow burn trick) to distract foes from your strikes. As a swift action when you are holding a slow-burning smokestick, instead of producing a cloud with the slow burn trick, you can create a small, dense burst of smoke in an adjacent foe’s face. This allows you to feint as part of that swift action.



日光杖技法 Sunrod Tricks
来源:探索者协会战地指南(外勤指南) pg.49
要使用下面的每个技法,除了要满足专长或技能或其他前置(列在下面的括号中),你必须拥有装备技法(日光杖)专长。

闪光弹 Flare(手艺[炼金]5级或者炼金炸弹职业能力):以一个标准动作,你可以瞬间消耗一根日光杖的剩余寿命(点亮或者未点亮的)。20尺内看到日光杖爆闪的生物必须通过一个DC15的强韧豁免否则将会目眩2d4轮。强光敏感或者强光失明的生物在豁免检定上需要承受-2罚值。此外,以一个整轮动作,你可以用日光杖攻击一个生物或者投掷日光杖作为一次远程攻击,射程增量为10尺。如果他碰撞到了坚硬的表面,它会如上述描述的爆闪。你不需要攻击一个特定的目标而是简单面准一个五尺方格的一角,视为其视为AC5。如果一个生物被日光杖击中并且豁免失败,它除了目眩状态外,还会在第一轮目盲。

快拔日光杖 Fast Sunrod(即时战备):你可以以一个迅捷动作拔出并且点亮一根易用日光杖。

恰如炽阳 Like the Sun(可以释放任何有光亮描述符的法术):你可以将一根日光杖视为一份额外施法材料添加到任何有光亮描述符的法术上。该法术在所有方面被视为法术环级高一级(最高9环),包括用于计算豁免DC以及克服魔法黑暗的检定。

粘挂日光杖 Lodge Sunrod(随手投掷):你可以如同远程临时武器般投掷你的日光杖。如果你在远程接触攻击中命中了,日光杖不会造成任何伤害,但是会挂在目标身上,直到目标或者另一个生物花费一个移动动作弄掉它。

逗猫棒 Lure (驯养动物5级):当你手持一根点亮的日光杖,以一个移动动作,你可以尝试诱使一个动物朝你想要的任何方向移动。进行一个驯养动物检定来对抗DC=15+目标动物的CR。如果你成功了,该动物会在下轮往你希望的方向移动5尺。你的检定每超过DC5点。该动物都会额外移动5尺,最高不超过该动物的最高移速。该移动如常造成借机攻击,但是一旦有人这么做了,该动物会立刻停止移动(无论该攻击是否命中)。你无法让动物移动到明显的险境(hazard)中,但是你可以(举个例子)诱使其进入一个开放的笼子。

双倍强光 Twice as Brightly(手艺[炼金]5级):以一个整轮动作,你可以修改一根未使用过的日光杖,使其只能燃烧1个小时,但是会发出更明亮的光芒。它会散发强光程度的光亮照亮30尺半径的区域,并在额外30尺的范围内使光照等级上升2级(黑暗变成常光,昏暗或者常光变成强光)。他无法使强光环境的光照强度提升。

劇透 -   :
PFS Legal Sunrod Tricks
Source Pathfinder Society Field Guide pg. 49
In addition to the feat, skill, or other requirement listed for each of these tricks, you must have the Equipment Trick (sunrod) feat to use a trick.

