純美蘋果園

跑團活動區 => 烁星之银图书馆 => 網團活動區 => 堆满卷轴的长桌 => 主题作者是: 于 2022-05-01, 周日 21:46:10

主题: 一些判法
作者: 2022-05-01, 周日 21:46:10
設!計!師!我將殺你一遍又一遍!!!
主题: Re: 一些判法
作者: 2022-05-01, 周日 21:48:45
關鍵詞:黑暗視覺,光照

Darkness: Can a nonmagical light source increase the light level within the area of darkness if the light source is outside the spell's area?
No. Nonmagical light sources do not increase the light level within the spell's area, regardless of whether the light source is in the area or outside the area.

posted May 2013 | back to top

Darkness: Can I see light sources through an area of darkness?
No. If a darkness spell reduces the light in the area to actual darkness (or supernatural darkness, if using a more powerful spell), you can't see through the darkness into what is beyond it.

posted May 2013 | back to top

https://paizo.com/paizo/faq/v5748nruor1fm#v5748eaic9qnn
主题: Re: 一些判法
作者: 2022-05-01, 周日 21:49:26
關鍵詞:盟友

Ally: Do you count as your own ally?
You count as your own ally unless otherwise stated or if doing so would make no sense or be impossible. Thus, "your allies" almost always means the same as "you and your allies."

posted October 2010 | back to to

https://paizo.com/paizo/faq/v5748nruor1fm#v5748eaic9nda
主题: Re: 一些判法
作者: 2022-05-01, 周日 21:50:44
關鍵詞:武器,長觸及武器,大體型

Reach Weapons: Glaives, guisarmes, lances, longspears, ranseurs, and whips are reach weapons. A reach weapon is a melee weapon that allows its wielder to strike at targets that aren’t adjacent to him. Most reach weapons double the wielder’s natural reach, meaning that a typical Small or Medium wielder of such a weapon can attack a creature 10 feet away, but not a creature in an adjacent square. A typical Large character wielding a reach weapon of the appropriate size can attack a creature 15 or 20 feet away, but not adjacent creatures or creatures up to 10 feet away.

https://aonprd.com/Rules.aspx?Name=Weapons&Category=Equipment
主题: Re: 一些判法
作者: 2022-05-01, 周日 21:51:14
工藝:人多好辦事

今天查工藝技能的設制是不是有問題時,被人說服了,原來是我不會操作。只要花1sp招普通人来取10協助(或3sp招些受訓的人,但工藝不必要受訓),你就有+2加值。換然之,量變引發質變。
如果你作為1級法師用着工匠祝逼,想造個全身甲,那:
一天奇蹟:
(1+3+4+5+10+2n)*29/7=1500*10
(23+2n)*29/7=15000
n=((15000*7/29)-23)/2
n=1799向上取整

1799*0.1=179.9gp
1500-500-179.9=820.1gp
只要花179.9gp招1799未受訓員工來,你就能一天造好一件全身甲啦!賺820.1gp!

一星期:
(1+3+4+5+10+2n)*29=1500*10
n=((15000/29)-23)/2
n=248向上取整

248*0.1*7=173.6gp
1500-500-173.6=826.4gp
花173.6gp招248未受訓員工來,你則能一星期造好一件全身甲,賺826.4gp!

結論:以你的需要的量變,用一星期和一天分別不大,所以你是什么職業也沒關係,就招多7個人罷了。
原來這就是正常工匠工作的情況(誤),唯一的問題是向GM查詢那裡能招到這麼多人……

https://paizo.com/threads/rzs2prap?Is-Craft-really-that-slow#28

The rules of crafting are not awful. They're fairly reasonable, in fact. Making a suit of full plate isn't something you can just spit out in a couple of days, even if you are really good at it.

They're simply extremely inconvenient for adventurers.

Suppose your master smith is level 1.

He's got 1 rank, +3 class skill. He's optimized for being a smith, so he took skill focus (craft armoring) for another +3. Maybe he has an int of +1. Let's say he's a dwarf, he's got another +2. Naturally he's got the best tools available, another +2. Your smith is sitting at a +12 bonus.

Now, do you think the smith is doing everything by himself? He's not. He's got a team of apprentices, paid worker, servants, maybe even slaves behind him. He's got his best man on the helmet, some laborers on the gloves and boots, and he's overseeing the construction of the chest piece himself.

Suppose he's got 20 people on his team, and they all use aid-another on the smith's weekly check. They all have some minor skill and are using the best tools available, but lets go ahead and say 2 of them fail to beat DC10 to aid. They'll be fired next week, but still. Your smith gets +36 to his check from his helpers.

So the level 1 smith is sitting at +48 to his roll, he rolls a 10 giving him a 58. The DC is 29 because of course, he's working quickly. So he's got 1682 silver worth of progress in a week, it'll take him about 9 weeks to get done. A bit under another week creates the masterwork component. 10 weeks for masterwork full plate. That's not that bad for your average smith.

Just because it's not feasible for your character to make adamantine plate before the campaign ends, doesn't mean the crafting rules are silly. Did most knights make their own armor? Of course not, they had somebody else do it for them.

