作者 主题: 【AM】《炼金术手册》(Alchemy Manual)  (阅读 47444 次)

副标题: 理论耗时5个月的巨型摸鱼工程,炼金术的关键拓展


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Re: 【AM】炼金术手册(Alchemy Manual)PZO9445
« 回帖 #1 于: 2019-03-02, 周六 10:38:48 »
炼金功能材料
      以下的这些材料都通过炼金程式进行过特别的提纯以作为法术的材料使用。每一只炼金功能材料都拥有自身的炼金材料功能,可以在作为额外的法术材料成分来施放特定法术时增强它们的效果。使用功能材料来增强法术需要花费一定剂量的炼金功能材料,只能强化特定的法术并且只能提供特定的增强效果或是只能增强法术已有的效果(举例来说,黑火药功能材料就只能用来增强造成能量伤害的法术)。炼金功能材料不能与自身或其他功能材料的效果叠加,允许使用材料成分(M)的法术在使用了炼金功能材料以后会将它作为材料成分被消耗掉;而作为法器(F)成分被使用的炼金功能材料则不会。无论如何,这些作为功能材料的炼金物品都无法造成原本的效果或是为法术提供额外的效果。一份炼金功能材料不能同时作为法术的材料和法器成分。

黑火药 Black Powder(AM)
价格:10GP;重量:-
这种具有易燃易爆性质的化合物是焰火与火器的主要驱动物质
==============================================
材料成分功能
==============================================
剂量:1(价格10GP);可增强法术:塑能系法术
效果:能量伤害+1。

硝石 Saltpetrt(AM)
价格:3GP;重量:-
硝石可以制造肥料,焰火添加剂,枪药与防腐剂
==============================================
材料成分功能
==============================================
剂量:2(价格1GP);可增强法术:带有火描述符的法术
效果:火焰伤害+1。

硫磺 Brimstone(AM)
价格:5SP;重量:-
硫磺有着令人印象深刻的气味,以及较弱的腐蚀性质
==============================================
材料成分功能
==============================================
剂量:2(价格1GP);可增强法术:带有酸描述符的法术
效果:强酸伤害+1。

尿素 Urea(AM)
价格:5SP;重量:-
尿素用途广泛,通常是作为反应更为剧烈的物质的减速剂或是保存剂
==============================================
材料成分功能
==============================================
剂量:4(价格2GP);可增强法术:带有冷描述符的法术
效果:在决定法术所有效果时+1施法者等级。

暗木 Darkwood(AM)
价格:2GP;重量:-
暗木树的树皮具有多种炼金术特性,它们的特殊性质可以增强轻巧事物的结构,甚至化无为有
==============================================
材料成分功能
==============================================
剂量:5(价格10GP);可增强法术:创造子学派
效果:决定创造子学派的法术效果时施法者等级+1。

寒铁 Cold Iron(AM)
价格:1GP;重量:-
将它与其他金属铸为合金,或是作为触媒来使用,寒铁可以保护其他易受魔法影响的物体
==============================================
材料成分功能
==============================================
剂量:5(价格5GP);可增强法术:防护系法术
效果:施法者等级检定和解除魔法检定时施法者等级获得+1加值。

碧幻菌孢子 Cytillesh Spores(AM)
价格:5GP;重量:-
这种毒菌孢子有着广泛的用途,但作为迷幻剂和其他心灵作用药物的原料是最为常见的一种使用方法
==============================================
材料成分功能
==============================================
剂量:1(价格5GP);可增强法术:魅惑(Charm)或胁迫(Compulsion)子学派法术
效果:决定法术的持续时间时施法者等级获得+1加值。

月露酒 Dew of Lunary(AM)
价格:4GP;重量:-
从具有非凡药力的草药中提取,月露酒常被用来作为药物,或是保护和占卜
==============================================
材料成分功能
==============================================
剂量:5(价格20GP);可增强法术:预言系法术
效果:决定预言系的法术效果时施法者等级+1。

姜汁 Ginger Extract(AM)
价格:5SP;重量:-
姜汁常被作为烹饪调料,但也可以使用在炼金术中。大多数土郎中都推荐用姜汁来舒缓恶心和疼痛症状
==============================================
材料成分功能
==============================================
剂量:10(价格5GP);可增强法术:变化系法术
效果:在穿透目标的法术抗力时施法者等级+1。

黄金 Gold(AM)
价格:5GP;重量:-
高纯度的黄金性质稳定,它可以用来消毒伤口或是解决感染和酸痛症状
==============================================
材料成分功能
==============================================
剂量:1(价格5GP);可增强法术:医疗子学派的法术
效果:治疗的生命值伤害+1。

镁 Magnesium(AM)
价格:1GP;重量:-
这种金属极轻而且高度活跃,在空气中燃烧时会发出亮光。镁对于生物体,特别是植物来说非常重要。
==============================================
材料成分功能
==============================================
剂量:2(价格2GP);可增强法术:变化系法术
效果:在决定法术的持续时间时施法者等级+1。

没药 Myrrh(AM)
价格:5SP;重量:-
这种有香气的泥膏是大多数炼金药物的基本成分,或是利用它黏性的性质来粘合。
==============================================
材料成分功能
==============================================
剂量:4(价格2GP);可增强法术:防护系法术
效果:在进行施法者等级检定和解除魔法检定时施法者等级+1。

佩什 Pesh(AM)
价格:15GP;重量:-
被提纯过的强力毒品佩什可以与其他迷幻剂合成,制造新品种的麻醉药物。
==============================================
材料成分功能
==============================================
剂量:4(价格15GP);可增强法术:附魔系法术
效果:在决定法术的持续时间时施法者等级+1。

磷 Phosphorus(AM)
价格:2SP;重量:-
磷的性质不稳定,在暴露于空气中时会微微发光。磷对于所有的人都很重要——肥料,毒物,肥皂或是火柴,它到处都用得上。大多数磷提取自骨灰或尿酸
==============================================
材料成分功能
==============================================
剂量:10(价格2GP);可增强法术:有光或传送描述符的法术
效果:在决定法术的有效距离时施法者等级+1。

水银 Quicksilver(AM)
价格:1GP;重量:-
这种大多数时候呈液态的金属是危险的物质,它们需要用钢瓶承装或是凝结以后才能安全的储放
==============================================
材料成分功能
==============================================
剂量:3(价格3GP);可增强法术:有影响心灵效果描述符的法术
效果:在决定法术的持续时间时施法者等级+1。

雄黄 Realgar(AM)
价格:3GP;重量:-
雄黄也叫鸡冠石,这种泛红的晶体可以用来制造同样有效的药物与毒剂,或是提纯成砒霜——剧毒之王。贵族喜欢炼制这种毒物来对付自己的对手
==============================================
材料成分功能
==============================================
剂量:1(价格3GP);可增强法术:有毒素UM描述符的法术
效果:使用法术或技能辨别与治愈此毒素效果时DC+2。

盐 Salt(AM)
价格:5SP;重量:-
古老而纯净,日常不可缺的盐常用来作为干燥剂或是调料
==============================================
材料成分功能
==============================================
剂量:20(价格10GP);可增强法术:死灵系法术
效果:决定死灵系的法术效果时施法者等级+1。

白银 Silver(AM)
价格:1GP;重量:-
纯洁,贵重,白银可以用来制造镜面,消毒剂,导体,或是增强幻术的效果
==============================================
材料成分功能
==============================================
剂量:10(价格10GP);可增强法术:幻术系法术
效果:不相信幻术效果的意志豁免检定DC+1。

艾草汁 Mugwort Extract(AM)
价格:2GP;重量:-
有很多中不同的艾草使用方式:艾灸,提神,治疗疾病,甚至是用来驱散超自然的邪物
==============================================
材料成分功能
==============================================
剂量:10(价格5GP);可增强法术:防护系法术
效果:决定距离时,施法者等级+1。

酒精 Spirit of Wine(AM)
价格:5SP;重量:-
酒精是高度提纯过的酒液。酒精可以作为燃料,炼金制品的溶剂,密写墨水或是香精。大概没人敢直接喝酒精,但某些炼金制剂会需要掺入大剂量的酒精
==============================================
材料成分功能
==============================================
剂量:6(价格3GP);可增强法术:有召唤或呼唤描述符的法术
效果:在决定法术的持续时间时施法者等级+1。

劇透 -  原文:
原文蠢到PDF里没有文本格式,全是图片,就不给了
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Re: 【AM】炼金术手册(Alchemy Manual)PZO9445
« 回帖 #2 于: 2019-03-02, 周六 10:39:41 »
对角色而言 For Your Character

焦点角色 Focus Characters
这本探索者玩家伴侣主要强调属于以下职业的特定角色,以及其他可以应用这些元素的职业的玩家。
炼金术士 Alchemists
毫不意外,炼金术士有非常多的可供选择的选项,很少有其他角色可以如此轻巧的创造出本书中近100种新的炼金物品。此外,为神话炼金术师和升级人造人实验室助手提供了新的规则选项,使这一本书成为炼金术士的乐土。
吟游诗人 Bards
作为总能拥有合适道具的大师,吟游诗人角色的玩家可能会感觉像是进入了一家糖果店。能够在社交遭遇中提供优势的毒品以及让你的敌人更容易接受你“恩赐”的毒药,都只不过是你可以找到的众多商品中的简单例子。
野蛮人 Barbarian
贝尔科泽恩的军队中有着大量勇士都是野蛮人,而他们创造的炼金武器是对所有狂怒者的奖励。狂怒饮者(Drunken rager)变体会完美的完美适合顽固的矮人斗士,而本草药学提供的治疗在长时间战斗后的恢复中颇有优势。
盗贼 Rogue
这本书中出现的新的毒药、毒品以及其他令人讨厌的欺诈手段很适合盗贼。从来自匕痕施毒者的致命技艺和工具,到卡塔佩什毒枭们腐朽道具,歹徒和恶棍们肯定能找到适合他们的东西。

对所有角色 For Every Character
某些游戏元素超越了具体的角色种族或职业。在本书中详细说明的以下元素,无论角色的倾向和类型,都同样可以应用于游戏之中。
关于本书中详述的独特新规则和新规则子系统的更多信息,请见如何使用本书。
炼金功能材料 Alchemical Power Components
首次出现在玩家伴侣《冒险者的武器库(Adventurer's Armory)》中,炼金功能材料以炼金试剂试剂(reagent)的形式回到了本书的封面封底以及11、19、25页。通过在施法的同时增加炼金术试剂的剂量,所有类型的施法者都可以使用这些物品来增强他们的法术效果。
瓶子与烧瓶 Bottles and Flasks
无论是向远处的哥布林投掷一瓶炽火胶,还是想附近的幽灵倾倒圣水,你都可以通过将他们放入16-17页的其中一个魔法瓶或魔法烧瓶中来提高炼金物品的威力。
替代造物技术 Alternative Item Crafting Techniques
除了自发炼金术(见下文)以外,这本书还详细介绍了在旅途上创造有用的物品甚至怪物的其他新方法。本草药学结合了天夏草药和炼金造物的元素,伊诺皮恩泥怪炼金术为生物炼金术师提供了一种新的方法来使用这些不定型怪物来为他们创造优势,而奇奥尼炼金武器和新的烟花为远程战斗提供了炼金术上的优势。
自发炼金术 Spontaneous Alchemy
4-5页的新规则系统允许任何信仰的角色致力于自发炼金术的艺术。
可以增加在自发炼金威力的专长,让这条道路越发有潜力,允许专业和业余炼金术师在极短的时间里就能创造出几十种不同的炼金物品,而这就是通常我们需要的。

引用
询问你的GM Questions to Ask Your Gm
询问你的GM以下的问题可以帮助你最大限度地了解探索者玩家伴侣:炼金术手册。
  • 在我们的活动中,我们会使用新的规则子系统来自发炼金术吗?
  • 我应该追踪制造炼金术物品的试剂,还是只追踪每件物品的制造成本?
  • 你或我能为其他书中的炼金物品设计炼金配方么。

劇透 -  原文:
FOCUS CHARACTERS
This Pathfinder Player Companion highlights options specific to characters of the fillowing classes, in addition to elements that can apply to characters of other classes.

ALCHEMISTS
It should come as no surprise that the alchemist has a particularly large bevy of options from which to draw. Few others could be so deft at creating the nearly 100 new alchemical items in this book. Further, new rules options for mythic alchemists (page 26) and upgrades for homunculus lab assistants (page 14) make this volume an alchemist's playground.
BARDS
Masters of having just the right item on hand, players of bardic characters may feel as though they've just walked into a candy store. Drugs that give you the edge during social encounters (page 19) and poisons that make your opponents more susceptible to your graces (page 9) are just a sampling of the goodies to be fiund.
BARBARIANS
The warriors of Belkzen count many barbarians among their armies, and the alchemical weapons they create (pages 6-7) are boons to any rager. The drunken rager archetype (page 12) is perfict for headstrong dwarven brawlers, while the remedies of Pei Zin herbalism (pages 24-25) take the edge ofi after a long bout of fighting.
RoGUES
The new poisons, drugs, and other unsavory devices of deception in this volume suit the rogue just fine.
From the deadly tactics and tools of the Daggermark Poisoners' Guild (page 8) to the decadent paraphernalia of Katapeshi drug lords (page 18), scoundrels and varlets are sure to finds omething of use.
FOR EVERY CHARACTER
Certain game elements transcend the particulars of a character's race or class. The following elements detailed in this book work equally well for any character used in the Pathfinder Roleplaying Game, regardless of the character's focus or type.
See How to Use this Book on the ficing page for more information on the number of unique new rules options and new rules subsystems detailed in this book.
ALCHEMICAL POWER COMPONENTS
Having forst appeared in Pathfinder Player Companion Adventurer's Armory, alchemical power components make their triumphant return on the inside covers of this book and on pages 11, 19, and 25 in the form of alchemical reagents. By expending the listed number of doses of an alchemical reagent while casting a spell, spellcasters of all types can use these items to power up their spells' efiects.
BOTTLES AND FLASKS
Whether you're hurling a flask of alchemist's fore at a distant goblin or pouring holy water on a nearby ghost, you can dramatically increase the potency of your alchemical potables by placing them in one of the magical bottles or flasks fiund on the pages 16-17 of this book.
ALTERNATIVE ITEM CRAFTING TECHNIQUES
In addition to spontaneous alchemy (see below), this book also details other new ways to create usefil items or even monsters on the go.  Pei Zin herbalism (page 24) combines elements of Tian medicine and alchemical craft, Oenopion ooze crafting (page 22) gives bio­alchemists a new way to use these amorphous monsters to their advantage, and Kyonin alchemical archery (page 20) and new fireworks options (page 28) give ranged combatants an alchemical edge.
SPONTANEOUS ALCHEMY
The new rules subsystem on pages 4-5 allows characters of any persuasion to dedicate themselves to the art of spontaneous alchemy.
Feats that increase one's prowess in spontaneous alchemy (page 5) make this path even more potent, allowing both professional and amateur alchemists to craft dozens of different alchemical items in a fraction of the time that would normally be required.

