作者 主题: 【PF1e】全变体整理:炼金术士  (阅读 20249 次)

副标题: 62个变体已全部整理完毕,错漏补缺及意见请私信。

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【PF1e】全变体整理:炼金术士
« 于: 2023-06-09, 周五 20:26:46 »
感谢 白药君 翻译了原始版的翔天学家变体
本篇由 晓慕思姬 进行更新与除错。

御天学者(Aerochemist)
出自 古国血脉(Blood of the Ancients) 25页
尽管御天秘仪(Aeromantic Infadibulum)的奥秘已经随着时间消逝,但御天学者却能模拟并复制出这项失落魔法的一部分。御天学者将首理魔法的残片注入合剂当中并以此让自己具有翱翔天际的力量。

御天秘药(Aeromantic Concoction ,Su):御天学者研究出了一种特殊炼金合剂的调配方法,调配这样一份合剂需要10分钟,一旦调配完成,在它被使用之前都不会失去效果。御天学者一次只能保留一份合剂,如果她开始制作第二份,那么现有的合剂就会失去效果。这份合剂与炼金炸弹和化合炼成一样,当它离开御天学者的手中时便失去作用,直到御天学者重新获得它。任何御天学者之外试图使用这份合剂的生物会受到如同任何非炼金术师的人喝下突变药剂一样的影响。
当御天学者服用合剂后,她的身体会变得十分轻盈,这个效果持续每炼金术士等级10分钟。合剂会为御天学者尝试跳高或跳远的特技检定上提供+5加值,并且她在尝试跳远前总会被视作已经助跑。此外,御天学者在合剂持续时间内获得羽落术(feather fall)的效果。6级时,御天学者在合剂持续时间内获得飞行术(Fly)的效果。10级时,御天学者可以在合剂持续时间内选择获得凌空而行(Air Walk)的效果而非飞行术的效果。14级时,御天秘药的持续时间增加至每炼金术师等级1小时。
具有灌注炼成科研发现的御天学者能制作出供一名盟友使用的灌注御天秘药。该灌注御天秘药能提供与正常御天灌注御天秘药一样的效果,但效果只能持续每炼金术士等级1分钟。在14级时,持续时间增加到每炼金术士等级10分钟。一名御天学者同时只能保持一份御天秘药或是灌注御天秘药的效果,而不能二者共有。
御天秘药替换了突变药剂,迅捷上毒以及长效突变药剂。御天学者永远无法获得突变药剂类能力,即使该能力来自科研发现或是其他职业能力也是如此。

轰炸空袭(Bombs Away,Ex):2级起,御天学者学会了从高处攻击敌人的技巧。她在对处于她下方至少10尺的目标进行的投掷武器攻击检定+1。这个加值在6级提升至+2,此后每4级额外+1,在18级最大+5。
轰炸空袭替换了用毒以及迅捷炼金。

御天秘仪学识(Aerodynamic Prowess ,Su):2级起,御天学者在飞行检定中获得+2加值,该加值在5级增加至+4,8级时增加至+6。
御天秘仪学识替换了全等级的毒性抗力。

劇透 -  原文:
Aerochemist
Source Blood of the Ancients pg. 25
Although the specifics of the Aeromantic Infadibulum are lost to time, aerochemists are able to emulate and replicate aspects of this lost magic. Aerochemists use scraps of Shory’s magic in their concoctions to gain personal powers of flight.

Aeromantic Concoction (Su): An aerochemist learns to craft a special alchemical concoction. It takes 10 minutes to brew a dose of this concoction, and once brewed, it remains potent until used. An aerochemist can maintain only 1 dose of this concoction at a time—if he brews a second dose, any existing concoction becomes inert. As with an extract or bomb, an aeromantic concoction that is not in the aerochemist’s possession becomes inert until he picks it up again. Anyone other than the aerochemist who attempts to drink his aeromantic concoction is affected in the same fashion as is a non-alchemist who drinks an alchemist’s mutagen.

When consumed, an aerochemist’s aeromantic concoction makes his body become incredibly buoyant for 10 minutes per alchemist level. The concoction grants the aerochemist a +5 bonus on Acrobatics checks to attempt high jumps or long jumps, and he is always treated as having a running start when attempting long jumps. In addition, the aerochemist gains the benefits of feather fall for the concoction’s duration. At 6th level, the aerochemist gains the benefits of fly for the concoction’s duration. At 10th level, the aerochemist can choose to gain the benefits of air walk instead of fly for the concoction’s duration. At 14th level, the duration of the concoction increases to 1 hour per alchemist level.