If you want to be different, well that's very special for your character, but guess what? it's HARD.
主题: Re: 一些判法
作者: 2022-05-01, 周日 22:05:04
關鍵詞:動物伙伴,魔寵,坐騎,魂獸,奇物位置

鸟类
可用栏位:护甲,腰部,胸部(鞍座),眼部,头部,头饰,颈部,指环,腕部,可抓握物品(can grasp objects)
AVIAN
Available Slots armor, belt, chest (saddle), eyes, head, headband, neck, ring, wrist; can grasp objects

Animal Companions archaeopteryx*, axe beakB3, bustard*, dimorphodonB4, dire bat, eagle, giant owl*, giant ravenB6, giant vultureB3, hawk, moaB5, pteranodon, ornithomimosaur*, owl, quetzalcoatlusB6, roc, trumpeter swanB4

Familiars archaeopteryxB4, arctic tern*, bat, chicken*, dodo*, hawk, kakapo*, osprey*, owl, parrot*, peafowl*, penguin*,
ptarmigan*, puffin*, rhamphorhynchus*, raven, snail kite*, thrushUM, toucan*

两足动物(爪)
可用栏位:护甲,腰部,胸部,眼部,头部,头饰,颈部,指环,肩部,腕部,可抓握物品
BIPED (CLAWS)
Available Slots armor, belt, chest, eyes, head, headband, neck, ring, shoulders, wrist; can grasp objects

Animal Companions allosaurusB2, ceratosaurusB5, chalicotheriumB5, deinonychus, giganotosaurusB6, iguanodonB3, kangarooB3, pachycephalosaurusB3, parasaurolophusB2, spinosaurusB3, therizinosaurusB5, troodonB5, tyrannosaurus, velociraptorB4

Familiars compsognathusB2, wallaby*

两足动物(手)
可用栏位:全部,可抓握物品
BIPED (HANDS)
Available Slots all; can grasp objects

Animal Companions ape, baboonB2, chimpanzee*, devil monkeyB6, megaprimatus

Familiars monkey, tarsier*

鱼类(注:包括鱼形海洋哺乳类)
可用栏位:腰部,胸部(鞍座),眼部
PISCINE
Available Slots belt, chest (saddle), eyes

Animal Companions anglerfish*, armorfish*, blue whaleB5, dolphin, dunkleosteusB6, garB2, giant seahorseB4, hammerhead shark*, manta rayB2, narwhalB5, orca, plesiosaurusB5, shark, stingrayB2, tylosaurusB2, walrusB4

Familiars lamprey*, popoto dolphin*, pufferfish*, seal*

四足动物(爪)
可用栏位:护甲,腰部(鞍座),胸部,眼部,头部,头饰,颈部,肩部,腕部
QUADRUPED (CLAWS)
Available Slots armor, belt (saddle), chest, eyes, head, headband, neck, shoulders, wrist

Animal Companions badger, bear, capybara*, cheetah, digmaulB5, dire polar bearB5, dire rat, dog, giant mole*, giant porcupine*, giant skunk*, giant weaselB4, goblin dog, grizzly bear*, hyena, leopard, lion, marsupial devil*, marsupial lion*, panda*, polar bearB5, saber-toothed cat*, thylacineB3, tiger, wolf, wolfdog*, wolverine

Familiars arctic fox*, arctic hare*, armadillo*, cat, donkey ratUM, ermine*, flying foxB5, flying squirrelB3, foxB3, hedgehogUM,
jerboa*, koala*, lemming*, margay*, meerkat*, mole*, mongoose*, otterB3, platypus*, rabbit*, raccoonB3, rat, red pandaB5, slothB4, squirrel*, weasel

四足动物(蹄)
可用栏位:护甲,腰部(鞍座),胸部,眼部,脚部(蹄铁),头部,头饰,颈部,肩部
QUADRUPED (HOOVES)
Available Slots armor, belt (saddle), chest, eyes, feet (horseshoes), head, headband, neck, shoulders

Animal Companions antelopeB3, aurochs, bison, boar, brontotheriumB6, buffalo, cattle*, elkB3, giraffeB4, horse, llama*, megalocerosB2, moose*, pony, ramB2, reindeer*, stagB4, styracosaurusB4, yak*, zebra*

Familiars goatB3, pigB3

四足动物(小短腿)
可用栏位:护甲,眼部,头部,头饰,颈部,肩部
QUADRUPED (SHORT LEGS)
Available Slots armor, eyes, head, headband, neck, shoulders

Animal Companions alligator, archelonB3, crocodile, dimetrodonB3, elasmosaurus, frog fatherB5, giant chameleonB3, giant frilled lizard*, giant frog, giant geckoB3, giant salamander*, giant snapping turtleB2, glyptodonB2, goliath frogB5, kaprosuchusB5, megalaniaB3, monitor lizard, prionosuchus*, tortoiseB4

Familiars dwarf caiman*, fire salamander*, horned lizard*, lizard, marine iguana*, snapping turtleB2, toad, tuataraB4, turtleUM

四足动物(其他)
可用栏位:护甲,腰部(鞍座),胸部,眼部,头部,头饰,颈部,肩部
QUADRUPED (OTHER)
Available Slots armor, belt (saddle), chest, eyes, head,
headband, neck, shoulders

Animal Companions amargasaurusB6, ankylosaurus, arsinoitheriumB2, baluchitheriumB3, brachiosaurus, camel, deinotheriumB6, diplodocusB4, elasmotheriumB6, elephant, eohippus*, hippopotamusB2, kentrosaurusB6, mammoth, mastodon, megatheriumB2, mokele-mbembeB6, rhinoceros, stegosaurus, triceratops, uintatheriumB5, wollipedB5

Familiars —

蛇类
可用栏位:腰部,眼部,头饰
SERPENTINE
Available Slots belt, eyes, headband

Animal Companions basilosaurusB3, constrictor snake, electric eel, giant leechUM, giant moray eel, giant slugUM, reef snake*, spitting cobra*, titanoboaB6

Familiars sea krait*, viper

罕见(植物和虫类)
可用栏位:腰部,眼部
UNUSUAL (PLANT AND VERMIN)
Available Slots belt, eyes

Companions camerocerasB5, corpse-eater fungus*, creeping puffball*, eurypterid*, giant antUM, giant assassin bug*, giant beetleUM, giant caterpillar*, giant centipedeUM, giant cockroach*, giant crabUM, giant dragonfly*, giant locust*, giant mantisUM, giant mantis shrimp*, giant mosquito*, giant scorpionUM, giant solifugid*, giant spiderUM, giant squid*, giant termite*, giant waspUM, giant whiptail centipede*, gulper plant*, hunting cactus*, octopus, rash creeper*, slithering sundew*, snapping flytrap*, sniper cactus*, squid, web tyrant spider*