QUESTIONS TO ASK YOUR GM
Asking your GM the following questions can help you get the most out of Pathfinder Player Companion: Alchemy Manual.
1 Will we be using the new rules subsystem for spontaneous alchemy in our campaign?
2 Should I track the reagents for crafting alchemical items or just the amount of money each item costs to craft?
3 Can you or I design alchemical recipes for alchemical items from other books?
女王的杂技团
见识短浅的调查员手册作者
优化一塌糊涂的三流玩家
开团必炸团的垃圾GM
看不懂英文的翻译
——丞相

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Re: 【AM】炼金术手册(Alchemy Manual)PZO9445
« 回帖 #3 于: 2019-03-02, 周六 10:40:19 »
本文在AeoluZe的翻译基础上进行了校正和补全【Alchemy Manual】自发炼金(Spontaneous Alchemy)

自发炼金术 SPONTANEOUS ALCHEMY

     精通自发炼金术的角色可以用比通常使用工艺(炼金)技能更快的制造炼金物品。然而,取代了简单地进行技能检查并使用金钱替代非具体的初始材料,角色必须提供特定的材料并根据她想要创建的物品的配方组合它们。这使得炼金术师可以用更少的时间和精力获得结果,但是往往花费更多的成本,这是因为炼金配方需要更高的纯度和更大的材料量。
     想要进行自发炼金术,一个角色需要他所想制作的物品炼金配方里指明的材料和工艺工具。
     材料,工具和所需的时间都记录在配方当中,一旦所需的时间过去,制造者需要进行一个工艺(炼金)检定来对造物DC,如果检定成功,就完成了该物品。如果检定失败,则引发一场事故。



阅读配方 Reading Recipes
本书中的每一个炼金物品下方都有一个物品的数据表格详细说明了如何使用自发炼金术来创造它。所有的炼金配方都遵循以下格式。
配方(Recipe):这个清单列出了自发炼金所需要的材料的名称和数量,以及用于制造该物品的炼金流程。书籍的内封有详细的材料的说明,流程则如下所示。
工艺(Craft):这里特指使用工艺(炼金)完成物品的检定DC。无论物品是使用传统工艺制作还是使用自发炼金术制作,其基本DC都是一致的。
时间(Time):这是使用自发炼金术创造物品所需要的时间。
工具(Tools):这是执行过程所需要的工具(请参阅制作工具)。如果制作者使用临时工具制作,她在工艺检定上将承受-2罚值。
类型(Type):这个条目记录了将要被创造的炼金术物品的类型——大多数炼金术物品通常是炼金药物、炼金工具、炼金武器、酒精、毒品或者毒药之一。



流程 Process
下面列出的每个炼金术过程都有一个符号表示,需要一定的时间,并且可能需要一个或多个炼金制造工具。制作某些炼金术物品所需的时间长度和制作工具可能与这些标准物品不同。
煅烧(Calcination):这是将材料煅烧成其精化矿物质的过程。时间:1小时。工具:坩埚。
蜡化(Ceration):这个过程需要在硬质、干燥、加热的材料中加入液体(比如水)来软化它。时间:10分钟。工具:坩埚。
凝胶(Congelation):通过冷却来增加材料的粘度,可能还增加了另一种材料,如尿素。时间:10分钟。工具:炼金术士工作台。
浸提(Digestion):在此过程中,通常在加热时使溶液静置,以便颗粒从溶液中沉淀出来。时间:1天。工具:热源。
蒸馏(Distillation):将混合物置于蒸馏器中并加热,使挥发性最大的成分蒸发,在蒸馏器的颈部冷凝,然后向下流入第二个容器。时间:1天。工具:蒸馏器
培土(Earth):这个过程包括让一种或多种材料与新鲜土混合以吸收其矿物质或其他基础物质。除非有新鲜土壤来源,否则无法进行这一流程。时间:10分钟。工具:无。
暴露(Exposure):这个过程包括准备好的气流。一个要求这个过程的配方不能在室内进行,除非有来自室外的稳定气流通过该区域(比如对面墙上的大开窗提供的气流)。时间:1小时。工具:无。
发酵(Fermentation):这个过程要让材料被酵母菌或其他有机体消化,产生新的产物。时间:1天。工具:无。
过滤(Filtration):这个过程将混合物的一个成分从其他成分中分离出来,方法是将混合物通过一个过滤装置过滤掉较大的颗粒。有时可以通过加入溶剂来溶解其中一种成分,而不溶解另一种,会使过程变得更加容易。时间:10分钟。工具:滤网或过滤器。
升华(Sublimation):也称为提纯,该过程要求将材料在容器中加热至蒸气状态,使得纯粹成分在容器颈部结晶。时间:1天。工具:蒸馏器。



制作工具 CRAFTlNG TOOLS
全部的炼金制作工具会包括在炼金术师工作台和便携炼金术师工作台(极限宝具76,79页)中,但是某些小工具(包括以下工具)也可以单独购买。

坩埚(Crucible)
价格:20gp 重量:30磅
坩埚是一种可以加热到极高温的容器,目的是引起特殊的炼金术反应。一个轻便的坩埚是一个圆柱体,高12英寸,直径18英寸,重3磅;它的价格和一个全尺寸的坩埚一样。使用坩埚需要热源。

过滤器(Filter)
价格:5sp 重量:1/2磅
在炼金术中使用一种特殊的纸过滤器,因为它可以根据不同的材料类型调整以获取不同的物质。炼金术过滤器只能使用一次。

蒸馏器(Retort)
价格:2gp 重量:1/2磅
蒸馏器是由一个蒸馏器的弯曲接头连接在一起的一对烧瓶。当一个烧瓶被加热时,气态产物通过蒸馏器并在另一个烧瓶中凝结。

引述: 边栏
自发炼金专长 Spontaneous Alchemy Feats
下面的专长被自发炼金术的实践者使用。

瞬间炼金(Instant Alchemy)
你可以用不可思议的速度进行简单的炼金工作.
先决条件:工艺(炼金)1级.
专长效果:当使用自发炼金时,你可以在某项工艺炼金工作中使用一个标准动作来代替原本需要总计10分钟的工艺时间,而需要花费1天的物品只需要花费你1小时。如果你拥有炼金术(Alchemy)职业能力,你可以用一个迅捷动作而非一个标准动作来使用工艺(炼金)来鉴定药水。

娴熟炼金(Sure-handed Alchemy)
你稳定的手法增加了你自发炼金的成功率并且减少你发生事故的几率.
先决条件:工艺(炼金)3级.
专长效果:当你使用自发炼金制造物品并尝试进行工艺(炼金)检定时,你从配方里要求的每种材料里获得+1的环境加值。只有在自然骰投出1的时候,你的工艺(炼金)检定失败才会引起事故。最后你使用临时工具进行自发炼金时不受到罚值。

事故 Mishaps
如果你使用自发炼金术的工艺(炼金)检定失败小于或等于4点,则你可以重新使用这些材料。但是如果你的检定失败大于或等于5点,就会发生事故。按照下表投点来决定将要发生的事故。

d6 事故
  • 随机一种材料损毁,其他材料可以重复使用
  • 全部材料损毁
  • 所有的材料损毁,并且混合物发生爆炸,对你造成2d6点伤害(一半火焰,一半强酸)。通过DC15的反射检定可以使伤害减半
  • 每种材料的一半剂量都损坏了,你需要用一个整轮动作才能抢救另一半剂量的材料。
  • 随机两种材料损毁,并且你暴露在一种符合你等级的并且价格不超过你尝试制造炼金制品的吸入或接触性毒素之中(由GM决定)
  • 所有的材料损毁,并且炼金工具(如果使用的是炼金师工作台,则随机一种炼金术师工作台中有的工具)损坏了


劇透 -  原文:

SPONTANEOUS ALCHEMY
characters versed in spotaneous alchemy can concoct alchemical items more quickly than through normal use of the craft(alchemy) skill. However,instead of simply making skill checks and spending the necessary currency for unspecified raw matetials,the character must provide specific reagents and combine them according to the recipe for the item she wishes to create.This allows the alchemist to obtain results with less time and effort,but often at greater cost,because of the necessary purity and greater volume of reagents required by alchemical recipes.
    To perform spontaneous alchemy,a character must begin with the reagents and crafting tools required by the recipe of the item she wants to make.
    The reagents,crafting tools and length of time required are noted in the recipe.Once the necessary time has passed,the creator attempts a Craft(alchemy) check against the DC to craft the item. If she succeeds,she completes the item.If the creator's check fails,however,she risks a mishap.

READING RECIPES
Each alchemical item in this book features a recipe at the bottom of the item stat block that details how to create the item using spontaneous alchemy. Every alchemical recipe adheres to the following format.

  Recipe: This lists the names and amounts of the reagents needed for spontaneous alchemy, as well as the alchemical process used to create the item. Reagents are detailed on the inside covers of this book; processes are listed below.
  Craft: This specifies the DC of the Craft (alchemy) check required to complete the item. The base DC is the same whether the item is being made with conventional crafting techniques or spontaneous alchemy.
  Time: This is the amount of time required to create the item using spontaneous alchemy.
  Tools: This is the tool required to perform the process (see Crafting Tools). If the creator uses an improvised crafting tool, she takes a -2 penalty on her Craft check.
  Type: This entry notes the type of alchemical item to be created-most alchemical items are either alchemical remedies, alchemical tools, alchemical weapons, alcohols, drugs, or poisons.

PROCESSES
Each alchemical process listed below is represented by a symbol, requires a certain length of time, and might require one or more alchemical crafting tools. The length of time and the crafting tools required to craft certain alchemical items might sometimes differ from these baselines.
  Calcination: This is the process of burning a reagent down to its essential minerals. Time: i hour. Tools: Crucible.
  Ceration: This process calls for adding a liquid (such as water) to a hard, dry, heated reagent to soften it. Time: 10 minutes. Tools: Crucible.
  Congelation: Congelation increases the viscosity of a reagent by cooling it, possibly with the addition of another reagent such as urea. Time: 10 minutes. Tools: Alchemist's lab.
  Digestion: In this process, a solution is allowed to rest, usually while being heated, as particles precipitate out of the solution. Time: 1 day. Tools:Heat source.
  Distillation: A mixture is placed in a retort and heated, causing the component with the greatest volatility to vaporize, condense in the neck of the retort, and flow down into a second vessel. Time: 1 day. Tools: Retort.
  Earth: This process involves letting one or more reagents mingle with fresh earth to absorb its minerals or other essential properties. This process cannot be performed unless a source of fresh soil is available. Time: 10 minutes. Tools: None.
  Exposure: This process involves ready airflow. A recipe that requires this process cannot be performed indoors unless a steady air current from outdoors passes through the area (such as a current provided by large open windows on opposite walls). Time: 1 hour. Tools: None.
  Fermentation: This process allows a reagent to be digested by yeast or another organism, yielding a new product. Time: 1 day. Tools: None.
  Filtration: This process separates one component of a mixture from another by passing the mixture through a filter that catches larger particles. This is sometimes made easier by adding a solvent that dissolves one component but not the other. Time: 10 minutes. Tools: Sieve or filter.
  Sublimation: Also known as exaltation, this process calls for a reagent to be heated to a vapor in a vessel so that a pure component crystallizes in the neck of the vessel. Time: 1 day. Tools: Retort.

CRAFTlNG TOOLS
All alchemical crafting tools are included in both an alchemist's lab and a portable alchemist's lab (Pathfinder RPG Ultimate Equipment 76, 79), but certain small tools, including the following, can also be purchased separately.
CRUCIBLE
Price 20gp
Weight 30 lbs.
A crucible is a type of vessel that can be heated to extreme temperatures for the purpose of inducing special alchemical reactions. A portable crucible is a cylinder 1 2 inches tall and 18 inches in diameter that weighs 3 pounds; it has the same price as a full-sized crucible. Use of a crucible requires a heat source.
FILTER
Price 5sp
Weight 1/2 lbs.
A specialized paper filter is used in alchemy because it can be adjusted to capture different substances according to the type of reagents used to prime it. Alchemical filters are single-use only.
RETORT
Price 2gp
Weight 1/2 lbs.
A retort is a pair of flasks attached to one another by a bent connector called an alembic. When one flask is heated, gaseous products pass through the alembic and condense in the other flask.

MlSHAPS
If you fail a Craft (alchemy) check to perform spontaneous alchemy by 4 or less, you simply fail to produce a result and can try again using the same reagents. However, if you fail by 5 or more, a mishap occurs. Roll on the table below to determine the effects of a mishap.
One random reagent is ruined; other reagents can be reused.
All reagents are ruined.
All reagents are ruined and the mixture explodes, dealing 2d6 points of damage (half fire, half acid) to you. A successful DC 15 Reflex save halves the damage.
Half of the doses of each reagent are ruined (round up), and you must use a full-round action to salvage the remaining doses.
Two random reagents are ruined, and you are exposed to an inhaled or contact poison appropriate to your level and worth no more than the alchemical item you were trying to create (GM's discretion).
All reagents are ruined, and the crafting tool used (or one random crafting tool, if an alchemist's lab was used) breaks.