Flare (Craft [alchemy] 5 ranks or alchemist bomb class feature): As a standard action, you can expend the remaining life of a sunrod (lit or unlit) in an instant. Sighted creatures within a 20-foot-radius burst of the sunrod must succeed at a DC 15 Fortitude save or be dazzled for 2d4 rounds. Creatures with light sensitivity or light blindness receive a –2 penalty on their saving throws. Alternatively, as a full-round action, you can strike a creature with the sunrod or throw the sunrod as a ranged attack with a range increment of 10 feet. When it strikes a hard surface, it flares as describe above. Since you don’t have to hit a specific target, you can simply aim at the corner of particular 5-foot square. Treat the target corner as AC 5. If a creature is struck by the sunrod and fails its Fortitude save, it is blinded for the first round of its dazzled condition.
Fast Sunrod (Quick Draw): You can draw and light an easily accessible sunrod from a pack as a swift action.
Like the Sun (ability to cast any spell with the light descriptor): You can use a sunrod as an additional material component for any spell that bears the light descriptor. The spell is treated as one spell level higher (to a maximum of 9th level) for all purposes, including the calculation of saving throw DCs and its ability to overcome sources of magical darkness.
Lodge Sunrod (Throw Anything): You can throw your sunrod as a ranged improvised weapon. If you hit with a ranged touch attack, the sunrod does no damage, but stays lodged on the target until the target or another creature spends a move action to remove it.
Lure (Handle Animal 5 ranks): As a move action while holding a lit sunrod in your hand, you can attempt to move an animal in any direction you desire. Make a Handle Animal check against a DC of 15 + the target animal’s CR. If you are successful, the animal moves 5 feet in the desired direction on its next turn. For every 5 points by which your check exceeds the DC, the animal moves another 5 feet, up to the animal’s maximum speed. This movement provokes attacks of opportunity as normal, though if one is taken, the animal immediately stops moving (whether or not the attack hits). You cannot move an animal into an obvious hazard with this trick, but you can (for example) lure it into an open cage.
Twice as Brightly (Craft [alchemy] 5 ranks): As full-round action, you can tamper with an unused sunrod such that it burns out in a single hour, but shines much more brightly. It sheds bright light in a 30-foot radius and increases the light level by two steps for an additional 30 feet beyond that area (darkness becomes normal light, and dim light or normal light becomes bright light). It does not increase the light level in bright light.



拌足包技法 Tanglefoot Bag Tricks
来源:冒险家的武备库2 pg.26
拌足包在富有技巧的使用者手上,是一个多功能甚至是致命的工具。要使用下面的每个技法,除了要满足专长或技能或其他前置(列在下面的括号中),你必须拥有装备技法(拌足包)专长。由GM裁定,你或许可以使用炽火拌足包来使用其中的一些技法,但是有可能会对相关生物或物体造成火焰伤害。

抵死缠绵 Captivating Embrace(精通擒抱):你和敌人保持紧密的距离,并利用一个绊足包保持这个状态。当你成功擒抱了一个生物 ,你打破一个拌足包来将你和目标粘在一起。你必须在手上拿着拌足包时才能使用这个能力除非你有了即时战备专长(在这种情况下,拌足包必须是容易拔的)。在拌足包生效期间,你在擒抱检定中部不需要承受没有空着双手的减值,并且你的敌人必须在挣脱擒抱的战技检定或者逃脱检定上承受-4的减值。

粘性炸弹 Sticky Bombs(即时战备,随手投掷):你可以将一个物品粘在拌足包上,并且确保他们一直黏在一起。当你投掷一个炼金物品时,你可以将一个拌足包附在一起投掷,这不需要额外的动作。如果命中,目标会受到拌足包的影响,并且炼金物品也会紧粘其上。在拌足包生效期间,该物品会一直处于目标所在方格中,所以最有用的物品是那种不会立即生效的类型,例如暗爆弹(下文,未翻译)或者引信手榴弹。

盾牌粘取 Thieving Shield(盾牌专攻或者盔甲训练):以一个迅捷动作,你可以将一份拌足包泼在自己的盾牌上,让它充满黏性。当你使用盾击时,你的盾牌获得擒抱武器特性。此外,每轮的第一次,由人造武器对你发动的攻击失手并检定结果比你的AC低4点或以上时,你可以自由动作尝试一次卸武,这次卸武尝试不会引起借机攻击,你的盾牌保持黏性2d4轮,在下一次使用这个技法前,你必须先将其清洁好(以一个整轮动作)。

劇透 -   :
Tanglefoot Bag Tricks
Source Adventurer's Armory 2 pg. 26
Tanglefoot bags can be a versatile and even deadly tool in the hands of a skilled user. In addition to the feat, skill, or other requirements listed for each of these tricks, you must have the Equipment Trick (tanglefoot bag) feat to use a trick. At your GM’s discretion, you may be able to use some of these tricks with a tangleburn bagUE, but at the risk of dealing fire damage to connected items or creatures.

