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http://45.79.87.129/bbs/index.php?topic=128526
法术(SPELLS)
来自内海地区及其周边的种族和民族,都发展了各种魔法技巧。以下法术适用于其提及种族或民族。
(https://www.aonprd.com/images/PathfinderSocietySymbol.gif)权威气息(Air of Authority)
出自《内海种族》(Inner Sea Races pg. 218)
学派:幻术系(五官幻觉)
等级:吟游诗人/歌者 3(塔尔多人)
施法时间:标准动作
成分:语言,姿势
范围:个人
目标:自己
持续时间:1分钟/等级(可解消)
你获得一层无可质疑的权威气息,这会迷惑其他生物的思想并使他们相信你是他们的直属上级。每个你试图利用自己新获得的权威来影响的生物都会获得一次不相信幻术的意志豁免机会。豁免失败,它就将会像对待直属上级一样对待你。 具有不同直属上级的生物会以不同的方式看待你,这可能会导致冲突,从而导致更多的豁免机会(例如,如果厨师将你当作主厨,那么他可能会对宫务大臣将你当作国王对待感到困惑)。
(https://www.aonprd.com/images/PathfinderSocietySymbol.gif)抵抗脱色(Bleaching Resistance)
出自《内海种族》(Inner Sea Races pg. 218)
学派:惑控系(胁迫)[影响心灵]
等级:炼金术师/调查员 4,法师/术士/奥能师 6,德鲁伊/猎人 6,女巫 6(侏儒)
施法时间:标准动作
成分:语言,姿势
范围:个人
目标:自己
持续时间:24小时
当你被这个法术影响时,脱色症造成的属性吸取不会影响你的属性调整值。这个法术不会移除脱色症对你外表的效果,也不会阻止你遭受进一步的属性减值、濒死或因脱色而变成脱色者。
(https://www.aonprd.com/images/PathfinderSocietySymbol.gif)焚尽腐坏(Burn Corruption)
出自《内海种族》(Inner Sea Races pg. 218)
学派:塑能系[火,善良]
等级:法师/术士/奥能师 5,血脉狂怒者 4,魔战士 5(精灵)
施法时间:标准动作
成分:语言,姿势
范围:远距
区域:每等级一个10英尺的立方体(可变)
持续时间:立即
豁免:反射减半
法术抗力:可
这个法术用紫色火焰填充区域,将该区域的生命烧个干净,尤其是在深渊中被腐蚀的生命。区域内的生物(包括植物)受到每2级1d8火焰伤害(最多7d8),如果目标是混乱或邪恶异界生物或被恶魔腐化,则受到每级1d6火焰伤害(最高15d6)。此火焰伤害能忽略恶魔的火焰抗力,但不穿透任何其他形式的火焰抗力或免疫。
(https://www.aonprd.com/images/PathfinderSocietySymbol.gif)通道挖掘(Carve Passage)
出自《内海种族》(Inner Sea Races pg. 218)
学派:变化系
等级:法师/术士/奥能师 5,德鲁伊/猎人 5(狗头人)
施法时间:标准动作
成分:语言,姿势,法器(价值500gp的小钻石镐)
距离:近距
区域:每等级一个5英尺立方体的泥土或松散岩石
持续时间:立即
豁免:见下文
法术抗力:否
你能挖掘和移动一定量的积雪、泥土、灰尘、沙子和松散或成堆的岩石或冰块(每块直径不超过5英尺),体积为每等级最多5英尺边长的立方体大小。如果你被掩埋掉了,你可以在你身体周围清出一片5英尺见方的空地,并使用剩余的立方体来挖隧道。此法术在其他方面与快速挖掘(《进阶玩家手册》 220页)类似。通道挖掘对坚硬的岩石、冰层或土元素生物不产生任何影响。
(https://www.aonprd.com/images/PathfinderSocietySymbol.gif)冠军决斗(Champion's Bout)
出自《内海种族》(Inner Sea Races pg. 218)
学派:惑控系(胁迫)[影响心灵]
等级:吟游诗人/歌者 3,牧师/先知/战斗祭司 3(休盎提人)
施法时间:1轮
成分:语言,姿势
距离:中距
目标:两个生物
持续时间:1轮/等级
豁免:意志无效(见下文)
法术抗力:可(见下文)
你允许两名目标在没有干扰的情况下战斗。这两个生物必须自愿才能使法术生效。施放此法术后,任何试图以任何方式帮助或阻碍两个目标中任何一个的生物必须在意志豁免中成功,否则将失去该动作(法术抗力也可奏效)。意志豁免失败的生物不能再次尝试干扰。如果一个生物成功干扰决斗,该法术立即结束。
回忆诅咒(Damnation of Memory)
出自《内海种族》(Inner Sea Races pg. 218)
学派:惑控系(胁迫)[影响心灵]
等级:吟游诗人/歌者 6(加伦德人)
施法时间:1小时
成分:语言,姿势,器材(一块5000gp的巨大无瑕的宝石)
距离:远距
目标:范围内的所有活物
持续时间:永久
豁免:意志无效
法术抗力:可
你叫出一个生物的名字,并让所有受术者忘记在各类事件中关于该生物参与的部分。受术者要么会忘记究竟是谁做了指定生物所做的事情,要么会假设是其他人做了这些事情。或者,你可以指定一个事件(持续时间不能超过每施法者等级10分钟)或者一个单一的主题(由DM决定),例如国王最近被揭露的一件可耻阴私,或者一场被不光彩的手段镇压的小起义,并从法术区域内所有生物的脑海中抹去对该主题的所有记忆。属于常识范围的,关于各种事实和主题的记忆(获得这些信息的知识检定DC为10或更少)不能通过该法术消除。
被抹去的记忆会储存在作为法术器材的宝石中(宝石会变得惰性,不能用作任何其他法术的器材或材料成分,包括另一个此法术)。受术者不会散发灵光,解除魔法(dispel magic)也无法通过受术者来正常解除此法术;只有作为器材的宝石散发灵光,并且只有以宝石为目标才能驱散、解除或用反魔场(antimagic field)压制此法术。如果宝石被摧毁或法术被解除(这会摧毁宝石),所有被盗的记忆都会回到受术者身上。
(https://www.aonprd.com/images/PathfinderSocietySymbol.gif)元素掌控(Elemental Mastery)
出自《内海种族》(Inner Sea Races pg. 219)
学派:变化系[见下文]
等级:法师/术士/奥能师 4,血脉狂怒者 4,德鲁伊/游侠/猎人 4,魔战士 4(火元素裔、土元素裔、巨灵裔、风元素裔、水元素裔)
施法时间:标准动作
成分:语言,姿势
距离:个人
目标:自身
持续时间:1分钟/等级
你可以掌握与你血液中的元素精华相匹配的元素(火元素裔为火,土元素裔为土,风元素裔为气,水元素裔为谁)。如果你是巨灵裔,你可以在施法时选择四种元素中的任何一个,但是持续时间减少到每等级1轮。元素掌握会给你的速度或新的移动模式带来洞察加值,这取决于你掌握的元素,并赋予一个额外的好处。该法术的描述符与所选元素匹配。
元素(种族) | 移动 | 好处 |
气(巨灵裔、风元素裔) | 30英尺飞行速度(机动性一般) | 当你和敌人都在空中时,你对他的攻击检定获得+1环境加值 |
土(巨灵裔、土元素裔) | 15英尺掘地速度 | 当你和敌人都接触地面时,你对他的攻击检定获得+1环境加值 |
火(巨灵裔、火元素裔) | 全速度+20英尺 | 当你的敌人着火时,你对他的攻击检定获得+1环境加值 |
水(巨灵裔、水元素裔) | 30英尺游泳速度 | 当你和敌人都接触到水时,你对他的攻击检定获得+1环境加值 |
(https://www.aonprd.com/images/PathfinderSocietySymbol.gif)寓言挂毯(Fable Tapestry)
出自《内海种族》(Inner Sea Races pg. 219)
学派:幻术(幽影幻觉)[阴影]
等级:吟游诗人/歌者 5(瓦瑞西安人)
施法时间:1轮
成分:语言,姿势,器材(你的卡潘妮亚(kapenia))
距离:近距
效果:每4个施法者等级一个传奇角色
持续时间:1轮/等级
豁免:意志不相信
法术抗力:可
这种法术会将你的卡潘妮亚(kapenia)上的阴影和色彩编织成瓦瑞西亚(Varisian)民俗传说中的传奇人物。
该法术如同模仿召唤怪物 I(summon monster I)的幽影咒法术(shadow conjuration)一样作用,除非另有说明。你只能同时召唤同一角色的一个副本,即使多次施展此法术。幽影生物的真实度为40%,从下面的列表中选取。
角色 | 出处 |
美人阿内尔达(自由职业盗贼)(Anelda the beautiful (freelance thief)) | 《NPC法典》147页 |
蟾蜍老妈(精类模板巨蟾蜍)(Old Mother Toad (fey giant toad)) | 《怪物图鉴3》116页 |
说书人索诺拉(行骗艺术家)(Sonnorae the storyteller (con artist)) | 《NPC法典》29页 |
救世主维什巴罗(狂欢勇士)(Vyushbaro the savior (carousing champion)) | 《NPC法典》47页 |
冬之子(逃避的泥鳅)(Winter’s Son (evasive slip)) | 《NPC法典》65页 |
奴隶主齐科姆索(倒钩魔)(Zykomso the slaver (bearded devil)) | 《怪物图鉴》73页 |
靛蓝的鸢尾草注:卡潘妮亚为一种瓦瑞西亚人的家谱大方巾,被它们的主人当做衣物,首饰,工具,甚至是武器,是很多瓦瑞西亚家族的无价祖传宝贝,往往见证过某支瓦瑞西亚血脉延绵数世纪的历史。
(https://www.aonprd.com/images/PathfinderSocietySymbol.gif)火焰之友(Fire's Friend)
出自《内海种族》(Inner Sea Races pg. 220)
学派:塑能系[火]
等级:炼金术师/调查员 2,血脉狂怒者 2,魔战士 2(地精)
施法时间:标准动作
成分:语言,姿势,材料(任意大小的火焰)
距离:个人
目标:自身
持续时间:1轮/等级
你把自己隐藏在火焰中,火焰不会伤害你或你携带的装备,但会伤害其他生物和物体。火焰像火炬一样发出光芒。任何用非长触及近战武器攻击你的生物,或者在自己回合开始时与你保持擒抱关系的生物,都会受到1d6火焰伤害,并且必须在反射豁免中成功,否则会着火。该生物可以用法术抗力抵消伤害(并避免着火)。任何时候,当你在一个易燃物体或生物的同一个方格中结束你的移动时,该生物或物体必须通过反射豁免,否则着火。
(https://www.aonprd.com/images/PathfinderSocietySymbol.gif)变形虫群(Fleshwarping Swarm)
出自《内海种族》(Inner Sea Races pg. 220)
学派:咒法系(召唤)
等级:法师/术士/奥能师 3,召唤师 3,女巫 3(卓尔)
施法时间:1轮
成分:语言,姿势,材料/法器(一块红方巾)
距离:近距
效果:一个蝙蝠集群、老鼠集群或蜘蛛集群
持续时间:专注+2轮和1小时/等级(见下文)
豁免:无
法术抗力:否
该法术如同飞虫走兽(summon swarm)一样作用,但在对抗集群的扰乱心神的豁免检定中失败的活物和不死生物会发现他们的四肢扭曲和痉挛,身体更容易发生变化。 这样的生物在敏捷属性和在对抗变化效果的豁免检定上受到-4减值,持续时间为每施法者等级1小时。
(https://www.aonprd.com/images/PathfinderSocietySymbol.gif)夏末哀歌(Lament of Summer’s Last Breath)
出自《内海种族》(Inner Sea Races pg. 220)
学派:防护系[火,善良]
等级:吟游诗人/歌者 2,游侠/猎人 2(乌尔芬人)
施法时间:标准动作
成分:语言
距离:近距
区域:以一个生物、物体或空间点为中心30英尺半径扩散
持续时间:1轮/等级
豁免:意志无效(见下文)
法术抗力:是
你将目标包裹在夏季的空气中,其中的环境温度永远不会低于70℉。在该区域开始其回合的具有寒系亚种的生物将受到1d4+每2个施法者等级1点(最多1d4+5)的火焰伤害,无豁免。每当邪恶龙类,精类或巨人受到该法术的伤害时,必须通过意志豁免,否则会被战栗1轮。试图在该区域施展寒冷法术的生物必须通过意志豁免,否则法术失败。成功通过一次这样的豁免来成功施展法术的经历会允许生物继续在该区域施展寒冷法术,直到法术剩余持续时间结束。
(https://www.aonprd.com/images/PathfinderSocietySymbol.gif)迷路术(Lost Passage)
出自《内海种族》(Inner Sea Races pg. 220)
学派:惑控系(胁迫)[影响心灵]
等级:法师/术士/奥能师 4,吟游诗人/歌者 4(轮回者)
施法时间:标准动作
成分:语言,姿势
距离:远距
区域:每等级一个30英尺的立方体(可变)
持续时间:2小时/等级(可解消)
豁免:意志部分生效
法术抗力:可
此法术区域内的生物会受到一种微妙的魔法影响,这种魔法会混淆他们的方向感,干扰识别能力,并导致他们错误地判断距离和角度。进入该区域的生物必须通过新的生存检定才能避免立即迷路,无论他们的豁免是否成功。如果未通过豁免,这一生存技能检定将受到等于你施法者等级两倍的减值,只要他们在该区域内,将他们进入的所有方格视为困难地形,并失去所有无视困难地形的能力,并在敏捷属性上受到-4减值,持续每施法者等级1小时。
迷路术可以被魔法恒定术(permanency)恒定,这需要10000gp的消耗。
(https://www.aonprd.com/images/PathfinderSocietySymbol.gif)迷失方位(Lost Locale)
出自《内海种族》(Inner Sea Races pg. 220)
学派:惑控系(胁迫)[影响心灵]
等级:法师/术士/奥能师 9(轮回者)
施法时间:24小时
成分:语言,姿势
距离:每等级1英里
区域:每等级一个30英尺的立方体(可变)
持续时间:2小时/等级(可解消)
豁免:意志部分生效
法术抗力:可
该法术如同迷路术(Lost Passage)一样作用,区别如上所述。迷失方位可以被魔法恒定术(permanency)恒定,这需要90000gp的消耗。
(https://www.aonprd.com/images/PathfinderSocietySymbol.gif)魔武者斗篷(Mantle of the Magic Warriors)
出自《内海种族》(Inner Sea Races pg. 220)
学派:变化系[善良]
等级:法师/术士/奥能师 5,德鲁伊/猎人 5,萨满 5(芒吉人)
施法时间:标准动作
成分:语言,姿势
距离:中距
目标:每3等级一个善良生物
持续时间:1分钟/等级
豁免:意志无效(无害)
法术抗力:可(无害)
你在目标的脸上编织出形状像动物的金色面具,为每个目标注入与她的性格强度相匹配的动物精魂。每个目标获得一种你选择的野兽形态I(beast shape I)赋予的动物特殊能力。你可以为每个目标选择不同的特殊能力。
(https://www.aonprd.com/images/PathfinderSocietySymbol.gif)战斗念力(Martial Telekinesis)
出自《内海种族》(Inner Sea Races pg. 221)
学派:塑能系
等级:法师/术士/奥能师 4,魔战士 4(乌笃剌人)
施法时间:标准动作
成分:语言,姿势
距离:远距
目标:单个或复数目标(见下文)
持续时间:立即
豁免:意志无效(物体)或无(见下文)
法术抗力:可(物体)
你将身心的力量融合在一起,以施加超出你能力范围的力量。该法术的相当于心灵遥控(telekinesis)法术的战技版本,除了上面的区别。或者你也可以使用该法术进行一次念力的徒手击打,使用自己的徒手击打伤害并将施法属性调整值取代力量调整值加在伤害上。
(https://www.aonprd.com/images/PathfinderSocietySymbol.gif)恐惧喷发(Miasmal Dread)
出自《内海种族》(Inner Sea Races pg. 221)
学派:惑控系(胁迫)[恐惧,影响心灵]
等级:反圣武士 2,吟游诗人/歌者 2,血脉狂怒者 2,审判长 3(半兽人)
施法时间:标准动作
成分:语言,姿势
距离:30英尺
区域:锥形爆发
持续时间:立即
豁免:无
法术抗力:否
一团带病的绿色雾气从你的嘴中喷涌而出,并在锥形(范围)中的生物周围凝聚。作为施放该法术的一部分尝试一次挫败士气的威吓检定,将结果与威吓范围内每个敌人所需的DC进行比较。你会挫败所有你达到或超过DC的敌人的士气。
(https://www.aonprd.com/images/PathfinderSocietySymbol.gif)凶暴乌鸦(Murderous Crow)
出自《内海种族》(Inner Sea Races pg. 221)
学派:咒法系(召唤)[见下文]
等级:反圣武士 1,法师/术士/奥能师 1,牧师/先知/战斗祭司 1,圣武士 1,召唤师 1,女巫 1(兽人)
施法时间:1轮
成分:语言,姿势,器材(一根乌鸦羽毛)
距离:中距
效果:一只乌鸦
持续时间:1轮/等级
豁免:无
法术抗力:否
你召唤一只邪恶而聪明的超自然乌鸦来在战场上守护你,选择以下模板之一:天界(善良),炼狱(邪恶),熵化(混乱)和绝对(守序),乌鸦会获得该模板,并且这个法术根据模板获得相应描述符。
除了正常属性之外,这只乌鸦还获得精通阴招作为奖励专长与一次抓眼攻击:如果乌鸦的爪抓攻击在同一轮内命中同一个活物,那么那个活物就要通过DC=13的反射豁免,否则目盲1d4天或直到被移除目盲(remove blindness)治愈。
如果法术器材离开你的身边,乌鸦会消失,法术结束。
(https://www.aonprd.com/images/PathfinderSocietySymbol.gif)无视(Overlook)
出自《内海种族》(Inner Sea Races pg. 221)
学派:惑控系(胁迫)[影响心灵]
等级:吟游诗人/歌者 3(半身人)
施法时间:标准动作
成分:语言,姿势
距离:个人
目标:自身
持续时间:1分钟/等级
你增强自己与生俱来的,让自己显得渺小而不重要的能力,让周围的人会忽略你。你在隐匿检定上获得+20加值,这与实际上让你更不起眼的效果所提供的加值不叠加,例如隐形术(invisibility)或静音术(respectful quiet)(见本书); 你不需要掩蔽或隐蔽来进行躲藏;你可以在被人观察时进行躲藏。如果一个生物因为这个法术而没有注意到你,那个生物仍然会记得自己看到有一个半身人经过,但不会重视这份记忆。对于免疫胁迫或影响心灵效果的生物,你不会获得这些好处,并且对方的法术抗力也适用。如果你采取积极的攻击性行为或极其显眼的行动,生物会自动注意到你,并且在法术剩余的持续时间内,你不会对这些生物获得进一步的好处。
调查历史(Probe History)
出自《内海种族》(Inner Sea Races pg. 222)
学派:预言系
等级:法师/术士/奥能师 4,吟游诗人/歌者 3,审判者 4,通灵者 2,催眠师 3,秘学士 3,牧师/先知/战斗祭司 4(半精灵)
施法时间:1轮
成分:语言,姿势,法器
距离:近距
效果:一个生物
持续时间:立即
豁免:意志无效
法术抗力:可
你能瞥见一眼与真实现实相似,但从未发生过的潜在现实。如果目标的意志豁免失败,你可以询问一个话题并尝试一次适当的知识检定,并获得 +5 表现加值;需要记录通过此法术进行的知识检定结果,以避免重试相同的知识检定。你从一个你认识目标的现实中学习到关于该主题的信息,尽管现实情况的差异可能导致来自该潜在现实的答案与你自己所处的真实现实的答案略有不同。一旦你探测了一个目标的过往历史,无论成功与否,你就不能再次侦测同一个生物的历史或在另一个生物的历史中搜索相同的信息。
(https://www.aonprd.com/images/PathfinderSocietySymbol.gif)静音术(Respectful Quiet)
出自《内海种族》(Inner Sea Races pg. 222)
学派:幻术系(五官幻觉)
等级:吟游诗人/歌者 3,牧师/先知/战斗祭司 5,审判者 3(切利亚斯人)
施法时间:标准动作
成分:语言,姿势,法器
距离:中距
目标:30英尺爆发内的所有生物
持续时间:1分钟/等级(可解消)
豁免:意志无效
法术抗力:可
所有目标都变得沉默,如同沉默术(silence)。沉默效果会影响法术范围内的每个生物,但不会超出法术范围。然而,沉默是单向的——来自区域之外的声音仍然可以进入。被静音的生物在隐匿检定上获得+10环境加值。
(https://www.aonprd.com/images/PathfinderSocietySymbol.gif)怀疑之影(Shadow of Doubt)
出自《内海种族》(Inner Sea Races pg. 222)
学派:惑控系(胁迫)[黑暗,情绪,邪恶,影响心灵]
等级:反圣武士 4,吟游诗人/歌者 4(魔裔)
施法时间:标准动作
成分:语言,姿势
距离:近距
目标:每3等级一个生物
持续时间:1轮/等级
豁免:意志部分生效(见下文)
法术抗力:可
你在敌人身上创造出一种由敌人自身的内在缺陷与疑虑之心而滋长散发出的幽暗灵光。目标在对待所有的照明时都被视为处于更暗一级的照明条件下,最暗到普通黑暗,即使豁免成功也是如此。
不断涌上脑海的后悔与焦虑感会分散受术者的注意力; 在每个回合开始时,他们都必须通过意志豁免,否则会恍惚1轮。一个善良阵营的目标在对抗此效果的豁免检定上受到-4减值;邪恶阵营的目标则获得+4加值。
(https://www.aonprd.com/images/PathfinderSocietySymbol.gif)破碎重围(Siege Scatter)
出自《内海种族》(Inner Sea Races pg. 223)
学派:塑能系[土]
等级:德鲁伊 5,游侠/猎人 4,萨满 5(矮人)
施法时间:1轮
成分:语言,姿势
距离:远距
区域:50英尺扩散
持续时间:立即
豁免:反射部分生效(见下文)
法术抗力:可(无害)
大量翻腾的岩石和泥土沿着法术区域内的地面散落,对区域内地面上的所有生物造成每2个施法者等级1d6点挥砍伤害(最多5d6),即使豁免成功也是如此。法术区域内未通过反射豁免的生物会倒地为俯卧,并被撞到法术区域最近的边缘处,每以这种方式移动10英尺就会受到1d6点的钝击伤害。在上一轮中没有移动的生物和具有稳固(stability)种族特性的生物在豁免检定上获得+4加值。
(https://www.aonprd.com/images/PathfinderSocietySymbol.gif)召唤巨人盟友 I(Summon Giant Ally I)
出自《内海种族》(Inner Sea Races pg. 223)
学派:咒法系(召唤)[见下文]
等级:德鲁伊/猎人 6(凯利德人)
施法时间:标准动作
成分:语言,姿势,器材/法器(从巨人的袋子上剪下的布)
距离:近距
效果:一头或更多巨人
持续时间:1轮/等级(可解消)
豁免:无
法术抗力:否
该法术如同召唤自然盟友 VI(summon nature’s ally VI)一样作用,除了施法时间更短,以及可以召唤一头穴巨人(cave giant),山丘巨人(hill giant),沼泽巨人(marsh giant),河巨人(river giant),炼巨人(slag giant),石巨人(stone giant)或木巨人(wood giant)。
(https://www.aonprd.com/images/PathfinderSocietySymbol.gif)召唤巨人盟友 II(Summon Giant Ally II)
出自《内海种族》(Inner Sea Races pg. 223)
学派:咒法系(召唤)[见下文]
等级:德鲁伊 7(凯利德人)
施法时间:标准动作
成分:语言,姿势,器材/法器(从巨人的袋子上剪下的布)
距离:近距
效果:一头或更多巨人
持续时间:1轮/等级(可解消)
豁免:无
法术抗力:否
该法术如同召唤巨人盟友 I(Summon Giant Ally II)一样作用,除了可以召唤一头沙漠巨人(desert giant),火巨人(fire giant),霜巨人(frost giant)或丛林巨人(jungle giant),又或1d3头穴巨人(cave giant),山丘巨人(hill giant),沼泽巨人(marsh giant),河巨人(river giant),炼巨人(slag giant),石巨人(stone giant)或木巨人(wood giant)。
(https://www.aonprd.com/images/PathfinderSocietySymbol.gif)召唤巨人盟友 III(Summon Giant Ally III)
出自《内海种族》(Inner Sea Races pg. 223)
学派:咒法系(召唤)[见下文]
等级:德鲁伊 8(凯利德人)
施法时间:标准动作
成分:语言,姿势,器材/法器(从巨人的袋子上剪下的布)
距离:近距
效果:一头或更多巨人
持续时间:1轮/等级(可解消)
豁免:无
法术抗力:否
该法术如同召唤巨人盟友 I(Summon Giant Ally II)一样作用,除了可以召唤一头灰烬巨人(ash giant)或云巨人(cloud giant),又或1d3头沙漠巨人(desert giant),火巨人(fire giant),霜巨人(frost giant)或丛林巨人(jungle giant),又或1d4+1头穴巨人(cave giant),山丘巨人(hill giant),沼泽巨人(marsh giant),河巨人(river giant),炼巨人(slag giant),石巨人(stone giant)或木巨人(wood giant)。
(https://www.aonprd.com/images/PathfinderSocietySymbol.gif)召唤社神(Summon Kami)
出自《内海种族》(Inner Sea Races pg. 223)
学派:咒法系(召唤)
等级:德鲁伊/猎人 5,萨满 5(天夏人)
施法时间:1轮
成分:语言,姿势,法器
距离:近距
效果:一名或更多社神
持续时间:1轮/等级(可解消)
豁免:无
法术抗力:否
该法术如同召唤自然盟友 V(summon nature’s ally V)一样作用,除了可以召唤一名木灵神(kodama),1d3名福神(fukujin)或1d4+1名式神(shikigami)。
(https://www.aonprd.com/images/PathfinderSocietySymbol.gif)抑制之石(Suppressing Stone)
出自《内海种族》(Inner Sea Races pg. 223)
学派:塑能系
等级:法师/术士/奥能师 4(阿兹兰特人)
施法时间:标准动作
成分:语言,姿势,器材(一颗价值至少1000gp的艾恩石)
距离:个人
目标:自己
持续时间:10分钟/等级或直至释放(可解消)
你将奥术能量注入到当前漂浮在你头上,作为法术器材的艾恩石之中。如果艾恩石不再在你周围漂浮,则法术会立即结束,如果艾恩石破裂、燃烧、有缺陷或其他导致价值较低的因素(例如暗灰色的艾恩石),则法术失败。当该法术处于激活状态时,你在对抗影响心灵效果的豁免检定上获得每4个施法者等级+1抗力加值(在施法者等级为20时达到最多+5)。每当你对影响心灵的法术或效果的豁免检定失败时,你可以耗竭这颗艾恩石,将其不可逆转地转变为暗灰色艾恩石并结束该法术,这颗艾恩石的价值每有2500gp,就能抑制这个影响心灵效果以1轮(最少1轮)。效果被压制的轮数仍然计入该效果的持续时间内,并且在此期间该效果仍然可以被解除或打断。
(https://www.aonprd.com/images/PathfinderSocietySymbol.gif)咸水之墙(Wall of Brine)
出自《内海种族》(Inner Sea Races pg. 223)
学派:咒法系(创造)[水]
等级:法师/术士/奥能师 4,德鲁伊4,游侠/猎人 3,魔战士 4,萨满 4(人鱼)
施法时间:标准动作
成分:语言,姿势,材料/法器(一小块珊瑚)
距离:中距
效果:长度至多每等级10英尺,高度至多每等级5英尺的墙体(可变)
持续时间:专注+1轮/等级
豁免:无(见下文)
法术抗力:可
你创造出一堵5英尺厚的咸水墙,一股强大的水流会冲向墙体的一侧,由你选择; 试图逆流而上的生物必须花费4格的移动力才能进入墙体的一个方格内。一个在墙体范围内开始自己的回合的生物在会行动之前先被朝水流的方向弹出。这堵墙体会提供抵御来自水体外的攻击的掩蔽,就像通常的水体一样。水和激流会将进入或穿过墙体的物理远程攻击偏转,除非使用的武器威力特别大(例如攻城武器)。淹没在墙体中的生物会受到在水下战斗通常的惩罚。墙体会阻挡气体和液体,防止墙体中的水在边缘与其混合。
(https://www.aonprd.com/images/PathfinderSocietySymbol.gif)微风之迅(Zephyr's Fleetness)
出自《内海种族》(Inner Sea Races pg. 223)
学派:变化系[气]
等级:游侠/猎人 3(科莱什人)
施法时间:1轮
成分:语言,姿势
距离:远距
目标:每2等级一个生物
持续时间:1分钟/等级
豁免:意志无效(无害)
法术抗力:可(无害)
你可以召唤天空的精魂为你的盟友提供敏捷之力。每个受术者的陆地速度和飞行速度(如果有的话)会获得+30英尺增强加值,同时可以不受惩罚地通过困难地形移动(和冲锋)。
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感谢排版大佬!!!!
萌新顺手翻译一下法术章节的前言:
法术(SPELLS)
来自内海地区及其周边的种族和民族,都发展了各种魔法技巧。以下法术适用于其提及种族或民族。
原文:
SPELLS
Races and ethnicities from the Inner Sea region and beyond have developed a variety of magical techniques. The following spells are available to the indicated race or ethnicity.
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http://45.79.87.129/bbs/?topic=81324.msg767405#msg767405
(https://www.aonprd.com/images/PathfinderSocietySymbol.gif)半身人投机客(Halfling Opportunist)
出自《格拉利昂的半身人》(Halflings of Golarion pg. 28)
与其他同类相比,半身人投机客甚至能够更好地创造自己的幸运。它们愿意无耻地利用敌人,从而可以立刻评估局势以找到一种将其转化为自己优势的方法。当巨人挥舞他的木棒时,半身人投机客会跳到木棒上并借力让她跳得更远。当施法者投出一道魔法能量的弩矢时,半身人投机客就会走到一扇门前借助这股力量破门从而逃脱。当朝臣尝试抹黑她的名声时,半身人投机者就放肆地放出一连串指控,最终让这名朝臣反而看起来像名叛徒。半身人投机客利用敌人的能力给了他们一种轻松愉快的自信心(a breezy selfconfidence)以及敢于冒其他人很少敢冒的险的十足胆量。也许正是因为这种厚颜无耻,他们似乎受到惊人横福(amazing strokes of good furtune)的眷顾。然而,他们很少认为自己的好运是理所当然的。相反,他们依靠敏锐的感官回避危险,并依靠他们的适应能力来应对战斗和社交环境。
大多数半身人投机客的职业生涯都是从盗贼开始的,其次是少得多的(tied as distant seconds)诗人和游侠。有调整战斗风格的意识的野蛮人和战士也被证实惊人地有力。圣骑士和武僧因为会被半身人投机客充满欺骗和利用的风气困扰,是比施法者更罕见的该职业的入门选项(entry points)。
角色定位(Role):他们惊人的好运、对危险敏锐的感知以及几乎在任何情况下都能评估并抓住优势的能力让半身人投机客非常适合侦察或走在队伍的前线,尤其是在只与一名敌人作战的时候。
阵营(Alignment):半身人投机客将欺骗和利用他人视为一种生活方式。这使得选择这个进阶职业的守序角色很难(但并非不可能)坚持自己的原则。
先决条件(Requirements):
要成为半身人投机客,角色必须满足后述所有条件。
种族(Race):半身人
技能(Skills):察觉5级,隐匿5级
专长(Feats):防御式战斗训练(Defensive Combat Training)
本职技能(Class Skills):
半身人投机客的本职技能(以及每个技能的关键属性)为:特技动作(敏捷),唬骗(魅力),攀爬(力量),交涉(魅力),解除装置(敏捷),易容(魅力),逃脱(敏捷),语言学(智力),察觉(感知),表演(魅力),察言观色(感知),巧手(敏捷),隐匿(敏捷)以及游泳(力量)
每级技能点数(Skill Ranks at Each Level):6 + 智力调整值
生命骰(Hit Die):d8
表:半身人投机客
等级 | BAB | 强韧 | 反射 | 意志 | 职业能力 |
1级 | +0 | +0 | +1 | +1 | 化为己用,陷阱嗅觉,帮大忙了 +1 |
2级 | +1 | +1 | +1 | +1 | 超凡幸运 +2,偷袭 +1d6,精通陷阱嗅觉 |
3级 | +2 | +1 | +2 | +2 | 融入环境,帮大忙了 +2 |
4级 | +3 | +1 | +2 | +2 | 超凡幸运 +3,偷袭 +2d6 |
5级 | +3 | +2 | +3 | +3 | 借机专家,帮大忙了 +3 |
职业能力(Class Features):
后述内容为半身人投机客进阶职业的职业能力。
武器与护甲擅长(Weapon and Armor Proficiency):半身人投机客不获得任何武器或防具的擅长。
化为己用(Exploitive Maneuver)(Ex):半身人投机客可以在战斗中利用敌人的行动获得自己的优势,就如同对方正使用援助他人(aid another)协助了投机客,这将给予她下一次技能检定、攻击投骰或对抗下一次攻击的AC一个加值(《探索者角色扮演游戏核心规则书》86页和197页)。敌人必须能触及投机客,而投机客必须以一个直觉动作启动这个能力并成功通过一个对抗这名敌人CMD的战技检定;根据GM的判断,当进行战技检定时投机客可以用另一个属性调整值替换她的力量调整值(例如用敏捷执行与灵巧相关的动作,或用魅力执行社交相关的行为)。如果半身人成功通过这个战技检定,她就会在下一回合的动作中加上援助他人加值,并从敌人这个动作的投骰中减去等量加值。注意如果战技检定成功了,敌人投骰的结果就和这个能力无关了——半身人投机客可以利用巨人挥舞的木棒跳得更远,无论巨人是否通过它的攻击投骰命中了她。
GM决定敌人的行动是否可以以期望的方式让投机客获益。在敌人的回合和半身人的回合间发生的状况可能阻止她将期望的行动贯彻到底;如果这种事发生了,她将失去来自援助他人的加值但可以正常进行她的回合。
例子:皮里亚(Piria)是一名半身人投机客,正在有围墙的竞技场中与一只食人魔战斗。食人魔在回合中挥舞木棒砸向她;皮里亚的玩家想用她的化为己用能力接住木棒并利用它的挥动将自己推向竞技场围墙的顶部——通过给予她用于跳跃的特技检定一个加值。GM裁定这是一个合理的用法,让玩家进行了一次战技检定对抗巨人的CMD,并允许她在这次检定中使用皮里亚的敏捷加值取代力量加值。她成功了,并将在下一回合的特技检定中获得援助他人加值。GM则以一个-2的减值骰食人魔的攻击,命中了皮里亚,并造成了伤害,但皮里亚仍然在下一次特技检定中获得了援助他人加值——也许是在食人魔的木棒击中她时,她抓住了木棒并翻了上去,然后在她的回合就可以从挥舞的木棒上起跳并使用来自援助他人的+2加值。
陷阱嗅觉(Trap Spotter)(Ex):半身人投机客具有敏锐的察觉危险并做出反应的能力。她获得陷阱嗅觉(trap spotter)盗贼天赋。
帮大忙了(Excellent Aid)(Ex):半身人投机客拥有从协助她的人身上获得最大好处的惊人天赋。她从援助他人中获得的加值增加1。这个加值在3级和5级分别再+1。当她使用援助他人帮助别人的时候加值的增加不会应用,只有别人援助她的时候才会。
超凡幸运(Exceptionally Lucky)(Ex):2级时,半身人投机客学会了如何从她天生的幸运榨出更多好处。她在豁免投骰上半身人种族的加值增加到+2。此加值在4级时增加到+3。
偷袭(Sneak Attack)(Ex):完全如同盗贼的同名能力。造成的额外伤害每偶数等级(2级和4级)增加+1d6。如果半身人投机客从其他来源获得偷袭加值,伤害上的加值叠加。
精通陷阱嗅觉(Improved Trap Spotter)(Ex):2级时,投机客的陷阱嗅觉能力的范围增加到20尺。
融入环境(Fit in)(Ex):3级时,半身人投机客掌握了用非语言的暗示表达协同和附属(agreement and affiliation)的艺术。这让她表现得好像能够适应任何场合,无论是贵族的花园聚会还是邪教的内部圣所。她可以进行一次易容检定代替交涉检定以影响NPC的初始态度。她不需要改变外貌以进行这次检定——这个能力靠的是她本能地知道如何行动能表现得合得来。如果存在多个生物对于适当的行为有不同的看法,她就不能同时影响他们,而必须选择一个目标生物或群体来影响——她不能一边装作是盛大宴会上的客人给贵族留下深刻印象,又一边装作女仆和仆人们打成一片。
借机专家(Opportunity Attacker)(Ex):5级时,半身人投机客掌握了在敌人最脆弱的时候击中他们的艺术。当进行借机攻击时她能造成偷袭伤害,即使她的目标并没有措手不及或因别的原因无法应用AC上的敏捷加值。
PFS Legal Halfling Opportunist
Source Halflings of Golarion pg. 28
Even more so than the rest of their kind, halfling opportunists make their own luck. Shamelessly willing to take advantage of their foes, they can instantly assess a situation in order to find a way to turn it to their own benefit. When a giant swings his club, the halfling opportunist leaps onto it and uses the momentum to make her jump go that much further. When a spellcaster hurls a bolt of magical energy, the halfling opportunist steps in front of a door and uses the power to help her to smash through so she can make her escape. When a courtier tries to blacken her name, the halfling opportunist lets loose such a stream of cheeky accusations that the courtier ends up looking like the traitor instead. Halfling opportunists’ ability to exploit their enemies gives them a breezy selfconfidence and the sheer audacity to take risks few others would dare. Perhaps because of this brazenness, they seem blessed by amazing strokes of good fortune. However, they rarely take their luck for granted. Instead they rely upon their keen senses to sidestep danger and their adaptability to carry them through both combat and social settings.
Most halfling opportunists begin their careers as rogues, with bards and rangers tied as distant seconds. Barbarians and fighters with the presence of mind to adjust their combat styles prove surprisingly effective. Paladins and monks, troubled by the halfling opportunist ethos of deception and exploitation, are rarer entry points of this class than spellcasters.
Role: Their amazing luck, acute sense of danger, and ability to assess and then seize the advantage in virtually any situation makes halfling opportunists ideally suited for scouting or taking the front of party lines, especially when fighting only one enemy.
Alignment: Halfling opportunists view deception and taking advantage of others as a way of life. This makes it very difficult (but not impossible) for lawful characters that choose this prestige class to stick to their principles.
Requirements
To qualify to become a halfling opportunist, a character must fulfill all the following criteria.
Race: Halfling.
Skills: Perception 5 ranks, Stealth 5 ranks.
Feats: Defensive Combat Training.
Class Skills
The Halfling Opportunist's class skills are Acrobatics (Dex), Bluff (Cha), Climb (Str), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Linguistics (Int), Perception (Wis), Perform (Cha), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), and Swim (Cha).
Skill Points at each Level: 6 + Int modifier.
Hit Die: d8.
Class Features
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +0 +0 +1 +1 Exploitive maneuver, trap spotter, excelled aid (+1)
2nd +1 +1 +1 +1 Exceptionally lucky (+2), sneak attack +1d6, improved trap spotter
3rd +2 +1 +2 +2 Fit in, excellent aid (+2)
4th +3 +1 +2 +2 Exceptionally lucky (+3), sneak attack +2d6
5th +3 +2 +3 +3 Opportunity attacker, excellent aid (+3)
All of the following are class features of the halfling opportunist prestige class.
Weapon and Armor Proficiency: Halfling opportunists gain no proficiency with any weapon or armor.
Exploitive Maneuver (Ex): A halfling opportunist can use an enemy’s actions in combat for her own gain, as if the opponent were using aid another to assist the opportunist, giving her a bonus on her next skill check, attack roll, or to AC against the next attack (Pathfinder RPG Core Rulebook 86 and 197). The enemy must be able to reach the opportunist, and the opportunist must activate this ability as an immediate action and succeed at a combat maneuver check against the enemy’s CMD; at the GM’s discretion, the opportunist can substitute another ability score modifier for her Strength modifier when making her combat maneuver check (such as using Dexterity for an agility-related action or Charisma for a social-related action). If the halfling succeeds at this combat maneuver check, she adds the aid another bonus to her action on her next turn and subtracts that bonus from the enemy’s roll for that action. Note that if the combat maneuver check is successful, the outcome of the enemy’s roll is irrelevant to this ability—a halfling opportunist can use a giant’s swinging club to jump farther whether the giant hits or misses with its attack roll.
The GM decides whether the enemy’s action can benefit the opportunist in the desired manner. Circumstances occurring between the enemy’s turn and the halfling’s turn may prevent her from following through with the desired action); if this occurs, she loses the bonus from aid another but can take her turn normally.
Example: Piria is a halfling opportunist battling an ogre in a walled arena. On the ogre’s turn, it swings at her with its club; Piria’s player wants to use her exploitive ability to catch the club and use its movement to boost her toward the top of the arena wall, giving her a bonus on her Acrobatics check to jump. The GM decides this is a reasonable use, has the player make a combat maneuver check against the giant’s CMD, and allows her to use Piria’s Dexterity bonus in place of her Strength bonus in the check. She succeeds and will gain the aid another bonus on her Climb check on her next turn. The GM rolls the ogre’s attack with a –2 penalty, hits Piria, and deals damage, but Piria still gets the aid another bonus on her next Acrobatics check— perhaps as the ogre’s club hit her, she grabbed it, flipped onto it, and on her turn can jump from the swinging club using the +2 bonus from aid another.
Trap Spotter (Ex): A halfling opportunist has a keen ability to notice and react to danger. She gains the trap spotter rogue talent.
Excellent Aid (Ex): A halfling opportunist has an amazing talent for getting the most out of those who assist her. Increase the bonus she gets from aid another by +1. This increases by another +1 at 3rd level and again at 5th level. This increase does not apply to when she uses aid another to help others, only when others aid her.
Exceptionally Lucky (Ex): At 2nd level, a halfling opportunist learns how to squeeze even more from her innate luck. Her halfling racial bonus on saving throws increases to +2. This bonus increases to +3 at 4th level.
Sneak Attack (Ex): This is exactly like the rogue ability of the same name. The extra damage dealt increases by +1d6 for every even level (2nd and 4th). If a halfling opportunist gets a sneak attack bonus from another source, the bonuses on the damage stack.
Improved Trap Spotter (Ex): At 2nd level, the range of the opportunist’s trap spotter ability increases to 20 feet.
Fit In (Ex): At 3rd level, a halfling opportunist masters the art of sending out nonverbal cues that suggest agreement and affiliation. This enables her to act as if she belongs in any situation, whether an aristocratic garden party or an evil cult’s inner sanctum. She can make a Disguise check in lieu of a Diplomacy check to influence the initial attitudes of NPCs. She does not need to change her appearance to make this check—this ability relies on instinctively knowing how to act to make it appear she belongs. If multiple creatures with differing views of appropriate behavior are present, she cannot simultaneously affect them and must choose a target creature or group to influence—she can’t pretend to be a guest at a fancy party to impress the nobles and pretend to be a maid to mingle with the servants at the same time.
Opportunity Attacker (Ex): At 5th level, a halfling opportunist masters the art of striking foes when they are at their most vulnerable. When making an attack of opportunity, she deals her sneak attack damage even if her target is not flat-footed or otherwise denied its Dexterity bonus to AC.
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感谢排版大佬!!!!
萌新顺手翻译一下法术章节的前言:
法术(SPELLS)
来自内海地区及其周边的种族和民族,都发展了各种魔法技巧。以下法术适用于其提及种族或民族。
原文:
SPELLS
Races and ethnicities from the Inner Sea region and beyond have developed a variety of magical techniques. The following spells are available to the indicated race or ethnicity.
好!
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http://45.79.87.129/bbs/index.php?topic=94909.0
纯挖坑,不包填
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(https://www.aonprd.com/images/PathfinderSocietySymbol.gif)界域旅者 Realm Wanderer [游侠变体]
出自:Distant Realms pg. 22
一些自由放荡的游侠穿梭于不同地方,就像两个完全不同的世界,而这些异地往往就是地狱和物质位面。就像他们中的许多人所敬仰的迪斯(Dis)女王一样,这些游侠将他们从诡谲奇异的经历中学到的经验铭记于心,他们深知能否富有巧思地拥抱这些智慧,往往会是生死之别。
本职技能:界域旅者游侠的本职技能列表中增加了交涉(Diplomacy)和唬骗(Bluff),但没有获得威吓(Intimidate)和隐匿(Stealth)作为本职技能。
这改变了游侠的本职技能。
巧妙欺骗(Deceptive Subtlety, Ex):界域旅者在改变生物的态度、向生物提出请求以及此技能的类似用途时,会在交涉检定上获得其一半等级(最低为1)的加值。他的唬骗检定也会获得其一半等级(最低为1)的加值,以欺骗、说谎或传递密语。
这取代了追踪。
女王羁绊(Queen’s Bond, Ex):4级时,界域旅者必须选择一个动物伙伴作为他的猎手羁绊。这个动物伙伴会获得炼狱模板(fiendish template),可能是由于它在地狱之门附近度过的时间,也可能是因为它出生于地狱的缘故。出于这种邪秽影响,这个动物伙伴在攻击检定上总是会受到相当于界域旅者五分之一等级的罚值(最低为1)。
如果界域旅者的动物伙伴因故退役或死亡,他可以通过完成规定的仪式获得一个新的炼狱动物伙伴。或者,当领域漫游者释放他的动物伙伴或它在为他服务时死亡时,他可以利用自己对其魔性的影响力使动物失去炼狱模板。如果在界域旅者移除其炼狱模板后,动物伙伴复活或以其他方式起死回生,动物伙伴就不再受到上述攻击惩罚。(但他不能通过完成替换动物伙伴的仪式获得新的非炼狱动物伙伴)。
这改变了猎手羁绊。
双面大师(Dual Master, Ex):8级时,界域旅者在两种偏好地形中的任何一种时,其巧妙欺骗的加值加倍。然而,此优势只适用于他选择的前两种偏好地形;当他在更高等级获得额外偏好地形时,这项好处不适用于这些额外地形。
这取代了快速追踪。
帝王帷幄(Shrewdest Monarch, Su):20级时,界域旅者已成为他所熟悉领地的真正主人。作为标准动作,他可以在使用两面大师能力选择的一种地形中,以自己的全攻击加值对敌人发动一次攻击。如果攻击命中,目标通常会受到伤害,并且必须通过强韧豁免,否则就会死亡。这一豁免的DC等于10 + 界域旅者等级的一半 + 他的感知调整值。界域旅者可以造成相当于该生物当前HP的非致命伤害;目标可以尝试相同DC的意志豁免来抵消该伤害。界域旅者每天最多可以在这些偏好地形中使用此能力四次,但在24小时内不能对同一生物使用一次以上。
此外,界域旅者在攻击成功了解其阵营(视情况使用侦测混乱/邪恶/善良/守序,或类似效果)的生物时,会获得相当于其感知调整值的攻击检定加值。
这取代了狩猎大师。
新翻的不知道该放哪就放熵宝这了
原文:
Realm Wanderer
Source Distant Realms pg. 22
Some of the most free-roaming rangers are those who tread between locales so varied that they may as well be separate worlds altogether—and quite often these disparate places are literally Hell and the Material Plane. Like the Queen of Dis, whom many of them admire, these rangers take to heart the lessons they’ve learned from their vastly contrasting experiences and know that creatively embracing this wisdom is sometimes the difference between life and death.
Class Skills: A realm wanderer adds Diplomacy and Bluff to his list of class skills, but does not gain Intimidate and Stealth as class skills.
This alters the ranger’s class skills.
Deceptive Subtlety (Ex): A realm wanderer adds half his level (minimum 1) to Diplomacy checks to influence a creature’s attitude, to make requests of creatures, and for similar uses of the skill. He also adds half his level (minimum 1) to Bluff checks to deceive, lie, or convey secret messages.
This replaces track.
Queen’s Bond (Ex): At 4th level, a realm wanderer must choose an animal companion for his hunter’s bond. This animal companion gains the fiendish template, likely either due to time it spent near a gate to Hell or due to infernal influences in its place of birth. Due to this insidious influence, this animal companion always takes a penalty on attack rolls equal to one-fifth of the realm wanderer’s level (minimum 1).
If the realm wanderer releases his animal companion from service or it perishes, he can gain a new fiendish animal companion by completing the required ceremony. Alternatively, when the realm wanderer releases his animal companion or it dies in his service, he can use his influence over its fiendish nature to cause the animal to lose the fiendish template. If the animal companion is then raised or otherwise brought back from the dead after the realm wanderer removes its fiendish template, the animal companion no longer takes the penalty on attacks described above. (He cannot, however, gain a new non-fiendish animal companion by completing the ceremony to replace an animal companion.)
This alters hunter’s bond.
Dual Master (Ex): At 8th level, the realm wanderer’s bonuses from deceptive subtlety are doubled when he is in either of his two favored terrain types. However, this benefit applies only to the first two favored terrain types he selected; as he gains additional favored terrains at higher levels, this benefit does not apply in those additional terrain types.
This replaces swift tracker.
Shrewdest Monarch (Su): At 20th level, the realm wanderer has become a true master of the territories with which he is familiar. As a standard action, he can make a single attack at his full attack bonus against an enemy in one of the terrains chosen using the dual master ability. If the attack hits, the target takes damage normally and must succeed at a Fortitude saving throw or die. The DC of this saving throw is equal to 10 + half the realm wanderer’s level + his Wisdom modifier. A realm wanderer can instead deal an amount of nonlethal damage equal to the creature’s current hit points; the target can attempt a Fortitude save at the same DC to negates this damage. The realm wanderer can use this ability in these favored terrains only up to four times per day, but not against the same creature more than once in a 24-hour period.
Further, the realm wanderer gains a bonus on attack rolls equal to his Wisdom modifier against creatures that have successfully learned his alignment (using detect chaos/evil/good/law, as appropriate, or similar effects).
This replaces master hunter.
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先感谢白药君的排版供模仿
再感谢博学Acem提供的译名支持
最后武器详述由萌新也有滥强的心在此处 (http://45.79.87.129/bbs/index.php?topic=147441.msg1328157#msg1328157)代劳,非常感谢!!!
《冒险家的武器库》基本武器详述
简易武器
轻型近战武器 | | | 价格 | | | 小型伤害 | | | 中型伤害 | | | 重击 | | | 射程 | | | 重量 | | | 类型 | | | 特性 |
黄铜指虎 | | | 1gp | | | 1d2 | | | 1d3 | | | ×2 | | | - | | | 1磅 | | | 钝击 | | | 武僧 |
拳套 | | | 5gp | | | 1d3 | | | 1d4 | | | 19-20/×2 | | | - | | | 1磅 | | | 钝击或穿刺 | | | 武僧 |
半棒 | | | 1gp | | | 1d4 | | | 1d6 | | | ×2 | | | - | | | 2磅 | | | 钝击 | | | 武僧,绊摔 |
木桩 | | | - | | | 1d3 | | | 1d4 | | | ×2 | | | 10尺 | | | 1磅 | | | 穿刺 | | | - |
单手近战武器 | | | 价格 | | | 小型伤害 | | | 中型伤害 | | | 重击 | | | 射程 | | | 重量 | | | 类型 | | | 特性 |
石磨棒 | | | 2gp | | | 1d3 | | | 1d4 | | | ×2 | | | - | | | 2磅 | | | 钝击或穿刺 | | | - |
双手近战武器 | | | 价格 | | | 小型伤害 | | | 中型伤害 | | | 重击 | | | 射程 | | | 重量 | | | 类型 | | | 特性 |
刺刀 | | | 5gp | | | 1d4 | | | 1d6 | | | ×2 | | | - | | | 1磅 | | | 穿刺 | | | - |
远程武器 | | | 价格 | | | 小型伤害 | | | 中型伤害 | | | 重击 | | | 射程 | | | 重量 | | | 类型 | | | 特性 |
蜂鸣弹丸(10) | | | 2gp | | | - | | | - | | | - | | | - | | | 5磅 | | | 钝击 | | | 见下文 |
臭囊 | | | - | | | 1d3 | | | 1d4 | | | ×2 | | | 10尺 | | | 9磅 | | | 钝击 | | | 见下文 |
军用武器
轻型近战武器 | | | 价格 | | | 小型伤害 | | | 中型伤害 | | | 重击 | | | 射程 | | | 重量 | | | 类型 | | | 特性 |
刀片靴 | | | 25gp | | | 1d3 | | | 1d4 | | | ×2 | | | - | | | 2磅 | | | 穿刺 | | | 见下文 |
屠狗刃* | | | 8gp | | | 1d4 | | | 1d6 | | | 19-20/×2 | | | - | | | 1磅 | | | 挥砍 | | | - |
弹簧刃 | | | 5gp | | | 1d3 | | | 1d4 | | | 19-20/×2 | | | 10尺 | | | 1磅 | | | 穿刺 | | | - |
战斗剃刀* | | | 8gp | | | 1d3 | | | 1d4 | | | 19-20/×2 | | | - | | | 1磅 | | | 挥砍 | | | - |
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单手近战武器 | | | 价格 | | | 小型伤害 | | | 中型伤害 | | | 重击 | | | 射程 | | | 重量 | | | 类型 | | | 特性 |
战斗剑鞘 | | | 1gp | | | 1d4 | | | 1d6 | | | ×2 | | | - | | | 1磅 | | | 钝击 | | | 临时,见下文 |
开锋战斗剑鞘 | | | 10gp | | | 1d4 | | | 1d6 | | | ×2 | | | - | | | 1磅 | | | 挥砍 | | | 见下文 |
喀拉尔* | | | 12gp | | | 1d4 | | | 1d6 | | | ×2 | | | - | | | 6磅 | | | 挥砍 | | | - |
角斗剪 | | | 20gp | | | 1d8 | | | 1d10 | | | ×2 | | | - | | | 3磅 | | | 穿刺 | | | - |
石刃剑 | | | 5gp | | | 1d6 | | | 1d8 | | | 19-20/×2 | | | - | | | 2磅 | | | 挥砍 | | | - |
钢牙剑 | | | 20gp | | | 1d6 | | | 1d8 | | | 19-20/×2 | | | - | | | 4磅 | | | 挥砍 | | | - |
双手近战武器 | | | 价格 | | | 小型伤害 | | | 中型伤害 | | | 重击 | | | 射程 | | | 重量 | | | 类型 | | | 特性 |
新月战斧 | | | 13gp | | | 1d8 | | | 1d10 | | | 19-20/×2 | | | - | | | 14磅 | | | 挥砍 | | | 迎击,长武,见下文 |
鸦啄战锤 | | | 15gp | | | 1d8 | | | 1d10 | | | ×3 | | | - | | | 12磅 | | | 钝击或穿刺 | | | 迎击,长武,见下文 |
戈刀 | | | 11gp | | | 1d6 | | | 1d8 | | | ×3 | | | - | | | 11磅 | | | 挥砍 | | | 迎击,卸武,长武,见下文 |
裂地锤* | | | 40gp | | | 1d10 | | | 2d6 | | | ×3 | | | - | | | 14磅 | | | 钝击 | | | - |
尖刺大砍刀 | | | 12gp | | | 1d8 | | | 1d10 | | | ×3 | | | - | | | 10磅 | | | 挥砍 | | | 迎击,长武,见下文 |
苜蓿战锤 | | | 15gp | | | 1d10 | | | 1d12 | | | ×2 | | | - | | | 12磅 | | | 钝击或穿刺 | | | 迎击,长武,见下文 |
食人魔巨钩* | | | 24gp | | | 1d8 | | | 1d10 | | | ×3 | | | - | | | 10磅 | | | 穿刺 | | | 绊摔 |
注射器矛 | | | 100gp | | | 1d6 | | | 1d8 | | | ×3 | | | 20尺 | | | 6磅 | | | 穿刺 | | | 迎击,见下文 |
远程武器 | | | 价格 | | | 小型伤害 | | | 中型伤害 | | | 重击 | | | 射程 | | | 重量 | | | 类型 | | | 特性 |
响箭(20) | | | 2gp | | | - | | | - | | | - | | | - | | | 3磅 | | | 穿刺 | | | 见下文 |
飞轮 | | | 1gp | | | 1d6 | | | 1d8 | | | ×2 | | | 30尺 | | | 1磅 | | | 挥砍 | | | - |
多刃飞刀 | | | 4gp | | | 1d4 | | | 1d6 | | | ×2 | | | 15尺 | | | 3磅 | | | 穿刺 | | | - |
重标枪 | | | 5gp | | | 1d6 | | | 1d8 | | | ×2 | | | 20尺 | | | 4磅 | | | 穿刺 | | | 见下文 |
异种武器
轻型近战武器 | | | 价格 | | | 小型伤害 | | | 中型伤害 | | | 重击 | | | 射程 | | | 重量 | | | 类型 | | | 特性 |
飞钩杖 | | | 5gp | | | 1d4 | | | 1d6 | | | ×2 | | | 20尺 | | | 2磅 | | | 钝击 | | | 绊摔 |
战斗火球 | | | 5gp | | | 1d3火焰 | | | 1d4火焰 | | | ×2 | | | - | | | 2磅 | | | 火焰 | | | - |
蝴蝶刃 | | | 5gp | | | 1d3 | | | 1d4 | | | 19-20/×2 | | | - | | | 1磅 | | | 穿刺或挥砍 | | | - |
矮人槌斧* | | | 25gp | | | 1d4 | | | 1d6 | | | ×3 | | | 10尺 | | | 5磅 | | | 钝击或挥砍 | | | - |
皮制马杜 | | | 40gp | | | 1d3 | | | 1d4 | | | ×2 | | | - | | | 5磅 | | | 穿刺 | | | - |
钢制马杜 | | | 40gp | | | 1d3 | | | 1d4 | | | ×2 | | | - | | | 6磅 | | | 穿刺 | | | - |
绑绳拳套 | | | 2sp | | | 1d3 | | | 1d4 | | | ×2 | | | - | | | 2磅 | | | 钝击(或挥砍) | | | - |
锯齿剑* | | | 35gp | | | 1d6 | | | 1d8 | | | 19-20/×2 | | | - | | | 2磅 | | | 挥砍 | | | - |
钩刀 | | | 10gp | | | 1d4 | | | 1d6 | | | ×2 | | | - | | | 3磅 | | | 挥砍 | | | - |
折剑匕首 | | | 10gp | | | 1d3 | | | 1d4 | | | ×2 | | | - | | | 3磅 | | | 挥砍 | | | 卸武,破武 |
单手近战武器 | | | 价格 | | | 小型伤害 | | | 中型伤害 | | | 重击 | | | 射程 | | | 重量 | | | 类型 | | | 特性 |
奥多里决斗剑* | | | 20gp | | | 1d6 | | | 1d8 | | | 19-20/×2 | | | - | | | 3磅 | | | 挥砍 | | | - |
反曲剑* | | | 18gp | | | 1d6 | | | 1d8 | | | 19-20/×3 | | | - | | | 4磅 | | | 挥砍 | | | - |
镰剑* | | | 20gp | | | 1d6 | | | 1d8 | | | 19-20/×2 | | | - | | | 8磅 | | | 挥砍 | | | 绊摔 |
双叉 | | | 5gp | | | 1d6 | | | 1d8 | | | 18-20/×2 | | | - | | | 6磅 | | | 挥砍 | | | - |
蝎尾鞭 | | | 5gp | | | 1d3 | | | 1d4 | | | ×2 | | | - | | | 3磅 | | | 挥砍 | | | 卸武,长武,绊摔 |
钩剑 | | | 30gp | | | 1d6 | | | 1d8 | | | ×3 | | | - | | | 2磅 | | | 穿刺 | | | - |
仪剑* | | | 30gp | | | 1d6 | | | 1d8 | | | 19-20/×2 | | | - | | | 3磅 | | | 挥砍 | | | 武僧,绊摔 |
软剑* | | | 50gp | | | 1d6 | | | 1d8 | | | 18-20/×2 | | | - | | | 6磅 | | | 挥砍 | | | - |
双手近战武器 | | | 价格 | | | 小型伤害 | | | 中型伤害 | | | 重击 | | | 射程 | | | 重量 | | | 类型 | | | 特性 |
链枪(飞爪)* | | | 15gp | | | 1d4/1d4 | | | 1d6/1d6 | | | ×2 | | | - | | | 13磅 | | | 穿刺或挥砍 | | | 双头,绊摔 |
焰形剑 | | | 50gp | | | 1d8 | | | 1d10 | | | 19-20/×2 | | | - | | | 6磅 | | | 挥砍 | | | 破武 |
绞索 | | | 3gp | | | 1d4 | | | 1d6 | | | ×2 | | | - | | | 1磅 | | | 挥砍 | | | 擒抱,见下文 |
捕人叉 | | | 15gp | | | 1 | | | 1d2 | | | ×2 | | | - | | | 10磅 | | | 穿刺 | | | 擒抱,长武,见下文 |
流星锤 | | | 10gp | | | 1d6/1d6 | | | 1d8/1d8 | | | ×2 | | | - | | | 10磅 | | | 钝击 | | | 双头,长武,绊摔,见下文 |
刃巾* | | | 12gp | | | 1d4 | | | 1d6 | | | ×2 | | | - | | | 2磅 | | | 挥砍 | | | 卸武,绊摔 |
远程武器 | | | 价格 | | | 小型伤害 | | | 中型伤害 | | | 重击 | | | 射程 | | | 重量 | | | 类型 | | | 特性 |
回力镖 | | | 3gp | | | 1d4 | | | 1d6 | | | ×2 | | | 30尺 | | | 3磅 | | | 钝击 | | | 见下文 |
双发弩* | | | 300gp | | | 1d6 | | | 1d8 | | | 19-20/×2 | | | 80尺 | | | 18磅 | | | 穿刺 | | | - |
套索 | | | 1sp | | | - | | | - | | | - | | | 10尺 | | | 5磅 | | | - | | | 见下文 |
弹射弩* | | | 75gp | | | - | | | - | | | - | | | 30尺 | | | 8磅 | | | - | | | - |
休盎提套牛绳* | | | 15gp | | | 1d3 | | | 1d4 | | | ×2 | | | 10尺 | | | 2磅 | | | 钝击 | | | - |
投石手套 | | | 5gp | | | 1d3 | | | 1d4 | | | ×2 | | | 50尺 | | | 2磅 | | | 钝击 | | | - |
飞盾 | | | +50gp | | | 1d4 | | | 1d6 | | | ×2 | | | 20尺 | | | - | | | 钝击 | | | 绊摔 |
表中为中型版本武器的重量数据。小型武器重量减半;大型武器则翻倍。
具有两种伤害类型的武器,如果条目具体说明了“和”,就两种类型均有;如果条目具体说明了“或”,就可以是任一种类型(由持用者决定)。
*出现在战役设定(Pathfinder Chronicles Campaign Setting)中(因此大部分在本书中并无详述,但存在例外,还蛮神经的。)
【AA】冒险者的军械库(Adventurer's Armory)
第一章 武器、护甲、和冒险装备(Weapons, Armor, and Adventuring Gear)
武器(Weapons)
此武器列表是对《核心规则书(Pathfinder RPG Core Rulebook)》中的武器列表的补充。倘若一种武器的描述说它被“视为(treated as)”另一种武器的话,那么一名缺乏适当的异种武器擅长(exotic weapon proficiency)的角色,仍然可以将该武器如同其描述中的另一种武器和那般,使用该武器并应用相关专长(比如武器专攻),且某些能力刚需一把特定武器时也可如此判定。例如,蝴蝶刀(butterfly knife)允许擅长它的使用者,以一个自由动作拆开或组合(open or close)它,并在其他方面被视为一把匕首(dagger),这意味着其使用者可以如同一把匕首般持用蝴蝶刀,并在持用它时获得武器专攻(匕首)的专长效果、可将其作为一道仅能影响匕首的法术的目标、凡此种种。
边栏:武器等效性(Weapon Equivalencies)
本节介绍了许多新武器,并且本可以包括更多、更多新武器。然而,与其将多种规则书中已有的、具有确切数据的武器收录,不如将本书中的武器赋予独特的数据、并使其发挥出《核心规则书(Pathfinder RPG Core Rulebook)》中的武器不曾发挥的特定作用。玩家们不应将这阻碍他们的创造力——如果他们角色的巨剑(greatswords)称之为重型双手剑(zweihänders)或高地阔剑(claymores),他们应该勇往直前!