Familiars blue-ringed octopusUM, butterfly*, cockroach*, creeper ivy*, dweomer cap*, flowering lattice*, giant isopod*, giant tardigrade*, greensting scorpionUM, house centipedeUM, ioun wyrd*, king crabUM, leopard slug*, moth*, petrifern*, ravenous tumbleweed*, razor fern*, sawleg locust*, scarlet spiderUM, shimmerwing dragonfly*, spiny starfish*, suture vine*, trilobiteB5, vampire squid*

Ultimate Wilderness
https://paizo.com/paizo/faq/v5748eaic9vtz已不適用
主题: Re: 一些判法
作者: 2022-05-01, 周日 22:05:31
【Heroes of the Wild】草藥學(Herbalism)
格拉裡昂遍地生長著有用的草藥,它們可以通過一個小時的搜索以及一個成功的專業(草藥學)檢定獲得。儘管其中一些必須在工藝(煉金術)處理之後才能體現真正的價值。每次在同一個區域搜索同一種藥草會讓DC提高5。以下是購買乾燥保存的草藥費用。一個角色可以靠尋找和銷售草藥當做通常的專業技能規則賺錢。

【Ultimate Wilderness】草藥學(Herbalism)

  藥草、功能植物和菌類在絕大部分荒野中比比皆是,而這些有價值的植物能在特殊市場或商店中購買,在行的草藥師深知在荒野各處能以人手收集這些資源。

  收集藥草(Gathering Herbs):收集藥草類似於搜索糧秣,能在你旅行期間完成或作為你8小時的個人活動。若你在旅行期間收集藥草,你的大陸移動速度減半。而消耗8小時只專心於從該區域收集藥草能使你收集的每種藥草的產量額外+1。
  當你開始該天的收集藥草時,你必需決定你在尋找的藥草品種。若你在專業[草藥學]上擁有5級,你能一次過搜索2種不同的藥草,而你每多5級則能同時搜索額外多1種藥草,最多在20級專業[草藥學]時同時搜索5種藥草。
  下列每種藥草都擁有收集DC。在收集時間結束時,嘗試一個專業[草藥學]或知識[自然]檢定以對抗每種藥草的收集DC。若搜索的地型是你的偏好地型,你則能嘗試生存檢定。若該藥草在當下存在於你搜索的區域(總是由GM斟酌決定),成功通過能收集1份該藥草。每多5點則能收集額外1份,即使超標10點或以上仍最多只能收集額外2份。
  除非有在下列注明,每份藥草重0.1磅。
  此外,在決定某個地區是否可以收集特定藥草時,GM還需要判斷在該地區能嘗試多少次收集某種藥草。一般來說,一個地區在2d6個月的重生生長前能支撐1d4次收集藥草探險。

  準備草葯(Preparing Herbs):大部分草藥必須處理過才能解放它們的效力。就草藥而言,它的狀態欄中列明瞭需要的處理方法、工藝[煉金]的DC和需要消耗的時間。角色能用專業[草藥學]取代工藝[煉金]才檢定,但處理時DC+5。若處理時DC檢定失敗5點或以上,該劑草藥被毀;若失敗5點以下,他能用同一份藥草重試。

  準備多份草葯(Preparing Multiple Herbs):一個草藥師在正常情況下每天能處理1種草藥,但他能準備的單一種類的劑量則等同他的專業[草藥學]等級。一個7級專業[草藥學]的草藥師能同時處理2種草藥。一個14級專業[草藥學]的草藥師能同時處理3種草藥。

  草藥保質期(Herb Lifespan):未經處理的原生藥草在被收集24小時後腐壞。已處理的草藥在1個月後腐壞,除非在它的使用(Use)柵目中另有注明。

草藥(Herbs)

  下列草藥旨在象徵各種有益植物;你能以此作例子創造新的草藥。每種出現的草藥都有自己的狀態欄。
  狀態欄的第一欄表示了它的名字和在市場和草藥師店裡出售的價格。接著則是簡介和外表。
  第二欄提供了工作1天后收集藥草所需的專業[草藥學]DC。在此之後是產量——每天能收集的基礎數量。骰出更高的結果或消耗整天只收集草葯能提升產量。
  接下來的欄提供了草藥成長的地型。在此之後是使用前必須的處理方法。最後,狀態欄最後列出了草藥的使用方式和功效。除非在描述中列明,外用、食用或使用已準備好的草藥通常需要一個會引起借機攻擊的標準動作。
主题: Re: 一些判法
作者: 2022-05-01, 周日 22:06:18
關鍵詞:5尺快步,向上,飛行

Take 5-Foot Step
Source PRPG Core Rulebook pg. 189
You can move 5 feet in any round when you don’t perform any other kind of movement. Taking this 5-foot step never provokes an attack of opportunity. You can’t take more than one 5-foot step in a round, and you can’t take a 5-foot step in the same round that you move any distance. You can take a 5-foot step before, during, or after your other actions in the round.

You can only take a 5-foot-step if your movement isn’t hampered by difficult terrain or darkness. Any creature with a speed of 5 feet or less can’t take a 5-foot step, since moving even 5 feet requires a move action for such a slow creature.

You may not take a 5-foot step using a form of movement for which you do not have a listed speed

James Jacobs Creative Director   Feb 13, 2017, 11:01 am
James Jacobs
shadowkras wrote:
Can a creature with flying speed take a 5-foot step upwards?

Considering that it does have a flying speed (which allows 5-foot steps) and that flying upwards costs double your movement.