SPONTANEOUS ALCHEMY FEATS
The following feats are used by practitioners of spontaneous alchemy.
INSTANT ALCHEMY
You can perform simple alchemical tasks with preternatural speed.
PBreenreefqitu:i site: Craft (alchemy) 1 rank.
When performing spontaneous alchemy, you can craft an alchemical item as a standard action if its total crafting time is 1 0 minutes or less and you have all the equipment and materials required in hand. Items that require 1 hour to create with spontaneous alchemy take you only 1 0 minutes, and items that require 1 day take you only 1 hour. If you have the alchemy class feature, you can identify a potion using the Craft (alchemy) skill as if using detect magic as a swift action rather than a standard action.
SURE-HANDED ALCHEMY
Your steady hand increases your chances of success with spontaneous alchemy and reduces your number of mishaps .
PBreenreefqitu:i site: Craft (alchemy) 3 ranks.
When attempting Craft (alchemy) checks to create items using spontaneous alchemy, you gain a cumulative +1 circumstance bonus for each distinct reagent called for by the recipe. A failed Craft (alchemy) check results in a mishap only on a natural 1 . Finally, you take no penalties on Craft (alchemy) checks when using improvised equipment to create items using spontaneous alchemy.
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Re: 【AM】炼金术手册(Alchemy Manual)PZO9445
« 回帖 #4 于: 2019-03-02, 周六 10:40:41 »
贝尔科泽恩战争炼金术

震撼,敬畏,鲜血
起源:贝尔肯要塞(Hold of Belken)
习艺者:兽人和半兽人萨满,草药医生,巫医
常见用法:战场控制,恐惧战术,屠杀

贝尔科泽恩要塞的兽人们重视战争工具。虽然肌肉力量和纯粹肉身韧性是通往统治地位的最佳途径,但是许多智力或身体有限的半兽人找到了获取权利的其他途径。兽人的萨满和巫医们经常在他们的占卜和仪式中使用古怪的炼金混合物。这些狡诈的家伙会用烈性炸药、狂怒药剂、制造痛苦的毒素和其他有效的战争强化炼金物品。
    贝尔克泽恩兽人对炼金术的使用可以追溯到兽人与矮人的第一次冲突,当时他们在格拉利昂地表深处的洞穴和隧道里发生冲突。然而,直到这对远古之敌最终从幽暗地域中出来后,他们才开始对炼金术领域产生巨大的影响。眩目的阳光迫使兽人征服者采取创造性的策略,否则就会在对抗迅速适应的矮人时,面临失败的风险。
    而从他们来到地表的数千年里,兽人们逐渐适应了太阳的光芒,并且现在很少还有兽人的神秘牧师或者女巫仍然清楚战争炼金的秘密。但是所有人的兽人都认识到了这种古老而残忍的艺术的力量。



装备 Equipment
兽人的武器库中可以找到以下装备,并且被贝尔克泽恩的战争炼金术师们用于制造死亡和毁灭。

痛苦之轮(PAIN WHEEL)
价格:50gp 重量:1/2磅
痛苦之轮被兽人掠夺者用来摧毁敌人的土地,并在未来的无数年岁中持续摧残地力。当你用一个标准动作把这把残忍的武器在头顶挥舞时,它会将盐撒在以你为中心半径5尺的范围内。受影响区域内的生物(包括你)在生命值低于其最大生命值时,必须成功通过DC11的强韧豁免,否则就会因为疼痛而恶心1d6轮。受到流血效果的生物在其豁免上承受-5罚值。成功通过DC11的医疗鉴定可以结束恶心状态,任何治疗生命值伤害的效果也可以终止该效果。一把痛苦之轮在使用前必须装载一磅的盐(以一个移动动作)。你也可以将一份发痒粉(itching powder)或者任何其他可以用作投炸武器的炼金粉末装载进痛苦之轮中。当一个痛苦之轮以此方式使用时,其影响范围,包括你所处方格,在确定粉末效果时,被视为受到溅射,并且没有办法让粉末直接命中。

毒射枪(Poison  Belcher)
价格:50gp 重量:[/b]1/2磅
在这个长青铜管中注入一个剂量的毒素和10gp的金粉是一个标准动作。当你像吹箭一样吹毒射枪时,它会把毒素喷射到另一端。毒射枪是一种简易武器,可以进行10尺射程的远程接触攻击,其最大射程为30尺。如果命中,该目标必须进行豁免,如同其摄入毒素。



炼金物品 Alchemical Items
来自贝尔克泽恩的炼金物品通常都很粗糙,并且时长会危害使用者的健康,但是它们在战争中总是残忍而有效。

血呕(Blood Gorge)
价格:40gp重量:12磅
当你喝下这种糖浆般的黑色血清时,你的血液会明显变得稀薄,甚至会从很轻微的伤口中喷涌而出。当你受到流血伤害时,任何与你相邻的生物都必须成功通过强韧豁免(DC=10+流血伤害),否则就会反胃(Nauseated)1轮。一剂血呕可以持续1小时。
炼金配方
配方(5寒铁+10月露酒)/过滤;工艺DC 25;时间 10分钟;工具:过滤器;类型:炼金药

可怖战绘(Frightful War Paint)
价格:300gp 重量:1磅
这种白色的膏体会让你的脸看起来瘦骨嶙峋,毫无表情,就像一张死亡的面孔。当你以一个整轮动作,将可怖战绘涂抹在自己(或者一名自愿生物身上),尝试一个易容或魅力检定。在穿戴者30尺内的生物必须进行一次意志豁免(DC等于你易容或者魅力检定的结果,最高DC20),否则就会战栗(Shaken)1d4轮。目盲或者没有视觉线的生物不受影响。一名成功通过豁免的生物在24小时内对可怖战绘的效果免疫。可怖战绘可以无限涂绘,每天(无论是使用一次,还是多次独立使用)中如果你涂抹这种战绘超过1分钟,你就会受到1点体质伤害,并且在这之后每持续使用1分钟,就再附加1点感知伤害。
炼金配方
配方(40月露酒+40水银+50雄黄)/过滤;工艺DC 30;时间 10分钟;工具:-;类型:炼金工具

威风战绘(Imposing War Paint)
价格:70gp 重量:1/2磅
这种粗糙的膏状物让你看起来如同被干血覆盖一般。当你使用整轮动作涂抹战绘,会使你的威吓检定得到+4炼金加值,并使你造成的恐惧效果持续时间增加50%。不幸的是,这种战绘涂料的原料中含有对活物有毒的雄黄。每天中如果你涂抹这种涂料超过1分钟,你就会受到1点体质伤害,并且在这之后每持续使用1分钟,就再附加1点体质伤害。
炼金配方
配方(12月露酒+10雄黄)/培土;工艺DC 25;时间 10分钟;工具:-;类型:炼金工具

萨满面绘(Shaman's paint)
价格:90gp 重量:1/2磅
大片金腹臭椿(goldbelly stinkbugs)的尸体——一种旋心山脉(Mindspin Mountains)的原生昆虫——使这中涂料呈现出独特的黄色。当你使用整轮动作涂抹时,这种细腻的糊状物使你的头脑焕发光彩,如同有超凡光芒环绕。你的任何法术目标为一名或者多名盟友的法术,在施法者等级上获得+2炼金加值。萨满面绘中的水银对生物有害。每天中如果你涂抹这种涂料超过1分钟,你就会受到1点感知伤害,并且在这之后每持续使用1分钟,就再附加1点感知伤害。
炼金配方
配方(30月露酒+25水银)/培土;工艺DC 20;时间 10分钟;工具:-;类型:炼金工具



毒药 Poisons
兽人战士们会不顾一切的去获得对敌人的优势,他们炮制的毁灭性毒药就是这一原则的例证。

燃烧之灾(Flaming Doom)
价格:900gp  重量:-lb.
类型:毒药,伤口;强韧DC: 18
发作:-;频率:1/轮,持续6轮
效果:1d6火焰伤害,并且受害者有着火的危险(DC15反射)治愈:2次
炼金配方
配方:(200镁+200磷+250硝石)/蒸馏;工艺DC 18;时间 1天;工具:蒸馏器;类型:毒药

狂怒毒气(Fury gas)
价格:900gp  重量:1/2lb.
类型:毒药,吸入;强韧DC: 16
发作:-;频率:1/分钟,持续4分钟
效果:非兽人目盲(Blinded)1分钟,兽人狂怒1分钟,在力量和敏捷上获得+2炼金价值,在意志豁免上获得+1炼金价值,在AC上承受2点罚值。该毒药的效果类似于野蛮人的狂暴,除了受影响的兽人无法识别敌我——会攻击周围最近的生物——并且之后不会疲乏(fatigued)。治愈:2次
炼金配方
配方:(180硫磺+80水银+60硝石)/发酵;工艺DC 16;时间 1天;工具:热源;类型:毒药

恐惧之息(Smell of fear)
价格:600gp  重量:1/2lb.
类型:毒药,吸入;强韧DC: 17
发作:-;频率:1/分钟,持续6分钟
效果:1d2点感知伤害,并且如果受害者在之后的1分钟内进入颤栗(shaken),他会直接变为惊惧(frightened)治愈:2次
炼金配方
配方:(170水银+170雄黄)/发酵;工艺DC 17;时间 1天;工具:热源;类型:毒药

劇透 -  原文:
Belkzen War Alchemy

BELKZEN WAR ALCHEMY

Shock, Awe, and Blood

Origin: Hold of Belken

Practitioners: orc and half-orc shamans, herbalists, and witch doctors

Common Uses: Battlefield control, fear tactics, massacres

The orcs of the Hold of Belkzen cherish the instruments of war. Although strength of arms andsheer physical tenacity are by far the easiest paths to dominance, many intelligent or physically limited orcs find other means to power. orc shamans and witch doctors often use strange alchemical mixtures in their divinations and rituals. These cunning sorts dazzle and sway their compatriots with fiery explosives, rage-inducing chemicals, painful toxins, and other useful alchemical battlefield enhancements.
    Belkzen orcs' use of alchemy can be traced back to the orcs' first conflicts with dwarves, when they clashed in the caverns and tunnels that lie deep beneath Golarion's surface. However, it was only after these ancient enemies finally emerged from the Darklands that orcs began to a make serious impact upon the field of alchemy. The blinding light of the sun forced orc conquerors to adopt creative tactics or risk failure against the swiftly adapting dwarves.
    In the millennia since they surfaced, orcs have gradually adapted to the light of day, and now few save the enigmatic priest-doctors and witches of orc clans still know the secrets of alchemical warfare. But all orcs recognize the power of this ancient and brutal art.

PAIN WHEEL
PRICE 50GP WEIGHT 1/2 lb.
Pain wheels are used by orc marauders to blight the lands of their foes and despoil the earth for generations to come. When you whirl this cruel weapon above your head as a standard action, it scatters salt in a S-foot radius centered on your space. Creatures in the affected area (including you) that have fewer than their maximum number of hit points must succeed at a DC 11 Fortitude save or be sickened by pain for 1 d6 rounds. Creatures affected by bleed effects take a -s penalty on their saves. A successful DC 11 Heal check ends the sickened condition, as does the application of any effect that heals hit point damage. A pain wheel must be loaded with a pound of salt (a move action) beforc it can be used. You can also load a dose of itching powder (Pathfinder RPG Ultimate Equipment 108) or another alchemical powder normally used as a splash weapons into a pain wheel; when a pain wheel is used this way, the affected area (including your square) is treated as the splash radius for the purpose of determining the powder's effects, and there is no way to deal a direct hit with the powder.

Poison  Belcher
Price 50gp
Loading this long bronze tube with a dose of ingested poison and 10 gp worth of gold dust is a standard action. When you blow on a poison belcher like a blowgun, it sprays the poison out the other end. The poison belcher is a simple weapon that strikes as a ranged touch attack with a range increment of 1 O feet and a maximum range of 30 feet. If hit, the target must save against the poison as if it had been ingested.

Alchemical Items
The alchemical items that come out of Belkzen are often crude and sometimes detrimental to the user's health, but they are always brutally effective in warfare.

BLOOD GORGE
PRICE 40 GP WEIGHT 12 lb.
When you imbibe this syrupy black serum, your blood thins dramatically and gushes forth from even minor wounds. Anytime you take bleed damage, any creatures adjacent to you must succeed at a Fortitude save (DC 10+the amount of bleed damage taken) or be nauseated for 1 round. A dose of bloodgorge lasts for 1 hour.
ALCHEMICAL RECIPE
Recipe(5 cold iron + 10 dew of lunary)/filtration; Craft DC 25 Time 10minutes; Tools filter; Type alchemical remedy

Frightful War Paint
Price 300gp weight 1lb.
This bone-white paste makes your face appear skeletal and emotionless, like a visage of death itself. When you apply frightful war paint to yourself (or to a willing adjacent creature) as a full-round action, attempt a Disguise or Charisma check. Living creatures within 30 feet of the wearer must succeed at a Will save (DC equal to the result of your Disguise or Charisma check, maximum DC 20) or become shaken for 1 d4 rounds. Blind creatures and creatures out of line of sight are unaffected. A creature that succeeds at its check becomes immune to this frightful war paint for 24 hours. Frightful war paint can be worn indefinitely, but it contains quicksilver and realgar, which have deleterious mental effects. If you wear frightful war paint for morc than 1 minute per day (whether as a single use of it or as multiple uses over several periods of time), you take 1 point of Constitution damage, plus 1 point of Wisdom damage for every minute you wear the paint that day after the first.
ALCHEMICAL
RECIPE
Recipe(40 dew of lunary + 40 quicksilver +50 realgar)/filtration; Craft DC 30
Time 10minutes; Tools -; Type alchemical tool

Imposing War Paint
Price 70gp
weight 1/2lb.
This gritty red paste makes you appear as if you were covered in dried blood. When you apply imposing war paint as a full-round action, you gain a +4 alchemical bonus on Intimidate checks and the duration of any fear effects you create increases by 50% as long as you wear the war paint. Unfortunately, imposing war paint is made with realgar, which is toxic to living creatures. If you wear imposing war paint for morc than 1 minute per day, you take 1 point of Constitution damage, plus 1 point of Constitution damage for every minute you wear the paint that day after the first.
Alchemical Recipe
Recipe (12 dew of lunary + 10 realgar)/earth; Craft 25
Time 10 minutes; Tools —; Type alchemical tool

Shaman's paint
Price 90 gp; Weight 1/2 lb.
The ground carcasses of goldbelly stinkbugs—insects native to the Mindspin Mountains—give this paint its characteristic yellow hue. When applied as a full-round action, this fine paste makes your head glow as though with an unearthly halo. You gain a +2 alchemical bonus to your caster level for any spells you cast that target one or morc of your allies. The quicksilver in shaman’s paint is harmful to living creatures. If you wear shaman’s paint for morc than 1 minute per day, you take 1 point of Wisdom damage, plus 1 point of Wisdom damage for every minute you wear the paint that day after the first.
Alchemical Recipe
Recipe (30 quicksilver + 25 saltpeter)/earth; Craft 20
Time 10 minutes; Tools —; Type alchemical tool

Poisons
orc warriors stop at nothing to gain an advantage over their opponents, and the devastating poisons they concoct exemplify this principle.