武器详述
飞钩杖(Aklys):飞钩杖是一把钩形的投掷用木棒,带有20尺长的编织皮索;你能以移动动作回收投出的飞钩杖。它的弯钩允许你发动远程绊摔。有些飞钩杖上还凿出了孔洞,使得其在投掷时发出破空回响,这让它们在投向深邃而黑暗的通道时可作为一种理想的选择。
(https://s3.bmp.ovh/imgs/2024/12/16/dc0301e3544968b7.jpg)
响箭(Arrows, Whistling):响箭具有特殊的箭身凹槽和羽翎,这使得它们在其飞行轨迹的500尺内可发出尖锐而响亮的呼啸声。
新月战斧(Bardiche):这件长兵器的新月形斧刃通过两点连接在握柄上:斧刃正中连接在握柄前端的嵌座里,斧刃下侧则连接在握柄的另一处接点。斧刃通常会格外地长,有时甚至会与柄等长。你持用新月战斧时,为这件武器抵抗破武战技的CMD+2。
战斗火球(Battle Poi):这对手臂长的链子一端是手柄,另一端是大量燃油浸泡过的火把。火球的重量不足以造成物理伤害,但是燃烧的燃油造成火焰伤害。如果你擅长战斗火球,你在使用火球攻击时可以视为拥有“双武器格斗(Two-Weapon Fighting)”专长。火球可以通过花费整轮动作把它们闷在沙子里或淹没在水里来熄灭。
刺刀(Bayonet):刺刀是被设计用来装在弩槽和枪口上的近战武器。它允许你用这些武器进行近战攻击,但暂时无法将其作为远程武器。安装和拆卸刺刀是一个移动动作。
鸦啄战锤(Bec de Corbin):鸦啄战锤是一件很像苜蓿战锤的长兵器,不过锤头略钝、而矛尖则牢固并弯曲。你主要以矛尖来攻击。你持用鸦啄战锤时,击破中型和重型盔甲的破武战技检定+2。
戈刀(Bill):这件长兵器的锋刃呈弧形或钩状,并与其背部的长刺紧紧相贴。尖刺主要用来格挡和招架。这件武器在你进行防御式战斗或全防御时给予你AC+1盾牌加值。若一名骑乘中的敌手被戈刀击中的话,则该敌手用以维持骑乘的骑术检定受到-1罚值。
刀片靴(Blade Boot):刀片靴配有一把装配在弹簧上的刀片(knife),当用足尖以正确的密码组施加压力触发时,就会弹出。你可将刀片靴作为副手武器(off-hand weapon)使用。弹出刀片是一个迅捷动作;收回刀片是一个整轮动作。当刀片弹出时,你将正常地形视为困难地形,并将困难地形视为无法通行(impassable)。
回力镖(Boomerang):回力镖主要是芒吉居民(Mwangi people)的一种狩猎工具,但是携带这种多功能武器进战场也并不罕见。一把回力镖由扁平的木材制成,具有长长的握柄和弯曲的弧线,弧线收紧处则削得相当锋利。一把掷出的回力镖并不会沿着返回路径飞回;能回返的回力镖纯粹是为了娱乐。
(https://s3.bmp.ovh/imgs/2024/12/16/bc97ebf0e366f7f3.jpg)
黄铜指虎(Brass Knuckles):这件武器被设计为舒适地围绕指关节,通过缩小接触面积,从而放大拳头所施加的力。它们允许你通过徒手攻击造成致命伤害。你能用装备着黄铜指虎的手抓握但非持用一件武器或其他物品。若成功通过DC为“10+法术环级”的专注检定,你能用佩戴着黄铜指虎的手来完成施法所需的姿势成分。武僧擅长黄铜指虎。
蜂鸣弹丸(Bullets, Groaning):这些弹丸有着层叠的蜂窝状结构,因此他们飞行时会在500尺范围内发出令人毛骨悚然的声音。
蝴蝶刃(Butterfly Knife):一把蝴蝶刃在其柄的对半处还藏有的刃片,并且该刃片可被迅速取出并持用。倘若你擅长蝴蝶刃(或拥有“即时备战”专长)并将该武器持握在你手中的话,你可以以一个自由动作拆开(open)它;而一名不擅长该武器的使用者则需要一个移动动作才能拆开它。其他方面,该武器被视为一把匕首(dagger)。
拳套(Cestus):拳套是包裹着持用者前臂直至中指的皮制或粗布手套。这件近身格斗武器用指部附近的金属片加以强化,并常在手背和腕侧加装凶恶的棘刺。装备拳套时你视为有武装【译注:即不会因攻击而引发借机攻击】,徒手打击造成致命伤害而不是非致命伤害。若你擅长拳套,还能让徒手打击造成钝击或穿刺伤害。装备拳套时你的手指大部分裸露,因此能持用其他武器或拿取物品,但拳套对你手指灵活性的限制使你用这只手完成各项依赖于准确性的工作时检定-2(譬如开锁)。
链枪(Chain Spear):这件凶残的武器常因其功能多样而被用于角斗表演。武器的主体是一支标准的短矛(short spear),主要用来戳刺。矛的末端连结着一段锁链,锁链往往带刺、尾部还有铁钩。铁钩和锁链可被用来发动绊摔攻击。若你在绊摔战技检定中失败10点以上,你能够扔掉链枪以避免被反摔。
飞轮(Chakram):飞轮是一件简单、雅致、极为便携的投掷武器。它是一块扁平的环形“铁饼”,周围开刃。你可以作为近战武器持用飞轮,但它的设计并非为此服务;因此你的攻击检定将受-1减值,还要通过DC15的反射豁免以避免割伤自己(伤害减半,无力量修正)。你在装备重甲时无需进行此豁免。
开锋战斗剑鞘(Combat Scabbard, Sharpened):这种战斗剑鞘的外缘被打磨成了锋利的刀口,可以直接当做武器来使用。
矮人槌斧(Dwarven Maulaxe):这种功能多样的武器看上去就像一柄钝头斧(heavy-headed axe),但是一名擅长该武器的持用者可以使用其前端可作为钝器的斧背造成钝击伤害。
焰形剑(Flambard):这把双手剑的剑身是波浪形的,这使得它在切割木制武器上特别有效。如果你擅长这种武器的话,你在对拥有木制握柄(wooden haft)的武器实施任何破武战技检定时,获得+4加值;其他方面你可以将该剑视为一把重剑(bastard sword)。
绞索(Garrote):绞索是一根两端都有木柄的金属丝或细绳。将其环绕受害者的脖子并于颈后交叉;当不断拉紧木柄的话,绞索就能勒死受害者。你使用绞索时,你的敌手必须对你来说是无助(helpless)或没有意识(unaware)【译注:该状态详见“突袭”或UI技能补充“察觉与潜行”】的。你必须进行一次擒抱检定(尽管你能避免因为没有将双手都空出而在擒抱检定中受到的-4罚值)以使你能成功开始绞上你的敌手。绞索不适用于偷袭(Sneak attack)伤害。被你绞上的敌手必须进行一次专注检定(DC = 20 + 你的CMB + 该敌手将要施放的法术的环级)才能施放一道拥有语言成分(verbal component)的法术、或使用一件口令型(command word)道具、或使用任何需要演讲(speech)的魔法。当你用绞索擒抱时,你获得下列额外选项。
扼杀(Choke):你阻断了你目标的空气供应,以至于该目标不得不屏住其呼吸(详见核心规则书第445页的窒息规则,以及第108页的游泳技能)。若有任意一轮你不维持该次扼杀时,你的敌手就能喘口气,并且当他需要开始进行体质检定时则可重新开始计算。
尖刺大砍刀(Glaive-Guisarme):这件长兵器组合了大砍刀的锋刃和一只险恶的弯钩。被戈刀击中的骑乘对像用以维持骑乘的骑术检定-2。
半棒(Hanbo):半棒是一根不到一码长的棒子,通常被雕琢成类手杖(walking stick)的样式。
多刃飞刀(Hunga Munga):这种三刃匕首是用于投掷的,但也能用做为近战武器。
(https://s3.bmp.ovh/imgs/2024/12/16/074778b8269abd21.jpg)
套索(Lasso):这件投掷武器是一段打有活结的绳索,使你能够如同使用捕网一般缠绕住对手。缠绕对像施法的专注DC为“10+法术环级”。缠绕对像能以整轮动作通过DC15的脱逃检定摆脱绳索。套索生命值2点,AC为10,破坏它的力量检定DC为23。成功命中后套索会拉紧;想要再次使用,你需要通过一个标准动作来使绳结复位。
弹射弩(Launching Crossbow):这个看起来短而粗的十字弩上没有安置弩矢的凹槽,取而代之的是一个杯状的附件。它是被设计用于发射泼溅武器的。填装一把弹射弩是一个整轮动作。
苜蓿战锤(Lucerne Hammer):这件长兵器同时有着用来发动粉碎敲击的锤头,以及用来穿刺甲胄的矛尖。长长的握柄允许持用者蓄积令人惊异的力道。你持用苜蓿战锤时,击破中型和重型盔甲的破武战技检定+2。
马杜(Madu):马杜是一种侧面延伸出四个尖刺的圆形轻盾。若你擅长马杜,你能在持用它进行防御式战斗时攻击检定承受-2减值而非通常的-4,你使用“寓守于攻”专长时的攻击减值也会降低1点(减值至少-1)。你无法用持有马杜的手抓握任何其他东西。若你不擅长它,可以将其视为带刺轻盾。
捕人叉(Mancatcher):这件长兵器包括了两支攻击时环绕住对象的弧形金属杠,允许你将一名对手定身。捕人叉是用来捕捉特定体型(譬如小型或中型)的生物而打造的,无法作用于体型不对的生物。向对像进行一次接触攻击,命中后再通过战技检定来擒抱他(虽然未空出双手也无需承受-4减值);成功则意味着你与对手展开擒抱,但是你不会与之占据相同的空间。一旦对手被擒抱,你能以擒抱动作来移动或伤害他。捕人叉硬度为10,生命值5点;破坏它的力量检定DC为26。若你放开捕人叉,对方能以一个标准动作解放自己。
(https://s3.bmp.ovh/imgs/2024/12/16/0c3f4ee5810c2004.jpg)
石磨棒(Mere Club):传统上是由雕琢好的石块制成,石磨棒是一种边缘平齐、尖端锋锐的短棒。
流星锤(Meteor Hammer):这件武器由一对通过10尺长的锁链连接的铁锤组成。你可以旋舞铁锤以利于锁链捆绑对手。当你用流星锤进行一次摔绊战技攻击且命中时,你可以选择将目标向你拉近5尺而非将其击倒。除此之外,流星锤有两种用法:攻击模式和防御模式。在攻击模式下,你可以将其作为一件双头武器使用;而在防御模式下,你只能使用它的一头,但是在防御等级上获得+1盾牌加值。你可以在自己的行动轮开始时决定使用何种战斗模式。
重标枪(Pilum):这把重型标枪的尖端被设计用来击穿并嵌入盾牌。类似弹药,一支重标枪在击中目标后损毁。若你以重标枪击中持盾的对象,他在用一个标准动作从盾牌上拔出此物之前失去AC的盾牌加值。
双叉(Rhoka):使用这种剑的几乎都是透肌魔人(Urdef han, B2),一种憎恨生命的幽暗地域(Darklands)土著半恶魔生物。这把剑的尺寸与长剑(longsword)相近,但有两片并列的锯齿状剑刃,且每片剑刃的末端都有残酷的勾弧。
(https://s3.bmp.ovh/imgs/2024/12/16/f02f45c6bde66fc4.jpg)
绑绳拳套(Rope Gauntlet):通过用细而坚韧的麻绳包裹你的手和前臂,然后将这种权宜的手套浸入水中以增加重量并膨胀,你可以将拳头变成坚硬的武器,以至于在拳击中容易击杀对手。
每个绑绳拳套都需要足足一分钟时间来穿戴,并需要额外一分钟进行浸泡,然而一旦戴好的话,就能戴一天;移除一个绑绳拳套需要花费一个整轮。当你穿戴绑绳拳套时,你视为有武装【译注:即不会因攻击而引发借机攻击】,徒手打击造成致命伤害而不是非致命伤害。若你擅长绑绳拳套,你可用绑绳那粗糙的边缘来造成挥砍伤害,而非钝击伤害。装备绑绳拳套时你的手指大部分裸露,因此能持用其他武器或拿取物品,但其对你手指关节处的收缩,导致你用装备该武器的手来完成所有涉及手部且依赖于准确性的工作时检定-2(譬如开锁)。
角斗剪(Scizore):也被称为“塔尔多剪”,角斗剪是一件恰好包裹前臂、末端加装半月刃的套管。角斗剪带来AC盾牌加值+1,但若你用其攻击,你会在这一轮失去其AC加值并在攻击检定中承受-1减值。在装备角斗剪时,你无法用这只手做任何其他事情。装备上一件角斗剪是一个整轮动作。
(https://s3.bmp.ovh/imgs/2024/12/16/515c8ca4a92f5a53.jpg)
蝎尾鞭(Scorpion Whip):这只鞭子上镶嵌着一系列犬牙交错的锋刃。它能造成致命伤害,哪怕是面对AC具有护甲加值的生物。如果你擅长鞭子,你也可以使用蝎尾鞭。
钩剑(Shotel):钩剑是一把向内侧开刃的曲形剑,被设计用来越过盾牌攻击对手。你在持用钩剑时,对装备有小圆盾、轻盾和重盾的对手的攻击检定+1。
钩刀(Sica):这把刀是钩剑的轻量化版本。你在持用钩刀时,对装备有小圆盾、轻盾和重盾的对手的攻击检定+1。
投石手套(Sling Glove):这个弯曲的,2英尺长的舀形柳条篮子附在你的手腕上,让你可以只需向前挥动手臂就快速投掷拳头大小的石头。重新填装是一个自由动作,只要你有一只手是空着的,就不会引起借机攻击。向相邻目标扔石头时,你会受到–4减值,并且该武器无法攻击和你共格的生物。
臭囊(Stingchuck):臭囊是一种由类人生物的头颅制成的脏袋,通过将头颅移除大脑、并将颅骨大面积刮伤后,可使之在投掷后爆裂。通常在其中填满能叮蜇的有害虫类,并如同溅射武器(splash weapon)般运作。当它击中目标时,其中有害虫类会叮咬并蜇伤目标,造成1d6点伤害,并迫使该目标进行一次DC 11的强韧豁免,以避免其恶心1d3轮。若一个臭囊使一名生物恶心,且该生物每保持1轮恶心的话,则会因为被有害虫类叮咬而受到额外1点伤害。溅射效果内的所有生物,都会因为有害虫类而受到1点伤害,但不会有陷入恶心的风险。
折叠刀(Switchblade Knife):这把刀的刀柄里藏着一把弹簧承载的刀片。它可以被设计成看起来像另一种类型的物体(一次DC 15的察觉检定可看破其伪装)。倘若你已将之持握在手中的话,你可以以一个自由动作激活。该武器被视为匕首(dagger)。
折剑匕首(Swordbreaker Dagger):你能通过用锋刃背侧的豁口咬住敌人的剑刃,并将武器当作扳手来用这把匕首卸除或破坏对方的武器。如果你擅长这种武器,对刃型武器(bladed weapons)的卸武和破武战技检定+4。
(https://s3.bmp.ovh/imgs/2024/12/16/8df68b081c226276.jpg)
注射器矛(Syringe Spear):这把武器的锋刃包含一根连接到在横杆正下方空心容器的细管或孔道。用这把矛成功击中会将其容器内包含的液体(通常是毒药)注射入目标体内。重新填充一根注射器矛需要1分钟。
石刃剑(Terbutje):这段退货后木头沿其周身镶嵌着一些鲨鱼牙、黑曜石、玻璃或类似的材料。它是易碎的,有时会在盔甲或敌人的武器上碎裂。在使用一把石刃剑攻击时如果你骰出了1,武器自动获得破损状态。用一把破损的石刃剑骰出1会毁坏它。
钢制石刃剑(Terbutje, Steel):这是一把被制造得很像一般石刃剑的锻造过的武器。它没有非金属版本的易碎属性。
飞盾(Throwing Shield):这面盾牌被设计用来投掷,因此其握把的设计允许你通过一个自由动作卸下并投掷出去。塔盾无法被作为飞盾。盾牌的AC增强加值和盾刺都无法作用于你的攻击和伤害检定。
木桩(Wooden Stake):这是一块削尖了的木头。用作武器的长钉(iron spikes)【译注:详见:冒险道具-长钉】和木桩造成一样的伤害。
特别:
有些武器出现在本书的列表中,但是在武器这一小节没有描述。为了方便大家找到描述,以下将列出这些武器,并找出CHM中收集的相关描述:
屠狗刃(Dogslicer):这柄弯曲的短剑是地精的偏好武器,它们在剑刃上打了许多洞以减轻武器的重量。精制品屠狗刃会失去〈易碎〉武器特性。
战斗剃刀(War razor):战斗剃刀表面是一把特大的剃须刀或折叠刀。因为可以折叠到手柄中所以不需要护具,这也使其更容易隐藏,因此将此藏在身上的巧手检定获得+2加值。
战斗剑鞘(Combat Scabbard):战斗剑鞘是一种临时武器,当你拔出剑鞘中的武器时,你还可以以一个迅捷动作将剑鞘从你的腰带上移除(作为武器)。剑鞘装备技法专长(见本书第22页)将在战斗中提供更多剑鞘的额外用法。判断战士武器组时,用于收纳重刃组武器(Heavy Blades)的战斗剑鞘视为锤武器组(Hammers);而用于收纳轻刃组武器(Light Blades)的战斗剑鞘则视为贴身武器组(Close)。
喀拉尔(Klar):这把样式传统的部落武器将金属短刃固定在有角巨蜥的头骨之前,而技艺精湛的铁匠也能够以纯铁打造其整件。典型的喀拉尔被视为加装了盾刺的轻型木盾;金属喀拉尔则被视为加装了盾刺的轻型钢盾。
裂地锤(Earth breaker):这把巨锤头部的致命钢铁收拢为数个钝尖,将挥舞的猛恶力道集中于较小的区域,使其能够轻易砸穿铠甲。由于其令人咋舌的尺寸和沉重的锤头,一把裂地锤的平衡很难掌控,需要双手才能恰当地举起和控制。
食人魔巨钩(Ogre hook):这把锋利金属制成的大钩子能轻易地摔翻和捕获逃窜的敌人。由食人魔发明,食人魔巨钩的武器型号多为大型,并且样式粗糙——常为从受害者身上剥下来的武器或盔甲扭成的。尽管做工差劲,获得一把食人魔巨钩的稀有度和高风险,使其价格不菲。
锯齿剑(Sawtooth sabre):作为刺客的招牌武器,锯齿剑是残酷而有效的兵刃。你能将锯齿剑作为军用武器来使用(此时功能如同长剑)。若你拥有“擅长异种武器(锯齿剑)”专长,在双武器战斗中可以将其视为轻型武器;其他所有情况下则都视为单手近战武器。
奥多里决斗剑(Dueling sword, Aldori):这把略微弯曲的剑长度刚刚超过三英尺。奥多里决斗剑可以作为军用武器使用(这种情况下,它视作长剑),但如果你拥有异种武器擅长(奥多里决斗剑)的专长,你可以使用奥多里决斗剑应用武器娴熟专长在攻击时用敏捷替换力量作为攻击加值,即使它不是轻型武器。你还可以双手挥舞一把奥多里决斗剑,将1.5倍力量调整值应用于伤害骰中。
反曲剑(Falcata):这把沉重的刀剑单侧开刃,锋利的刃侧从底部凹向顶部,并具有钩形的握柄。如同放大版的反曲刀,它的形状使重心靠前,其锋刃的打击动量如同斧头。它的剑柄有时会被刻成马头或鹰头,并可能有连结柄端与护手之间的细链用来保护手部和手指。
镰剑(Khopesh):这把沉重的刀剑末端有着鸦喙般的弧线,使其整体造型与战斧相似。典型的镰剑长约20到24寸。弧线设计使持用者能够绕过防御钩击、或绊摔敌人。镰剑的典雅造型驱使很多工匠为其添加精美的装饰。
仪剑(Temple sword):这把沉重的刀剑通常被宗教场所的守卫使用。仪剑有着新月形的刀刃,令它看上去介于镰刀和弯刀之间。很多仪剑上打有孔洞,再以铃铛、钵片之类神圣坠饰加以镶嵌,用来体现其所有者的精神崇拜或冥思法器。武僧擅长仪剑。
软剑(Urumi):也被称为“鞭剑”,这把武器具有长达5尺,边缘锋锐而极具弹性的钢锻剑刃。软剑可以通过类似抽打的动作削切对手,它柔软而有弹性的剑身甚至可以卷起收入腰带中。
刃巾(Scarf, bladed,又译围巾刃):因为了解他们诱惑的表演可能引出观众的最坏一面,一些瓦瑞西亚人将几排剃刀般锋利的刀刃装进他们的围巾之中。有效的使用这种围巾同时又不显露其致命本性所需的技术让它们成为了异种武器。如果你熟练使用围巾刃,你对任何在你持用围巾时成功对你进行擒抱鉴定的生物造成1d4点挥砍伤害。你可以使用武器娴熟专长将敏捷调整值代替力量调整值应用于合适你体型的围巾刃攻击骰上,即使它并不是一件轻型武器。
双发弩(Double crossbow):这件重型武器一次扣下扳机可以击发两只铁簇弩矢。由于其型号和重量惊人,你在擅长它的情况下攻击检定也要受到-4减值,若不擅长则为-8。若攻击命中,目标将会受到两只弩矢的伤害。重击、偷袭和其他基于精准的伤害仅会应用于第一只弩矢。装填一支弩矢是一个标准动作;“快速装填”专长能将其减至一个移动动作。“十字弓熟稔(Crossbow Mastery, APG)”专长允许你通过一个移动动作为其装填两只弩矢。双发弩发射弩矢。
休盎提套牛绳(Shoanti bola):它和普通的套牛绳一样,但它造成的是致命伤而不是非致命伤。
战士武器组
注:蝴蝶刃(butterfly knife)和双叉(rhoka)除极少部分细节基本上与蝴蝶双刀(Butterfly sword)和双叉剑(rhoka sword)相同,休盎提套牛绳(Shoanti bola)尽管在其他书目中出现整理者也未找到武器组相关说明。此外链枪后续也不再拥有飞爪的别名。
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根据官方blog (https://paizo.com/community/blog/v5748dyo5li4u?Weapon-TrainingAnd-So-Many-Weapons)修订,并不代表当前全扩展武器组情况;出处以出版时间先后顺序排列;AA2的武器在当本书规定了武器组,该全部整理进去/移除吗?
斧(Axes): | | 新月战斧(bardiche,AA/APG/UE) | | | 战斧(battleaxe,CRB/UE) |
| | 登舰斧(boarding axe,PotIS/AA2) | | | 折叠熊手(collapsible kumade,MTT) |
| | 矮人双头重斧(dwarven double waraxe,ARG) | | | 矮人长战斧(dwarven longaxe,ARG) |
| | 矮人槌斧(dwarven maulaxe,PCS/AA) | | | 矮人重斧(dwarven waraxe,CRB/UE) |
| | 斧匕(gandasa,MTT) | | | 巨斧(greataxe,CRB/UE) |
| | 手斧(handaxe,CRB/UE) | | | 重型镐(heavy pick,CRB/UE) |
| | 钩斧(hooked axe,UC/UE) | | | 飞掷钺(hurlbat,RTT) |
| | 指斧(knuckle axe,UC/UE) | | | 熊手(kumade,MTT) |
| | 轻型镐(light pick,CRB/UE) | | | 重型镐(heavy pick,CRB/UE) |
| | 手斧(handaxe,CRB/UE) | | | 鹤嘴锄(mattock,UE) |
| | 兽人双头斧(orc double axe,CRB/UE) | | | 拳剑(pata,PCS/AA/UC/UE) |
| | 飞斧(throwing axe,CRB/UE) | | | 钉斧(tongi,MTT) |
|
重刃(Blades, Heavy): | | 奥多里决斗剑(Aldori dueling sword,PCS/AA/ISWG/AG) | | | 训象钩(ankus,MTT) |
| | 重剑(bastard sword,CRB/UE) | | | 飞轮(chakram,AA/APG/UE/RTT) |
| | 水兵刀(cutlass,PotIS/VC/AA2) | | | 鸡刀镰(double chicken saber,AA/APG/PotIS/UE) |
| | 手杖刀(double walking stick katana,UC/UE) | | | 精灵曲刃(elven curve blade,CRB/PCS/UE) |
| | 锥剑(estoc,MTT) | | | 反曲剑(falcata,PCS/AA/APG/UE) |
| | 弯刃大刀(falchion,CRB/UE) | | | 焰形剑(flambard,AA) |
| | 石刃大剑(great terbutje,UE) | | | 巨剑(greatsword,CRB/UE) |
| | 武士刀(katana,UC/UE) | | | 镰剑(khopesh,PCS/AA/APG/UE) |
| | 长剑(longsword,CRB/UE) | | | 九环大刀(nine-ring broadsword,UC/UE) |
| | 野太刀(nodachi,UC/UE) | | | 双叉剑(rhoka sword,ItD/AA/UE) |
| | 锯齿剑(sawtooth sabre,PCS/AA/ISWG/UE/AG) | | | 弯刀(scimitar,CRB/UE) |
| | 巨镰(scythe,CRB/UE) | | | 七支刀(seven-branched sword,UC/UE) |
| | 开锋战斗剑鞘(sharpened combat scabbard,AA) | | | 钩剑(shotel,UC/AA/UE) |
| | 摺叠巨镰(switchscythe,AA2) | | | 仪剑(temple sword,PCS/AA/APG/UE) |
| | 石刃剑(terbutje,AA/UE) | | | 双刃剑(two-bladed sword,CRB/UE) |
|
轻刃(Blades, Light): | | 刺刀(bayonet,AA/APG/PotIS/UE) | | | 刀片靴(blade boot,AA) |
| | 黄铜刀(brass knife,PotIS) | | | 蝴蝶双刀(butterfly sword,UC/UE) |
| | 飞轮(chakram,AA/APG/UE/RTT) | | | 匕首(dagger,CRB/UE) |
| | 鹿角刃(deer horn knife,MTT) | | | 屠狗刃(dogslicer,PCS/AA/ISWG/ARG/UE) |
| | 宽短剑(gladius,UC/UE) | | | 多刃飞刀(hunga munga,AA/UE/RTT) |
| | 单镰(kama,CRB/UE) | | | 虎牙刺(kerambit,UC/UE) |
| | 反曲刀(kukri,CRB/UE) | | | 苦无(kunai,RTT) |
| | 开山刀(machete,MTT) | | | 三叉拳剑(manople,MTT) |
| | 拳剑(pata,PCS/AA/UC/UE) | | | 多刃匕首(quadrens,UC/UE) |
| | 细剑(rapier,CRB/UE) | | | 鼠族尾刃(ratfolk tailblade,ARG) |
| | 海之匕(sea-knife,ARG) | | | 短剑(short sword,CRB/UE) |
| | 钩刀(sica,AA/UC/UE) | | | 镰刀(sickle,CRB/UE) |
| | 星刃(starknife,PCS/CRB/VBoL/UE) | | | 弹簧刃(switchblade knife,AA) |
| | 杖剑(sword cane,APG/UE) | | | 折剑匕首(swordbreaker dagger,AA/APG/UE) |
| | 尾刃(tailblade,仅查询到鼠族尾刃,ARG) | | | 胁差(wakizashi,UC/UE) |
| | 战斗剃刀(war razor,PCS/AA/ISWG/BotD) |
|
弓(Bows): | | 复合长弓(composite longbow,CRB/UE/RTT) | | | 复合短弓(composite shortbow,CRB/UE/RTT) |
| | 长弓(longbow,CRB/UE/RTT) | | | 短弓(shortbow,CRB/UE/RTT) |
| | 荆棘弓(thorn bow,PCS/AA) |
|
贴身(Close): | | 甲刺(armor spikes,CRB/UE) | | | 巴霸魔胡须(barbazu beard,CEoD) |
| | 刺刀(bayonet,AA/APG/PotIS/UE) | | | 刀片靴(blade boot,AA) |
| | 黄铜指虎(brass knuckles,AA/APG/UE) | | | 拳套(cestus,AA/APG/UE) |
| | 短棒(dan bong,UC/UE) | | | 矮人巨石盔(dwarven boulder helmet,ARG) |
| | 峨眉刺(emei piercer,UC/UE) | | | 铁骨扇(fighting fan,UC/UE) |
| | 绞索(garrote,AA) | | | 铁手套(gauntlet,CRB/UE) |
| | 重型盾牌(heavy shield,CRB/UE) | | | 钩手(hook hand,PotIS/VC) |
| | 判官笔(iron brush,UC/UE) | | | 喀拉尔(klar,PCS/AA/ISWG/VBoL/UE) |
| | 轻型盾牌(light shield,CRB/UE) | | | 马杜(madu,UC/AA/UE) |
| | 石磨棒(mere club,AA/UE) | | | 拳刃(punching dagger,CRB/UE) |
| | 绑绳拳套(rope gauntlet,AA) | | | 闷棍(sap,CRB/UE) |
| | 角斗剪(scizore,UC/AA/UE) | | | 盾刺(shield spikes,CRB/UE) |
| | 带刺铁手套(spiked gauntlet,CRB/UE) | | | 手甲钩(tekko-kagi,UC/UE) |
| | 旋棍(tonfa,UC/UE) | | | 徒手打击(unarmed strike,CRB) |
| | 木桩(wooden stake,PCS/AA/APG/UE) | | | 武师镖(wushu dart,UC/UE) |
|
弩(Crossbows): | | 重型轮轴十字弓(crank crossbow (heavy),RTT) | | | 轻型轮轴十字弓(crank crossbow (light),RTT) |
| | 双发弩(double crossbow,CMR/PCS/AA/APG/UE/RTT) | | | 腹弩(gastraphetes,DS) |
| | 手弩(hand crossbow,CRB/UE/RTT) | | | 重弩(heavy crossbow,CRB/UE/RTT) |
| | 弹射弩(launching crossbow,AA) | | | 轻弩(light crossbow,CRB/UE/RTT) |
| | 连发手弩(repeating hand crossbow,UE/RTT) | | | 连发重弩(repeating heavy crossbow,CRB/UE/RTT) |
| | 连发轻弩(repeating light crossbow,CRB/UE/RTT) | | | 重型捕俘十字弓(slaver's crossbow (heavy),MC) |
| | 轻型捕俘十字弓(slaver's crossbow (light),MC) | | | 石弹弓(stonebow,RTT) |
| | 袖箭(tube arrow shooter,UC/UE/RTT) | | | 水下轻弩(underwater light crossbow,ARG/UE/RTT) |
| | 水下重弩(underwater heavy crossbow,ARG/UE/RTT) |
|
双头武器(Double Weapons): | | 侏儒战梯(battle ladder,GoG/AA2) | | | 长棒(bo staff,UC/UE) |
| | 登船叉(boarding gaff,PotIS/AA2) | | | 链枪(chain spear,PCS/AA/APG/UE) |
| | 双头链枷(dire flail,CRB/UE) | | | 手杖刀(double walking stick katana,UC/UE) |
| | 双镰(double-chained kama,UC/UE) | | | 矮人双头重斧(dwarven double waraxe,ARG) |
| | 矮人矛斧(dwarven urgrosh,CRB/UE) | | | 侏儒钩锤(gnome hooked hammer,CRB/UE) |
| | 半身人双发投石索(halfling double sling,HoG) | | | 锁镰(kusarigama,UC/UE) |
| | 禅杖(monk's spade,UC/UE) | | | 兽人双头斧(orc double axe,CRB/UE) |
| | 木棍(quarterstaff,CRB/UE) | | | 棍矛(taiaha,UE) |
| | 双刃剑(two-bladed sword,CRB/UE) | | | 锤矛(weighted spear,MTT) |
|
火器(Firearms): | | 单手火器(one-handed firearms,UC/UE) | | | 双手火器(two-handed firearms,UC/UE) |
| | 攻城火器(siege firearms,UC) |
|
链索(Flails): | | 战斗火球(battle poi,AA) | | | 刃巾(bladed scarf,PCS/AA/ISWG/VBoL) |
| | 九尾鞭(cat-o'-nine-tails,PotIS/AA2) | | | 链枪(chain spear,PCS/AA/APG/UE) |
| | 双头链枷(dire flail,CRB/UE) | | | 双镰(double chained kama,UC/UE) |
| | 矮人链球(dwarven dorn-dergar,DoG/AA2) | | | 轻型链枷(flail (light flail),CRB/UE) |
| | 长柄链枷(flailpole,GoG) | | | 弹簧锤(flickmace,GoG) |
| | 弗林得棍(flindbar,CMR/MC) | | | 旋刃(flying blade,UC/UE/RTT) |
| | 侏儒耙(gnome pincher,MTT) | | | 半身人旋绳(halfling rope-shot,MTT) |
| | 重型链枷(heavy flail,CRB/UE) | | | 锁镰(kusarigama,UC/UE) |
| | 距拔(kyoketsu shoge,UC/UE) | | | 流星锤(meteor hammer,AA/UC/UE) |
| | 钉头锤(morningstar,CRB/UE) | | | 九节鞭(nine-section whip,UC/UE) |
| | 双节棍(nunchaku,CRB/UE) | | | 三节棍(sansetsukon,UC/UE) |
| | 蝎尾鞭(scorpion whip,AA/UC/UE) | | | 刺链(spiked chain,CRB/UE) |
| | 软剑(urumi,PCS/AA/ISWG/UC/UE) | | | 长鞭(whip,CRB/UE) |
|
锤(Hammers): | | 飞钩杖(aklys,CHR/AA/UC/UE) | | | 圣水花洒(battle aspergillum,APG/UE) |
| | 木棒(club,CRB/UE) | | | 战斗剑鞘(combat scabbard,AA) |
| | 矮人长战锤(dwarven longhammer,ARG) | | | 矮人槌斧(dwarven maulaxe,PCS/AA) |
| | 裂地锤(earth breaker,PCS/AA/ISWG/VBoL/UE) | | | 巨木棒(greatclub,CRB/UE) |
| | 半棒(hanbo,AA) | | | 重型硬头锤(heavy mace,CRB/UE) |
| | 圆头棒(knobkerrie,RTT) | | | 轻锤(light hammer,CRB/UE) |
| | 轻型硬头锤(light mace,CRB/UE) | | | 石磨棒(mere club,AA/UE) |
| | 动力槌(piston maul,GoG) | | | 刺棍(planson,MTT) |
| | 棍矛(taiaha,UE) | | | 金碎棒(tetsubo,UC/UE) |
| | 鱼嘴棒(wahaika,UE) | | | 战锤(warhammer,CRB/UE) |
|
狗头人尾部附属武器: | | 长尾鞭(long lash,ARG) | | | 尾锤(pounder,ARG) |
(Kobold Tail Attachment) | | 尾锋(razored tail attachment,ARG) | | | 尾钉(spiked tail attachment,ARG) |
| | 尾钩(sweeper,ARG) |
|
武僧(Monk): | | 长棒(bo staff,UC/UE) | | | 黄铜指虎(brass knuckles,AA/APG/UE) |
| | 蝴蝶双刀(butterfly sword,UC/UE) | | | 拳套(cestus,AA/APG/UE) |
| | 短棒(dan bong,UC/UE) | | | 鹿角刃(deer horn knife,MTT) |
| | 双镰(double chained kama,UC/UE) | | | 鸡刀镰(double chicken saber,AA/APG/PotIS/UE) |
| | 峨眉刺(emei piercer,UC/UE) | | | 铁骨扇(fighting fan,UC/UE) |
| | 半棒(hanbo,AA) | | | 十手(jutte,UC/UE) |
| | 单镰(kama,CRB/UE) | | | 锁镰(kusarigama,UC/UE) |
| | 距拔(kyoketsu shoge,UC/UE) | | | 杖隐刃(lungchuan tamo,UC/UE) |
| | 禅杖(monk's spade,UC/UE) | | | 九环大刀(nine-ring broadsword,UC/UE) |
| | 九节鞭(nine-section whip,UC/UE) | | | 双节棍(nunchaku,CRB/UE) |
| | 木棍(quarterstaff,CRB/UE) | | | 绳镖(rope dart,UC/UE/RTT) |
| | 笔架叉(sai,CRB/UE) | | | 三节棍(sansetsukon,UC/UE) |
| | 七支刀(seven-branched sword,UC/UE) | | | 双钩(shang gou,UC/UE) |
| | 手里剑(shuriken,CRB/UE/RTT) | | | 破魔锥(siangham,CRB/UE) |
| | 三股叉(tiger fork,UC/UE) | | | 旋棍(tonfa,UC/UE) |
| | 三尖两刃刀(tri-point double-edged sword,UC/UE) | | | 徒手打击(unarmed strike,CRB) |
| | 软剑(urumi,PCS/AA/ISWG/UC/UE) | | | 武师镖(wushu dart,UC/UE) |
|
天生(Natural): | | 徒手打击(unarmed strike,CRB) | | | 天生武器(natural weapons,CRB) |
|
长柄(Polearms): | | 新月战斧(bardiche,AA/APG/UE) | | | 鸦啄战锤(bec de corbin,AA/APG/UE) |
| | 戈刀(bill,AA/APG/UE) | | | 登船叉(boarding gaff,PotIS/AA2) |
| | 牧钩(crook,MTT) | | | 斩矛(fauchard,CHR/AA) |
| | 长柄链枷(flailpole,GoG) | | | 大砍刀(glaive,CRB/UE) |
| | 尖刺大砍刀(glaive-guisarme,AA/APG/UE) | | | 长勾刀(guisarme,CRB/UE) |
| | 戟(halberd,CRB/UE) | | | 钩镰枪(hooked lance,UC/UE) |
| | 斩马刀(horsechopper,PCS/AA/ISWG/ARG/UE) | | | 苜蓿战锤(lucerne hammer,AA/APG/UE) |
| | 捕人叉(mancatcher,AA/APG/UE) | | | 禅杖(monk's spade,UC/UE) |
| | 食人魔巨钩(ogre hook,PCS/AA/ISWG/UE) | | | 薙刀(naginata,UC/UE) |
| | 野太刀(nodachi,UC/UE) | | | 刺叉(ranseur,CRB/UE) |
| | 链锯大砍刀(ripsaw glaive,GoG) | | | 三股叉(tiger fork,UC/UE) |
|
攻城武器(Siege Weapons): | | 弩炮(ballista,CRB/UC) | | | 臼炮(bombard,UC) |
| | 投石车(catapult,CRB/UC) | | | 铁鸦喙(corvus,UC) |
| | 炎蛟炮(firedrake,) | | | 炎龙炮(firewyrm,UC) |
| | 廊车(gallery,UC) | | | 破城槌(ram,CRB/UC) |
| | 攻城塔(siege tower,CRB/UC) | | | 投射器(springal,UC) |
| | 抛石机(trebuchet,UC) | | | 其他攻城兵器(other siege engines) |
|
矛(Spears): | | 投枪索(amentum,UC/UE/RTT) | | | 尖刺矛(barbed spear,MTT) |
| | 猎猪矛(boar spear,APG/UE) | | | 登舰矛(boarding pike,PotIS) |
| | 链枪(chain spear,PCS/AA/APG/UE) | | | 杜鲁(doru,DS) |
| | 精灵分叉矛(elven branched spear,MTT) | | | 烧瓶矛(flask pike,GHH) |
| | 标枪(javelin,CRB/UC/UE/RTT) | | | 鱼叉(harpoon,PotIS/UE) |
| | 注射矛(injection spear,CHR) | | | 长枪(lance,CRB/UE) |
| | 长矛(longspear,CRB/UE) | | | 兽人开颅棒(orc skull ram,MTT) |
| | 重标枪(pilum,AA/APG/UE/RTT) | | | 刺棍(planson,MTT) |
| | 萨里沙长矛(sarissa,GHH) | | | 短矛(shortspear,CRB/UE) |
| | 倒钩矛(sibat,UC/UE/RTT) | | | 矛(spear,CRB/UE) |
| | 射矛器(spear-sling,RTT) | | | 注射器矛(syringe spear,AA) |
| | 三股叉(tiger fork,UC/UE) | | | 图腾矛(totem spear,VBoL) |
| | 三叉戟(trident,CRB/UE) | | | 锤矛(weighted spear,MTT) |
|
投掷(Thrown): | | 飞钩杖(aklys,CHR/AA/UC/UE) | | | 投枪索(amentum,UC/UE/RTT) |
| | 掷镖器(atlatl,UE/RTT) | | | 吹箭(blowgun,CRB/PCS/UE/RTT) |
| | 套牛绳(bolas,CRB/UE/RTT) | | | 回力镖(boomerang,AA/APG/UE/RTT) |
| | 飞轮(chakram,AA/APG/UE/RTT) | | | 木棒(club,CRB/UE) |
| | 水晶飞轮(crystal chakram,CHR) | | | 匕首(dagger,CRB/UE) |
| | 飞镖(dart,CRB/UE/RTT) | | | 鹿角刃(deer horn knife,MTT) |
| | 凶蛮套牛绳(dire bolas,GHH) | | | 杜鲁(doru,DS) |
| | 掷瓶器(flask thrower,GoG/AA2) | | | 爪钩(grappling hook,PotIS) |
| | 半身人双发投石索(halfling double sling,HoG) | | | 半身人投石杖(halfling sling staff,CRB/UE/RTT) |
| | 鱼叉(harpoon,PotIS/UE) | | | 多刃飞刀(hunga munga,AA/UE/RTT) |
| | 飞掷钺(hurlbat,RTT) | | | 标枪(javelin,CRB/UC/UE/RTT) |
| | 震电飞镖(jolting dart,ARG) | | | 套索(lasso,AA/APG/UE/RTT) |
| | 投镖索(kestros,UE/RTT) | | | 圆头棒(knobkerrie,RTT) |
| | 苦无(kunai,RTT) | | | 轻锤(light hammer,CRB/UE) |
| | 捕网(net,CRB/UE/RTT) | | | 费勒罗斯(phaleros,DS) |
| | 毒砂管(poisoned sand tube,UC/UE/RTT) | | | 绳镖(rope dart,UC/UE/RTT) |
| | 短矛(shortspear,CRB/UE) | | | 尖啸标枪(shrillshaft javelin,GoG) |
| | 手里剑(shuriken,CRB/UE/RTT) | | | 倒钩矛(sibat,UC/UE/RTT) |
| | 投石索(sling,CRB/UE/RTT) | | | 投石手套(sling glove,AA) |
| | 钩网(snag net,ARG/UE/RTT) | | | 矛(spear,CRB/UE) |
| | 星刃(starknife,PCS/CRB/VBoL/UE) | | | 臭囊(stingchuck,AA) |
| | 注射器矛(syringe spear,AA) | | | 飞斧(throwing axe,CRB/UE) |
| | 掷箭索(throwing arrow cord,RTT) | | | 飞盾(throwing shield,AA/UC/UE/RTT) |
| | 三叉戟(trident,CRB/UE) | | | 鱼嘴棒(wahaika,UE) |
| | 武师镖(wushu dart,UC/UE) |
-
重译
(https://www.aonprd.com/images/PathfinderSocietySymbol.gif)拆机客 Galvanic Saboteur [游侠变体]
出自:People of the River pg. 25
几十年前,伟大的军阀科沃斯·库变成了沉迷享乐的暴君,这让纽美利亚人难以接受。许多卡利德人将科沃斯·库的转变归咎于科技联盟,并对联盟及其机器爪牙投以怀疑和恐惧。此后,一些卡利德游侠发展了击败联盟的机器爪牙和狡猾的奥术施法者的技术。
本职技能:电流破坏者将解除装置和知识(奥秘)添加到他的职业技能列表中,并删除驯养动物和知识(地城)。
宿敌(Enemy, Ex):在1级时,拆机客必须选择构装体作为他的第一宿敌。此能力调整了宿敌。
再编程(Reprogram, Ex):在1级,拆机客可以改善一个无心智构装体的初始态度。该能力如同野性认同般起效,除了仅针对无心智构装体。游侠可以使用该能力影响智能构装体,但他在检定中要受到-4的罚值。此能力取代了野性认同。
幸运闪避(Lucky Dodge, Ex):在3级,拆机客可以闪避即使是最先进的构装体敌人的精准攻击。只要他敌人的类型与他的第一宿敌相匹配,游侠就会在接触AC上获得幸运加值。该加值等同于游侠对该生物类型的宿敌加值的1/2。在8、13和18级,只要对手的类型分别与他的第二、第三和第四宿敌的类型相匹配,游侠也会在AC上获得此幸运加值。拆机客的动物伙伴(如果他的猎手羁绊选择了动物伙伴)也获得此幸运加值。此能力取代了偏好地形。
科技陷阱匠(Technological Trapsmith, Ex):在7级,拆机客可以使用带有发条或机体亚种的损毁的构装体遗骸来装备技术陷阱。为了成功安装这样一个陷阱,游侠必须花1分钟时间在损坏的构装体上工作,并进行一次解除装置检定(DC = 10+构装体的HD)。一旦失败,陷阱就不能起效,构装体的遗骸也会被毁坏;成功后,游侠将创造一个如下数据的机械陷阱:
遥控构装陷阱(Rigged Construct Trap)
类型:机械;察觉:DC 20;解除装置:DC 20
效果
触发:位置型(构装体遗骸占据的所有区域);复位:无
效果:电击爆炸(构装体遗骸每拥有2HD造成1d6点电击伤害);反射豁免(DC=10+1/2游侠等级+游侠智力调整值);复数目标(构装体遗骸周围5尺内的所有目标)
其他类型的被摧毁的构装体可以作为遥控构装陷阱的合适材料(由GM自行决定)。被分解或类似效果摧毁的构造体,如果不能留下完整的残骸,则不能用于创建遥控构装体陷阱。此能力取代了穿林步。
静电打击(Static Strike, Ex):在8级,拆机客从他的构装体敌人那里收集足够多零件和废料,他可以为攻击注入些许外星能量。以一个标准动作,游侠每天可以使用一次静电打击,使用最高基础攻击加值进行一次近战攻击。如果攻击命中,它会额外造成 1d6 点闪电伤害,游侠可以以最高基础攻击加值对与前一个敌人相邻且仍在他攻击范围内的敌人进行额外攻击,如同他有顺势斩专长,只是他不会在AC上承受-2的罚值;第二次攻击会额外造成2d6点闪电伤害。在第 12 级时,游侠可以继续对邻近的生物进行攻击,就好像他拥有大顺势斩,每次命中时对下个敌人造成的闪电伤害都会递增。游侠在14级时每天可以使用此能力两次,在20级时每天可以使用此能力3次。此能力取代了快速追踪和伪装。
监视规避(Sensor Evasion, Su):在17级,拆机客已经掌握了躲避科技和魔法侦察的艺术。他可以使用隐匿技能对抗构装体和魔法传感器(例如由秘法眼或锐耳术/鹰眼术创建的传感器),即使被注意到。此能力取代了视线躲藏。
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(https://aonprd.com/images/PathfinderSocietySymbol.gif)神策之大弓 Daikyu of Commanding Presence
出自:Pathfinder #53: Tide of Honor pg. 60
灵光:强烈塑能系 施法者等级:12
位置:无;价格:26000 gp;重量:3 磅
这种不对称的明海长弓或大弓长6尺多,弓身由合竹、木头和皮革制成,握把由帝龙皮制成。神策之大弓是一把+2寻踪复合长弓,可以调整其力量级别以匹配持用者的力量。每天一次,神策之大弓的持有者可以向空中发射一支箭,昼明术法术效果将照亮周围区域1d6轮。在昼明术效果期间,在昼明术的增强照明区域(120尺)内的所有盟友在恐惧效果的豁免检定上都会获得+2的士气加值,冲锋时的攻击检定将获得+1的士气加值。如果神策之大弓的持有者是骑将或武士,则这种昼明术效果在角色决定旗帜职业能力时视为一面旗帜,决定士气加值时骑士或武士等级视为比平时高5级。此外,骑将或武士持握大弓时,可以对弓箭第一射程增量范围内的敌人使用挑战能力,并用弓箭对挑战目标造成额外伤害。
神策之大弓是东山(Higashiyama)家族的祖传武器,东山家族是明海五大皇室之一。大弓被赋视为皇室荣誉的象征,任何企图使用此武器的丧失荣誉的生物(如恶鬼、叛徒、弑亲者等)会遭受一个永久的负向等级。只要武器在手中负向等级就一直存在,当不再使用该武器时,负向等级就会消失。但是只要武器在手中,负向等级便不能以任何方式移除(包括复原术(restoration))。
制造条件:制造魔法武器和防具,牛之力量,昼明术,英雄气概,真知术
制造成本:13200 gp
(https://aonprd.com/images/PathfinderSocietySymbol.gif)挑战之盾 Challenging Shield
出自:Armor Master's Handbook pg. 31
灵光:微弱防护系 施法者等级:1
位置:盾牌;价格:5170 gp;重量:15 磅
这面+1重钢盾的正面印有钢铁雄主古拉姆的标志。在拥有挑战APG职业能力的角色手中,此盾牌会授予额外能力。作为迅捷动作,花费一次挑战职业能力的次数,挑战之盾的佩戴者可以将她的魅力调整值作为盾牌加值加到AC上,用于抵抗她所挑战的目标,持续1分钟。
制造条件:制造魔法武器和防具,海灵优雅ARG
制造成本:3670 gp
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【AA】冒险者的军械库(Adventurer's Armory)
第一章 武器、护甲、和冒险装备(Weapons, Armor, and Adventuring Gear)
武器(Weapons)
此武器列表是对《核心规则书(Pathfinder RPG Core Rulebook)》中的武器列表的补充。倘若一种武器的描述说它被“视为(treated as)”另一种武器的话,那么一名缺乏适当的异种武器擅长(exotic weapon proficiency)的角色,仍然可以将该武器如同其描述中的另一种武器和那般,使用该武器并应用相关专长(比如武器专攻),且某些能力刚需一把特定武器时也可如此判定。例如,蝴蝶刀(butterfly knife)允许擅长它的使用者,以一个自由动作拆开或组合(open or close)它,并在其他方面被视为一把匕首(dagger),这意味着其使用者可以如同一把匕首般持用蝴蝶刀,并在持用它时获得武器专攻(匕首)的专长效果、可将其作为一道仅能影响匕首的法术的目标、凡此种种。
边栏:武器等效性(Weapon Equivalencies)
本节介绍了许多新武器,并且本可以包括更多、更多新武器。然而,与其将多种规则书中已有的、具有确切数据的武器收录,不如将本书中的武器赋予独特的数据、并使其发挥出《核心规则书(Pathfinder RPG Core Rulebook)》中的武器不曾发挥的特定作用。玩家们不应将这阻碍他们的创造力——如果他们角色的巨剑(greatswords)称之为重型双手剑(zweihänders)或高地阔剑(claymores),他们应该勇往直前!
武器详述
飞钩杖(Aklys):飞钩杖是一把钩形的投掷用木棒,带有20尺长的编织皮索;你能以移动动作回收投出的飞钩杖。它的弯钩允许你发动远程绊摔。有些飞钩杖上还凿出了孔洞,使得其在投掷时发出破空回响,这让它们在投向深邃而黑暗的通道时可作为一种理想的选择。
(https://s3.bmp.ovh/imgs/2024/12/16/dc0301e3544968b7.jpg)
响箭(Arrows, Whistling):响箭具有特殊的箭身凹槽和羽翎,这使得它们在其飞行轨迹的500尺内可发出尖锐而响亮的呼啸声。
新月战斧(Bardiche):这件长兵器的新月形斧刃通过两点连接在握柄上:斧刃正中连接在握柄前端的嵌座里,斧刃下侧则连接在握柄的另一处接点。斧刃通常会格外地长,有时甚至会与柄等长。你持用新月战斧时,为这件武器抵抗破武战技的CMD+2。
战斗火球(Battle Poi):这对手臂长的链子一端是手柄,另一端是大量燃油浸泡过的火把。火球的重量不足以造成物理伤害,但是燃烧的燃油造成火焰伤害。如果你擅长战斗火球,你在使用火球攻击时可以视为拥有“双武器格斗(Two-Weapon Fighting)”专长。火球可以通过花费整轮动作把它们闷在沙子里或淹没在水里来熄灭。
刺刀(Bayonet):刺刀是被设计用来装在弩槽和枪口上的近战武器。它允许你用这些武器进行近战攻击,但暂时无法将其作为远程武器。安装和拆卸刺刀是一个移动动作。
鸦啄战锤(Bec de Corbin):鸦啄战锤是一件很像苜蓿战锤的长兵器,不过锤头略钝、而矛尖则牢固并弯曲。你主要以矛尖来攻击。你持用鸦啄战锤时,击破中型和重型盔甲的破武战技检定+2。
戈刀(Bill):这件长兵器的锋刃呈弧形或钩状,并与其背部的长刺紧紧相贴。尖刺主要用来格挡和招架。这件武器在你进行防御式战斗或全防御时给予你AC+1盾牌加值。若一名骑乘中的敌手被戈刀击中的话,则该敌手用以维持骑乘的骑术检定受到-1罚值。
刀片靴(Blade Boot):刀片靴配有一把装配在弹簧上的刀片(knife),当用足尖以正确的密码组施加压力触发时,就会弹出。你可将刀片靴作为副手武器(off-hand weapon)使用。弹出刀片是一个迅捷动作;收回刀片是一个整轮动作。当刀片弹出时,你将正常地形视为困难地形,并将困难地形视为无法通行(impassable)。
回力镖(Boomerang):回力镖主要是芒吉居民(Mwangi people)的一种狩猎工具,但是携带这种多功能武器进战场也并不罕见。一把回力镖由扁平的木材制成,具有长长的握柄和弯曲的弧线,弧线收紧处则削得相当锋利。一把掷出的回力镖并不会沿着返回路径飞回;能回返的回力镖纯粹是为了娱乐。
(https://s3.bmp.ovh/imgs/2024/12/16/bc97ebf0e366f7f3.jpg)
黄铜指虎(Brass Knuckles):这件武器被设计为舒适地围绕指关节,通过缩小接触面积,从而放大拳头所施加的力。它们允许你通过徒手攻击造成致命伤害。你能用装备着黄铜指虎的手抓握但非持用一件武器或其他物品。若成功通过DC为“10+法术环级”的专注检定,你能用佩戴着黄铜指虎的手来完成施法所需的姿势成分。武僧擅长黄铜指虎。
蜂鸣弹丸(Bullets, Groaning):这些弹丸有着层叠的蜂窝状结构,因此他们飞行时会在500尺范围内发出令人毛骨悚然的声音。
蝴蝶刃(Butterfly Knife):一把蝴蝶刃在其柄的对半处还藏有的刃片,并且该刃片可被迅速取出并持用。倘若你擅长蝴蝶刃(或拥有“即时备战”专长)并将该武器持握在你手中的话,你可以以一个自由动作拆开(open)它;而一名不擅长该武器的使用者则需要一个移动动作才能拆开它。其他方面,该武器被视为一把匕首(dagger)。
拳套(Cestus):拳套是包裹着持用者前臂直至中指的皮制或粗布手套。这件近身格斗武器用指部附近的金属片加以强化,并常在手背和腕侧加装凶恶的棘刺。装备拳套时你视为有武装【译注:即不会因攻击而引发借机攻击】,徒手打击造成致命伤害而不是非致命伤害。若你擅长拳套,还能让徒手打击造成钝击或穿刺伤害。装备拳套时你的手指大部分裸露,因此能持用其他武器或拿取物品,但拳套对你手指灵活性的限制使你用这只手完成各项依赖于准确性的工作时检定-2(譬如开锁)。
链枪(Chain Spear):这件凶残的武器常因其功能多样而被用于角斗表演。武器的主体是一支标准的短矛(short spear),主要用来戳刺。矛的末端连结着一段锁链,锁链往往带刺、尾部还有铁钩。铁钩和锁链可被用来发动绊摔攻击。若你在绊摔战技检定中失败10点以上,你能够扔掉链枪以避免被反摔。
飞轮(Chakram):飞轮是一件简单、雅致、极为便携的投掷武器。它是一块扁平的环形“铁饼”,周围开刃。你可以作为近战武器持用飞轮,但它的设计并非为此服务;因此你的攻击检定将受-1减值,还要通过DC15的反射豁免以避免割伤自己(伤害减半,无力量修正)。你在装备重甲时无需进行此豁免。
开锋战斗剑鞘(Combat Scabbard, Sharpened):这种战斗剑鞘的外缘被打磨成了锋利的刀口,可以直接当做武器来使用。
矮人槌斧(Dwarven Maulaxe):这种功能多样的武器看上去就像一柄钝头斧(heavy-headed axe),但是一名擅长该武器的持用者可以使用其前端可作为钝器的斧背造成钝击伤害。
焰形剑(Flambard):这把双手剑的剑身是波浪形的,这使得它在切割木制武器上特别有效。如果你擅长这种武器的话,你在对拥有木制握柄(wooden haft)的武器实施任何破武战技检定时,获得+4加值;其他方面你可以将该剑视为一把重剑(bastard sword)。
绞索(Garrote):绞索是一根两端都有木柄的金属丝或细绳。将其环绕受害者的脖子并于颈后交叉;当不断拉紧木柄的话,绞索就能勒死受害者。你使用绞索时,你的敌手必须对你来说是无助(helpless)或没有意识(unaware)【译注:该状态详见“突袭”或UI技能补充“察觉与潜行”】的。你必须进行一次擒抱检定(尽管你能避免因为没有将双手都空出而在擒抱检定中受到的-4罚值)以使你能成功开始绞上你的敌手。绞索不适用于偷袭(Sneak attack)伤害。被你绞上的敌手必须进行一次专注检定(DC = 20 + 你的CMB + 该敌手将要施放的法术的环级)才能施放一道拥有语言成分(verbal component)的法术、或使用一件口令型(command word)道具、或使用任何需要演讲(speech)的魔法。当你用绞索擒抱时,你获得下列额外选项。
扼杀(Choke):你阻断了你目标的空气供应,以至于该目标不得不屏住其呼吸(详见核心规则书第445页的窒息规则,以及第108页的游泳技能)。若有任意一轮你不维持该次扼杀时,你的敌手就能喘口气,并且当他需要开始进行体质检定时则可重新开始计算。
尖刺大砍刀(Glaive-Guisarme):这件长兵器组合了大砍刀的锋刃和一只险恶的弯钩。被戈刀击中的骑乘对像用以维持骑乘的骑术检定-2。
半棒(Hanbo):半棒是一根不到一码长的棒子,通常被雕琢成类手杖(walking stick)的样式。
多刃飞刀(Hunga Munga):这种三刃匕首是用于投掷的,但也能用做为近战武器。
(https://s3.bmp.ovh/imgs/2024/12/16/074778b8269abd21.jpg)
套索(Lasso):这件投掷武器是一段打有活结的绳索,使你能够如同使用捕网一般缠绕住对手。缠绕对像施法的专注DC为“10+法术环级”。缠绕对像能以整轮动作通过DC15的脱逃检定摆脱绳索。套索生命值2点,AC为10,破坏它的力量检定DC为23。成功命中后套索会拉紧;想要再次使用,你需要通过一个标准动作来使绳结复位。
弹射弩(Launching Crossbow):这个看起来短而粗的十字弩上没有安置弩矢的凹槽,取而代之的是一个杯状的附件。它是被设计用于发射泼溅武器的。填装一把弹射弩是一个整轮动作。
苜蓿战锤(Lucerne Hammer):这件长兵器同时有着用来发动粉碎敲击的锤头,以及用来穿刺甲胄的矛尖。长长的握柄允许持用者蓄积令人惊异的力道。你持用苜蓿战锤时,击破中型和重型盔甲的破武战技检定+2。
马杜(Madu):马杜是一种侧面延伸出四个尖刺的圆形轻盾。若你擅长马杜,你能在持用它进行防御式战斗时攻击检定承受-2减值而非通常的-4,你使用“寓守于攻”专长时的攻击减值也会降低1点(减值至少-1)。你无法用持有马杜的手抓握任何其他东西。若你不擅长它,可以将其视为带刺轻盾。
捕人叉(Mancatcher):这件长兵器包括了两支攻击时环绕住对象的弧形金属杠,允许你将一名对手定身。捕人叉是用来捕捉特定体型(譬如小型或中型)的生物而打造的,无法作用于体型不对的生物。向对像进行一次接触攻击,命中后再通过战技检定来擒抱他(虽然未空出双手也无需承受-4减值);成功则意味着你与对手展开擒抱,但是你不会与之占据相同的空间。一旦对手被擒抱,你能以擒抱动作来移动或伤害他。捕人叉硬度为10,生命值5点;破坏它的力量检定DC为26。若你放开捕人叉,对方能以一个标准动作解放自己。
(https://s3.bmp.ovh/imgs/2024/12/16/0c3f4ee5810c2004.jpg)
石磨棒(Mere Club):传统上是由雕琢好的石块制成,石磨棒是一种边缘平齐、尖端锋锐的短棒。
流星锤(Meteor Hammer):这件武器由一对通过10尺长的锁链连接的铁锤组成。你可以旋舞铁锤以利于锁链捆绑对手。当你用流星锤进行一次摔绊战技攻击且命中时,你可以选择将目标向你拉近5尺而非将其击倒。除此之外,流星锤有两种用法:攻击模式和防御模式。在攻击模式下,你可以将其作为一件双头武器使用;而在防御模式下,你只能使用它的一头,但是在防御等级上获得+1盾牌加值。你可以在自己的行动轮开始时决定使用何种战斗模式。
重标枪(Pilum):这把重型标枪的尖端被设计用来击穿并嵌入盾牌。类似弹药,一支重标枪在击中目标后损毁。若你以重标枪击中持盾的对象,他在用一个标准动作从盾牌上拔出此物之前失去AC的盾牌加值。
双叉(Rhoka):使用这种剑的几乎都是透肌魔人(Urdef han, B2),一种憎恨生命的幽暗地域(Darklands)土著半恶魔生物。这把剑的尺寸与长剑(longsword)相近,但有两片并列的锯齿状剑刃,且每片剑刃的末端都有残酷的勾弧。
(https://s3.bmp.ovh/imgs/2024/12/16/f02f45c6bde66fc4.jpg)
绑绳拳套(Rope Gauntlet):通过用细而坚韧的麻绳包裹你的手和前臂,然后将这种权宜的手套浸入水中以增加重量并膨胀,你可以将拳头变成坚硬的武器,以至于在拳击中容易击杀对手。
每个绑绳拳套都需要足足一分钟时间来穿戴,并需要额外一分钟进行浸泡,然而一旦戴好的话,就能戴一天;移除一个绑绳拳套需要花费一个整轮。当你穿戴绑绳拳套时,你视为有武装【译注:即不会因攻击而引发借机攻击】,徒手打击造成致命伤害而不是非致命伤害。若你擅长绑绳拳套,你可用绑绳那粗糙的边缘来造成挥砍伤害,而非钝击伤害。装备绑绳拳套时你的手指大部分裸露,因此能持用其他武器或拿取物品,但其对你手指关节处的收缩,导致你用装备该武器的手来完成所有涉及手部且依赖于准确性的工作时检定-2(譬如开锁)。
角斗剪(Scizore):也被称为“塔尔多剪”,角斗剪是一件恰好包裹前臂、末端加装半月刃的套管。角斗剪带来AC盾牌加值+1,但若你用其攻击,你会在这一轮失去其AC加值并在攻击检定中承受-1减值。在装备角斗剪时,你无法用这只手做任何其他事情。装备上一件角斗剪是一个整轮动作。
(https://s3.bmp.ovh/imgs/2024/12/16/515c8ca4a92f5a53.jpg)
蝎尾鞭(Scorpion Whip):这只鞭子上镶嵌着一系列犬牙交错的锋刃。它能造成致命伤害,哪怕是面对AC具有护甲加值的生物。如果你擅长鞭子,你也可以使用蝎尾鞭。
钩剑(Shotel):钩剑是一把向内侧开刃的曲形剑,被设计用来越过盾牌攻击对手。你在持用钩剑时,对装备有小圆盾、轻盾和重盾的对手的攻击检定+1。
钩刀(Sica):这把刀是钩剑的轻量化版本。你在持用钩刀时,对装备有小圆盾、轻盾和重盾的对手的攻击检定+1。
投石手套(Sling Glove):这个弯曲的,2英尺长的舀形柳条篮子附在你的手腕上,让你可以只需向前挥动手臂就快速投掷拳头大小的石头。重新填装是一个自由动作,只要你有一只手是空着的,就不会引起借机攻击。向相邻目标扔石头时,你会受到–4减值,并且该武器无法攻击和你共格的生物。
臭囊(Stingchuck):臭囊是一种由类人生物的头颅制成的脏袋,通过将头颅移除大脑、并将颅骨大面积刮伤后,可使之在投掷后爆裂。通常在其中填满能叮蜇的有害虫类,并如同溅射武器(splash weapon)般运作。当它击中目标时,其中有害虫类会叮咬并蜇伤目标,造成1d6点伤害,并迫使该目标进行一次DC 11的强韧豁免,以避免其恶心1d3轮。若一个臭囊使一名生物恶心,且该生物每保持1轮恶心的话,则会因为被有害虫类叮咬而受到额外1点伤害。溅射效果内的所有生物,都会因为有害虫类而受到1点伤害,但不会有陷入恶心的风险。
折叠刀(Switchblade Knife):这把刀的刀柄里藏着一把弹簧承载的刀片。它可以被设计成看起来像另一种类型的物体(一次DC 15的察觉检定可看破其伪装)。倘若你已将之持握在手中的话,你可以以一个自由动作激活。该武器被视为匕首(dagger)。
折剑匕首(Swordbreaker Dagger):你能通过用锋刃背侧的豁口咬住敌人的剑刃,并将武器当作扳手来用这把匕首卸除或破坏对方的武器。如果你擅长这种武器,对刃型武器(bladed weapons)的卸武和破武战技检定+4。
(https://s3.bmp.ovh/imgs/2024/12/16/8df68b081c226276.jpg)
注射器矛(Syringe Spear):这把武器的锋刃包含一根连接到在横杆正下方空心容器的细管或孔道。用这把矛成功击中会将其容器内包含的液体(通常是毒药)注射入目标体内。重新填充一根注射器矛需要1分钟。
石刃剑(Terbutje):这段退货后木头沿其周身镶嵌着一些鲨鱼牙、黑曜石、玻璃或类似的材料。它是易碎的,有时会在盔甲或敌人的武器上碎裂。在使用一把石刃剑攻击时如果你骰出了1,武器自动获得破损状态。用一把破损的石刃剑骰出1会毁坏它。
钢制石刃剑(Terbutje, Steel):这是一把被制造得很像一般石刃剑的锻造过的武器。它没有非金属版本的易碎属性。
飞盾(Throwing Shield):这面盾牌被设计用来投掷,因此其握把的设计允许你通过一个自由动作卸下并投掷出去。塔盾无法被作为飞盾。盾牌的AC增强加值和盾刺都无法作用于你的攻击和伤害检定。
木桩(Wooden Stake):这是一块削尖了的木头。用作武器的长钉(iron spikes)【译注:详见:冒险道具-长钉】和木桩造成一样的伤害。
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特别:
有些武器出现在本书的列表中,但是在武器这一小节没有描述。为了方便大家找到描述,以下将列出这些武器,并找出CHM中收集的相关描述:
屠狗刃(Dogslicer):这柄弯曲的短剑是地精的偏好武器,它们在剑刃上打了许多洞以减轻武器的重量。精制品屠狗刃会失去〈易碎〉武器特性。
战斗剃刀(War razor):战斗剃刀表面是一把特大的剃须刀或折叠刀。因为可以折叠到手柄中所以不需要护具,这也使其更容易隐藏,因此将此藏在身上的巧手检定获得+2加值。
战斗剑鞘(Combat Scabbard):战斗剑鞘是一种临时武器,当你拔出剑鞘中的武器时,你还可以以一个迅捷动作将剑鞘从你的腰带上移除(作为武器)。剑鞘装备技法专长(见本书第22页)将在战斗中提供更多剑鞘的额外用法。判断战士武器组时,用于收纳重刃组武器(Heavy Blades)的战斗剑鞘视为锤武器组(Hammers);而用于收纳轻刃组武器(Light Blades)的战斗剑鞘则视为贴身武器组(Close)。
喀拉尔(Klar):这把样式传统的部落武器将金属短刃固定在有角巨蜥的头骨之前,而技艺精湛的铁匠也能够以纯铁打造其整件。典型的喀拉尔被视为加装了盾刺的轻型木盾;金属喀拉尔则被视为加装了盾刺的轻型钢盾。
裂地锤(Earth breaker):这把巨锤头部的致命钢铁收拢为数个钝尖,将挥舞的猛恶力道集中于较小的区域,使其能够轻易砸穿铠甲。由于其令人咋舌的尺寸和沉重的锤头,一把裂地锤的平衡很难掌控,需要双手才能恰当地举起和控制。
食人魔巨钩(Ogre hook):这把锋利金属制成的大钩子能轻易地摔翻和捕获逃窜的敌人。由食人魔发明,食人魔巨钩的武器型号多为大型,并且样式粗糙——常为从受害者身上剥下来的武器或盔甲扭成的。尽管做工差劲,获得一把食人魔巨钩的稀有度和高风险,使其价格不菲。
锯齿剑(Sawtooth sabre):作为刺客的招牌武器,锯齿剑是残酷而有效的兵刃。你能将锯齿剑作为军用武器来使用(此时功能如同长剑)。若你拥有“擅长异种武器(锯齿剑)”专长,在双武器战斗中可以将其视为轻型武器;其他所有情况下则都视为单手近战武器。
奥多里决斗剑(Dueling sword, Aldori):这把略微弯曲的剑长度刚刚超过三英尺。奥多里决斗剑可以作为军用武器使用(这种情况下,它视作长剑),但如果你拥有异种武器擅长(奥多里决斗剑)的专长,你可以使用奥多里决斗剑应用武器娴熟专长在攻击时用敏捷替换力量作为攻击加值,即使它不是轻型武器。你还可以双手挥舞一把奥多里决斗剑,将1.5倍力量调整值应用于伤害骰中。
反曲剑(Falcata):这把沉重的刀剑单侧开刃,锋利的刃侧从底部凹向顶部,并具有钩形的握柄。如同放大版的反曲刀,它的形状使重心靠前,其锋刃的打击动量如同斧头。它的剑柄有时会被刻成马头或鹰头,并可能有连结柄端与护手之间的细链用来保护手部和手指。
镰剑(Khopesh):这把沉重的刀剑末端有着鸦喙般的弧线,使其整体造型与战斧相似。典型的镰剑长约20到24寸。弧线设计使持用者能够绕过防御钩击、或绊摔敌人。镰剑的典雅造型驱使很多工匠为其添加精美的装饰。
仪剑(Temple sword):这把沉重的刀剑通常被宗教场所的守卫使用。仪剑有着新月形的刀刃,令它看上去介于镰刀和弯刀之间。很多仪剑上打有孔洞,再以铃铛、钵片之类神圣坠饰加以镶嵌,用来体现其所有者的精神崇拜或冥思法器。武僧擅长仪剑。
软剑(Urumi):也被称为“鞭剑”,这把武器具有长达5尺,边缘锋锐而极具弹性的钢锻剑刃。软剑可以通过类似抽打的动作削切对手,它柔软而有弹性的剑身甚至可以卷起收入腰带中。
刃巾(Scarf, bladed,又译围巾刃):因为了解他们诱惑的表演可能引出观众的最坏一面,一些瓦瑞西亚人将几排剃刀般锋利的刀刃装进他们的围巾之中。有效的使用这种围巾同时又不显露其致命本性所需的技术让它们成为了异种武器。如果你熟练使用围巾刃,你对任何在你持用围巾时成功对你进行擒抱鉴定的生物造成1d4点挥砍伤害。你可以使用武器娴熟专长将敏捷调整值代替力量调整值应用于合适你体型的围巾刃攻击骰上,即使它并不是一件轻型武器。
双发弩(Double crossbow):这件重型武器一次扣下扳机可以击发两只铁簇弩矢。由于其型号和重量惊人,你在擅长它的情况下攻击检定也要受到-4减值,若不擅长则为-8。若攻击命中,目标将会受到两只弩矢的伤害。重击、偷袭和其他基于精准的伤害仅会应用于第一只弩矢。装填一支弩矢是一个标准动作;“快速装填”专长能将其减至一个移动动作。“十字弓熟稔(Crossbow Mastery, APG)”专长允许你通过一个移动动作为其装填两只弩矢。双发弩发射弩矢。
休盎提套牛绳(Shoanti bola):它和普通的套牛绳一样,但它造成的是致命伤尔不是非致命伤。
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盔甲和盾牌(Armor and Shields)
此列表是对《核心规则书(Pathfinder RPG Core Rulebook)》中的护甲的补充。
马杜(Madu):详见武器详述中的同名条目。
典礼护甲(Parade Armor):大多数富庶国家的军队都会在战斗装备外再准备一套用于仪仗展示、而非作战的华丽装备,用来在诸如阅兵、典礼和集会场合时穿着。这些特殊装备是制式和设计因不同地域和军队而异,但基本上都还是能提供给它们的穿戴者一定的防御力以备不时之需。(例如,安多安鹰骑士的制式典礼护甲就可以是一件蓝色外套,以及配套的饰链、白色马裤和厚重的蓝色皮靴。)当使用者穿着某个国家的典礼护甲时,他对该国人的交涉和威吓检定获得+2环境加值。
商品和服务(Goods and Services)
本节中的装备是对《核心规则书(Pathfinder RPG Core Rulebook)》的补充。
译者的话:本章护甲就只有这些,商品和服务小节以后有空译出.......