No.
https://paizo.com/threads/rzs2l7ns&page=1361?Ask-James-Jacobs-ALL-your-Questions-Here#68044
主题: Re: 一些判法
作者: 2022-05-01, 周日 22:07:33
關鍵詞:酒醉,醉酒,嗶哩嗶哩(゜-゜)つロ乾杯

酒醉等級 Levels of Inebriation
  現有的飲酒規則提供了兩種並行的狀態:當一個角色飲用了(1+體質調整值*2)份量的酒精飲料,每超出一份她就會噁心(sickened)一個小時。以下系統將之擴展至不同等級,而角色飲用酒精飲料的速度決定了他們等級的進程。
  諸如次級復原術(lesser restoration)和中和毒性(neutralize poison)等類似效果的法術可以自動移除噁心狀態(即使法術需要經過施法者等級檢定)以使角色清醒。如前所述,簡單的等待也可以使角色恢復到較低的酒醉等級。

1. 清醒(Sober):你目前並未被酒精影響。如果你在一小時內飲用了等同你體質調整值一半(至少1)份量的酒精飲料,或你在你體質調整值一半(至少1)個小時內,持續每小時飲用超過一份酒精飲料,你將變為微醺(tipsy)。

2. 微醺(Tipsy):你開始感受到酒精的威力。依據你的性情,你的自製力可能會稍微降低,或者你開始變得下流。你在所有基於敏捷或力量的技能檢定和意志檢定獲得-1減值。若你又額外飲用了等同你體質調整值一半(至少1)份量的酒精飲料,你將變為醉酒(drunk)。
  在你沒有飲用任何酒精的每個小時,你可以嘗試進行強韌檢定(DC=10+自你上次清醒以來飲用的每份酒精飲料的數量)。如果沒有飲用酒精,每經過一個小時你可以在此檢定上獲得+1加值。如果你成功了,你將會變回清醒。

3. 醉酒(Drunk):你完全醉了。你可能會誇大你清醒時的個性或完全逆轉。你在屬性檢定、攻擊檢定、豁免檢定和技能檢定獲得-2減值,但你在對抗非致命傷害時獲得DR1/-。若你在一小時內又額外飲用了等同你體質調整值一半(至少1)份量的酒精飲料,或你在你體質調整值一半(至少1)個小時內,持續每小時飲用超過一份酒精飲料,你將變為酩酊大醉(soused)。
  在你沒有飲用任何酒精的每兩個小時,你可以嘗試進行強韌檢定(DC=10+自你上次清醒以來飲用的每份酒精飲料的數量)。如果沒有飲用酒精,每經過兩個小時你可以在此檢定上獲得+1加值。如果你成功了,你將會變回微醺。

4. 酩酊大醉(Soused):你喝太多了。你講話含糊不清並且你的判斷力也受到影響。你在屬性檢定、攻擊檢定、豁免檢定和技能檢定獲得-4減值,但你在對抗非致命傷害時獲得DR2/-,並且你在對抗痛苦效果時的豁免檢定可以雙骰取高。此時你每次飲用酒精飲料,你必須通過強韌檢定(DC=15,每經過一次檢定+1)或失去意識(pass out)。
  在你沒有飲用任何酒精的每兩個小時,你可以嘗試進行強韌檢定(DC=10+自你上次清醒以來飲用的每份酒精飲料的數量)。如果沒有飲用酒精,每經過兩個小時你可以在此檢定上獲得+1加值。如果你成功了,你將會變回醉酒。

5. 失去意識(Passed Out):你完全屈服在酒精的影響。你會昏迷(unconscious)並在2d4小時內自然恢復清醒(雖然你可能會陷入宿醉,見下)。你必須通過DC20的強韌檢定或忘記過去1d6小時的記憶(或從你開始飲酒時,視何者較短),如同修改記憶(modify memory)。

宿醉和成癮 Hangovers and Addiction
  如果角色失去意識(passed out)或在醉酒(drunk)及酩酊大醉(soused)期間入睡,這個角色很有可能會在宿醉中醒來。當角色醒來時,他必須通過強韌檢定(DC=15+你飲用的酒精飲料數量)或變為噁心直到他獲得另外8小時的休息。次級復原術或類似的魔法可以治療噁心狀態。此外,該狀態會在受影響的角色再次陷入微醺(tipsy)時移除。
  依據GM的判斷,角色在接下來四周內,每週陷入醉酒(drunk)或更糟的狀態三次以上,可能會獲得中度成癮(moderate addiction,見GMG p.236),豁免DC取決於酒精強度(大部分酒精都在DC16左右)。角色若持續濫用酒精,每多連續一周該DC+2。沉迷於酒精的角色若是沒有進入醉酒(drunk)或更糟的狀態中,會受到有關成癮(addiction)規則的懲罰。

濃烈飲料 Strong Drink
  這個系統假定角色飲用的是標準酒精飲料,例如一杯麥酒、一杯葡萄酒或少量烈酒,但有些飲料(例如,經過三重蒸餾的私釀酒(triple-distilled moonshine))具有更高的酒精含量。依據GM的判斷,濃烈飲料(strong drink)可能在達到下一個酒醉等級的進程中被視為雙份酒精飲料,或在避免失去意識(passing out)的豁免檢定造成累積的-2減值。對某些令人難以置信的濃烈飲料,這些懲罰可能會更高,儘管這些飲料通常不適合一般凡人過度使用。

Levels of Inebriation
  The existing rules for drinking offer a binary state: once a character has consumed a number of beverages equal to 1 plus double her Constitution modifier, she is sickened for a number of hours equal to the number of drinks above her maximum. The following system expands that into different levels, and characters progress depending on how quickly they consume alcoholic beverages.
  Spells such as lesser restoration and neutralize poison and other similar effects that remove the sickened condition work automatically (even if the spell requires a caster level check) to render a character sober. Simply waiting can also return a character to a lower level of inebriation, as noted.

1. Sober: You are currently unimpaired by alcohol. If you consume a number of alcoholic drinks equal to half your Constitution modifier (minimum 1) within an hour or if you consume more than one alcoholic drink per hour for a number of hours equal to half your Constitution modifier (minimum 1), you become tipsy.