Flaming doom
Price 900 gp; Weight —
Type injury; Save Fortitude DC 18
Frequency 1/round for 6 rounds
Effect 1d6 fire damage and victim possibly catches on fire (see Pathfinder RPG Corc Rulebook 444)
Cure 2 saves
Alchemical Recipe
Recipe (200 magnesium + 200 phosphorus + 250 saltpeter)/distillation; Craft DC 18
Time 1 day; Tools retort; Type poison

Fury gas
Price 900 gp; Weight 1/2 lb.
Type inhaled; Save Fortitude DC 16
Frequency 1/minute for 4 minutes
Effect Non-orcs are blinded for 1 minute. Orcs rage for 1 minute, gaining a +2 alchemical bonus to Strength and Dexterity, a +1 alchemical bonus on Will saves, and a –2 penalty to AC. This poison’s effects are otherwise similar to a barbarian’s rage, except that affected orcs are unable to discern friend from foe—attacking the nearest creature each round—and they are not fatigued afterward
Cure 2 saves
Alchemical Recipe
Recipe (180 brimstone + 80 quicksilver + 60 saltpeter)/fermentation; Craft DC 16
Time 1 day; Tools heat source; Type poison

Smell of fear
Price 600 gp; Weight 1/2 lb.
Type inhaled; Save Fortitude DC 17
Frequency 1/minute for 6 minutes
Effect 1d2 Wis damage, and if the victim would become shaken during the next 1 minute, she becomes frightened instead
Cure 2 saves
Alchemical Recipe
Recipe (170 quicksilver + 170 realgar)/fermentation; Craft DC 17
Time 1 day; Tools heat source; Type poison
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Re: 【AM】炼金术手册(Alchemy Manual)PZO9445
« 回帖 #5 于: 2019-03-02, 周六 10:41:10 »
匕痕毒经

主要的,主流,谋杀者
起源:匕痕,河域诸国
习艺者: 刺客,毒杀者,不择手段的雇佣兵
常见用法:政治操纵、复仇、私刑审判(vigilante justice)

这个世界上有很多最著名的毒药都是有匕痕施毒者公会设计和制造的。毒药行会的许多传统可以追溯到该组织的创始人,一个名叫安巴斯·伊姆雷(Ambras Imre)的切利亚斯伯爵,他在90多年前建立了行会。由伊姆雷和公会各阶层成员制作的毒药迅速遍布整个地区,除了由臭名昭着的匕痕自己的刺客以外,整个河域诸国的模仿者和专业人士也都在使用。 虽然绝大部分毒药都是以各种简单的方式削弱或杀死他们的受害者。匕痕施毒者公会也发现了许多有着独特或特殊效果的毒药。公会的毒药大师经常会使用非致命性毒药和其他炼金混合物来锻炼其下属,操纵其他政治团体,并使匕痕的公民们无心关注关于主导城市领导权的不断变化的权力斗争影响。


施毒者专长 Poisoner Feats
以下专长大多只为匕痕施毒者公会成员所知,但任何符合先决条件的人都可以使用。

毒性时间(Toxicological Timing)
你知道如何调整毒药生效所需的时间。
先决条件:工艺(炼金术)9级
专长效果:当你使用工艺(炼金术)技能(无论是使用正常的工艺规则还是自发炼金术的规则)制造毒药时,你可以增加或减少用于测量你制造的毒药频率的时间单位一格,沿着以下比例调整:轮、分钟、小时、天。例如,如果您将此专长应用于砷(频率为1 /分钟,持续4分钟),则可以将频率增加到1/轮,持续4轮,或将频率降低到1/小时,持续4小时。

精通毒性时间(Improve Toxicological Timing)
你知道如何调整毒药生效所需的时间。
先决条件:工艺(炼金术)11级,毒理学时间。
专长效果:每当你使用工艺(炼金术)技能制造毒药时,你可以增加或减少发作时间最多1天(最小发作时间为1轮)。

毒素专攻(Poison Focus)
你知道创造特别恶毒的毒药的秘密。
先决条件:工艺(炼金术)1级。
专长效果:使用工艺(炼金术)制造的任何毒药的以及使用毒物描述符(Pathfinder RPG Ultimate Magic 138)施放的任何法术的豁免DC都会增加1。 此奖励不会与法术专攻授予的奖励叠加。

精妙施毒者(Subtle Poisoner)
你已经掌握了隐蔽而迅速为武器涂毒的艺术。
先决条件:巧手5级
专长效果:当你拔出一把武器时,你可以以同一个动作的一部分来为武器涂毒。要做到这一点,你必须已经将毒药拿在手上,并且成功通过DC20的巧手检定。成功则意味着该剂毒药已经被使用并且你在不被注意的情况下为武器涂毒。此检定在你尝试其他需要巧手检定动作时(例如拔出隐藏武器)额外进行检定。如果失败,则意味着在场的任何生物都可以对你尝试涂毒的行为进行一次察觉检定。如果你在该检定中失败5点或者更多,你会将自己暴露于毒素中,除非你拥有防止意外中毒的能力,例如炼金术师的用毒(poison use)能力。


炼金物品 Alchemical Items
匕痕施毒者公会以使用创造性和意想不到的传递方法来实现其暗杀而闻名。这种声誉在很大程度上归功于公会对于原始炼金术发明和发现的非凡拓展。

毒药扩散剂(Poison Diffuser)
价格:200gp 重量:-
这种复合物有一个超小型的滴管。当你将一份毒药扩散剂和一份接触或吸入的毒药混合使用时,毒药会变成气体慢慢扩散到周围的空气中。毒药在3轮内会被视作吸入毒素处理,之后毒药和毒药扩散剂都会消耗掉并失效。任何在毒药活性时通过扩散毒素5尺范围的生物必须进行豁免以抵抗蒸汽毒素。
如果你使用自发炼金术,在炼金术配方中添加尿素会延迟毒药扩散剂的生效时间。通过在炼金造物过程中加入20剂尿素(总价值10gp),将扩散剂加入毒药到毒药开始扩散到空气,中间增减1轮。
炼金配方
配方(100硫磺 + 180盐 + 180酒精)/发酵;工艺DC 25;时间 1天;工具:热源;类型:炼金工具。

玻璃幽魂(Spirit of Glass)
价格:35gp 重量:-
这种纤维由细小的镶有炼金尖刺的玻璃束组成。有人触摸它的人会发现她的皮肤受到无数微小的擦伤。虽然它只会引起轻微的不适,但它会使皮肤破损足以使毒液渗透,使伤口型毒素可以如同接触性毒素一样被传递给受影响的生物,擦伤持续1小时,或者直到伤口被清洁并成功通过DC10的医疗检定(整轮动作)。施毒者有时候会将玻璃幽魂藏在目标的衣柜里,或者在她的个人物品中放入一块浸泡在毒药中的抹布。玻璃幽魂经常被误认为是棉布或松散的布料,尽管它和它引起的擦伤可以通过DC 15的工艺(炼金术)检定或DC 17治疗检定来识别。玻璃幽魂只能使用一次,之后就会被消耗掉。
炼金配方
配方(2寒铁+7暗木+5黄金)/煅烧;工艺DC 25;时间 1小时;工具:坩埚;类型:炼金工具。

带毒墨水(Vector Ink)
价格:60gp 重量:-
这种特制的墨水可以和接触性毒药混合,使毒药可以在纸张上保持更长的时间。一旦涂在纸上,这种墨水就会保持轻微的粘性,并使毒药可以保持长达一周的时间。任何接触笔迹的生物(例如在打开封闭的书籍或者解开卷轴时)必须对接触性毒药进行豁免。一旦生物接触到带毒墨水,墨水就会消耗掉。一小瓶带毒墨水足以在标准尺寸的羊皮纸上书写一页文字。
炼金配方
配方(7月露酒+7黄金+6尿素)/浸提;工艺DC 20;时间 1天;工具:热源;类型:炼金工具。



毒药 POISONS
以下毒药是匕痕施毒者公会及其毒药大师的独特发明。 肆无忌惮的人使用这些混合物来惩罚,压制或消灭他们的对手。

炼金隔断剂(Alchemical Isolation)
价格:175gp 重量:1磅
类型:毒药,吸入;强韧DC: 13
发作:-;频率:1/分钟,持续2分钟
效果:第一次效果耳聋10分钟,第二次效果目盲10分钟。治愈:1次连续豁免
炼金配方
配方(150硫磺+20月露酒+80酒精)/发酵;工艺DC 13;时间 1天;工具:热源;类型:毒药

安巴斯伯爵的惩罚(Count Ambras's Punishment)
价格:350gp 重量:-磅
类型:毒药,接触;强韧DC: 16
发作:1分钟;频率:1/分钟,持续6分钟
效果:基础效果:1点敏捷流失,并反胃(Nauseated)1分钟;次要效果1d2点敏捷流失,并恶心(sickened)1分钟。治愈:1次连续豁免
炼金配方
配方(70月露酒+35雄黄+70尿素)/浸提;工艺DC 16;时间 1天;工具:热源;类型:毒药

乖乖水(Liquid Persuasion)
价格:120gp 重量:-磅
类型:毒药,摄入;强韧DC: 11
发作:10分钟;频率:1/分钟,持续5分钟
效果:1点感知伤害,并且在毒药持续时间内,下一次受害者因为交涉或者威吓检定或者其他效果,对另一名生物态度的态度改变1阶或多阶时,态度会额外改变一阶。例如,如果受害者态度从冷漠上升到友善(提升一级),那现在他会上升至乐于助人(提升两级)。治愈:1次连续豁免
炼金配方
配方(20月露酒+20水银+80酒精)/浸提;工艺DC 11;时间 1天;工具:蒸馏器;类型:毒药

吸血鬼之吻(Vampire's Kiss)
价格:75gp 重量:-磅
类型:毒药,伤口;强韧DC: 15
发作:-;频率:1/轮,持续2轮
效果:1点体质伤害,次要效果:1分钟内来自非毒药来源的流血伤害增加1点。治愈:1次连续豁免
炼金配方
配方(6黄金+50没药+30水印)/蒸馏;工艺DC 15;时间 1天;工具:蒸馏器;类型:毒药

劇透 -  原文:
DAGGERMARK POISONS
Main,Mainpulate,Murder
Origin: Daggermark,River Kingdoms
Practitioners:Assassins, poisoners, unscrupulous mercenaries
Commoonn Uesress: Political maneuvering, revenge, vigilante justice

Some of the world's most famous poisons are formulated and manufactured by the Daggermark Poisoners' Guild. Many of the traditions of the poisoners' guild can be traced back to the organization's founder, a Chelish count named Ambras Imre, who established the guild over 90 years ago. The poisons crafted by Imre and ranking members of the guild quickly spread throughout the region, used by Daggermark's own infamous assassins as well as by imitators and professionals throughout the River Kingdoms. While most poisons are employed to simply weaken or kill their victims in various ways, the Daggermark Poisoners' Guild has discovered a number of poisons with unique and specialized effects. The guild's master poisoners often make use of nonlethal toxins and other alchemical concoctions to discipline their underlings, manipulate other political groups, and distract the citizens of Daggermark from the power struggles that dominate the city's ever-changing leadership

Poisoner Feats
The following feats are mostly only known to members of the Daggermark Poisoners' Guild, but can be taken by anyone who meets the prerequisites.

lMPROVED TOXlCOLOGlCAL TIMING
You know how to adjust the amount of time required for a poison to take effect.
Prerequisites: Craft (alchemy) 11 ranks, Toxicological Timing.
Benefit: Whenever you craft a poison with the Craft (alchemy) skill, you can add or subtract up to 1 day from its onset time (to a minimum onset period of 1 round).

Poison Focus
You know the secrets of creating especially vicious poisons.
Prerequisite: Craft (alchemy) 1 rank.
Benefit: The save DC of any poison you craft with Craft (alchemy) and any spells you cast with the poison descriptor (Pathfinder RPG Ultimate Ma9ic 138) increases by i. This bonus doesn't stack with the bonus granted by Spell Focus.

Subtle Poisoner
You have mastered the art of stealthily and quickly preparing a poisoned weapon.
Prerequisite: Sleight of Hand 5 ranks.
Benefit: Whenever you draw a weapon, you can apply poison to the weapon as part of the same action. To do so, you must already have the poison in hand and must succeed at a DC 20 Sleight of Hand check. Success means the dose of poison is expended and you poison the weapon without drawing attention to your act. This check is in addition to any other Sleight of Hand checks you attempt to perform the action (such as to draw a hidden weapon). Failure means any creatures present can immediately attempt opposed Perception checks to notice your poisoning attempt. If you fail the check by 5 or more, you also expose yourself to the poison unless you have an ability that would prevent accidental poisoning, such as an alchemist's poison use ability.

TOXICOLOGlCAL TIMING
You know how to adjust the amount of time a poison takes to produce its effects.
Prerequisite: Craft (alchemy) 9 ranks.
Benefit: When you craft a poison with the Craft (alchemy) skill (whether using the normal Craft rules or the rules for spontaneous alchemy), you can increase or decrease the unit of time used to measure the frequency of a poison you craft by up to one step along the following scale: rounds, minutes, hours, days. For example, if you applied this feat to arsenic (which has a frequency of 1/minute for 4 minutes), you could increase the frequency to 1/round for 4 rounds or decrease the frequency to 1/hour for 4 hours.

Alchemical Items
The Daggermark Poisoners' Guild is known for using creative and unexpected delivery methods to achieve its assassinations. This reputation is due in large part to the remarkable range of the guild's original alchemical inventions and discoveries.

POISON DIFFUSER
PRICE 200 GP WEIGHT-
This compound comes in a tiny eyedropper. When you combine a dose of poison diffuser with a dose of contact or ingested poison, the poison becomes a gas, slowly diffusing into the surrounding air. The poison is treated as an inhaled poison for 3 rounds, after which the poison and the poison diffuser are both expended and become inert. Any creature that passes within 5 feet of a diffused poison while it is active must save against the vaporous toxin.
If you are using spontaneous alchemy, adding urea to the alchemical recipe delays a poison diffuser's activation time. For every 20 doses of urea (worth a total of 1 O gp) incorporated into the alchemical creation process, the time from which the diffuser is added to the poison to the time the poison begins spreading into the air increases by 1 round.
ALCHEMICAL RECIPE
Recipe (100 brimstone+ 180 salt+ 180 spirit of wine)/ fermentation; Craft DC 25 Time 1 day; Tools heat source; Type alchemical tool

SPIRIT OF GLASS
PRICE 35 GP  WEIGHT-
This fiber is composed of tiny strands of razor-sharp glass laced with alchemical elements. Anyone who touches it finds her skin irritated by countless tiny abrasions. Though it causes only minor discomfort, it opens the skin enough for poison to seep through, allowing injury poisons to be delivered to the affected creature as if they were contact poisons. The abrasions last for 1 hour or until cleaned and treated with a successful DC 10  Heal check (a full-round action). Poisoners sometimes place spirit of glass in a target's wardrobe or amid her personal effects along with a rag soaked in poison. Spirit of glass is often mistaken for lint or loose cloth, though it and the abrasions it causes can be identified with a successful DC 15  Craft (alchemy) check or DC 17  Heal check. Spirit of glass can be used only once before it is expended.
ALCHEMICAL RECIPE
Recipe
(2 cold iron + 7 darkwood + 5 gold)/calcination; Craft DC 25
Time 1 hour; Tools crucible; Type alchemical tool

VECTOR INK
PRICE 60GP WEIGHT-
This specialized ink can be mixed with a contact poison to make the poison last longer on paper. Once applied to a sheet of paper, the ink remains slightly tacky and keeps the poison effective for up to 1 week. Any creature that touches the writing (such as while opening a closed book or unraveling a scroll) must save against the contact poison. Once a creature has come in contact with the vector ink, the ink is expended. A single vial of vector ink is enough to write a single page of text on standard-sized parchment.
ALCHEMICAL RECIPE
Recipe (7 dew of lunary+ 7 gold + 6 urea)/digestion; Craft DC 20 Time 1 day;Tools heat source; Type alchemical tool

POISONS   
The following poisons are unique inventions of the Daggermark Poisoners' Guild and its master poisoners. Unscrupulous individuals use these concoctions to punish, disable, or eliminate their opponents.