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译者的话:
由于本书中绝大多数物品都和CRB、APG、UE重复,因此凡是本书出现的独特资源,均以蓝色标出。
由于本书中的物品,很多大佬均有翻译,萌新把找得到出处的翻译列出,并鸣谢译者。
武器中表格和描述均被思维熵化大佬,作为苦力翻译排版到专区-诗歌,草野,遗忘之国-《我是一个一个一个排版苦力哼嗯啊啊啊啊啊啊啊》中。
边栏:
1、重型双手剑(zweihänders):zweihänders是一种著名的德国重型双手剑,德语的意思是双手,双手握持。这种剑脱胎于中世纪晚期的德国长剑,并在帝国皇帝马克西里安一世时期以及意大利战争时期(1494–1559)成为日耳曼雇佣军的标志性武器。一般来说这种剑长达1.8米,重量在2-3.2千克之间,甚至有礼仪用剑重达7千克,必须双手握持作战。在网上也有音译为“紫安德”。
2、高地阔剑(claymores):在网上也有音译为“克莱莫”,意译“阔剑”、“大剑”、“苏格兰巨剑”、“双刃宽剑”、“双刃大刀”、“双刃大砍刀”、“双刃宽剑”等,日本著名漫画“大剑”在日本的原版名称就是Claymore。这里有相关论文:https://www.keithfarrell.net/blog/2018/02/what-is-a-claymore/
AA中独有的武器
1、战斗火球(Battle Poi):早有愚 者大佬翻译,这里白嫖大佬的劳动成果。
2、刀片靴(Blade Boot):鞋中藏刀一直在影视中很常见,类似的画风可以被UI中的冒险道具-密格鞋跟(Puzzle Heel),AA2中的服饰-细匕高跟靴(STILETTO BOOTS)实现。但分类不一样,刀片靴作为武器能被附魔(但冒险道具和服饰似乎就不行)且不占手。另外,倘若某些需要困难地形才能实现的效果,说不定能用刀片靴实现?
3、蝴蝶刃(Butterfly Knife):AA独有武器,看上去和UC的蝴蝶双刀(Butterfly sword)很像,但不是一种武器。蝴蝶刃便宜一点、能穿刺和挥砍(蝴蝶双刀只能挥砍)但没有蝴蝶双刀武僧特性。蝴蝶刃能被视为匕首,但蝴蝶双刀不行。蝴蝶刃拆开的动作根据擅长与否是不同的,但拆开蝴蝶双刀的动作都是自由动作。最后,蝴蝶刃的描述不在武器描述中,而在AA这本书武器小节的前言,在前言中以蝴蝶刃举例时提及:擅长蝴蝶刃的使用者,在组合(close)它时也是自由动作。看描述,感觉这把武器类似俄罗斯套娃,取出武器,然后在柄部中段上下,施加两股力量,就能拔出套在里面的另一把蝴蝶刃,而此时你手中有两把柄部长度缩减了一半的蝴蝶刃了。
4、开锋战斗剑鞘(Combat Scabbard, Sharpened):早有大佬翻译,这里白嫖大佬的劳动成果。另外,战斗剑鞘(Combat Scabbard)的描述不在武器这一节,而在冒险装备这一节。
5、矮人槌斧(Dwarven Maulaxe):又一把矮人武器,还能投掷,话说矮人种族武器那是真多呀,不仅多而且强,更有背景支持。
6、焰形剑(Flambard):这个木制握柄,一开始觉得离谱,因为像长矛、新月战斧等长武器还好,但是长剑也可能有木制握柄,凭什么就能被破武。查了一下,发现PF中无论长柄武器还是短柄武器,其柄的英语就是haft或hafves——比如本书中的蝴蝶刃(Butterfly Knife)。因为此处感觉不符合现实,特此在这里特别提出,请GM自行定夺。
7、绞索(Garrote):Martial Arts Handbook pg. 21的忍法·窒喉(Strangler,Ex)需要的就是这种武器。有时间提醒整理忍术合集的大佬修改一下。
8、半棒(Hanbo):作为类似手杖样式的武器,居然是锤和武僧武器组。
9、弹射弩(Launching Crossbow):早有大佬翻译,这里白嫖大佬的劳动成果。
10、双叉(Rhoka):作为AA独有武器。双叉(rhoka)的描述除极少部分细节,基本上与UE的双叉剑(rhoka sword)。但是双叉的价格仅有5 GP,而双叉剑则要25 GP,此外双叉没有战士武器组。
11、绑绳拳套(Rope Gauntlet):拳套的变体。拳套能让徒手打击造成穿刺或钝击伤害。绑绳拳套则能让徒手打击造成挥砍或钝击伤害。
12、投石手套(Sling Glove):早有德拉卡大佬翻译,这里白嫖大佬的劳动成果。
13、臭囊(Stingchuck):这东西是什么精神伤害?!!
14、折叠刀(Switchblade Knife):有大佬将之译为弹簧刃(Switchblade Knife)。因为和UI中的(Spring Blade)在中文译名上容易混淆,想做出差异化译名。考虑到和极限诡道(UI)的弹簧刀(Spring Blade)相比,价格和伤害类型不同,UI是简易轻型近战武器,AA是军用轻型近战武器。再考虑到AA2将(SWITCHSCYTHE)译为折叠巨镰。因此将之译为折叠刀。不过该武器被视为匕首,但匕首是简易武器,而该武器是军用武器,也是神奇。
15、注射器矛(Syringe Spear):早有愚 者大佬翻译,这里白嫖大佬的劳动成果。和经典恐怖再临(Classic Horrors Revisited)中的注射矛(Injection Spear)效果类似,中文译名也容易混淆。AA的(Syringe Spear)是可投掷的军用双手近战武器,而CHR的(Injection Spear)是不可投掷的异种双手近战武器。而且这两种武器描述的差别还是蛮大的。因此为了区分译名查询一下,在FDA制剂处方标签中,有五种可被中文译为注射器的东西,但实际上是指不同类型的器具。其中,(INJECTABLE; INJECTION)指注射剂(比如:冻干粉剂等的标签),而(SYRINGE)是指预充填或预灌装的注射液(比如:疫苗、肝素的标签)。呃……查了半天,不还是注射器吗?
16、钢制石刃剑(Terbutje, Steel):又一把AA专有的武器。也被译为钢牙剑,但如果不把其中的石刃剑(Terbutje)点出,那么在判断战士武器组时不太好分类。考虑到马杜(Madu)译为了皮制马杜和钢制马杜,因此将之译为钢制石刃剑。
翻译描述时和其他书中的同名武器有微妙不同,但对于武器的使用有影响的描述,在此列出。
1、回力镖(Boomerang):(Mwangi people)译为芒吉居民,因为芒吉人是一个人类民族,而芒吉居民并不限于人类种族。另外与APG的描述略有不同。APG的译者说【译注:这种武器应该是命中后停留、未命中则飞回来,但此处描述语焉不详,加上具体状况复杂多变,请GM自行定夺。】而这里的描述基本实锤了,至少是AA版本回力镖,无论命中不命中,回力镖都不会返回。
2、黄铜指虎(Brass Knuckles):和APG版本的描述比,少了一句【黄铜指虎无法被卸武】,细思极恐。
3、拳套(Cestus):和APG版本的描述比,少了一句【黄铜指虎无法被卸武】,细思极恐。
4、马杜(Madu):和UC版本的描述比,少了一句【马杜无法被卸武】,另外UC版马杜都有演武特性而AA版没有,但是AA版的钢制马杜仅需40 GP而UC版本的钢制马杜则需要50 GP。
5、捕人叉(Mancatcher):和APG/UE版本的描述比,多了一句【成功则意味着你与对手展开擒抱,但是你不会与之占据相同的空间】。个人感觉AA版本的描述更接近于现实中的防暴叉。
6、角斗剪(Scizore):和UC版本的描述比,少了一句【角斗剪在抵抗针对其本身的卸武战技时令你的CMD+10】。
7、蝎尾鞭(Scorpion Whip):和UC版本的描述比,差别较大。不仅少了UC版描述【如果你同时擅长蝎尾鞭和鞭子,你可以将蝎尾鞭正常使用(轻型演武武器)或当鞭子使用。当你将蝎尾鞭做鞭子使用时,等同于使用鞭子,但造成致命伤害而无论目标生物是否有护甲AC加值】。而且UC版本,该武器仅有演武特性,而AA版本,则有卸武,长武,绊摔特性。
8、钩剑(Shotel):和UC版本的描述比,少了一句【每把钩剑的弧度都有所不同,有些双面开刃,有些单侧开刃、另一侧可以用来加大破盾的力度。钩剑在把骑乘对像从坐骑上扯下来时效果拔群】。另外,UC版本该武器有演武特性,而AA版本没有特性。
9、木桩(Wooden Stake):这是一块削尖了的木头。用作武器的长钉(iron spikes)【译注:详见:冒险道具-长钉】和木桩造成一样的伤害。这里APG版本将(iron spikes)译为钢刺,经过查询,这里的(iron spike)乃是长钉。【速查】:长钉(iron spike):价格 5 CP,重量 1磅。这根一英尺长的铁钉可以用来阻止门关上或打开,也可以用来固定攀爬用的麻绳。听到长铁钉被锤击的声音需要通过DC5的察觉检定。
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原文:
Weapons
This list of weapons supplements the list in the Pathfinder RPG Core Rulebook . If a weapon’s description says it is “treated as” another weapon, a character lacking the appropriate exotic weapon proficiency, can still use it as if it were the other kind of weapon and feats such as Weapon Focus still apply, as do abilities requiring a certain weapon. For example, the butterfly knife allows a proficient user to open or close it as a free action and is otherwise treated as a dagger, meaning she can wield it as a dagger, gain the benefit of Weapon Focus (dagger) when wielding it, use it as the target of a spell that only affects daggers, and so on.
边栏:
Weapon Equivalencies
There are many new weapons presented in this section, and it could have included many, many more. However, rather than include multiple weapons with the exact game stats as a weapon that’s already in the rulebook, this book’s weapons have unique stats and play a specific role that isn’t already covered by a weapon in the Pathfinder RPG Core Rulebook. Players shouldn’t let this hamper their creativity—if they want to call their characters’ greatswords zweihänders or claymores, they should go right ahead!
Aklys: The aklys is a hooked throwing club with a 20- foot cord; you can retrieve the aklys after throwing it as a move action. The hook allows you to make trip attacks at range. Some aklys have holes drilled in them and whistle when thrown, making them ideal for throwing down long, dark tunnels.
Arrows, Whistling: These arrows come with specially designed grooves and fletching that cause them to emit a loud keening sound audible within 500 feet of their flight path.
Bardiche: The crescent axeblade of this polearm is attached to the haft at two points: the center of the blade attaches to a socket at the top of the haft, and the lower point of the blade attaches to a secondary mount point. The blade is often very long, sometimes almost as long as the haft. You gain a +2 bonus to your CMD to resist sunder attempts against a bardiche.
Battle Poi: This pair of arm-length chains has handles at one end and heavy fuel-soaked torch heads at the other. The weight of the poi is insufficient to deal physical damage, but the burning fuel deals fire damage. If you are proficient in battle poi, you are treated as if you have the Two-Weapon Fighting feat for the purposes of making poi attacks. Poi can be extinguished by spending a full round action smothering them in sand or submerging them in water.
Bayonet: Bayonets are specially designed knives that fit into the grooves or muzzles of crossbows and firearms. They allow you to make melee attacks with these weapons but render them temporarily useless as ranged weapons. Attaching or removing a bayonet is a move action.
Bec de Corbin: The bec de corbin is very similar to the lucerne hammer, but the hammer head is blunt rather than spiked and the spike is stouter and more hooked. You primarily attack with the spike. You gain a +2 bonus to your CMB to sunder medium or heavy armor with a bec de corbin.
Bill: The blade of this polearm is a curved or hooked chopping blade with a spiked projection on the back of the blade. The spike is commonly used to block and parry. When fighting defensively or with full defense, this weapon gives you a +1 shield bonus to AC. A mounted opponent hit by a bill takes a –1 penalty on his Ride checks to stay mounted.
Blade Boot: Blade boots come with a spring-mounted knife that pops out when triggered with the right combination of toe presses. You can use a blade boot as an off-hand weapon. Releasing the knife is a swift action; rearming it is a full-round action. When the blade is extended, you treat normal terrain as difficult and difficult terrain as impassable.
Boomerang: The boomerang is primarily a hunting tool for the Mwangi people, but it is not uncommon for them to carry these versatile weapons into battle. A boomerang is made of wood and is flat, with a long haft, a pronounced forward curve, and a sharp backward bend at the head. A thrown boomerang does not fly in a returning path; returning boomerangs are solely recreational.
Brass Knuckles: These weapons are designed to fit comfortably around the knuckles, narrowing the contact area and therefore magnifying the amount of force delivered by a punch. They allow you to deal lethal damage with unarmed attacks. You may hold, but not wield, a weapon or other object in a hand wearing brass knuckles. You may cast a spell with a somatic component while wearing brass knuckles if you make a concentration check (DC 10 + the level of the spell you’re casting). Monks are proficient with brass knuckles.
Bullets, Groaning: These sling bullets are honeycombed with overlapping perforations that cause them to emit an eerie moan audible within 500 feet of their flight path.
Butterfly Knife: A butterfly knife has a blade concealed between two halves of the handle that can be brought to bear quickly. If you are proficient with the butterfly knife (or have the Quick Draw feat) and are holding it in your hand, you may open it as a free action; a nonproficient user must spend a move action to open it. Otherwise, treat this weapon as a dagger.
Cestus: The cestus is a glove of leather or thick cloth that covers the wielder from mid-finger to mid-forearm. It is reinforced with metal plates over the fingers and often lined with wicked spikes and fangs along the backs of the hands and wrists. While wearing a cestus, you are considered armed and your unarmed attacks deal normal damage rather than nonlethal damage. If you are proficient with a cestus, your unarmed strikes may deal bludgeoning or piercing damage. When using a cestus, your fingers are mostly exposed, allowing you to wield or carry items in that hand, but the constriction of the weapon at your knuckles gives you a –2 penalty on all precision-based tasks involving that hand (such as opening locks).
Chain Spear: This vicious weapon often finds its way into gladiatorial events due to its versatility. The body of the weapon is a standard short spear, primarily used for thrusting. The butt of the spear is fitted with a length of chain, often spiked, with a hook at the end. The hook and chain may be used to make trip attacks. If your trip attack fails by 10 or more, you may drop a chain spear to avoid being knocked prone.
Chakram: The chakram is a simple, elegant, and highly portable thrown weapon. It is a flat, open-centered metal discus with a sharpened edge. You can wield the chakram as a melee weapon, but it is not designed for such use; you take a –1 penalty on your attack roll with the weapon and must make a DC 15 Reflex save or cut yourself on the blade (half damage, no Strength modifier). You do not need to make this save if wearing heavy armor or a gauntlet.
Combat Scabbard, Sharpened: This combat scabbard has a sharp blade on the outer edge, allowing you to use it as a weapon.
Dwarven Maulaxe: This versatile weapon looks like a heavy-headed axe, but a proficient wielder can use the blunt back of the head to deal bludgeoning damage.
Flambard: This two-handed sword has a wavy blade that is especially useful for cutting through wooden weapons. If you are proficient with this weapon, you gain a +4 bonus on any sunder attempts made against weapons with a wooden haft; otherwise you may use this sword as a bastard sword.
Garrote: A garrote is a length of wire or thin rope with wooden handles at both ends. The wire is placed across a victim's throat and crossed behind the neck; when the handles are pulled tight, the garrote strangles him. In order for you to use a garrote, your opponent must be helpless or unaware of you. You must make a grapple check (though you avoid the –4 penalty for not having two hands free) to successfully begin garroting your opponent. Sneak attack damage does not apply to a garrote. Your garroted opponent must make a concentration check (DC 20 + your CMB + level of the spell he’s casting) to cast a spell with a verbal component, use a command word item, or use any magic requiring speech. You gain the following additional option when grappling with a garrote.
Choke: You cut off your target’s air supply so he has to hold his breath (see Suffocation on page 445 of the Pathfinder RPG Core Rulebook, and the Swim skill on page 108). Any round you do not maintain the choke, your opponent can take a breath and restart when he has to begin making Constitution checks.
Glaive-Guisarme: This weapon combines the blade of the glaive with a wicked hook. A mounted opponent hit by a glaive-guisarme takes a –2 penalty on his Ride checks to stay mounted.
Hanbo: The hanbo is a staff less than a yard long, often carved to look like a walking stick.
Hunga Munga: This three-bladed dagger is intended for throwing but can be used as a melee weapon.
Lasso: This length of rope with a simple open knot on one end allows you to entangle a foe like you would using a net. The concentration DC to cast a spell while entangled with a lasso is 10 + the spell level being cast. An entangled creature can slip free with a DC 15 Escape Artist check as a full-round action. The lasso has 2 hit points and AC 10. It requires a DC 23 Strength check to break it. On a successful hit, the lasso tightens; to use it again you must spend a standard action sliding the knot to enlarge the loop.
Launching Crossbow: This stubby-looking crossbow has a cup-like attachment rather than a groove for a bolt. It is designed to launch splash weapons. Loading a launching crossbow is a full-round action.
Lucerne Hammer: This polearm has both a pronged hammer head for crushing blows and a spiked head for piercing and peeling armor; most attacks are made with the hammer. The long haft allows the wielder to put amazing force behind the head of this weapon. You gain a +2 bonus to your CMB to sunder medium or heavy armor with a lucerne hammer.
Madu: The madu is a round, light shield with four spikes extending from the sides. If you are proficient with the madu, you may wield it and fight defensively with a –2 penalty instead of the normal–4 penalty for fighting defensively, and your attack penalty for using Combat Expertise improves by +1 (minimum –1 penalty). You cannot hold anything else in the hand that bears a madu. If you are not proficient in madu, treat it as a light spiked shield.
Mancatcher: This polearm consists of two curved metal bands that close around a target when you attack, allowing you to bind an opponent. A mancatcher is built to capture a creature of a particular size category (such as Small or Medium) and doesn’t work on creatures of the wrong size. Make a touch attack to hit an opponent and a combat maneuver check to grapple him (without the –4 penalty for not having two hands free); success means you and the target are grappled, but you do not move into the same space. Once the target is grappled, you can perform a move or damage grapple action against him. The mancatcher has hardness 10 and 5 hit points; it requires a DC 26 Strength check to break it. If you drop the mancatcher, the target can free himself as a standard action.
Mere Club: Traditionally made of carved stone, the mere (MEH-reh) is a short, flat-sided, sharppointed club.
Meteor Hammer: This weapon is one or two spherical weights attached by a 10-foot chain. You whirl the weights and wrap them around an opponent’s body. If you succeed at a trip attempt with a meteor hammer, you can drag your opponent 5 feet closer rather than knocking her prone. You may use this weapon in two different ways: in meteor mode you use it as a double weapon, and in fortress mode you cannot use it as a double weapon but gain a +1 shield bonus to AC. Switching between these two modes is a free action decided at the start of your turn.
Pilum: This tip of this heavy javelin is designed to break off and imbed itself into a shield once it reaches its target. Like ammunition, a thrown pilum that hits its target is destroyed. If you hit an shield-using opponent with a pilum, he loses the AC bonus from that shield until he takes a standard action to pry out the remnants of the pilum.
Rhoka: This sword is used almost exclusively by the urdef han, life-hating quasi-daemonic creatures native to the Darklands. The sword is the size of a longsword but consists of two serrated blades placed side by side, each ending in a cruel hook.
Rope Gauntlet: By wrapping your hands and forearms in thin but tough hemp ropes and then soaking the makeshift gloves in water for weight and expansion, you can transform your fists into rock-hard weapons easily capable of killing in a fistfight.
Each rope gauntlet takes a full minute to wrap and another minute to soak, but once applied can be worn for a day; removing a rope gauntlet takes 1 full round. When wearing rope gauntlets, you are considered armed and your unarmed attacks deal normal damage rather than nonlethal damage. If you are proficient with rope gauntlets, you may use the rough edges of the ropes to deal slashing damage rather than bludgeoning damage. Your fingers are mostly exposed, allowing you to wield or carry items in your hands while wearing rope gauntlets, but the constriction of the weapon at your knuckles gives you a –2 penalty on all precision based tasks involving your hands (such opening locks).
Scizore: Also known as a Taldan scissor, the scizore is a hardened tube that fits your forearm, ending with a semicircular blade at the end. The scizore gives a +1 shield bonus to AC, but if you attack with the blade, you lose the AC bonus that round and take a –1 penalty on attack rolls with the scizore. While wearing a scizore, you cannot use that hand for anything else. Donning the scizore is a full-round action.
Scorpion Whip: This whip has a series of razor-sharp blades and fangs inset along its tip. It deals lethal damage, even to creatures with armor bonuses. If you are proficient with whips, you can use a scorpion whip.
Shotel: The shotel is a downward-curving sword designed to reach over or around an opponent’s shield. You gain a +1 bonus on attack rolls with a shotel against opponents using bucklers, light shields, or heavy shields.
Sica: This blade is a smaller, lighter version of the shotel. You gain a +1 bonus on attack rolls with a sica against opponents using bucklers, light shields, or heavy shields.
Sling Glove: This curved, scooped-shaped, 2-foot-long wicker basket attaches to your wrist, allowing you to throw fist-sized stones at great speed merely by whipping your arm forward. Loading a sling glove is a free action that does not provoke an attack of opportunity so long as you have a free hand. You take –4 penalty when throwing a stone at an adjacent target and cannot use the weapon to attack creatures in your space.
Stingchuck: A stingchuck is a foul bag made of a humanoid’s head with the brain removed and the skull heavily scored so that it bursts open when thrown. Normally filled with biting vermin, it acts as a splash weapon. When it hits, the vermin bite and sting the target, dealing 1d6 points of damage and forcing a DC 11 Fortitude save to avoid being nauseated for 1d3 rounds. Each round a creature remains nauseated by a stingchuck, it takes 1 additional point of damage from the biting vermin. All creatures within the splash effect take 1 point of damage from the vermin but do not risk being nauseated.
Switchblade Knife: This knife has a spring-loaded blade hidden inside the handle. It can be designed to look like another type of object (a DC 15 Perception check reveals the deception). If held in your hand, you can activate it as a free action. This weapon is treated as a dagger.
Swordbreaker Dagger: You can use this dagger to disarm or sunder enemy blades by catching them in the grooves on the back of the blade and using your weapon as a lever. If you are proficient with this weapon, add +4 on your disarm or sunder attempts against bladed weapons.
Syringe Spear: The blade of this weapon contains a thin tube or bore that connects to a hollow container just beneath the crosspiece. A successful hit with the spear injects the liquid contents of the container (typically poison) into the target. Refilling a syringe spear takes 1 minute.
Terbutje: This length of tempered wood has bits of shark teeth, obsidian, glass, or similar materials studded all along its length. It is fragile, and sometimes shatters on armor or enemy weapons. If you roll a 1 when attacking with a terbutje, the weapon automatically gains the broken quality. Rolling a 1 with a broken terbutje destroys it.
Terbutje, Steel: This is a forged weapon built to look much like a common terbutje. It lacks the fragility of its non-metallic counterpart.
Throwing Shield: This shield is designed for throwing and comes with specially designed straps allowing you to unclasp and throw it as a free action. Tower shields cannot be throwing shields. Neither a shield’s enhancement bonus to AC nor its shield spikes apply to your attack or damage rolls.
Wooden Stake: This is a sharpened piece of wood. Iron spikes used as weapons deal damage as wooden stakes.
Armor and Shields
This listing supplements the armors in the Pathfinder RPG Core Rulebook.
Madu: See the entry under the Weapons category.
Parade Armor: Most wealthy countries with standing armies have a different uniform for use in showy noncombat situations such as parades, coronation ceremonies, and so on. The appearance of this armor varies by the country of origin and the branch of the military, but still provides some protection in case the soldier needs to fight while in parade dress (for example, the parade armor of the Eagle Knights of Andoran is a blue coat reinforced with light chain, white breeches, and thick blue leather boots). If you’re wearing a country’s parade armor, you gain a +2 circumstance bonus to Diplomacy and Intimidate checks to influence a person from that country.
Goods and Services
The equipment in this section supplements the listings in the Pathfinder RPG Core Rulebook.
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另外,弱弱的和思维熵化说一下,似乎蝴蝶刃和战斗火球不是异种轻型近战武器的说,表格是不是要变一下?
哇居然帮填坑!感动了!!! :em029
这两把确实是异种轻型近战呀?——这让我意识到你的来源可能有点问题:它们在AA 2011/07/21的errata的表中异种轻型的第二行和第三行,但在原书中没有,如果方便的话可能还要依这个 (https://paizo.com/download/pathfinder/PZO9410_Errata_072111.zip)校对一下......
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另外,弱弱的和思维熵化说一下,似乎蝴蝶刃和战斗火球不是异种轻型近战武器的说,表格是不是要变一下?
哇居然帮填坑!感动了!!! :em029
这两把确实是异种轻型近战呀?——这让我意识到你的来源可能有点问题:它们在AA 2011/07/21的errata的表中异种轻型的第二行和第三行,但在原书中没有,如果方便的话可能还要依这个 (https://paizo.com/download/pathfinder/PZO9410_Errata_072111.zip)校对一下......
哦!哦!感谢资源还有排版表格的幸苦!大佬真是天使!
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话说,AA的商品和服务(Goods and Services)这一节
萌新已经译完:
冒险装备(Adventuring Gear)、特殊物品和道具(Special Substances and Items)、工具和技能工具包(Tools and Skill Kits)、服饰(Clothing)
四个小篇章物品的描述部分(包括很多AA中的独有物品,其中一个物品还是马来语翻译到英文的,找了半天译名),但是没有做表,因为表格的排版太烦了。有大佬愿意当苦力做表格吗?如果有,我把描述发到这里,然后大佬根据描述做表。
如果没有,萌新把商品和服务(Goods and Services)剩余的小篇章:食物,饮料和住宿(Food, Drink, and Lodging)、坐骑,宠物和相关装备(Mounts, Pets, and Related Gear)、休闲道具(Entertainment Items)、黑市道具(Black Market Items)。译完后,再一起做表?
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话说,AA的商品和服务(Goods and Services)这一节
萌新已经译完:
冒险装备(Adventuring Gear)、特殊物品和道具(Special Substances and Items)、工具和技能工具包(Tools and Skill Kits)、服饰(Clothing)
四个小篇章物品的描述部分(包括很多AA中的独有物品,其中一个物品还是马来语翻译到英文的,找了半天译名),但是没有做表,因为表格的排版太烦了。有大佬愿意当苦力做表格吗?如果有,我把描述发到这里,然后大佬根据描述做表。
如果没有,萌新把商品和服务(Goods and Services)剩余的小篇章:食物,饮料和住宿(Food, Drink, and Lodging)、坐骑,宠物和相关装备(Mounts, Pets, and Related Gear)、休闲道具(Entertainment Items)、黑市道具(Black Market Items)。译完后,再一起做表?
可以先都译完发自己的贴子,我可能会填完一些坑后量力在回复做表()
-
话说,AA的商品和服务(Goods and Services)这一节
萌新已经译完:
冒险装备(Adventuring Gear)、特殊物品和道具(Special Substances and Items)、工具和技能工具包(Tools and Skill Kits)、服饰(Clothing)
四个小篇章物品的描述部分(包括很多AA中的独有物品,其中一个物品还是马来语翻译到英文的,找了半天译名),但是没有做表,因为表格的排版太烦了。有大佬愿意当苦力做表格吗?如果有,我把描述发到这里,然后大佬根据描述做表。
如果没有,萌新把商品和服务(Goods and Services)剩余的小篇章:食物,饮料和住宿(Food, Drink, and Lodging)、坐骑,宠物和相关装备(Mounts, Pets, and Related Gear)、休闲道具(Entertainment Items)、黑市道具(Black Market Items)。译完后,再一起做表?
可以先都译完发自己的贴子,我可能会填完一些坑后量力在回复做表()
感谢大佬,排表真不是人干的。那我本周先放出一些已翻译好的资源(这是由于萌新用的图床,每天只能有8张免费,所以放出资源的数量是受到图片限制的)。
话不多说,这两天先把冒险装备(Adventuring Gear)这一小篇章的译文传完。
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第一章 武器、护甲、和冒险装备(Weapons, Armor, and Adventuring Gear)
商品和服务(Goods and Services)
本节中的装备是对《核心规则书(Pathfinder RPG Core Rulebook)》的补充。
冒险装备(Adventuring Gear)
许多的英雄都是依靠这样的道具生存和发迹的。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 区域地图(Area map)
价格:50 GP;重量:2磅。
这张地理地图给使用者在野外进行导航的生存检定提供+1的环境加值。它也可以给在地下城进行导航的知识(地城)检定提供相同的加值。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 星盘(Astrolabe)
价格:1000 GP;重量:6磅。
该装置由一个扁平的圆盘和另外两个安装于其下的圆盘组成。安装的圆盘可以在中心轴上旋转,这使它们可以按照日期来旋转、移动。底盘显示使用者目前所处的纬度,但若使用者超出了预设的纬度,那么星盘就毫无用处。充满了天文特色的上盘标记了天空。任何人都可以尝试在晚上用星盘确定当前的日期和时间(花费1分钟)。当使用星盘时,你避免迷路(avoid becoming lost)的生存检定,可以用智力调整值取代感知调整值。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 毛毯(Blanket)
价格:5 SP;重量:3磅。
这张温暖、针织的毛毯有一条系带,因此可以方便的卷起来并系好。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 精制背包(Backpack, Masterwork)
价格:50 GP;重量:4磅。
这款背包有许多口袋可以用来存储冒险中可能需要的物品。
背包上有一些钩子可以用来绑住水罐、袋子,甚至是卷起来的毛毯等。交叉于胸前的肩带含有软垫,使得腰部能够更均匀的分配重量。与普通的背包一样,精制品背包能够在其主容器内容纳约2立方英尺的物品。若你装备精制品背包,计算负重时你的力量视为比正常值+1。
(https://s3.bmp.ovh/imgs/2024/12/23/37adb6e6aef2dc73.jpg)
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 滑轮组(Block and tackle)
价格:5 GP;重量:5磅。
无论是用来将宝藏从坑里拉起还是搬运设备,当一个简单的滑轮组被妥善的固定住时,它就可以为提起重物的力量检定提供+5的环境加值。固定滑轮组需要1分钟。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 易损铁链(Breakaway chains)
价格:65 GP;重量:2磅。
这种易损铁链看起来就跟普通的铁链一样(通过一个DC25的察觉检定可以发现它与普通铁链的不同),但很容易破坏。通过一个DC10的力量检定就可以瞬间破坏它。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 箱子(Chest)
价格:25 GP(超大号箱子),10 GP(大号箱子),5 GP(中号箱子),2 GP(小号箱子);重量:250磅(超大号箱子),100磅(大号箱子),50磅(中号箱子),25磅(小号箱子)。
普通的木箱有好几种尺寸:小型(2立方英尺,1 HP,击破DC 17),中型(4立方英尺,15 HP,击破DC 23),大型(6立方英尺,30 HP,击破DC 29),超大型(8立方英尺,50 HP,击破DC 35)。大多数箱子都包含了一个简单的内置锁。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 便携式木板(Collapsible plank)
价格:4 SP;重量:10磅。
这种可折叠的木板在两处设置了铰链,在承重250磅之前都不会损坏。木板有10英尺长,可以折叠成3英尺×1英尺×6英寸的大小。折叠或展开便携式木板是一个标准动作。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 棺材(Coffin)
价格:10 GP(普通),100 GP(华丽);重量:30磅(普通),50磅(华丽)。
普通的棺材由简单的木材制成,有一个宽松而平的盖子,以将其钉在棺材上。华丽的棺材因为可以彰显死者的地位而被贵族所青睐,这种棺材有带软布垫的内衬和带铰链的棺材盖。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 战斗剑鞘(Combat scabbard)
价格:1 GP;重量:1磅。
战斗剑鞘是一种临时武器,当你拔出剑鞘中的武器时,你还可以以一个迅捷动作将剑鞘从你的腰带上移除(作为武器)。剑鞘装备技法专长(见本书第22页)将在战斗中提供更多剑鞘的额外用法。判断战士武器组时,用于收纳重刃组武器(Heavy Blades)的战斗剑鞘视为锤武器组(Hammers);而用于收纳轻刃组武器(Light Blades)的战斗剑鞘则视为贴身武器组(Close)。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 拷贝钥匙(Copy of a key)
价格:1 GP;重量:-磅。
一个工匠可以在一小时内复制一把钥匙(制作一个与真品完全相同的复制品需要一个熟练的工匠,一天时间,以及一个DC25的工艺检定)。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 耳塞(Earplugs)
价格:3 CP;重量:-磅。
耳塞由蜡或软木制成,当需要进行对抗声音效果的豁免检定时,你可以获得+2的环境加值;但也导致基于听觉的察觉检定有-5的罚值。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 暗格箱(False-bottomed chest)
价格:52 GP;重量:25磅。
这种箱子常被走私者用来运送违禁品或是那些对他们而言最好保持隐秘的宝藏。箱子的暗格约有1寸深,分为从内部、底部或从背部打开等不同类型。发现暗格需要一个DC20的.察觉检定。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 暗格杯(False-bottomed cup)
价格:1 GP;重量:-磅。
这种厚底的杯子下方有一个狭小的暗格,非常适合用于存储一个小物品或药物。最阴险的地方在它有于一个倾斜的机关,会在杯子向后倾斜的时候打开,并将内藏的物质释放进杯中。发现空杯子内的隐藏隔间需要一个DC15的察觉觉检定。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 藏物鞘(False-bottomed scabbard)
价格:45 GP;重量:1磅。
这柄剑鞘的底部有一个刚好可以容纳一个药水瓶的空间。有些需要从外部打开,其他则通过剑鞘顶部的一个隐秘机关从内部打开。找到隐藏的隔间需要一个DC25的察觉检定,如果你将剑的长度与剑鞘对比的话,则DC降为20。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 机关镣铐(False Manacles)
价格:65 GP;重量:2磅。
这种镣铐检查起来(察觉DC25)与普通镣铐几乎没有任何区别。知道镣铐秘密机关位置的佩戴者可以用一个标准动作打开它,否则它就像精致镣铐一样工作。有些机关镣铐只有普通的质量,但大多数都是精制品。
(https://s3.bmp.ovh/imgs/2024/12/23/4db15fe7718ba176.jpg)
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 折叠椅(Folding chair)
价格:2 GP;重量:10磅。
这个简单的折叠椅有一个木制框架和帆布座椅、靠背,使其易于运输且方便在任何你想要的地方展开。它折叠起来很轻松,并且可以放进一个方便运输的袋子里。折叠椅可以轻而易举的支撑250磅重的物体。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 折叠梯(Folding ladder)
价格:2 GP;重量:16磅。
挂钩、长杆、梯级以铰链连接,组成了这个10尺长的梯子,你可以将其折叠为3英尺x1英尺x1英尺的大小。展开或折叠梯子是一个标准动作。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 爪钩箭(Grappling Arrow)
价格:1 GP;重量:1/2磅。
这种小爪钩被设计于用弓发射,并且可以系上丝绳。发射时,其射程增量为30尺。也有用于弩的爪钩箭存在。
(https://s3.bmp.ovh/imgs/2024/12/23/4c8ba2f43ac7f880.jpg)
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 吊床(Hammock)
价格:1 SP;重量:3磅。
吊床是将毯子或者网与结实的绳索连接起来的东西,你可以将其挂在粗大结实的树枝或两棵树之间,以便于睡在地面之上。爬出或爬进吊床是一个整轮动作。通过一个DC 5的敏捷检定可以将其变为一个移动动作。
(https://www.aonprd.com/images/PathfinderSocietySymbolN.gif) 哈罗牌(Harrow deck)
价格:100 GP;重量:-磅。
这是一种瓦瑞西亚人(Varisian)占卜者和预言家所使用的传统的占卜卡牌组。有些哈罗牌拥有精心绘制的插图,但大多数都是由羊皮纸或普通纸做成的卡牌,只配以手绘图案。哈罗牌往往世世代代流传下来,并且被它们的使用者悉心保存。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 头盔蜡烛(Helmet candle)
价格:2 GP;重量:4磅。
这个装置是个顶端有一根短而细的钉子的头盔,你可以将蜡烛插在上面,解放你的双手去完成其他任务。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 藏物剑柄(Hollowed pommel)
价格:5 GP;重量:-磅。
根据不同的武器,藏物剑柄可容纳的物品的大小最大不超过一个瓶子,最小不超过一卷纸。发现藏物剑柄需要通过一个DC15的察觉检定。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 沙漏(Hourglass)
价格:10 GP(6秒),20 GP(1分钟),25 GP(1小时);重量:-磅(6秒),1/2磅(1分钟),1磅(1小时)。
标准的沙漏的沙子从上端的玻璃球内完全流到下方需要1小时时间;存在更大型号和更小型号的沙漏,并能以短至6秒为增量来标记时间。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 长钉(Iron spike)
价格:5 CP;重量:1磅。
这根一英尺长的铁钉可以用来阻止门关上或打开,也可以用来固定攀爬用的麻绳。听到长铁钉被锤击的声音需要通过DC5的察觉检定。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 铁瓶(Iron vial)
价格:1 SP;重量:1磅。
这种金属药水瓶具有硬度5,3点生命值,击破DC为14。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 防水提灯(Lantern, Waterproof)
价格:+5 GP;重量:-磅。
在判定风是否能熄灭火焰时,防水提灯可以视烈风为强风,视暴风为烈风,视飓风为暴风,这意味着防水提灯不仅能从风中也能从水中保护其火焰。在熄灭前,内部保存的空气可供它在水下燃烧5轮。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 磁铁(Magnet)
价格:5 SP;重量:1/2磅。
手持式磁铁相对较弱,主要用于探测或在短范围内吸附铁、秘银或精金。它们没有强大到可以将金属拉扯出明显的距离的程度,也无法协助卸除生物挥舞着的金属武器。这种手掌大小的马蹄形磁铁可以抬起重量约3磅的铁。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 弹珠(Marbles)
价格:1 SP;重量:2磅。
弹珠可以用于减慢对手。一袋2磅重的弹珠可覆盖5英尺见方的面积。进入弹珠覆盖区域的生物必须通过一个DC10的反射检定否则就会倒地(该生物对抗摔绊的稳定加值可以应用到本次豁免上)。任何半速或以更慢的速度移动的生物可以不受影响的通过弹珠覆盖的区域。
(https://s3.bmp.ovh/imgs/2024/12/23/187ecddd986939f8.jpg)
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 秘银镣铐(Mithral manacles)
价格:1000 GP;重量:2磅。
这种镣铐比标准手铐更难破坏,并且对兽化人(lycanthropes)特别有效。它们有30点生命值,硬度15,击破DC为30。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 纸〔一张〕(Paper,sheet)
价格:4 SP;重量:-磅。
一张普通的纸通常是9英寸长6英寸宽,并不适合制作魔法卷轴。它的硬度为0,具有1点生命值,击破DC5。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 香水/古龙水(Perfume/cologne)
价格:5 GP;重量:-磅。
大多数香水和古龙水是来自于鲜花精油。香水或古龙水可以(在GM的允许下)给一些基于魅力的技能检定提供+1的环境加值。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 腌菜拔出器(Pickle extractor)
价格:2 CP;重量:2磅。
腌菜拔出器只不过是一根末端插着一根钉子(spike)的棍子(stick),主要被地精(goblins,又译哥布林)用来抓桶底的东西。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 怀表(Pocket watch)
价格:250 GP;重量:1磅。
这种微型钟表小到可以随身携带。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 藏毒戒指(Poison pill ring)
价格:+20 GP;重量:-磅。
这种戒指在镶嵌珠宝的底座下有一个极小的暗格,通常用来存放毒药。打开或关闭戒指是一个移动动作,要隐秘的这么做而不被别人看到需要通过一个DC 20的巧手检定。
(https://s3.bmp.ovh/imgs/2024/12/23/7a1048185ac026ca.jpg)
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 粉末(Powder)
价格:1 CP;重量:1/2磅。
粉笔末、面粉和其他类似的材料很受冒险家欢迎,因为它们在定位隐形生物上非常有用。向一个方格扔出一袋粉末是一次针对AC 5的攻击,这将瞬间揭示那里是否存在隐性生物。一个更有效的方法是将粉末撒在地面上(需要1整轮)并寻找足迹。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 义肢(Prosthetic)
价格:10 GP(臂),1 GP(足),1 GP(手),20 GP(腿);重量:3磅(臂),2磅(足),1磅(手),6磅(腿)。
那些在战斗中失去了手,臂,腿或者足的人有时会用义肢(能逼真的模仿他们失去的肢体)来取代。义肢通常用木头雕刻,并涂以与使用者肤色匹配的颜色。义肢的功能十分有限,只能让一个无腿的人以半速移动,或使一个无臂的人以固定的姿势拿盾牌——至少比没有要好。聪明的使用者已经知道在他们的义肢内创建一个小暗格,虽然其大小只能容纳非常小的物体。一个的义肢手或义肢足可容纳一个重量可以忽略不计的物体,而一个义肢四肢(limb)最多可容纳1或2磅的物体。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 有泵水罐(Pump water canister)
价格:75 GP;重量:5磅。
这个金属容器能装4加仑的水。以一个会引发借机攻击的标准动作,你可以使用顶部的手泵和软管将其中水喷到10英尺外。每轮使用都会抽吸1加仑的水,并可以扑灭1平方米的非魔法火焰。一个满装的罐子重37磅。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 宣纸〔一张〕(Rice Paper,sheet)
价格:5 CP;重量:-磅。
这种纸由水稻或树皮制成。它的硬度为0,具有1点生命值,击破DC 2。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 卷轴筒(Scroll case)
价格:1 GP;重量:1/2磅。
皮革或木制的卷轴筒可轻松容纳四张卷轴;你也可以塞入更多,但取出任意卷轴的行动会从一个移动动作变为一个整轮动作。你必须破坏卷轴筒才能破坏里面的东西(皮革制的硬度2,木质的硬度为5,2点生命值,击破DC15)。卷轴筒并不防水,因此必须仔细保护起来并远离风雨。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 六分仪(Sextant)
价格:500 GP;重量:2磅。
六分仪用来确定你所在位置的纬度。配合星盘(astrolabe)使用六分仪可为防止迷路所进行的生存检定提供+4环境加值。
(https://s3.bmp.ovh/imgs/2024/12/23/8b5a9f9a7e2b5aff.jpg)
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 剃须工具箱(Shaving kit)
价格:15 SP;重量:1/2磅。
剃须工具箱包含一把直剃刀(straight razor),一块磨刀石(whetstone),一面小镜子(small mirror),一个刷子(brush),一个杯子(cup)和足够中等人型生物使用50次的剃须粉(shaving powder)。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 火把插槽(Shield sconce,又译挂盾灯台)
价格:1 GP;重量:1/2磅。
这个金属框架可插入一根火把,它被设计成绑在轻、重、或塔盾上,让你无需放弃盾牌或占用你持武器的手就能带上火把。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 铁锹(Shovel)
价格:2 GP;重量:8磅。
这种工具可以让你以2立方英尺每分钟的速度挖坑。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 号角(Signal horn)
价格:1 GP;重量:2磅。
吹响号角需要一个DC 10的表演(管乐器)检定。它可以传达如攻击、协助、前进,后退,火和警告等信息。号角的声音可以在半英里范围内清楚地听到(察觉DC 0)。每超过该距离四分之一英里,听到号角声察觉检查有-1惩罚。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 万能钥匙(Skeleton key)
价格:85 GP;重量:-磅。
许多门锁的设计类似,从而可以被万能钥匙打开。万能钥匙可以被用在任何使用钥匙打开的标准门锁上,即使你没有解除装置技能。你使用万能钥匙解除装置的技能加值(+10),而不是你自己的技能加值;使用万能钥匙时不能取10。对特定的锁只能尝试一次。如果检定失败,万能钥匙就无法打开或关闭该锁。劣质的万能钥匙可能只有+5的加值。
(https://s3.bmp.ovh/imgs/2024/12/23/8f47f4533d135b48.jpg)
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 肥皂(Soap)
价格:1 CP;重量:1/2磅。
大部分的肥皂是由动物脂肪和从灰烬中提取的碱液制成。你可以用此这种厚块肥皂来擦洗衣服、盆、床单,你或者别人的身体,或其他任何可能变脏的东西。一块肥皂大约可以使用50次。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 投矛器(Spear-thrower,又译投枪器、抛矛)
价格:1 GP;重量:1磅。
这只不过是一个带罩、环或刺的手柄,用来套住飞镖(dart)、标枪(javelin)或短矛(shortspear)的柄。使用投矛器投掷这类武器会使此投掷物的射程增加一倍。将武器放入投矛器中需要一个移动动作;通过获得“快速装填(投矛器)”专长,你可以将其减至为一个自由动作。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 信纸(Stationery)
价格:1 GP;重量:-磅。
一般只被富人使用,昂贵的信纸是一种优质的9英吋长6英吋宽的纸,往往饰以浮雕或刻有主人的私人印章。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 便携式火炉(Stove can)
价格:10 GP;重量:1磅。
这个小的金属容器内装有蜡质燃料,创造足够用于烹饪的热量,但只产生蜡烛大小的光亮。关上容器上的金属盖就可以扑灭火焰;它在几分钟内就会冷却到可以携带的程度。每个便携式火炉可以燃烧5小时(足以烹饪10餐)。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 细绳或麻绳〔50尺〕(String or twine,50 ft.)
价格:1 CP;重量:1/2磅。
细绳和麻绳通常以50英尺的绳球或线轴的形式出售,可用于绳索陷阱和报警器,且是爪钩箭的重要组成部分。细绳或麻绳硬度为0,1点生命值,击破DC14。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 纹身(Tattoo,又译刺青)
价格:1 CP~20 GP;重量:-磅。
纹身的价格取决于它的质量、大小和所使用颜色的数量。十年内不会模糊,硬币大小的蓝色纹身,其价格为1铜币;不会褪色的,一只手掌大小的黑色纹身,其价格为1银币;覆盖整个背面的纹身需要分几次纹,且价格为10金币。每个额外颜色的价格差不多等于独个相同大小的纹身的价格。虽然这些价格代表了基准,但纹身——就像任何其他艺术作品一样——的价值可能更高,这取决于艺术家的声望。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 帐篷(Tent)
价格:100GP(行馆帐篷),30 GP(大号帐篷),15 GP(中号帐篷),10 GP(小号帐篷);重量:50磅(行馆帐篷),40磅(大号帐篷),30磅(中号帐篷),20磅(小号帐篷)。
帐篷有各种尺寸,可容纳1至10人。行馆帐篷的空间很大,足以在正中央生一小堆火。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 香炉(Thurible)
价格:50 GP;重量:3磅。
当装满煤炭和价值2sp的普通草药(common herbs)时,这种微型火盆可用轻烟将直径30英尺的区域填满1小时。充满烟雾的该区域内的所有生物在对抗吸入式疾病时的强韧检定获得+2的环境加值。
(https://s3.bmp.ovh/imgs/2024/12/23/a580a8b41f5f3b8e.jpg)
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 旅行快餐〔一天份〕(Wandermeal,per day)
价格:1 CP;重量:1/2磅。
行走江湖的半身人发明了这种用面粉、水和香料调和成的面食。旅行快餐不易变质,而且非常饱肚。但是,如果持续一周都吃这种实在谈不上多营养的食品而不补充蔬菜水果,那么食用者之后的每天都要做一个DC=(15+额外天数)的强韧检定,否则就会恶心。这个效果持续到他补充了其他营养为止。以上列出的是一人一天份的食品价格。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 防水袋(Waterproof bag)
价格:5 SP;重量:1/2磅。
这种皮革麻袋用焦油或沥青密封,防止那些脆弱的物体被水毁坏。袋子内的物品保持相对的干燥,使携带地图、卷轴、法术书和类似物品袋的想法成为可能。虽然袋子是不能渗透的,但它只能被完全浸没10轮,之后水就会渗进袋子破坏那些物品。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 蜡模(Wax key blank)
价格:15 GP;重量:1/2磅。
这个两面的盒子内包含了一些柔软的蜡状物,容易获得并保留按压在两部分之间物体的印痕 ,制作出该物体的一个完美模具。一个熟练的工匠可以利用模具制作一个该物品的复制品(其过程会破坏模具)。偷偷的印模需要一个DC 25 的巧手检定。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 武器链(Weapon cord)
价格:1 SP;重量:-磅。
武器链是一条2英尺长的皮带,将你的武器和你的手腕链接起来。如果你的武器掉落了,或者被卸除了,你可以以一个移动动作重新获得它,且掉落的武器不会离开你超过1个方格的距离。但是,如果不先解开武器链(一个整轮动作)或者割断它(一个移动动作或一次攻击,硬度0,1点生命值),你就无法切换到另外一个武器。不同于带锁钢手套(locked gauntlet),你仍可以使用一只链接了武器链的手,虽然一个悬荡中的武器可能会干扰到涉及手指精确的动作。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 磨刀石(Whetstone)
价格:2 CP;重量:1磅。
以一个精确的角度在磨刀石上滑动武器,磨刀石可以让你磨利刀刃。用磨刀石磨刀需要约15分钟的工作,并在你第一次使用打磨过的武器时给你的武器伤害骰提供+1的加值。这只对非魔法武器起作用。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 哨子(Whistle)
价格:5 CP;重量:-磅。
也被称为信号哨(signal whistle),哨子尖利的声音可以在四分之一英里范围内清楚地听到(察觉DC 0)。通过一个DC 5的表演(吹奏)检定,你可以用它传递与号角(signal horns)相同的信息。每超过四分之一英里,听到哨声的察觉检定有-2惩罚。
(https://s3.bmp.ovh/imgs/2024/12/23/342711a8181269e7.jpg)
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 无声哨(Whistle, Silent)
价格:9 SP;重量:-磅。
只有动物和具有敏锐听觉的其他生物可以听到的无声哨也同样存在。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 腕鞘(Wrist sheath)
价格:1 GP;重量:1磅。
这是一个绑在你的前臂上并用长袖隐藏起来的剑鞘。它可以容纳一个前臂大小的物品,如一把匕首、飞镖、魔杖,或者五只用于弩或弓箭矢。以一个移动动作,你可以弯曲你的手腕,让隐藏的物品中的一个或全部落入你的手中(这会如常造成借机攻击)。若有人观察你或对你进行搜身以确定是否有隐藏的物品时,你在对抗察觉的手上功夫检定上获得+2的加值。你每只手只能戴一个腕鞘。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 弹簧腕鞘(Wrist sheath, spring loaded)
价格:5 GP;重量:1磅。
这个物品和标准的腕鞘(wrist sheath)功能类似,但弹出其中的物品仅需一个迅捷动作。要配置好腕鞘让它如常工作,需要转动腕鞘上的微型齿轮使发条到转动到位(这是一个会提供借机攻击的整轮动作)。
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表格:
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原文:
Adventuring Gear
Many heroes count on items like these to survive and prosper.
Area map
Source Ultimate Equipment pg. 56, Adventurer's Armory pg. 19
Price 50 gp; Weight 2 lbs.
Category Adventuring Gear
Description
A geographically relevant map grants a user a +1 circumstance bonus on Survival checks made to navigate in the wilderness. It also can be used to grant the same bonus on Knowledge (dungeoneering) checks made to navigate underground.
Astrolabe
Source Ultimate Equipment pg. 56, Pathfinder #51: The Hungry Storm pg. 67, Pirates of the Inner Sea pg. 21, Advanced Player's Guide pg. 184, Adventurer's Armory pg. 19
Price 1,000 gp; Weight 6 lbs.
Category Adventuring Gear
Description
This device consists of a flat disc upon which two other discs are mounted. The mounted discs can rotate on a central axis, allowing them to spin and move as days pass. The bottom disc represents the latitude of the user; an astrolabe is useless if the user is outside the preset latitude. The upper disc represents the sky, and is filled with astronomical features. Anyone can be shown how to use an astrolabe at night to determine the date and time (which takes 1 minute). When using an astrolabe, you can make a Survival check using your Intelligence modifier instead of your Wisdom modifier to avoid becoming lost.
Blanket
Source Ultimate Equipment pg. 56, Adventurer's Armory pg. 19, PRPG Core Rulebook pg. 158, Advanced Player's Guide pg. 181
Price 5 sp; Weight 3 lbs.
Category Adventuring Gear
Description
This warm, woven blanket has straps so it can be rolled up and tied. Blankets are often used in conjunction with bedrolls to provide additional warmth or a ground cushion.
侧边栏:
Backpack, Masterwork: This backpack has numerous pockets for storing various items that might be needed while adventuring.
Hooks are included for attaching items such as canteens, pouches, other small bags, or even a rolled-up blanket. It has padded bands that strap across the chest and the waist to distribute its weight more evenly. Like a common backpack, it can hold about 2 cubic feet of materials in its main container. When wearing a masterwork backpack, treat your Strength score as +1 higher than normal when calculating your carrying capacity.
Block and tackle
Source Ultimate Equipment pg. 56, Advanced Player's Guide pg. 185, PRPG Core Rulebook pg. 158, Adventurer's Armory pg. 19
Price 5 gp; Weight 5 lbs.
Category Adventuring Gear
Description
Whether it is used to hoist treasure from a pit or move supplies, a simple block-and-tackle pulley, when it is properly secured, adds a +5 circumstance bonus on Strength checks to lift heavy objects. Securing the pulley requires 1 minute.
Breakaway chains
Source Ultimate Equipment pg. 56, Adventurer's Armory pg. 19
Price 65 gp; Weight 2 lbs.
Category Adventuring Gear
Description
These masterwork chains are easy to break, even though they look like normal chains (Perception DC 25 to notice the difference). A DC 10 Strength check breaks them instantly.
Chest: The common wooden chest comes in several sizes, including small (2 cubic feet, 1 hit point, break DC 17), medium (4 cubic feet, 15 hp, break DC 23), large (6 cubic feet, 30 hit points, break DC 29), and huge (8 cubic feet, 50 hit points, break DC 35). Most include a simple inset lock.
Chest
Source Ultimate Equipment pg. 56, Adventurer's Armory pg. 19, Advanced Player's Guide pg. 181
Price 25 gp (huge), 10 gp (large), 5 gp (medium), 2 gp (small); Weight 250 lbs. (huge), 100 lbs. (large), 50 lbs. (medium), 25 lbs. (small)
Description
The common wooden chest comes in several sizes, including small (2 cubic feet, 1 hit point, break DC 17), medium (4 cubic feet, 15 hp, break DC 23), large (6 cubic feet, 30 hit points, break DC 29), and huge (8 cubic feet, 50 hit points, break DC 35). Most include a simple inset lock.
Collapsible plank
Source Ultimate Equipment pg. 56, Adventurer's Armory pg. 19
Price 4 sp; Weight 10 lbs.
Category Adventuring Gear
Description
Hinged in two places, collapsible planks can hold 250 pounds before breaking. The 10-foot-long plank folds down into a 3-foot-by-1-foot-by-6-inch bundle. Folding or unfolding it is a standard action.
Coffin: A plain coffin is made of simple wood and has a loose, flat lid that can be nailed onto it. An ornate coffin is favored by aristocratic families for displaying their dead, and include upholstered cloth liners and a hinged lid.
Coffin
Source Ultimate Equipment pg. 56, Adventurer's Armory pg. 19, Pathfinder Campaign Setting pg. 213
Price 10 gp (common), 100 gp (ornate); Weight 30 lbs. (common), 50 lbs. (ornate)
Description
A plain coffin is made of simple wood and has a loose, flat lid that can be nailed onto it. Ornate coffins are favored by aristocratic families for displaying their dead, and include upholstered cloth liners and a hinged lid.
Combat scabbard
Source Adventurer's Armory pg. 19
Price 1 gp; Weight 1 lbs.
Category Adventuring Gear
Description
This scabbard is an improvised weapon designed to allow you to remove it from your belt as a swift action when drawing the weapon it contains. Taking the Equipment Trick feat (see page 22) for a scabbard gives you additional combat options for using a scabbard. For the purpose of fighter weapon groups, a scabbard for a heavy blade is considered a hammer, and a scabbard for a light blade is considered a close weapon.