2. Tipsy: You are starting to feel the effects of alcohol. Depending on your temperament, your inhibitions might be slightly lowered or you might start to get mean. You take a -1 penalty on all Dexterity- and Strength-based skill checks and on Will saving throws. If you consume an additional number of alcoholic drinks equal to half your Constitution modifier (minimum 1), you become drunk.
  Each hour in which you don't consume any alcohol, you can attempt a Fortitude saving throw (DC = 10 + the number of alcoholic drinks you consumed since you were last sober). You receive a +1 bonus on this save for every additional hour that passes without you consuming alcohol. If you succeed, you become sober.

3. Drunk: You are fully intoxicated. You might exhibit an exaggeration of your sober personality or a complete reversal thereof. You take a -2 penalty on ability checks, attack rolls, saving throws, and skill checks, but you gain DR 1/- against nonlethal damage. If you consume an additional number of alcoholic drinks equal to half your Constitution modifier (minimum 1) within an hour, or if you consume more than one alcoholic drink per hour for a number of hours equal to half your Constitution modifier (minimum 1), you become soused.
  Every 2 hours in which you don't consume any alcohol, you can attempt a Fortitude saving throw (DC = 10 + the number of alcoholic drinks you consumed since you were last sober). You receive a +1 bonus on this save for every additional 2 hours that pass without you consuming alcohol. If you succeed, you become tipsy.

4. Soused: You have had far too much to drink. Your speech is slurred and your judgment is impaired. You take a -4 penalty on ability checks, attack rolls, saving throws, and skill checks, but you gain DR 2/- against nonlethal damage and you can roll twice and take the better result on saving throws against pain effects. For every alcoholic drink you consume at this point, you must succeed at a Fortitude save (DC = 15 + 1 per previous check) or pass out.
  Every 2 hours in which you don't consume any alcohol, you can attempt a Fortitude saving throw (DC = 10 + the number of alcoholic drinks you consumed since you were last sober). You receive a +1 bonus on this save for every additional 2 hours that pass without you consuming alcohol. If you succeed, you become drunk.

5. Passed Out: You have fully succumbed to alcohol's effects. You are unconscious and will wake up naturally in 2d4 hours sober (though you might have a hangover; see below). You must also succeed at a DC 20 Fortitude save or forget the previous 1d6 hours (or until you started drinking, whichever is shorter), as per modify memory.
 
Hangovers and Addiction
  If a character passes out or goes to sleep while dunk or soused, there is a good chance that character wakes up with a hangover. When the character awakes, he must succeed at a Fortitude saving throw (DC = 15 + the number of alcoholic drinks you consumed) or become sickened until he gets another 8 hours of rest. Lesser restoration and similar magic can cure this sickened condition. In addition, the condition is removed if the affected character gets at least tipsy again.
  At the GM's discretion, a character who gets drunk (or worse) more than three times every week for at least 4 consecutive weeks risks developing a moderate addiction (Game Mastery Guide 236) with a DC dependent on the strength of the alcohol (DC 16 for most alcohols). This DC increases by 2 for every additional consecutive week the character abuses alcohol. A character addicted to alcohol takes the penalties associated with the addiction whenever he isn't drunk (or worse).

Strong Drink
  This system assumes a character is drinking a standard alcoholic drink, such as a tankard of ale, a glass of wine, or a small amount of spirits, but some beverages (a triple-distilled moonshine, for instance) have a higher alcohol content. At the GM's discretion, a strong drink might count as two alcoholic beverages for the purpose of progressing to the next level of inebriation or impose a cumulative -2 penalty on the saving throw to avoid passing out. These penalties could be higher for incredibly strong drinks, though such drinks are often unfit for mortal consumption by typical mortals.
[/quote]
主题: Re: 一些判法
作者: 2022-05-01, 周日 22:08:41
關鍵詞:投炸武器,失手

溅射武器(splash weapon)是一种用于远程攻击,在命中目标以后会发生爆裂、并溅射伤害目标及其附近生物的武器。使用溅射武器需要你对目标进行一次远程接触攻击检定。溅射武器不需要任何武器擅长条件,因此你不会承受攻击检定的-4减值。除了对被命中的生物造成直接伤害外,溅射武器还能溅射伤害目标周围5尺半径内的所有生物。溅射武器不能用来造成基于精确瞄准的伤害(比如偷袭)。

你还可以不瞄准一个生物,而是对某一交点地面使用溅射武器攻击。对地面投掷溅射武器视为攻击一个AC为5的目标,如果成功命中,那么所有邻接此交点方格内的生物将会受到溅射武器的溅射伤害,但没有生物将受到直接伤害。你无法对一个被占据的交点使用此方法攻击,比如占据此交点的大型或更大的生物,在这种情况下,你视为对该生物发动攻击。

如果你的溅射武器攻击失手(无论是对生物还是对落地点方格),那么你需要骰1d8以决定溅射武器误落的地点。投骰为1意味着你的攻击将偏近(原目标与你的直线且靠近你的方向),投骰为2到8则落在顺时针环绕的另外方向。然后在该方向上延伸相当于溅射武器射程增量的距离,决定它的最终落点。你的溅射武器会对误落点邻接方格内的全部生物造成影响。

Throw Splash Weapon
Source PRPG Core Rulebook pg. 202
A splash weapon is a ranged weapon that breaks on impact, splashing or scattering its contents over its target and nearby creatures or objects. To attack with a splash weapon, make a ranged touch attack against the target. Thrown splash weapons require no weapon proficiency, so you don’t take the –4 nonproficiency penalty. A hit deals direct hit damage to the target and splash damage to all creatures within 5 feet of the target. If the target is Large or larger, you choose one of its squares and the splash damage affects creatures within 5 feet of that square. Splash weapons cannot deal precision-based damage (such as sneak attack).