Alchemical Isolation
Price 175 gp; Weight 1 lb.
Type inhaled; Save Fortitude DC 13
Frequency 1/minute for 2 minutes
Initial Effect deafened for 10 minutes; Secondary Effect blinded for 10 minutes
Cure 1 save
Alchemical Recipe
Recipe (150 brimstone + 20 dew of lunary + 80 spirit of wine)/fermentation; Craft DC 13
Time 1 day; Tools heat source; Type poison
Count Ambras's Punishment
Price 350 gp; Weight —
Type contact; Save Fortitude DC 16
Onset 1 minute; Frequency 1/minute for 6 minutes
Initial Effect 1 Dex drain and nauseated for 1 minute; Secondary Effect 1d2 Dex drain and sickened for 1 minute
Cure 1 save
Alchemical Recipe
Recipe (70 dew of lunary + 35 realgar + 70 urea)/digestion; Craft DC 16
Time 1 day; Tools heat source; Type poison

Liquid Persuasion
Price 120 gp; Weight —
Type ingested; Save Fortitude DC 11
Onset 10 minutes; Frequency 1/minute for 5 minutes
Effect 1 Wis damage, and for the duration of the poison, the next time the victim’s attitude toward another creature would shift one or more steps toward helpful as a result of a successful Diplomacy or Intimidate check or other effect, the victim’s attitude also shifts one additional step. For example, if the victim’s attitude would shift from indifferent to friendly (one step better), it shifts to helpful instead (two steps better)
Cure 1 save
Alchemical Recipe
Recipe (20 dew of lunary + 20 quicksilver + 80 spirit of wine)/distillation; Craft DC 11
Time 1 day; Tools retort; Type poison

Vampire's Kiss
Price 75 gp; Weight —
Type injury; Save Fortitude DC 15
Frequency 1/round for 2 rounds
Initial Effect 1d2 Con damage; Secondary Effect bleed damage from non-poison sources increases by 1 for 1 minute
Cure 1 save
Alchemical Recipe
Recipe (6 gold + 50 myrrh + 30 quicksilver)/distillation; Craft DC 15
Time 1 day; Tools retort; Type poison
« 上次编辑: 2019-03-02, 周六 11:06:53 由 丞相 »
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Re: 【AM】炼金术手册(Alchemy Manual)PZO9445
« 回帖 #6 于: 2019-03-02, 周六 10:41:55 »
德洛人真菌炼金术

身心感染
起源地:幽暗地域
习艺者:影民,德洛人,灰矮人,地下植物类生物
常见用法:精神控制,夜间绑架,思维破坏

在整个混乱的德洛人历史中,真菌炼金术的实践经过多次改进,丢失和重新发现。真菌炼金术的起源,最早可以追溯到德洛人的毒品和对被称为“碧幻菌”的一种多功能并且高效的精神药物的崇拜。虽然德洛人崇拜这一植物,并且找到了它无穷无尽的用途,但是碧幻菌仍然没法为他们另外的文化迷思提供一个真正的回答:为什么那么多种族都可以在阳光下自由漫步,而德洛人在其光线下就会水肿和烧伤?
     这个问题及其难以回答的答案驱使德洛人在地表居民身上实践他们古老的炼金术艺术,这让俘虏和受到不可挽回改变的受害者感到沮丧。
     德洛秘术师,炼金术和施法者领导着德洛人飞地,小心翼翼的保护着他们工艺中最危险的秘密。尽管如此,偶尔会有目睹这种科学恐怖事件的受害者会在他们对这些黑暗艺术完整了解的情况下爬回地表,但他们的心灵却破碎了。不止一个古怪的炼金术士从在德洛人手上疯狂和饱受折磨的“梦”中得到启发,从来没有确定他们的梦境实际上是一次确实发生过的绑架的真实记忆。



真菌移植物 FUNGAL GRAFTS
德洛人进行了长期的研究改造的碧幻菌真菌在活体生物体表和体内的生长造成的影响。种植真菌移植物类似于制作魔法物品,但只需要在工艺(炼金术)上有指定的等级,而不需要物品创造专长。
    种植一个真菌移植物需要花费的时间与创造一个相同价格的魔法物品相同。在此期间,新生的真菌必须用昂贵的材料成分(成本根据移植物而变化)施肥,根据需要浇灌,并保持安全免受伤害。在所需的时间过去后,栽培者必须在工艺(炼金术)检定上成功,以便真菌移植物正确成型。这个检定的DC根据移植物而变化。在失败的时候,移植物枯萎并且栽培者只能重新培养一个。如果成功,则真菌已经准备好移植到目标身上。
     将真菌移植到目标上需要1小时的手术,在此期间,目标必须是自愿的或无助的。在一小时结束时,手术者必须对所列出的DC进行检定。失败则表明病人的身体排斥真菌,真菌死亡。无论手术成功与否,受试者都要承受1d4点的体质伤害。虽然真菌移植物并非魔法,其中的某些仍需要在身体上占据一个魔法装备槽,防止该槽用于任何魔法物品或其他移植物。
     真菌移植可以用医疗术(Heal)或更大的恢复法术来移除,或者用另一个小时级手术来用一个成功对抗原始DC的医疗检定来移除。

真菌眼(Fungal Eyes)
价格:18000gp;位置:眼部
这些微小而发光的蓝色真菌在受术者的眼睛上形成一层保护膜,阻止她的正常视觉能力,但使她获得30尺的盲视能力。
栽培要求
工艺(炼金术)12级;工艺(炼金术)DC25,医疗DC:25;栽培成本:9000gp

延展藤蔓(Reaching Vines)
价格:4000gp;位置:腕部
移植到受试者皮肤下方的碧幻菌孢子使受试者能够随意地将真菌藤蔓从手腕和前臂延伸和收缩。受试者每回合获得两次藤蔓攻击,这是拥有10尺触及的次要天武攻击。这些藤蔓无法造成伤害,但是移植真菌的生物可以尝试将一个被击中的目标向自己的方向拉近5英尺,视为拉拽(Pull)通用怪物能力(探索者怪物图鉴303)。
栽培要求
工艺(炼金术):9级;工艺(炼金术):DC21,医疗DC:21;栽培成本:2000gp


炼金物品 AlCHEMlCAl ITEMS
德洛人经常使用以下炼金物品

速溶肥料(Instant fertilizer)
价格:20gp;重量:4磅
这种宝石红的泥土可以用一个会引发借机的标准动作,撒在5尺见方的土地上。该地区的非生物植物和真菌以惊人的速度生长,地面杂草丛生,对于非植物生物变成困难地形。方格上的非植物生物都必须成功通过DC15的反射货哦面,否则她就会被汹涌的植物所纠缠。任何在受影响方格内的植物生物治愈1d6点伤害。
炼金配方
配方(15镁 + 20磷 + 10盐)/煅烧;工艺DC20;时间:1小时,工具:坩埚;类型:炼金工具

利迪克精粹(Lyddric essence)
价格:20gp;重量:1磅
这种酶来源于寄生真菌,可分解大多数有机组织,对植物和其他真菌具有特别的破坏性。一瓶利迪克精粹可以像一瓶强酸一样使用,对非植物类型的生物造成正常的强酸伤害。然而,被利迪克精粹直接命中的植物生物、植物和真菌会受到2d6点的强酸伤害,或者在其击中的地方5英尺范围内时,受到2点强酸溅射伤害。
炼金配方
配方(15硫磺 + 3碧幻菌孢子)/蒸馏;工艺DC20;时间:1天,工具:蒸馏器;类型:炼金武器

拟态纤维(Mimic fibers)
价格:30 GP;重量:-
这些炼金术制备的真菌孢子悬浮在厚厚的绿色脓水中。他们的生长方式可以与任何他们接触的植物、真菌材料甚至死掉的木头相吻合,修复任何其本体上的切口或损坏,就如同从未被损坏一样。当以一个整轮动作使用时,拟态纤维对木材、纸质、土壤或者其他活物或有机物材料制成的物品治疗1d10+10点伤害。只要碎片不超过两件,并在孢子被施加时在断裂处保持在一起,即使被毁坏(destroyed)的物品也可以被修复(视为0生命值)。
炼金配方
配方(6镁 + 6碧幻菌孢子)/过滤;工艺DC20;时间:10分钟,工具:过滤器;类型:炼金工具

隧道藤(Tunnel creeper)
价格:280gp; 重量:1lb.
这种拳头大小的侵略性真菌群,在放置在固体表面上并且暴露在水中时会迅速成长,可以在一条直线上安静的钻出一个5尺高10尺深的隧道。隧道由坚固的真菌管支撑。隧道藤不能吃掉金属或者任何比普通石头密度更高的材料。隧道藤需要10分钟才能在石头上钻出隧道,或者需要5分钟才能在木头上钻出隧道。之后真菌就会枯萎并掉落到地上。
炼金配方
配方(100硫磺 + 90镁 + 35碧幻菌孢子)/发酵;工艺DC25;时间:1天,工具:热源;类型:炼金工具



引用
新试剂(NEW REAGENT):碧幻菌孢子(Cytillesh Spores)
德洛人炼金术师经常在他们的工艺钟使用神奇的碧幻真菌的孢子。

碧幻菌孢子 Cytillesh Spores
价格:5GP;重量:-
这种毒菌孢子有着广泛的用途,但作为迷幻剂和其他心灵作用药物的原料是最为常见的一种使用方法
==============================================
材料成分功能
==============================================
剂量:1(价格5GP);可增强法术:魅惑(Charm)或胁迫(Compulsion)子学派法术
效果:决定法术的持续时间时施法者等级获得+1加值。

劇透 -  原文:
NEW REAGENT:
CYTILLESH SPORES
Derro alchemists frequently use the spores of the potent cytillesh fungus in their crafts.

Cytillesh Spores
Price 5 gp; Weight —
The spore of the cytillesh fungus is a versatile reagent, and is often combined with other poisonous elements to create deliriums, hallucinogens, and psychotics.
Power Component
Doses 1 (5 gp); Spells charm or compulsion subschool
Effect +1 caster level for the purpose of duration



毒药 POISONS
德洛人使用下列毒药来使其受害者失能并进行对精神的暴行。

虚构粉末(Confabulation Powder)
价格:80gp;重量:-
类型:吸入;强韧豁免DC:18
频率:1/分钟,持续2分钟。
初始效果:恍惚(Staggered)1分钟;第二效果:如果目标已经恍惚(staggered)、震慑(stunned)或者昏迷(unconscious),则受害者就会变得非常容易受诱导。如果向他描述一个事件(无论真假),他会无意识地编造出这个事件的详细细节。用他的最佳猜测填补描述中的任何空白。虚构的记忆可以在第一次回忆时通过成功对抗DC18的意志豁免时被否定,但是如果豁免失败,则受害者伺候都会将其视为完全真实的。所有虚构的记忆都可以通过复原术或者医疗术来移除。
炼金配方
配方(20水银 + 15碧幻菌孢子)/浸提;工艺DC18;时间:1天,工具:热源;类型:毒药

碧幻菌萃取物(Cytillesh Extract)
价格:800gp;重量:-
类型:摄入;强韧豁免DC:18
频率:1/小时,持续8小时
效果:受害者失去对前一小时发生事件的所有记忆,并且在8个小时内无法形成新的记忆。这些失去的和被阻止的记忆可能会以梦的形式回归,并且可以被复原术或者医疗术治愈。
治愈:2次豁免
炼金配方
配方(115雄黄 + 115碧幻菌孢子)/煅烧;工艺DC18;时间:1小时,工具:坩埚;类型:毒药

劇透 -  原文:
DERROFUNGUSALCHEMY
Infestation of Mind and Body
Origin:TheDarklands
Practitioners:Darkfolk,derros,duergar,subterranean plant creatures
CommonUses:Mind control,nocturnal abductions,psychonautic sabotage

The practice of fngus alchemy has been refined,lost,and rediscovered many times throughout the chaotic history of the derros.The origins of fngus alchemy can ultimately be traced back to the derros' addiction and obsession with the versatile and useful psychotropic substance known as cytillesh fungus. Although derros revere this plant and find countlessuses for it,cytillesh has yet to provide a true answer to their other cultural obsession: how do so many otherraces walk feely in the sunlight, while the derros blister and burn under its rays?
  This question and its ungraspable answer drive derros to practice their ancient alchemical art on surfce dwellers,much to the dismay of the captured and irreparably altered victims.
  Derro magisters, the alchemists and spellcasters who lead derro enclaves, careflly guard the most dangerous secrets of their craft. Still, victims who have witnessed such scientific horrors sometimes crawl back to the surfce with their knowledge of these dark arts intact, but the rest of their minds shattered. More than one eccentric alchemist has been inspired by "dreams" of madness and torture at the hands of derros,never quiterealizing that these dreams are actually memories of a very real abduction.

FUNGAL GRAFTS
    Derros have long studied the effects of growing modified cytillesh fungus on and inside living creatures. Growing a fungal graft is similar to crafting a magic item, but requires only a specific number of ranks in Craft (alchemy) instead of an item creation feat.
    Growing a fungal graft takes the same amount of time that creating a magic item of the same price does. During this time, the nascent fungus must be fertilized with expensive material components (the cost varies according to the graft), watered as needed, and kept safe from harm. After the required time has passed, the cultivator must succeed at a Craft (alchemy) check in order for the fungus graft to be properly formed. The DC of this check varies according to the graft. On a failure, the graft withers and the cultivator must begin anew. On a success, the fungus is ready to be grafted onto a target.
    Grafting a fungus onto a target requires a 1-hour-long surgical procedure, during which time the subject must be either willing or helpless. At the end of the hour, the surgeon must attempt a Heal check against the listed DC. Failure indicates that the patient's body rejects the fungus and the fungus dies. Regardless of the surgery's success, the subject takes 1d4 points of Constitution damage. Although fungal grafts are not magical, some occupy a magic item slot on the body, preventing that slot from being used for any magic item or other graft.
     A fungal graft can be removed with a heal or ,greater restoration spell, or with a successful Heal check against the original DC in another hour-long surgery.

Fungal Eyes
Source Alchemy Manual pg. 10
Price 18,000 gp; Slot eyes
These small, glowing blue fungi form a protective film over the subject’s eyes, preventing her from seeing with normal vision but granting her blindsight to a range of 30 feet.
Cultivation Requirements
Craft (alchemy) 12 ranks; Skill Craft (alchemy) DC 25, Heal DC 25; Cultivation Cost 9,000 gp

Reaching Vines
Source Alchemy Manual pg. 10
Price 4,000 gp; Slot wrists
Cytillesh spores seeded beneath the subject’s skin enable the subject to extend and contract fungal vines from its wrists and forearms at will. The subject gains two vine attacks per round, which count as secondary natural attacks with a reach of 10 feet. These vines deal no damage, but the fungal-grafted creature can attempt to pull a struck target up to 5 feet toward itself, as the pull universal monster ability (Pathfinder RPG Bestiary 303).
Cultivation Requirements
Craft (alchemy) 9 ranks; Skill Craft (alchemy) DC 21, Heal DC 21; Cultivation Cost 2,000 gp

AlCHEMlCAl ITEMS
Derros frequently use the following alchemical items.