Copy of a key
Source Ultimate Equipment pg. 56, Adventurer's Armory pg. 19
Price 1 gp; Weight —
Category Adventuring Gear
Description
An artisan can make a working copy of a key in an hour (making a duplicate that looks exactly like the original requires a skilled smith, a DC 25 Craft check, and 1 day).
Earplugs
Source Ultimate Equipment pg. 56, Advanced Player's Guide pg. 181, Adventurer's Armory pg. 19
Price 3 cp; Weight —
Category Adventuring Gear
Description
Made of waxed cotton or cork, earplugs give you a +2 circumstance bonus on saves against effects that require hearing, but also cause a –5 penalty on hearing-based Perception checks.
False-bottomed chest
Source Ultimate Equipment pg. 56, Adventurer's Armory pg. 19
Price 52 gp; Weight 25 lbs.
Category Adventuring Gear
Description
These chests are typically used by smugglers transporting contraband or those with treasures they would prefer to keep hidden. The secret compartment in this chest is approximately 1 inch deep. Different styles open from the inside, from the underside, or through the back. Detecting the compartment requires a DC 20 Perception check.
False-bottomed cup
Source Ultimate Equipment pg. 56, Adventurer's Armory pg. 19
Price 1 gp; Weight —
Category Adventuring Gear
Description
The tiny compartment in the thick bottom of this cup is an excellent place to store a small item or substance. The most insidious are designed with a weighted catch that opens when the cup is tilted back, releasing the hidden substance into the contents of the cup. Spotting the secret compartment in an empty cup requires a DC 15 Perception check.
False-bottomed scabbard
Source Ultimate Equipment pg. 56, Adventurer's Armory pg. 19
Price 45 gp; Weight 1 lb.
Category Adventuring Gear
Description
The space at the bottom of this sword scabbard is just large enough to hold a potion flask. Some are accessed from the outside; others open on the inside with a secret catch at the top end. Finding the secret compartment requires a DC 25 Perception check, or DC 20 if you can compare the sword’s length to that of the scabbard.
侧边栏:
False Manacles: These manacles are nearly indistinguishable from standard manacles upon inspection (Perception DC 25). A wearer who knows the location of the secret catch can open them as a standard action; otherwise they act like masterwork manacles. Some appear to be of common quality, though false manacles are always masterwork.
Folding chair
Source Ultimate Equipment pg. 56, Adventurer's Armory pg. 19
Price 2 gp; Weight 10 lbs.
Category Adventuring Gear
Description
This simple folding chair has a wooden frame and canvas seat and back, making it easy to transport and set up wherever you wish. It folds up easily and fits in a handy carrying bag. The chair can support up to 250 pounds with ease.
Folding ladder
Source Ultimate Equipment pg. 56, Adventurer's Armory pg. 19
Price 2 gp; Weight 16 lbs.
Category Adventuring Gear
Description
The hook, pole, and rungs of this 10-foot ladder are hinged, allowing you to fold it into a 3-foot-by-1-foot-by-1-foot bundle. Folding or unfolding it is a standard action.
侧边栏
Grappling Arrow: This small grappling hook is designed to be tied to a silk rope and fired from a bow. When fired, it has a range increment of 30 feet. An equivalent item exists for crossbows.
Hammock
Source Ultimate Equipment pg. 57, Adventurer's Armory pg. 19
Price 1 sp; Weight 3 lbs.
Category Adventuring Gear
Description
This blanket or net is attached to strong ropes, allowing you to hang it from a heavy branch or two trees and sleep above the ground. Climbing into or out of a hammock is a full-round action. A successful DC 5 Dexterity check reduces this to a move action.
PFS:The Harrow deck may be used if it is an actual Harrow deck. Any alternative means to simulate the Harrow deck usage, such as a normal deck of cards or dice, is not legal
Harrow deck
Source Ultimate Equipment pg. 57, Curse of the Crimson Throne Player's Guide pg. 12, Pathfinder Campaign Setting pg. 213, Adventurer's Armory pg. 19, Inner Sea World Guide pg. 293
Price 100 gp; Weight —
Category Entertainment
Description
This is a traditional fortune-telling deck of cards used by soothsayers and seers. Some harrow decks are elaborately illustrated, but most are parchment or paper cards with hand-painted images. Harrow decks are often handed down through generations and treated with utmost care by their users as a result.
Harrow Deck: This is a traditional fortunetelling deck of cards used by Varisian soothsayers and seers. Some Harrow decks are elaborately illustrated, but most are parchment or paper cards with hand-painted images. Harrow decks are often handed down through generations and treated with utmost care by their users as a result.
Helmet candle
Source Ultimate Equipment pg. 57, Adventurer's Armory pg. 19
Price 2 gp; Weight 4 lbs
Category Adventuring Gear
Description
This device consists of a helmet with a short, thin spike on top upon which a candle is stuck, freeing your hands for other tasks.
Hollowed pommel
Source Ultimate Equipment pg. 57, Adventurer's Armory pg. 19
Price 5 gp; Weight —
Category Adventuring Gear
Description
Depending on the weapon, a hollow pommel may hold something as large as a flask or as small as a rolled piece of paper. Detecting a hollow pommel requires a DC 15 Perception check.
Hourglass
Source PRPG Core Rulebook pg. 158
Price 25 gp; Weight 1 lb.
Category Adventuring Gear
Description
From Nethys: No description was provided for this entry.
Hourglass
Source Ultimate Equipment pg. 57, Adventurer's Armory pg. 19, Advanced Player's Guide pg. 181
Price 25 gp (1 hour), 20 gp (1 minute), 10 gp (6 seconds); Weight 1 lb. (1 hour), 1/2 lb. (1 minute), — (6 seconds)
Description
The standard hourglass takes 1 hour to empty the sand from the upper chamber; smaller ones that mark time more precisely are also readily available, in 1-minute and 6-second sizes. Hourglasses tracking more than an hour are rare.
Hourglass: The standard hourglass takes 1 hour to empty the sand from the upper chamber; larger and smaller timers exist which mark off time in increments as short as 6 seconds.
Iron spike
Source Ultimate Equipment pg. 57, Advanced Player's Guide pg. 181, Adventurer's Armory pg. 19
Price 5 cp; Weight 1 lb.
Category Adventuring Gear
Description
This foot-long iron spike is used to keep doors open or closed and to secure ropes for climbing. Hearing a spike being hammered in requires a DC 5 Perception check.
Iron vial
Source Ultimate Equipment pg. 57, Adventurer's Armory pg. 19
Price 1 sp; Weight 1 lb.
Category Adventuring Gear
Description
This metal potion bottle has hardness 5, 3 hit points, and a break DC of 14.
Lantern, Waterproof: Meant to shelter its flame from both water and wind, this lantern treats severe winds as strong winds, windstorms as severe winds, and hurricanes as windstorms for the purpose of determining whether they extinguish its flame. It holds enough air to burn underwater for 5 rounds before going dark.
Magnet
Source Ultimate Equipment pg. 57, Advanced Player's Guide pg. 181, Adventurer's Armory pg. 19
Price 5 sp; Weight 1/2 lb.
Category Adventuring Gear
Description
Handheld magnets are relatively weak and are mainly used to detect or pull iron, mithral, or adamantine at a short range. They are not powerful enough to tug metal over significant distances or aid in disarming creatures wielding metal weapons. This hand-sized horseshoe magnet can lift up to a 3-pound iron weight.
侧边栏
Marbles
Source Ultimate Equipment pg. 57, Advanced Player's Guide pg. 181, Adventurer's Armory pg. 19
Price 1 sp; Weight 2 lbs.
Category Adventuring Gear
Description
Marbles can be used to slow opponents. One 2-pound bag of marbles covers an area 5 feet square. A creature entering a square with marbles scattered on it must succeed at a DC 10 Reflex save or fall prone (the creature’s stability bonus to trip applies to this save). Any creature moving at half speed or slower can pick its way through a square of marbles with no trouble.
新东西
Mithral manacles
Source Adventurer's Armory pg. 19
Price 1,000 gp; Weight 2 lbs.
Category Adventuring Gear
Description
These bindings are more difficult to break than standard bindings and are particularly useful against lycanthropes. They have hardness 15, 30 hit points, and a break DC of 30.
Paper: Ordinary paper typically measures 9 inches by 6 inches and is unsuitable for making magical scrolls. It has hardness 0, 1 hit point, and break DC 5.
Paper (sheet)
Source Ultimate Equipment pg. 57, Adventurer's Armory pg. 19, PRPG Core Rulebook pg. 158, Advanced Player's Guide pg. 181
Price 4 sp; Weight —
Category Adventuring Gear
Description
A sheet of ordinary paper typically measures 9 inches by 6 inches and is unsuitable for making magical scrolls. It has hardness 0, 1 hit point, and a break DC of 5.
Perfume/cologne
Source Ultimate Equipment pg. 57, Adventurer's Armory pg. 19
Price 5 gp; Weight —
Category Adventuring Gear
Description
Most perfumes and colognes are derived from the essential oils of flowers. Perfume or cologne may (at the GM’s discretion) provide a +1 circumstance bonus on several Charisma-based skill checks.
新东西
Pickle extractor
Source Adventurer's Armory pg. 19
Price 2 cp; Weight 2 lbs.
Category Adventuring Gear
Description
A pickle extractor is little more than a spike stuck through the end of a stick, used mainly by goblins to grab things at the bottom of a barrel.
Pocket watch
Source Adventurer's Armory pg. 19
Price 250 gp; Weight 1 lb.
Category Adventuring Gear
Description
This miniature clock is small enough to carry.
侧边栏
Poison pill ring
Source Ultimate Equipment pg. 57, Adventurer's Armory pg. 19, Advanced Player's Guide pg. 181
Price +20 gp; Weight —
Category Adventuring Gear
Description
This ring has a tiny compartment under the setting, typically used to hold poison. Opening and closing a ring is a move action; doing so unseen requires a DC 20 Sleight of Hand check.
Powder
Source Ultimate Equipment pg. 57, Adventurer's Armory pg. 19, Pathfinder Society Field Guide pg. 48, Advanced Player's Guide pg. 183
Price 1 cp; Weight 1/2 lb.
Category Adventuring Gear
Description
Powdered chalk, flour, and similar materials are popular with adventurers for their utility in pinpointing invisible creatures. Throwing a bag of powder into a square is an attack against AC 5, and momentarily reveals whether an invisible creature is there. A much more effective method is to spread powder on a surface (which takes 1 full round) and look for footprints.
Prosthetic: People who lose hands, arms, legs, or feet in combat sometimes replace them with prosthetics: realistic simulations of their missing limbs. Usually carved of wood and painted to match the wearer’s skin tone, these items have limited functionality, allowing a legless person to walk at half speed, or enabling an armless person to hold a shield in a fixed position, but little more. Clever individuals have been known to create small compartments in their prosthetics, just large enough to hold very small objects. A prosthetic hand or foot can hold an item with negligible weight, while a prosthetic limb can hold up to 1 or 2 pounds.
Prosthetic
Source Ultimate Equipment pg. 57, Pirates of the Inner Sea pg. 21, Adventurer's Armory pg. 19
Price 10 gp (arm), 1 gp (foot), 1 gp (hand), 20 gp (leg); Weight 3 lbs. (arm), 2 lbs. (foot), 1 lb. (hand), 6 lbs. (leg)
Description
People who lose hands, arms, legs, or feet in combat sometimes replace them with prosthetics: realistic simulations of their missing limbs. Usually carved of wood and painted to match the wearer’s skin tone, these items have limited functionality, allowing a legless person to walk at half speed, or enabling an armless person to hold a shield in a fixed position, but little more. Clever individuals have been known to create small compartments in their prosthetics, just large enough to hold very small objects. A prosthetic hand or foot can hold an item with negligible weight, while a prosthetic limb can hold up to 1 or 2 pounds.
新东西
Pump water canister
Source Adventurer's Armory pg. 19
Price 75 gp; Weight 5 lbs.
Category Adventuring Gear
Description
This metal container holds 4 gallons of water. As a standard action that provokes attacks of opportunity, you can use the hand pump and hose at the top to spray water up to 10 feet away. Pumping uses 1 gallon of water for every round of use and can extinguish nonmagical fires in 1 square. A full canister weighs 37 pounds.
Rice Paper: This variety of paper is made of rice or tree bark. It has hardness 0, 1 hit point, and break DC 2.
Rice paper (sheet)
Source Ultimate Equipment pg. 57, Advanced Player's Guide pg. 183, Adventurer's Armory pg. 19
Price 5 cp; Weight —
Category Adventuring Gear
Description
This sheet of paper is made of rice, straw, or tree bark. It has hardness 0, 1 hit point, and a break DC of 2.
Scroll case
Source Ultimate Equipment pg. 57, PRPG Core Rulebook pg. 158, Adventurer's Armory pg. 19, Advanced Player's Guide pg. 183
Price 1 gp; Weight 1/2 lb.
Category Adventuring Gear
Description
A leather or wooden scroll case easily holds four scrolls; you can cram more inside, but retrieving any of them becomes a full-round action rather than a move action. You must destroy the scroll case to damage its contents (hardness 2 for leather or 5 for wood, 2 hit points, break DC 15). A scroll case is not watertight, and must still be protected from the elements.
侧边栏:
Sextant
Source Ultimate Equipment pg. 57, Adventurer's Armory pg. 19, Advanced Player's Guide pg. 185, Pirates of the Inner Sea pg. 21
Price 500 gp; Weight 2 lbs.
Category Adventuring Gear
Description
A sextant is used to determine your latitude. Using a sextant with an astrolabe gives you a +4 circumstance bonus on Survival checks made to prevent getting lost.
UE服饰/AA冒险装备
Shaving kit
Source Ultimate Equipment pg. 57, Adventurer's Armory pg. 19
Price 15 sp; Weight 1/2 lb.
Category Kits
Description
A shaving kit contains a straight razor, a whetstone, a small mirror, a brush, a cup, and enough shaving powder to last a Medium humanoid 50 shaves.
Shield sconce
Source Ultimate Equipment pg. 57, Adventurer's Armory pg. 19
Price 1 gp; Weight 1/2 lb.
Category Adventuring Gear
Description
This metal frame holds a torch and is designed to be strapped to the front of a light, heavy, or tower shield, allowing you to carry a torch without giving up your shield or occupying your weapon hand.
Shovel: This tool lets you dig a pit at a rate of 2 cubic feet per minute.
Shovel
Source Ultimate Equipment pg. 57, Pathfinder #51: The Hungry Storm pg. 67
Price 2 gp (common), 10 gp (folding); Weight 8 lbs. (common), 12 lbs. (folding)
Description
This tool lets you dig a pit at a rate of 2 cubic feet per minute. If a shovel is used in combat, treat it as a one-handed improvised weapon that deals bludgeoning damage equal to that of a club of its size.
Folding Shovel: A folding shovel is a full-sized shovel with a sturdy sectional handle that folds into pieces no longer than the shovel blade, allowing it to fit in a smaller space such as a backpack. Converting the shovel from its folded state to usable (or vice versa) is 2 full-round actions.
Signal horn
Source Ultimate Equipment pg. 57, Adventurer's Armory pg. 19, Advanced Player's Guide pg. 183
Price 1 gp; Weight 2 lbs.
Category Adventuring Gear
Description
Sounding a horn requires a DC 10 Perform (wind instruments) check and can convey concepts such as “Attack!”, “Help!”, “Advance!”, “Retreat!”, “Fire!”, and “Alarm!” The report of a signal horn can be clearly heard (Perception DC 0) up to a half-mile distant. For each quarter-mile beyond, Perception checks to hear the horn take a –1 penalty.
侧边栏
Skeleton key
Source Ultimate Equipment pg. 57, Adventurer's Armory pg. 19
Price 85 gp; Weight —
Category Adventuring Gear
Description
Many door locks have a similar design and thus can be unlocked by a similar key. A skeleton key may be tried on any standard door lock that uses a key, even if you don’t have the Disable Device skill. You use the key’s Disable Device bonus of +10 rather than your own total; you cannot take 10 when using a skeleton key. The key only gets one roll for any particular lock. If the roll fails, the key is unable to open or close that lock. Inferior skeleton keys may only have a +5 bonus.
Soap
Source Ultimate Equipment pg. 57, Adventurer's Armory pg. 19, PRPG Core Rulebook pg. 158
Price 1 cp; Weight 1/2 lb.
Category Adventuring Gear
Description
Most soap is made from animal fat and lye derived from ashes. You can use this thick block of soap to scrub clothes, pots, linens, adventurers, or anything else that might be dirty. A bar of soap has approximately 50 uses.
新东西
Spear-thrower
Source Adventurer's Armory pg. 19
Price 1 gp; Weight 1 lb.
Category Adventuring Gear
Description
This is little more than a handle with a cup, loop, or spur to hold the butt of a dart, javelin, or shortspear. Using a spear-thrower to throw such a weapon doubles the projectile’s range increment. Setting a weapon into a spear-thrower is a move action; by taking the Rapid Reload (spear-thrower) feat, you reduce this to a free action.
Stationary: Generally used only by the wealthy, fancy stationary is a finer-quality 9-inch-by-6-inch paper, often embossed or engraved with the owner’s personal seal.
Stationery
Source Ultimate Equipment pg. 58, Adventurer's Armory pg. 19
Price 1 gp; Weight —
Category Adventuring Gear
Description
Generally used only by the wealthy, fancy stationery is a finerquality 9-inch-by-6-inch paper, often embossed or engraved with the owner’s personal seal.
Stove can
Source Ultimate Equipment pg. 58, Adventurer's Armory pg. 19
Price 10 gp; Weight 1 lb.
Category Adventuring Gear
Description
This little metal container holds a waxy fuel that creates enough heat to cook with but only as much light as a candle. To snuff the flame, close the metal lid on the container; it cools enough that it can be carried in a few minutes. Each lasts 5 hours (enough to cook about 10 meals).
String or twine (50 ft.)
Source Ultimate Equipment pg. 58, Adventurer's Armory pg. 19, Pathfinder Society Field Guide pg. 48, Advanced Player's Guide pg. 183
Price 1 cp; Weight 1/2 lb.
Category Adventuring Gear
Description
Sold in balls or spools of 50 feet, string and twine are useful for rigging traps and alarms and are a vital component of grappling bolts and arrows. String or twine has hardness 0, 1 hit point, and a break DC of 14.
Tattoo
Source Ultimate Equipment pg. 58, Adventurer's Armory pg. 19, Advanced Player's Guide pg. 183, Pirates of the Inner Sea pg. 21
Price 1 cp–20 gp; Weight —
Category Adventuring Gear
Description
The price of a tattoo depends on the quality, size, and number of colors used. A coin-sized tattoo in blue ink that will blur over a decade costs 1 cp, a hand-sized one in black ink that won’t fade costs 1 sp, and a tattoo covering an entire back takes several sessions and costs 10 gp. Each additional color costs as much as a single tattoo of its size. While these prices represent the baseline, tattoos—like any other artwork—can be worth far more depending on the prestige of the artist.
Tent: Tents come in a variety of sizes and accommodate between one and 10 people. Pavilion tents are large enough to accommodate a small fire in the center.
Tent
Source PRPG Core Rulebook pg. 158
Price 10 gp; Weight 20 lbs.
Category Adventuring Gear
Description
From Nethys: No description was provided for this entry.
Tent
Source Ultimate Equipment pg. 58, Adventurer's Armory pg. 19, Advanced Player's Guide pg. 183
Price 30 gp (large), 15 gp (medium), 100 gp (pavilion), 10 gp (small); Weight 40 lbs. (large), 30 lbs. (medium), 50 lbs. (pavilion), 20 lbs. (small)
Description
Tents come in a variety of sizes and accommodate between one and 10 people. A small tent holds one Medium creature and takes 20 minutes to assemble, a medium tent holds two creatures and takes 30 minutes, a large tent holds four creatures and takes 45 minutes, and a pavilion holds 10 creatures and takes 90 minutes (two Small creatures count as a Medium creature, and one Large creature counts as two Medium creatures). Pavilion tents are large enough to accommodate a small fire in the center. Packing up a tent takes half as long as assembling it.
侧边栏:
Thurible
Source Ultimate Equipment pg. 58, Pathfinder #8: Seven Days to the Grave pg. 61, Adventurer's Armory pg. 19
Price 50 gp; Weight 3 lbs.
Category Adventuring Gear
Description
When filled with coal and common herbs worth 2 sp, this miniature brazier fills an area 30 feet in diameter with light smoke for 1 hour. Any creature in the area of this smoke gains a +2 circumstance bonus on Fortitude saves to resist inhaled diseases.
Wandermeal (per day)
Source Ultimate Equipment pg. 95, Adventurer's Armory pg. 19
Price 1 cp; Weight 1/2 lb.
Category Food/Drink
Description
This tough, dried cake is a halfling invention made from flour, water, and spices. Wandermeal keeps for months without spoiling, travels well, and fills the belly. However, eating it for over a week without other nutrients requires the eater to make a daily Fortitude saving throw (DC 15 + 1 for each additional day) or be sickened. The effect ends 1 day after more nutritious food is eaten. The listed price is for a day’s worth of food.
Waterproof bag
Source Ultimate Equipment pg. 58, Adventurer's Armory pg. 19
Price 5 sp; Weight 1/2 lb.
Category Adventuring Gear
Description
This leather sack sealed with tar or pitch keeps delicate items from being ruined by water. Items kept inside remain relatively dry, making the bag ideal for carrying maps, scrolls, spellbooks, and the like, although the bag is not impervious and can only be completely immersed for 10 rounds before enough water seeps in to ruin such items.
Wax key blank
Source Ultimate Equipment pg. 58, Adventurer's Armory pg. 19
Price 15 gp; Weight 1/2 lb.
Category Adventuring Gear
Description
This two-sided case contains a soft wax that readily takes and keeps an impression of an object pressed between the two halves, creating an excellent mold of the item. A skilled artisan may then make a copy of the item from the mold (destroying the mold in the process). Making an impression surreptitiously requires a DC 25 Sleight of Hand check.
Weapon cord
ErrataSource Ultimate Equipment pg. 58, Advanced Player's Guide pg. 183, Adventurer's Armory pg. 19
Price 1 sp; Weight —
Category Adventuring Gear
Description
Weapon cords are 2-foot-long leather straps that attach your weapon to your wrist. If you drop your weapon or are disarmed, you can recover it as a move action, and it never moves any farther away from you than an adjacent square. However, you cannot switch to a different weapon without first untying the cord (a full-round action) or cutting it (a move action or an attack, hardness 0, 1 hit point). Unlike with a locked gauntlet, you can still use a hand with a weapon cord, though a dangling weapon may interfere with finer actions.
Whetstone
Source Ultimate Equipment pg. 58, Adventurer's Armory pg. 19, PRPG Core Rulebook pg. 158
Price 2 cp; Weight 1 lb.
Category Adventuring Gear
Description
A whetstone allows you to sharpen a blade by sliding it against the stone at a precise angle. Honing a blade with a whetstone requires about 15 minutes of work and grants the weapon a +1 bonus on your damage roll the first time you hit with it. This only works on nonmagical blades.
侧边栏:
Whistle: Also known as a signal whistle, a whistle’s piercing report can be clearly heard (DC 0) up to half a mile away. With a DC 5 Perform (wind instruments) check you can use it to signal the same sorts of situations as signal horns (see page 8). For each additional quarter mile, Perception checks to hear a whistle suffer a –2 penalty.
Whistle
Source Ultimate Equipment pg. 57, Advanced Player's Guide pg. 183, PRPG Core Rulebook pg. 158, Adventurer's Armory pg. 19
Price 8 sp (signal), 9 sp (silent); Weight — (signal), — (silent)
Description
With a DC 5 Perform (wind instruments) check, you can use a whistle to signal the same sorts of situations as signal horns. A whistle’s piercing report can be clearly heard (Perception DC 0) up to a quarter-mile away. For each quarter-mile beyond, Perception checks to hear a whistle take a –2 penalty. Silent whistles that only animals and other creatures with keen hearing can hear also exist.
Whistle, Silent: Only animals and other creatures with keen hearing can hear this whistle.
Wrist sheath
Source Ultimate Equipment pg. 58, Adventurer's Armory pg. 19
Price 1 gp; Weight 1 lb.
Category Adventuring Gear
Description
This is a sheath designed to be strapped to your forearm and hidden under a long sleeve. The sheath can hold one forearmlength item, such as a dagger, dart, or wand, or up to five arrows or crossbow bolts. As a move action, you can bend your wrist to cause some or all of these items to drop into your hand (provoking attacks of opportunity as normal). You have a +2 bonus on Sleight of Hand checks made to oppose the Perception check of someone observing or frisking you to determine items in the sheath. You can only wear one wrist sheath per arm.
新东西
Wrist sheath (spring loaded)
Source Adventurer's Armory pg. 19
Price 5 gp; Weight 1 lb.
Category Adventuring Gear
Description
This item works like a standard wrist sheath, but releasing an item from it is a swift action. Preparing the sheath for this use requires cranking the sheath’s tiny gears and springs into place (a full-round action that provokes an attack of opportunity).
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译者的话:
由于本书中绝大多数物品都和CRB、APG、UE重复,因此凡是本书出现的独特资源,均以蓝色标出。
由于本书中的独特物品,很多大佬均有零散翻译,萌新尽可能把找得到出处的翻译列出,并鸣谢译者。
本节中的冒险物品均为描述,而价格和重量在表格中。为了方便阅读,本节译文的格式将与原书不同,而是仿照CHM中的冒险物品,在描述前面注明该道具的价格和重量。
AA中独有的冒险物品:
1、战斗剑鞘(Combat scabbard):战斗剑鞘(Combat Scabbard)的数据不在冒险装备这一节,而在武器这一节。
2、秘银镣铐(Mithral manacles):AA版本仅需1000 GP,UE版本则需要2015 GP。
3、腌菜拔出器(Pickle extractor):Pickle意思是“腌菜,泡菜”,考虑到译为泡菜的话,简直是韩国人快乐器,而该道具是地精用的——这样的话太整活了。而extractor的译名为提取器、榨汁机,和物品描述不符。因此,考虑到extract的意思是“(用力)取出,拔出; 提取;获得”,因此结合物品描述,将之译为腌菜拔出器。
4、怀表(Pocket watch):虽然是AA独有物品,但有买怀表的钱,为什么不买一个OA的催眠吊坠(Hypnotist's Locket)?怀表型催眠吊坠同样是250 gp和1磅,但还有额外功能。
5、有泵水罐(Pump water canister):灭火器?
6、投矛器(Spear-thrower,又译投枪器、抛矛):AA独有物品。该道具虽然在果园没被翻译过,但在互联网上早有常用译名,而且百度百科有实物照片和原理说明。和远程战术工具匣(RTT)的射矛器(Spear-Sling)不是一种东西。AA的投矛器(Spear-thrower)属于冒险物品,无法被附魔。而RTT的射矛器(Spear-Sling)是军用远程武器,可以被附魔,也可以连锁到战士武器训练等职业能力。根据物品描述,虽然不是弩、也不是火器,但可以选用快速装填(投矛器)。这种增加投掷物射程的效果,让人想起了MC大地精的投弹器(Bombchucker),不过两种物品效果不一样就是了。
7、哨子(Whistle):AA独有物品。虽然描述中说又被称为信号哨(signal whistle),且描述和UE的信号哨(Signal whistle)几乎一模一样。但是UE的信号哨(Signal whistle)需要8 SP,而AA的哨子(Whistle)只要5 CP(虽然aon把该物品和UE合并了,也就是说在aon中是没有5 CP的哨子,只有8 SP的哨子的,可能是aon笔误)。
8、弹簧腕鞘(Wrist sheath, spring loaded):和UW中的快速腕鞘(Speed Sheath)类似,但AA的弹簧腕鞘(Wrist sheath, spring loaded)只要5 GP,而UW的快速腕鞘(Speed Sheath)需要10 GP。值得注意的是AA的弹簧腕鞘(Wrist sheath, spring loaded)被分类为冒险物品(Adventuring Gear),而UW的快速腕鞘(Speed Sheath)被分类为服饰(Clothing),这意味着角色开卡时,可以将10 GP的免费服饰额度购置一个快速腕鞘(Speed Sheath)。
翻译描述时和其他书中的同名冒险有微妙不同,但对于冒险物品的使用有影响的描述,在此列出:
1、星盘(Astrolabe):UE最后一句译为【当使用星盘时,你使用生存检定时可以用智力调整值取代感知调整值以避免减值】,而英文原文是【When using an astrolabe, you can make a Survival check using your Intelligence modifier instead of your Wisdom modifier to avoid becoming lost】,因此改译为【当使用星盘时,你避免迷路(avoid becoming lost)的生存检定,可以用智力调整值取代感知调整值】。
2、哈罗牌(Harrow deck):瞧瞧这PFS合法使用的说明,字缝里面写满了两个字“买牌”。
3、沙漏(Hourglass):虽然沙漏的型号和价格和UE一样,但描述不太一样,AA版描述说了存在以6秒为增量的多种沙漏,而非仅有3种。
4、义肢(Prosthetic):最后一句在UE被译为【而假手臂最多可容纳1或2磅的物体】,根据原文(limb)为四肢,是包括臂(arm)和腿(leg)的。此外,少译了a这个量词。
5、剃须工具箱(Shaving kit):CHM中装备列表是15银币,但是装备描述条目中却弄成了15金币。AA版本是15银币,看来找到一处CHM错误。该物品在aon的分类中,即不属于(Tools),也不属于冒险物品(Adventuring Gear),而是分类为工具包(Kits)。
6、铲子(Shovel):和UE比少了一句【如果在战斗中使用铁锹,把它视为单手临时武器,造成与同样大小的木棒相等的钝击伤害】。另外,AA仅仅只有铁铲,而没有UE的折叠铁锹(Shovel, folding)。
7、旅行快餐〔一天份〕(Wandermeal,per day):虽然在AA中被列于冒险装备中,但在UE是被列入食物与饮料(Food/Drink)中。
8、武器链(Weapon cord):最后一句话进行了重译,【Unlike with a locked gauntlet, you can still use a hand with a weapon cord, though a dangling weapon may interfere with finer actions.】带锁钢手套(locked gauntlet)详见防具,而根据带锁钢手套的描述【当一只带锁钢手套已经锁定,你这支手就无法再施放法术或使用技能】,将后面的【you can still use a hand with a weapon cord】重译为【你仍可以使用一只链接了武器链的手】,因为如果照之前的翻译的话,是无法get到这样的点——即,使用一只链接了武器链的手,是不影响施放法术或使用技能的。
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特殊物品和道具(Special Substances and Items)
拥有工艺(炼金)技能的角色可以制造这些道具,并且这些道具以及被列于《核心规则书(Pathfinder RPG Core Rulebook)》中的那些炼金道具,通常都在同一处你可以买到炼金物品的地方被发现。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 炼金油膏(Alchemical grease)
类型:炼金药(Alchemical Remedies);工艺(炼金):DC 15;
价格:5 GP;重量:1磅。
每一份这种粘稠黑色膏状物足以覆盖一个中型生物或者两个小型生物。如果你浑身涂满炼金油膏,你的逃脱技能检定,用于逃脱擒抱的战斗技击(Combat Maneuver)检定和你用来避免被擒抱时的CMD检定获得+5炼金加值。这个效果将持续4小时或直到你洗去油膏。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 炼金解胶剂(Alchemical solvent)
类型:炼金工具(Alchemical Tools);工艺(炼金):DC 20;
价格:20 GP;重量:1/2磅。
这瓶满是气泡的紫色液体可以化开任何黏胶,把它撒出来正好可以解决5平方尺内的一切过黏的干扰物(比如沥青焦油,树脂和凝胶),这个过程需要1轮时间。解决更黏的麻烦(比如炼金凝胶,绊足包,蛛网,等等)需要1d4+1轮生效。但是它魔法性质的黏胶,诸如至尊胶(Sovereign Glue)无效。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 抗生素(Antiplague)
类型:炼金药(Alchemical Remedies);工艺(炼金):DC 25;
价格:50 GP;重量:-磅。
如果喝下一小瓶这种散发着腐烂气味的乳白色的药水,在接下来的一个小时内你对抗疾病的体质豁免检定获得+5炼金加值。如果你已经被感染,你也可以骰两次豁免(没有+5加值),并选择更好的一次结果。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 野兽诱惑(Beast lure)
类型:炼金工具(Alchemical Tools);工艺(炼金):DC 20;
价格:30 GP;重量:1/2磅。
这种浅棕色的油类似于卡瓦麝香(Kaava musk,详见下文),但仅会吸引某一种特定的生物(犬B1、巨蜂B2、凡此种种)。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 护刃脂(Bladeguard)
类型:炼金药(Alchemical Remedies);工艺(炼金):DC 15;
价格:40 GP;重量:-磅。
这种清澈的树脂被用来保护武器免受泥怪、锈蚀生物和其他能造成类似侵蚀或溶解效果的攻击,使武器在24小时内免疫这些效果。一份能够涂抹一把双手武器,两把单手武器或者轻型武器,或者50发弹药。每份需要一整轮来涂抹。将武器浸没在水或者其他类似液体中会洗去这种效果。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 止血剂(Bloodblock)
类型:炼金工具(Alchemical Tools);工艺(炼金):DC 25;
价格:25 GP;重量:-磅。
这种粘稠的粉红色物质可以帮助伤口快速止血。使用一剂止血剂可以在急救(providing first aid)、治疗铁蒺藜(caltrops)及类似物品所造成的伤害、或治疗严重伤害(treating deadly wounds)的医疗技能检定上提供+5炼金加值。使用一剂止血剂相当于你已通过一次DC 15的医疗检定来停止流血效果。当用之来治疗致命伤害时,使用一剂止血剂相当于你在治疗时花费了医疗包(Healer`s Kit)的一次使用次数(并且获得上述+5加值)。
(https://s3.bmp.ovh/imgs/2024/12/24/db99eae90dcf3529.jpg)
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 健体香脂(Bodybalm)
类型:炼金工具(Alchemical Tools);工艺(炼金):DC 25;
价格:25 GP;重量:-磅。
当这种刺鼻的黄色粉末在水中煮沸并将之给予一名生物饮用时,在长期护理(long-term care)、治疗中毒(treating poison)、以及治疗疾病(treating disease)的医疗检定上,它会给予该生物的主治医生+5炼金加值。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 香波罗树汁蒸馏液(Distilled terrap sap)
类型:炼金药(Alchemical Remedies);工艺(炼金):DC 15;
价格:30 GP;重量:1/2磅。
当首次被打开时,从这个密封的罐子中会释放出一种压倒性的消毒剂的味道,并且直到其气味消散前(打开后1d6轮)会覆盖住其他气味。当其气味残留时,该罐子20尺范围内的生物在对抗基于嗅觉(scentbased)的攻击时,其所有的豁免都会获得+5的炼金加值,但在此期间,其范围的生物均会在任何基于嗅觉的察觉检定上自动失败。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 黛丝娜烛焰火(Firework,Desnan Candle)〔星烛焰火Firework,star candle〕
类型:炼金武器(Alchemical Weapons);工艺(炼金):DC 20;
价格:5 GP;重量:-磅。
当黛丝娜烛焰火被点燃时,这种1英尺长的木管每轮都会发射一枚燃烧的焰火“蜡烛”,持续4轮。这种弹药若命中,则会造成1点非致命伤害和1点火焰伤害;若暴击,目标生物还会目盲1轮。这种弹药的照明如同蜡烛,并有5尺的射程增量。用黛丝娜烛焰火攻击视为一种远程接触攻击,因为不熟练而有-4不利的惩罚。制作黛丝娜烛焰火需要一个DC 20的工艺(炼金)检定。
(https://s3.bmp.ovh/imgs/2024/12/24/ed7c40843de24dc0.jpg)
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 纸蜡烛焰火(Firework,paper candle)
类型:炼金武器(Alchemical Weapons);工艺(炼金):DC 20;
价格:1 GP;重量:-磅。
这种手指大小的爆炸物点燃后会伴随着刺啦刺啦的噪音,并在1轮后爆炸。与纸蜡烛焰火共格的生物需要做一个DC 15的强韧检定以避免被其目眩1D4轮。制作纸蜡烛焰火需要一个DC 20的工艺(炼金)检定。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 飞天火箭焰火(Firework,skyrocket)
类型:炼金武器(Alchemical Weapons);工艺(炼金):DC 25;
价格:50 GP;重量:1磅。
当飞天火箭被点燃时,这种1英尺长的木管会开始抖动并且喷出少量的白色火焰,如同火把的光亮。1轮之后它开始飞行,飞天火箭将会以90英尺的速度飞行1D6轮,直到它在一阵剧烈光和噪音中爆炸,并对半径10尺内所有生物造成2D6的火焰伤害(反射DC15减半)。被飞天火箭所伤害的生物会失明或者耳聋(50%机率既失明又耳聋)1轮。制作飞天火箭需要一个DC 25的工艺(炼金)检定。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 星泉焰火(Firework,starfountain)
类型:炼金武器(Alchemical Weapons);工艺(炼金):DC 25;
价格:500 GP;重量:100磅。
这种树桩大小,由管状物捆束而成的烟火在点燃后会立即开始发出多彩的弧状火花。开始时焰火会持续提供1D6轮的照明,之后它会伴随着巨大的声响射出鲜艳明亮的彩色火花,持续4轮。在户外,这些火花会飞向空中,逐渐飘散。在室内或在一个封闭的区域,反弹的焰火会对半径20尺的范围造成每轮1D6的火焰伤害(反射DC 15减半)。反射失败的生物会失明1D4轮并耳聋1小时。制造星泉焰火需要一个DC 25的工艺(炼金)检定。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 闪光粉(Flash powder)
类型:炼金武器(Alchemical Weapons);工艺(炼金):DC 20;
价格:50 GP;重量:-磅。
这些粗糙的灰色粉一旦暴露于火焰中,摩擦,甚至是单纯的受力(比如将其扔到地板上,标准动作)都会在瞬间被引燃并燃烧殆尽。10尺半径爆发范围内的生物会目盲1轮(通过DC15的强韧检定则无效)。制造闪光粉需要一个DC 20的工艺(炼金)检定。
(https://s3.bmp.ovh/imgs/2024/12/24/fb0ad5b548d12110.jpg)
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 引信手榴弹(Fuse grenade)
类型:炼金武器(Alchemical Weapons);工艺(炼金):DC 25;
价格:100 GP;重量:1磅。
这个中空的粘土容器内装有一小剂黑火药和一条缓慢燃烧的引线。点燃引线是一个移动动作;1D3轮之后手榴弹将会爆炸,对半径10尺爆发范围内的生物造成2D6的震荡伤害和1D6的火焰伤害(反射DC 15减半)。你投掷引信手榴弹时候将其视为溅射武器。制造引信手榴弹需要一个DC 25的工艺(炼金)检定。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 闪光墨水〔一瓶〕(Glowing ink,vial)
类型:炼金工具(Alchemical Tools);工艺(炼金):DC 15;
价格:5 GP;重量:-磅。
这种特别的墨水通常含有深海动物,发光昆虫或发光菌类的萃取物。用发光墨水书写的话,它会在纸面上发出稳定而微弱的光芒(通常是绿色或红色)使你可以在完全的黑暗中阅读——也包括法魔法造成的黑暗(比如法术黑暗术,但在更强的幽深黑暗术则中则不行)。如果把发光墨水涂在某一物体上,它也会发光,为确定它位置的察觉检定提供+2加值。如果把发光墨水溶进彩弹中,那么被彩弹溅射到的物体也会在黑暗中发光,直到彩弹的颜色消褪。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 隐形墨水(Invisible ink)
类型:炼金工具(Alchemical Tools);工艺(炼金):DC 20;
价格:2 GP(简易),10 GP(一般),25 GP(精制),75 GP(高级);重量:-磅(简易),-磅(一般),-磅(精制),-磅(高级)。
世界各地的特工人员,叛党和其他秘密组织都会使用隐形墨水。通常情况下,隐形墨水书写的内容需要通过特定的条件才能显现出来。如果你掌握了显影的方法,将一页隐形墨水书写的内容显示出来需要一轮时间。如果你没有特定的手段,那么你需要通过一个工艺(炼金)检定来花费1小时时间揭示隐形墨水书写的内容(根据不同品质的墨水揭露DC也不同)。
简易隐形墨水:这种隐形墨水通常只有一种简单的显影手段,比如加热或涂上醋酸(无显影方法时的揭露DC 20)。
一般隐形墨水:这种隐形墨水可能需要两种普通的显影手段或是一种特殊的显影手段,比如血液或特定种类的酸(无显影方法时的揭露DC 25)。
精制隐形墨水:这种隐形墨水需要两种特殊的显影手段或一种罕见的显影手段,比如特定年代窖藏的葡萄酒或某种怪物的血(无显影方法时的揭露DC 30)。
高级隐形墨水:这种最隐蔽的隐形墨水可能需要两种罕见的显影手段或一种独一无二的方式才能显影,比如某个特定人的血液(无显影方法时的揭露DC 35)。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 发痒粉(Itching powder)
类型:炼金武器(Alchemical Weapons);工艺(炼金):DC 25;
价格:60 GP;重量:2磅。
这种精致的灰色粉末会让沾染上的生物遭受到无法控制的瘙痒,直到他们花1整轮时间清洗掉粉末。投掷发痒粉时可以将其视为一个射程增量为10尺的溅射武器。目标方格内的生物需要通过一个DC 12的强韧检定以避免瘙痒,而在周围方格内的生物需要通过一个DC 8的强韧检定以避免瘙痒。若强韧检定失败,则在清洗掉粉末之前攻击、豁免、技能,属性等检定上都将受到-2的减值。这是一种毒素效果。制作发痒粉需要一个DC 25的工艺(炼金)检定。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 卡瓦麝香(Kaava musk)
类型:炼金工具(Alchemical Tools);工艺(炼金):DC 20;
价格:40 GP;重量:1/2磅。
这种翡翠色的粘着剂是由动物的腺体、尿液以及其他难以洗掉的强力气味剂制成的。一个被其溅射到的目标会闻起来像是食肉动物的弱小猎物。拥有灵敏嗅觉(scent)的生物在侦测被标记的目标时,可以获得五倍于正常的范围,侦测其方向是一个自由动作,并且在目标在25尺内时,通过气味追踪目标的生存检定会获得+5加值。在水中浸泡一轮可以洗掉麝香;否则这个效果会每天减少一倍距离(一天后为4倍距离,两天后为3倍距离)直到该生物重新恢复普通气味等级。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 煤油(Keros oil)
类型:炼金武器(Alchemical Weapons);工艺(炼金):DC 15;
价格:5 GP;重量:-磅。
煤油又被称为龙息油,这种带有苦味的液体比一般的油更难点着,但能在低温下迅速燃烧。这让它受到异国表演者的青睐,例如舞火者和吐火者。你可以通过吐出煤油并使其通过一团明火(如被点燃的蜡烛,火柴或者火把)来点燃它,以制造一次急促的爆裂火焰。如果你用其进行攻击,这是一个最大射程为5尺,造成1D3的火焰伤害的远程接触攻击。如果你在攻击骰中骰出了1,你将会不小心吞下一团已经被点燃的燃料,你将受到1D6的火焰伤害并且反胃一轮。一瓶煤油足够吞吐10次,将煤油从瓶子中吸入口中是一个标准动作(快速装填专长能将其变为一个移动动作)。制造煤油需要一个DC 15的工艺(炼金)检定。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 冻结剂(Liquid ice)
类型:炼金武器(Alchemical Weapons);工艺(炼金):DC 25;
价格:40 GP;重量:2磅。
冻结剂也被称为“炼金术士之冰”,这种密封瓶中装满了一种如同水晶一般的蓝色液体,在打开瓶子的一瞬间,冻结剂便会发出呲呲的声音并开始缓慢蒸发。打开瓶口后,在冻结剂完全蒸发之前的1D6轮之内,你可以用其冻结液体,或者给物品镀上一层薄冰。你也可以将冻结剂做为一种溅射武器投掷。直接命中会对目标生物造成1D6的寒冷伤害,并对目标生物5尺范围内的生物造成1点寒冷的溅射伤害。制造冻结剂需要一个DC25的工艺(炼金)检定。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 彩弹(Marker dye)
类型:炼金工具(Alchemical Tools);工艺(炼金):DC 15;
价格:15 GP;重量:1磅。
这种染色剂(有很多种颜色可选)可以在它溅射到的地方留下明显的色斑。色斑在它刚刚留下的72小时中是全无办法清除的,即使是褪色也需要2周数据。彩弹可以当做溅射武器进行投掷攻击。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 遮味剂(Scent cloak)
类型:炼金工具(Alchemical Tools);工艺(炼金):DC 20;
价格:20 GP;重量:2磅。
这一撮精细碾碎的香料、植物种子、麝香、和其他炼金制剂可以洒在你的身上以混淆你的个人气味信息,通过灵敏嗅觉(scent)追踪你的DC+10,持续24小时。不过,因为你仍然有气味存在,所以拥有灵敏嗅觉的生物还是可以估测你的位置——它们只是无法将你个人的气味辨识出来而已。将遮味剂完全清除掉是一个整轮动作。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 烟玉(Smoke pellet)
类型:炼金工具(Alchemical Tools);工艺(炼金):DC 20;
价格:25 GP;重量:-磅。
这种陶土小球在内部有两个分隔,分别含有两种不同的炼金物质,把烟玉在地上打碎会形成5尺范围内浑浊难闻但无害的烟雾。这样使用的烟玉相当于发烟棒的效果,但烟雾只持续1轮时间。你可以将一个烟玉当做射程增量10尺的远程武器来进行远程接触攻击。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 喷嚏粉(Sneezing powder)
类型:炼金武器(Alchemical Weapons);工艺(炼金):DC 25;
价格:60 GP;重量:2磅。
这种粗糙的黄红色粉末是一种溅射武器,可以造成1D4+1轮无法控制的喷嚏。在受到喷嚏粉影响的方格内的生物必须通过一个DC 12的强韧检定才能避免喷嚏,而周围临近方格内的生物必须通过DC为8强韧检定才能避免喷嚏。受喷嚏粉影响的生物在持续时间内每轮都需要通过一个DC 10的强韧检定,否则直到他们的下一轮前都会恍惚。这是一种毒药效果。制作喷嚏粉需要一个DC 25的工艺(炼金)检定。
(https://s3.bmp.ovh/imgs/2024/12/24/a1c021dfe0b1bc96.jpg)
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 便携法术书(Traveling spellbook)
价格:10 GP;重量:1磅。
这种法术书要比原版略微轻薄,因为它只有50页——所以也只能记录更少的法术。一些法师喜欢额外抄写一本便携法术书以储存一些不常用的法术以备不时之需,而另一些法师则会将自己认为重要的法术特别抄一本,以防万一只用。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 驱虫剂(Vermin repellent)
类型:炼金药(Alchemical Remedies);工艺(炼金):DC 20;
价格:5 GP;重量:-磅。
当涂在皮肤上时,这种闻起来不可爱的糊剂给害虫带来麻烦。普通大小(超微型Fine)的害虫将避开你。害虫集群必须成功进行一个DC 15的体质检定来进入你的格子。驱虫剂对于小型或者更大的害虫没有驱除效果,不过如果一只害虫需要从一个涂满驱虫剂的目标和一个没有驱虫剂的目标中选择一个来进行其攻击的话,它通常会决定避开涂满驱虫剂的目标。涂上之后驱虫剂将持续发挥其作用4小时,或者直到有人花费一轮洗去它。
驱虫剂被算作强烈气味,允许任何拥有灵敏嗅觉(scent)能力的生物在一个更大的距离上追踪(Universal Monster Rule in Bestiary)。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 净水芯片(Water purification sponge)
类型:炼金工具(Alchemical Tools);工艺(炼金):DC 15;
价格:25 GP;重量:1磅。
这个拳头大小的蓝色吸水绵块可以最多一次吸进1品脱水,如果把水全挤出来,它们可以在这个过程中被滤净杂质,变为清洁可饮或用作其他使用(洗涤等)的净水。将芯片装满水或全挤出来需要一个整轮动作。净水芯片可以解决普通的污染和水中可能含有的疾病传播,但无法过滤毒素,特异能力造成的污染和其他魔法效果。每块净水芯片在用到损坏之前可以净化25品脱水。
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表格:
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原文:
Special Substances and Items
Characters with the Craft (alchemy) skill can create these items, and they are usually available in the same places where you can buy the alchemical items listed in the Pathfinder RPG Core Rulebook.
Alchemical grease
Source Ultimate Equipment pg. 101, Advanced Player's Guide pg. 183, Adventurer's Armory pg. 19
Price 5 gp; Weight 1 lb.
Category Alchemical Remedies
Description
Each pot of this slick black goo has sufficient contents to cover one Medium creature or two Small ones. If you coat yourself in alchemical grease, you gain a +5 alchemical bonus on Escape Artist checks, on combat maneuver checks made to escape a grapple, and to your CMD to avoid being grappled; this lasts 4 hours or until you wash it off.
Construction
Craft (Alchemy) DC 15
Alchemical solvent
Source Ultimate Equipment pg. 103, Advanced Player's Guide pg. 183, Adventurer's Armory pg. 19
Price 20 gp; Weight 1/2 lb.
Category Alchemical Tools
Description
This bubbling purple gel eats through adhesives. Each vial can cover a single 5-foot square. It destroys most normal adhesives (such as tar, tree sap, or glue) in a single round but takes 1d4+1 rounds to deal with more powerful adhesives (alchemical glue, tanglefoot bags, spider webbing, and so on). It has no affect on fully magical adhesives, such as sovereign glue.
Construction
Craft (Alchemy) DC 20
Antiplague
Source Ultimate Equipment pg. 101, Advanced Player's Guide pg. 184, Adventurer's Armory pg. 19
Price 50 gp; Weight —
Category Alchemical Remedies
Description
If you drink a vial of this foul-tasting, milky tonic, you gain a +5 alchemical bonus on Fortitude saving throws against disease for the next hour. If already infected, you may also make two saving throws (without the +5 bonus) that day and use the better result.
Construction
Craft (Alchemy) DC 25
野兽诱惑(Beast lure)
Beast lure
Source Adventurer's Armory pg. 19
Price 30 gp; Weight 1/2 lb.
Category Alchemical Tools
Description
This light brown oil works similar to Kaava musk (see below) but attracts one specific kind of creature (dogs, giant bees, and so on).
Construction
Craft (Alchemy) DC 20
绝大多数物品,UE都翻译过了。还有一个是UE没有,但是也被翻译的。
Bladeguard
Source Ultimate Equipment pg. 101, Advanced Player's Guide pg. 184, Adventurer's Armory pg. 19
Price 40 gp; Weight —
Category Alchemical Remedies
Description
This clear resin protects a weapon from harmful attacks made by oozes and rust monsters, as well as from similar effects that corrode or melt weapons, rendering the weapon immune for 24 hours. One pot can coat one two-handed weapon, two one-handed or light weapons, or 50 ammunition items. Applying it takes 1 full round per pot. Immersing the weapon in water or similar liquid washes it off.
Construction
Craft (Alchemy) DC 15
侧边栏:
Bloodblock
Source Ultimate Equipment pg. 103, Adventurer's Armory pg. 19, Advanced Player's Guide pg. 184
Price 25 gp; Weight —
Category Alchemical Tools
Description
This gooey, pinkish substance helps treat wounds. Using a dose gives you a +5 alchemical bonus on Heal checks for providing first aid, treating wounds made by caltrops or similar objects, or treating deadly wounds. A dose of bloodblock ends a bleed effect as if you had made a DC 15 Heal check. When treating deadly wounds, using a dose of bloodblock counts as one use of a healer’s kit (and grants the +5 bonus stated above).
Construction
Craft (Alchemy) DC 25
Bodybalm
Source Adventurer's Armory pg. 19
Price 25 gp; Weight —
Category Alchemical Tools
Description
When this pungent yellow powder is boiled in water and given to a creature to drink, it provides the attending healer a +5 alchemical bonus on Heal checks for providing long-term care, treating poison, and treating disease.
Construction
Craft (Alchemy) DC 25
消毒提取液(Distilled terrap sap)
当首次被打开时,这个密封的罐子会释放出一种压倒性的消毒味,并且直到它散开前(打开后1d6轮)会覆盖其他气味。当其气味残留时,该罐子20尺范围内的生物在对抗基于嗅觉(scentbased)的攻击时,其所有的豁免都会获得+5的炼金加值,但在此期间,它们会在任何基于嗅觉的察觉检定上自动失败。
找不到terrap的英文释义,且经过查询也不是设定中的专有名词。那么如果不是生造出来的词,那就是外文单词,亦或是笔误。又无法从物品效果中看出这是什么东西。如果是生造出来的话,可能是terra-p,terra是某消毒水品牌./室内净化和灭菌产品,terra-p则是某辐射检测仪。如果是外文单词的话,则terrap是挪威语中的地形。如果是笔误的话,terrapin泛指北美的多种淡水龟类的统称(源于印第安语土著语 torope)。
如果按原文笔误翻译的话,可译为“龟灵提取液”,那么描述的的“antiseptic odor”是龟类身体中能提取出来的?那么只能认为这是个生造词汇,暂译为“P型消毒提取液”或“消毒提取液”。求更好的译名。
Distilled terrap sap
Source Adventurer's Armory pg. 19
Price 30 gp; Weight 1/2 lb.
Category Alchemical Remedies
Description
When first opened, this sealed jar releases such an overwhelmingly antiseptic odor that it covers other smells until it disperses (1d6 rounds after opening). Creatures within 20 feet of the jar get a +5 alchemical bonus on all saves against scentbased attacks while the sap’s odor remains, but they automatically fail any scent-based Perception checks during that time.
Construction
Craft (Alchemy) DC 15
侧边栏:
Firework (star candle)
Source Ultimate Equipment pg. 107, Adventurer's Armory pg. 19
Price 5 gp; Weight —
Category Alchemical Weapons
Description
From Nethys: Originally known as "Desnan Candle Firework".
When lit, this footlong wooden tube launches a flaming pyrotechnic “candle” every round for 4 rounds. The projectiles deal 1 point of nonlethal damage and 1 point of fire damage if they hit; on a critical hit, the target is also blinded for 1 round. The projectiles shed light as candles for 1 round and have a range increment of 5 feet. Attacking with a star candle is a ranged touch attack and always has a –4 nonproficiency penalty. Crafting this item is a DC 20 Craft (alchemy) check.
Construction
Craft (Alchemy) DC 20
Firework, Desnan Candle: When lit, this foot-long wooden tube launches a flaming pyrotechnic “candle” every round for 4 rounds. The projectiles deal 1 point of nonlethal damage and 1 point of fire damage if they hit; on a critical hit, the target is also blinded for 1 round. The projectiles shed light as candles for 1 round and have a range increment of 5 feet. Attacking with a Desnan candle is a ranged touch attack and always has a –4 nonproficiency penalty.
Firework (paper candle)
Source Ultimate Equipment pg. 107, Adventurer's Armory pg. 19
Price 1 gp; Weight —
Category Alchemical Weapons
Description
This finger-sized explosive detonates noisily 1 round after lighting. Anyone in the same square as a paper candle when it explodes must make a DC 15 Fortitude save or be dazzled for 1d4 rounds. Crafting this item is a DC 20 Craft (alchemy) check.
Construction
Craft (Alchemy) DC 20
Firework (skyrocket)
Source Ultimate Equipment pg. 107, Adventurer's Armory pg. 19
Price 50 gp; Weight 1 lb.
Category Alchemical Weapons
Description
When lit, this footlong wooden tube begins to shake and emit a handful of white sparks, shedding light as a torch. One round later it takes flight, moving at a speed of 90 feet for 1d6 rounds before loudly exploding in a burst of light and sound, dealing 2d6 points of fire damage in a 10-foot-radius burst (Reflex DC 15 halves). Anyone who takes damage from the explosion is either blinded or deafened (50% chance of either) for 1 round. Crafting this item is a DC 25 Craft (alchemy) check.
Construction
Craft (Alchemy) DC 25
Firework (starfountain)
Source Ultimate Equipment pg. 107, Adventurer's Armory pg. 19
Price 500 gp; Weight 100 lbs.
Category Alchemical Weapons
Description
This tree stump-sized bundle of tubes immediately begins to emit arcs of multi-colored sparks when lit. Starting 1d6 rounds after lighting, it loudly releases brightly colored streaks of tiny flaming particles for 4 rounds. Outdoors, these particles soar far up into the sky before dispersing. Indoors or in a closed area, the ricocheting fireworks deal 1d6 points of fire damage each round in a 20-foot-radius spread (Reflex DC 15 halves). Creatures who fail their save are blinded for 1d4 rounds and deafened for 1 hour. Crafting this item is a DC 25 Craft (alchemy) check.
Construction
Craft (Alchemy) DC 25
侧边栏:
Flash powder
Source Ultimate Equipment pg. 107, Advanced Player's Guide pg. 184, Adventurer's Armory pg. 19
Price 50 gp; Weight —
Category Alchemical Weapons
Description
This coarse gray powder ignites and burns almost instantly if exposed to flame, significant friction, or even simple force such as throwing it against a floor (a standard action). Creatures within a 10-foot-radius burst are blinded for 1 round (Fortitude DC 13 negates). Crafting this item is a DC 20 Craft (alchemy) check.
Construction
Craft (Alchemy) DC 20
Fuse grenade
Source Ultimate Equipment pg. 107, Adventurer's Armory pg. 19
Price 100 gp; Weight 1 lb.
Category Alchemical Weapons
Description
This hollow clay container holds a small charge of black powder and a slow-burning fuse. Lighting the fuse is a move action; 1d3 rounds later the grenade explodes, dealing 2d6 points of bludgeoning damage and 1d6 points of fire damage in a 10-foot-radius burst (Reflex DC 15 halves). You throw a fuse grenade as if it were a splash weapon. Crafting this item is a DC 25 Craft (alchemy) check.
Construction
Craft (Alchemy) DC 25
Glowing ink
Source Ultimate Equipment pg. 103, Adventurer's Armory pg. 19
Price 5 gp; Weight —
Category Alchemical Tools
Description
Often extracted from phosphorescent insects, tiny marine plants, or subterranean fungi, glowing ink emits a faint but steady light (typically red or green) that allows you to read it in normal darkness—this includes darkness created by spells like darkness, but not the supernatural darkness created by deeper darkness. If there is glowing ink on an object, you have a +2 bonus on Perception checks to locate it. Mixing glowing ink with marker dye makes the dye glow in the dark until it fades.
Construction
Craft (Alchemy) DC 15
Invisible ink
Source Ultimate Equipment pg. 103, Adventurer's Armory pg. 19
Price 10 gp (average), 25 gp (good), 2 gp (simple), 75 gp (superior); Weight — (average), — (good), — (simple), — (superior)
Description
Invisible ink is a staple of spies, rebels, and secret societies everywhere. Messages written with invisible ink only become visible under specific circumstances. Revealing the secret message with the proper triggering agent is a full-round action per page of text. A successful Craft (alchemy) check reveals the message without the proper trigger and takes 1 hour (the DC varies by ink quality).
Simple: This ink is keyed to a single, fairly common trigger, such as heat or vinegar (DC 20 to reveal without the trigger).
Average: This ink is keyed to either two common triggers or one uncommon trigger, such as blood or acid (DC 25 to reveal without the trigger).
Good: This ink is keyed to either two uncommon triggers or one rare trigger, such as a specific vintage of wine or a specific kind of monster’s blood (DC 30 to reveal without the trigger).
Superior: This ink is keyed to either two rare triggers or one unique trigger, such as the blood of a specific person (DC 35 to reveal without the trigger).
Construction
Craft (Alchemy) DC 20
Itching powder
Source Ultimate Equipment pg. 107, Adventurer's Armory pg. 19
Price 60 gp; Weight 2 lbs.
Category Alchemical Weapons
Description
This fine gray powder causes targets to suffer from uncontrollable itching until they spend at least 1 round washing it off. Throwing a packet of itching powder is a splash attack with a range increment of 10 feet. Anyone standing on the square of impact must succeed at a DC 12 Fortitude save to resist the powder, while those in adjacent squares must make a DC 8 Fortitude save. Creatures that fail the save take a –2 penalty on attack rolls, saving throws, skill checks, and ability checks until they wash the powder off. This is a poison effect. Crafting this item is a DC 25 Craft (alchemy) check.
Construction
Craft (Alchemy) DC 25
卡瓦麝香(Kaava musk)被自用自翻翻译贴中的大佬翻译
Kaava musk
Source Sargava, the Lost Colony pg. 24, Adventurer's Armory pg. 19
Price 40 gp; Weight 1/2 lb.
Category Alchemical Tools
Description
This emerald-colored adhesive is made from animal glands, urine, and other powerful scents that are difficult to wash off. A target splashed with it smells like weak prey to predators. Creatures with the scent ability can detect a marked creature at five times the normal range, note its direction as a free action, pinpoint it when it is within 25 feet, and track it by scent with a +5 bonus on their Survival checks. Immersion in water within 1 round of exposure washes the musk off; otherwise the effect decreases by 1 range increment per day (four times normal range after 1 day, three times normal range after 2 days, and so on) until the creature is again at normal scent levels. One dose of Kaava musk costs 40 gp and weighs 1/2 lb.; the Craft (alchemy) DC to create Kaava musk is 20. For more information on Kaava musk, see page 31.
Construction
Craft (Alchemy) DC 20
Keros oil
Source Ultimate Equipment pg. 107, Adventurer's Armory pg. 19
Price 5 gp; Weight —
Category Alchemical Weapons
Description
Also known as firebreather’s oil, this bitter liquid is harder to ignite than common oil but burns quickly at a low temperature, making it ideal for exotic performers such as fire-spinners and flame-spitters. You may spit a mouthful of keros oil past an open flame (such as a candle, tindertwig, or torch) to ignite it, creating a brief burst of fire. If you use it to attack, the attack is a ranged touch attack with a maximum range of 5 feet that deals 1d3 points of fire damage. If you roll a 1 on your attack roll, you accidentally inhale or swallow some of the burning fuel; you take 1d6 points of fire damage and are nauseated for 1 round. A bottle of keros oil holds enough for 10 mouthfuls; taking a mouthful from the bottle is a standard action (the Rapid Reload feat reduces this to a move action). Crafting this item is a DC 15 Craft (alchemy) check.
Construction
Craft (Alchemy) DC 15
Liquid ice
Source Ultimate Equipment pg. 107, Advanced Player's Guide pg. 184, Adventurer's Armory pg. 19
Price 40 gp; Weight 2 lbs.
Category Alchemical Weapons
Description
Also known as “alchemist’s ice,” this sealed jar contains crystalline blue fluid that immediately starts to hiss and evaporate once opened. During the 1d6 rounds after it is opened but before it evaporates completely, you can use it to freeze a liquid or to coat an object in a thin layer of ice. You can also throw liquid ice as a splash weapon. A direct hit deals 1d6 points of cold damage; creatures within 5 feet of where it hits take 1 point of cold damage from the splash. Crafting this item is a DC 25 Craft (alchemy) check.
Construction
Craft (Alchemy) DC 25
Marker dye
Source Ultimate Equipment pg. 103, Adventurer's Armory pg. 19, Pathfinder Campaign Setting pg. 213
Price 15 gp; Weight 1 lb.
Category Alchemical Tools
Description
This dye (available in several colors) creates an obvious stain wherever it is splashed. Washing has no effect for the first 72 hours (though magic can erase it), but it fades completely after 2 weeks. You can throw it as a splash weapon.
Construction
Craft (Alchemy) DC 15
Scent cloak
Source Ultimate Equipment pg. 103, Adventurer's Armory pg. 19
Price 20 gp; Weight 2 lbs.
Category Alchemical Tools
Description
This collection of coarsely ground spices, seeds, musk, and alchemical reagents are meant to be rubbed into your skin and clothes in order to override your scent, increasing the DC of tracking you by scent by +10 for 24 hours. Because you still have a smell, creatures with scent can still detect and pinpoint you if you are cloaked; they just can’t identify your smell as something unique. Washing for 1 full round removes the scent cloak.
Construction
Craft (Alchemy) DC 20
Smoke pellet
Source Ultimate Equipment pg. 103, Advanced Player's Guide pg. 184, Adventurer's Armory pg. 19
Price 25 gp; Weight —
Category Alchemical Tools
Description
This small clay sphere contains two alchemical substances separated by a thin barrier. When you break the sphere, the substances mingle and fill a 5-foot square with a cloud of foul but harmless yellow smoke. The smoke pellet acts as a smokestick, except the smoke only lasts for 1 round before dispersing. You may throw a smoke pellet as a ranged touch attack with a range increment of 10 feet.
Construction
Craft (Alchemy) DC 20
侧边栏
Sneezing powder
Source Ultimate Equipment pg. 107, Advanced Player's Guide pg. 184, Adventurer's Armory pg. 19
Price 60 gp; Weight 2 lbs.