You can instead target a specific grid intersection. Treat this as a ranged attack against AC 5. However, if you target a grid intersection, creatures in all adjacent squares are dealt the splash damage, and the direct hit damage is not dealt to any creature. You can’t target a grid intersection occupied by a creature, such as a Large or larger creature; in this case, you’re aiming at the creature.

If you miss the target (whether aiming at a creature or a grid intersection), roll 1d8. This determines the misdirection of the throw, with 1 falling short (off-target in a straight line toward the thrower), and 2 through 8 rotating around the target creature or grid intersection in a clockwise direction. Then, count a number of squares in the indicated direction equal to the range increment of the throw. After you determine where the weapon landed, it deals splash damage to all creatures in that square and in all adjacent squares.
主题: Re: 一些判法
作者: 2022-05-01, 周日 22:10:59
關鍵詞:防具檢定減值,先攻,敏捷

防具檢定減值(Armor Check Penalty):任何重于皮甲的盔甲、以及任何盾牌都會使所有基於敏捷和力量屬性的技能檢定遭受防具檢定減值。角色的負重也可能會產生防具檢定減值。

盾牌(Shields):若角色穿戴盔甲並持用盾牌,兩者的防具檢定減值迭加。

穿戴不擅長的防具(Nonproficient with Armor Worn):穿戴不擅長的盔甲、或持用不擅長的盾牌的角色,其攻擊檢定也要如同所有基於敏捷和力量屬性的能力(屬性)與技能檢定般,遭受防具檢定減值。不擅長盔甲的減值將與不擅長盾牌的減值迭加。[註:ability既是指能力,又是指屬性]

Armor Check Penalty: Any armor heavier than leather, as well as any shield, hurts a character’s ability to use Dexterity- and Strength-based skills. An armor check penalty applies to all Dexterity- and Strength-based skill checks. A character’s encumbrance may also incur an armor check penalty.

Shields: If a character is wearing armor and using a shield, both armor check penalties apply.

Nonproficient with Armor Worn: A character who wears armor and/or uses a shield with which he is not proficient takes the armor’s (and/or shield’s) armor check penalty on attack rolls as well as on all Dexterity- and Strength-based ability and skill checks. The penalty for nonproficiency with armor stacks with the penalty for shields.

先攻(Initiative)
在戰鬥開始前,每一個戰鬥的參與者都需要進行一次先攻檢定。先攻檢定是敏捷屬性檢定,每一個角色都可以在自己的投骰結果中加上自己的專長、法術或其他效果所帶來的修正。在戰鬥輪中,每個角色的行動順序由先攻檢定的結果從高到低決定,並且接下來的每一輪中角色們都需要按照此順序進行行動(除非某個角色進行了會影響自己先攻位的行動,具體見下文的「特殊的先攻動作」)。

Initiative
Source PRPG Core Rulebook pg. 178
At the start of a battle, each combatant makes an initiative check. An initiative check is a Dexterity check. Each character applies his or her Dexterity modifier to the roll, as well as other modifiers from feats, spells, and other effects. Characters act in order, counting down from the highest result to the lowest. In every round that follows, the characters act in the same order (unless a character takes an action that results in his or her initiative changing; see Special Initiative Actions).
主题: Re: 一些判法
作者: 2022-05-01, 周日 22:11:45
【Adventurer's Armory 2】範例精製品工具

範例精製品工具
在Pathfinder核心手冊第161頁裡關於精製品工具的含糊定義乃是故意為之,如是玩家們方能在這些工具的使用上自由地發揮創造力。以下是針對那些尚未具有指明工具(比如攀爬工具【攀爬】、化裝工具包【易容】、醫療包【醫療】、放大鏡【察覺】*1,以及精製品盜賊工具【解除裝置】)的技能其精製品工具的範例。

特技
用來維持平衡的平衡杆(UE)*2;便於立足的體育便鞋;有助跳躍的撐杆

估價
定價參考書;珠寶商用於檢查微小細節的高倍目鏡

唬騙
以假亂真的憑證

交涉
文化風俗參考指南;合乎地方文化,象徵和平或帶有和解意味的禮物

逃脫
昂貴的潤滑油;能削弱桎梏,長若手指的小鋸子。

飛行
流線型的精工衣物

馴養動物
對某種動物尤其具有吸引力的食物;耐用結實的輓具和拴繩;只有動物才能聽到,聲音富有穿透性的哨笛。

威嚇
讓人膽寒的圖騰或者彩繪;諸如劊子手兜帽等帶有威嚇性的衣物;一整套拷問工具。

知識
專門針對選定題材,內容詳實的參考書(已有例子包括藍皮書、氏族志以及神秘學參考書)

語言學
某本綜合的翻譯參考書;如果是對於一些不那麼正直的技能使用者來說,還包括偽造文書工具包

察覺
有助於視線察覺的望遠鏡;定制的助聽器;用以發現物體運動或是氣壓變化的懸掛薄紗條

表演
根據不同的表演而異:比如演員能通過製作精良的小道具或者戲服獲益;而特殊縫製的舞鞋和舞服則對舞者來說相當有用。

察言觀色
讀懂身體語言的指南;監聽心率變化的聽診器

巧手
用以藏匿物品的小隔間或隱藏口袋;專門用來劃開衣袋或包包,毫不起眼,長若一指的剃刀。

法術辨識
一本滿載魔法學識的典籍;骨頭或符文等蔔筮工具

隱匿
飾有精細迷彩圖案的衣物;偽裝用幕布或遮擋物;能準時發出吸引注意力聲響的裝置。

生存
地方動植物鑒別參考書;有助於追蹤的足跡圖譜(UE);繪圖師工具包(UE);年曆和氣壓計;探寶棒(OA);用於建造庇護所或維持舒適溫度所需的基本部件。

游泳
輕薄的泳鰭和手蹼;加固過的氣囊

使用魔法裝置
寫有魔法符號和觸發口令的典籍;可以集中使用者直覺的寶石或珠寶

*1按照UE原文,放大鏡只能為小型物品或細微的估價檢定提供+2環境加值
*2平衡杆能為通過狹窄平面的特技提供+1環境加值。
EXAMPLE MASTERWORK TOOLS

The definition of masterwork tools on page 161 of the Pathfinder RPG Core Rulebook is intentionally vague to allow players to make creative use of their equipment. The following are examples of masterwork tools for skills that do not have designated kits (such as a climber’s kit [Climb], disguise kit [Disguise], healer’s kit [Heal], magnifying glass [Perception], or masterwork thieves’ tools [Disable Device]).