Instant fertilizer
Price 20 gp; Weight 4 lbs.
This ruby-red earth can be sprinkled over a 5-foot patch of ground as a standard action that provokes attacks of opportunity. Noncreature plants and fungi in the area grow with alarming speed, and the ground becomes weedy, difficult terrain for non-plant creatures. Any non-plant creature in the square must succeed at a DC 15 Reflex save or it becomes entangled by the surging plants. Any plant creature in the affected square is healed of 1d6 points of damage.
Alchemical Recipe
Recipe (15 magnesium + 20 phosphorus + 10 salt)/calcination; Craft 20
Time 1 hour; Tools crucible; Type alchemical tool

Lyddric essence
Price 20 gp; Weight 1 lb.
This enzyme is derived from a parasitic fungus that breaks down most organic tissue, and is especially destructive to plants and other fungi. A flask of lyddric essence can be used like a flask of acid, dealing normal acid damage to creatures not of the plant type. However, plant creatures, plants, and fungi targeted with lyddric essence take 2d6 points of acid damage on a direct hit, or 2 points of acid splash damage if within 5 feet of where it hits.
Alchemical Recipe
Recipe (15 brimstone + 3 cytillesh spores)/distillation; Craft 20
Time 1 day; Tools retort; Type alchemical weapon

Mimic fibers
Price 30 gp; Weight —
These alchemically prepared fungal spores are suspended in a thick green ichor. They grow in patterns that match any plant or fungal material they touch, even dead wood, causing any cuts or breaks in the matter to mend as if it had never been damaged. When applied as a full-round action, mimic fibers heal 1d10+10 points of damage to one object made of wood, paper, earth, or other living or onceliving material. Even a destroyed item can be repaired (treat as if at 0 hit points) as long as the item is in no more than two pieces and is held together at the break as the spores are applied.
Alchemical Recipe
Recipe (6 magnesium + 6 cytillesh spores)/filtration; Craft 20
Time 10 minutes; Tools filter; Type alchemical tool

Tunnel creeper
Price 280 gp; Weight 1 lb.
This fist-sized cluster of aggressive fungus grows rapidly when placed against a solid surface and exposed to water, and can quietly bore a 5-foot-tall, 10-foot-deep tunnel in a straight line. The tunnel is supported by sturdy fungal tubes. A tunnel creeper cannot eat through metal or any material denser than common stone. A tunnel creeper takes 10 minutes to carve a tunnel through stone, or 5 minutes to carve through wood, after which the fungus withers and falls to the ground.
Alchemical Recipe
Recipe (100 brimstone + 90 magnesium + 35 cytillesh spores)/fermentation; Craft 25
Time 1 day; Tools heat source; Type alchemical tool

POISONS
Derros use the following poisons to disable their victims and commit mental atrocities.

Confabulation Powder
Price 80 gp; Weight —
Type inhaled; Save Fortitude DC 18
Frequency 1/minute for 2 minutes
Initial Effect staggered for 1 minute; Secondary Effect If already staggered, stunned, or unconscious, the victim becomes highly suggestible. If an event (whether true or false) is described to him, he unconsciously fabricates a detailed memory of the event, filling in any gaps in the description with his own best guesses. The confabulated memory can be disbelieved with a successful DC 18 Will save the first time it is recalled, but if the save fails, the victim treats it as completely genuine thereafter. All confabulated memories can be removed with a restoration or heal spell
Cure 1 save
Alchemical Recipe
Recipe (20 quicksilver + 15 cytillesh spores)/digestion; Craft DC 18
Time 1 day; Tools heat source; Type poison

Cytillesh Extract
Price 800 gp; Weight —
Type ingested; Save Fortitude DC 18
Frequency 1/hour for 8 hours
Effect The victim loses all memory of events that took place in the previous hour and can’t form new memories for 8 hours. These lost and prevented memories might return later in the form of dreams, and can be returned with a restoration or heal spell
Cure 2 saves
Alchemical Recipe
Recipe (115 realgar + 115 cytillesh spores)/calcination; Craft DC 18
Time 1 hour; Tools crucible; Type poison
« 上次编辑: 2019-03-02, 周六 11:06:36 由 丞相 »
女王的杂技团
见识短浅的调查员手册作者
优化一塌糊涂的三流玩家
开团必炸团的垃圾GM
看不懂英文的翻译
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Re: 【AM】炼金术手册(Alchemy Manual)PZO9445
« 回帖 #7 于: 2019-03-02, 周六 10:42:45 »
矮人魔啤
一起嗨啤 嗜酒如命

起源:幽暗地域/五王山脉
习艺者:矮人酒吧、酿酒师(brewmasters)、蒸馏酒师(distillers)以及酒馆老板
常见用法:庆典,饮酒游戏,借酒消愁,醉酒狂欢,引发激情

      矮人酿造的传统是一个古老的传统,在该种族著名的寻天之旅之前就已经出现了。自从矮人出现在地表世界,他们的酿造材料就从地下蘑菇和块茎的发酵演变成今天大家所熟知的形式。虽然发酵格拉利昂地表的作物会产生更多美味,但由此产生的啤酒没有使用幽暗地域成分酿造的啤酒那么富有冲击力。通过加入影响心灵的真菌,有治疗效果的根快和其他不寻常的添加剂以及地表的麦子和啤酒花,矮人酿酒师可以制作效果类似于原始矮人啤酒的可饮用的浓啤酒,必打士酒和烈性酒。虽然矮人啤酒总是很烈的,并总是会导致饮用者变得醉酒甚至烂醉如泥,然而将所谓的“魔法啤酒”与矮人们普遍喜欢的普通啤酒分开,是魔法啤酒除了醉酒之外还会产生额外的效果。



狂暴饮者 DRUNKEN RAGER(野蛮人变体)
这些鲁莽的酗酒恶棍和打手在战斗中和在酒馆里一样危险,并且无论任何场合,就算是死,都会喝个不停。

醉酒狂暴(Drunken Rage,Ex):在1级时,一名狂暴饮者可以在狂暴时喝下一份浓啤酒或者其他强烈酒精饮料来获得1点醉狂点(drunken rage point),喝酒的动作是一个标准动作并且不会提供借机攻击。在1级时,野蛮人可以拥有最多1点醉狂点;这个最大值之后每两级增加1点。醉狂点可以持续1个小时或者被消耗,以先发生者为准。野蛮人只能在狂暴时使用醉狂点。除非特别说明,使用醉狂点是一个自由动作。
    只要没有穿着盔甲、轻甲或中甲,并且没有重载,一个狂暴饮者可以消耗1点醉狂点来在1轮内增加她的移动速度20尺。她也可以消耗1点醉狂点来获得狂暴职业能力1轮,持续1小时或者被消耗。该能力取代了快速移动(fast movement)。

蹒跚闪避(Staggering Evasion,Ex):在2级时,只要她还拥有至少1点醉狂点,狂暴饮者就会获得反射闪避(evasion),如同盗贼同名职业能力。该能力取代直觉闪避(uncanny dodge)。

耐药性(Tolerance,Ex):在3级时,只要她还拥有至少1点醉狂点,狂暴饮者就会在对抗会使她反胃(nauseate),中毒(poison)或者恶心(sicken)的效果时,在豁免上获得+1加值。该加值同样在避免成瘾或者其他由于饮酒造成的不良效果的豁免上。该加值在6级时+1,并且之后每3级+1.该能力取代陷阱感知(trap sense)。

精通蹒跚闪避(Improved Staggering Evasion,Ex):在5级时,只要她还拥有至少2点醉狂点,狂暴饮者就会获得精通反射闪避(improved evasion),如同盗贼同名高等盗贼天赋。该能力取代精通直觉闪避(improved uncanny dodge)。

醉到晃(Drunken Swing,Ex):在12级时,一个狂暴饮者可以用一个迅捷动作在进行一次近战攻击前消耗1个醉狂点,来大幅增加她攻击的致命性。她该轮下一次攻击的重击威胁范围增加1(举个例子,20的重击威胁范围会增加到19-20)。这个能力不能和其他拓展武器重击威胁的能力叠加。在16级和之后的20级,野蛮人可以消耗额外1点醉狂点来进一步增加她下一次攻击的重击威胁(最高在20级时增加3点)。该能力取代12级时获得的狂暴之力(rage power)。



炼金物品 AlCHEMlCAL ITEMS
尽管名字这么叫,但是矮人魔啤仍然是炼金物品而不是魔法物品。如果魔法啤酒的效果叠加,分别追踪每一剂效果的持续时间。不同于大部分酒精饮品,下面的魔法啤酒没有像宿醉或成瘾那样的有害影响。可选地,GM可以使用城主手册(Pathfinder RPG GameMastery Guide)第236-237页详述的醉酒和成瘾规则来增强这些酿造品的效果。

石头黑啤(Boulderhead Bock)
价格:25gp 重量:2磅
这款麦芽酒有着浓厚的奶油头部,它创造了一种令人愉快的嗡鸣和兴奋感,使痛苦和冲击的效果变得迟钝,给予饮用者在对抗眩晕(Dazed)、恍惚(staggered)、震慑(tunned)或者对抗任何带有痛苦描述符的效果的豁免骰上+1炼金加值,持续1小时。此外一份石头黑啤给予饮用者1d6点临时生命,专门用来对抗非致命伤害。多份石头黑啤叠加,最多提供+5炼金加值和最大20点临时生命。
炼金配方
配方(4黄金 + 15酒精)/发酵; 工艺DC:19; 时间:1周;工具:酿酒师工具;类型:酒精饮品

冰盖浓啤(Icecap Ale)
价格:40gp;重量:1/2磅。
这种罕见且不寻常的酿造是通过反复部分冷冻的过程强化的,在此过程中浮冰不断被撇去,导致冰盖浓啤比普通啤酒的酒精含量高10倍以上。
冰盖浓啤向饮用者在力量和体质上提供+2炼金加值,以及在对抗胁迫和恐惧的豁免提供+4炼金加值。持续1分钟。然而,在最初的体能激增之后,饮酒者变得疲乏,并且在基于敏捷和力量的技能检定中受到-4的惩罚,持续1小时。此外,饮酒者在饮用冰盖浓啤后的1d4分钟内失去了对所发生事件的所有记忆;成功的DC20强韧豁免避免这种记忆丧失。在初始剂量后的一小时内,饮入额外剂量的冰盖浓啤导致饮酒者恶心(Sicken)1分钟(而不是获得力量和体质的加值)并遭受冰盖浓啤的所有负面影响。
炼金配方
配方(50酒精+ 40尿素)/蒸馏; 工艺DC:20; 时间:1周;工具:酿酒师工具;类型:酒精饮品

长须酸啤(LongBeard Lambic)
价格:20gp;重量:1磅
长须酸啤是已知最古老的矮人啤酒之一,用野生的空气酵母菌和培养物——特别是那些比寻天之旅开始早的多的就用于酿造的黑暗洞穴中生长的——进行发酵。长须酸啤对神经系统有支持作用。如果饮用者疲乏、战栗或者恍惚,她可以在喝下长须酸啤后忽略这些状态1d4轮。此外一份长须酸啤可以在相同的持续时间内,将力竭状态降为疲乏或者将恐惧状态将为战栗(由饮用者选择)。如果你在喝下前一份的一分钟内消耗第二份,你必须通过DC15的强韧豁免否则就会反胃1d4轮。同一时间相继饮用的每份增加DC增加5。矮人在该豁免上获得+5种族加值。
炼金配方
配方(3黄金 + 5水银 + 4酒精)/发酵; 工艺DC:18; 时间:1周;工具:酿酒师工具;类型:酒精饮品

龙息苦啤(Wyrm's Breath Bitter)
价格:30gp;重量:1磅
这种略有点绿色的啤酒有一个辛辣而苦的味道。它采用各种恶臭的草药调味,并通过独特的发酵过程进行强烈碳化。有时作为恶作剧给游客,龙息苦啤会使饮用者恶心1d6分钟(强韧DC12无效);矮人在该豁免上获得+5种族加值。在饮下一份龙息苦啤后,饮用者可以用一个移动动作,在半径5尺区域和10尺锥形区域内喷出一个雷鸣般并且恶臭的嗝。在该区域内的生物将会耳聋并且恶心1轮(强韧DC12无效)。饮酒者必须等待1d4轮然后才能再次打嗝,但是在饮用龙息苦啤之后,可以根据需要在10分钟内一直可以打嗝。
炼金配方
配方(2黑火药 + 10硫磺 + 20酒精)/浸提; 工艺DC:21; 时间:1周;工具:酿酒师工具;类型:酒精饮品



新炼金工具 NEW ALCHEMICAL TOOLS
以下新工具(参见第5页)用于制造矮人魔啤。

酿酒师工具(Brewer's Kit)
价格:25gp;重量:50磅
酿酒师工具包括一个搅拌桶,以及用于煮沸和冷却的铜水壶和管道,用于煮沸和冷却,然后使其发酵。 它还包括各种干啤酒花和调味香料。

精制品酿酒师工具(Brewer's kit, masterwork)
价格:75gp;重量:50磅
这个特别精心制作的套件对比普通酿酒师工具,提供了额外的调味品,更多类型的草药和更高质量的工具。一个精制品酿酒师工具对用于生产酒精饮品的工艺(炼金)提供+2环境加值。

劇透 -  原文:
DWARVEN MAGIC ALES
Drink is Life

Origin: The Darklands/Five Kings Mountains
Practitioners:Dwarven barkeeps,brewmasters,distillers,and tavern owners
Common Uses:Celebrations,drinking games,drowning sorrows,drunken carousing,inflaming passions

The dwarven tradition of brewing is an ancient one, stemming back before that race's famed Quest for Sky. Once the dwarves emerged onto the surface world, their brewing process evolved from the fermentation of underground mushrooms and tubers into the form recognized today. But while fermenting Golarion's surface crops yields more delicious libations, the resulting beers lack the punch of brews made with Darklands ingredients. By including mind-altering fungi, curative roots, and other unusual additives as well as surface grains and hops, dwarven brewmasters can craft drinkable ales, bitters, and stouts with effects similar to those of the original dwarven brews. While dwarven brews are always strong and never fail to cause the imbiber to become tipsy or downright drunk, what separates the so-called "magic ales" from the mundane brews also popular among the dwarves is that magic ales bestow additional effects beyond intoxication. Such effects vary depending on the brew, but in many cases rival the potency and of true magic potions-hence the name of these amazing concoctions.

DRUNKEN RAGER
(BARBAR1AN ARCHETYPE)
These hotheaded, hard-drinking ruffians and brawlers are as dangerous in the midst of combat as they are in a tavern, and they wouldn't be caught dead without a libation for either occasion.

Drunken Rage (Ex): At 1st level, a drunken rager can drink a unit of ale or other strong alcohol while raging to gain 1 drunken rage point. The act of drinking is a standard action that does not provoke attacks of opportunity. At 1st level, the barbarian can have a maximum of 1 drunken rage point; this maximum increases by 1 every 2 levels thereafter. These drunken rage points last for 1 hour or until spent, whichever comes first. The barbarian can use drunken rage points only while raging. Unless otherwise noted, spending a drunken rage point is a free action.
  A drunken rager can spend i drunken rage point to increase her movement speed by 20 feet for 1 round, provided she is wearing no armor, light armor, or medium armor and is not carrying a heavy load. She can also spend 1 drunken rage point to gain 1 additional round of her rage class feature, which lasts for 1 hour or until used. This ability replaces fast movement.