Category Alchemical Weapons
Description
This coarse yellowish-red powder is a splash weapon that causes uncontrollable sneezing for 1d4+1 rounds. Anyone standing in the square of impact must succeed at a DC 12 Fortitude save to resist the powder, while those in adjacent squares must make DC 8 Fortitude saves. Creatures affected by sneezing powder must make a DC 10 Fortitude save every round for the duration or be staggered until their next turn. This is a poison effect. Crafting this item is a DC 25 Craft (alchemy) check.
Construction
Craft (Alchemy) DC 25
Traveling spellbook
Source Ultimate Equipment pg. 77, Advanced Player's Guide pg. 185, Adventurer's Armory pg. 19
Price 10 gp; Weight 1 lb.
Category Tools
Description
A traveling spellbook is less cumbersome than a normal one, but holds fewer spells. It has 50 pages. Some wizards prefer to travel with a smaller spellbook, omitting specialized spells that are rarely used on adventures. Others hide a traveling spellbook containing their most important spells, just in case.
Vermin repellent
Source Ultimate Equipment pg. 101, Adventurer's Armory pg. 19
Price 5 gp; Weight —
Category Alchemical Remedies
Description
This vile-smelling white paste keeps vermin at bay if spread on your skin. Normal-sized (Fine) vermin avoid you. Swarms of vermin must make a successful DC 15 Fortitude saving throw in order to enter your square. Vermin repellent has no adverse effect on vermin of Small size or larger, though if an attacking vermin has a choice of targets that are respectively covered and not covered in repellent, it usually chooses the creatures without repellent. Once applied, vermin repellent remains effective for 4 hours or until you spend 1 round washing it off.
Vermin repellent counts as a strong scent, allowing creatures with the scent ability to detect it at a greater range (see the Universal Monster Rules in the Bestiary).
Construction
Craft (Alchemy) DC 20
Water purification sponge
Source Ultimate Equipment pg. 103, Adventurer's Armory pg. 19
Price 25 gp; Weight 1 lb.
Category Alchemical Tools
Description
This fist-sized blue sponge absorbs up to 1 pint of water; squeezing the water out of the sponge filters and purifies it, making it safe for drinking, washing, and similar activities. Filling and emptying the sponge is a full-round action. The filtration is enough to remove mundane impurities and common diseases, but does nothing to protect against poisons, magic, and other exotic threats. Each sponge can cleanse 25 pints of water before deteriorating and becoming useless.
Construction
Craft (Alchemy) DC 15
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译者的话:
由于本书中绝大多数物品都和CRB、APG、UE重复,因此凡是本书出现的独特资源,均以蓝色标出。
由于本书中的独特物品,很多大佬均有零散翻译,萌新尽可能把找得到出处的翻译列出,并鸣谢译者。
本节中的道具均为描述,而价格、重量、所需工艺(炼金)DC在表格中。而且炼金物品分为炼金药、炼金道具、炼金武器等不同的分类,由于很多魔法物品、职业能力、法术的效果需要这些分类。因此,为了方便阅读,本节译文的格式将与原书不同,也与CHM中的炼金物品,而是在描述前面注明该道具的分类、DC、价格和重量。
AA中独有的物品:
1、野兽诱惑(Beast lure):虽然不叫卡瓦麝香(Kaava musk),但是根据描述特定情况下适用于卡瓦麝香技法。
2、健体香脂(Bodybalm):其中(balm)香油;镇痛软膏;令人感到安慰(或镇定)的事物;香脂油(昔日用于疗伤等)。考虑其效果,治疗疾病、治疗中毒,和镇痛、镇定之类的不相干。那么查询,香脂油——嚯,一大堆东西。比如:榄香脂被称为“中古世纪骑士的刀伤药”,在中古世纪的欧洲,用于骨折和刀剑伤的愈合,主要成分为榄香脂烯与苦艾萜,调理皮肤溃疡及平衡体液(多汗、水肿等)亦有极佳效益。还有鸢尾香脂、檀香油、被制成配方酊剂的“修士的香脂”安息香,等等等等。那么就暂译为“健体香脂”了。
3、香波罗树汁蒸馏液(Distilled terrap sap):找到了,它是东南亚沙巴州的一种特有水果,名为terrap(发音类似:搭浪,达拉),将(马来语:tarap)译为英文就是terrap了,在中国译为香波罗/大树波萝/香波萝蜜,又可音译“达叻或答蜡”。本种的拉丁语种小名“odoratissimus”意为“有气味的”,因本种未开裂的果实成熟时会散发与汽油味类似的气味而得名。也能对上后面的(sap)是树汁、树液。而且满足描述中,该物品以气味为效果。找到合适的译名真不容易——谁想得到是马来语翻译成的英语,这种偏门的词汇要找译名花费了不知道多少时间!!!!
失败的找寻:
找不到terrap的英文释义,且经过查询也不是设定中的专有名词。那么如果不是生造出来的词,那就是外文单词,亦或是笔误。又无法从物品效果中看出这是什么东西。如果是生造出来的话,可能是terra-p,terra是某消毒水品牌./室内净化和灭菌产品,terra-p则是某辐射检测仪。如果是外文单词的话,则terrap是挪威语中的地形。如果是笔误的话,terrapin泛指北美的多种淡水龟类的统称(源于印第安语土著语 torope)。如果生翻译的话,可译为“龟灵提取液”,那么描述的的“antiseptic odor”是龟类身体中能提取出来的?那么只能认为这是个生造词汇,暂译为“P型消毒提取液”或“消毒提取液”。求更好的译名。
4、卡瓦麝香(Kaava musk):已被大佬翻译到自用自翻翻译贴中,感谢大佬的工作让萌新白嫖。
翻译描述时和其他书中的同名冒险有微妙不同,但对于物品的使用有影响的描述,在此列出:
1、止血剂(Bloodblock):描述似乎和UE的翻译版本不同,基本重译了。
2、黛丝娜烛焰火(Firework,Desnan Candle):黛丝娜是星辰女神,本道具是UE星烛焰火(Firework,star candle)的别称。
3、遮味剂(Scent cloak):描述略有修改。
4、驱虫剂(Vermin repellent):描述略有修改。
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工具和技能工具包(Tools and Skill Kits)
这些道具涉及到了技能、工艺、和专业。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 算盘(Abacus)
价格:2 GP;重量:2磅。
这件装置可以帮助你进行一些较为复杂的数学运算。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 便携式炼金术工作台(Portable alchemist's lab)
价格:75 GP;重量:20磅。
这副精简版的炼金术工作台可以为你的工艺(炼金)检定提供+1环境加值。
(https://s3.bmp.ovh/imgs/2024/12/25/94c296d1111c1ac8.jpg)
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 铁砧(Anvil)
价格:5 GP;重量:10~100磅。
虽然用处和大小各有不同,不过一具铁砧的基本造型是大致相同的。从非常巨大沉重的锻铁匠铁砧(100磅),到较小的蹄铁工铁砧(50磅)到最小号的金银匠铁毡(10磅)。很多金属加工任务若缺少与之适配的铁砧的话,是不可能完成的。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 平衡杆(Balancing pole)
价格:8 SP;重量:12磅。
这条平衡杆大约有15-30尺长,如果使用得当的话,它对你穿越狭窄平面的行动大有帮助。在穿过狭窄平面时,使用平衡杆会为你在特技动作检定上提供+1环境加值。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 狗熊夹(Bear trap)
价格:2 GP;重量:10磅。
虽然一般是用来捕猎大型动物的,不过一具狗熊夹同样可以困住人型生物和怪物。这对用铰链支撑的大铁夹子还连有一条锁链——固定在远处的连接物可以保证被夹住的生物难以逃走。把夹紧的夹子撬开或是拽脱固定的锁链需要一个DC 20的力量检定。
狗熊夹(Bear trap) CR 1
类型:机械型陷阱(mechanical);察觉:DC 15;解除装置:DC 20。
效果
触发器:位置型(location);复位:手动(manual);
效果:近战攻击+10(2d6+3伤害);粗壮的弹簧迅速闭合夹子夹住触发生物的脚踝并导致其基础移动速度减半(或者,倘若该狗熊夹被附着在某个固定物上时,则被夹住的这名生物无法移动);生物需要进行一个DC 20的解除装置检定,或一个DC 22的逃脱检定,或一个DC 26的力量检定才能摆脱该夹子。
(https://s3.bmp.ovh/imgs/2024/12/25/601fba0fa97317a4.jpg)
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 鼓风机(Bellows)
价格:1 GP;重量:3磅。
手动鼓风机可以用来有效的将火烧旺,在维持火堆燃烧的生存技能检定上获得+1环境加值。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 指南针(Compass)
价格:10 GP;重量:1/2磅。
普通指南针指示北极,它可以让你在避免迷路的生存检定上获得+2的环境加值。你在地下城中用知识(地城)进行导航时也能获得相同的加值。
(https://s3.bmp.ovh/imgs/2024/12/25/81d678b2694699bf.jpg)
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 烹饪工具箱(Cooking kit)
价格:3 GP;重量:16磅。
该工具箱包含一个铁壶(iron pot),一个铁锅(iron skillet),一个勺子(ladle),一个烤肉叉(skewer),一个木制菜板(wooden cutting board),一个切割刀(cutting knife),一个架锅的铁质三脚架(iron tripod for the pot),一包火绒(tinder)和一小包本地或其他地方容易找到的调味料。你可以把烤肉叉架在三脚架上来烧烤一些小动物。所有的组件(除了锅之外)都都符合铁罐的大小以便于储存和运输。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 医生面具(Doctor's mask)
价格:50 GP;重量:2磅。
在对抗空气传播(airborne)的毒药和基于气味(scent-based)的效果时,这种保护性的面具能为你的强韧豁免中提供+1环境加值。在科瓦萨(Korvosa),如果你不是一名治疗师或医生的话,在公共场合戴着医生面具属于一种轻罪。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 医师服装(Doctor's outfit)
价格:150 GP;重量:6磅。
任何穿戴这套服装的生物,都能在抵抗接触性疾病(contact diseases)的强韧豁免上,获得+2环境加值。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 钻头(Drill)
价格:5 SP;重量:1磅。
以一个标准动作,钻头可以在石头、木头或金属上钻出直径1英寸的孔洞。比钻头更硬的材料会迅速的磨损或折断钻头。听到钻头钻孔的声音需要通过一个DC15的察觉检定。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 眼镜(Eyeglasses)
价格:15 GP;重量:-磅。
眼镜别名目镜(spectacles),多用于矫正视力不良或放大细处。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 漂浮装置(Flotation device)
价格:1 GP;重量:2磅。
通常是将动物膀胱充气后再用沥青密封制成,一个被抓住的漂浮装置可使游泳检定+1环境加值。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 杂耍工具包(Juggler's kit)
价格:15 GP;重量:10磅。
这套工具里装有好几副平衡良好的玩具,比如几个小球(balls)、几根木棒(clubs,详见武器)、数把飞刀(knives)、几个圆环(rings)、和几根火把(torches)。在表演(戏剧或喜剧)检定、以及那些涉及杂耍的检定上,它会为你的提供+1加值。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 便携式经台(Portable altar)
价格:250 GP;重量:40磅。
通常为木制,且浮雕有特定宗教的徽记和装饰物,一副便携式经台具有可拆卸式的台面,内部可以存放用于礼拜的祭器诸如蜡烛、熏香、圣油等物。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 卡利斯拉德预言(The Prophecies of Kalistrade)
价格:75 GP;重量:10磅。
这是杜鲁玛(Druma)出版最频繁的书。它详细说明了极其严格的饮食规范、繁殖规范、和服装规范等,这些信徒作为其宗教的一份子所必须遵守的限制。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 印刷机〔单版面〕(Printing press,1-page)
价格:250 GP;重量:150磅。
一台手摇式印刷机可应用一块印刷板,而一块印刷板上面的所有文字都是反向雕刻的。更换一块印刷板是一个简单的过程,但制作一块新的印刷板既昂贵又费力。印刷机在同一时间只能印刷一页,但其印刷的速率约为每分钟五页。之后,文具商们需要裁剪印好的页面并装订成书籍。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 锯(Saw)
价格:4 CP;重量:2磅。
锯子有很多种不同的形状,例如木匠用的从小到长的锯子,伐木工人使用的双手锯等。你可以锯子插入门和门框之间,削断门栓或木条,作为一个整轮动作,你每轮对被锯的物体造成5+你的力量调整值点伤害。听到锯子的声音需要成功通过一个DC 10 察觉检定。用于切割河流上冰块的锯子通常在其末端有一个尖角,用来在切割之前破坏冰。
(https://s3.bmp.ovh/imgs/2024/12/25/eaf707018f53630f.jpg)
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 锯齿剑(Sawback sword)
价格:+5 GP;重量:-磅。
这是一种作用与任意轻刃或重刃类武器的改造,而不是一种独特的武器类型。剑刃背面的锯齿,让你能用做一些粗糙的木工工作。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 担架(Stretcher)
价格:1 GP;重量:10磅。
担架可以让两个人一起抬着一件重物行动,或是你一个人利用它来拖拽一件你无法直接承载的重物。一架担架最多可以承载300磅重量。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 手术工具包(Surgeon's tools)
价格:20 GP;重量:5磅。
在和医疗包(healer’s kit,即Heal`s Kit)组合使用时,手术工具包可以在用来治疗致命伤害的医疗检定提供的环境加值增加到+3。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 脚蹼(Swim fins)
价格:1 SP;重量:5磅。
脚蹼可为你的游泳速度增加10尺,但会使你的基础陆地速度降低至5尺。穿上或脱下脚蹼需要5轮。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 温度计(Thermometer)
价格:25 GP;重量:1磅。
这根一尺长的管子上标有海水的冰点、管子中间的标是艾巴萨罗姆(Absalom)的春日、以及最高的标是融冰水的沸点。温度远低于冰点或远高于沸点的话,会损坏该设备。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 擅入者之靴陷阱(Trespasser's boot)
价格:8 SP;重量:2磅。
这种陷阱是由一个小小的木制框架、带着许多朝向框内的尖刺组成,并可放置在一处刚好够一名中等体型的角色的小腿深的浅坑中。当有人走进该方格时,“靴子”就会抓住她的腿。如果目标试图移动、亦或者她在令自己获得自由的解除装置检定失败5点或更多时,目标将受到伤害。
擅入者之靴陷阱(Trespasser ’s Boot) CR 1/2
类型:机械型陷阱(mechanical);察觉:DC 20;解除装置:DC 20。
效果
触发器:位置型(location);复位:手动(manual);
效果:坑刺(近战攻击+10,2d4伤害);尖刺可将其目标固定;逃离该陷阱需要一个DC 20的解除装置检定,或一个DC 20的逃脱检定,或一个DC 24的力量检定。
(https://s3.bmp.ovh/imgs/2024/12/25/fb113b6848e70747.jpg)
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表格:
(https://s3.bmp.ovh/imgs/2024/12/25/688917dc60b55364.jpg)
原文:
Tools and Skill Kits
These items pertain to skills, crafts, and professions.
Abacus
Source Ultimate Equipment pg. 77, Adventurer's Armory pg. 19, Advanced Player's Guide pg. 184
Price 2 gp; Weight 2 lbs.
Category Tools
Description
This device helps you perform mathematical calculations.
侧边栏:
Portable alchemist's lab
Source Ultimate Equipment pg. 77, Adventurer's Armory pg. 19, Advanced Player's Guide pg. 184
Price 75 gp; Weight 20 lbs.
Category Tools
Description
This compact version of a fullsized alchemist’s lab provides a +1 circumstance bonus on Craft (alchemy) checks.
Anvil
Source Ultimate Equipment pg. 77, Adventurer's Armory pg. 19, Advanced Player's Guide pg. 184
Price 5 gp; Weight 10–100 lbs.
Category Tools
Description
While anvil sizes vary depending on the type of smithing for which they are used, all anvils have the same basic shape and construction. Blacksmith anvils are much heavier and larger (100 pounds) than farrier anvils (50 pounds), which in turn are much bigger than silver- or goldsmith anvils (10 pounds). Many metalworking tasks are impossible without the proper anvil.
Balancing pole
Source Ultimate Equipment pg. 77, Advanced Player's Guide pg. 184, Adventurer's Armory pg. 19
Price 8 sp; Weight 12 lbs.
Category Tools
Description
This flexible pole can be anywhere from 15 to 30 feet in length. When used properly, it helps you keep your balance when crossing narrow walkways. Using a balancing pole grants you a +1 circumstance bonus on Acrobatics checks made to traverse a narrow surface.
侧边栏:
Bear trap
Source Ultimate Equipment pg. 77, Advanced Player's Guide pg. 184, Adventurer's Armory pg. 19
Price 2 gp; Weight 10 lbs.
Category Tools
Description
Although intended for trapping large animals, bear traps work as well for trapping humanoids or monsters. The hinged jaws of the trap are attached to a chain, which in turn is secured to a spike driven into the ground to ensure that the victim cannot simply crawl away. Prying open the jaws or pulling the spike from the ground requires a DC 20 Strength check.
Bear Trap - CR 1
Type mechanical; Perception DC 15; Disable Device DC 20
Effects
Trigger location; Reset manual
Effect Atk +10 melee (2d6+3); sharp jaws spring shut around the creature’s ankle and halve the creature’s base speed (or hold the creature immobile if the trap is attached to a solid object); the creature can escape with a DC 20 Disable Device check, DC 22 Escape Artist check, or DC 26 Strength check.
Bellows
Source Ultimate Equipment pg. 77, Advanced Player's Guide pg. 184, Adventurer's Armory pg. 19
Price 1 gp; Weight 3 lbs.
Category Tools
Description
Bellows are useful for starting fires, providing a +1 circumstance bonus on Survival checks to start or maintain fires.
侧边栏:
Compass
Source Ultimate Equipment pg. 56, Advanced Player's Guide pg. 184, Adventurer's Armory pg. 19
Price 10 gp; Weight 1/2 lb.
Category Adventuring Gear
Description
An ordinary compass that points to the magnetic north pole grants you a +2 circumstance bonus on Survival checks made to avoid becoming lost. You can also use it to grant the same bonus on Knowledge (dungeoneering) checks made to navigate underground.
Cooking kit
Source Ultimate Equipment pg. 56, Adventurer's Armory pg. 19
Price 3 gp; Weight 16 lbs.
Category Kits
Description
This kit contains an iron pot, an iron skillet, a ladle, a skewer, a wooden cutting board, a cutting knife, an iron tripod for the pot, a packet of tinder, and a small selection of local or otherwise easy to find seasonings. You can attach the skewer to the tripod for roasting small game animals. All the component pieces (except the skillet) fit within the pot for easy storage and transport.
新东西
Doctor's mask
Source Adventurer's Armory pg. 19, Pathfinder #8: Seven Days to the Grave pg. 61, Curse of the Crimson Throne Player's Guide pg. 12
Price 50 gp; Weight 2 lbs.
Category Tools
Description
This protective mask gives you a +1 circumstance bonus on Fortitude saves made against airborne toxins and scent-based effects. In Korvosa, it is a minor crime to wear a doctor’s mask in public if you are not a healer or physician.
Doctor's outfit
Source Adventurer's Armory pg. 19, Pathfinder #8: Seven Days to the Grave pg. 61
Price 150 gp; Weight 6 lbs.
Category Tools
Description
Any creature wearing this outfit gains a +2 circumstance bonus on Fortitude saves made to resist contact diseases.
Drill
Source Ultimate Equipment pg. 56, Advanced Player's Guide pg. 184, Adventurer's Armory pg. 19
Price 5 sp; Weight 1 lb.
Category Adventuring Gear
Description
A drill can create a 1-inch-diameter hole in stone, wood, or metal as a standard action. Harder materials wear down or break the drill more quickly. Hearing the sound of drilling requires a DC 15 Perception check.
Eyeglasses
Source Adventurer's Armory pg. 19
Price 5 gp; Weight —
Category Tools
Description
Also known as spectacles, eyeglasses compensate for poor vision or magnify small details.
Flotation device
Source Adventurer's Armory pg. 19
Price 1 gp; Weight 2 lbs.
Category Tools
Description
Usually composed of an inflated animal bladder sealed with pitch, a held flotation device adds a +1 circumstance bonus on Swim checks.
Juggler's kit
Source Ultimate Equipment pg. 77, Adventurer's Armory pg. 19
Price 15 gp; Weight 10 lbs.
Category Tools
Description
This kit includes multiple sets of well-balanced objects, such as balls, clubs, knives, rings, and torches. It provides a +1 bonus on Perform (act or comedy) checks and checks involving juggling.
Portable altar
Source Demon Hunter's Handbook pg. 18, Adventurer's Armory pg. 19, Ultimate Equipment pg. 77
Price 250 gp; Weight 40 lbs.
Category Tools
Description
A portable altar is typically made of wood and is ornately carved and decorated with the iconography of a specific religion. The top of the altar lifts up, and items such as candles, incense, and oil can be stored within. These altars are modest, but give traveling priests a center from which to say their daily prayers, perform minor rituals, or preach to an assembled crowd.
Portable Altar: Portable altars are typically made of wood and are ornately carved and decorated. The top of the altar lifts up, and items such as candles, incense, and oil can be stored within.
The Prophecies of Kalistrade
Source Adventurer's Armory pg. 19
Price 75 gp; Weight 10 lbs.
Category Tools
Description
This is the most frequently published book in Druma. It details the extremely strict dietary, sexual, and clothing restrictions followers must observe as part of their religion.
Printing press (1-page)
Source Adventurer's Armory pg. 19
Price 250 gp; Weight 150 lbs.
Category Tools
Description
A hand-cranked press uses a plate on which all of the text on a page is carved in reverse. Changing the plate is a simple process, but creating a new one is expensive and laborintensive. The press prints one page at a time, at a rate of about five pages per minute. A stationer then needs to cut and trim the pages and bind the book.
侧边栏:
Saw
Source Ultimate Equipment pg. 57, Adventurer's Armory pg. 19, Advanced Player's Guide pg. 185
Price 4 cp; Weight 2 lbs.
Category Adventuring Gear
Description
Saws can take many different shapes, from small carpentry saws to the long, two-handled saws used by lumberjacks. You can insert a saw between a door and its frame to cut through wooden bolts or bars, dealing 5 hit points per round plus your Strength modifier to the sawed object as a full-round action. Hearing the sawing requires a successful DC 10 Perception check. Saws used to cut ice on rivers have a point on the end to break through the ice before cutting.
Sawback sword
Source Ultimate Equipment pg. 57, Adventurer's Armory pg. 19
Price +5 gp; Weight —
Category Adventuring Gear
Description
This is a modification to any light or heavy blade rather than a unique weapon type. The saw blade on the back of the sword lets you use it to perform crude carpentry.
Stretcher
Source Ultimate Equipment pg. 77, Adventurer's Armory pg. 19
Price 1 gp; Weight 10 lbs.
Category Tools
Description
A stretcher allows two people to share the burden of carrying one heavy object. You can also use it to drag a load you couldn’t carry on your own. A stretcher holds up to 300 pounds.
Surgeon's tools
Source Ultimate Equipment pg. 77, Pathfinder #8: Seven Days to the Grave pg. 61, Adventurer's Armory pg. 19
Price 20 gp; Weight 5 lbs.
Category Tools
Description
When used in conjunction with a healer’s kit, surgeon’s tools raise the kit’s bonus to a +3 circumstance bonus on Heal checks to treat wounds or deadly wounds.
Swim fins
Source Adventurer's Armory pg. 19
Price 1 sp; Weight 5 lbs.
Category Tools
Description
Swim fins add 10 feet to your swimming speed but reduce your base speed to 5 feet. Donning or doffing swim fins requires 5 rounds.
Thermometer
Source Adventurer's Armory pg. 19
Price 25 gp; Weight 1 lb.
Category Tools
Description
This foot-long tube has marks for the freezing temperature of seawater, a moderate spring day in Absalom, and the boiling temperature of melted ice. Temperatures much below the freezing point or above the boiling point break the device.
侧边栏:
Trespasser's boot
Source Adventurer's Armory pg. 19
Price 8 sp; Weight 2 lbs.
Category Tools
Description
Consisting of a small wooden frame with inward-pointing barbed spikes, this trap is placed in a shallow pit just deep enough for a Medium-sized character’s lower leg. When someone steps in the square, the boot catches and holds her leg. The target takes damage if she tries to move or if a Disable Device attempt to free her fails by 5 or more.
Trespasser ’s Boot - CR 1/2
Type mechanical; Perception DC 20; Disable Device DC 20
Trigger location; Reset manual
Effect pit spikes (Atk +10 melee, 2d4); spikes hold the target in place; the trap can be escaped with a DC 20 Disable Device check, DC 20 Escape Artist check, or DC 24 Strength check
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译者的话:
由于本书中绝大多数物品都和CRB、APG、UE重复,因此凡是本书出现的独特资源,均以蓝色标出。
由于本书中的独特物品,很多大佬均有零散翻译,萌新尽可能把找得到出处的翻译列出,并鸣谢译者。
本节中的物品均为描述,而价格和重量在表格中。为了方便阅读,本节译文的格式将与原书不同,而是仿照CHM中的冒险物品,在描述前面注明该道具的价格和重量。
AA中独有的物品:
1、医生面具(Doctor's mask):早有大佬翻译到很早的帖子《猩红王座的诅咒专长、法术与装备》中。另外,自用自翻翻译帖中也有翻译。感谢大佬们的工作,让萌新白嫖。
2、医师服装(Doctor's outfit):不知道为什么,分类是工具(Tools)而非服饰(Clothing)。难道就凭那覆盖面很窄的+2环境加值?反正某些能变成实物服饰的物品——诸如华服柜(Costume Bureau)——应该也能变医生服装吧。不过医生服装在游戏、小说、电影等文艺作品中出现频繁,基本相当于一个符号了,扮演沉浸感、代入感、乃至反套路等等,都可以用医师服装。
3、眼镜(Eyeglasses):该道具被沉沦大佬(现已改名果园米凯拉),翻译到《【PF1e】随想随翻》中,感谢大佬的工作让萌新白嫖。由于在专区,所以萌新不放传送门。
4、漂浮装置(Flotation device):游泳+1环境加值。
5、卡利斯拉德预言(The Prophecies of Kalistrade):这种在世界设定、进阶职业、魔法物品中频繁出现的玩意儿,居然是能买的吗?见识了。
6、印刷机〔单版面〕(Printing press,1-page):冒险者都能买印刷机了。
7、脚蹼(Swim fins):和水下冒险(Aquatic Adventures)的精制脚蹼(Masterwork Flippers)不是一个东西,也不是精制品和非精制品的关系,二者的物品效果完全不一样。
8、温度计(Thermometer):25 GP就买个这?
9、擅入者之靴陷阱(Trespasser's boot):对踩中陷阱的人来说,真是多了一只好“靴子”。
翻译描述时和其他书中的同名冒险有微妙不同,但对于物品的使用有影响的描述,在此列出:
1、铁砧(Anvil):描述略有修改。
2、狗熊夹(Bear trap):陷阱部分根据“CRB环境规则-陷阱”的陷阱格式,进行了调整,尽量保证格式的一致性。
3、钻头(Drill):描述略有修改。
4、杂耍工具包(Juggler's kit):描述略有修改。
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服饰(Clothing)
阿巴达尔(Abadar)的信徒们说:“衣服是区分文明人和野蛮人的东西。”
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 防滑钉(Cleats)
价格:5 GP;重量:2磅。
防滑钉可以让你在光滑表面行走时所受的惩罚降低50%。比如,在冰面上行走时,每移动1格会花费2格的移动力(正常的1格外加作为惩罚的1格),若你装上了防滑钉,在冰面上每移动1格仅会花费1.5格的移动力。防滑钉会对所有种类的抛光地板造成损伤。防滑钉可以附加到其他任意一套服装(outfit)上。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 皮草(Furs)
价格:12 GP;重量:5磅。
作为最基本的耐寒装备,动物皮毛能够让穿戴者的体温得意维持下去。用足够多的皮草覆盖身体能够让目标在抵御寒冷气候(cold weather)时,强韧豁免检定获得+2加值。这不会与生存技能带来的任何加值叠加。皮草能够补充到其他服装(outfit)上。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 帽子(Hats)
价格:1 SP~50 GP;重量:1/2磅~2磅。
在各种文化中,都会有许许多多各种样式的帽子。从长头巾到皮制三角帽,帽子可以说是最为普通的头部遮盖物。有时会由于宗教派系或社会性的理由,存在一些需要强制性佩戴的特殊帽子。三角帽这样较为泛用的帽子,通常价值2 sp。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 耐暑衣物(Hot weather outfit)
价格:8 GP;重量:4磅。
耐暑衣物会从头到脚覆盖住你的身体,透气的布料可以让你感到清凉,帮助你避免遭受阳光的暴晒。这套服装通常由一件宽松的亚麻长袍、一条头巾或宽松的罩帽与面罩组成。它会在抵御酷暑天气(hot weather)时的强韧豁免提供+2加值。这不会与生存技能带来的任何加值叠加。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 首饰(Jewelry)
价格:可变;重量:可变。
首饰的价值依照其本身的质量会有较大范围的变动。在许多文化,特别是游牧民族中,会将首饰作为一种方便携带的财产,其中最值得注意的便是由钱币熔铸而成的腰带和手镯。平民百姓拿来作为饰品的东西可能只值几个铜板,工匠佩戴的则可能价值几个银币,而商人可能会付出一些金币来购置首饰,不过贵族佩戴在身上的珠宝很少会低于100gp。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 面具(Mask)
价格:1 SP~50 GP;重量:1磅。
在堕落贵族们的节庆活动中,你可以看到最为古怪和流行的面具,不过简单的面具也可能会被作为地区性的通关许可使用。面具种类繁多,从一小块仅能覆盖一部分脸部布料到完全覆盖头脸的精致物品一应俱全。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 窃贼服装(Pickpocket's outfit)
价格:5 GP;重量:3磅。
窃贼服装配有隐藏的口袋,这套服装会当你在身上藏匿轻小物品(small objects)时,提供+2加值。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 披巾(Scarf)
价格:1 SP~5 GP;重量:1/2磅。
艺人们经常会在表演中使用性感的装束和迷人的道具。而色彩鲜艳的布料或透明的丝绸所制成的披巾便是她们最爱的配饰,这些披巾上通常会绣着复杂的花纹和图案。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 藏物围巾(Scarf, Pocketed)
价格:8 GP;重量:1/2磅。
通过精巧的设计,这条围巾的一侧有数个经过伪装的小口袋。藏物围巾会在你进行在身上藏匿物品的巧手检定时,提供+4加值。这些加值不会与身穿厚重衣物(heavy clothing)所提供的加值叠加,但是会与尝试藏匿轻小物品(small objects)的加值叠加。
(https://s3.bmp.ovh/imgs/2024/12/26/2b854e3529ae9f8f.jpg)
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 强固围巾(Scarf, Reinforced)
价格:10 GP;重量:1磅。
这条8尺长的围巾一侧使用链条和金属板进行了加固。尽管这还不足以为防护等级(Armor Class)提供加值,不过这条多功能的围巾可以作为与之等长的铁链(chain,详见冒险物品)来进行短距离的攀爬、或者束缚敌人。强固围巾的有10点硬度和4点生命值。需要成功进行DC为24的力量检定才能挣断它。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 雪地鞋(Snowshoes)
价格:5 GP;重量:4磅。
这些木框内有绳子或筋腱制成的紧绷网子,将这样的物体绑在你的脚上时,可以将你的体重分散在雪地上,让你难以踏入积雪组成的地面,从而让你的步伐变得更加轻松。雪地鞋可以让你在厚实的雪地行走时所受的惩罚降低50%;比如,在雪地上行走时,每移动1格会花费2格的移动力(正常的1格外加作为惩罚的1格),若你穿上了雪地鞋,在雪地上每移动1格仅会花费1.5格的移动力。雪地鞋可以附加到任意一套服装(outfit)上。
(https://s3.bmp.ovh/imgs/2024/12/26/c43a17c7d7c0bd87.jpg)
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 快脱服装(Tear-away clothing)
价格:+5 GP;重量:-磅。
小偷与盗贼都明白一套好伪装的重要性。能够在紧急场合快速脱下一层伪装,从而展现出第二重的伪装的能力,可以说是难能可贵的。快脱服装通常来说都会比较宽松,使得穿戴者能够在里面再穿一层服装。服装的接口被设计成易于拉开的构造,这使得脱下服装(标准动作)之后在人眼皮底下一走了之变成了简单的事情。只要支付额外的开销,任何服装(outfit)都可以被制成快脱服装。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif)背心(Vest)
价格:1 SP~50 GP;重量:1/2磅。
就像帽子一样,背心也几乎出现在所有文化中。尽管其基本设计千篇一律,但它们的裁剪、色彩和功用上差异很大。塔尔多的宫廷背心和瓦瑞西安的舞蹈背心之间的差异是惊人的。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif)假发(Wig)
价格:5 GP~500 GP;重量:1/2磅~4磅。
假发有许多形式,从法官那严肃的头饰,到贵族佩戴的那高耸夸张并且饰以糖果的样子,再到头发稀疏的主妇所佩戴的朴素卷发。任何大城市都可以买到假发,而且在大多数城镇都可以订购假发。假发通常使用头发制作,可供选择的颜色通常受限于当地住民的发色,不过也可以通过使用染料来做出其他颜色的假发。
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表格:
(https://s3.bmp.ovh/imgs/2024/12/26/6f83fc9cc5603bbe.jpg)
(https://s3.bmp.ovh/imgs/2024/12/26/0f1ca4875b49ea05.jpg)
(https://s3.bmp.ovh/imgs/2024/12/26/71c8efeae021107d.jpg)
原文:
Clothing
According to the worshipers of Abadar, “Clothing is what separates the civilized from the savage.”
Cleats
Source Ultimate Equipment pg. 89, Adventurer's Armory pg. 19, Advanced Player's Guide pg. 185, Pathfinder #51: The Hungry Storm pg. 67
Price 5 gp; Weight 2 lbs.
Category Clothing
Description
Cleats reduce the penalty for walking over slick surfaces by 50%. For example, walking across ice normally costs 2 squares of movement (1 square plus a 1 square penalty) for every square of movement, but with cleats it costs only 1.5 squares for every square. Cleats cause damage to any type of finished flooring. They may supplement another outfit.
Furs
Source Ultimate Equipment pg. 89, Pathfinder #51: The Hungry Storm pg. 67, Advanced Player's Guide pg. 185, Adventurer's Armory pg. 19
Price 12 gp; Weight 5 lbs.
Category Clothing
Description
The most basic of cold-weather gear, animal furs serve to keep their wearers warm. Wearing enough fur to cover the body provides a +2 bonus on Fortitude saves to resist cold weather. This does not stack with any bonuses gained from the Survival skill. Furs may supplement another outfit.
Hats
Source Ultimate Equipment pg. 89, Pirates of the Inner Sea pg. 21, Adventurer's Armory pg. 19
Price 1 sp–50 gp; Weight 1/2 lb.–2 lbs.
Category Clothing
Description
Hats of various styles appear in all cultures. Ranging from the turban to the tricorne to the furred cap, a hat can be a simple covering for the head. Particular hats are sometimes mandatory for social or religious sects. A utilitarian hat such as a tricorne typically costs 2 sp.
Hot weather outfit
Source Ultimate Equipment pg. 89, Adventurer's Armory pg. 19, Advanced Player's Guide pg. 185
Price 8 gp; Weight 4 lbs.
Category Clothing
Description
Covering your body from head to foot in light, airy cloth keeps you cooler than baring your skin to the sun. This outfit typically consists of a loose linen robe and either a turban or loose head covering and veil. The outfit provides a +2 bonus on Fortitude saves to resist warm or hot weather. This does not stack with any bonuses gained from the Survival skill.
Jewelry
Source Ultimate Equipment pg. 89, Adventurer's Armory pg. 19
Price Varies; Weight Varies
Category Clothing
Description
The price of jewelry varies wildly by its quality. Many cultures, particularly nomads, consciously use jewelry as a form of portable wealth, most notably with belts and bangles made from coins. A commoner’s ornaments may only be worth a few copper pieces, an artisan’s a few silver pieces, and a merchant’s a few gold pieces, while nobles rarely wear jewelry worth less than 100 gp.
Mask
Source Ultimate Equipment pg. 89, Adventurer's Armory pg. 19
Price 1 sp–50 gp; Weight 1 lb.
Category Clothing
Description
The gala events of decadent nobles are where one might see the most outlandish and stylish of masks, but simpler masks might be found wherever local customs permit. They range from small bits of fabric that cover only a portion of the face to elaborate constructions that cover the entire face or head.
Pickpocket's outfit
Source Ultimate Equipment pg. 89, Adventurer's Armory pg. 19
Price 5 gp; Weight 3 lbs.
Category Clothing
Description
Outfitted with concealed pockets, this clothing gives you a +2 bonus when hiding small objects on your person.
Scarf
Source Ultimate Equipment pg. 89, Adventurer's Armory pg. 19, Varisia, Birthplace of Legends pg. 15
Price 1 sp–5 gp; Weight 1/2 lb.
Category Clothing
Description
Entertainers often employ seductive garb and entrancing props in their performances. Scarves of colorful cloth or transparent silk, often embroidered with elaborate scenes or motifs, are favorite accessories.
侧边栏:
Scarf
Source Ultimate Equipment pg. 89, Varisia, Birthplace of Legends pg. 15, Adventurer's Armory pg. 19, Pathfinder Campaign Setting pg. 213, Curse of the Crimson Throne Player's Guide pg. 12, Rise of the Runelords Player's Guide pg. 11
Price 8 gp (pocketed), 10 gp (reinforced); Weight 1/2 lb. (pocketed), 1 lb. (reinforced)
Description
An elaborate design disguises several small pockets on one side of this scarf. This scarf grants you a +4 bonus on Sleight of Hand checks made to hide objects on your body. This bonus does not stack with the bonus wearing heavy clothing provides but does stack with bonuses for attempting to hide small objects.One side of this 8-foot-long scarf is reinforced with chain links and metal plates. While not enough to provide a benefit to Armor Class, these versatile scarves can be used like a length of chain to climb short distances or bind an enemy. A reinforced scarf has hardness 10 and 4 hit points. It can be burst with a successful DC 24 Strength check.
Scarf, Pocketed: An elaborate design disguises several small pockets on one side of this scarf. This scarf grants you a +4 bonus on Sleight of Hand checks made to hide objects on your body. This bonus does not stack with the bonus wearing heavy clothing provides but does stack with bonuses for attempting to hide small objects.
Scarf, Reinforced: One side of this 8-foot-long scarf is reinforced with chain links and metal plates. While not enough to provide a benefit to Armor Class, these versatile scarves can be used like a length of chain to climb short distances or bind an enemy. A reinforced scarf has hardness 10 and 4 hit points. It can be burst with a DC 24 Strength check.
侧边栏:
Snowshoes
Source Ultimate Equipment pg. 89, Pathfinder #51: The Hungry Storm pg. 67, Adventurer's Armory pg. 19, Advanced Player's Guide pg. 185
Price 5 gp; Weight 4 lbs.
Category Clothing
Description
These high-tension nets of rope or sinew in wooden frames are lashed to the feet to spread your weight across the snow, making you much less likely to break through the crust and rendering walking much easier. Snowshoes reduce the penalty for walking through heavy snow by 50%; for example, if moving through snow normally costs you 2 squares of movement (1 square plus a 1 square penalty) per square traveled, snowshoes reduce this cost to 1.5 squares per square traveled. Snowshoes may supplement another outfit.
Tear-away clothing
Source Ultimate Equipment pg. 89, Adventurer's Armory pg. 19
Price +5 gp; Weight —
Category Clothing
Description
Sneaks and thieves know the value of a good disguise. The ability to remove that disguise in a hurry, thus revealing the next layer of disguise, is nearly as valuable. Tear-away clothing is generally loose fitting and allows another layer of clothing to be worn underneath. The seams on this clothing are designed to break easily, making it a simple matter (a standard action) to remove these items and walk away with none the wiser. Any outfit can be crafted as tear-away clothing for an additional price.
Vest
Source Adventurer's Armory pg. 19
Price 1 sp-50 gp; Weight 1/2 lb.
Category Clothing
Description
Much like hats, vests appear in almost all cultures. Though the basic design remains the same, they vary wildly in cut, color, and function. The difference between the court vests of Taldor and the dancing vests of Varisia is quite striking.
Wig
Source Ultimate Equipment pg. 89, Adventurer's Armory pg. 19
Price 5 gp–500 gp; Weight 1/2 lb.–4 lbs.
Category Clothing
Description
False hair comes in many forms, from the severe coif of a judge to the towering confection adorning a noble to the simple curls worn by a housewife whose hair is thinning. Wigs can be found for sale in any major city and can be special-ordered in most towns. As they are usually made of hair, the available colors are likely limited by the locally predominant hair color, but others can be obtained by applying dye.
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译者的话:
由于本书中绝大多数物品都和CRB、APG、UE重复,因此凡是本书出现的独特资源,均以蓝色标出。
由于本书中的独特物品,很多大佬均有零散翻译,萌新尽可能把找得到出处的翻译列出,并鸣谢译者。
本节中的物品均为描述,而价格和重量在表格中。为了方便阅读,本节译文的格式将与原书不同,而是仿照CHM中的冒险物品,在描述前面注明该道具的价格和重量。
AA中独有的物品:
1、背心(Vest):服饰类中,唯一一个AA独有的服饰。而且曾经还被萌新自己翻译到探索者协会的“自用自翻资源帖” #547中,感谢自己曾经的工作令今天的自己白嫖。
翻译描述时和其他书中的同名冒险有微妙不同,但对于物品的使用有影响的描述,在此列出:
1、防滑钉(Cleats)、皮草(Furs)、雪地鞋(Snowshoes)、快脱服装(Tear-away clothing):均修改了最后一句,将服饰改成服装(outfit)。因为防滑钉附加到任意服饰,可能会引起歧义,比如将防滑钉附加到帽子(Hats)上肯定是不行的。将英文标注,是为了提醒:只有名称中带(outfit)的物品(比如-分类到工具中的医师服装,以及常见的耐暑衣物)才能附加这类道具。其实萌新更倾向于将(outfit)译为“套装”,因为凡是这类服饰,均是有一系列小物件和衣物组成,但是这样的话,需要向前溯源修改很多东西,包括但不限于:服饰、魔法物品、法术等等。
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食物,饮料和住宿(Food, Drink, and Lodging)
所列价格适用于普通城市中的酒馆或餐厅。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 凯登佳酿(Caydenbrew)
价格:5 CP/啤酒杯(mug);重量:1/2磅。
这种麦芽酒是艾巴萨罗姆(Absalom)的标准啤酒。据说这种酒是凯登.凯连(Cayden Cailean)接受星石试炼(Test of the Starstone)前所饮的最后一瓶啤酒的种类。这种啤酒的啤酒花是寇托斯岛(the Isle of Kortos,译注:艾巴萨罗姆的主岛)原生的,但这家大量的啤酒厂现在都从安多安(Andoran)和塔尔多(Taldor)进口这种啤酒花。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 咖啡〔一杯,茶杯〕(Coffee,cup)
价格:1 CP;重量:1/2磅。
将烘烤碾碎的咖啡豆加水煮滚就成了。在伽伦德(Garund),咖啡是许多文化的共同组成部分。一种被称之为萨迦瓦红咖(Sargavan Red)的特浓咖啡,其强劲的效果足以令一名疲乏的生物,在1小时内将其所受到的减值从-2降为-1。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 寇兰庭葡萄酒(Corentyn wine)
价格:15 GP/瓶(bottle);重量:1/2磅。
用生长在寇兰庭(Corentyn)那生长在盐雾中的红葡萄和白葡萄酿造的葡萄酒拥有一种酸酸甜甜的风味,并使得其在切利亚斯(Cheliax)贵族间受到追捧。
(https://s3.bmp.ovh/imgs/2024/12/27/1f16138eb4689a24.jpg)
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 矮人烈酒〔一杯,啤酒杯〕(Dwarven stout,mug)
价格:4 CP;重量:1/2磅。
在内海,与其说矮人烈酒是一种酒,不如说是一类酒更正确。矮人烈酒品目繁多,不过基本上都是一种颜色泛黑,略有焦味的泡沫啤酒——据说灌些矮人烈酒足以饱肚。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 格罗格酒(Grog)
价格:2 CP/啤酒杯(mug);重量: 1/2磅。
这是一种用任何手头能搞到的酒混合成的烈酒饮料。格罗格酒的发明者者是那些一上岸就站不稳的老水手和海盗发明的。虽然格罗格酒并非是饮品的首选,不过那些肯花足够时间的人至少在船上有喝的了。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 加味咖啡〔一杯,茶杯〕(Kahve,cup)
价格:2 CP;重量: 1/2磅。
这种咖啡在喝的时候会加很多牛奶、糖甚至是香料来冲淡咖啡本身的苦味。加味咖啡整天都可以喝,在自家和城镇中的咖啡馆都可以。壶底的咖啡渣通常会留下来占卜凶吉。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 林诺姆蜜酒(Linnorm mead)
价格:5 CP/啤酒杯(mug);重量: 1/2磅。
作为乌尔芬(Ulfen)最风靡的饮品,这种加了蜂蜜的蜜酒已经随着乌尔芬人一同进入了南方的土地。它兼具甜美和酒劲,据乌尔芬吟游诗人说,它是无可争议的唱歌伴侣。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 芒吉咖啡(Mwangi coffee)
价格:3 CP/茶杯(cup);重量: 1/2磅。
这种“芒吉风”咖啡沏煮后有一种类似葡萄酒般的酸醇,这对初次品尝者来说有些太劲了。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 古法威士忌〔一瓶〕(Oldlaw whiskey,bottle)
价格:20 GP;重量: 1磅。
这种以麦芽为原料的威士忌酒是依照一份流传200年之久的秘方酿制的。很多老兵都对它的口味钟爱有加。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 甜蛋酒〔一杯,茶杯〕(Rumboozle,cup)
价格:1 SP;重量: 1/2磅。
这是一种用朗姆酒、红酒、麦酒、鸡蛋、糖和香料混合煮制的烈酒,高级酒馆里的甜蛋酒通常会温热供应。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 茶〔一杯,茶杯〕(Tea,cup)
价格:2 CP;重量: 1/2磅。
茶在很多内海地区都是受欢迎的饮品,茶通常会与牛奶、糖、和香料一起饮用。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 茶道用茶〔一杯,茶杯〕(Tea, Ceremonial,cup)
价格:4 CP;重量: 1/2磅。
这种深色的红茶来自东方,它的沏煮是古典茶道的一部分。了解茶道的正确准备步骤并参与一次茶道,需要需要一次成功的知识(贵族)技能检定。一套茶道具(ceremonial tea set)包括一个茶托、一个茶壶、和四枚茶盅和配套茶匙。
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表格:
(https://s3.bmp.ovh/imgs/2024/12/27/1f16138eb4689a24.jpg)
原文:
Food, Drink, and Lodging
The listed prices are for a tavern or restaurant in an average city.
Caydenbrew
Source Adventurer's Armory pg. 19
Price 5 cp/mug; Weight 1/2 lb.
Category Food/Drink
Description
This ale is the standard beer drunk in Absalom. The recipe was said to be the last beer Cayden Cailean had before he undertook the Test of the Starstone. The hops for this beer were originally grown on the Isle of Kortos, but the massive brewery now imports from Andoran and Taldor.
Coffee (cup)
Source Ultimate Equipment pg. 95, Adventurer's Armory pg. 19
Price 1 cp; Weight 1/2 lb.
Category Food/Drink
Description
This drink is brewed by pouring boiling water through crushed, roasted coffee beans. Two cups is potent enough to reduce the penalties from the fatigued condition from –2 to –1 for 1 hour.
Brewing your own coffee requires ground coffee beans (5 cp for 1 pound of coffee beans, or 8 cp for 1 pound of ground beans) and a cooking device. You can boil the grounds in a pot, then pour the liquid after allowing the solids to settle, or filter the drink by pouring it through a sieve or cloth. Many travelers prefer the convenience of using a coffee pot (see page 62).
Coffee: This drink is brewed by pouring boiling
water through crushed, roasted coffee beans. Coffee
is a common part of many cultures in Garund. A
very strong brew called Sargavan Red is potent
enough to reduce the penalties from the fatigued
condition from –2 to –1 for 1 hour.
侧边栏:
Corentyn wine
Source Adventurer's Armory pg. 19
Price 15 gp/bottle; Weight 1/2 lb.
Category Food/Drink
Description
Red and white wines grown in the salt spray of Corentyn have a sweet–tart flavor valued by nobles throughout Cheliax.
Dwarven stout (mug)
Source Ultimate Equipment pg. 95, Adventurer's Armory pg. 19
Price 4 cp; Weight 1/2 lb.
Category Food/Drink
Description
More a family of beers than one single drink, dwarven stout is known by different names in human lands. Dwarven stouts are dark beers characterized by a slightly burnt flavor and a foamy head; they are said to be as filling as a meal. Most dwarven clans use a recipe unique to that clan, and family rivalries over the best brew may date back for hundreds of years.
Dwarven Stout: More a family of beers than
one single drink, dwarven stout is known
by different names around the Inner Sea.
Dwarven stouts are dark beers characterized
by a slightly burnt flavor and a foamy head;
they are said to be as filling as a meal.
Grog
Source Pirates of the Inner Sea pg. 21
Price 1 cp (cup), 1 sp (gallon), 2 cp (mug); Weight 1 lb. (cup), 8 lbs. (gallon), 1/2 lb. (mug)
Description
Sailors, especially on pirate crews, often demand daily rations of alcohol. To prevent hoarding of alcohol (resulting in drunkenness and subsequent hangovers), most captains mix alcohol with water and a bit of lime or lemon juice to make grog. The water dilutes the alcohol and causes it to spoil more quickly, while the citrus juice masks the taste of spoilage and also prevents scurvy.
Grog: A foul mix of different alcohols and whatever’s handy, grog was invented by pirates and sailors and never managed to crawl far onto land. Grog is no one’s first choice of drink, but anyone who’s spent enough time on a ship has had at least a taste.
Kahve (cup)
Source Ultimate Equipment pg. 95, Adventurer's Armory pg. 19
Price 2 cp; Weight 1/2 lb.
Category Food/Drink
Description
This style of coffee is served with generous helpings of milk, sugar, and spices to counteract its natural bitterness. Kahve is drunk throughout the day, both at home and at coffeehouses around town. The grounds left in the bottom of a cup are sometimes used for fortune-telling.
Linnorm mead
Source Adventurer's Armory pg. 19
Price 5 cp/mug; Weight 1/2 lb.
Category Food/Drink
Description
The favorite drink of the Ulfen, this honey mead has traveled with them into the southern lands. It is sweet and strong and, according to Ulfen bards, is an indisputable aid to singing.
Mwangi coffee
Source Adventurer's Armory pg. 19
Price 3 cp/cup; Weight 1/2 lb.
Category Food/Drink
Description
Coffee brewed “Mwangi style” has a wine-like acid taste that is too strong for a novice palate.
Oldlaw whiskey (bottle)
Source Ultimate Equipment pg. 95, Adventurer's Armory pg. 19
Price 20 gp; Weight 1 lb.
Category Food/Drink
Description
This single-malt whiskey is made with a recipe that’s nearly 200 years old, and is a favorite alcoholic beverage of old soldiers everywhere.
Rumboozle (cup)
Source Ultimate Equipment pg. 95, Adventurer's Armory pg. 19
Price 1 sp; Weight 1/2 lb.
Category Food/Drink
Description
A potent drink featuring rum, wine, ale, eggs, sugar, and spices, rumboozle is served warm in finer taverns.
Tea
Source Ultimate Equipment pg. 95, Adventurer's Armory pg. 19
Price 4 cp (ceremonial, cup), 2 cp (cup); Weight 1/2 lb. (ceremonial, cup), 1/2 lb. (cup)
Description
A popular beverage in many regions, tea may be green or black, depending on when the leaves are picked and how they are prepared. It may be served unadorned, or with milk, sugar, lemon, or spices.
Tea: A popular beverage in most civilized regions of the
Inner Sea, tea is usually served with milk, sugar, or spices.
Tea, Ceremonial: This dark, hot tea comes from
the east, and its brewing is part of the classical tea
ceremony. Knowing the proper steps of preparing
and participating in a tea ceremony requires a
successful DC 15 Knowledge (nobility) skill check. A
ceremonial tea set includes a tray, teapot, and four tiny
cups and spoons.
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译者的话:
由于本书中绝大多数物品都和CRB、APG、UE重复,因此凡是本书出现的独特资源,均以蓝色标出。
由于本书中的独特物品,很多大佬均有零散翻译,萌新尽可能把找得到出处的翻译列出,并鸣谢译者。、
本节中的物品均为描述,而价格和重量在表格中。为了方便阅读,本节译文的格式将与原书不同,而是仿照CHM中的冒险物品,在描述前面注明该道具的价格和重量。
AA中独有的物品:
1、凯登佳酿(Caydenbrew):Cayden毫无疑问是凯登.凯连(Cayden Cailean)。
2、寇兰庭葡萄酒(Corentyn wine):科伦庭(Corentyn)邻近锁链骑士团的总部——西拉德斯卡堡(Citadel Gheradesca)。
3、林诺姆蜜酒(Linnorm mead):没有任何效果,纯粹是满足扮演气氛的口腹之物,或者用以获得醉酒等级进度的道具?
4、芒吉咖啡(Mwangi coffee):描述中没有任何效果,或者至少有普通咖啡的效果?
5、茶道用茶〔一杯,茶杯〕(Tea, Ceremonial,cup):在UE中虽然有单独的价格和重量,但是没有描述,其描述是合并在茶〔一杯,茶杯〕(Tea,cup)中的。AA新增了描述,但是与之配套的茶道具(ceremonial tea set),在AA中仅仅存在于物品列表,但却没有描述。
翻译描述时和其他书中的同名冒险有微妙不同,但对于物品的使用有影响的描述,在此列出:
1、因为某些食物/饮料的价格因为其量cup/mug/ glass/ bottle不同而不同,但是在CHM中cup/mug/ glass都译为1杯,因此想要做出一些区分。
cup茶杯/量杯/杯(美式烹饪的计量单位)
mug啤酒杯/马克杯/圆筒杯/缸
glass玻璃杯/酒杯/一杯(的量)
这里暂时将
Mug译为“啤酒杯”,因为用到mug的饮品,基本都是酒
Cup译为“杯”,之所以不译为茶杯,是因为很多饮品不是茶,感觉文中的语境,似乎更类似于计量单位
Glass译为“玻璃杯”
2、咖啡〔一杯〕(Coffee,cup):描述与UE不同,将疲乏减值降低的效果,拥有1小时持续时间了。
3、格罗格酒(Grog):在本书中只有1啤酒杯(mug)的价格,不过在《内海海盗(Pirates of the Inner Sea)》中有更多分量的价格。分别是:价格:1 CP/茶杯(cup),2 CP/啤酒杯(mug),1 SP/加仑(gallon);重量:1磅(茶杯),1/2磅(啤酒杯),8磅(加仑)。虽然茶杯和啤酒杯的价格和重量很想让人吐槽,不过原文如此。
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mark 一下
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AA中独有的物品:
2、科伦庭葡萄酒(Corentyn wine):科伦庭(Corentyn)邻近锁链骑士团的总部——西拉德斯卡堡(Citadel Gheradesca)。
寇兰庭临近锁链骑士团总部是不是有点倒反天罡了。
寇兰庭可是切国首屈一指的大城市。
这话类似于说北京临近通州。
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AA中独有的物品:
2、科伦庭葡萄酒(Corentyn wine):科伦庭(Corentyn)邻近锁链骑士团的总部——西拉德斯卡堡(Citadel Gheradesca)。
寇兰庭临近锁链骑士团总部是不是有点倒反天罡了。
寇兰庭可是切国首屈一指的大城市。
这话类似于说北京临近通州。
也是,萌新一开始就是为了直观让人知晓葡萄酒产地大约在哪里。另外(Corentyn)应该是译为寇兰庭吗?
萌新这就修改一下。
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也是,萌新一开始就是为了直观让人知晓葡萄酒产地大约在哪里。另外(Corentyn)应该是译为寇兰庭吗?
萌新这就修改一下。
我习惯喊寇兰庭,不代表这个就是标准译名。这个倒是不必改。
如果要让人知道地理位置的话,其实就是“格星的直布罗陀”,我觉得这么说更直观。
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坐骑,宠物和相关装备(Mounts, Pets, and Related Gear)
如果你正在寻找一只动物伙伴或魔宠的话,你可能会决定购买这些生物,而不是在野外寻找。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 动物挽具(Animal harness)
价格:2 GP;重量:2磅。
这些由皮革或植物纤维制成的挽具可以让人握在手中,从而有效地约束和控制被驯化的动物。对于想要使用驯养动物技能来尝试教导动物技巧(tricks)的人来 说,挽具是最为基础的装备。你可以在大多数集市上购买到适合那些常见驯化动物的现成挽具,比如猫、狗、马以及牛。不过几乎任何生物都可以定制适合的挽具。
(https://www.aonprd.com/images/PathfinderSocietySymbolN.gif) 蝙蝠(Bat)
价格:5 GP(蝙蝠),50 GP(乌斯克森林蝙蝠);重量:1磅(蝙蝠),1磅(乌斯克森林蝙蝠)。
这些微型啮齿动物是夜行性的动物,它们会以昆虫和植物果实为食。它们主要依靠音波而非视觉来进行感知。除了荒漠与寒带地区之外,在格拉利昂的任何环境中都有它们的身影。有的文化中,会在城镇或村庄周围保留蝙蝠的巢穴,用以控制虫害。那些来自奈多(Nidal)的乌斯克森林(Uskwood)的蝙蝠,以其不会反光的黑色皮毛和能长至大型(large size)的体型而闻名。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 笼子(Cage)
价格:10 GP(微型或超微型),2 GP(超小型),15 GP(小型或中型),30 GP(大型),60 GP(超大型);重量:2磅(微型或超微型),5磅(超小型),60磅(小型或中型),240磅(大型),960磅(超大型)。
这种牢固、轻便的围栏的用处是关住生物——通常是动物,不过只要笼子够大,就可以关住任何东西。笼子通常使用铁、木头或者竹子,不过这会根据各地的习惯和可以找到的材料而有所改变。
(https://www.aonprd.com/images/PathfinderSocietySymbolN.gif) 金丝雀(Canary)
价格:4 CP;重量:9盎司。
这些微型的鸟类通常羽毛鲜艳,歌声悦耳。更加实用的是,它们也被用于探测矿井内的有害气体,这是由于它们的那小小的身体对这些东西更加敏感;它们给予类人生物们在抵挡不住这类险境之前,一次逃离的警告。
(https://www.aonprd.com/images/PathfinderSocietySymbolN.gif) 猫(Cat)
价格:3 CP(普通猫),6 GP(奥斯利昂慧眼猫);重量:8磅(普通猫),8磅(奥斯利昂慧眼猫)。
这些超小型动物通常会被人作为宠物或魔宠来饲养。尽管身材娇小,猫却是十分优秀的猎手。农民们通常会在存储作物的地点饲养猫咪,用以预防害虫。不过猫会存在于大多数地区,许多城市都有很多流浪猫。在格拉利昂,大部分的地区都有猫,而流浪猫占据了大多数城市——因此,找到一只免费的猫应该没什么挑战。其中,奥斯利昂慧眼猫(Osirion wise-eyes)因其曼妙的身姿和深蓝色的眼眸而备受珍视。
(https://www.aonprd.com/images/PathfinderSocietySymbolN.gif)骑乘用犬(Dog, Riding)
价格:150 GP(骑乘用犬);重量:120磅(骑乘用犬)。
这种中型犬只能够背负小型骑手。饲育者会选择身体壮硕、具有耐久力并且具有忠诚心的犬只,训练它们战斗和作为坐骑的技巧后再进行出售。你可以在艾巴萨罗姆(Absalom)、阿拉玛斯(Almas)、和卡塔佩什(Katapesh)中找到信誉良好的育种者。
(https://www.aonprd.com/images/PathfinderSocietySymbolN.gif) 狗,战斗训练(Dog, Combat-Trained)
价格:25 GP(狗,战斗训练);重量:90磅(狗,战斗训练)。
这种被杂交出来完全只是为了战斗的中型犬;其育种者喜好其强健、壮实的身体和更低的重心。经过战斗训练的狗在内海地区的大多数大城市都有销售。它们作为斗犬在切利亚斯(Cheliax)很受欢迎,尽管最好的品种是在摩尔苏恩(Molthune)培育的,在那里它们被用于特殊部队。
(https://s3.bmp.ovh/imgs/2024/12/28/6b227894cdaa1093.jpg)
狗拉雪橇(Dog Sled)
价格:20 GP(狗拉雪橇);重量:300磅(狗拉雪橇)。
这个几英尺长的雪橇被设计用于在冰雪上滑行,你需要用一队受训的骑乘用犬(riding dogs)拉着它。绝大多数雪橇都需要有一名驾乘者站在雪橇最后的位置操控它。狗拉雪橇的最高携带容量和全部犬只能够拉动的重量相同。
(https://www.aonprd.com/images/PathfinderSocietySymbolN.gif) 驴鼠(Donkey rat)
价格:1 GP;重量:50磅。
这种超小型的白色啮齿动物看起来和水豚类似,主要分布在温带沼泽和海岸。在部分地区,这种生物会被作为宠物和牲畜饲养。
象(Elephant)
价格:1000 GP;重量:5吨。
这种超大型动物不但具有强大的力量,还具有很高的学习能力。芒吉莽原(Mwangi Expanse)的赞吉人(Zenj)会为了劳作或者战斗而训练象。大多数的象都来自芒吉莽原那片广袤的大地,这也是萨迦瓦(Sargava)为数不多的稳定收入来源之一。它们的饲育费用非常昂贵,因此只有最富有的内海居民才能负担得起。
(https://www.aonprd.com/images/PathfinderSocietySymbolN.gif) 猎鹰(Falcon)
价格:40 GP;重量:2磅。
这种超小型的鹰翼展极长,它们在贵族之间是十分受欢迎的狩猎用鸟类。在分类上来说猎鹰实际上是鹰(Hawk)的一种,不过在许多文化中,猎鹰被认为更加“高贵”一些。在许多君主制的地区,平民是没有饲养这种鸟类的权利的。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 训鹰护手(Falconry Gauntlet)
价格:10 GP;重量:1磅。
这种长手套由厚厚的皮革制作而成,训鹰人会把手套套在非惯用手上,在狩猎前后供猎鹰站立。手套上还有一根流苏和套环用于连接到猎鹰的束绳上。
(https://s3.bmp.ovh/imgs/2024/12/28/975f4d3ecb8f8495.jpg)
(https://www.aonprd.com/images/PathfinderSocietySymbolN.gif) 鹰(Hawk)
价格:18 GP;重量:2磅。
这种超小型短翼猛禽是很受欢迎的狩猎用鸟类,不过相比没有头衔的平民来说,低阶贵族饲养这些鸟类的可能性更大一些。鹰以锐利的实力和强而有力的俯冲而闻名。塔尔多(Taldor)和切利亚斯(Cheliax)的供应商们一直出售着最好的品种。
(https://www.aonprd.com/images/PathfinderSocietySymbolN.gif) 马(Horse)
价格:300 GP(重型战马),200 GP(重型马),110 GP(轻型战马),75 GP(轻型马);重量:3000磅(重型战马),2000磅(重型马),1200磅(轻型战马),900磅(轻型马)。
这种大型四足动物通常被作为坐骑或驮兽使用。你可以为了战争而训练马匹,未经训练的马匹在战斗中会十分难以驾驭。切利亚斯(Cheliax)和卡蒂亚(Qadira)都生产高品质的马,尽管它们可以在内海任何一座体面的城市购买到。
(https://www.aonprd.com/images/PathfinderSocietySymbolN.gif)蜥蜴(Lizard)
价格:5 CP(普通蜥蜴),12 GP(奈克斯壁虎);重量:2盎司(普通蜥蜴),4盎司(奈克斯壁虎)。
你可以在阿维斯坦(Avistan)和伽伦德(Garund)的所有温带地区找到这些超小型冷血动物,它们的色彩通常会很鲜艳。它们以昆虫为食,具有攀上墙壁和倒挂在树枝上的能力。据说那些来自奈克斯(Nex)的壁虎(Geckos),即使在它们成为魔宠之前,它们远比其同类聪明。
(https://www.aonprd.com/images/PathfinderSocietySymbolN.gif)猴子(Monkey)
价格:3 GP;重量:5磅。
你可以在各种动物的栖息地找到这些超小型灵长类动物,不过它们更加适应伽伦德(Garund)温暖的森林或雨林。猴子能够抓握和携带重量不超过1磅的物品。经过训练的“魔宠卷尾猴”可以在艾兹耶尔(Azir)中购买。
(https://s3.bmp.ovh/imgs/2024/12/28/9ce8dcee483af2a1.jpg)
(https://www.aonprd.com/images/PathfinderSocietySymbolN.gif)枭(Owl,又译猫头鹰)
价格:20 GP(普通枭),20 GP(维杜兰枭);重量:1磅~3磅(普通枭),3磅(维杜兰枭)。
这些超小型鸟类主要在夜间活动,它们因为锐利的双眼和近乎无声的飞行而闻名。枭以小动物和昆虫为食,你可以在几乎格拉利昂的任何环境中找到它们。来自维杜兰森林(Verduran Forest)的枭的鸟首上有着一种独特的“褶皱羽毛”,这使得它们在白天看起来像昏昏欲睡的教授。
(https://www.aonprd.com/images/PathfinderSocietySymbolN.gif)驮兽(Pack Animal)
价格:8 GP(驴或骡子),15 GP(牛类),24 GP(牦牛);重量:600磅(驴或骡子),1吨(牛类),2吨(牦牛)。
驮兽是普遍的,但动物类型因地域适用性而异。象(Elephants)在芒吉莽原(Mwangi Expanse)的大部分广袤大地运送货物。牦牛(yak)能在山区拉重物。在内海的许多其他地区,驴(donkey)、骡子(mule)、和牛类(ox)拉着大车或犁。而卡塔佩什(Katapesh)的驴市尤为活跃。
(https://www.aonprd.com/images/PathfinderSocietySymbolN.gif)伪龙(Pseudodragon)
价格:200 GP;重量:7磅。
伪龙主要生活在内海地区的温带森林,它们具有足够高的智能,因此安多安人(Andorens)会认为贩卖伪龙是贩隶的行为。极少数伪龙会开价让冒险者雇佣它们,艾巴萨罗姆(Absalom)是唯一能找到可以合法雇佣的伪龙的地方。
(https://www.aonprd.com/images/PathfinderSocietySymbolN.gif)鼠(Rat)
价格:1 GP(蓝鼠),1 CP(普通鼠);重量:1磅(蓝鼠),1磅(普通鼠)。
这些超小型啮齿动物无处不在,而且几乎什么都吃。尽管它们有着瘟疫携带者的坏名声,不过在经过驯化之后,它们便成为了是干净、忠诚的生物,十分适合成为魔宠。阿肯斯塔(Alkenstar)著名的蓝鼠(blue rats)主要在卡塔佩什(Katapesh)和奈克斯(Nex)售卖。
(https://www.aonprd.com/images/PathfinderSocietySymbolN.gif)凶暴鼠(Rat, dire)
价格:5 GP;重量:50磅。
这些小型动物在野外是危险的食腐动物。不过在笼子内养大的凶暴鼠可以被训练成忠诚的宠物或者护卫。欧帕拉(Oppara)是大多数驯养凶暴鼠的养殖者的家园。作为食性很杂的动物,它们可以在栖息地周围能被允许的任何地方找到,包括地牢和地下。作为宠物的凶暴鼠不具有腐热症(filth fever,详见Bestiary 1)。
(https://www.aonprd.com/images/PathfinderSocietySymbolN.gif)渡鸦(Raven)
价格:2 GP;重量:3磅。
这些超小型鸟类因为聪慧而为人所知,它们甚至会在野外相互游玩嬉戏。渡鸦以昆虫为食,你可以在内海很多出人意料的栖息地找到这些鸟类。据说佩扎克(Pezzack)的渡鸦尤为聪明;切利亚斯(Chelish)的总督们很乐意出口它们,希望它们能以某种方式在国外煽动骚乱。
(https://www.aonprd.com/images/PathfinderSocietySymbolN.gif)大蟒(Snake, Constrictor)
价格:5 GP;重量:60磅。
这些中型爬行动物通常栖息在气候温暖的地区。有些侵略性较强的蟒蛇会在进食之前先勒死猎物。由于体型较大,所以这种蛇不太受旅行法师的喜欢,不过有不少实验室会利用这些生物。
(https://s3.bmp.ovh/imgs/2024/12/28/4c6ec136fec6e17c.jpg)
(https://www.aonprd.com/images/PathfinderSocietySymbolN.gif)蝮蛇(Snake, Viper)
价格:5 GP;重量:10盎司。
这些超小型爬行动物以小动物为食,生活在绝大多数气候温暖的环境或者温带地区中。被它咬住会很疼,但是对普通的冒险者来说并不会造成多大的危险。
(https://www.aonprd.com/images/PathfinderSocietySymbolN.gif)蚊蝠(Stirge)
价格:20 GP;重量:1磅。
据说这种超小型的野兽通常会被卖给有钱人家用来保护房屋内部,有时也被用来进行一些血腥猎奇的竞技活动。人们有一种普遍性的误解,即蚊蝠是不可驯化的虫子,不过实际上并非如此,只不过驯养者每日都必须喂食给它新鲜的血液才能防止蚊蝠转而攻击驯养者。
(https://www.aonprd.com/images/PathfinderSocietySymbolN.gif)蟾蜍(Toad)
价格:2 CP;重量:7盎司。
饲养这种微型两栖动物的主要是将其作为魔宠的施法者。蟾蜍生活在大多数温带和温暖的环境中,以昆虫为食。
(https://www.aonprd.com/images/PathfinderSocietySymbolN.gif) 蟾蜍,致幻蟾蜍(Toad, Vision)
价格:10 GP;重量:5盎司。
这种动物能在芒吉莽原(Mwangi Expanse)地区发现。其皮肤毒液是一种精神毒素,如果这种蟾蜍的皮肤被舔舐的话,这种毒液会轻微的致幻(mild hallucinogen)——尽管这些生物在芒吉莽原以外繁殖的话,均会产生无毒的后代。
(https://www.aonprd.com/images/PathfinderSocietySymbolN.gif)黄鼠狼(Weasel)
价格:2 GP;重量:8盎司。
这些超小型动物以更小的动物为食,而且几乎能够在任何环境中生存。它们聪慧过人而且极具好奇心,这样的性格在成为魔宠之后会更为强烈。许多品种的黄鼠狼都会散发着浓烈的麝香味道。这段描述也适用于一些类似的动物,比如雪貂(ferrets)、水貂(minks)、 臭猫(polecats)以及白鼬(stoats)。
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表格:
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原文:
Mounts, Pets, and Related Gear
If you’re looking for an animal companion or familiar, you may decide to purchase the creature rather than seeking one in the wild.