Acrobatics:
A balancing poleUE to retain balance; gymnast’s slippers to improve footing; a vaulting pole to assist with jumps.

Appraise:
A pricing reference book; a jeweler’s loupe to examine fine detail.

Bluff:
False but convincing credentials.

Diplomacy:
A cultural reference manual; culturally appropriate offerings of peace or gestures of compromise.

Escape Artist:
Expensive lubricating oils; a finger-sized saw to weaken restraints.

Fly:
Finned clothing to streamline airflow.

Handle Animal:
Food that is particularly motivating to the animal; a durable harness and lead; a piercing whistle keyed to pitches animals can hear.
Intimidate:
Frightening tattoos or body paint; menacing clothing such as an executioner’s hood; a set of torturer’s tools.

Knowledge:
A quality reference work on the subject of choice (existing examples include a blue bookUE, a heritage bookUE, and occult reference materialsOA).

Linguistics:
A comprehensive translation reference; for a dishonest practitioner of this skill, a forger’s kitUE.

Perception:
A spyglass or telescope to boost visual perception; a customized ear trumpet; swaths of hanging gauze to detect movement or changes in air pressure.

Perform:
Varies by performance:an actor would benefit from well-made props and costumes; a dancer might use specially tailored shoes and outfits.

Sense Motive:
A guide to reading body language; a stethoscope to monitor heart rate.

Sleight of Hand:
Hidden pockets or compartments to conceal items; discreet finger razors to slit open pockets or bags.

Spellcraft:
A tome containing magical lore; divination tools such as bones or runes.

Stealth:
Carefully patterned camouflage clothing; false screens or blinds; a device to create a welltimed distracting noise.

Survival:
A reference book to identify local animals and plants; a footprint bookUE to aid in tracking; a mapmaker’s kitUE, an almanac and barometer; a dowsing rodOA; basic components for building shelter or maintaining comfortable temperatures.

Swim:
Lightweight swim fins and hand fins; reinforced air bladders.

Use Magic Device:
A codex of magical symbols and trigger phrases; a gem or jewel to focus your intuition
[/quote]
主题: Re: 一些判法
作者: 2022-05-01, 周日 22:12:27
關鍵詞:操念使,念力醫者,治療

Mark Seifter Designer   Sep 4, 2015, 12:17 pm
3 people marked this as a favorite.
Mark Seifter Private Avatar
Hazrond wrote:
How does Kinetic Healer work? It says it is based off "Kinetic Blast" damage, but the Kinetic Blast has two progressions depending on whether you pick Simple or Composite, so what do you do? Simple Blast? Pick? Spend 2 burn extra to use composite? I am genuinely confused
It should include everything that you normally always add with one of the associated elements' blasts (like overflow) but not anything you'd have to append as extra (like a composite, infusion, or metakinesis). It was at one time more verbose in spelling out every interaction, but it was taking up too much space that way.

https://paizo.com/threads/rzs2r7kg&page=61?Ask-Mark-Seifter-All-Your-Questions-Here#3011
主题: Re: 一些判法
作者: 2022-05-01, 周日 22:14:40
關鍵詞:魔法物品,裝備,武器,防具,升級,換

引述: Ultimate Campaign, pg 170, under "Pricing New Items"
Some new items are really existing magic items with a different weapon or armor type, such as a dagger of venom that is a rapier instead of a dagger or a lion's shield that's a wooden shield instead of a metal shield. For these items, just replace the price of the nonmagical masterwork item with the cost of the new type of item. For example, a rapier of venom has a price of 8,320 gp instead of the dagger of venom's price of 8,302 gp.
引述: Inner Sea Gods pg 250
The following specific armors and shields are popular among mortal devotees of the deities of the Inner Sea region, as designated in the item entries. This section focuses on relatively inexpensive magic armors and shields that low-level characters can afford. For higher level characters, remember that these armors can be upgraded like any other magic item by adding "plus equivalent" or "gp value" abilities, then paying the difference between the original item's price and the price of the item when upgraded with the additional special abilities. Likewise, variants of these armors may exist using different types of armor, such as Deadeye leather, which is made from leather armor instead of studded leather. The full rules for customizing magic armor and shields can be found in Chapter 15 of the Pathfinder RPG Core Rulebook.
主题: Re: 一些判法
作者: 2022-05-01, 周日 22:16:08
關鍵詞:出售,平價,全價,GP

Mr. Jacobs,
I know that weapons, armor, and magic items found in an adventure is sold for half of their purchase price. Coinage found is full value, obviously.
How much should the players receive for selling:
1) a painting that the AP says is valued at 500 gp;
2) jewelry (such as a dented crown valued at 20 gp);
3) a gold holy symbol valued at 100 gp;
4) a masterwork weapon that has an increased artistic value (say, a masterwork longsword that is valued at 800 gp).
I think I've hit the big examples I need. Thanks!


引述: James Jacobs Creative Director
1) That's an art object. It sells for full price.

2) Also an art object; full price.
3) Also an art object; full price.
4) A masterwork weapon that's got an increased value should also sell for almost full price—you can halve the weapon's masterwork price if you want, but at that point, I wouldn't say that's necessary.
主题: Re: 一些判法
作者: 2022-05-01, 周日 22:16:47
關鍵詞:能量抵抗,正能量,負能量

引述: James Jacobs Creative Director
Positive energy and negative energy are not "energy types," despite the unfortunately confusing use of the word "energy" in their name.