Staggering Evasion (Ex): At 2nd level, as long as she has at least 1 drunken rage point, a drunken rager gains evasion, as the rogue class feature of the same name. This ability replaces uncanny dodge.

Tolerance (Ex): At 3rd level, as long as she has at least 1 drunken rage point, a drunken rager gains a +1 bonus on saves against effects that would nauseate, poison, or sicken her, as well as saves to avoid addiction or other ill effects
associated with consuming alcohol. This bonus increases by 1 at 6th level and every 3 levels thereafter. This ability replaces trap sense.

Improved Staggering Evasion (Ex): At 5th level, as long as she has at least 2 drunken rage points, a drunken rager gains improved evasion, as the rogue advanced talent of the same name. This ability replaces improved uncanny dodge.

Drunken Swing (Ex): At 12th level, a drunken rager can spend 1 drunken rage point as a swift action before making a melee attack to drastically increase the deadliness of her attack. The critical threat range of her next attack that round increases by 1 (for example, a critical threat range of 20 would increase to 19-20 ). This ability does not stack with any other effect that expands the critical threat range of a weapon. At 16th level and again at 20th level, the barbarian can spend 1 additional drunken rage point to further increase the critical threat range of her next attack (to a maximum critical threat range increase of 3 at 20th level). This ability replaces the rage power gained at 12th level.

AlCHEMlCAl lTEMS
Despite their name, dwarven magic ales are alchemical items rather than magic items. If the effects of a magic ale stack, track the duration of each dose's effects separately. Unlike most alcohol, the magic ales below have no detrimental effects like hangovers or addiction. Optionally, the GM can use the rules for drunkenness and addiction detailed on pages 236-237 of the Pathfinder RPG GameMastery Guide to augment the effects of these brews.

Boulderhead Bock
Price 25 gp; Weight 2 lbs.
This malty ale has a legendarily thick, creamy head. It creates a pleasant buzz and sense of euphoria that dull the effects of pain and concussions, granting the drinker a +1 alchemical bonus on saving throws to avoid becoming dazed, staggered, or stunned, or against any effect with the pain descriptor (Pathfinder RPG Ultimate Magic 138) for 1 hour. In addition, a dose of boulderhead bock grants the drinker 1d6 temporary hit points that apply exclusively against nonlethal damage. Multiple doses of boulderhead bock stack, to a maximum alchemical bonus of +5 and a maximum of 20 temporary hit points.
Alchemical Recipe
Recipe (4 gold + 15 spirit of wine)/fermentation; Craft 19
Time 1 week; Tools brewer's kit; Type alcohol

ICECAP ALE
Price 40 gp; Weight 1/2 lb.
This rare and unusual brew is fortified by a process of repeated partial freezing, during which the ice is continually skimmed off, resulting in a draught with more than 10 times the alcohol content of ordinary ale. Icecap ale grants a +2 alchemical bonus to the drinker’s Strength and Constitution for 1 minute, as well as a +4 alchemical bonus on saving throws against compulsions and fear. However, after this initial surge of energy, the drinker becomes fatigued and takes a –4 penalty on Dexterity- and Strength-based skill checks for 1 hour. In addition, the drinker loses all memory of events that transpired during the 1d4 minutes directly following consumption of a draught of icecap ale; a successful DC 20 Fortitude save negates this memory loss. Additional doses of icecap ale imbibed during the hour following an initial dose cause the drinker to become sickened for 1 minute (instead of gaining a bonus to Strength and Constitution) and to suffer all the negative effects of icecap ale.
Alchemical Recipe
Recipe (50 spirit of wine + 40 urea)/distillation; Craft 20
Time 1 week; Tools brewer's kit; Type alcohol

LongBeard Lambic
Price 20 gp; Weight 1 lb.
One of the oldest known dwarven ales, longbeard lambic is fermented with wild airborne yeasts and cultures, especially those that proliferate in the dank caves where it has been brewed since long before the Quest for Sky began. Longbeard lambic has a bracing effect that shocks the system. If the drinker is fatigued, shaken, or staggered, she can ignore these conditions for 1d4 rounds after imbibing longbeard lambic. In addition, a dose of longbeard lambic can reduce the exhausted condition to fatigued or the frightened condition to shaken (drinker’s choice) for the same duration. If you consume a second longbeard lambic within 1 minute of the previous dose, you must succeed at a DC 15 Fortitude save or be nauseated for 1d4 rounds. The DC increases by 5 for each dose imbibed within the same time span. Dwarves gain a +5 racial bonus on this saving throw.
Alchemical Recipe
Recipe (3 gold + 5 quicksilver + 4 spirit of wine)/fermentation; Craft 18
Time 1 week; Tools brewer's kit; Type alcohol

Wyrm's Breath Bitter
Price 30 gp; Weight 1 lb.
This green-tinged brew has a pungent, bitter bite. It’s flavored with a variety of foul smelling herbs and is intensely carbonated through a unique fermentation process. Sometimes given to visitors as a prank, wyrm’s breath bitter causes the drinker to become sickened for 1d6 minutes (Fortitude DC 12 negates); dwarves gain a +5 racial bonus on this saving throw. After drinking a dose of wyrm’s breath bitter, the drinker can, as a move action, unleash a thunderous and noxious belch in either a 5-foot-radius spread or a 10-foot cone. Creatures in the area are deafened and sickened for 1 round (Fortitude DC 12 negates). The drinker must wait 1d4 rounds before belching again, but can belch as often as desired for up to 10 minutes after drinking a wyrm’s breath bitter.
Alchemical Recipe
Recipe (2 black powder + 10 brimstone + 20 spirit of wine)/digestion; Craft 21
Time 1 week; Tools brewer's kit; Type alcohol

NEW ALCHEMICAL TOOLS
The following new tools (see page S) are used to create dwarven magic ales.

BREWER'S KIT
Price 25 gp; Weight 50 lbs.
A brewer’s kit includes a mash tun, as well as copper kettles and piping for boiling and cooling before casking it and allowing it to ferment. It also includes a variety of dried hops and spices for flavoring.

Brewer's kit, masterwork
Price 75 gp; Weight 50 lbs.
This exceptionally crafted kit provides extra spices, a wider variety of herbs, and higher quality tools than a normal brewer’s kit. A masterwork brewer’s kit grants a +2 circumstance bonus on Craft (alchemy) checks to produce alcoholic beverages.
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勒彼得斯塔德人造人

有伦理疑虑的肉体工程
起源:乌斯塔拉夫的勒彼得斯塔德大学
习艺者:知识渊博的施法者,渴望权力的贵族,凯尔玛克伯爵(Caromarc)的学生
常见用法:间谍,模仿,侦察,破坏,诡计

制造人造人的艺术是勒彼得斯塔德大学最著名的研究领域之一,而人造人课程和研讨会也是最受欢迎的课程之一。大学的一些教师发现这些小型试验室的创造类人生物的研究令人厌恶并且不道德。因为这些人造人会时不时地自发地发展出自己的个性(以及,良知)。这导致学校全面禁止开设有关人造人创造和修改的高级课程。
     这所大学的一些教员继续秘密地练习被禁止的人造人创造和改造技巧,但只有退休的阿尔彭·凯尔玛克(Alpon Caromarc)伯爵愿意教授这些课程。凯尔玛克伯爵对被承认的强烈渴望有时压倒了他对隐私的渴望。虽然伯爵只是通过秘密通信来传递他的方法,但谣言四起,说他继续他的人造人工作,以及其他一些道德上的问题的实验。



强化人造人 IMPROVED HOMUNCULI
制造人造人的原始规则出现在《怪物图鉴》(Pathfinder RPG Bestiary)的第176页。一名具有制造构装体(Craft Construct)专长的角色可以使用下述规则创造具有额外新能力的人造人。
    创造具有一个或多个改装的人造人,制造者必须在执行创造人造人的仪式中,加入大量特定试剂(以列在各个改装下的价格代替)。人造人每有价值1000金币的额外能力,制造的工艺检定DC提高1(至少+1)。
    制造者也能通过一个简短的外科手术,为一个已经存在的人造人添加新的能力。为此,制造者必须购买必要的试剂并做一个成功的医疗检定(DC等于创造一个这样人造人所需的工艺检定)。
酸性吐息(Acid Breath):通过蒸馏硫磺和王水,制造者能赐予人造人吐出15尺线性酸液的能力。这是一种喷吐武器,造成1d6/2HD的强酸伤害。该伤害能被成功的反射闪避减半(DC10+1/2HD)。价格:+1500金币。
全视之眼(Extra Eyes):通过在人造人身上添加银箔的方式,制造者能赋予其额外的眼,使它得到全域视野(All-Around Vision, Pathfinder RPG Bestiary2 294)特殊能力并且在察觉上得到+4的种族加值。价格:+4000金币。
类法术能力(Spell-Like Ability):制造者如在制造人造人的过程中掺入10份相同的药水,就能赋予其每天一次以类法术能力使用该法术的能力。价格:消耗药水的总价。
喷吐毒液(Spit Poison):通过在人造人中加入黄金和雄黄的方式,制造者能给与其喷吐自身毒液的能力,这是一次不造成伤害的远程接触攻击但是让受害者受到毒液影响如同这是接触性毒素。这个能力有15尺射程,没有射程增量。价格:+6000金币。
强韧表皮(Toughened Hide):通过在人造人身上加入钻石尘和寒铁,制造者能增加其AC上的天生护甲加值1、2或3。价格:+1000金币(+1),+4000金币(+2)或+9000金币(+3)。
声音(Voice):通过加入少许月露酒(dew of lunary)和白金的方式,制造者能赋予其开口说话的能力,并且声音微妙地听上去像是主人小型化的版本。价格:+500金币。



炼金物品 Alchemical Items
以下物品在勒彼得斯塔德大学的秘密的人造人制造者中很受欢迎。

变色龙软膏(Chameleon Ointment)
价格:20gp 重量:-
当应用于人造人的皮肤时(需要1分钟时间),这种软膏可以让生物的身体改变颜色和图案,使其与周围环境相匹配。人造人在24小时内的潜行检定上获得+4环境加值。软膏也可以用于其他生物,只要他们是中体形或者更小的生物,并且不穿着盔甲或衣物阻挡皮肤,但是其加值减少到+2。
炼金配方
配方(1金+12银+12尿素)/蜡化;工艺DC:20 时间:10分钟;工具:坩埚;类型:炼金药

自由本质(Essence of Independence)
价格:80gp 重量:-
摄入时,这种稀薄的血清唤醒了你独立行动的潜力。如果你受到一种影响心灵效果的影响,你会得到一个新的拥有+4炼金加值的豁免机会来打破该效果(你每天只能获得这一增益一次)。如果血清被一个受到链接的生物摄入,诸如魔宠、动物伙伴、链接坐骑或者人造人,改生物将不再受其主人意志约束,持续10分钟时间。它在攻击检定、豁免检定、技能检定、和属性检定上获得+2士气加值,并且对找到自己的行事方式富有兴趣。在此期间,它对主人的态度可能会发生巨大变化,这取决于主人过去如何对待它。一旦此效果的持续时间结束,该生物将再次受其主人的意志约束。
炼金配方
配方(8月露酒+10金+22酒精)/升华;工艺DC:25 时间:1天;工具:蒸馏器;类型:炼金药

人造人御主眼药水(Eye drops of the unseen master)
价格:150gp 重量:- lb.
这种明粉色的液体可以以一个标准动作滴入一名自愿的人造人的眼内。如果你是这个人造人的御主,你可以通过闭上你自己的眼睛并且进入专注,来利用人造人的眼睛视物,并且人造人可以通过同样的方法来通过你的眼睛视物。这个眼药水也可以延长和人造人的心灵链接1公里距离。眼药水的效果会在1天之后消失。
炼金配方
配方(20月露酒+20硝石+80酒精)/蒸馏;工艺DC:25 时间:1天;工具:蒸馏器;类型:炼金药

人造人黏土 (Homunculus clay)
价格:2250gp 重量:-
这种稠密的黏土装在一个罐子里头,上面刻印这可以用其中的内容物制造出什么样的生物。在一勺人造人黏土中加入一滴鲜血,你可以创造出一个临时的人造人,在一轮内黏土会变得坚固并且获得活力。他会视使用血液的角色为其御主。一个小时后,黏土人造人会干枯并死亡,迅速的腐化成粘稠的软泥。列出一罐的价格包括三份人造人黏土。
炼金配方
配方(20月露酒+20硝石+80酒精)/蒸馏;工艺DC:25 时间:1天;工具:蒸馏器;类型:炼金药

忠诚血清(Loyalty Transfusion)
价格:625gp 重量:-
这种血清将一个人造人的忠诚从一个御主转移到另一个御主身上。 为了使其起作用,人造人现在的御主和未来的御主必须各自将一滴血液放入浆液中。当对应的人造人喝下这份混合物后,他就会未来的御主为其主人。所有权的变化也会导致人造人的阵营变化以匹配其新的御主。
炼金配方
配方(200水银+150雄黄+200酒精)/蒸馏;工艺DC:30 时间:1天;工具:蒸馏器;类型:炼金药

容貌血清(Semblance Transfusion)
价格:300gp 重量:-
当与一滴人类血液相结合时,这种溶液会使喝下它的人造人长到小体型,并且使用血液的对象的外表。如果人造人能说话,它的声音会变得与主体相似。人造人的占据和触及变成5尺,失去啮咬攻击。但是其他数据不变。这种转变会持续25小时。人在人在作为主体出现的易容检定上获得+10的环境加值。但是除非主体是一名半身人、侏儒、儿童或者其他小体型生物,否则人造人会比主体要矮。
炼金配方
配方(110镁+200银+100酒精)/蒸馏;工艺DC:25 时间:1天;工具:蒸馏器;类型:炼金药

静默沙尘(Silence dust)
价格:60gp 重量:1磅
这种灰白色粉末可以作为投炸武器扔出,抑制住以它为中心半径15尺球形范围内的所有声音。要注意到尘雾中或对面传来的声音所需的察觉检定受到-10减值。又或者,以一个标准动作将之涂抹于脚上,则在避免走路时被听到的隐匿检定获得+5环境加值。粉尘在散去前有效时间为1分钟。
炼金配方
配方(12月露酒+40没药)/煅烧;工艺DC:20 时间:1小时;工具:坩埚;类型:炼金工具

劇透 -  原文:
Homunculi of Lepidstadt
Ethically Dubious Flesh-Engineering

Origin:University of Lepidstadt, Ustalav
Practitioners:Knowledgeable spellcasters, power-hungry aristocrats, students of Count Caromarc
Common Uses: Espionage, impersonations, reconnaissance, sabotage, tricky

The art of homunculus crafting is one of the most prominent fields of study at the University of Lepidstadt, and homunculus classes and seminars are some of the best attended. Some among the university's faculty find the study of these small laboratory-created humanoids abhorrent or unethical since homunculi have been known to spontaneously develop their own personalities (and thus, consciences)

IMPROVEO HOMUNCULI
The original rules for creating homunculi appear on page 176 of the Pathfinder RPG Bestiary. A character with the Craft Construct feat can use the following rules to create homunculi with new abilities in addition to those normally possessed by homunculi.
    To create a homunculus with one or more improvements, the crafter must include large quantities of certain reagents (represented by the price listed for each of the improvements below) while performing the ritual to create a homunculus. For every i,ooo gp worth of additional abilities to be granted to the homunculus, the DC of the Craft check to create the homunculus increases by 1 (minimum +1).
    The crafter can also add new abilities to an surgical procedure. To do so, the crafter must purchase the necessary reagents and make a successful Heal check (DC equal to the DC of the Craft check necessary to create such a homunculus from scratch).