Animal harness
Source Ultimate Equipment pg. 81, Advanced Player's Guide pg. 185, Adventurer's Armory pg. 19
Price 2 gp; Weight 2 lbs.
Category Animal Gear
Description
This leather or hemp harness allows a holder to restrain and control a domesticated animal. A harness is standard equipment for anyone trying to teach an animal tricks with the Handle Animal skill. Ready-made harnesses are available in most markets for common domesticated animals such as cats, dogs, horses, and oxen, but harnesses can be made for nearly any creature.
Bat
Source Ultimate Equipment pg. 80, Adventurer's Armory pg. 19
Price 5 gp , 50 gp (Uskwood); Weight 1 lb. , 2 lbs. (Uskwood)
Description
These Diminutive rodents are nocturnal fliers that eat insects and fruit. They rely primarily on sound to navigate rather than sight. They can be found all over Golarion and are absent only in desert and arctic regions. Some cultures keep bat houses near towns and villages to control insect problems. Bats from the Uskwood in Nidal are noted for their matte black fur and large size.
蝙蝠PFS:A PC can only purchase an animal, mount, or similar creature if its Challenge Rating is lower than that character’s level; creatures with a Challenge Rating of 1 or lower are exempt from this restriction, as are horses.
乌斯克森林蝙蝠PFS:A PC can only purchase an animal, mount, or similar creature if its Challenge Rating is lower than that character's level; creatures with a Challenge Rating of 1 or lower are exempt from this restriction, as are horses.
Cage
Source Ultimate Equipment pg. 81, Adventurer's Armory pg. 19, Advanced Player's Guide pg. 185
Price 10 gp (Diminutive or Fine), 60 gp (Huge), 30 gp (Large), 15 gp (Small or Medium), 2 gp (Tiny); Weight 2 lbs. (Diminutive or Fine), 960 lbs. (Huge), 240 lbs. (Large), 60 lbs. (Small or Medium), 5 lbs. (Tiny)
Description
This secure, portable enclosure is used to hold creatures— generally animals, but a large enough cage can hold anything. Cages are made from iron, wood, or bamboo, depending on local customs and available materials. One cage holds one animal of that size, or five animals of a smaller size. The weight of the creature adds to the weight of the cage. Cages come in the following sizes: Diminutive or Fine, Tiny, Small, Medium, Large, and Huge. Cages for aquatic creatures cost twice as much, and weigh four times the normal weight when filled with water.
Cage: This secure, portable enclosure is used to
hold creatures—generally animals, but a large enough
cage can hold anything. Cages are made from iron,
wood, or bamboo, depending on local customs and
available materials.
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 金丝雀(Canary)
出自:Adventurer's Armory pg. 19
价格:4 CP;重量:9盎司;
类型:坐骑/宠物
这些微型的鸟类通常羽毛鲜艳,歌声悦耳。更加实用的是,它们也被用于探测矿井内的有害气体,这是由于它们的那小小的身体对这些东西更加敏感;它们提供的警告给予了类人生物们在抵挡不住该险境之前一次逃跑的机会。
Canary
Source Adventurer's Armory pg. 19
Price 4 cp; Weight 9 oz.
Category Mounts/Pets
Description
These Diminutive birds usually have bright feathers and sing pleasantly. More pragmatically, they are also used in mines to detect bad air, as their small bodies are more sensitive to such things; the warning they provide gives humanoids a chance to escape before succumbing to the danger.
Cat
Source Ultimate Equipment pg. 80, Adventurer's Armory pg. 19
Price 3 cp (common), 6 gp (Osirian wise-eye); Weight 8 lbs. (common), 8 lbs. (Osirian wise-eye)
Description
These Tiny animals are often kept as pets or familiars. Though small, they are excellent hunters. Grain farmers usually keep cats for pest control in crop storage areas, but cats can be found in most regions and strays occupy many cities. More information on cats can be found in the Bestiary.
Cat: These Tiny animals are often kept as pets or familiars. Though small, they are excellent
hunters; grain farmers usually keep cats as pest control in crop storage areas. Cats are found in most parts of Golarion, and strays occupy most cities—finding a free cat should pose little challenge. Osirion wise-eyes are prized for their stature and deep blue eyes.
Dog
Source Ultimate Equipment pg. 81, Adventurer's Armory pg. 19, PRPG Core Rulebook pg. 159
Price 25 gp (guard), 15 gp (lap), 150 gp (riding); Weight 25 lbs. (guard), 5 lbs. (lap), 50 lbs. (riding)
Description
Most dogs fall into one of the following categories.
Guard Dog: This Small, combat-trained dog is bred for battle; breeders favor strength, a thick body, and a low center of gravity. Guard dogs are sold in most large cities and some cultures use them for sport fighting or in some armies’ special infantry. More information on dogs can be found in the Bestiary.
Lap Dog: These tiny dogs are commonly kept as pets. They cannot be combat trained, but can serve as noisy-but-skittish watch creatures. Lap dogs have the same statistics as foxes (see Bestiary 3).
Riding Dog: This Medium dog is bred for carrying Small riders, and is combat trained. Breeders select dogs with strong backs, endurance, and loyal dispositions and train them for riding and combat before sale. Reputable breeders can be found in major cities. More information on riding dogs can be found in the Bestiary.
Dog, Riding: This Medium dog is bred for carrying Small riders. Breeders select dogs with strong backs, endurance, and a loyal disposition and train them for riding and combat before sale. Reputable breeders can be found in Absalom, Almas, and Katapesh.
侧边栏:
Dog, Combat-Trained: This Medium dog is bred strictly for combat; breeders favor strength, a thick body, and a low center of gravity. Combat-trained dogs are sold in most large cities in the Inner Sea region. They are popular as sport fighters in Cheliax, though the best specimens are bred in Molthune, where they are used as special infantry.
Dog Sled: This sled is several feet long and is designed to be pulled over snow and ice by a team of trained riding dogs. Most sleds have runners at the back for a musher to stand on. A dog sled can carry up to the carrying capacity of all the dogs that pull it.
Dog sled
Source Ultimate Equipment pg. 87, Adventurer's Armory pg. 19, Advanced Player's Guide pg. 185, Pathfinder #51: The Hungry Storm pg. 67
Price 20 gp; Price of Passage (per mile) 3 cp
Category Transport, Land
Description
This sled is designed to be pulled over snow and ice by a team of trained riding dogs. Most sleds have runners at the back for a musher to stand on. A dog sled can carry up to the capacity of all the dogs that pull it.
Donkey rat
Source Ultimate Equipment pg. 80, Adventurer's Armory pg. 19
Price 1 gp; Weight 50 lbs
Category Mounts/Pets
Description
These Tiny capybara-like white rodents are native to temperate swamps and coasts. They are common pets and livestock in some lands.
More information on donkey rats can be found in Ultimate Magic.
Elephant
Source Ultimate Equipment pg. 81, Adventurer's Armory pg. 19
Price 1,000 gp; Weight 5 tons
Category Mounts/Pets
Description
These Huge animals are exceptionally strong and are quick learners. Some cultures train them for battle or labor. Most known elephants come from savannas or vast rainforest regions. They eat so much that housing them outside of their native environment is expensive. More information on elephants can be found in the Bestiary.
Elephant: These Huge animals are exceptionally strong and are quick learners. They are trained for battle and labor by the Zenj people of the Mwangi Expanse. Most known elephants come from the Mwangi Expanse and represent one of the few steady income sources for Sargava. Their upkeep is exorbitant, so only the richest Inner Sea citizens can afford to house one.
Falcon
Source Ultimate Equipment pg. 81, Adventurer's Armory pg. 19
Price 40 gp; Weight 2 lbs.
Category Mounts/Pets
Description
This Tiny, long-winged hawk is a popular hunting bird among many aristocracies. Falcons are technically a subset of hawks but are considered more “noble” in many cultures. Ownership of these birds is denied to commoners in many nations with hierarchical monarchies.
侧边栏:
Falconry gauntlet
Source Ultimate Equipment pg. 81, Adventurer's Armory pg. 19
Price 10 gp; Weight 1 lb.
Category Animal Gear
Description
This gauntlet, made from layers of thick leather, is worn on a falconer’s off hand to give a falcon a place to stand before and after the hunt. The gauntlet also has a tassel and a ring to attach to a falcon’s tether.
Hawk
Source Ultimate Equipment pg. 81, Adventurer's Armory pg. 19
Price 18 gp; Weight 2 lbs.
Category Mounts/Pets
Description
This Tiny, short-winged raptor is a popular hunting bird, but is utilized more often by lower nobility than by commoners without titles. Hawks are known for their sharp eyesight and powerful aerial dives. More information on hawks can be found in the Bestiary.
Hawk: This Tiny, short-winged raptor is also a popular hunting bird, but is associated with
lower nobility and those without titles. Hawks are known for their sharp eyesight and powerful dives from the air. Suppliers in Taldor and Cheliax sell the finest specimens.
Horse
Source Ultimate Equipment pg. 81, PRPG Core Rulebook pg. 159, Adventurer's Armory pg. 19
Price 200 gp (heavy), 300 gp (heavy, combat trained), 75 gp (light), 110 gp (light, combat trained), 30 gp (pony), 45 gp (pony, combat trained); Weight 2,000 lbs. (heavy), 3,000 lbs. (heavy, combat trained), 900 lbs. (light), 1,200 lbs. (light, combat trained), 800 lbs. (pony), 900 lbs. (pony, combat trained)
Description
This Large quadruped is used as a mount and pack animal. Horses can be trained for war but otherwise are skittish around battle. Many cultures support breeding programs and often consider their horse the best at whatever task they breed it to perform. More information on horses and ponies can be found in the Bestiary.
Heavy Horse: These horses are often used as portage animals, pulling significant loads across great distances.
Heavy Horse (Combat Trained): Heavy warhorses are bred and trained for war. They are often are outfitted with heavy barding, but fight just as fiercely even without the armor.
Light Horse: These horses can be ridden, but often serve as porters or carriage horses.
Light Horse (Combat Trained): These light warhorses are bred for war and are favored by fast and light cavalry, scouts, and daredevil knights.
Pony: These creatures are typically used for carting goods along narrow mountain trails or as steeds for young or Small riders.
Pony (Combat Trained): Ponies can be trained for war just as effectively as their larger, more mature brethren. Such steeds often serve Small riders that expect to face battle.
Horse: This Large quadruped is used as a mount and pack animal. Horses can be trained for war but otherwise are skittish around battle. Cheliax and Qadira both produce top quality horses, though they can be purchased in any decentsized city in the Inner Sea.
Lizard
Source Ultimate Equipment pg. 80, Adventurer's Armory pg. 19
Price 5 cp (common), 12 gp (Nex gecko); Weight 2 oz. (common), 4 oz. (Nex gecko)
Description
These Tiny cold-blooded animals can be found in all warm regions and are often quite colorful. They eat insects and have the ability to walk up walls and hang upside down. Varieties of more intelligent lizards are often selected by wizards as familiars. More information on lizards can be found in the Bestiary.
Lizard: These Tiny animals can be found in all warm regions of Avistan and Garund and are often quite colorful. They eat insects and have the ability to walk up walls and hang upside down. Geckos from Nex are said to be especially intelligent for their kind, even before they become familiars.
侧边栏:
Monkey
Source Ultimate Equipment pg. 80, Adventurer's Armory pg. 19
Price 3 gp; Weight 5 lbs.
Category Mounts/Pets
Description
These Tiny herbivorous primates can be found in a variety of habitats, but typically favor warm forests and jungles. They can grasp and carry objects that weigh under a pound. They are sometimes used as familiars. More information on monkeys can be found in the Bestiary.
Monkey: These Tiny animals are herbivorous and can be found in warm forests and jungles throughout Garund. They can grasp and carry objects that weigh under a pound. Trained “familiar capuchins” can be purchased in Azir.
Owl
Source Ultimate Equipment pg. 80, Adventurer's Armory pg. 19
Price 20 gp (common), 20 gp (Verduran); Weight 1–3 lbs. (common), 3 lbs. (Verduran)
Description
These Tiny birds of prey are mainly nocturnal and are known for their keen eyes and near-silent flight. Owls eat small animals and insects, and can be found in nearly any environment. Some farmers create owl homes near fields and barns to control rodent populations. The smartest owls make excellent familiars. More information on owls can be found in the Bestiary.
Owl: These Tiny birds of prey are mainly nocturnal and are known for near-silent flight. Owls eat small animals and insects, and can be found anywhere but the coldest places on Golarion. Owls from the Verduran Forest have a distinct “ruffled feather” look on their heads, making them look like sleepy professors in the daytime.
Pack Animal
Source Adventurer's Armory pg. 19, PRPG Core Rulebook pg. 159
Price 8 gp Pack animal (donkey/mule), 15 gp Pack animal (ox), 24 gp Pack animal (yak); Weight 600 lbs. Pack animal (donkey/mule), 1 ton Pack animal (ox), 2 tons Pack animal (yak)
Description
Working animals are universal, but the animal type varies according to local availability. Elephants carry goods in much of the Mwangi Expanse. Yaks pull loads in mountainous regions. In many other parts of the Inner Sea, donkeys, mules, and oxen pull carts or plows. The donkey market in Katapesh is particularly brisk.
Pack Animal: Working animals are universal, but the animal type varies according to local availability. Elephants carry goods in much of the Mwangi Expanse. Yaks pull loads in mountainous regions. In many other parts of the Inner Sea, donkeys, mules, and oxen pull carts or plows. The donkey market in Katapesh is particularly brisk.
Pseudodragon
Source Ultimate Equipment pg. 80, Adventurer's Armory pg. 19
Price 200 gp; Weight 7 lbs.
Category Mounts/Pets
Description
Found primarily in temperate forests, pseudodragons are intelligent enough that some consider their sale slavery. A handful of pseudodragons offer themselves for hire to adventurers, typically for half their listed price per week of work. For more information, see the Bestiary.
Pseudodragon: Found in temperate forests across the Inner Sea region, pseudodragons are intelligent enough that Andorens consider their sale slavery. A handful of pseudodragons offer themselves for hire to adventurers; Absalom is the only place to find pseudodragons that are legitimately for hire.
Rat
Source Ultimate Equipment pg. 80, Adventurer's Armory pg. 19
Price 1 gp (blue), 1 cp (common); Weight 1 lb. (blue), 1 lb. (common)
Description
These Tiny rodents live everywhere and eat nearly anything. Despite having a reputation as disease-ridden scavengers, domesticated rats are clean, loyal creatures that make excellent familiars. More information on rats can be found in the Bestiary.
Rat: These Tiny rodents live everywhere and eat nearly anything. Despite having a reputation as disease-ridden scavengers, domesticated rats are clean, loyal creatures that make excellent familiars. The famous blue rats of Alkenstar are sold primarily in Katapesh and Nex.
Rat (dire)
Source Ultimate Equipment pg. 80, Adventurer's Armory pg. 19
Price 5 gp; Weight 50 lbs.
Category Mounts/Pets
Description
These Small animals are vicious scavengers in the wild. However, dire rats raised in captivity can be trained as loyal pets and protectors. Pet dire rats do not have filth fever. More information on dire rats can be found in the Bestiary.
Rat, Dire: These Small animals are vicious scavengers in the wild. However, dire rats raised in captivity can be trained as loyal pets and protectors. Oppara is home to the primary breeders of domesticated dire rats. Diverse omnivores, they are found anywhere the surrounding habitat allows them to live, including dungeons and underground. Pet dire rats do not have filth fever.
Raven
Source Ultimate Equipment pg. 80, Adventurer's Armory pg. 19
Price 2 gp; Weight 3 lbs.
Category Mounts/Pets
Description
These Tiny birds are known for their intelligence, and even play games with each other in the wild. They eat insects and can be found in surprisingly varied habitats. More information on ravens can be found in the Bestiary.
Raven: These Tiny birds are known for their intelligence, and even play games with each other in the wild. They eat insects and can be found in surprisingly varied habitats around the Inner Sea. The ravens of Pezzack are said to be particularly clever; the Chelish governor is happy to export them, hoping they may somehow contribute to sedition abroad.
侧边栏:
Snake, Constrictor: These Medium reptiles are found chiefly in warm climates. Somewhat aggressive, constrictors squeeze their prey to death before consuming it. Due to their size, these snakes are less popular for traveling spellcasters, but they can be quite helpful in a laboratory.
Snake (constrictor)
Source Ultimate Equipment pg. 80, Adventurer's Armory pg. 19
Price 5 gp; Weight 60 lbs.
Category Mounts/Pets
Description
These Medium reptiles are found chiefly in warm climates. Somewhat aggressive, constrictors squeeze their prey to death before consuming it. Due to their size, these snakes are less popular for traveling spellcasters, but they can be quite helpful in a laboratory. More information on constrictor snakes can be found in the Bestiary.
Snake (viper)
Source Ultimate Equipment pg. 80, Adventurer's Armory pg. 19
Price 5 gp; Weight 10 oz.
Category Mounts/Pets
Description
This tiny reptile eats small animals and can be found in most temperate and warm environments. The bite is painful but not especially dangerous to the average adventurer. More information on vipers can be found in the Bestiary.
Snake, Viper: This tiny reptile eats small animals and can be found in most temperate and warm environments around Golarion. The bite is painful but not especially dangerous to the average adventurer.
Stirge
Source Ultimate Equipment pg. 80, Adventurer's Armory pg. 19
Price 20 gp; Weight 1 lb.
Category Mounts/Pets
Description
These Tiny beasts are allegedly sold for indoor defense to rich clients, but often wind up in exotic blood sports. Despite the popular misconception that stirges are untameable vermin, such creatures are trainable, but they must be fed fresh blood daily to dissuade them from turning on their handlers. More information about stirges can be found in the Bestiary.
Stirge: These Tiny beasts are allegedly sold for indoor defense to rich clients but more often wind up in exotic bloodsports. Despite popular conception, stirges are trainable, but they must be fed fresh blood daily or they turn on their handlers.
Toad
Source Ultimate Equipment pg. 80, Adventurer's Armory pg. 19
Price 2 cp; Weight 7 oz.
Category Mounts/Pets
Description
This Diminutive amphibian is primarily kept as a familiar by spellcasters. Toads live in most temperate and warm environments, and eat insects. More information on toads can be found in Bestiary.
Toad: This Diminutive amphibian is primarily kept as a familiar. Toads live in most temperate and warm environments, and eat insects.
Toad, Vision: These animals are found in areas of the Mwangi Expanse. They have a psychoactive skin venom which acts as a mild hallucinogen if the toad’s skin is licked,—though breeding programs for these creatures outside of Mwangi produce venomless offspring.
Toad (vision)
Source Adventurer's Armory pg. 19
Price 10 gp; Weight 5 oz.
Category Mounts/Pets
Description
These animals are found in areas of the Mwangi Expanse. They have a psychoactive skin venom which acts as a mild hallucinogen if the toad’s skin is licked,—though breeding programs for these creatures outside of Mwangi produce venomless offspring.
Weasel
Source Ultimate Equipment pg. 80, Adventurer's Armory pg. 19
Price 2 gp; Weight 8 oz.
Category Mounts/Pets
Description
These Tiny animals eat smaller animals and can be found in nearly any environment. They are clever and curious, traits that are magnified when they are kept as familiars. Many varieties of weasel exude a strong musky odor. This description also applies to similar animals, such as ferrets, minks, polecats, and stoats. More information on weasels can be found in the Bestiary.
Weasel: These Tiny animals eat smaller animals and can be found in nearly any environment. They are clever and curious, traits that are magnified when they are kept as familiars. Many varieties of weasel exude a strong musky odor. This description also applies to similar animals, such as ferrets, minks, polecats, and stoats.
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译者的话:
由于本书中绝大多数物品都和CRB、APG、UE重复,因此凡是本书出现的独特资源,均以蓝色标出。
由于本书中的独特物品,很多大佬均有零散翻译,萌新尽可能把找得到出处的翻译列出,并鸣谢译者。、
本节中的物品均为描述,而价格和重量在表格中。为了方便阅读,本节译文的格式将与原书不同,而是仿照CHM中的冒险物品,在描述前面注明该道具的价格和重量。
AA中独有的物品:
1、蝙蝠(Bat):AA中新增了一种乌斯克森林蝙蝠(Bat, Uskwood),只要50 GP就能购买一只大型蝙蝠。而同为大型蝙蝠的凶暴蝙蝠(Bat, Dire)需要300 GP。
2、金丝雀(Canary):现实中,可怜的金丝雀也用于探矿(用它的生命),现在要是还那么用,会被动保喷死。
3、猫(Cat):AA中新增了一种奥斯利昂慧眼猫(Osirion wise-eyes),但是和普通的猫没什么不同。
4、狗,战斗训练(Dog, Combat-Trained):UE的三种狗(Dog)分别是:价格:25 GP(警卫犬),15 GP(宠物犬),150 GP(骑乘用犬);重量:25磅(普通猫),5磅(宠物犬),50磅(骑乘用犬)。其中UE经过战斗训练的狗有小型的警卫犬(Guard Dog),中型的骑乘用犬(Riding Dog)。狗,战斗训练(Dog, Combat-Trained)只需要25 GP和警卫犬相当,但是重量却达到90磅,体型也到达了中型,是所有犬中最重的。
5、蜥蜴(Lizard):AA中新增了一种奈克斯壁虎(Nex Geckos),是不是暗示魔宠壁虎要比普通蜥蜴贵?
6、枭(Owl,又译猫头鹰):AA中新增了一种维杜兰枭(Owl,Verduran)。
7、驮兽(Pack Animal):虽说CRB应该也有可购买动物选项,但是CRB没找到,因此本次AA算是第一次翻译了。至于UE,没有驮兽(Pack Animal)这个条目,但是驴、骡子、牛、牦牛等都有单独条目。注意,UE的这些动物的重量,和AA版本略有不同。
8、鼠(Rat):AA中新增了一种蓝鼠(blue rat)。
翻译描述时和其他书中的同名冒险有微妙不同,但对于物品的使用有影响的描述,在此列出:
1、笼子(Cage):相对于UE,少了大量描述:【一个笼子能够关住一只体型相应的动物、或者五只体型小一级的动物。动物的重量会加在笼子之上。笼子通常会有下面几种规格:微型(Diminutive)或超微型(Fine)、超小型(Tiny)、小型(Small)、中型(Medium)、大型(Large)和超大型 (Huge)。对于为水生动物准备的笼子来说,价格是普通笼子的两倍,并且在灌满水之后重量变为正常的四倍。】
2、骑乘用犬(Dog, Riding):和UE的骑乘用犬(Riding Dog)比,AA版的骑乘用犬(Dog, Riding)虽然价格一样,但UE的骑乘用犬仅重50磅,而AA的骑乘用犬则重达120磅。
3、狗拉雪橇(Dog Sled):UE将之,放于载具中,因此只有每英里的租金,和载具+狗的购买价格。AA这里看来仅仅是为了给出了空雪橇的重量。
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休闲道具(Entertainment Items)
许多冒险家都喜欢偶尔坐下来玩一局游戏。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 棋盘游戏(Board game)
价格:1 SP~10 GP;重量:2磅。
棋盘游戏的种类和变化可谓数不胜数。其中名为塞尼特棋(Siege)的策略游戏,规则是玩家尝试围攻其他人的地盘,在老年人中广受欢迎,不过酒馆里的人们则比较喜欢局势更为扑朔迷离的游戏,比如飞龙之赛(Wyvern's Race)和双面(Doppel)。陷阱和危险(Pits and Perils)在切利亚斯和塔尔多的精英阶层中越来越受欢迎——那些处于领先地位的人可以对那些站在后面的人进行(通常是象征性的)惩罚。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 保龄球用具(Bowling set)
价格:5 SP~10 GP;重量:15磅。
这种单纯到仅仅是用球撞倒10个瓶的游戏,往往会由于球具、球瓶以及游戏场地不够规整而变得复杂起来。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 风筝(Kite)
价格:1 SP~2000 GP;重量:1磅~5磅。
虽然风筝在艾巴萨罗姆很受欢迎,但在内海地区的其他地方却很少见。简单的风筝只需要几枚铜币,而华贵的丝绸风筝则需要数千枚金币。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 作弊骰子(Loaded dice)
价格:10 GP(普通作弊骰子),50 GP(精品作弊骰子);重量:-磅。
大多数作弊骰子都做过加重处理,这需要将较重的物质放置在期望数字对面的位置。你可以通过DC为15的估价或察觉检定来发现这种改动。而对于精品作弊骰子(比如通过四周雕刻的花纹造成木质骰子的重心自然偏离)来说,DC则在20至30不等。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 作弊纸牌(Marked cards)
价格:1 GP;重量:1磅。
无论是通过弯曲纸牌、不同色彩的花纹、还是做出难以察觉的刮痕,作弊纸牌都会让知晓此类讯息的使用者能够仅凭着观看牌背便了解到卡牌正面的内容。发现纸牌做过标记需要DC为25的察觉检定。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 智慧箱(Puzzle box)
价格:1 GP~1000 GP;重量:1磅~5磅。
智慧箱的特点可能是可动的部件、隐藏的嵌板、或者不同寻常的符号和锁定机构。根据智慧箱本身的性质,解除装置、知识(工程)、语言学、或者单纯的智力检定都有可能打开它。检定的DC按照箱子的复杂程度而有所增减,不过通常是15或20(每天仅能尝试1次)。开启不同阶段的谜题可能需要进行复数技能检定。若智慧箱的设计者仅仅希望特定的个人能够打开它,那么对于这个人来说,会在开启检定中获得+5环境加值。
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表格:
(https://s3.bmp.ovh/imgs/2024/12/29/6987c29070999a39.jpg)
原文:
Entertainment Items
Many adventurers like to sit down and play a game now and then.
Board game
Source Ultimate Equipment pg. 92, Adventurer's Armory pg. 19
Price 1 sp–10 gp; Weight 2 lbs.
Category Entertainment
Description
Board games have innumerable types and variations. Siege, a strategy game where players try to surround the other’s pieces, is popular with older adults, while more chaotic games like Wyvern’s Race and Doppel are tavern favorites.
Board Games: Several kinds of board games are common across the Inner Sea region. Siege, a deeply strategic game wherein each player tries to surround the other’s pieces, is popular primarily with older adults, while more chaotic games like Wyvern’s Race and Doppel are tavern favorites. Pits and Perils has become increasingly popular in Cheliax and Taldor among the elite—those in the lead get to dictate (usually symbolic) penalties for those bringing up the rear.
Bowling set
Source Ultimate Equipment pg. 92, Adventurer's Armory pg. 19
Price 5 sp–10 gp; Weight 15 lbs.
Category Entertainment
Description
This simple 10-pins game is often complicated by irregularities in the ball, the pins, and the playing field.
Bowling Set: This simple 10-pins game is often complicated by irregularities in the ball, the pins, and the playing field.
Kite
Source Ultimate Equipment pg. 92, Adventurer's Armory pg. 19
Price 1 sp–2,000 gp; Weight 1 lb.–5 lbs.
Category Entertainment
Description
Kites range from canvas toys to ornate, silken works of art.
Kites: Though popular in Absalom, kites are rare in the rest of the Inner Sea region. Simple kites cost only a few coppers, while ornate silken kites cost thousands of gold pieces.
Loaded dice
Source Ultimate Equipment pg. 92, Adventurer's Armory pg. 19, Advanced Player's Guide pg. 185
Price 10 gp (average), 50 gp (superior); Weight — (average), — (superior)
Description
Most loaded dice are weighted, with a heavier substance included opposite the desired number. You can spot this tampering with a DC 15 Appraise or Perception check. Superior dice (such as wooden dice carved around a naturally heavy point) have DCs ranging from 20 to 30.
Loaded Dice: Most loaded dice are weighted—a heavier substance is included opposite the desired number. You can spot marks from tampering with a die in this fashion with a DC 15 Appraise or Perception check. Higher-quality dice (such as wooden dice carved around a naturally heavy inclusion) have DCs ranging from 20 to 30.
Marked cards
Source Ultimate Equipment pg. 92, Advanced Player's Guide pg. 185, Adventurer's Armory pg. 19
Price 1 gp; Weight 1 lb.
Category Entertainment
Description
Whether bent, colored, or scratched, marked cards allow an informed user to know what’s on the front of the card by viewing the mark on the back. Realizing that the cards are marked requires a DC 25 Perception check or DC 20 Profession (gambler) check. The listed price is for a common paper deck.
Marked Cards: Whether bent, colored, or scratched, marked cards allow an informed user to know what’s on the front of the card by viewing the mark on the back. Realizing that the cards are marked requires a DC 25 Perception check.
Puzzle box
Source Ultimate Equipment pg. 92, Adventurer's Armory pg. 19
Price 1 gp–1,000 gp; Weight 1 lb.–5 lbs.
Category Entertainment
Description
This box features moving parts, secret panels, or unusual codes and locking mechanisms. Depending on the box, a Disable Device, Knowledge (engineering), Linguistics, or simple Intelligence check might open it. The DC of the check varies with the complexity of the box, but is typically 15 or 20 (retry once per day). Multiple skill checks might be necessary for different stages of the puzzle. If the puzzle box was constructed with the intention that one specific person should be able to open it, that person gets a +5 circumstance bonus on the check.
Puzzle Boxes: These boxes feature moving parts, secret panels, or unusual codes and locking
mechanisms. Depending on the box, a Disable Device, Knowledge (engineering), Linguistics, or simple Intelligence check might open it. The DC of the check varies with the complexity of the box but is typically 15 or 20 (retry once per day). Multiple skill checks might be necessary for different stages of the puzzle. If the puzzle box was constructed with the intention that one specific person should be able to open it, that person gets a +5 circumstance bonus on the check.
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译者的话:
休闲道具(Entertainment Items)中没有AA独有物品。但还是将对描述有所修改的道具进行一下说明:
1、棋盘游戏(Board game):之前的UE的译者将描述中的(Siege)译为围棋,实际上中文有常用译名塞尼特棋(Siege)。详细玩法详见油管Triple S Games How to play Senet,链接:https://www.youtube.com/watch?v=oeLAfm1bx3U
已有大佬将这个视频搬运到B站,并翻译成中文配上字幕。详见b站【中字】塞尼特:世上最古老的桌游,链接:https://www.bilibili.com/video/BV1cH4y1f7Fs/?spm_id_from=333.337.search-card.all.click&vd_source=e56f8ce18d9a52b755165d68d0404e1f
2、作弊纸牌(Marked cards):AA版本不如UE版本描述那么多。
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黑市道具(Black Market Items)
不是每个冒险家都认同这些东西,但有些人认为它们是无价的。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 兴奋剂(Allnight)
价格:75 GP;重量:-磅。
这种特制的药片放在舌头下后会很快溶化成粉糊,并给予其使用者一股用不完的能量。它在接下来的8小时中移除疲乏(fatigue)的影响;当药效结束时,其使用者会力竭(exhausted)。兴奋剂会使得其使用者紧张不安,无法集中精力;直到药效解除前,他们在所有技能检定上承受-2减值。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 单身鼻烟(Bachelor snuff)
价格:1 GP;重量:-磅。
只要通过鼻子摄入,这种煤烟味的金色粉末会短暂地让雄性类人生物不育,然而丝毫不影响其床上雄风。一剂单身鼻烟的效果能持续1到3天。长期使用单身鼻烟的对象其指甲和牙齿容易染上一层轻微,但依然可以被注意到的淡金色。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 颠茄草粉(Belladonna)
价格:2 GP;重量:-磅。
这种有着独特的绿紫色叶子和暗黑色浆果的植物,也被称为颠茄(deadly nightshade),尽管具有毒性,但在人们的记忆中,该植物作为化妆品和药物的历史要更长久。它也会引起生动但通常并不愉快的幻觉,尤为突出的是与逃避有关的幻觉。草药师和其他接受过安全使用培训的人认为,它有包括镇疼(pain relief)在内的很多用处。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 空耳(Clear ear)
价格:15 GP;重量:-磅。
把这种绿色凝胶在塞入其使用者耳朵的2小时后生效,在增强使用者的感官和记忆力的同时也让其焦躁易怒。6小时内,使用者在其知识检定和察觉检定上得到+2炼金加值,并在所有基于魅力的检定上得到-2减值。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif)剥皮叶(Flayleaf)
价格:20 GP;重量:-磅。
这些狭长的铁锈色叶子会产生一种轻微的致幻烟雾,也可以作为强效镇静剂。其使用在吸食剥皮叶烟雾后,在4小时内都免疫疼痛(immune to pain),但是在此期间,他们在对抗改变思想(mind-altering)效果的豁免上,受到-5减值。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif)大蒜(Garlic)
价格:1 SP;重量:-磅。
这些刺鼻的白色蒜瓣可以作为食物和药物,并在许多传统的清洁仪式中发挥作用。众所周知,吸血鬼们无法忍受大蒜的存在。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif)冬青(Holly)
价格:- GP;重量:-磅。
冬青树的鲜红色浆果有很多用途,可以作为装饰品和仪式用品。德鲁伊们会在每年的圣时用特制的工具收割冬青浆果。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif)槲寄生(Mistletoe)
价格:- GP;重量:-磅。
这种金色的寄生植物生长在许多不同种类的树上。德鲁伊们会在每年的圣时用特制的工具收割槲寄生。
(https://s3.bmp.ovh/imgs/2024/12/30/4e8a904145c3d02c.jpg)
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif)一夜茶(Night tea)
价格:1 SP;重量:-磅。
由植物"一夜茶"那骨白色的三角叶子所冲泡而成,雌性类人生物只要每天饮用这种起泡的茶饮就可以避免怀孕。如果剂量过大,则可能导致饮用者被打胎(end a pregnancy)。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif)佩什(Pesh,又译仙人掌萃)
价格:20 GP;重量:-磅。
当这种绿色仙人掌的新鲜乳液,混合松香等其他原料时,会凝固成带有强烈酸味的坚实黑色小块。尽管佩什有许多种类,但提纯后的佩什是最强劲也是最昂贵的那种。服用提纯后的佩什会给予其使用者在1小时内获得15点临时生命值,并且在1天内在对抗恐惧效果的豁免上获得+2士气加值,同时在1天内在敏捷和感知上承受-4属性减值。佩什会导致成瘾(抵抗成瘾的强韧DC 10),长期服用还会使其敏捷和感知受到属性伤害。
(https://s3.bmp.ovh/imgs/2024/12/30/4b2edbce01d48572.jpg)
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 休盎提蛮斗士嚼烟(Shoanti Barbarian Chew)
类型:炼金工具(Alchemical Tools);工艺(炼金):DC 20;
价格:25 GP;重量:1磅。
这种苦涩的红色咀嚼物来自煤渣地中一种发育不良的灌木噶尔特(galtroot)的干叶。它会将牙齿染成深红色,但也会将接下来一小时内使野蛮人狂暴的持续时间增加1轮。
(https://s3.bmp.ovh/imgs/2024/12/30/98603d9c8402eec3.jpg)
奴隶(Slave)
价格:75 GP(普通奴隶),100 GP(苦役奴隶),50 GP(家用奴隶),100 GP(被束缚的半身人奴隶),500 GP(有专业技能的奴隶);重量:175磅(普通奴隶),200磅(苦役奴隶),130磅(家用奴隶),39磅(被束缚的半身人奴隶),160磅(有专业技能的奴隶)。
被贩卖并被用于执行多种任务的智能生物(Sentient creatures)都属于奴隶的范畴。大多数奴隶都被迫做些卑贱的工作,但有时奴隶也会执行特殊的任务,如施法(spellcasting)或教学(teaching)。奴隶的质量各不相同;对于年迈或体弱的奴隶,价格可能仅为一半,而对于健壮、英俊的逸品,价格则可能高出数倍。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif)烟叶(Tobacco)
价格:1 GP;重量:2磅。
这些被挤压切碎的叶子,颜色可从椒红到黑色不一;其使用者可以将之用于抽烟或咀嚼。烟叶使用者可体验到一定程度的平静,且更容易摆脱饥饿感。烟草会会导致成瘾(抵抗成瘾的强韧DC 10),长期使用还会使其体质受到属性伤害。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif)乌头(Wolfsbane)
价格:5 SP;重量:-磅。
这种绽放着蓝色花朵的高大植物的根有毒(详见Pathfinder RPG Core Rulebook第560页),但草药师门用极低的剂量来减轻疼痛(reduce pain)和调节心脏。据民间传说,它可以帮助一名兽化症(lycanthropy)的受害者摆脱诅咒。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif)创伤浮肿(Woundweal)
价格:100 GP;重量:-磅。
这种沙砾质感的黑色糊状物是一种毒药,会干扰受其影响的生物从伤害中恢复的能力。应用于该生物的所有医疗检定都会受到-10减值。此外,任何对目标使用魔法治疗的人都必须通过一次DC 25施法者等级检定才能成功。
类型:伤口型毒素(poison, injury);豁免:强韧DC 18
潜伏期:1轮;频率:1次/每天
效果:治疗受阻(详见描述部分)
痊愈:2次连续豁免
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表格:
(https://s3.bmp.ovh/imgs/2024/12/30/666ace243b183755.jpg)
原文:
Black Market Items
Not every adventurer approves of these things, but some consider them invaluable.
Allnight
Source Adventurer's Armory pg. 19
Price 75 gp; Weight —
Category Black Market
Description
This treated wafer dissolves into a chalky paste when placed under the tongue and then gives the imbiber a jolt of restless energy. It eliminates the effects of fatigue for the next 8 hours; when the drug’s effect ends, the user is exhausted. Allnight makes its users jittery and unable to focus; they suffer a –2 penalty on all skill checks until its effects wear off.
Bachelor snuff
Source Adventurer's Armory pg. 19
Price 1 gp; Weight —
Category Black Market
Description
If inhaled through the nose, this sootysmelling golden powder renders humanoid males temporarily sterile without otherwise affecting their performance. A dose typically lasts 1–3 days. Long-term users of bachelor snuff tend to develop a slight, but still noticeable, gilded tinge to their teeth and nails.
Belladonna
Source Adventurer's Armory pg. 19
Price 2 gp; Weight —
Category Black Market
Description
Also known as deadly nightshade, this plant, with its distinctive greenish-purple leaves and dull black berries, has served as a cosmetic and medicine for longer than memory despite its toxicity. It can also induce vivid but usually unpleasant hallucinations, particularly ones dealing with flight. Herbalists and others trained to use it safely believe it has numerous applications, including pain relief.
Clear ear
Source Adventurer's Armory pg. 19
Price 15 gp; Weight —
Category Black Market
Description
This green gel is poured into the user’s ear and takes effect 2 hours later, enhancing senses and memory but increasing irritability. For 6 hours, the user gains a +2 alchemical bonus on Perception and Knowledge checks and a –2 penalty on all Charisma-based checks.
Flayleaf
Source Adventurer's Armory pg. 19
Price 20 gp; Weight —
Category Black Market
Description
These narrow, rust-colored leaves produce a mildly hallucinogenic smoke that also serves as powerful sedative. Users are immune to pain for 4 hours after smoking flayleaf, but during this time they take a –5 penalty on saves against mind-altering effects.
Garlic
Source Adventurer's Armory pg. 19
Price 1 sp; Weight —
Category Black Market
Description
These pungent white cloves serve as food and medicine and play a role in many traditional cleansing rituals. It is well established that vampires cannot abide the presence of garlic.
Holly
Source Adventurer's Armory pg. 19
Price 0 gp; Weight —
Category Black Market
Description
The bright red berries of the holly tree have many uses as decorations and ritual objects. Druids harvest holly berries with specially prepared tools and during sacred times of the year.
侧边栏:
Mistletoe
Source Adventurer's Armory pg. 19
Price —; Weight —
Category Black Market
Description
This golden-colored parasitic plant grows on many different sorts of trees. Druids harvest mistletoe with specially prepared tools and during sacred times of the year.
Night tea
Source Adventurer's Armory pg. 19
Price 1 sp; Weight —
Category Black Market
Description
This frothy tea made from the bone-white, triangular leaves of the night tea plant renders a humanoid female sterile if drunk every day. In high doses, it may be able to end a pregnancy.
侧边栏:
Pesh
Source Adventurer's Armory pg. 19
Price 20 gp; Weight —
Category Black Market
Description
The milk of this vibrantly green cactus, when mixed with resins and other ingredients, congeals into sticky, black chunks with an exceedingly sour taste. Though pesh comes in several different varieties, refined pesh is both the most potent and expensive type. Taking refined pesh gives a person 15 temporary hit points for 1 hour, a +2 morale bonus on saves versus fear effects for 1 day, and a –4 penalty to Dexterity and Wisdom for 1 day. Pesh is addictive (Fortitude DC 10 to resist), and long-term users suffer Dexterity and Wisdom damage.
False Pesh
Dark Markets - A Guide to Katapesh pg. 14
False pesh looks much the same as real pesh, but the genuine plant is a spined cactus that grows in desert areas, while the imposter is a sticky, more bulbous plant that requires extra moisture to flourish. A character can make a DC 15 Knowledge (nature) check to tell the real plant from the fake.
Imitation raw pesh formed from the false pesh plant is much harder to differentiate from the real drug. Both appear as milky white, cheese-like blocks; the false pesh has a milder odor and a stickier gloss to its surface, but the differences are minor. A DC 25 Alchemy check discerns true raw pesh from false.
Anyone ingesting false raw pesh must make a DC 25 Fortitude save or become nauseated for 10 minutes. After 1 minute they must make another DC 25 Fortitude save or suffer the secondary effect of 1d4 points of Constitution damage. For refined false pesh, the save DC is 30 and the secondary effect is 1d6 points of Constitution damage. The Alchemy check to distinguish it from true refined pesh is DC 30.
侧边栏:
Barbarian chew
Source Varisia, Birthplace of Legends pg. 15, Curse of the Crimson Throne Player's Guide pg. 12, Rise of the Runelords Player's Guide pg. 11, Adventurer's Armory pg. 19
Price 25 gp; Weight 1 lb.
Category Alchemical Tools
Description
The Shoanti of the Cinderlands combine lime, crimson galtroot leaves, and some say horse blood to create this invigorating chew. Aside from staining the teeth a bloody shade, barbarian chew causes the user to feel stronger, but also angrier. One use of barbarian chew grants a barbarian +1 additional round of rage. This additional round is used first when a barbarian begins raging. If a barbarian does not rage within 1 hour of using the chew, this additional round of rage is lost. This benefit can be gained only once per day; consuming multiple doses in a 24-hour period has no additional effects. Barbarian chew can be created with a successful DC 20 Craft (alchemy) check.
Construction
Craft (Alchemy) DC 20
Shoanti Barbarian Chew: This bitter red chew comes from the dried leaves of galtroot, a stunted bush found in the Cinderlands. It stains the teeth dark crimson but also increases the duration of barbarian rage entered into during the next hour by 1 round.
Slave
Source Adventurer's Armory pg. 19
Price 75 gp , 100 gp (hard labor), 50 gp (household), 100 gp (slip, halfling), 500 gp (specialized); Weight 175 lbs. , 200 lbs. (hard labor), 130 lbs. (household), 39 lbs. (slip, halfling), 160 lbs. (specialized)
Description
Sentient creatures sold to perform a multitude of tasks all fall under the category of slaves. Most slaves are kept to do menial jobs, but sometimes slaves perform specialized tasks such as spellcasting or teaching. Slaves vary in quality; the price may be half as much for old or infirm slaves, or several times more for healthy, attractive specimens.
Slave: Sentient creatures sold to perform a multitude of tasks all fall under the category of slaves. Most slaves are kept to do menial jobs, but sometimes slaves perform specialized tasks such as spellcasting or teaching. Slaves vary in quality; the price may be half as much for old or infirm slaves, or several times more for healthy, attractive specimens.
Tobacco
Source Adventurer's Armory pg. 19
Price 1 gp; Weight 2 lbs.
Category Black Market
Description
These crushed and shredded leaves range in color from peppery red to black; users can either smoke or chew them. Tobacco users experience a certain level of calm and are more easily able to shrug off hunger pangs. Tobacco is addictive (Fort DC 10 to resist), and long-term users suffer Constitution damage.
Wolfsbane
Source Adventurer's Armory pg. 19
Price 5 sp; Weight —
Category Black Market
Description
The root of this tall plant with blue flowers is toxic (see the page 560 of the Pathfinder RPG Core Rulebook), but herbalists use it in low doses to reduce pain and regulate the heart. Folklore says it can help a victim of lycanthropy throw off the curse.
Woundweal
Source Adventurer's Armory pg. 19
Price 100 gp; Weight —
Type injury; Save Fortitude DC 18
Onset 1 round; Frequency 1/day
Effect impaired healing (see description)
Cure 2 saves
Description
This gritty black paste is a poison that interferes with an afflicted creature’s ability to recover from injuries. All Heal checks applied to the creature suffer a –10 penalty. In addition, anyone using magical healing on the target must make a DC 25 caster level check to succeed.
Woundweal: This gritty black paste is a poison that interferes with an afflicted creature’s ability to recover from injuries. All Heal checks applied to the creature suffer a –10 penalty. In addition, anyone using magical healing on the target must make a DC 25 caster level check to succeed.
Woundweal
Type poison, injury; Save Fortitude DC 18
Onset 1 round; frequency 1/day
Effect impaired healing (see above); Cure 2 consecutive saves
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译者的话:
由于本书中绝大多数物品都和CRB、APG、UE重复,因此凡是本书出现的独特资源,均以蓝色标出。
由于本书中的独特物品,很多大佬均有零散翻译,萌新尽可能把找得到出处的翻译列出,并鸣谢译者。
本节中的物品均为描述,而价格和重量在表格中。为了方便阅读,本节译文的格式将与原书不同,而是仿照CHM中的冒险物品,在描述前面注明该道具的价格和重量。
AA中独有的物品:
本小节几乎所有的物品均为AA独有。
1、兴奋剂(Allnight):已被大佬翻译到自用自翻翻译贴中,感谢大佬的工作让萌新白嫖。
2、单身鼻烟(Bachelor snuff):已被白药君大佬翻译到自用自翻翻译贴中,感谢大佬的工作让萌新白嫖。
3、颠茄草粉(Belladonna):在AA是黑市道具,在CRB是100 GP的范例毒药。
4、空耳(Clear ear):已被白药君大佬翻译到自用自翻翻译贴中,感谢大佬的工作让萌新白嫖。
5、剥皮叶(Flayleaf):在AA是黑市道具,在GMG是10 GP的范例成瘾药物。另外,制造毒品(Create Drug)法术可以白嫖这种物品。改变思想(mind-altering)效果,并不是影响心灵效果,注意:作为成瘾药物使用时,可在对抗影响心灵效果的豁免上,获得+2炼金加值。免疫疼痛(immune to pain),或许可翻译为免疫痛苦,因为某些法术具备痛苦(pain)描述符。
6、大蒜(Garlic):在AA是黑市道具,在UE中被分类为贸易货物(Trade Goods)。也搞不明白,为什么大蒜是黑市道具……希望有懂历史的大佬讲讲。
7、冬青(Holly)、槲寄生(Mistletoe):可以作为德鲁伊、游侠、猎人等职业的法器,法术材料包就有这些物品。
8、一夜茶(Night tea):已被白药君大佬翻译到自用自翻翻译贴中,感谢大佬的工作让萌新白嫖。
9、佩什(Pesh,又译仙人掌萃):已被希儿大佬翻译到自用自翻翻译贴中,感谢大佬的工作让萌新白嫖。在AA是黑市道具,在GMG是15 GP的范例成瘾药物。在AM可作为炼金功能材料。另外,制造毒品(Create Drug)法术可以白嫖这种物品。有很多背景、专长、法术、炼金物品的原料,都基于这种物品。黑市指南有个可以扩表的专长(已被某大佬翻译到其专区),也需要吸食该道具,并可将该道具作为某些法术的替换材料成分。
10、休盎提蛮斗士嚼烟(Shoanti Barbarian Chew):即蛮斗士嚼烟(Barbarian Chew),已被大佬翻译,感谢大佬的工作让萌新白嫖。感觉和(Varisia, Birthplace of Legends)、(Curse of the Crimson Throne Player's Guide)、(Rise of the Runelords Player's Guide)的蛮斗士嚼烟(Barbarian Chew)相比,最大的优势就是没有24小时限制。
11、乌头(Wolfsbane):在AA是黑市道具,在CRB是500 GP的范例毒药。
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《探索者编年史战役设定》道具的改版(Converting Pathfinder Chronicles Campaign Setting Items)
本书为这些来自于《探索者编年史战役设定》(Pathfinder Chronicles Campaign Setting)的道具提供了符合开拓者RPG规则(Pathfinder RPG rules)更新。未列出的道具可以在不进行改版的情况下使用。
内衬裙甲(Armored Kilt):当你增加内衬裙甲到任一轻型盔甲内部之时,其将此套装(the set)视为中型盔甲。同样的,将之添加到中型盔甲内部时也将视为重型盔甲。但添加至重型盔甲内的内衬裙甲将不会有任何影响。
双发弩(Double crossbow):这件重型武器一次扣下扳机可以击发两只铁簇弩矢。由于其型号和重量惊人,你在擅长它的情况下攻击检定也要受到-4减值,若不擅长则为-8。若攻击命中,目标将会受到两只弩矢的伤害。重击、偷袭和其他基于精准的伤害仅会应用于第一只弩矢。装填一支弩矢是一个标准动作;“快速装填”专长能将其减至一个移动动作。
奥多里决斗剑(Dueling sword, Aldori):这把略微弯曲的剑长度刚刚超过三英尺。如果你拥有异种武器擅长(奥多里决斗剑)的专长,你可以使用奥多里决斗剑应用武器娴熟专长在攻击时用敏捷替换力量作为攻击加值,即使它不是轻型武器。你还可以双手挥舞一把奥多里决斗剑,将1.5倍力量调整值应用于伤害骰中。如果你不擅长奥多里决斗剑的话,你可将之视为长剑(longsword)。
野战甲(Field Plate,又译实战铠甲):这个沉重的盔甲类似于全身甲(full plate,又译板甲),但有着更多的连结构造,牺牲些许的保护换得更大的灵活与机动性。野战甲在实战上与精致品混织铁甲(masterwork banded mail)相当。然而,你同样能购买一套精致品野战甲(masterwork field plate)。
飞爪(Flying Talon,即链枪):在某些诸如卡蒂亚(Qadira)和扎摩诔(Jalmeray)等地区中,会将链枪(Chain Spear,详见本书第3页)称为“飞爪(Flying Talon)”。
斩马刀(Horsechopper):可视这种地精武器为戟(halberd)。
喀拉尔(Klar):这把样式传统的部落武器将休盎提短刃固定在有角巨蜥(一种休盎提高原的巨壁虎)的头骨之前。最近,瓦瑞西亚南部的盔甲匠师们也已开始用钢铁打造这种带刃盾牌。喀拉尔就像马杜(Madu,详见本书第4页)一样,即是武器也是盾牌。倘若你擅长喀拉尔,则可将之视为加装了盾刺轻木盾(金属喀拉尔则被视为带刺轻钢盾);否则仅能将之视为轻盾。
叶甲(Leaf armor,又译叶织甲):这件盔甲以经由炼金术强化过的叶片制成。叶甲的品质总是精制品,且除了不含有任何金属外,其游戏数据与精制品镶嵌皮甲(masterwork studded leather)相同。
拳剑(Pata):拳剑是固定在不分指铁手套前面的短剑。你可将之视为联着短剑(short sword)的带锁钢手套(locked gauntlet)。
玫瑰藤甲(Rosewood armor):这套皮革盔甲被包复在特殊的玫瑰藤内。这套盔甲被视为带有甲刺(armor spikes)的皮甲(leather armor)。其玫瑰藤每日必须浇至少1加仑的水,否则玫瑰藤将会枯死,这套盔甲也将转变为普通的皮甲。
锯齿剑(Sawtooth sabre):这种武器是红螳螂刺客的招牌武器。擅长锯齿剑的使用者可将之视为轻型武器;否则,则将之视为长剑。
蓟花箭(Thistle Arrow):这支由一种有毒植物的花制成的箭,命中后会将该次伤害作为流血效果持续1D6轮。
荆棘弓(Thorn Bow):这把抛光的红木弓上饰嵌着荆棘和小花;可将之视为短弓(shortbow)。
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表格:
(https://s3.bmp.ovh/imgs/2024/12/31/8d8861f3e93d0b78.jpg)
原文:
Converting Pathfinder Chronicles Campaign Setting Items
This book updates several items from the Pathfinder Chronicles Campaign Setting to the Pathfinder RPG rules. Items not listed may be used without conversion.
Armored Kilt: When you add an armored kilt to a suit of light armor, the set counts as medium armor. Likewise, a kilt and medium armor counts as heavy armor. Adding an armored kilt to heavy armor has no effect.
Armored kilt
Source Adventurer's Armory pg. 18, Pathfinder Campaign Setting pg. 211
Statistics
Cost 20 gp Weight 10 lbs.
Armor Bonus +1; Max Dex Bonus +6; Armor Check Penalty 0
Arcane Spell Failure Chance 0%; Speed 30 ft./20 ft.
Description
When you add an armored kilt to a suit of light armor, the set counts as medium armor. Likewise, a kilt and medium armor counts as heavy armor. Adding an armored kilt to heavy armor has no effect.
Double Crossbow: This heavy weapon fires a pair of iron tipped bolts with a single squeeze of the trigger. Due to its size and weight, you take a –4 penalty on your attack roll if you’re proficient with it, or –8 if you’re not. If the attack hits, the target takes damage from both bolts. Critical hits, sneak attack damage, and other precision-based damage only apply to the first bolt. Reloading one bolt is a standard action; the Rapid Reload feat reduces this to a move action.
Double crossbow
Source Ranged Tactics Toolbox pg. 33, Classic Monsters Revisited pg. 42, Pathfinder Campaign Setting pg. 209, Adventurer's Armory pg. 18, Advanced Player's Guide pg. 178, Ultimate Equipment pg. 21
Statistics
Cost 300 gp Weight 18 lbs.
Damage 1d6 (small), 1d8 (medium); Critical 19-20/x2; Range 80 ft.; Type P; Special see text
Category Ranged; Proficiency Exotic
Weapon Groups Crossbows
Description
This heavy weapon fires a pair of iron-tipped bolts with a single squeeze of the trigger. Because of its size and weight, you take a –4 penalty on your attack roll if you’re proficient with it, or –8 if you’re not. If the attack hits, the target takes damage from both bolts. Critical hits, sneak attack damage, and other precision-based damage apply to only the first bolt. Reloading one bolt is a standard action; the Rapid Reload feat reduces this to a move action. Crossbow Mastery (Advanced Player’s Guide) allows you to reload both bolts as a move action. A double crossbow fires crossbow bolts.
Dueling Sword, Aldori: Used primarily by the Aldori swordlords who rule Brevoy, these swords are a bit over 3 feet long, very slightly curved, and sharp only along the outer edge. You can use the Weapon Finesse feat to apply your Dexterity Modifier instead of your Strength modifier on attack rolls with an Aldori dueling sword sized for you, even though it isn’t a light weapon. You can wield an Aldori dueling sword in two hands in order to apply 1-1/2 times your Strength bonus to damage. If you aren’t proficient with the Aldori dueling sword, you may treat it as a longsword.
Aldori dueling sword
Source Adventurer's Guide pg. 24, Pathfinder Campaign Setting pg. 209, Inner Sea World Guide pg. 290, Adventurer's Armory pg. 18
Statistics
Cost 20 gp Weight 3 lbs.
Damage 1d6 (small), 1d8 (medium); Critical 19-20/x2; Range —; Type S; Special —
Category One-Handed; Proficiency Exotic
Weapon Groups Blades, Heavy
Description
These slightly curved swords measure just over 3 feet in length. An Aldori dueling sword can be used as a martial weapon (in which case it functions as a longsword), but if you have the feat Exotic Weapon Proficiency (Aldori dueling sword), you can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with an Aldori dueling sword sized for you, even though it isn’t a light weapon. You can also wield an Aldori dueling sword in two hands to apply 1-1/2 times your Strength bonus to damage rolls.
Field Plate: This heavy armor is similar to full plate but lighter in construction, sacrificing a bit in protection for greater flexibility and mobility. It is effectively the same as masterwork banded mail. You can purchase masterwork field plate.
Field plate
Source Inner Sea World Guide pg. 291, Pathfinder Campaign Setting pg. 211, Adventurer's Armory pg. 18
Statistics
Cost 1,200 gp Weight 50 lbs.
Armor Bonus +7; Max Dex Bonus +1; Armor Check Penalty -5
Arcane Spell Failure Chance 35%; Speed 20 ft./15 ft.
Description
This heavy armor is similar to full plate but lighter in construction, sacrificing a bit of protection for greater flexibility and mobility.
Flying Talon: Some lands, such as Qadira and Jalmeray, call a chain spear (see page 3) a “flying talon.”
Flying talon
Source Adventurer's Armory 2 pg. 8
Statistics
Cost 15 gp Weight 5 lbs.
Damage 1d3 (small), 1d4 (medium); Critical x2; Range —; Type P or S; Special disarm, reach, trip, see text
Category Light; Proficiency Exotic
Weapon Groups Flails
Description
This weapon consists of a three-pronged, barbed hook attached to a length of chain. Due to the weapon’s unwieldiness, you cannot make attacks of opportunity with a flying talon and do not threaten any squares with it.
Horsechopper: Treat this goblin weapon as a halberd.
Horsechopper
Source Ultimate Equipment pg. 19, Pathfinder Campaign Setting pg. 209, Inner Sea World Guide pg. 290, Adventurer's Armory pg. 18, Advanced Race Guide pg. 118
Statistics
Cost 10 gp Weight 12 lbs.
Damage 1d8 (small), 1d10 (medium); Critical x3; Range —; Type P or S; Special reach, trip
Category Two-Handed; Proficiency Martial
Weapon Groups Polearms
Description
Crafted by goblins for battling horses, this weapon is essentially a long-handled halberd with an enlarged hook on the blade. Most horsechoppers are sized for Small creatures.
Klar: This is traditionally a Shoanti blade bound to the skull of a horned spirestalker (a breed of Storval Plateau giant gecko). Recently the armorers of southern Varisia have started crafting these bladed shields from steel. The klar, like the madu (see page 4) is both a weapon and a shield. If you are proficient with the klar, you may treat it as a spiked light wooden shield (or light steel shield, if made entirely of metal); otherwise it is just a light shield.
Klar
Source Ultimate Equipment pg. 9, Varisia, Birthplace of Legends pg. 14, Pathfinder Campaign Setting pg. 211, Curse of the Crimson Throne Player's Guide pg. 13, Rise of the Runelords Player's Guide pg. 11, Inner Sea World Guide pg. 291, Adventurer's Armory pg. 18
Statistics
Cost 12 gp Weight 6 lbs.