There are 5 energy types in the game that cause damage: acid, cold, fire, electricity, and sonic. In many cases, sonic is left off since it's one that so few monsters are resistant or immune to.

The sorcerer's elemental bloodline arcana and spell feats cannot affect positive or negative energy at all.

http://paizo.com/threads/rzs2l7ns&page=476?Ask-James-Jacobs-ALL-your-Questions-Here#23772
主题: Re: 一些判法
作者: 2022-05-01, 周日 22:19:43
動物伙伴會用他们的專長嗎?
Should I assume that animal companions know how to use their feats?
Yes.

posted March 2017

我能提昇動物伙伴的智力到3或以上来给他用武器盾牌嗎?
Can I improve my companion's Intelligence to 3 or higher and give it weapon or shield feats?

No. An Intelligence of 3 does not grant animals sentience; the ability to use weapons, shield, or tools; speak a language (although they may understand a language with a rank in Linguistics, this does does not grant literacy); or activate magic devices. Also note that raising an animal companion's Intelligence to 3 or higher does not eliminate the need to make Handle Animal checks to direct its actions; even semi-intelligent animals still act like animals unless trained not to. An animal with Intelligence of 3 or higher remains a creature of the animal type unless its type is specifically changed by another ability. An animal may learn 3 additional tricks per point of Intelligence above 2.

posted March 2017

動物伙伴變大後要換裝備嗎
My animal companion grew in size, and now it no longer fits into the armor I bought for it. Do I have to sell off its armor and buy it a new set?

No. You can have armor refit to your larger companion by paying the difference in price. If there is no price difference (such as when a Small creature grows to Medium), you can have the armor refit between adventures at no cost.

posted March 2018

主题: Re: 一些判法
作者: 2022-05-01, 周日 22:26:23
關鍵詞:神裔,魔裔,年齡

https://paizo.com/threads/rzs2kud3?AasimarTiefling-Age-Categories

 James Jacobs Creative Director   Jun 1, 2012, 01:52 pm
13 people marked this as a favorite.
James Jacobs
Age categories for each and every 0 HD race in the game appear in the Advanced Race Guide.

Up until that point, we (and for the most part, Wizards of the Coast and TSR before us) have only ever really listed age categories for PC races—by which I mean races presented as "core player races" for any one campaign. Other races, like goblins and tieflings and what not, are assumed for the most part to be by and large NPC characters. Will they work as PCs? Absolutely. Are they "core races?" Not for Golarion.

Now... with the Advanced Race Guide's publication, we are for the first time presenting these races in a format where they ARE intended to be used as player characters. As a result, we're including things like age ranges, height and weight, and similar information for all of them.

To get back to the original poster's question:

Tieflings (and aasimars) reach adulthood at 60 years. They both have maximum ages of 250+6d100 years.


Paizo Employee James Jacobs Creative Director   Jun 2, 2012, 01:54 pm
9 people marked this as FAQ candidate. 13 people marked this as a favorite.
James Jacobs
Actually...

I'm going to try to get the ARG errataed so that aasimars and tieflings reach adulthood and have starting ages equal to humans. Because beyond the two contradictions Mort pointed out above...

The main bad gal from Burnt Offerings is an aasimar. Her history is VERY closely tied to the town of Sandpoint, and if she doesn't reach adulthood until 60, that means she was born before Sandpoint was founded, which makes all sorts of nonsense.
A quick glance at the other race ages listed in the ARG and all those look fine—either they're like drow or svirfneblin and have always had established ages, or they're new races who haven't had significant NPC appearances that rely heavily upon their childhood history being on a time scale equal to that of a human.

Now... I suppose I COULD say "Tieflings and aasimars age differently in Golarion," but that's super obnoxious. The rulebooks don't have a built-in campaign setting, but Golarion DOES assume you're using the rulebooks, and as such, what's in the rulebooks SHOULD match what happens in Golarion as much as possible.

Grr.

https://paizo.com/paizo/faq/v5748nruor1fm#v5748eaic9u46
主题: Re: 一些判法
作者: 2022-05-01, 周日 22:27:20
睡覺等同失去意識

Paizo Employee James Jacobs Creative Director   Mar 28, 2010, 02:36 pm
2 people marked this as a favorite.
James Jacobs
Being asleep is the same as being unconscious. A barbarian would lose his rage if he fell asleep unless he had some way to maintain his rage while unconscious.

This is in the same common sense category that you fall prone when you fall asleep or go unconscious. We don't actually SAY in the rules that you fall prone, because it should be obvious. Same goes for sleeping and being unconscious.
主题: Re: 一些判法
作者: 2022-05-01, 周日 22:29:08
關鍵詞:靈能武器,魔杖,BAB

James Jacobs Creative Director   Feb 22, 2010, 12:29 pm
James Jacobs
A wand of spiritual weapon should use the wand-user's base attack bonus plus Wisdom modifier to resolve attacks, since it's the wand wielder and not the creator that's making the attacks. The bonus to damage, though, is set by the wand's caster level.

https://paizo.com/threads/rzs2kjfl?Spiritual-Weapon-Wand
主题: Re: 一些判法
作者: 2022-05-01, 周日 22:31:50
關鍵詞:召喚師,幻靈,增強召喚

Jason Bulmahn Director of Game Design   Nov 30, 2009, 03:14 pm
3 people marked this as a favorite.
Jason Bulmahn
Disenchanter wrote:
Since ritual magic is new to the rules, does the Eidolon ability count as a spell, spell like ability, something distinctly different?

I don't need an answer now, but clarity would be nice to avoid open ended debates as to wether or not Augment Summoning affects the Eidolon, and other such things.

Summoning the eidolon is a supernatural ability... and it is not subject to Augment Summoning.

Jason Bulmahn
Lead Designer
Paizo Publishing

https://paizo.com/threads/rzs2k75q?Round-2-Rules-Questions#22