 Acid Breath: By distilling brimstone and aqua regia, a crafter can bestow upon the homunculus the ability to spit a is-foot-line of acid. This is a breath weapon that deals id6 points of acid damage per 2 Hit Dice of the homunculus. The damage from this attack can be halved with a successful Reflex save (DC io + i/2 the homunculus'sHD). Price: +i,500 gp.
 Extra Eyes: By adding silver shavings to the homunculus, a crafter can imbue it with additional eyes, granting it the all-around vision special quality (PatYifinder RPG Bestiary 2 294) and a +4 racial bonus on Perception checks. Price: +4,000 gp.
 Spell-Like Ability: By incorporating 10 potions of the same spell in the homunculus's creation, a crafter can imbue the homunculus with the power to use that spell once per day as a spell-like ability. Price: Total cost of the potions used.
 Spit Poison: By adding gold and realgar to the homunculus, a crafter can give it the ability to spit its poison as a ranged touch attack that deals no damage but exposes the victim to the poison's effect as though it were a contact poison. The ability has a range of is feet with no range increment. Price: +6,ooo gp.
 Toughened Hide: By adding diamond dust and cold iron to the homunculus, a crafter can increase its natural armor bonus to AC by i, 2, or 3. Price: +i,ooo gp (+i), +4,ooo gp (+2), or +9,ooo gp (+3).
 Voice: By adding dew of lunary and platinum to the homunculus, a crafter can grant it the ability to speak in a voice that sounds eerily like a diminutive version of its master's. Price: +500 gp.

AlCHEMlCAl lTEMS
The following items are popular among clandestine homunculus crafters at the University of Lepidstadt.

Chameleon Ointment
Price 20 gp; Weight —
When applied to a homunculus’s skin (which takes 1 minute), this ointment causes the creature’s flesh to shift color and pattern reflexively to match its surroundings. The homunculus gains a +4 circumstance bonus on Stealth checks for 24 hours. The ointment can also be applied to other creatures as long as they are Medium or smaller and wear no clothing or armor to obstruct their skin, but the bonus is reduced to +2.
Alchemical Recipe
Recipe (1 gold + 12 silver + 12 urea)/ceration; Craft 20
Time 10 minutes; Tools crucible; Type alchemical remedy

Essence of Independence
Price 80 gp; Weight —
When ingested, this thin serum awakens your potential for independent action. If you are under the influence of a mindaffecting effect, you receive a new saving throw with a +4 alchemical bonus to break the effect (you can gain this benefit only once per day). If the serum is ingested by a bonded creature such as a familiar, animal companion, bonded mount, or homunculus, the creature ceases to be bound to its master’s will for 10 minutes. It gains a +2 morale bonus on attack rolls, saving throws, skill checks, and ability checks, and becomes interested in finding its own way of doing things. Its attitude toward its master might change drastically during this time, depending on how the master has treated it in the past. As soon as the duration of this effect ends, the creature becomes bound to its master’s will again.
Alchemical Recipe
Recipe (8 dew of lunary + 10 gold + 22 spirit of wine)/sublimation; Craft 25
Time 1 day; Tools retort; Type alchemical remedy

Eye drops of the unseen master
Price 150 gp; Weight —
This bright pink liquid can be added to the eyes of a willing homunculus as a standard action. If you are the homunculus’s master, you gain the ability to see through the homunculus’s eyes by closing yours and concentrating, and the homunculus can see through yours in the same fashion. The eye drops also extend the range of the homunculus’s telepathic link to 1 mile. The effects of the eye drops fade after 1 day.
Alchemical Recipe
Recipe (20 dew of lunary + 20 Saltpetrt + 80 spirit of wine)/distillation; Craft 25
Time 1 day; Tools retort; Type alchemical remedy

Homunculus clay
Price 150 gp; Weight —
This bright pink liquid can be added to the eyes of a willing homunculus as a standard action. If you are the homunculus’s master, you gain the ability to see through the homunculus’s eyes by closing yours and concentrating, and the homunculus can see through yours in the same fashion. The eye drops also extend the range of the homunculus’s telepathic link to 1 mile. The effects of the eye drops fade after 1 day.
Alchemical Recipe
Recipe (20 dew of lunary + 20 saltpeter + 80 spirit of wine)/distillation; Craft 25
Time 1 day; Tools retort; Type alchemical remedy

Loyalty Transfusion
Price 625 gp; Weight —
This serum transfers a homunculus’s loyalty from one master to another. In order for this to work, the homunculus’s current master and its master-to-be must each place a drop of their blood into the serum. When an appropriate homunculus drinks this concoction, it thereafter treats the master-to-be as its master. The change in ownership also causes the homunculus’s alignment to change to match that of its new owner.
Alchemical Recipe
Recipe (200 quicksilver + 150 realgar + 200 spirit of wine)/distillation; Craft 30
Time 1 day; Tools retort; Type alchemical remedy

Semblance Transfusion
Price 300 gp; Weight —
When combined with a drop of a humanoid’s blood, this solution allows the homunculus that drinks it to grow to size Small and assume the likeness of the subject whose blood was used. If the homunculus can speak, its voice changes to resemble that of the subject. The homunculus’s space and reach become 5 feet and it loses its bite attack, but otherwise its statistics remain unchanged. This transformation lasts 24 hours. The homunculus gains a +10 circumstance bonus on Disguise checks to appear as the subject, but unless the subject is a halfling, a gnome, a child, or another Small humanoid, the homunculus is likely shorter than the subject.
Alchemical Recipe
Recipe (110 magnesium + 200 silver + 100 spirit of wine)/distillation; Craft 25
Time 1 day; Tools retort; Type alchemical remedy

Silence Dust
Price 60 gp; Weight 1 lb.
This ashen powder can be thrown as a splash weapon, muffling all sound within a 15-foot-radius sphere centered on the point of impact. Perception checks to notice sound emanating from or passing through the cloud take a –10 penalty. Alternatively, applying a dose of silence dust to your feet as a standard action grants you a +5 circumstance bonus on Stealth checks to avoid being heard while walking. The dust is effective for 1 minute before it disperses.
Alchemical Recipe
Recipe (12 dew of lunary + 40 myrrh)/calcination; Craft 20
Time 1 hour; Tools crucible; Type alchemical tool
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Re: 【AM】炼金术手册(Alchemy Manual)PZO9445
« 回帖 #9 于: 2019-03-02, 周六 10:45:13 »

魔法烧瓶和圆瓶

浓缩烧瓶(Focusing Flask)
来源:炼金术手册 pg.16
灵光 :中等变化系 施法者等级 :7
位置:无 价格:700gp 重量:1磅
这个球形的彩虹色玻璃瓶可以容纳最多三份相同类型的炼金投炸武器倒入其中,浓缩它们并且不会明显增加重量。如果多种类型的炼金物品被倒入其中,则所有内容物都会被毁灭。这个烧瓶可以作为一个普通投炸武器那样使用,当它被打破,其会释放所有容纳的投炸武器在同一空间,并且浓缩烧瓶会毁坏。如果烧瓶中所容纳的物品通常允许进行一个豁免来减少或者避免其效果,那么浓缩烧瓶的目标则仅需要进行一次豁免,无论其中有几份投炸武器。如果烧瓶中包含两份炼金物品,则其豁免的DC提高2;如果其中容纳了三份炼金物品,则其豁免的DC提高4。
制作条件:制作器物(Craft Wondrous Item),缩物术(shrink item)
制作成本:350gp

精控蒸馏器(Retort of Control)
来源:炼金术手册 pg.16
灵光 :中等变化系 施法者等级 :9
位置:无 价格:13000gp 重量:-
这种水晶蒸馏器是由隐藏的几十个水晶碎片精心制作而成。当光线透过蒸馏器照射时,内部的混合物像金色的火炬一样发光。精控蒸馏器可用于快速和精确地执行自发炼金术。使用此工具时,蒸馏和升华只需10分钟即可完成。此外,如果使用者在使用自发炼金术来创建炼金术物品时使用蒸馏器作为额外的制作工具来说出命令词,则她可以指定一种生物类型或生物子类型。创建的炼金术物品不会影响指定生物类型或子类型的生物——炼金术武器不会直接击中或通过溅射对此类生物造成伤害,炼金术药物对此类生物无效,诸如此类。
制作条件:制作奇物(Craft Wondrous Item),加速术(haste),审判烙印(mark of justice)
制作成本:7500gp

有翼瓶(Winged Bottle)
来源:炼金术手册 pg.16
灵光 :中等塑能系 施法者等级 :3
位置:无 价格:1620gp 重量:1磅
这个天蓝色的玻璃瓶的顶部有一只银鹰雕塑缠绕着瓶口。有翼瓶可以用一个会引发借机攻击的标准动作填充上炼金投炸武器。每天三次,通过命令词,瓶子可以展开水晶翅膀并飞行。拥有者可以通过一个移动动作将有翼瓶移动到130尺内的任意空间。如果没有方向,则瓶子原地漂浮。在飞行时,瓶子可以倒掉其填充物进行一次投炸武器攻击,攻击加值为以3+拥有者敏捷调整值。拥有者必须有瓶子的视线才能引导它。激活后3个回合,有翼瓶会失去飞行能力,并安全的漂浮着陆。
制作条件:制作奇物(Craft Wondrous Item),加速术(haste),审判烙印(mark of justice)
制作成本:810gp

药性催化之瓶 Vial of Efficacious Medicine
来源:炼金术手册 pg.16
灵光:微弱咒法系,施法者等级 5
装备位置:无,价格:7000GP,重量:-
  在装进药液以后,这个用烟熏玻璃塑成的圆滚滚的小瓶子会让其中的容纳物变得更为乌黯,同时产生小小的发光微粒。一只药性催化之瓶可以最多装进一剂炼金药(Alchemical Remedies),比如解毒剂(Antitoxin)或抗生素(Antiplague),将炼金药倒进这个小瓶里需要一个会引发借机攻击的标准动作。当制剂被倒进药性催化之瓶并容纳在其中以后,这些制剂在它们可以提供的在豁免检定,其他检定,防御等级或CMD上的炼金加值额外增加2点,这些额外加值视为增强加值。除此之外,使用药性催化之瓶容纳的制剂的生物会被治疗1d8+5点伤害。药性催化之瓶每天最多可以被使用3次。
制造需求:制造奇物,治疗轻伤,万灵秘药(Polypurpose Panacea)UM
制作成本:3500gp

劇透 -  原文:
Focusing Flask
Aura moderate transmutation; CL 7th
Slot none; Price 700 gp; Weight 1 lb.
Description
This round, rainbow-hued glass flask allows up to three alchemical splash weapons of the same type to be poured into it, concentrating them such that they never increase its weight noticeably. If multiple types of alchemical items are poured in, all the contents are ruined. The flask can be thrown as a normal splash weapon, and when it breaks, it releases all of the contained splash weapons in the same space, and the focusing flask is destroyed. If the items held within the flask normally allow a saving throw to reduce or negate the effects, the target of a focusing flask needs to succeed at only a single saving throw, regardless of the number of items held within the focusing flask. The DC of the saving throw increases by 2 if the flask contains two alchemical items, or by 4 if it contains three items.
Construction
Requirements Craft Wondrous Item, shrink item; Cost 350 gp

Retort of Control
Aura moderate transmutation; CL 9th
Slot none; Price 13,000 gp; Weight —
Description
This crystal retort was meticulously crafted from the hides of a dozen shattered crysmals. When light is shone through the retort, the concoction within glows like a golden torch. A retort of control can be used to perform spontaneous alchemy (see pages 4–5) with speed and precision. Distillation and sublimation can be carried out in merely 10 minutes when using this tool. In addition, if the user speaks a command word while using spontaneous alchemy to create an alchemical item with the retort as an additional crafting tool, she can designate one creature type or creature subtype. The created alchemical item does not affect creatures of the designated creature type or subtype—alchemical weapons do not harm such creatures on a direct hit or with splash damage, alchemical remedies do not work on such creatures, and so on.
Construction
Requirements Craft Wondrous Item, haste, mark of justice; Cost 7,500 gp

Winged Bottle
Aura moderate evocation; CL 3rd
Slot none; Price 1,620 gp; Weight 1 lb.
Description
This sky-blue glass bottle sports a sculpture of a silver eagle wrapped around the top of the glass. A winged bottle can be filled with the contents of an alchemical splash weapon as a standard action that provokes attacks of opportunity. Three times per day, on command, the bottle sprouts crystalline wings and takes flight. The owner can move the winged bottle to any space within 130 feet as a move action; if given no direction, the bottle floats in place. While flying, the bottle is able to drop its contents as a splash weapon with an attack bonus equal to 3 + the owner’s Dexterity modifier. The owner must have line of sight to the bottle in order to direct it. Three rounds after being activated, a winged bottle loses the power of flight and drifts safely to ground.
Construction
Requirements Craft Wondrous Item, spiritual weapon; Cost 810 gp

Vial of Efficacious Medicine
Aura faint conjuration; CL 5th
Slot none; Price 7,000 gp; Weight —
Description
This bulbous bottle is crafted of smoked glass and causes any liquid contained within to take on a significantly darker cast and twinkle with motes of beautiful white light. A vial of efficacious medicine can hold a single dose of an alchemical remedy, such as antitoxin or antiplague. Loading a remedy into the vial is a standard action that provokes attacks of opportunity. When an alchemical remedy is imbibed or applied from the vial, any alchemical bonus it grants on saving throws or checks or to AC or CMD increases by 2. Treat this increase as an enhancement bonus. In addition, the user is healed of 1d8+5 points of damage. A vial of efficacious medicine can be used up to three times per day.
Construction
Requirements Craft Wondrous Item, cure light wounds, polypurpose panacea (Pathfinder RPG Ultimate Magic 232); Cost 3,500 gp
« 上次编辑: 2019-04-01, 周一 16:08:11 由 丞相 »
女王的杂技团
见识短浅的调查员手册作者
优化一塌糊涂的三流玩家
开团必炸团的垃圾GM
看不懂英文的翻译
——丞相