Armor Bonus +1; Max Dex Bonus —; Armor Check Penalty -1
Arcane Spell Failure Chance 5%; Speed —/—
Description
The traditional form of this tribal weapon is a short blade bound to the skull of a large horned lizard, but a skilled smith can craft one entirely out of metal. A traditional klar counts as a light wooden shield with armor spikes; a metal klar counts as a light steel shield with armor spikes.
Leaf Armor: This armor is made of alchemically hardened leaves. It is always masterwork quality and has the same game statistics as masterwork studded leather, except it contains no metal.
Leaf armor
Source Inner Sea World Guide pg. 291, Adventurer's Armory pg. 18, Gallery of Evil pg. 31, Pathfinder Campaign Setting pg. 211
Statistics
Cost 500 gp Weight 20 lbs.
Armor Bonus +3; Max Dex Bonus +5; Armor Check Penalty 0
Arcane Spell Failure Chance 15%; Speed 30 ft./20 ft.
Description
Druidic elves use alchemical compounds to treat special leaves used in crafting armor for their warriors. Leaf armor is always of masterwork quality.
Pata: This weapon is a blade with a stiff armored piece that covers your hand, wrist, and forearm; treat it as a combined short sword and locked gauntlet.
Pata
Source Ultimate Equipment pg. 20, Pathfinder #9: Escape from Old Korvosa pg. 83, Pathfinder Campaign Setting pg. 209, Adventurer's Armory pg. 18, Ultimate Combat pg. 144
Statistics
Cost 14 gp Weight 3 lbs.
Damage 1d4 (small), 1d6 (medium); Critical x3; Range —; Type P; Special performance
Category Light; Proficiency Exotic
Weapon Groups Axes; Blades, Light
Description
An evolution of the punching dagger, the pata is a short sword that ends in a full, fingerless gauntlet hilt. You punch rather than stab with the weapon, allowing you to put more force behind each strike. While wearing a pata, you cannot use that hand for anything else. A pata provides a +10 bonus to your CMD against disarm attempts.
Rosewood Armor: This suit of leather armor is wrapped in special rose vines. Treat this as leather armor with armor spikes. The vines must be watered with at least 1 gallon of water each day or they wither and die, turning the armor into normal leather armor.
Rosewood armor
Source Adventurer's Armory pg. 18, Pathfinder Campaign Setting pg. 211, Conquest of Bloodsworn Vale pg. 32
Statistics
Cost 50 gp Weight 15 lbs.
Armor Bonus +2; Max Dex Bonus +6; Armor Check Penalty 0
Arcane Spell Failure Chance 10%; Speed 30 ft./20 ft.
Description
This suit of leather armor is wrapped in special rose vines. Treat this as leather armor with armor spikes. The vines must be watered with at least 1 gallon of water each day or they wither and die, turning the armor into normal leather armor.
Sawtooth Sabre: This is the signature weapon of the notorious Red Mantis. A proficient user can treat a sawtooth sabre as a light weapon; otherwise, treat it as a longsword.
Sawtooth sabre
Source Adventurer's Guide pg. 158, Curse of the Crimson Throne Player's Guide pg. 13, Pathfinder Campaign Setting pg. 209, Inner Sea World Guide pg. 290, Adventurer's Armory pg. 33, Ultimate Equipment pg. 20
Statistics
Cost 35 gp Weight 2 lb.
Damage 1d6 (small), 1d8 (medium); Critical 19-20/x2; Range —; Type S; Special see text
Category One-Handed; Proficiency Exotic
Weapon Groups Blades, Heavy; Blades, Light
Description
Crafted to evoke the barbed talons of the Mantis God himself, a sawtooth sabre may be used as a Martial Weapon (in which case it functions identically to a longsword). If you have the Exotic Weapon Proficiency (sawtooth sabre) feat, for the purpose of two-weapon fighting you can treat it as a light melee weapon; for all other purposes, it is a one-handed melee weapon.
Thistle Arrow: Crafted from the thistles of a poisonous plant, these barbed arrows deal damage as a bleed effect for 1d6 rounds after a hit.
Thistle arrow
Source Adventurer's Armory pg. 18, Pathfinder Campaign Setting pg. 211
Statistics
Cost 1 gp Weight —
Category Ammunition; Proficiency Ammunition
Description
Crafted from the thistles of a poisonous plant, these barbed arrows deal damage as a bleed effect for 1d6 rounds after a hit.
Thorn Bow: This polished rosewood bow is studded with thorns and tiny flowers; treat it as a shortbow.
Thorn bow
Source Adventurer's Armory pg. 18, Pathfinder Campaign Setting pg. 209, Conquest of Bloodsworn Vale pg. 31
Statistics
Cost 50 gp Weight 2 lbs.
Damage 1d4 (small), 1d6 (medium); Critical x3; Range 40 ft.; Type P; Special —
Category Ranged; Proficiency Exotic
Description
This polished rosewood bow is studded with thorns and tiny flowers; treat it as a shortbow.
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译者的话:
由于本书中绝大多数物品都和CRB、APG、UE重复,因此凡是本书出现的独特资源,均以蓝色标出。
由于本书中的独特物品,很多大佬均有零散翻译,萌新尽可能把找得到出处的翻译列出,并鸣谢译者。
物品说明:
1、内衬裙甲(Armored Kilt):已被大佬翻译到《盔甲列表 附详细说明 (排版已重整并附加出处)》中,感谢大佬的工作让萌新白嫖。这也是本小节中唯一一个PFS不可的道具。另外,由于该道具在Pathfinder Campaign Setting pg. 211的版本可能更常为人所提及,注意这是探索者战役设定的第二个版本,第一个版本是64页的《地理志》,第二个版本就是《探索者编年史战役设定》,到了2011年3月7日升级为第三个版本《探索者战役设定:内海世界指南》。由于《探索者战役设定:内海世界指南》升级设定时并没有将内衬裙甲(Armored Kilt)纳入。这里顺手翻译一下《探索者编年史战役设定》版本的内衬裙甲(Armored Kilt):
内衬裙甲(Armored Kilt):内衬裙甲在卡蒂亚(Qadira)的科莱什(Keleshite)士兵中相当受欢迎,内衬裙甲是在内部布置了铁条和铁环,并在胸口处增添了金属护片的厚重衣物,并在下摆加装金属封环。它可以单独当作一件轻型盔甲来使用,但也可以加在其他的轻型盔甲或者是中型盔甲内。当将内衬裙甲添加在一件盔甲内时,它会增加一点该盔甲所提供的护甲加值,并降低1点该盔甲的最大敏捷加值,并使该盔甲的重量增加15磅。添加过内衬裙甲的盔甲视为比原本重一级:例如中型盔甲会视为重型盔甲,轻型盔甲则会视为中型盔甲。在重型盔甲内添加内衬裙甲并无法提升其护甲加值。
本书中的内衬裙甲是改版过的(详见本小节最前方的描述),看样子只有改变盔甲型号的能力。而且虽然描述中有内衬裙甲,但是本书的防具表格中似乎并没有发现该物品。因此,请参照aon的表格,或《探索者编年史战役设定》的表格,将该盔甲的数据列出。
另外,由于本道具的描述:(When you add an armored kilt to a suit of light armor, the set counts as medium armor)。因为是the set视为中甲,那么有个问题,就是内衬裙甲和随意轻甲的附魔问题。是两个轻甲分别附魔(虽然二者都附魔后仅有一个生效),还是可以将之作为一个套装,作为一种中型盔甲来进行附魔?这个问题涉及到很多中甲专有附魔。考虑到很多盔甲,是包括很多零件(包括腿甲等),且可以作为一个整体(套装)附魔,应该是可以视为中型盔甲的。而AA的内衬裙甲(Armored Kilt)似乎并没有单独说明,可以单独作为一套盔甲来使用,且本书盔甲列表没有该物品,是不是意味着本书的内衬裙甲(Armored Kilt)就单纯是一个改变盔甲型号的道具呢?
2、双发弩(Double crossbow):AA版本描述少了一句【“十字弓熟稔(Crossbow Mastery, APG)”专长允许你通过一个移动动作为其装填两只弩矢。双发弩发射弩矢。】这似乎是因为本书出版时,Advanced Player’s Guide貌似还没出版。使用双发弩时,请以UE版本为准。
3、奥多里决斗剑(Dueling sword, Aldori):相对于内海世界指南版本,少了了一句内海世界指南的【奥多里决斗剑可以作为军用武器使用(这种情况下,它视作长剑)。】但多了一句AA的【如果你不擅长奥多里决斗剑的话,你可将之视为长剑(longsword)】。根据版本新旧,以内海世界指南的版本为准。
4、野战甲(Field Plate,又译实战铠甲):已被大佬翻译到《盔甲列表 附详细说明 (排版已重整并附加出处)》、《内海世界指南v0.92》中,萌新重新进行了小修,感谢大佬的工作让萌新白嫖。另外,在《盔甲列表 附详细说明 (排版已重整并附加出处)》译名是野战甲,在《内海世界指南v0.92》则被译为实战铠甲。这里还是将之译为“野战甲”吧。
5、斩马刀(Horsechopper):可被视为“戟”了。
6、叶甲(Leaf armor,又译叶织甲):已被大佬翻译到《盔甲列表 附详细说明 (排版已重整并附加出处)》、《内海世界指南v0.92》中,萌新重新进行了小修,感谢大佬的工作让萌新白嫖。另外,在《盔甲列表 附详细说明 (排版已重整并附加出处)》译名是叶织甲,在《内海世界指南v0.92》则被译为叶甲。这里还是将之译为“叶甲”吧。
7、玫瑰藤甲(Rosewood armor):就是特殊的皮甲,是否是将之视为缠绕术等法术的目标用?
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题外话:
至此,冒险者的军械库(Adventurer's Armory)的第一章:武器、护甲、和冒险装备(Weapons, Armor, and Adventuring Gear),已全部译完。
今年最后一天,放出翻译有点晚,是因为萌新昨天晚上发烧了,现在好点才想起来把存稿发出。本来想继续把AA译完的说~因为大半本都被翻译了,只剩小半本了,看来是翻译不完了(好可惜)。希望有大佬把剩余的译完吧。
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商品和服务(Goods and Services)
冒险装备(Adventuring Gear)
物品(Item) | 价格(Price) | 重量(Weight) |
区域地图(Area map) | 50 gp | 2磅 |
星盘(Astrolabe) | 1000 gp | 6磅 |
毛毯(Blanket) | 5 sp | 3磅1 |
精制背包(Backpack, masterwork) | 50 gp | 4磅1 |
滑轮组(Block and tackle) | 5 gp | 5磅 |
易损铁链(Breakaway chains) | 65 gp | 2磅 |
小号箱子(Chest, small) | 2 gp | 25磅 |
中号箱子(Chest, medium) | 5 gp | 50磅 |
大号箱子(Chest, large) | 10 gp | 100磅 |
超大号箱子(Chest, huge) | 25 gp | 250磅 |
便携式木板(Collapsible plank) | 4 sp | 10磅 |
普通棺材(Coffin, common) | 10 gp | 30磅1 |
华丽棺材(Coffin, ornate) | 100 gp | 50磅1 |
拷贝钥匙(Copy of a key) | 1 gp | — |
耳塞(Earplugs) | 3 cp | — |
暗格箱(False-bottomed chest) | 52 gp | 25磅 |
暗格杯(False-bottomed cup) | 1 gp | — |
藏物鞘(False-bottomed scabbard) | 45 gp | 1磅 |
机关镣铐(False Manacles) | 65 gp | 2磅 |
折叠椅(Folding chair) | 2 gp | 10磅1 |
折叠梯(Folding ladder) | 2 gp | 16磅 |
爪钩箭(Grappling Arrow) | 1 gp | 1/2磅 |
吊床(Hammock) | 1 sp | 3磅1 |
哈罗牌(Harrow deck) | 100 gp | — |
头盔蜡烛(Helmet candle) | 2 gp | 4磅 |
藏物剑柄(Hollowed pommel) | 5 gp | — |
沙漏(1小时)(Hourglass (one hour)) | 25 gp | 1磅 |
沙漏(1分钟)(Hourglass (one minute)) | 20 gp | 1/2磅 |
沙漏(6秒)(Hourglass (six seconds)) | 10 gp | — |
长钉(Iron spike) | 5 cp | 1磅 |
铁瓶(Iron vial) | 1 sp | 1磅 |
防水提灯(Lantern, Waterproof) | +5 gp | — |
磁铁(Magnet) | 5 sp | 1/2磅 |
弹珠(Marbles) | 1 sp | 2磅 |
秘银镣铐(Mithral manacles) | 1000 gp | 2磅 |
纸(一张)(Paper (sheet)) | 4 sp | — |
香水/古龙水(Perfume/cologne) | 5 gp | — |
腌菜拔出器(Pickle extractor) | 2 cp | 2磅 |
怀表(Pocket watch) | 250 gp | 1磅 |
藏毒戒指(Poison pill ring) | +20 gp | — |
粉末(Powder) | 1 cp | 1/2磅 |
义肢臂(Prosthetic arm) | 10 gp | 3磅1 |
义肢足(Prosthetic foot) | 1 gp | 2磅1 |
义肢手(Prosthetic hand) | 1 gp | 1磅1 |
义肢腿(Prosthetic leg) | 20 gp | 6磅1 |
有泵水罐(Pump water canister) | 75 gp | 5磅 |
宣纸(一张)(Rice Paper (sheet)) | 5 cp | — |
卷轴筒(Scroll case) | 1 gp | 1/2磅 |
六分仪(Sextant) | 500 gp | 2磅 |
剃须工具箱(Shaving kit) | 15 sp | 1/2磅 |
火把插槽(Shield sconce) | 1 gp | 1/2磅 |
铁锹(Shovel) | 2 cp | 3磅 |
号角(Signal horn) | 1 gp | 2磅 |
万能钥匙(Skeleton key) | 85 gp | — |
肥皂(Soap) | 1 cp | 1/2磅 |
投矛器(Spear-thrower) | 1 gp | 1磅 |
便携法术书(空白)(Spellbook, traveling (blank)) | 10 gp | 1磅 |
信纸(Stationery) | 1 gp | — |
便携式火炉(Stove can) | 10 gp | 1磅 |
细绳或麻绳(50尺)(String or twine (50 feet)) | 1 cp | 1/2磅 |
纹身(Tattoo) | 1 cp-20 gp | — |
小号帐篷(Tent, small) | 10 gp | 15磅1 |
中号帐篷(Tent, medium) | 15 gp | 20磅1 |
大号帐篷(Tent, large) | 30 gp | 40磅1 |
行馆帐篷(Tent, pavilion) | 100 gp | 50磅1 |
香炉(Thurible) | 50 gp | 3磅 |
旅行快餐(Wandermeal) | 1 cp/服务 | |
防水袋(Waterproof bag) | 5 sp | 1/2磅 |
蜡模(Wax key blank) | 15 gp | 1/2磅 |
武器链(Weapon cord) | 1 sp | — |
磨刀石(Whetstone) | 2 cp | 1磅 |
哨子(Whistle) | 5 cp | — |
无声哨(Whistle, silent) | 2 sp | — |
腕鞘(Wrist sheath) | 1 gp | 1磅1 |
弹簧腕鞘(Wrist sheath, spring loaded) | 5 gp | 1磅1 |
1 为小型角色制造的这些物品重量为该数值的1/4。小型角色使用的容器也只能携带通常数值的1/4(重量)。
第一章 武器、护甲、和冒险装备(Weapons, Armor, and Adventuring Gear)
商品和服务(Goods and Services)
本节中的装备是对《核心规则书(Pathfinder RPG Core Rulebook)》的补充。
冒险装备(Adventuring Gear)
许多的英雄都是依靠这样的道具生存和发迹的。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 区域地图(Area map)
价格:50 GP;重量:2磅。
这张地理地图给使用者在野外进行导航的生存检定提供+1的环境加值。它也可以给在地下城进行导航的知识(地城)检定提供相同的加值。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 星盘(Astrolabe)
价格:1000 GP;重量:6磅。
该装置由一个扁平的圆盘和另外两个安装于其下的圆盘组成。安装的圆盘可以在中心轴上旋转,这使它们可以按照日期来旋转、移动。底盘显示使用者目前所处的纬度,但若使用者超出了预设的纬度,那么星盘就毫无用处。充满了天文特色的上盘标记了天空。任何人都可以尝试在晚上用星盘确定当前的日期和时间(花费1分钟)。当使用星盘时,你避免迷路(avoid becoming lost)的生存检定,可以用智力调整值取代感知调整值。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 毛毯(Blanket)
价格:5 SP;重量:3磅。
这张温暖、针织的毛毯有一条系带,因此可以方便的卷起来并系好。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 精制背包(Backpack, Masterwork)
价格:50 GP;重量:4磅。
这款背包有许多口袋可以用来存储冒险中可能需要的物品。
背包上有一些钩子可以用来绑住水罐、袋子,甚至是卷起来的毛毯等。交叉于胸前的肩带含有软垫,使得腰部能够更均匀的分配重量。与普通的背包一样,精制品背包能够在其主容器内容纳约2立方英尺的物品。若你装备精制品背包,计算负重时你的力量视为比正常值+1。
(https://s3.bmp.ovh/imgs/2024/12/23/37adb6e6aef2dc73.jpg)
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 滑轮组(Block and tackle)
价格:5 GP;重量:5磅。
无论是用来将宝藏从坑里拉起还是搬运设备,当一个简单的滑轮组被妥善的固定住时,它就可以为提起重物的力量检定提供+5的环境加值。固定滑轮组需要1分钟。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 易损铁链(Breakaway chains)
价格:65 GP;重量:2磅。
这种易损铁链看起来就跟普通的铁链一样(通过一个DC25的察觉检定可以发现它与普通铁链的不同),但很容易破坏。通过一个DC10的力量检定就可以瞬间破坏它。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 箱子(Chest)
价格:25 GP(超大号箱子),10 GP(大号箱子),5 GP(中号箱子),2 GP(小号箱子);重量:250磅(超大号箱子),100磅(大号箱子),50磅(中号箱子),25磅(小号箱子)。
普通的木箱有好几种尺寸:小型(2立方英尺,1 HP,击破DC 17),中型(4立方英尺,15 HP,击破DC 23),大型(6立方英尺,30 HP,击破DC 29),超大型(8立方英尺,50 HP,击破DC 35)。大多数箱子都包含了一个简单的内置锁。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 便携式木板(Collapsible plank)
价格:4 SP;重量:10磅。
这种可折叠的木板在两处设置了铰链,在承重250磅之前都不会损坏。木板有10英尺长,可以折叠成3英尺×1英尺×6英寸的大小。折叠或展开便携式木板是一个标准动作。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 棺材(Coffin)
价格:10 GP(普通),100 GP(华丽);重量:30磅(普通),50磅(华丽)。
普通的棺材由简单的木材制成,有一个宽松而平的盖子,以将其钉在棺材上。华丽的棺材因为可以彰显死者的地位而被贵族所青睐,这种棺材有带软布垫的内衬和带铰链的棺材盖。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 战斗剑鞘(Combat scabbard)
价格:1 GP;重量:1磅。
战斗剑鞘是一种临时武器,当你拔出剑鞘中的武器时,你还可以以一个迅捷动作将剑鞘从你的腰带上移除(作为武器)。剑鞘装备技法专长(见本书第22页)将在战斗中提供更多剑鞘的额外用法。判断战士武器组时,用于收纳重刃组武器(Heavy Blades)的战斗剑鞘视为锤武器组(Hammers);而用于收纳轻刃组武器(Light Blades)的战斗剑鞘则视为贴身武器组(Close)。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 拷贝钥匙(Copy of a key)
价格:1 GP;重量:-磅。
一个工匠可以在一小时内复制一把钥匙(制作一个与真品完全相同的复制品需要一个熟练的工匠,一天时间,以及一个DC25的工艺检定)。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 耳塞(Earplugs)
价格:3 CP;重量:-磅。
耳塞由蜡或软木制成,当需要进行对抗声音效果的豁免检定时,你可以获得+2的环境加值;但也导致基于听觉的察觉检定有-5的罚值。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 暗格箱(False-bottomed chest)
价格:52 GP;重量:25磅。
这种箱子常被走私者用来运送违禁品或是那些对他们而言最好保持隐秘的宝藏。箱子的暗格约有1寸深,分为从内部、底部或从背部打开等不同类型。发现暗格需要一个DC20的.察觉检定。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 暗格杯(False-bottomed cup)
价格:1 GP;重量:-磅。
这种厚底的杯子下方有一个狭小的暗格,非常适合用于存储一个小物品或药物。最阴险的地方在它有于一个倾斜的机关,会在杯子向后倾斜的时候打开,并将内藏的物质释放进杯中。发现空杯子内的隐藏隔间需要一个DC15的察觉觉检定。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 藏物鞘(False-bottomed scabbard)
价格:45 GP;重量:1磅。
这柄剑鞘的底部有一个刚好可以容纳一个药水瓶的空间。有些需要从外部打开,其他则通过剑鞘顶部的一个隐秘机关从内部打开。找到隐藏的隔间需要一个DC25的察觉检定,如果你将剑的长度与剑鞘对比的话,则DC降为20。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 机关镣铐(False Manacles)
价格:65 GP;重量:2磅。
这种镣铐检查起来(察觉DC25)与普通镣铐几乎没有任何区别。知道镣铐秘密机关位置的佩戴者可以用一个标准动作打开它,否则它就像精致镣铐一样工作。有些机关镣铐只有普通的质量,但大多数都是精制品。
(https://s3.bmp.ovh/imgs/2024/12/23/4db15fe7718ba176.jpg)
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 折叠椅(Folding chair)
价格:2 GP;重量:10磅。
这个简单的折叠椅有一个木制框架和帆布座椅、靠背,使其易于运输且方便在任何你想要的地方展开。它折叠起来很轻松,并且可以放进一个方便运输的袋子里。折叠椅可以轻而易举的支撑250磅重的物体。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 折叠梯(Folding ladder)
价格:2 GP;重量:16磅。
挂钩、长杆、梯级以铰链连接,组成了这个10尺长的梯子,你可以将其折叠为3英尺x1英尺x1英尺的大小。展开或折叠梯子是一个标准动作。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 爪钩箭(Grappling Arrow)
价格:1 GP;重量:1/2磅。
这种小爪钩被设计于用弓发射,并且可以系上丝绳。发射时,其射程增量为30尺。也有用于弩的爪钩箭存在。
(https://s3.bmp.ovh/imgs/2024/12/23/4c8ba2f43ac7f880.jpg)
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 吊床(Hammock)
价格:1 SP;重量:3磅。
吊床是将毯子或者网与结实的绳索连接起来的东西,你可以将其挂在粗大结实的树枝或两棵树之间,以便于睡在地面之上。爬出或爬进吊床是一个整轮动作。通过一个DC 5的敏捷检定可以将其变为一个移动动作。
(https://www.aonprd.com/images/PathfinderSocietySymbolN.gif) 哈罗牌(Harrow deck)
价格:100 GP;重量:-磅。
这是一种瓦瑞西亚人(Varisian)占卜者和预言家所使用的传统的占卜卡牌组。有些哈罗牌拥有精心绘制的插图,但大多数都是由羊皮纸或普通纸做成的卡牌,只配以手绘图案。哈罗牌往往世世代代流传下来,并且被它们的使用者悉心保存。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 头盔蜡烛(Helmet candle)
价格:2 GP;重量:4磅。
这个装置是个顶端有一根短而细的钉子的头盔,你可以将蜡烛插在上面,解放你的双手去完成其他任务。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 藏物剑柄(Hollowed pommel)
价格:5 GP;重量:-磅。
根据不同的武器,藏物剑柄可容纳的物品的大小最大不超过一个瓶子,最小不超过一卷纸。发现藏物剑柄需要通过一个DC15的察觉检定。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 沙漏(Hourglass)
价格:10 GP(6秒),20 GP(1分钟),25 GP(1小时);重量:-磅(6秒),1/2磅(1分钟),1磅(1小时)。
标准的沙漏的沙子从上端的玻璃球内完全流到下方需要1小时时间;存在更大型号和更小型号的沙漏,并能以短至6秒为增量来标记时间。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 长钉(Iron spike)
价格:5 CP;重量:1磅。
这根一英尺长的铁钉可以用来阻止门关上或打开,也可以用来固定攀爬用的麻绳。听到长铁钉被锤击的声音需要通过DC5的察觉检定。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 铁瓶(Iron vial)
价格:1 SP;重量:1磅。
这种金属药水瓶具有硬度5,3点生命值,击破DC为14。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 防水提灯(Lantern, Waterproof)
价格:+5 GP;重量:-磅。
在判定风是否能熄灭火焰时,防水提灯可以视烈风为强风,视暴风为烈风,视飓风为暴风,这意味着防水提灯不仅能从风中也能从水中保护其火焰。在熄灭前,内部保存的空气可供它在水下燃烧5轮。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 磁铁(Magnet)
价格:5 SP;重量:1/2磅。
手持式磁铁相对较弱,主要用于探测或在短范围内吸附铁、秘银或精金。它们没有强大到可以将金属拉扯出明显的距离的程度,也无法协助卸除生物挥舞着的金属武器。这种手掌大小的马蹄形磁铁可以抬起重量约3磅的铁。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 弹珠(Marbles)
价格:1 SP;重量:2磅。
弹珠可以用于减慢对手。一袋2磅重的弹珠可复盖5英尺见方的面积。进入弹珠复盖区域的生物必须通过一个DC10的反射检定否则就会倒地(该生物对抗摔绊的稳定加值可以应用到本次豁免上)。任何半速或以更慢的速度移动的生物可以不受影响的通过弹珠复盖的区域。
(https://s3.bmp.ovh/imgs/2024/12/23/187ecddd986939f8.jpg)
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 秘银镣铐(Mithral manacles)
价格:1000 GP;重量:2磅。
这种镣铐比标准手铐更难破坏,并且对兽化人(lycanthropes)特别有效。它们有30点生命值,硬度15,击破DC为30。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 纸〔一张〕(Paper,sheet)
价格:4 SP;重量:-磅。
一张普通的纸通常是9英寸长6英寸宽,并不适合制作魔法卷轴。它的硬度为0,具有1点生命值,击破DC5。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 香水/古龙水(Perfume/cologne)
价格:5 GP;重量:-磅。
大多数香水和古龙水是来自于鲜花精油。香水或古龙水可以(在GM的允许下)给一些基于魅力的技能检定提供+1的环境加值。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 腌菜拔出器(Pickle extractor)
价格:2 CP;重量:2磅。
腌菜拔出器只不过是一根末端插着一根钉子(spike)的棍子(stick),主要被地精(goblins,又译哥布林)用来抓桶底的东西。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 怀表(Pocket watch)
价格:250 GP;重量:1磅。
这种微型钟表小到可以随身携带。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 藏毒戒指(Poison pill ring)
价格:+20 GP;重量:-磅。
这种戒指在镶嵌珠宝的底座下有一个极小的暗格,通常用来存放毒药。打开或关闭戒指是一个移动动作,要隐秘的这么做而不被别人看到需要通过一个DC 20的巧手检定。
(https://s3.bmp.ovh/imgs/2024/12/23/7a1048185ac026ca.jpg)
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 粉末(Powder)
价格:1 CP;重量:1/2磅。
粉笔末、面粉和其他类似的材料很受冒险家欢迎,因为它们在定位隐形生物上非常有用。向一个方格扔出一袋粉末是一次针对AC 5的攻击,这将瞬间揭示那里是否存在隐性生物。一个更有效的方法是将粉末撒在地面上(需要1整轮)并寻找足迹。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 义肢(Prosthetic)
价格:10 GP(臂),1 GP(足),1 GP(手),20 GP(腿);重量:3磅(臂),2磅(足),1磅(手),6磅(腿)。
那些在战斗中失去了手,臂,腿或者足的人有时会用义肢(能逼真的模仿他们失去的肢体)来取代。义肢通常用木头雕刻,并涂以与使用者肤色匹配的颜色。义肢的功能十分有限,只能让一个无腿的人以半速移动,或使一个无臂的人以固定的姿势拿盾牌——至少比没有要好。聪明的使用者已经知道在他们的义肢内创建一个小暗格,虽然其大小只能容纳非常小的物体。一个的义肢手或义肢足可容纳一个重量可以忽略不计的物体,而一个义肢四肢(limb)最多可容纳1或2磅的物体。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 有泵水罐(Pump water canister)
价格:75 GP;重量:5磅。
这个金属容器能装4加仑的水。以一个会引发借机攻击的标准动作,你可以使用顶部的手泵和软管将其中水喷到10英尺外。每轮使用都会抽吸1加仑的水,并可以扑灭1平方米的非魔法火焰。一个满装的罐子重37磅。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 宣纸〔一张〕(Rice Paper,sheet)
价格:5 CP;重量:-磅。
这种纸由水稻或树皮制成。它的硬度为0,具有1点生命值,击破DC 2。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 卷轴筒(Scroll case)
价格:1 GP;重量:1/2磅。
皮革或木制的卷轴筒可轻松容纳四张卷轴;你也可以塞入更多,但取出任意卷轴的行动会从一个移动动作变为一个整轮动作。你必须破坏卷轴筒才能破坏里面的东西(皮革制的硬度2,木质的硬度为5,2点生命值,击破DC15)。卷轴筒并不防水,因此必须仔细保护起来并远离风雨。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 六分仪(Sextant)
价格:500 GP;重量:2磅。
六分仪用来确定你所在位置的纬度。配合星盘(astrolabe)使用六分仪可为防止迷路所进行的生存检定提供+4环境加值。
(https://s3.bmp.ovh/imgs/2024/12/23/8b5a9f9a7e2b5aff.jpg)
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 剃须工具箱(Shaving kit)
价格:15 SP;重量:1/2磅。
剃须工具箱包含一把直剃刀(straight razor),一块磨刀石(whetstone),一面小镜子(small mirror),一个刷子(brush),一个杯子(cup)和足够中等人型生物使用50次的剃须粉(shaving powder)。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 火把插槽(Shield sconce,又译挂盾灯台)
价格:1 GP;重量:1/2磅。
这个金属框架可插入一根火把,它被设计成绑在轻、重、或塔盾上,让你无需放弃盾牌或占用你持武器的手就能带上火把。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 铁锹(Shovel)
价格:2 GP;重量:8磅。
这种工具可以让你以2立方英尺每分钟的速度挖坑。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 号角(Signal horn)
价格:1 GP;重量:2磅。
吹响号角需要一个DC 10的表演(管乐器)检定。它可以传达如攻击、协助、前进,后退,火和警告等信息。号角的声音可以在半英里范围内清楚地听到(察觉DC 0)。每超过该距离四分之一英里,听到号角声察觉检查有-1惩罚。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 万能钥匙(Skeleton key)
价格:85 GP;重量:-磅。
许多门锁的设计类似,从而可以被万能钥匙打开。万能钥匙可以被用在任何使用钥匙打开的标准门锁上,即使你没有解除装置技能。你使用万能钥匙解除装置的技能加值(+10),而不是你自己的技能加值;使用万能钥匙时不能取10。对特定的锁只能尝试一次。如果检定失败,万能钥匙就无法打开或关闭该锁。劣质的万能钥匙可能只有+5的加值。
(https://s3.bmp.ovh/imgs/2024/12/23/8f47f4533d135b48.jpg)
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 肥皂(Soap)
价格:1 CP;重量:1/2磅。
大部分的肥皂是由动物脂肪和从灰烬中提取的碱液制成。你可以用此这种厚块肥皂来擦洗衣服、盆、床单,你或者别人的身体,或其他任何可能变脏的东西。一块肥皂大约可以使用50次。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 投矛器(Spear-thrower,又译投枪器、抛矛)
价格:1 GP;重量:1磅。
这只不过是一个带罩、环或刺的手柄,用来套住飞镖(dart)、标枪(javelin)或短矛(shortspear)的柄。使用投矛器投掷这类武器会使此投掷物的射程增加一倍。将武器放入投矛器中需要一个移动动作;通过获得“快速装填(投矛器)”专长,你可以将其减至为一个自由动作。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 信纸(Stationery)
价格:1 GP;重量:-磅。
一般只被富人使用,昂贵的信纸是一种优质的9英吋长6英吋宽的纸,往往饰以浮雕或刻有主人的私人印章。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 便携式火炉(Stove can)
价格:10 GP;重量:1磅。
这个小的金属容器内装有蜡质燃料,创造足够用于烹饪的热量,但只产生蜡烛大小的光亮。关上容器上的金属盖就可以扑灭火焰;它在几分钟内就会冷却到可以携带的程度。每个便携式火炉可以燃烧5小时(足以烹饪10餐)。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 细绳或麻绳〔50尺〕(String or twine,50 ft.)
价格:1 CP;重量:1/2磅。
细绳和麻绳通常以50英尺的绳球或线轴的形式出售,可用于绳索陷阱和报警器,且是爪钩箭的重要组成部分。细绳或麻绳硬度为0,1点生命值,击破DC14。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 纹身(Tattoo,又译刺青)
价格:1 CP~20 GP;重量:-磅。
纹身的价格取决于它的质量、大小和所使用颜色的数量。十年内不会模糊,硬币大小的蓝色纹身,其价格为1铜币;不会褪色的,一只手掌大小的黑色纹身,其价格为1银币;复盖整个背面的纹身需要分几次纹,且价格为10金币。每个额外颜色的价格差不多等于独个相同大小的纹身的价格。虽然这些价格代表了基准,但纹身——就像任何其他艺术作品一样——的价值可能更高,这取决于艺术家的声望。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 帐篷(Tent)
价格:100GP(行馆帐篷),30 GP(大号帐篷),15 GP(中号帐篷),10 GP(小号帐篷);重量:50磅(行馆帐篷),40磅(大号帐篷),30磅(中号帐篷),20磅(小号帐篷)。
帐篷有各种尺寸,可容纳1至10人。行馆帐篷的空间很大,足以在正中央生一小堆火。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 香炉(Thurible)
价格:50 GP;重量:3磅。
当装满煤炭和价值2sp的普通草药(common herbs)时,这种微型火盆可用轻烟将直径30英尺的区域填满1小时。充满烟雾的该区域内的所有生物在对抗吸入式疾病时的强韧检定获得+2的环境加值。
(https://s3.bmp.ovh/imgs/2024/12/23/a580a8b41f5f3b8e.jpg)
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 旅行快餐〔一天份〕(Wandermeal,per day)
价格:1 CP;重量:1/2磅。
行走江湖的半身人发明了这种用面粉、水和香料调和成的面食。旅行快餐不易变质,而且非常饱肚。但是,如果持续一周都吃这种实在谈不上多营养的食品而不补充蔬菜水果,那么食用者之后的每天都要做一个DC=(15+额外天数)的强韧检定,否则就会恶心。这个效果持续到他补充了其他营养为止。以上列出的是一人一天份的食品价格。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 防水袋(Waterproof bag)
价格:5 SP;重量:1/2磅。
这种皮革麻袋用焦油或沥青密封,防止那些脆弱的物体被水毁坏。袋子内的物品保持相对的干燥,使携带地图、卷轴、法术书和类似物品袋的想法成为可能。虽然袋子是不能渗透的,但它只能被完全浸没10轮,之后水就会渗进袋子破坏那些物品。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 蜡模(Wax key blank)
价格:15 GP;重量:1/2磅。
这个两面的盒子内包含了一些柔软的蜡状物,容易获得并保留按压在两部分之间物体的印痕 ,制作出该物体的一个完美模具。一个熟练的工匠可以利用模具制作一个该物品的复制品(其过程会破坏模具)。偷偷的印模需要一个DC 25 的巧手检定。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 武器链(Weapon cord)
价格:1 SP;重量:-磅。
武器链是一条2英尺长的皮带,将你的武器和你的手腕链接起来。如果你的武器掉落了,或者被卸除了,你可以以一个移动动作重新获得它,且掉落的武器不会离开你超过1个方格的距离。但是,如果不先解开武器链(一个整轮动作)或者割断它(一个移动动作或一次攻击,硬度0,1点生命值),你就无法切换到另外一个武器。不同于带锁钢手套(locked gauntlet),你仍可以使用一只链接了武器链的手,虽然一个悬荡中的武器可能会干扰到涉及手指精确的动作。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 磨刀石(Whetstone)
价格:2 CP;重量:1磅。
以一个精确的角度在磨刀石上滑动武器,磨刀石可以让你磨利刀刃。用磨刀石磨刀需要约15分钟的工作,并在你第一次使用打磨过的武器时给你的武器伤害骰提供+1的加值。这只对非魔法武器起作用。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 哨子(Whistle)
价格:5 CP;重量:-磅。
也被称为信号哨(signal whistle),哨子尖利的声音可以在四分之一英里范围内清楚地听到(察觉DC 0)。通过一个DC 5的表演(吹奏)检定,你可以用它传递与号角(signal horns)相同的信息。每超过四分之一英里,听到哨声的察觉检定有-2惩罚。
(https://s3.bmp.ovh/imgs/2024/12/23/342711a8181269e7.jpg)
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 无声哨(Whistle, Silent)
价格:9 SP;重量:-磅。
只有动物和具有敏锐听觉的其他生物可以听到的无声哨也同样存在。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 腕鞘(Wrist sheath)
价格:1 GP;重量:1磅。
这是一个绑在你的前臂上并用长袖隐藏起来的剑鞘。它可以容纳一个前臂大小的物品,如一把匕首、飞镖、魔杖,或者五只用于弩或弓箭矢。以一个移动动作,你可以弯曲你的手腕,让隐藏的物品中的一个或全部落入你的手中(这会如常造成借机攻击)。若有人观察你或对你进行搜身以确定是否有隐藏的物品时,你在对抗察觉的手上功夫检定上获得+2的加值。你每只手只能戴一个腕鞘。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 弹簧腕鞘(Wrist sheath, spring loaded)
价格:5 GP;重量:1磅。
这个物品和标准的腕鞘(wrist sheath)功能类似,但弹出其中的物品仅需一个迅捷动作。要配置好腕鞘让它如常工作,需要转动腕鞘上的微型齿轮使发条到转动到位(这是一个会提供借机攻击的整轮动作)。
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特殊物品和道具(Special Substances and Items)
物品(Item) | 价格(Price) | 重量(Weight) | 工艺DC(Craft DC) | 炼金油膏(Alchemical Grease) | 5 gp | 1磅 | 15 | 炼金解胶剂(Alchemical Solvent) | 20 gp | 1/2磅 | 20 | 抗生素(Antiplague) | 50 gp | — | 25 | 野兽诱惑(Beast Lure) | 30 gp | 1/2磅 | 20 | 护刃脂(Bladeguard) | 40 gp | — | 15 | 止血剂(Bloodblock) | 25 gp | — | 25 | 健体香脂(Bodybalm) | 25 gp | — | 25 | 香波罗树汁蒸馏液(Distilled terrap sap) | 30 gp | 1/2磅 | 15 | 黛丝娜烛焰火(Firework, Desnan candle) | 5 gp | — | 20 | 纸蜡烛焰火(Firework, paper candle) | 1 gp | — | 20 | 飞天火箭焰火(Firework, skyrocket) | 50 gp | 1磅 | 25 | 星泉焰火(Firework, starfountain) | 500 gp | 100磅 | 25 | 闪光粉(Flash powder) | 50 gp | — | 20 | 引信手榴弹(Fuse grenade) | 100 gp | 1磅 | 25 | 闪光墨水(瓶装)(Glowing ink (vial)) | 5 gp | — | 15 | 简易隐形墨水(Invisible ink, simple) | 2 gp | — | 15 | 一般隐形墨水(Invisible ink, average) | 10 gp | — | 20 | 精制隐形墨水(Invisible ink, good) | 25 gp | — | 20 | 高级隐形墨水(Invisible ink, superior) | 75 gp | — | 25 | 发痒粉(Itching powder) | 60 gp | 2磅 | 25 | 卡瓦麝香(Kaava musk) | 40 gp | 1/2磅 | 20 | 煤油(Keros oil) | 5 gp | — | 15 | 冻结剂(Liquid ice) | 40 gp | 2磅 | 25 | 彩弹(Marker dye) | 15 gp | 1磅 | 15 | 遮味剂(Scent cloak) | 20 gp | 2磅 | 20 | 烟玉(Smoke pellet) | 25 gp | — | 20 | 喷嚏粉(袋装)(Sneezing powder (packet)) | 60 gp | 2磅 | 25 | 驱虫剂(Vermin repellent) | 5 gp | — | 20 | 净水芯片(Water purification sponge) | 25 gp | 1磅 | 15 |
特殊物品和道具(Special Substances and Items)
拥有工艺(炼金)技能的角色可以制造这些道具,并且这些道具以及被列于《核心规则书(Pathfinder RPG Core Rulebook)》中的那些炼金道具,通常都在同一处你可以买到炼金物品的地方被发现。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 炼金油膏(Alchemical grease) 类型:炼金药(Alchemical Remedies);工艺(炼金):DC 15; 价格:5 GP;重量:1磅。 每一份这种粘稠黑色膏状物足以复盖一个中型生物或者两个小型生物。如果你浑身涂满炼金油膏,你的逃脱技能检定,用于逃脱擒抱的战斗技击(Combat Maneuver)检定和你用来避免被擒抱时的CMD检定获得+5炼金加值。这个效果将持续4小时或直到你洗去油膏。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 炼金解胶剂(Alchemical solvent) 类型:炼金工具(Alchemical Tools);工艺(炼金):DC 20; 价格:20 GP;重量:1/2磅。 这瓶满是气泡的紫色液体可以化开任何黏胶,把它撒出来正好可以解决5平方尺内的一切过黏的干扰物(比如沥青焦油,树脂和凝胶),这个过程需要1轮时间。解决更黏的麻烦(比如炼金凝胶,绊足包,蛛网,等等)需要1d4+1轮生效。但是它魔法性质的黏胶,诸如至尊胶(Sovereign Glue)无效。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 抗生素(Antiplague) 类型:炼金药(Alchemical Remedies);工艺(炼金):DC 25; 价格:50 GP;重量:-磅。 如果喝下一小瓶这种散发着腐烂气味的乳白色的药水,在接下来的一个小时内你对抗疾病的体质豁免检定获得+5炼金加值。如果你已经被感染,你也可以骰两次豁免(没有+5加值),并选择更好的一次结果。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 野兽诱惑(Beast lure) 类型:炼金工具(Alchemical Tools);工艺(炼金):DC 20; 价格:30 GP;重量:1/2磅。 这种浅棕色的油类似于卡瓦麝香(Kaava musk,详见下文),但仅会吸引某一种特定的生物(犬B1、巨蜂B2、凡此种种)。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 护刃脂(Bladeguard) 类型:炼金药(Alchemical Remedies);工艺(炼金):DC 15; 价格:40 GP;重量:-磅。 这种清澈的树脂被用来保护武器免受泥怪、锈蚀生物和其他能造成类似侵蚀或溶解效果的攻击,使武器在24小时内免疫这些效果。一份能够涂抹一把双手武器,两把单手武器或者轻型武器,或者50发弹药。每份需要一整轮来涂抹。将武器浸没在水或者其他类似液体中会洗去这种效果。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 止血剂(Bloodblock) 类型:炼金工具(Alchemical Tools);工艺(炼金):DC 25; 价格:25 GP;重量:-磅。 这种粘稠的粉红色物质可以帮助伤口快速止血。使用一剂止血剂可以在急救(providing first aid)、治疗铁蒺藜(caltrops)及类似物品所造成的伤害、或治疗严重伤害(treating deadly wounds)的医疗技能检定上提供+5炼金加值。使用一剂止血剂相当于你已通过一次DC 15的医疗检定来停止流血效果。当用之来治疗致命伤害时,使用一剂止血剂相当于你在治疗时花费了医疗包(Healer`s Kit)的一次使用次数(并且获得上述+5加值)。 (https://s3.bmp.ovh/imgs/2024/12/24/db99eae90dcf3529.jpg)
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 健体香脂(Bodybalm) 类型:炼金工具(Alchemical Tools);工艺(炼金):DC 25; 价格:25 GP;重量:-磅。 当这种刺鼻的黄色粉末在水中煮沸并将之给予一名生物饮用时,在长期护理(long-term care)、治疗中毒(treating poison)、以及治疗疾病(treating disease)的医疗检定上,它会给予该生物的主治医生+5炼金加值。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 香波罗树汁蒸馏液(Distilled terrap sap) 类型:炼金药(Alchemical Remedies);工艺(炼金):DC 15; 价格:30 GP;重量:1/2磅。 当首次被打开时,从这个密封的罐子中会释放出一种压倒性的消毒剂的味道,并且直到其气味消散前(打开后1d6轮)会复盖住其他气味。当其气味残留时,该罐子20尺范围内的生物在对抗基于嗅觉(scentbased)的攻击时,其所有的豁免都会获得+5的炼金加值,但在此期间,其范围的生物均会在任何基于嗅觉的察觉检定上自动失败。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 黛丝娜烛焰火(Firework,Desnan Candle)〔星烛焰火Firework,star candle〕 类型:炼金武器(Alchemical Weapons);工艺(炼金):DC 20; 价格:5 GP;重量:-磅。 当黛丝娜烛焰火被点燃时,这种1英尺长的木管每轮都会发射一枚燃烧的焰火“蜡烛”,持续4轮。这种弹药若命中,则会造成1点非致命伤害和1点火焰伤害;若暴击,目标生物还会目盲1轮。这种弹药的照明如同蜡烛,并有5尺的射程增量。用黛丝娜烛焰火攻击视为一种远程接触攻击,因为不熟练而有-4不利的惩罚。制作黛丝娜烛焰火需要一个DC 20的工艺(炼金)检定。 (https://s3.bmp.ovh/imgs/2024/12/24/ed7c40843de24dc0.jpg)
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 纸蜡烛焰火(Firework,paper candle) 类型:炼金武器(Alchemical Weapons);工艺(炼金):DC 20; 价格:1 GP;重量:-磅。 这种手指大小的爆炸物点燃后会伴随着刺啦刺啦的噪音,并在1轮后爆炸。与纸蜡烛焰火共格的生物需要做一个DC 15的强韧检定以避免被其目眩1D4轮。制作纸蜡烛焰火需要一个DC 20的工艺(炼金)检定。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 飞天火箭焰火(Firework,skyrocket) 类型:炼金武器(Alchemical Weapons);工艺(炼金):DC 25; 价格:50 GP;重量:1磅。 当飞天火箭被点燃时,这种1英尺长的木管会开始抖动并且喷出少量的白色火焰,如同火把的光亮。1轮之后它开始飞行,飞天火箭将会以90英尺的速度飞行1D6轮,直到它在一阵剧烈光和噪音中爆炸,并对半径10尺内所有生物造成2D6的火焰伤害(反射DC15减半)。被飞天火箭所伤害的生物会失明或者耳聋(50%机率既失明又耳聋)1轮。制作飞天火箭需要一个DC 25的工艺(炼金)检定。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 星泉焰火(Firework,starfountain) 类型:炼金武器(Alchemical Weapons);工艺(炼金):DC 25; 价格:500 GP;重量:100磅。 这种树桩大小,由管状物捆束而成的烟火在点燃后会立即开始发出多彩的弧状火花。开始时焰火会持续提供1D6轮的照明,之后它会伴随着巨大的声响射出鲜艳明亮的彩色火花,持续4轮。在户外,这些火花会飞向空中,逐渐飘散。在室内或在一个封闭的区域,反弹的焰火会对半径20尺的范围造成每轮1D6的火焰伤害(反射DC 15减半)。反射失败的生物会失明1D4轮并耳聋1小时。制造星泉焰火需要一个DC 25的工艺(炼金)检定。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 闪光粉(Flash powder) 类型:炼金武器(Alchemical Weapons);工艺(炼金):DC 20; 价格:50 GP;重量:-磅。 这些粗糙的灰色粉一旦暴露于火焰中,摩擦,甚至是单纯的受力(比如将其扔到地板上,标准动作)都会在瞬间被引燃并燃烧殆尽。10尺半径爆发范围内的生物会目盲1轮(通过DC15的强韧检定则无效)。制造闪光粉需要一个DC 20的工艺(炼金)检定。 (https://s3.bmp.ovh/imgs/2024/12/24/fb0ad5b548d12110.jpg)
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 引信手榴弹(Fuse grenade) 类型:炼金武器(Alchemical Weapons);工艺(炼金):DC 25; 价格:100 GP;重量:1磅。 这个中空的粘土容器内装有一小剂黑火药和一条缓慢燃烧的引线。点燃引线是一个移动动作;1D3轮之后手榴弹将会爆炸,对半径10尺爆发范围内的生物造成2D6的震荡伤害和1D6的火焰伤害(反射DC 15减半)。你投掷引信手榴弹时候将其视为溅射武器。制造引信手榴弹需要一个DC 25的工艺(炼金)检定。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 闪光墨水〔一瓶〕(Glowing ink,vial) 类型:炼金工具(Alchemical Tools);工艺(炼金):DC 15; 价格:5 GP;重量:-磅。 这种特别的墨水通常含有深海动物,发光昆虫或发光菌类的萃取物。用发光墨水书写的话,它会在纸面上发出稳定而微弱的光芒(通常是绿色或红色)使你可以在完全的黑暗中阅读——也包括法魔法造成的黑暗(比如法术黑暗术,但在更强的幽深黑暗术则中则不行)。如果把发光墨水涂在某一物体上,它也会发光,为确定它位置的察觉检定提供+2加值。如果把发光墨水溶进彩弹中,那么被彩弹溅射到的物体也会在黑暗中发光,直到彩弹的颜色消褪。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 隐形墨水(Invisible ink) 类型:炼金工具(Alchemical Tools);工艺(炼金):DC 20; 价格:2 GP(简易),10 GP(一般),25 GP(精制),75 GP(高级);重量:-磅(简易),-磅(一般),-磅(精制),-磅(高级)。 世界各地的特工人员,叛党和其他秘密组织都会使用隐形墨水。通常情况下,隐形墨水书写的内容需要通过特定的条件才能显现出来。如果你掌握了显影的方法,将一页隐形墨水书写的内容显示出来需要一轮时间。如果你没有特定的手段,那么你需要通过一个工艺(炼金)检定来花费1小时时间揭示隐形墨水书写的内容(根据不同品质的墨水揭露DC也不同)。 简易隐形墨水:这种隐形墨水通常只有一种简单的显影手段,比如加热或涂上醋酸(无显影方法时的揭露DC 20)。 一般隐形墨水:这种隐形墨水可能需要两种普通的显影手段或是一种特殊的显影手段,比如血液或特定种类的酸(无显影方法时的揭露DC 25)。 精制隐形墨水:这种隐形墨水需要两种特殊的显影手段或一种罕见的显影手段,比如特定年代窖藏的葡萄酒或某种怪物的血(无显影方法时的揭露DC 30)。 高级隐形墨水:这种最隐蔽的隐形墨水可能需要两种罕见的显影手段或一种独一无二的方式才能显影,比如某个特定人的血液(无显影方法时的揭露DC 35)。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 发痒粉(Itching powder) 类型:炼金武器(Alchemical Weapons);工艺(炼金):DC 25; 价格:60 GP;重量:2磅。 这种精致的灰色粉末会让沾染上的生物遭受到无法控制的瘙痒,直到他们花1整轮时间清洗掉粉末。投掷发痒粉时可以将其视为一个射程增量为10尺的溅射武器。目标方格内的生物需要通过一个DC 12的强韧检定以避免瘙痒,而在周围方格内的生物需要通过一个DC 8的强韧检定以避免瘙痒。若强韧检定失败,则在清洗掉粉末之前攻击、豁免、技能,属性等检定上都将受到-2的减值。这是一种毒素效果。制作发痒粉需要一个DC 25的工艺(炼金)检定。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 卡瓦麝香(Kaava musk) 类型:炼金工具(Alchemical Tools);工艺(炼金):DC 20; 价格:40 GP;重量:1/2磅。 这种翡翠色的粘着剂是由动物的腺体、尿液以及其他难以洗掉的强力气味剂制成的。一个被其溅射到的目标会闻起来像是食肉动物的弱小猎物。拥有灵敏嗅觉(scent)的生物在侦测被标记的目标时,可以获得五倍于正常的范围,侦测其方向是一个自由动作,并且在目标在25尺内时,通过气味追踪目标的生存检定会获得+5加值。在水中浸泡一轮可以洗掉麝香;否则这个效果会每天减少一倍距离(一天后为4倍距离,两天后为3倍距离)直到该生物重新恢复普通气味等级。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 煤油(Keros oil) 类型:炼金武器(Alchemical Weapons);工艺(炼金):DC 15; 价格:5 GP;重量:-磅。 煤油又被称为龙息油,这种带有苦味的液体比一般的油更难点着,但能在低温下迅速燃烧。这让它受到异国表演者的青睐,例如舞火者和吐火者。你可以通过吐出煤油并使其通过一团明火(如被点燃的蜡烛,火柴或者火把)来点燃它,以制造一次急促的爆裂火焰。如果你用其进行攻击,这是一个最大射程为5尺,造成1D3的火焰伤害的远程接触攻击。如果你在攻击骰中骰出了1,你将会不小心吞下一团已经被点燃的燃料,你将受到1D6的火焰伤害并且反胃一轮。一瓶煤油足够吞吐10次,将煤油从瓶子中吸入口中是一个标准动作(快速装填专长能将其变为一个移动动作)。制造煤油需要一个DC 15的工艺(炼金)检定。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 冻结剂(Liquid ice) 类型:炼金武器(Alchemical Weapons);工艺(炼金):DC 25; 价格:40 GP;重量:2磅。 冻结剂也被称为“炼金术士之冰”,这种密封瓶中装满了一种如同水晶一般的蓝色液体,在打开瓶子的一瞬间,冻结剂便会发出呲呲的声音并开始缓慢蒸发。打开瓶口后,在冻结剂完全蒸发之前的1D6轮之内,你可以用其冻结液体,或者给物品镀上一层薄冰。你也可以将冻结剂做为一种溅射武器投掷。直接命中会对目标生物造成1D6的寒冷伤害,并对目标生物5尺范围内的生物造成1点寒冷的溅射伤害。制造冻结剂需要一个DC25的工艺(炼金)检定。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 彩弹(Marker dye) 类型:炼金工具(Alchemical Tools);工艺(炼金):DC 15; 价格:15 GP;重量:1磅。 这种染色剂(有很多种颜色可选)可以在它溅射到的地方留下明显的色斑。色斑在它刚刚留下的72小时中是全无办法清除的,即使是褪色也需要2周数据。彩弹可以当做溅射武器进行投掷攻击。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 遮味剂(Scent cloak) 类型:炼金工具(Alchemical Tools);工艺(炼金):DC 20; 价格:20 GP;重量:2磅。 这一撮精细碾碎的香料、植物种子、麝香、和其他炼金制剂可以洒在你的身上以混淆你的个人气味信息,通过灵敏嗅觉(scent)追踪你的DC+10,持续24小时。不过,因为你仍然有气味存在,所以拥有灵敏嗅觉的生物还是可以估测你的位置——它们只是无法将你个人的气味辨识出来而已。将遮味剂完全清除掉是一个整轮动作。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 烟玉(Smoke pellet) 类型:炼金工具(Alchemical Tools);工艺(炼金):DC 20; 价格:25 GP;重量:-磅。 这种陶土小球在内部有两个分隔,分别含有两种不同的炼金物质,把烟玉在地上打碎会形成5尺范围内浑浊难闻但无害的烟雾。这样使用的烟玉相当于发烟棒的效果,但烟雾只持续1轮时间。你可以将一个烟玉当做射程增量10尺的远程武器来进行远程接触攻击。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 喷嚏粉(Sneezing powder) 类型:炼金武器(Alchemical Weapons);工艺(炼金):DC 25; 价格:60 GP;重量:2磅。 这种粗糙的黄红色粉末是一种溅射武器,可以造成1D4+1轮无法控制的喷嚏。在受到喷嚏粉影响的方格内的生物必须通过一个DC 12的强韧检定才能避免喷嚏,而周围临近方格内的生物必须通过DC为8强韧检定才能避免喷嚏。受喷嚏粉影响的生物在持续时间内每轮都需要通过一个DC 10的强韧检定,否则直到他们的下一轮前都会恍惚。这是一种毒药效果。制作喷嚏粉需要一个DC 25的工艺(炼金)检定。 (https://s3.bmp.ovh/imgs/2024/12/24/a1c021dfe0b1bc96.jpg)
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 便携法术书(Traveling spellbook) 价格:10 GP;重量:1磅。 这种法术书要比原版略微轻薄,因为它只有50页——所以也只能记录更少的法术。一些法师喜欢额外抄写一本便携法术书以储存一些不常用的法术以备不时之需,而另一些法师则会将自己认为重要的法术特别抄一本,以防万一只用。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 驱虫剂(Vermin repellent) 类型:炼金药(Alchemical Remedies);工艺(炼金):DC 20; 价格:5 GP;重量:-磅。 当涂在皮肤上时,这种闻起来不可爱的糊剂给害虫带来麻烦。普通大小(超微型Fine)的害虫将避开你。害虫集群必须成功进行一个DC 15的体质检定来进入你的格子。驱虫剂对于小型或者更大的害虫没有驱除效果,不过如果一只害虫需要从一个涂满驱虫剂的目标和一个没有驱虫剂的目标中选择一个来进行其攻击的话,它通常会决定避开涂满驱虫剂的目标。涂上之后驱虫剂将持续发挥其作用4小时,或者直到有人花费一轮洗去它。
驱虫剂被算作强烈气味,允许任何拥有灵敏嗅觉(scent)能力的生物在一个更大的距离上追踪(Universal Monster Rule in Bestiary)。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 净水芯片(Water purification sponge) 类型:炼金工具(Alchemical Tools);工艺(炼金):DC 15; 价格:25 GP;重量:1磅。 这个拳头大小的蓝色吸水绵块可以最多一次吸进1品脱水,如果把水全挤出来,它们可以在这个过程中被滤净杂质,变为清洁可饮或用作其他使用(洗涤等)的净水。将芯片装满水或全挤出来需要一个整轮动作。净水芯片可以解决普通的污染和水中可能含有的疾病传播,但无法过滤毒素,特异能力造成的污染和其他魔法效果。每块净水芯片在用到损坏之前可以净化25品脱水。
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工具和技能工具包(Tools and Skill Kits)
物品(Item) | 价格(Price) | 重量(Weight) |
算盘(Abacus) | 2 gp | 2磅 |
便携式炼金术工作台(Alchemist's lab, portable) | 75 gp | 20磅 |
铁砧(Anvil) | 5 gp | 40磅 |
平衡杆(Balancing pole) | 8 sp | 12磅 |
狗熊夹(Bear trap) | 2 gp | 10磅 |
鼓风机(Bellows) | 1 gp | 3磅 |
指南针(Compass) | 1 gp | 1/2磅 |
烹饪工具箱(Cooking kit) | 1 gp | 2磅 |
医生面具(Doctor's mask) | 50 gp | 2磅 |
医师服装(Doctor's outfit) | 150 gp | 6磅 |
钻头(Drill) | 5 sp | 1磅 |
眼镜(Eyeglasses) | 5 gp | — |
漂浮装置(Flotation device) | 1 gp | 2磅1 |
杂耍工具包(Juggler's kit) | 15 gp | 10磅1 |
便携式经台(Portable altar) | 250 gp | 40磅 |
印刷机(单版面)(Printing press (1-page)) | 250 gp | 150磅 |
卡利斯拉德预言(The Prophecies of Kalistrade) | 75 gp | 10磅 |
锯(Saw) | 4 cp | 2磅 |
锯齿剑(Sawback sword) | +5 gp | — |
担架(Stretcher) | 1 gp | 10磅 |
手术工具包(Surgeon's tools) | 20 gp | 5磅1 |
脚蹼(Swim fins) | 1 sp | 5磅1 |
温度计(Thermometer) | 25 gp | 1磅 |
擅入者之靴陷阱(Trespasser's boot) | 8 sp | 2磅 |
1 为小型角色制造的这些物品重量为该数值的1/4。小型角色使用的容器也只能携带通常数值的1/4(重量)。
工具和技能工具包(Tools and Skill Kits)
这些道具涉及到了技能、工艺、和专业。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 算盘(Abacus)
价格:2 GP;重量:2磅。
这件装置可以帮助你进行一些较为复杂的数学运算。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 便携式炼金术工作台(Portable alchemist's lab)
价格:75 GP;重量:20磅。
这副精简版的炼金术工作台可以为你的工艺(炼金)检定提供+1环境加值。
(https://s3.bmp.ovh/imgs/2024/12/25/94c296d1111c1ac8.jpg)
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 铁砧(Anvil)
价格:5 GP;重量:10~100磅。
虽然用处和大小各有不同,不过一具铁砧的基本造型是大致相同的。从非常巨大沉重的锻铁匠铁砧(100磅),到较小的蹄铁工铁砧(50磅)到最小号的金银匠铁毡(10磅)。很多金属加工任务若缺少与之适配的铁砧的话,是不可能完成的。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 平衡杆(Balancing pole)
价格:8 SP;重量:12磅。
这条平衡杆大约有15-30尺长,如果使用得当的话,它对你穿越狭窄平面的行动大有帮助。在穿过狭窄平面时,使用平衡杆会为你在特技动作检定上提供+1环境加值。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 狗熊夹(Bear trap)
价格:2 GP;重量:10磅。
虽然一般是用来捕猎大型动物的,不过一具狗熊夹同样可以困住人型生物和怪物。这对用铰链支撑的大铁夹子还连有一条锁链——固定在远处的连接物可以保证被夹住的生物难以逃走。把夹紧的夹子撬开或是拽脱固定的锁链需要一个DC 20的力量检定。
狗熊夹(Bear trap) CR 1
类型:机械型陷阱(mechanical);察觉:DC 15;解除装置:DC 20。
效果
触发器:位置型(location);复位:手动(manual);
效果:近战攻击+10(2d6+3伤害);粗壮的弹簧迅速闭合夹子夹住触发生物的脚踝并导致其基础移动速度减半(或者,倘若该狗熊夹被附着在某个固定物上时,则被夹住的这名生物无法移动);生物需要进行一个DC 20的解除装置检定,或一个DC 22的逃脱检定,或一个DC 26的力量检定才能摆脱该夹子。
(https://s3.bmp.ovh/imgs/2024/12/25/601fba0fa97317a4.jpg)
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 鼓风机(Bellows)
价格:1 GP;重量:3磅。
手动鼓风机可以用来有效的将火烧旺,在维持火堆燃烧的生存技能检定上获得+1环境加值。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 指南针(Compass)
价格:10 GP;重量:1/2磅。
普通指南针指示北极,它可以让你在避免迷路的生存检定上获得+2的环境加值。你在地下城中用知识(地城)进行导航时也能获得相同的加值。
(https://s3.bmp.ovh/imgs/2024/12/25/81d678b2694699bf.jpg)
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 烹饪工具箱(Cooking kit)
价格:3 GP;重量:16磅。
该工具箱包含一个铁壶(iron pot),一个铁锅(iron skillet),一个勺子(ladle),一个烤肉叉(skewer),一个木制菜板(wooden cutting board),一个切割刀(cutting knife),一个架锅的铁质三脚架(iron tripod for the pot),一包火绒(tinder)和一小包本地或其他地方容易找到的调味料。你可以把烤肉叉架在三脚架上来烧烤一些小动物。所有的组件(除了锅之外)都都符合铁罐的大小以便于储存和运输。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 医生面具(Doctor's mask)
价格:50 GP;重量:2磅。
在对抗空气传播(airborne)的毒药和基于气味(scent-based)的效果时,这种保护性的面具能为你的强韧豁免中提供+1环境加值。在科瓦萨(Korvosa),如果你不是一名治疗师或医生的话,在公共场合戴着医生面具属于一种轻罪。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 医师服装(Doctor's outfit)
价格:150 GP;重量:6磅。
任何穿戴这套服装的生物,都能在抵抗接触性疾病(contact diseases)的强韧豁免上,获得+2环境加值。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 钻头(Drill)
价格:5 SP;重量:1磅。
以一个标准动作,钻头可以在石头、木头或金属上钻出直径1英寸的孔洞。比钻头更硬的材料会迅速的磨损或折断钻头。听到钻头钻孔的声音需要通过一个DC15的察觉检定。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 眼镜(Eyeglasses)
价格:15 GP;重量:-磅。
眼镜别名目镜(spectacles),多用于矫正视力不良或放大细处。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 漂浮装置(Flotation device)
价格:1 GP;重量:2磅。
通常是将动物膀胱充气后再用沥青密封制成,一个被抓住的漂浮装置可使游泳检定+1环境加值。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 杂耍工具包(Juggler's kit)
价格:15 GP;重量:10磅。
这套工具里装有好几副平衡良好的玩具,比如几个小球(balls)、几根木棒(clubs,详见武器)、数把飞刀(knives)、几个圆环(rings)、和几根火把(torches)。在表演(戏剧或喜剧)检定、以及那些涉及杂耍的检定上,它会为你的提供+1加值。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 便携式经台(Portable altar)
价格:250 GP;重量:40磅。
通常为木制,且浮雕有特定宗教的徽记和装饰物,一副便携式经台具有可拆卸式的台面,内部可以存放用于礼拜的祭器诸如蜡烛、熏香、圣油等物。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 卡利斯拉德预言(The Prophecies of Kalistrade)
价格:75 GP;重量:10磅。
这是杜鲁玛(Druma)出版最频繁的书。它详细说明了极其严格的饮食规范、繁殖规范、和服装规范等,这些信徒作为其宗教的一份子所必须遵守的限制。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 印刷机〔单版面〕(Printing press,1-page)
价格:250 GP;重量:150磅。
一台手摇式印刷机可应用一块印刷板,而一块印刷板上面的所有文字都是反向雕刻的。更换一块印刷板是一个简单的过程,但制作一块新的印刷板既昂贵又费力。印刷机在同一时间只能印刷一页,但其印刷的速率约为每分钟五页。之后,文具商们需要裁剪印好的页面并装订成书籍。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 锯(Saw)
价格:4 CP;重量:2磅。
锯子有很多种不同的形状,例如木匠用的从小到长的锯子,伐木工人使用的双手锯等。你可以锯子插入门和门框之间,削断门栓或木条,作为一个整轮动作,你每轮对被锯的物体造成5+你的力量调整值点伤害。听到锯子的声音需要成功通过一个DC 10 察觉检定。用于切割河流上冰块的锯子通常在其末端有一个尖角,用来在切割之前破坏冰。