Captivating Embrace (Improved Grapple): You get up close and personal, then use a tanglefoot bag to keep things that way. When you successfully grapple a creature, you burst a tanglefoot bag to stick yourself to your target. You must have the tanglefoot bag in hand to use this ability unless you have the Quick Draw feat (in which case the tanglefoot bag must be easily accessible on your person). While the tanglefoot bag’s effect lasts, you do not take a penalty to grapple checks for not having two hands free, and your opponent takes a –4 penalty on combat maneuver checks and Escape Artist checks to break the grapple.
Sticky Bombs (Quick Draw, Throw Anything): You can slap another item on a tanglefoot bag and toss both to ensure contact. When you throw an alchemical item, you can attach a tanglefoot bag to it as you throw it; this does not require an additional action. On a hit, the target is affected by the tanglefoot bag, with the alchemical item firmly stuck in the goo. The item stays in the target’s square as long the tanglefoot bag’s effect lasts, making this most useful with items that don’t immediately take effect, such as darkflares (see above) or fuse grenadesUE.
Thieving Shield (Shield Focus or armor training class feature): As an immediate action, you can splatter a tanglefoot bag on your shield, making it sticky. Your shield gains the grappleUE weapon quality when used as a weapon with a shield bash attack. In addition, the first time each round an attack with a manufactured weapon misses you by 4 or less, you can make a free disarm attempt against that weapon. This disarm attempt does not provoke an attack of opportunity. Your shield remains sticky for 2d4 rounds, after which it must be cleaned (a full-round action) before you can use this trick again.



盗贼工具技法 Thieves' Tools Tricks
来源::阴招战术工具匣 pg.19
要使用下面的每个技法,除了要满足专长或技能或其他前置(列在下面的括号中),你必须拥有装备技法专长。对于盗贼或者任何希望能打开门锁或者解除陷阱的冒险家来说,一份盗贼工具都是必不可少的,它包含一系列尖锐的刀片或粗糙的搓片。

卑劣之选 Dirty Pick(解除装置1级):你在将一份盗贼工具当做临时武器使用时不会承受任何罚值。一套盗贼工具在作为临时武器时在成1d3点穿刺伤害。额外的,当你在尝试施加目盲状态的阴招时使用一套盗贼工具,则不会导致借机攻击。精制品盗贼工具在攻击和战技上给与+1增强加值。

我要进去啦 Let Myself In(知识[工程]3级):当你成功通过解除装置解锁一个通常需要移动动作开启的物品时,例如一扇门,你可以以一个自由动作立即将其打开。

远距花招 Ranged Chicanery(解除装置1级,巧手1级,可以释放法师之手):你可以用法师之手来尝试远程进行解除装置或者巧手检定。当远程作业的距离超过25尺后,在正常技能检定上增加DC,等于5+1/每5尺。你无法在这个检定上取10或20。任何操纵的物体必须等于或小于5磅。如果你还拥有远程诡计(诡术师)职业能力,你不再需要在远程进行解除装置或者巧手检定时DC+5。

劇透 -   :
PFS Legal Thieves' Tools Tricks
Source Dirty Tactics Toolbox pg. 19
In addition to the feat or skill prerequisites (listed in parentheses) for each of the following tricks, you must have the appropriate Equipment Trick feat.
Indispensable to a rogue or any other adventurer who wishes to crack open a lock or disable a trap, a set of thieves’ tools contains a number of sharp picks and coarse files.

Dirty Pick (Disable Device 1 rank): You don’t take any penalties for using a set of thieves’ tools as an improvised melee weapon. A set of thieves’ tools used as an improvised weapon deals 1d3 points of piercing damage. Additionally, when you attempt a dirty trick combat maneuver check to impose the blinded condition with a set of thieves’ tools, you don’t provoke an attack of opportunity. Masterwork thieves’ tools grant a +1 enhancement bonus on attack rolls and combat maneuver checks for these purposes.
Let Myself In (Knowledge [engineering] 3 ranks): Whenever you succeed at a Disable Device check to unlock an object that requires a move action to open, such as a door, you can immediately open that object as a free action instead.
Ranged Chicanery (Disable Device 1 rank, Sleight of Hand 1 rank, ability to cast mage hand): You can use mage hand to attempt Disable Device and Sleight of Hand checks at range. Working at a distance increases the normal skill check DC by an amount equal to 5 + 1 for every 5 feet the range is greater than 25 feet. You can’t take 10 or 20 on this check. Any object manipulated must weigh 5 pounds or less. If you also possess the ranged legerdemain class feature, you no longer increase the skill check DC by 5 while using Disable Device and Sleight of Hand at range.