(https://s3.bmp.ovh/imgs/2024/12/25/eaf707018f53630f.jpg)
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 锯齿剑(Sawback sword)
价格:+5 GP;重量:-磅。
这是一种作用与任意轻刃或重刃类武器的改造,而不是一种独特的武器类型。剑刃背面的锯齿,让你能用做一些粗糙的木工工作。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 担架(Stretcher)
价格:1 GP;重量:10磅。
担架可以让两个人一起抬着一件重物行动,或是你一个人利用它来拖拽一件你无法直接承载的重物。一架担架最多可以承载300磅重量。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 手术工具包(Surgeon's tools)
价格:20 GP;重量:5磅。
在和医疗包(healer’s kit,即Heal`s Kit)组合使用时,手术工具包可以在用来治疗致命伤害的医疗检定提供的环境加值增加到+3。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 脚蹼(Swim fins)
价格:1 SP;重量:5磅。
脚蹼可为你的游泳速度增加10尺,但会使你的基础陆地速度降低至5尺。穿上或脱下脚蹼需要5轮。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 温度计(Thermometer)
价格:25 GP;重量:1磅。
这根一尺长的管子上标有海水的冰点、管子中间的标是艾巴萨罗姆(Absalom)的春日、以及最高的标是融冰水的沸点。温度远低于冰点或远高于沸点的话,会损坏该设备。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 擅入者之靴陷阱(Trespasser's boot)
价格:8 SP;重量:2磅。
这种陷阱是由一个小小的木制框架、带着许多朝向框内的尖刺组成,并可放置在一处刚好够一名中等体型的角色的小腿深的浅坑中。当有人走进该方格时,“靴子”就会抓住她的腿。如果目标试图移动、亦或者她在令自己获得自由的解除装置检定失败5点或更多时,目标将受到伤害。
擅入者之靴陷阱(Trespasser ’s Boot) CR 1/2
类型:机械型陷阱(mechanical);察觉:DC 20;解除装置:DC 20。
效果
触发器:位置型(location);复位:手动(manual);
效果:坑刺(近战攻击+10,2d4伤害);尖刺可将其目标固定;逃离该陷阱需要一个DC 20的解除装置检定,或一个DC 20的逃脱检定,或一个DC 24的力量检定。
(https://s3.bmp.ovh/imgs/2024/12/25/fb113b6848e70747.jpg)
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服饰(Clothing)
物品(Item) | 价格(Price) | 重量(Weight) |
防滑钉(Cleats) | 5 gp | 2磅 |
皮草(Furs) | 12 gp | 5磅1 |
帽子(Hats) | 1 sp-50 gp | 1/2磅-2磅1 |
耐暑衣物(Hot weather outfit) | 8 gp | 4磅 |
首饰(Jewelry) | 可变 | 可变 |
面具(Mask) | 1 sp-50 gp | 1磅1 |
窃贼服装(Pickpocket's outfit) | 5 gp | 3磅1 |
披巾(Scarf) | 1 sp-5 gp | 1/2磅1 |
藏物围巾(Scarf, pocketed) | 8 gp | 1/2磅1 |
强固围巾(Scarf, reinforced) | 10 gp | 1磅1 |
雪地鞋(Snowshoes) | 5 gp | 4磅1 |
快脱服装(Tear-away clothing) | +5 gp | 可变1 |
背心(Vest) | 1 sp-50 gp | 1/2磅1 |
假发(Wig) | 5 gp-500 gp | 1/2磅-4磅1 |
1 为小型角色制造的这些物品重量为该数值的1/4。小型角色使用的容器也只能携带通常数值的1/4(重量)。
服饰(Clothing)
阿巴达尔(Abadar)的信徒们说:“衣服是区分文明人和野蛮人的东西。”
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 防滑钉(Cleats)
价格:5 GP;重量:2磅。
防滑钉可以让你在光滑表面行走时所受的惩罚降低50%。比如,在冰面上行走时,每移动1格会花费2格的移动力(正常的1格外加作为惩罚的1格),若你装上了防滑钉,在冰面上每移动1格仅会花费1.5格的移动力。防滑钉会对所有种类的抛光地板造成损伤。防滑钉可以附加到其他任意一套服装(outfit)上。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 皮草(Furs)
价格:12 GP;重量:5磅。
作为最基本的耐寒装备,动物皮毛能够让穿戴者的体温得意维持下去。用足够多的皮草复盖身体能够让目标在抵御寒冷气候(cold weather)时,强韧豁免检定获得+2加值。这不会与生存技能带来的任何加值叠加。皮草能够补充到其他服装(outfit)上。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 帽子(Hats)
价格:1 SP~50 GP;重量:1/2磅~2磅。
在各种文化中,都会有许许多多各种样式的帽子。从长头巾到皮制三角帽,帽子可以说是最为普通的头部遮盖物。有时会由于宗教派系或社会性的理由,存在一些需要强制性佩戴的特殊帽子。三角帽这样较为泛用的帽子,通常价值2 sp。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 耐暑衣物(Hot weather outfit)
价格:8 GP;重量:4磅。
耐暑衣物会从头到脚复盖住你的身体,透气的布料可以让你感到清凉,帮助你避免遭受阳光的暴晒。这套服装通常由一件宽松的亚麻长袍、一条头巾或宽松的罩帽与面罩组成。它会在抵御酷暑天气(hot weather)时的强韧豁免提供+2加值。这不会与生存技能带来的任何加值叠加。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 首饰(Jewelry)
价格:可变;重量:可变。
首饰的价值依照其本身的质量会有较大范围的变动。在许多文化,特别是游牧民族中,会将首饰作为一种方便携带的财产,其中最值得注意的便是由钱币熔铸而成的腰带和手镯。平民百姓拿来作为饰品的东西可能只值几个铜板,工匠佩戴的则可能价值几个银币,而商人可能会付出一些金币来购置首饰,不过贵族佩戴在身上的珠宝很少会低于100gp。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 面具(Mask)
价格:1 SP~50 GP;重量:1磅。
在堕落贵族们的节庆活动中,你可以看到最为古怪和流行的面具,不过简单的面具也可能会被作为地区性的通关许可使用。面具种类繁多,从一小块仅能复盖一部分脸部布料到完全复盖头脸的精致物品一应俱全。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 窃贼服装(Pickpocket's outfit)
价格:5 GP;重量:3磅。
窃贼服装配有隐藏的口袋,这套服装会当你在身上藏匿轻小物品(small objects)时,提供+2加值。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 披巾(Scarf)
价格:1 SP~5 GP;重量:1/2磅。
艺人们经常会在表演中使用性感的装束和迷人的道具。而色彩鲜艳的布料或透明的丝绸所制成的披巾便是她们最爱的配饰,这些披巾上通常会绣着复杂的花纹和图案。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 藏物围巾(Scarf, Pocketed)
价格:8 GP;重量:1/2磅。
通过精巧的设计,这条围巾的一侧有数个经过伪装的小口袋。藏物围巾会在你进行在身上藏匿物品的巧手检定时,提供+4加值。这些加值不会与身穿厚重衣物(heavy clothing)所提供的加值叠加,但是会与尝试藏匿轻小物品(small objects)的加值叠加。
(https://s3.bmp.ovh/imgs/2024/12/26/2b854e3529ae9f8f.jpg)
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 强固围巾(Scarf, Reinforced)
价格:10 GP;重量:1磅。
这条8尺长的围巾一侧使用链条和金属板进行了加固。尽管这还不足以为防护等级(Armor Class)提供加值,不过这条多功能的围巾可以作为与之等长的铁链(chain,详见冒险物品)来进行短距离的攀爬、或者束缚敌人。强固围巾的有10点硬度和4点生命值。需要成功进行DC为24的力量检定才能挣断它。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 雪地鞋(Snowshoes)
价格:5 GP;重量:4磅。
这些木框内有绳子或筋腱制成的紧绷网子,将这样的物体绑在你的脚上时,可以将你的体重分散在雪地上,让你难以踏入积雪组成的地面,从而让你的步伐变得更加轻松。雪地鞋可以让你在厚实的雪地行走时所受的惩罚降低50%;比如,在雪地上行走时,每移动1格会花费2格的移动力(正常的1格外加作为惩罚的1格),若你穿上了雪地鞋,在雪地上每移动1格仅会花费1.5格的移动力。雪地鞋可以附加到任意一套服装(outfit)上。
(https://s3.bmp.ovh/imgs/2024/12/26/c43a17c7d7c0bd87.jpg)
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 快脱服装(Tear-away clothing)
价格:+5 GP;重量:-磅。
小偷与盗贼都明白一套好伪装的重要性。能够在紧急场合快速脱下一层伪装,从而展现出第二重的伪装的能力,可以说是难能可贵的。快脱服装通常来说都会比较宽松,使得穿戴者能够在里面再穿一层服装。服装的接口被设计成易于拉开的构造,这使得脱下服装(标准动作)之后在人眼皮底下一走了之变成了简单的事情。只要支付额外的开销,任何服装(outfit)都可以被制成快脱服装。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif)背心(Vest)
价格:1 SP~50 GP;重量:1/2磅。
就像帽子一样,背心也几乎出现在所有文化中。尽管其基本设计千篇一律,但它们的裁剪、色彩和功用上差异很大。塔尔多的宫廷背心和瓦瑞西安的舞蹈背心之间的差异是惊人的。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif)假发(Wig)
价格:5 GP~500 GP;重量:1/2磅~4磅。
假发有许多形式,从法官那严肃的头饰,到贵族佩戴的那高耸夸张并且饰以糖果的样子,再到头发稀疏的主妇所佩戴的朴素卷发。任何大城市都可以买到假发,而且在大多数城镇都可以订购假发。假发通常使用头发制作,可供选择的颜色通常受限于当地住民的发色,不过也可以通过使用染料来做出其他颜色的假发。
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食物,饮料和住宿(Food, Drink, and Lodging)
物品(Item) | 价格(Price) | 重量(Weight) | 凯登佳酿(Caydenbrew) | 5 cp/啤酒杯 | 1/2磅 | 咖啡(Coffee) | 1 cp/茶杯 | 1/2磅 | 寇兰庭葡萄酒(Corentyn wine) | 15 gp/瓶 | 1/2磅 | 矮人烈酒(Dwarven stout) | 4 cp/啤酒杯 | 1/2磅 | 格罗格酒(Grog) | 2 cp/啤酒杯 | 1/2磅 | 加味咖啡(Kahve) | 2 cp/茶杯 | 1/2磅 | 林诺姆蜜酒(Linnorm mead) | 5 cp/啤酒杯 | 1/2磅 | 芒吉咖啡(Mwangi coffee) | 3 cp/茶杯 | 1/2磅 | 古法威士忌(Oldlaw whiskey) | 20 gp/瓶 | 1磅 | 甜蛋酒(Rumboozle) | 1 sp/玻璃杯 | 1/2磅 | 茶(Tea) | 2 cp/茶杯 | 1/2磅 | 茶道用茶(Tea, Ceremonial) | 4 cp/茶杯 | 1/2磅 | 茶道用具(Tea ceremonial set) | 25 gp | 5磅 |
食物,饮料和住宿(Food, Drink, and Lodging)
所列价格适用于普通城市中的酒馆或餐厅。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 凯登佳酿(Caydenbrew) 价格:5 CP/啤酒杯(mug);重量:1/2磅。 这种麦芽酒是艾巴萨罗姆(Absalom)的标准啤酒。据说这种酒是凯登.凯连(Cayden Cailean)接受星石试炼(Test of the Starstone)前所饮的最后一瓶啤酒的种类。这种啤酒的啤酒花是寇托斯岛(the Isle of Kortos,译注:艾巴萨罗姆的主岛)原生的,但这家大量的啤酒厂现在都从安多安(Andoran)和塔尔多(Taldor)进口这种啤酒花。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 咖啡〔一杯,茶杯〕(Coffee,cup) 价格:1 CP;重量:1/2磅。 将烘烤碾碎的咖啡豆加水煮滚就成了。在伽伦德(Garund),咖啡是许多文化的共同组成部分。一种被称之为萨迦瓦红咖(Sargavan Red)的特浓咖啡,其强劲的效果足以令一名疲乏的生物,在1小时内将其所受到的减值从-2降为-1。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 寇兰庭葡萄酒(Corentyn wine) 价格:15 GP/瓶(bottle);重量:1/2磅。 用生长在寇兰庭(Corentyn)那生长在盐雾中的红葡萄和白葡萄酿造的葡萄酒拥有一种酸酸甜甜的风味,并使得其在切利亚斯(Cheliax)贵族间受到追捧。 (https://s3.bmp.ovh/imgs/2024/12/27/1f16138eb4689a24.jpg)
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 矮人烈酒〔一杯,啤酒杯〕(Dwarven stout,mug) 价格:4 CP;重量:1/2磅。 在内海,与其说矮人烈酒是一种酒,不如说是一类酒更正确。矮人烈酒品目繁多,不过基本上都是一种颜色泛黑,略有焦味的泡沫啤酒——据说灌些矮人烈酒足以饱肚。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 格罗格酒(Grog) 价格:2 CP/啤酒杯(mug);重量: 1/2磅。 这是一种用任何手头能搞到的酒混合成的烈酒饮料。格罗格酒的发明者者是那些一上岸就站不稳的老水手和海盗发明的。虽然格罗格酒并非是饮品的首选,不过那些肯花足够时间的人至少在船上有喝的了。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 加味咖啡〔一杯,茶杯〕(Kahve,cup) 价格:2 CP;重量: 1/2磅。 这种咖啡在喝的时候会加很多牛奶、糖甚至是香料来冲淡咖啡本身的苦味。加味咖啡整天都可以喝,在自家和城镇中的咖啡馆都可以。壶底的咖啡渣通常会留下来占卜凶吉。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 林诺姆蜜酒(Linnorm mead) 价格:5 CP/啤酒杯(mug);重量: 1/2磅。 作为乌尔芬(Ulfen)最风靡的饮品,这种加了蜂蜜的蜜酒已经随着乌尔芬人一同进入了南方的土地。它兼具甜美和酒劲,据乌尔芬吟游诗人说,它是无可争议的唱歌伴侣。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 芒吉咖啡(Mwangi coffee) 价格:3 CP/茶杯(cup);重量: 1/2磅。 这种“芒吉风”咖啡沏煮后有一种类似葡萄酒般的酸醇,这对初次品尝者来说有些太劲了。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 古法威士忌〔一瓶〕(Oldlaw whiskey,bottle) 价格:20 GP;重量: 1磅。 这种以麦芽为原料的威士忌酒是依照一份流传200年之久的秘方酿制的。很多老兵都对它的口味钟爱有加。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 甜蛋酒〔一杯,茶杯〕(Rumboozle,cup) 价格:1 SP;重量: 1/2磅。 这是一种用朗姆酒、红酒、麦酒、鸡蛋、糖和香料混合煮制的烈酒,高级酒馆里的甜蛋酒通常会温热供应。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 茶〔一杯,茶杯〕(Tea,cup) 价格:2 CP;重量: 1/2磅。 茶在很多内海地区都是受欢迎的饮品,茶通常会与牛奶、糖、和香料一起饮用。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 茶道用茶〔一杯,茶杯〕(Tea, Ceremonial,cup) 价格:4 CP;重量: 1/2磅。 这种深色的红茶来自东方,它的沏煮是古典茶道的一部分。了解茶道的正确准备步骤并参与一次茶道,需要需要一次成功的知识(贵族)技能检定。一套茶道具(ceremonial tea set)包括一个茶托、一个茶壶、和四枚茶盅和配套茶匙。
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坐骑,宠物和相关装备(Mounts, Pets, and Related Gear)
物品(Item) | 价格(Price) | 重量(Weight) |
动物挽具(Animal harness) | 2 gp | 2磅 |
蝙蝠(Bat) | 5 gp | 1磅 |
乌斯克森林蝙蝠(Bat, Uskwood) | 50 gp | 2磅 |
微型或超微型笼子(Cage, Diminutive or Fine) | 10 gp | 2磅 |
超大型笼子(Cage, Huge) | 60 gp | 960磅 |
大型笼子(Cage, Large) | 30 gp | 240磅 |
小型或中型笼子(Cage, Small or Medium) | 15 gp | 60磅 |
超小型笼子(Cage, Tiny) | 2 gp | 5磅 |
金丝雀(Canary) | 4 cp | 9盎司 |
猫(Cat) | 3 cp | 8磅 |
奥斯利昂慧眼猫(Cat, Osirion wise-eye) | 6 gp | 8磅 |
狗,战斗训练(Dog, combat-trained) | 25 gp | 90磅 |
骑乘用犬(Dog, riding) | 150 gp | 120磅 |
狗拉雪橇(Dog sled) | 20 gp | 300磅 |
驴鼠(Donkey rat) | 1 gp | 50磅 |
象(Elephant) | 1000 gp | 5吨 |
猎鹰(Falcon) | 40 gp | 20磅 |
训鹰护手(Falconry gauntlet) | 10 gp | 1磅 |
鹰(Hawk) | 18 gp | 20磅 |
重型战马(Horse, heavy war) | 300 gp | 1200磅 |
重型马(Horse, heavy) | 200 gp | 1000磅 |
轻型战马(Horse, light war) | 110 gp | 900磅 |
轻型马(Horse, light) | 75 gp | 600磅 |
蜥蜴(Lizard) | 5 cp | 2盎司 |
奈克斯壁虎(Lizard, Nex gecko) | 12 gp | 4盎司 |
猴子(Monkey) | 3 gp | 5磅 |
枭(Owl) | 10 gp | 1磅 |
维杜兰枭(Owl, Verduran) | 20 gp | 1磅 |
驮兽,驴或骡子(Pack Animal, donkey/mule) | 8 gp | 600磅 |
驮兽,牛类(Pack Animal, ox) | 15 gp | 1吨 |
驮兽,耗牛(Pack Animal, yak) | 24 gp | 2吨 |
伪龙(Pseudodragon) | 200 gp | 7磅 |
鼠(Rat) | 1 cp | 1磅 |
蓝鼠(Rat, blue) | 1 gp | 1磅 |
凶暴鼠(Rat, dire) | 5 gp | 50磅 |
渡鸦(Raven) | 2 gp | 3磅 |
大蟒(Snake, Constrictor) | 5 gp | 60磅 |
蝮蛇(Snake, Viper) | 5 gp | 10盎司 |
蚊蝠(Stirge) | 20 gp | 1磅 |
蟾蜍(Toad) | 2 cp | 7盎司 |
蟾蜍,致幻蟾蜍(Toad, vision) | 10 gp | 5盎司 |
黄鼠狼(Weasel) | 2 gp | 8盎司 |
坐骑,宠物和相关装备(Mounts, Pets, and Related Gear)
如果你正在寻找一只动物伙伴或魔宠的话,你可能会决定购买这些生物,而不是在野外寻找。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 动物挽具(Animal harness)
价格:2 GP;重量:2磅。
这些由皮革或植物纤维制成的挽具可以让人握在手中,从而有效地约束和控制被驯化的动物。对于想要使用驯养动物技能来尝试教导动物技巧(tricks)的人来 说,挽具是最为基础的装备。你可以在大多数集市上购买到适合那些常见驯化动物的现成挽具,比如猫、狗、马以及牛。不过几乎任何生物都可以定制适合的挽具。
(https://www.aonprd.com/images/PathfinderSocietySymbolN.gif) 蝙蝠(Bat)
价格:5 GP(蝙蝠),50 GP(乌斯克森林蝙蝠);重量:1磅(蝙蝠),1磅(乌斯克森林蝙蝠)。
这些微型啮齿动物是夜行性的动物,它们会以昆虫和植物果实为食。它们主要依靠音波而非视觉来进行感知。除了荒漠与寒带地区之外,在格拉利昂的任何环境中都有它们的身影。有的文化中,会在城镇或村庄周围保留蝙蝠的巢穴,用以控制虫害。那些来自奈多(Nidal)的乌斯克森林(Uskwood)的蝙蝠,以其不会反光的黑色皮毛和能长至大型(large size)的体型而闻名。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 笼子(Cage)
价格:10 GP(微型或超微型),2 GP(超小型),15 GP(小型或中型),30 GP(大型),60 GP(超大型);重量:2磅(微型或超微型),5磅(超小型),60磅(小型或中型),240磅(大型),960磅(超大型)。
这种牢固、轻便的围栏的用处是关住生物——通常是动物,不过只要笼子够大,就可以关住任何东西。笼子通常使用铁、木头或者竹子,不过这会根据各地的习惯和可以找到的材料而有所改变。
(https://www.aonprd.com/images/PathfinderSocietySymbolN.gif) 金丝雀(Canary)
价格:4 CP;重量:9盎司。
这些微型的鸟类通常羽毛鲜艳,歌声悦耳。更加实用的是,它们也被用于探测矿井内的有害气体,这是由于它们的那小小的身体对这些东西更加敏感;它们给予类人生物们在抵挡不住这类险境之前,一次逃离的警告。
(https://www.aonprd.com/images/PathfinderSocietySymbolN.gif) 猫(Cat)
价格:3 CP(普通猫),6 GP(奥斯利昂慧眼猫);重量:8磅(普通猫),8磅(奥斯利昂慧眼猫)。
这些超小型动物通常会被人作为宠物或魔宠来饲养。尽管身材娇小,猫却是十分优秀的猎手。农民们通常会在存储作物的地点饲养猫咪,用以预防害虫。不过猫会存在于大多数地区,许多城市都有很多流浪猫。在格拉利昂,大部分的地区都有猫,而流浪猫占据了大多数城市——因此,找到一只免费的猫应该没什么挑战。其中,奥斯利昂慧眼猫(Osirion wise-eyes)因其曼妙的身姿和深蓝色的眼眸而备受珍视。
(https://www.aonprd.com/images/PathfinderSocietySymbolN.gif)骑乘用犬(Dog, Riding)
价格:150 GP(骑乘用犬);重量:120磅(骑乘用犬)。
这种中型犬只能够背负小型骑手。饲育者会选择身体壮硕、具有耐久力并且具有忠诚心的犬只,训练它们战斗和作为坐骑的技巧后再进行出售。你可以在艾巴萨罗姆(Absalom)、阿拉玛斯(Almas)、和卡塔佩什(Katapesh)中找到信誉良好的育种者。
(https://www.aonprd.com/images/PathfinderSocietySymbolN.gif) 狗,战斗训练(Dog, Combat-Trained)
价格:25 GP(狗,战斗训练);重量:90磅(狗,战斗训练)。
这种被杂交出来完全只是为了战斗的中型犬;其育种者喜好其强健、壮实的身体和更低的重心。经过战斗训练的狗在内海地区的大多数大城市都有销售。它们作为斗犬在切利亚斯(Cheliax)很受欢迎,尽管最好的品种是在摩尔苏恩(Molthune)培育的,在那里它们被用于特殊部队。
(https://s3.bmp.ovh/imgs/2024/12/28/6b227894cdaa1093.jpg)
狗拉雪橇(Dog Sled)
价格:20 GP(狗拉雪橇);重量:300磅(狗拉雪橇)。
这个几英尺长的雪橇被设计用于在冰雪上滑行,你需要用一队受训的骑乘用犬(riding dogs)拉着它。绝大多数雪橇都需要有一名驾乘者站在雪橇最后的位置操控它。狗拉雪橇的最高携带容量和全部犬只能够拉动的重量相同。
(https://www.aonprd.com/images/PathfinderSocietySymbolN.gif) 驴鼠(Donkey rat)
价格:1 GP;重量:50磅。
这种超小型的白色啮齿动物看起来和水豚类似,主要分布在温带沼泽和海岸。在部分地区,这种生物会被作为宠物和牲畜饲养。
象(Elephant)
价格:1000 GP;重量:5吨。
这种超大型动物不但具有强大的力量,还具有很高的学习能力。芒吉莽原(Mwangi Expanse)的赞吉人(Zenj)会为了劳作或者战斗而训练象。大多数的象都来自芒吉莽原那片广袤的大地,这也是萨迦瓦(Sargava)为数不多的稳定收入来源之一。它们的饲育费用非常昂贵,因此只有最富有的内海居民才能负担得起。
(https://www.aonprd.com/images/PathfinderSocietySymbolN.gif) 猎鹰(Falcon)
价格:40 GP;重量:2磅。
这种超小型的鹰翼展极长,它们在贵族之间是十分受欢迎的狩猎用鸟类。在分类上来说猎鹰实际上是鹰(Hawk)的一种,不过在许多文化中,猎鹰被认为更加“高贵”一些。在许多君主制的地区,平民是没有饲养这种鸟类的权利的。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 训鹰护手(Falconry Gauntlet)
价格:10 GP;重量:1磅。
这种长手套由厚厚的皮革制作而成,训鹰人会把手套套在非惯用手上,在狩猎前后供猎鹰站立。手套上还有一根流苏和套环用于连接到猎鹰的束绳上。
(https://s3.bmp.ovh/imgs/2024/12/28/975f4d3ecb8f8495.jpg)
(https://www.aonprd.com/images/PathfinderSocietySymbolN.gif) 鹰(Hawk)
价格:18 GP;重量:2磅。
这种超小型短翼猛禽是很受欢迎的狩猎用鸟类,不过相比没有头衔的平民来说,低阶贵族饲养这些鸟类的可能性更大一些。鹰以锐利的实力和强而有力的俯冲而闻名。塔尔多(Taldor)和切利亚斯(Cheliax)的供应商们一直出售着最好的品种。
(https://www.aonprd.com/images/PathfinderSocietySymbolN.gif) 马(Horse)
价格:300 GP(重型战马),200 GP(重型马),110 GP(轻型战马),75 GP(轻型马);重量:3000磅(重型战马),2000磅(重型马),1200磅(轻型战马),900磅(轻型马)。
这种大型四足动物通常被作为坐骑或驮兽使用。你可以为了战争而训练马匹,未经训练的马匹在战斗中会十分难以驾驭。切利亚斯(Cheliax)和卡蒂亚(Qadira)都生产高品质的马,尽管它们可以在内海任何一座体面的城市购买到。
(https://www.aonprd.com/images/PathfinderSocietySymbolN.gif)蜥蜴(Lizard)
价格:5 CP(普通蜥蜴),12 GP(奈克斯壁虎);重量:2盎司(普通蜥蜴),4盎司(奈克斯壁虎)。
你可以在阿维斯坦(Avistan)和伽伦德(Garund)的所有温带地区找到这些超小型冷血动物,它们的色彩通常会很鲜艳。它们以昆虫为食,具有攀上墙壁和倒挂在树枝上的能力。据说那些来自奈克斯(Nex)的壁虎(Geckos),即使在它们成为魔宠之前,它们远比其同类聪明。
(https://www.aonprd.com/images/PathfinderSocietySymbolN.gif)猴子(Monkey)
价格:3 GP;重量:5磅。
你可以在各种动物的栖息地找到这些超小型灵长类动物,不过它们更加适应伽伦德(Garund)温暖的森林或雨林。猴子能够抓握和携带重量不超过1磅的物品。经过训练的“魔宠卷尾猴”可以在艾兹耶尔(Azir)中购买。
(https://s3.bmp.ovh/imgs/2024/12/28/9ce8dcee483af2a1.jpg)
(https://www.aonprd.com/images/PathfinderSocietySymbolN.gif)枭(Owl,又译猫头鹰)
价格:20 GP(普通枭),20 GP(维杜兰枭);重量:1磅~3磅(普通枭),3磅(维杜兰枭)。
这些超小型鸟类主要在夜间活动,它们因为锐利的双眼和近乎无声的飞行而闻名。枭以小动物和昆虫为食,你可以在几乎格拉利昂的任何环境中找到它们。来自维杜兰森林(Verduran Forest)的枭的鸟首上有着一种独特的“褶皱羽毛”,这使得它们在白天看起来像昏昏欲睡的教授。
(https://www.aonprd.com/images/PathfinderSocietySymbolN.gif)驮兽(Pack Animal)
价格:8 GP(驴或骡子),15 GP(牛类),24 GP(牦牛);重量:600磅(驴或骡子),1吨(牛类),2吨(牦牛)。
驮兽是普遍的,但动物类型因地域适用性而异。象(Elephants)在芒吉莽原(Mwangi Expanse)的大部分广袤大地运送货物。牦牛(yak)能在山区拉重物。在内海的许多其他地区,驴(donkey)、骡子(mule)、和牛类(ox)拉着大车或犁。而卡塔佩什(Katapesh)的驴市尤为活跃。
(https://www.aonprd.com/images/PathfinderSocietySymbolN.gif)伪龙(Pseudodragon)
价格:200 GP;重量:7磅。
伪龙主要生活在内海地区的温带森林,它们具有足够高的智能,因此安多安人(Andorens)会认为贩卖伪龙是贩隶的行为。极少数伪龙会开价让冒险者雇佣它们,艾巴萨罗姆(Absalom)是唯一能找到可以合法雇佣的伪龙的地方。
(https://www.aonprd.com/images/PathfinderSocietySymbolN.gif)鼠(Rat)
价格:1 GP(蓝鼠),1 CP(普通鼠);重量:1磅(蓝鼠),1磅(普通鼠)。
这些超小型啮齿动物无处不在,而且几乎什么都吃。尽管它们有着瘟疫携带者的坏名声,不过在经过驯化之后,它们便成为了是干净、忠诚的生物,十分适合成为魔宠。阿肯斯塔(Alkenstar)著名的蓝鼠(blue rats)主要在卡塔佩什(Katapesh)和奈克斯(Nex)售卖。
(https://www.aonprd.com/images/PathfinderSocietySymbolN.gif)凶暴鼠(Rat, dire)
价格:5 GP;重量:50磅。
这些小型动物在野外是危险的食腐动物。不过在笼子内养大的凶暴鼠可以被训练成忠诚的宠物或者护卫。欧帕拉(Oppara)是大多数驯养凶暴鼠的养殖者的家园。作为食性很杂的动物,它们可以在栖息地周围能被允许的任何地方找到,包括地牢和地下。作为宠物的凶暴鼠不具有腐热症(filth fever,详见Bestiary 1)。
(https://www.aonprd.com/images/PathfinderSocietySymbolN.gif)渡鸦(Raven)
价格:2 GP;重量:3磅。
这些超小型鸟类因为聪慧而为人所知,它们甚至会在野外相互游玩嬉戏。渡鸦以昆虫为食,你可以在内海很多出人意料的栖息地找到这些鸟类。据说佩扎克(Pezzack)的渡鸦尤为聪明;切利亚斯(Chelish)的总督们很乐意出口它们,希望它们能以某种方式在国外煽动骚乱。
(https://www.aonprd.com/images/PathfinderSocietySymbolN.gif)大蟒(Snake, Constrictor)
价格:5 GP;重量:60磅。
这些中型爬行动物通常栖息在气候温暖的地区。有些侵略性较强的蟒蛇会在进食之前先勒死猎物。由于体型较大,所以这种蛇不太受旅行法师的喜欢,不过有不少实验室会利用这些生物。
(https://s3.bmp.ovh/imgs/2024/12/28/4c6ec136fec6e17c.jpg)
(https://www.aonprd.com/images/PathfinderSocietySymbolN.gif)蝮蛇(Snake, Viper)
价格:5 GP;重量:10盎司。
这些超小型爬行动物以小动物为食,生活在绝大多数气候温暖的环境或者温带地区中。被它咬住会很疼,但是对普通的冒险者来说并不会造成多大的危险。
(https://www.aonprd.com/images/PathfinderSocietySymbolN.gif)蚊蝠(Stirge)
价格:20 GP;重量:1磅。
据说这种超小型的野兽通常会被卖给有钱人家用来保护房屋内部,有时也被用来进行一些血腥猎奇的竞技活动。人们有一种普遍性的误解,即蚊蝠是不可驯化的虫子,不过实际上并非如此,只不过驯养者每日都必须喂食给它新鲜的血液才能防止蚊蝠转而攻击驯养者。
(https://www.aonprd.com/images/PathfinderSocietySymbolN.gif)蟾蜍(Toad)
价格:2 CP;重量:7盎司。
饲养这种微型两栖动物的主要是将其作为魔宠的施法者。蟾蜍生活在大多数温带和温暖的环境中,以昆虫为食。
(https://www.aonprd.com/images/PathfinderSocietySymbolN.gif) 蟾蜍,致幻蟾蜍(Toad, Vision)
价格:10 GP;重量:5盎司。
这种动物能在芒吉莽原(Mwangi Expanse)地区发现。其皮肤毒液是一种精神毒素,如果这种蟾蜍的皮肤被舔舐的话,这种毒液会轻微的致幻(mild hallucinogen)——尽管这些生物在芒吉莽原以外繁殖的话,均会产生无毒的后代。
(https://www.aonprd.com/images/PathfinderSocietySymbolN.gif)黄鼠狼(Weasel)
价格:2 GP;重量:8盎司。
这些超小型动物以更小的动物为食,而且几乎能够在任何环境中生存。它们聪慧过人而且极具好奇心,这样的性格在成为魔宠之后会更为强烈。许多品种的黄鼠狼都会散发着浓烈的麝香味道。这段描述也适用于一些类似的动物,比如雪貂(ferrets)、水貂(minks)、 臭猫(polecats)以及白鼬(stoats)。
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休闲道具(Entertainment Items)
物品(Item) | 价格(Price) | 重量(Weight) |
棋盘游戏(Board game) | 1 sp-10 gp | 2磅 |
保龄球用具(Bowling set) | 5 sp-10 gp | 15磅 |
风筝(Kite) | 1 sp-2000 gp | 1磅-5磅 |
普通作弊骰子(Loaded dice, average) | 10 gp | — |
精品作弊骰子(Loaded dice, superior) | 50 gp | — |
作弊纸牌(Marked cards) | 1 gp | 1磅 |
智慧箱(Puzzle box) | 1 gp-1000 gp | 1磅-5磅 |
休闲道具(Entertainment Items)
许多冒险家都喜欢偶尔坐下来玩一局游戏。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 棋盘游戏(Board game)
价格:1 SP~10 GP;重量:2磅。
棋盘游戏的种类和变化可谓数不胜数。其中名为塞尼特棋(Siege)的策略游戏,规则是玩家尝试围攻其他人的地盘,在老年人中广受欢迎,不过酒馆里的人们则比较喜欢局势更为扑朔迷离的游戏,比如飞龙之赛(Wyvern's Race)和双面(Doppel)。陷阱和危险(Pits and Perils)在切利亚斯和塔尔多的精英阶层中越来越受欢迎——那些处于领先地位的人可以对那些站在后面的人进行(通常是象征性的)惩罚。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 保龄球用具(Bowling set)
价格:5 SP~10 GP;重量:15磅。
这种单纯到仅仅是用球撞倒10个瓶的游戏,往往会由于球具、球瓶以及游戏场地不够规整而变得复杂起来。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 风筝(Kite)
价格:1 SP~2000 GP;重量:1磅~5磅。
虽然风筝在艾巴萨罗姆很受欢迎,但在内海地区的其他地方却很少见。简单的风筝只需要几枚铜币,而华贵的丝绸风筝则需要数千枚金币。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 作弊骰子(Loaded dice)
价格:10 GP(普通作弊骰子),50 GP(精品作弊骰子);重量:-磅。
大多数作弊骰子都做过加重处理,这需要将较重的物质放置在期望数字对面的位置。你可以通过DC为15的估价或察觉检定来发现这种改动。而对于精品作弊骰子(比如通过四周雕刻的花纹造成木质骰子的重心自然偏离)来说,DC则在20至30不等。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 作弊纸牌(Marked cards)
价格:1 GP;重量:1磅。
无论是通过弯曲纸牌、不同色彩的花纹、还是做出难以察觉的刮痕,作弊纸牌都会让知晓此类讯息的使用者能够仅凭着观看牌背便了解到卡牌正面的内容。发现纸牌做过标记需要DC为25的察觉检定。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 智慧箱(Puzzle box)
价格:1 GP~1000 GP;重量:1磅~5磅。
智慧箱的特点可能是可动的部件、隐藏的嵌板、或者不同寻常的符号和锁定机构。根据智慧箱本身的性质,解除装置、知识(工程)、语言学、或者单纯的智力检定都有可能打开它。检定的DC按照箱子的复杂程度而有所增减,不过通常是15或20(每天仅能尝试1次)。开启不同阶段的谜题可能需要进行复数技能检定。若智慧箱的设计者仅仅希望特定的个人能够打开它,那么对于这个人来说,会在开启检定中获得+5环境加值。
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黑市道具(Black Market Items)
物品(Item) | 价格(Price) | 重量(Weight) |
兴奋剂(Allnight) | 75 gp | — |
单身鼻烟(Bachelor snuff) | 1 gp | — |
颠茄草粉(Belladonna) | 2 gp | — |
空耳(Clear ear) | 15 gp | — |
剥皮叶(Flayleaf) | 20 gp | 2磅 |
大蒜(Garlic) | 1 sp | 1磅 |
冬青(Holly) | — | — |
槲寄生(Mistletoe) | — | — |
一夜茶(Night tea) | 1 sp | — |
佩什(Pesh) | 20 gp | — |
休盎提蛮斗士嚼烟(Shoanti barbarian chew) | 1 gp | — |
奴隶(Slave) | 75 gp | 175磅 |
苦役奴隶(Slave, hard labor) | 100 gp | 200磅 |
家用奴隶(Slave, household) | 50 gp | 130磅 |
被束缚的半身人奴隶(Slave, slip (halfling)) | 100 gp | 39磅 |
有专业技能的奴隶(Slave, specialized) | 500 gp | 160磅 |
烟叶(Tobacco) | 1 gp | 2磅 |
乌头(Wolfsbane) | 5 sp | — |
创伤浮肿(Woundweal) | 100 gp | — |
黑市道具(Black Market Items)
不是每个冒险家都认同这些东西,但有些人认为它们是无价的。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 兴奋剂(Allnight)
价格:75 GP;重量:-磅。
这种特制的药片放在舌头下后会很快溶化成粉糊,并给予其使用者一股用不完的能量。它在接下来的8小时中移除疲乏(fatigue)的影响;当药效结束时,其使用者会力竭(exhausted)。兴奋剂会使得其使用者紧张不安,无法集中精力;直到药效解除前,他们在所有技能检定上承受-2减值。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 单身鼻烟(Bachelor snuff)
价格:1 GP;重量:-磅。
只要通过鼻子摄入,这种煤烟味的金色粉末会短暂地让雄性类人生物不育,然而丝毫不影响其床上雄风。一剂单身鼻烟的效果能持续1到3天。长期使用单身鼻烟的对象其指甲和牙齿容易染上一层轻微,但依然可以被注意到的淡金色。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 颠茄草粉(Belladonna)
价格:2 GP;重量:-磅。
这种有着独特的绿紫色叶子和暗黑色浆果的植物,也被称为颠茄(deadly nightshade),尽管具有毒性,但在人们的记忆中,该植物作为化妆品和药物的历史要更长久。它也会引起生动但通常并不愉快的幻觉,尤为突出的是与逃避有关的幻觉。草药师和其他接受过安全使用培训的人认为,它有包括镇疼(pain relief)在内的很多用处。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 空耳(Clear ear)
价格:15 GP;重量:-磅。
把这种绿色凝胶在塞入其使用者耳朵的2小时后生效,在增强使用者的感官和记忆力的同时也让其焦躁易怒。6小时内,使用者在其知识检定和察觉检定上得到+2炼金加值,并在所有基于魅力的检定上得到-2减值。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif)剥皮叶(Flayleaf)
价格:20 GP;重量:-磅。
这些狭长的铁锈色叶子会产生一种轻微的致幻烟雾,也可以作为强效镇静剂。其使用在吸食剥皮叶烟雾后,在4小时内都免疫疼痛(immune to pain),但是在此期间,他们在对抗改变思想(mind-altering)效果的豁免上,受到-5减值。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif)大蒜(Garlic)
价格:1 SP;重量:-磅。
这些刺鼻的白色蒜瓣可以作为食物和药物,并在许多传统的清洁仪式中发挥作用。众所周知,吸血鬼们无法忍受大蒜的存在。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif)冬青(Holly)
价格:- GP;重量:-磅。
冬青树的鲜红色浆果有很多用途,可以作为装饰品和仪式用品。德鲁伊们会在每年的圣时用特制的工具收割冬青浆果。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif)槲寄生(Mistletoe)
价格:- GP;重量:-磅。
这种金色的寄生植物生长在许多不同种类的树上。德鲁伊们会在每年的圣时用特制的工具收割槲寄生。
(https://s3.bmp.ovh/imgs/2024/12/30/4e8a904145c3d02c.jpg)
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif)一夜茶(Night tea)
价格:1 SP;重量:-磅。
由植物"一夜茶"那骨白色的三角叶子所冲泡而成,雌性类人生物只要每天饮用这种起泡的茶饮就可以避免怀孕。如果剂量过大,则可能导致饮用者被打胎(end a pregnancy)。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif)佩什(Pesh,又译仙人掌萃)
价格:20 GP;重量:-磅。
当这种绿色仙人掌的新鲜乳液,混合松香等其他原料时,会凝固成带有强烈酸味的坚实黑色小块。尽管佩什有许多种类,但提纯后的佩什是最强劲也是最昂贵的那种。服用提纯后的佩什会给予其使用者在1小时内获得15点临时生命值,并且在1天内在对抗恐惧效果的豁免上获得+2士气加值,同时在1天内在敏捷和感知上承受-4属性减值。佩什会导致成瘾(抵抗成瘾的强韧DC 10),长期服用还会使其敏捷和感知受到属性伤害。
(https://s3.bmp.ovh/imgs/2024/12/30/4b2edbce01d48572.jpg)
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif) 休盎提蛮斗士嚼烟(Shoanti Barbarian Chew)
类型:炼金工具(Alchemical Tools);工艺(炼金):DC 20;
价格:25 GP;重量:1磅。
这种苦涩的红色咀嚼物来自煤渣地中一种发育不良的灌木噶尔特(galtroot)的干叶。它会将牙齿染成深红色,但也会将接下来一小时内使野蛮人狂暴的持续时间增加1轮。
(https://s3.bmp.ovh/imgs/2024/12/30/98603d9c8402eec3.jpg)
奴隶(Slave)
价格:75 GP(普通奴隶),100 GP(苦役奴隶),50 GP(家用奴隶),100 GP(被束缚的半身人奴隶),500 GP(有专业技能的奴隶);重量:175磅(普通奴隶),200磅(苦役奴隶),130磅(家用奴隶),39磅(被束缚的半身人奴隶),160磅(有专业技能的奴隶)。
被贩卖并被用于执行多种任务的智能生物(Sentient creatures)都属于奴隶的范畴。大多数奴隶都被迫做些卑贱的工作,但有时奴隶也会执行特殊的任务,如施法(spellcasting)或教学(teaching)。奴隶的质量各不相同;对于年迈或体弱的奴隶,价格可能仅为一半,而对于健壮、英俊的逸品,价格则可能高出数倍。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif)烟叶(Tobacco)
价格:1 GP;重量:2磅。
这些被挤压切碎的叶子,颜色可从椒红到黑色不一;其使用者可以将之用于抽烟或咀嚼。烟叶使用者可体验到一定程度的平静,且更容易摆脱饥饿感。烟草会会导致成瘾(抵抗成瘾的强韧DC 10),长期使用还会使其体质受到属性伤害。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif)乌头(Wolfsbane)
价格:5 SP;重量:-磅。
这种绽放着蓝色花朵的高大植物的根有毒(详见Pathfinder RPG Core Rulebook第560页),但草药师门用极低的剂量来减轻疼痛(reduce pain)和调节心脏。据民间传说,它可以帮助一名兽化症(lycanthropy)的受害者摆脱诅咒。
(http://www.aonprd.com/images/PathfinderSocietySymbol.gif)创伤浮肿(Woundweal)
价格:100 GP;重量:-磅。
这种沙砾质感的黑色糊状物是一种毒药,会干扰受其影响的生物从伤害中恢复的能力。应用于该生物的所有医疗检定都会受到-10减值。此外,任何对目标使用魔法治疗的人都必须通过一次DC 25施法者等级检定才能成功。
类型:伤口型毒素(poison, injury);豁免:强韧DC 18
潜伏期:1轮;频率:1次/每天
效果:治疗受阻(详见描述部分)
痊愈:2次连续豁免
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http://45.79.87.129/bbs/index.php?topic=140729.0
(https://www.aonprd.com/images/PathfinderSocietySymbol.gif)神威魅影(Overwhelming Phantom)
出自《异能源始》(Occult Origins pg. 19)
你的魅影具有强大的意志,这使它能入侵并支配其他生物的思维。
先决条件:魅影职业能力,唤魂师15级
专长效果:每天3次,你在完全显形状态下的魅影能以一个标准动作尝试入侵并支配一个活物的思维;这样做会引发借机攻击。生物可以通过一个成功的意志豁免(DC=1/2魅影生命骰+魅影的魅力调整值)抵消这种影响。魅影能维持这种支配持续每个唤魂师等级1分钟,但是受支配者每分钟获得一次新的豁免对抗支配。这个能力如同高等占据术OA般运作。
PFS Legal Overwhelming Phantom
Source Occult Origins pg. 19
Your phantom is strong-willed, allowing it to enter and dominate other creature’s minds.
Prerequisites: Phantom class feature, spiritualist level 15th.
Benefit: Three times per day, as a standard action while it is fully manifested, your phantom can attempt to enter and take control of a living creature; doing so provokes an attack of opportunity. A creature can resist this influence with a successful Will save (DC = 1/2 the phantom’s Hit Dice + the phantom’s Charisma modifier). A phantom can maintain this control for 1 minute per spiritualist level you have, but the victim is allowed a new saving throw each minute. This ability otherwise functions as greater possessionOA.
(https://www.aonprd.com/images/PathfinderSocietySymbol.gif)灵魂共生(Overwhelming Phantom)
出自《异能源始》(Occult Origins pg. 19)
你的魅影更容易受到新接触到的灵魂影响。
先决条件:可以施放死者交谈,魅影职业能力
专长效果:当你施放死者交谈,你能选择暂时将呼唤的灵魂与你的魅影融合,而不是获得法术的正常效果,情感羁绊的相关能力会随着你新选的一种情感羁绊而变化。这个新的情感羁绊持续时间等于你的每个施法者等级10分钟,之后你原有的情感羁绊复归。
PFS Legal Spirit Symbiosis
Source Occult Origins pg. 19
Your phantom is impressionable and easily influenced by contact with new spirits.
Prerequisites: Ability to cast speak with dead, phantom class feature.
Benefit: When you cast speak with dead, you can choose not to gain any of the normal effects of the spell, instead temporarily merging the summoned spirit into your phantom, exchanging your phantom’s current emotional focus and all related abilities for a new emotional focus of your choice. This new emotional focus persists for 10 minutes per class level you have, after which your phantom’s original emotional focus returns.
(https://www.aonprd.com/images/PathfinderSocietySymbol.gif)谨慎读者(Careful Reader)
出自《异能源始》(Occult Origins pg. 24)
你在探索者协会(或者其对手)的训练教会了你在解读失落文明卷轴和铭文时需要非常谨慎。
先决条件:语言学3级,法术辨识3级
专长效果:你在对抗魔法文稿效果时的豁免获得+4加值,这包括爆裂符文、守卫刻文、迷幻手稿、死亡徽记或类似魔法,以及任何形式的诅咒、疯狂、附身或类似效果——只要是因为书籍、铭文、卷轴或者任何由文字所产生。
PFS Legal Careful Reader
Source Occult Origins pg. 24
Your training with the Pathfinder Society (or its rivals) has taught you proper caution and wariness when deciphering the ancient scrolls and inscriptions of fallen civilizations.
Prerequisites: Linguistics 3 ranks, Spellcraft 3 ranks.
Benefit: You gain a +4 bonus on saving throws against written magical effects, including explosive runes, glyph of warding, illusory script, symbol of death, and similar magic, as well as against any form of curse, madness, possession, or similar effect—magical or not—that might occur from reading a book, inscription, scroll, or any other form of writing.
(https://www.aonprd.com/images/PathfinderSocietySymbol.gif)脉轮曼荼罗(Chakra Mandala)
出自《异能源始》(Occult Origins pg. 24)
用圣痕、纹身、海娜手绘(henna)纹在你的脉轮刻上徽记以协助维持你拙火(kundalini)的平衡。
先决条件:气池职业能力
专长效果:如果你在维持已觉醒脉轮的强韧检定中失败,你只受到正常伤害的一半。
PFS Legal Chakra Mandala
Source Occult Origins pg. 24
Using scars, tattoos, or henna, you inscribe symbols over your chakras to help maintain your balance of kundalini.
Prerequisites: Ki pool class feature.
Benefit: If you fail the Fortitude saving throw to maintain your awakened chakras, you take only half the normal damage.
仪式巫术(Ritual Hex)
出自《异能源始》(Occult Origins pg. 24)
你精通古老的奥秘和禁咒,并且知道如何向你联系的力量源泉祈求额外知识。
先决条件:知识(奥秘)4级,巫术职业能力
专长效果:你学会了执行一项叫做祈求庇护主的特殊神秘仪式(《异能冒险》208页),这会让你暂时获得一项你还没学会的巫术。你总是相信你所执行的这个仪式会成功,因此GM应当用暗骰进行神秘仪式的技能检定,结果仅仅在你尝试使用新获得的巫术时才会被揭示。
祈求庇护主(Beseeching the Patron)
学派 预言系;等级 4
施放时间 40分钟
成分 语言,法器(一本价值至少150gp的神秘知识的书)
技能检定 知识(奥秘)DC20,2次成功;知识(历史)DC20,2次成功
范围 自己
持续时间 24小时
豁免 无;SR 否
反冲 施法者疲乏1小时。
失败 所有施法者承受10%法术失败率持续24小时。
效果 施法者得到一个她符合条件的新巫术。如果想的话,这个仪式能用来获得强力巫术(此仪式的所有技能检定DC+10),或者高等巫术(技能检定DC+20)。施法者同一时间只能从这个仪式中获得一个额外的巫术。
Ritual Hex
Source Occult Origins pg. 24
You are well versed in ancient secrets and forbidden curses, and know how to petition powers with which you are already in contact for additional knowledge.
Prerequisites: Knowledge (arcana) 4 ranks, Knowledge (history) 4 ranks, hex class feature.
Benefit: You learn to perform a special occult ritual (Pathfinder RPG Occult Adventures 208) known as Beseeching the Patron, which temporarily grants you a hex you don’t already know how to use. You always believe that your ritual is a success, so the GM should roll the required skill checks in secret, revealing the result only when you try to use your newly acquired hex.
Beseeching the Patron
School divination; Level 4
Casting Time 40 minutes
Components V, F (a book of occult lore worth at least 150 gp)
Skill Checks Knowledge (arcana) DC 20, 2 successes; Knowledge (history) DC 20, 2 successes
Range personal
Duration 24 hours
Saving Throw no; SR no
Backlash The caster is fatigued for 1 hour.
Failure All of the caster’s spells suffer a 10% spell failure chance for 24 hours.
Effect
The caster gains access to one additional hex for which she qualifies. This ritual can be used to acquire a major hex (increasing the DCs of the ritual’s skill checks by 10) or grand hex (increasing the DCs by 20) if desired. The caster can have only one additional hex from this ritual at a time.
肝卜术(Haruspicy)
出自《异能源始》(Occult Origins pg. 24)
你通过研究血液如何溢出和内脏如何掉落来观察宇宙信号,深入学习这种预兆让你知道如何更好地安抚不可视的神秘力量。
先决条件:知识(宗教)3级
专长效果:如果你成功地执行致命一击,你在1分钟内单次神秘仪式或神秘技能解放的所有技能检定获得+2环境加值。或者你可以选择单次施放预言学派或死灵学派法术时,施法者等级+1。仪式或者法术必须要在执行致命一击之后一分钟内开始。
Haruspicy
Source Occult Origins pg. 24
You observe the signs of the universe by studying how spilled blood and viscera fall, learning insights into how to best appease unseen forces.
Prerequisites: Knowledge (religion) 3 ranks.
Benefit: If you perform a successful coup de grace, you gain a +2 circumstance bonus on skill checks attempted as part of a single occult ritual or occult skill unlock performed within the next minute. Alternatively, you can instead gain a +1 caster level bonus on a single divination or necromancy spell. The ritual or spell must begin within 1 minute of the coup de grace.
(https://www.aonprd.com/images/PathfinderSocietySymbol.gif)棍卜术(Rhabdomancy)
出自《异能源始》(Occult Origins pg. 24)
你已经掌握了从棒、杖或箭矢的掉落方式揭示秘密、寻找失物以及获得预兆的技艺。
先决条件:知识(自然)3级,生存3级
专长效果:即使你不能施放异能法术,你仍然可以使用探宝神秘技能解放OA。如果你能施放异能法术或具有异能敏感OA专长,你每天可以额外使用1次探宝。
在尝试一次生存检定前花费一分钟扔木棒(cast sticks)可以于这次检定中授予你+2洞察加值。除此之外,你可以在施放定位生物或物品的法术(包括探知效果)时扔木棒或木杖,以将该法术的施法者等级+1。
PFS Legal Rhabdomancy
Source Occult Origins pg. 24
You have mastered the art of casting sticks, rods, or arrows to uncover secrets and find lost things, gaining insight from the way these objects fall.
Prerequisites: Knowledge (nature) 3 ranks, Survival 3 ranks.
Benefit: You can perform the dowsing occult skill unlockOA even if you can’t use psychic magic. If you can cast psychic spells or have the Psychic SensitivityOA feat, you can use dowsing one additional time per day.
Spending 1 minute casting sticks prior to attempting a Survival check grants you a +2 insight bonus on the check. In addition, you can cast sticks or rods while casting a spell that locates a creature or object (including scrying effects) to increase the caster level of that spell by 1.
(https://www.aonprd.com/images/PathfinderSocietySymbol.gif)颅骨调整(Cranial Adjustment)
出自《异能源始》(Occult Origins pg. 24)
你学会了人工调整颅骨构成的板块,从而改变目标的状态。
先决条件:妙手或颅骨穿孔
专长效果:即使你不能施放异能法术,你仍然可以使用催眠术神秘技能解放OA。如果你能施放异能法术或具有异能敏感OA专长,你每天可以额外使用1次催眠术。
你可以用巧手代替交涉催眠目标,但是要这样做需要与目标的头骨保持接触10分钟。你可以花费1小时执行一项对目标深层思维的调整,这会使目标在对抗影响心灵的情绪UM效果时获得+2加值或者-2罚值,持续24小时。
PFS Legal Cranial Adjustment
Source Occult Origins pg. 24
You have learned to manually adjust the plates that make up the skull, inducing altered states in your subjects.
Prerequisites: Deft Hands or Trepanation.
Benefit: You can perform the hypnotism occult skill unlockOA even if you can’t use psychic magic. If you can cast psychic spells or have the Psychic SensitivityOA feat, you can use hypnotism one additional time per day.
You can use the Sleight of Hand skill in place of Diplomacy to hypnotize a subject, but doing so requires 10 minutes of contact with the target’s skull. You can perform an adjustment that takes 1 hour to access the deeper recesses of a target’s emotional mind, either granting the target a +2 bonus or imposing a –2 penalty on the target’s saving throws against mind-affecting emotionUM effects for 24 hours.
颅骨植入(Cranial Implantation)
出自《异能源始》(Occult Origins pg. 24)
你将科学带入颅相学,通过用针和钉刺入你或他人的大脑刺激疼痛的方法,从而集中其注意力。
先决条件:自给自足或颅骨穿孔,医疗7级
专长效果:即使你不能施放异能法术,你仍然可以通过用针或类似不大于指尖的尖锐植入物对目标造成1d3伤害,从而对其使用颅相学神秘技能解放OA。如果你能施放异能法术或具有异能敏感OA专长,你每天可以额外使用1次颅相学。
除此之外,你能用针插入生物的大脑,以帮助其集中思维和情绪。要这样做必须先通过一个成功的医疗检定(DC=25+目标生命骰)。被植入针的生物在对抗具有情绪UM或恐惧描述符的法术(或类似效果)的豁免中获得+1加值,但是同时在对抗具有电或痛苦UM描述符的法术时的豁免中受到-1罚值。植入针对受术者造成1d6伤害,直至针被取出(这需要通过一个与植入针相同DC的医疗检定,或者一个复原术或再生术法术)之前,这个伤害不能被治疗。
如果你在自己颅骨中植入了针,你可以用一个迅捷动作在施法时探知它们,这会对你自己造成总共相等于1+法术等级的伤害。探知植入针的痛苦刺激了你专注之力,使你在施展此法术任何必须尝试专注检定获得+1d6的加值。探知植入针所造成的伤害不会迫使你进行专注检定。
Cranial Implantation
Source Occult Origins pg. 24
You turn the science of phrenology inward, driving needles and nails into your or another’s brain to grant focus through the pathways of pain.
Prerequisites: Self-Sufficient or Trepanation, Heal 7 ranks.
Benefit: You can perform the phrenology occult skill unlockOA, though you must use needles or similar sharp implements rather than your fingertips, dealing 1d3 points of damage to the subject. If you can cast psychic spells or have the Psychic SensitivityOA feat, you can use phrenology one additional time per day.
In addition, you can insert needles into a creature’s brain to help center its thoughts and emotions. Doing so requires a successful Heal check (DC = 25 + the target’s Hit Dice). Creatures with implanted needles gain a +1 bonus on saving throws against spells with the emotionUM or fear descriptor (or similar effects), but take a –1 penalty on saving throws against spells with the electricity or painUM descriptors. Implanting needles deals 1d6 points of damage to the patient, which can’t be healed by any means until the needles are removed (which requires a second successful Heal check at the same DC, or a restoration or regenerate spell).
If you have implanted needles into your own cranium, you can probe them as a swift action while casting a spell, dealing an amount of damage to yourself equal to 1 + the spell’s level. The pain from this probing stimulates your powers of focus, granting you a bonus of +1d6 on any concentration check you must attempt as part of casting that spell. This damage doesn’t force you to attempt a concentration check.
(https://www.aonprd.com/images/PathfinderSocietySymbol.gif)颅骨穿孔(Trepanation)
出自《异能源始》(Occult Origins pg. 25)
经过认真地学习与实践,你学会了如何通过减轻大脑压力以此放松心情、促进健康、以及对抵御外界影响。
先决条件:医疗5级,知识(奥秘)2级
专长效果:即使你不能施放异能法术,你仍然可以使用信念医疗神秘技能解放OA。如果你能施放异能法术或具有异能敏感OA专长,你每天可以额外使用1次信念医疗。
只要你携带医疗包或者手术工具包,你可以花费1小时执行颅骨穿孔手术。这个手术需要通过医疗技能检定(DC=20+目标的生命骰)。如果你检定成功,那么目标在对抗诅咒、占据、惑控(胁迫)学派法术的豁免中获得+2洞察加值。这个效果持续你的每个角色等级1天。如果你检定失败,那么目标的智力、感知、魅力受到1d3点伤害。你能对自己进行这个手术,但是这会使DC+5。
PFS Legal Trepanation
Source Occult Origins pg. 25
Through careful study and practice, you have learned how to relieve pressure in the brain to balance the humors, promote health, and ward off outside influence.
Prerequisites: Heal 5 ranks, Knowledge (arcana) 2 ranks.
Benefit: You can perform the faith healing occult skill unlockOA even if you can’t use psychic magic. If you can cast psychic spells or have the Psychic SensitivityOA feat, you can use faith healing one additional time per day.
So long as you have a healer’s kitUE or surgeon’s toolsUE, you can spend 1 hour performing a full trepanation on a creature. This procedure requires a Heal check (DC = 20 + the target’s Hit Dice). If you’re successful, the target gains a +2 insight bonus on saving throws against curses, possession, and spells from the enchantment (compulsion) school. These effects persist for 1 day per character level you possess. If you fail the check, the target takes 1d3 points of Intelligence, Wisdom, and Charisma damage. You can perform this procedure on yourself, but the DC increases by 5.
(https://www.aonprd.com/images/PathfinderSocietySymbol.gif)光谱视界(Spectrum Sight)
出自《异能源始》(Occult Origins pg. 25)
你对冷静完美的追求使你对其他人的状态有着无与伦比的洞察力。
先决条件:警觉,察觉5级
专长效果:即使你不能施放异能法术,你仍然可以使用望气神秘技能解放OA。如果你能施放异能法术或具有异能敏感OA专长,你每天可以额外使用1次望气。
每天1次,你能以整轮动作执行望气。如果你成功地对生物使用侦测思想或类似的读取思维的预言,只要该生物在你视觉线30尺以内,你就能以整轮动作对该生物执行望气技能解放。如果你在检定中失败,那么你在24小时内无法对同一生物再次使用望气。
特殊说明:如果你有气池职业能力,你能够以迅捷动作花费1点气额外获得1次望气技能解放的每日使用次数。
PFS Legal Spectrum Sight
Source Occult Origins pg. 25
Your pursuit of dispassionate perfection gives you unmatched insight into the condition of others.
Prerequisites: Alertness, Perception 5 ranks.
Benefit: You can perform the read aura occult skill unlockOA even if you can’t use psychic magic. If you can cast psychic spells or have the Psychic SensitivityOA feat, you can use read aura one additional time per day.
Once per day, you can perform an aura reading as a full-round action. If you successfully use detect thoughts or a similar mind-reading divination on a creature, you can use the read aura skill unlock on that creature as a full-round action as long as it is in your line of sight and within 30 feet. If you fail the check, you can’t attempt to read that same creature’s aura for 24 hours.
Special: If you have a ki pool, you can expend 1 point from your ki pool as a swift action to gain one additional daily use of the read aura occult skill unlock.
(https://aonprd.com/images/PathfinderSocietySymbolN.gif)酒后真言(Truth in Wine)
出自《异能源始》(Occult Origins pg. 25)
通过大量餐桌文化的经验改善你的品味,你学会了关于人类行为以及用酒精突破心理防线的真理。
先决条件:估价3级
专长效果:即使你不能施放异能法术,你仍然可以感灵神秘技能解放OA,但是你必须饮用一杯高品质的酒(每杯至少价值10gp)以做到。如果你能施放异能法术或具有异能敏感OA专长,你每天可以额外使用1次感灵。
如果你饮用一杯高品质的酒,你在1分钟内的估价和察言观色获得+2环境加值,以及下一个1分钟内施放的预言系法术施法者等级+1。
如果你如同《游戏运作指南》236页描述的一般酒精成瘾,这些加值增加1点,但这个加值也适用于你的酒瘾豁免DC。
The Truth in Wine feat does not grant any additional benefit to addicted characters. Truth in Wine
Source Occult Origins pg. 25
In refining your palate and experiencing the food, drink, and meal rituals of myriad cultures, you have learned to divine truths about human behavior and use intoxication to break down psychological barriers.
Prerequisites: Appraise 3 ranks.
Benefit: You can perform the psychometry occult skill unlockOA even if you can’t use psychic magic, though you must consume a drink of high-quality alcohol (costing at least 10 gp per drink) to do so. If you can cast psychic spells or have the Psychic SensitivityOA feat, you can use psychometry one additional time per day.
If you consume a drink of high-quality alcohol, you gain a +2 circumstance bonus on Appraise and Sense Motive checks for 1 minute and can increase the caster level of the next divination spell you cast within 1 minute by 1. If you are addicted to alcohol, as described on page 236 of the Pathfinder RPG GameMastery Guide, these bonuses increase by 1, but so too does the save DC for your addiction.