爆雷石技法 Thunderstone Tricks
来源:冒险家的武具库2 pg.26
要使用下面的每个技法,除了要满足专长或技能或其他前置(列在下面的括号中),你必须拥有装备技法(爆雷石)专长。

爆鸣成分 Deafening Component(可以制作炸弹或者施放有电、火、音波描述符的法术):你可以将一份爆雷石作为额外施法材料加在任何你所释放的拥有电,火,或者音波描述符的法术中,或者任何你投掷的炸弹中。任何受到法术或者炸弹伤害的生物必须通过一个DC15的强韧豁免检定否则耳聋一小时。

进化弹性 Evolve Resilience (知识[奥秘]1级,幻灵职业能力):你的幻灵可以以一个标准动作消耗一份爆雷石来增强它的针对特定效果的抵抗能力。一小时内,你的幻灵获得能量抵抗(Resistance)进化(仅限闪电或者音波;APG61页或者掉链子36页)。你的幻灵无法利用此技法同时获得两种抗力。在持续时间内,幻灵免疫爆雷石的效果。

惊人爆鸣 Startling Noise(潜行3级或者诡秘猎手侠客之道):你的爆雷石在对付根本没有意识到你到来的敌人时,特别有效。任何完全不知道你的存在的生物,在对抗你所使用的爆雷石时,需要承受–4的豁免减值。如果他们聋了,会承受等于你偷袭或者暗袭骰子数(即3d6的3)的非致命伤害(如果有)。

雷神之锤 Thunderclap(武器专攻[任意锤子]):你的爆雷石增强了你锤子的震撼力。这个技法只对你有武器专攻的那类锤子有效。以一个移动动作,你可以将一个爆雷石卡入你的锤子的打击面。当你用这个锤子击中一名敌人时,爆雷石会被引爆。你在对抗爆雷石的豁免检定上获得+4加值(如果需要),而你的敌人在对抗爆雷石的豁免检定上承受-4罚值。

劇透 -   :
Thunderstone Tricks
Source Adventurer's Armory 2 pg. 26
In addition to the feat, skill, or other requirements listed for each of these tricks, you must have the Equipment Trick (thunderstone) feat to use the following tricks.

Deafening Component (ability to create bombs or cast any spell with the electricity, fire, or sonic descriptor): You can add a thunderstone as an additional material component to any spell you cast with the electricity, fire, or sonic descriptor, or to any bomb you throw. Any creature damaged by that spell or bomb must also succeed at a DC 15 Fortitude save or be deafened for 1 hour.
Evolve Resilience (Knowledge [arcana] 1 rank, eidolon class feature): Your eidolon can consume a thunderstone as a standard action to bolster its resilience against certain effects. For 1 hour, your eidolon gains the resistance evolution (electricity or sonic only; Pathfinder RPG Advanced Player’s Guide 61 or Pathfinder RPG Pathfinder Unchained 36). Your eidolon cannot gain both resistances from this trick at the same time. During this time, the eidolon is immune to the effects of thunderstones.
Startling Noise (Stealth 3 ranks or stalker vigilanteUI specialization): Your thunderstones are especially effective when foes don’t know they’re coming. Any creature that is completely unaware of your presence takes a –4 penalty on saving throws against thunderstones you use and, if deafened, takes an amount of nonlethal damage equal to your number of sneak attack or hidden strike dice (if any).



奇物技法 Wondrous Item Tricks
来源:阴招战术工具匣 pg.19
要使用下面的每个技法,除了要满足专长或技能或其他前置(列在下面的括号中),你必须拥有装备技法专长。
你可以利用任何装备在特定魔法物品栏位上的奇物来使用这一技法,例如身体或者腕部。

灵光掌控 Aura Mastery (使用魔法装置1级):每天一次,你可以选择一个你奇物散发灵光的魔法学派,你在施放该学派的一个法术时,视你的施法者等级高1级。你可以在一天中的任何一个时间进行这个选择,但是必须在施放法术前选定物品(以及学派)。

反制解法 克制大推 Counter Dispelling(法术辨识3级):当一个敌人在进行一个解除检定,例如通过解除魔法,来对抗一个你正在穿戴的奇物或者物品造成的法术效果时,在计算解法检定的DC上,你可以用你的使用魔法装置等级作为物品的施法者等级来替换它的真实施法者等级。你必须知道这个正在施放中的法术,并且通过法术辨识进行了辨识,才能获得这一好处。

偏好奇物 Favored Item(魔法天赋):每天一次,你可以花费一个小时来研究一个奇物,将其设定为你今天的偏好奇物。如果这个偏好奇物的功能是每天使用特定时间的轮数或者分钟数,且大于1轮或1分钟。你可以增加它的当天可以使用的最大轮数或分钟数,增加量等于你使用魔法装置技能等级的一半(最少1轮)。

劇透 -   :
PFS Legal Wondrous Item Tricks
Source Dirty Tactics Toolbox pg. 19
In addition to the feat or skill prerequisites (listed in parentheses) for each of the following tricks, you must have the appropriate Equipment Trick feat.
You can use these tricks with any wondrous item that can be worn in a specific magic item slot, such as the body or wrists.
Aura Mastery (Use Magic Device 1 rank): Once per day, you can choose a single school of magic represented by one of your wondrous items’ auras; you treat your caster level as 1 higher when casting a single spell of that school. You can make this choice at any time during the day, but you must choose the item (and school) before casting the spell.
Counter Dispelling (Spellcraft 3 ranks): When a foe attempts a dispel check, such as via dispel magic, against either a wondrous item that you are currently wearing or wielding or a spell effect created by such an item, you can use your ranks in Use Magic Device as the item’s caster level instead of its actual caster level when calculating the dispel check DC. You must be aware of the spell that is being cast and identify it with a successful Spellcraft check in order to receive this benefit.
Favored Item (Magical Aptitude): Once per day, you can spend 1 hour practicing with a wondrous item to designate it as your favored item for that day. If the favored item functions for a specific number of rounds or minutes per day greater than 1 round or 1 minute, you increase the maximum number of rounds or minutes it can function that day by an amount equal to half your ranks in Use Magic Device (minimum 1 round).
« 上次编辑: 2018-03-27, 周二 15:49:51 由 丞相 »
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Re: 裝備技法 Equipment Trick 匯總
« 回帖 #1 于: 2017-09-21, 周四 22:01:12 »

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Re: 装备技法 Equipment Trick 汇总
« 回帖 #2 于: 2017-09-22, 周五 04:13:17 »
捉个虫 发烟棒的烟蔽暗击 Smoke Strike是迅捷虚招
不是迅捷阴招 :em024

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Re: 装备技法 Equipment Trick 汇总
« 回帖 #3 于: 2017-09-22, 周五 07:47:03 »
破门而入 Smash Through(精通冲撞):当你结束移动时邻接一扇封闭的门。你可以使用铁砧猛击这扇门,作为移动动作的一部分开门(而不是作为一个单独的移动动作开门),如果门贝卡猪或者锁上了,你必须成功通过一个冲撞战技检定对抗破坏物品的DC,才能将门撞开。

鞋跟冲击 Heel Crush(精通阴招):当成功地对一名敌人在近战范围进行了一次阴招(dirty trick)战技检定,你可以用你的鞋跟冲击目标的脚或类似肢体。取代你通常可以用阴招造成的状态,你可以降低目标一半的移动速度(最低降到5尺)。你不能用这种阴招的使用方法对抗不使用陆地速度移动的敌人,而且陆地速度以外的移动方式也不受这个装备技法的影响。一般来说,一个移动速度5尺的敌人不能使用5尺快步。

小心落脚 Careful Steps(灵狐步或特技5级):小心落脚(灵狐步或特技5级):你可以通过一块溅射了卡瓦麝香的区域而不会沾染到任何一点。

盾牌技法好赞 :em003

RUA~

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Re: 装备技法 Equipment Trick 汇总
« 回帖 #4 于: 2017-10-08, 周日 11:28:36 »
这里面我用过鞋子技法(拐弯冲锋)和奇物技法(增加轮数),挺好用