An aerochemist with the infusion discovery can instead create a shared alchemical concoction intended for his allies. This shared concoction grants the same benefits as the normal aeromantic concoction, except the duration is only 1 minute per alchemist level its creator has. At 14th level, the duration increases to 10 minutes per alchemist level. An aerochemist can have only a standard concoction or shared concoction in effect, not both.

This replaces mutagen, swift poisoning, and persistent mutagen. An aeromantic alchemist can never gain the mutagen, cognatogen, or inspired cognatogen ability, even from a discovery or another class.

Bombs Away (Ex): At 2nd level, an aerochemist becomes an expert at attacking from above. He gains a +1 bonus on attack rolls made with thrown weapons against targets that are at least 10 feet below him. This bonus increases to +2 at 6th level, and increases by an additional 1 every 4 levels thereafter, to a maximum bonus of +5 at 18th level.

This replaces poison use and swift alchemy.

Aerodynamic Prowess (Su): At 2nd level, an aerochemist gains a +2 bonus on Fly checks. This bonus increases to +4 at 5th level, and +6 at 8th level.

This replaces poison resistance.
« 上次编辑: 2023-07-03, 周一 23:32:37 由 晓慕思姬 »
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Re: 【PF1】全变体整体:炼金术士
« 回帖 #1 于: 2023-06-09, 周五 21:58:46 »
感谢 傻豆 翻译了原始版的炼金爆破手变体
本篇由 晓慕思姬 进行更新与除错。

炼金工兵(Alchemical Sapper)
出自 极限诡道(Ultimate Intrigue) 18页
炼金工兵接受了制造爆破性炸弹的训练。

化合炼成削减:炼金工兵在每个环位可准备的化合炼成减少一个,如果该环位可准备化合炼成数量减少到0,她必须通过智力调整奖励的环位来准备该环位的化合炼成。

本职技能:炼金工兵将知识(工程)和隐匿添加到本职技能列表中。
这调整了炼金术士的本职技能。

爆破炸弹(Demolition Bomb,Su):1级起,炼金工兵可以制造爆破炸弹。这种炸弹造成双倍普通炼金炸弹的伤害,它造成的伤害一半是穿刺和钝击伤害,另一半是火焰伤害。爆破炸弹造成的伤害会忽视炼金工兵1/2等级的硬度(最低1)。
爆破炸弹算作修改了炼金炸弹的能力,因此不可以与其他修改炼金炸弹的科研发现叠加。炼金工兵不可以将爆破炸弹与急速炸弹(Fast bombs)科研发现一起使用。
炼金工兵在一级起每天可以使用炼金炸弹能力制造出一次爆破炸弹,在5级时额外一次,此后每4个炼金术士等级额外一次。
爆破炸弹调整了炼金炸弹。

定时炸弹(Delayed Bomb,Su):1级起,炼金工兵获得定时炸弹科研发现。她在八级前无法选择突变药剂与异变药剂科研发现。
定时炸弹替换了突变药剂。

工程学大师(Delayed Bomb,Ex):2级起,炼金工兵在知识(工程)、工艺(石匠)和工艺(陷阱)检定中获得1/2炼金术士等级的加值。
工程学大师替换了毒性抗力+2、+4、+6。

迷彩炸弹(Camouflage Bomb ,Ex):3级起,炼金工兵学会了隐藏炸弹的技巧,当她使用定时炸弹或绊线雷(6级职业能力)时炼金工兵可以通过一个额外的整轮动作将炸弹隐藏起来,发现一个隐藏的炸弹需要通过一个察觉检定(DC=10+炼金工兵等级+她的智力调整值)。
迷彩炸弹替换了快速炼金。

绊线雷(Trip Mine,Su):6级起,炼金工兵可以使用两次炼金炸弹次数来准备一种特殊的陷阱:绊线雷。这个陷阱在离开炼金工兵手中后会进行一轮准备,准备完成后进入可触发状态。当一个生物进入一个包含可触发绊线雷的方格时,绊线雷会爆炸,对方格内所有生物造成正常炼金炸弹的伤害(豁免DC=10+1/2炼金工兵等级+她的智力调整值,反射减半),以及正常炼金炸弹对邻接生物的溅射伤害。一个成功的解除装置检定可以解除绊线雷(检定DC和炸弹的豁免DC相同)。在准备完成后,绊线雷会持续生效到炼金工兵第二天准备炼金炸弹的时候。
如果炼金工兵使用四次炼金炸弹制作绊线雷,那么绊线雷就会如同爆破炸弹一般造成伤害;这个方法准备的绊线雷不会占用每日爆破炸弹制作次数。除爆破炸弹外,修改炼金炸弹的科研发现不适用于绊线雷。
绊线雷替换了6级科研发现。

引爆时点(Selective Detonation,Su):10级起,炼金工兵在准备绊线雷时可指定最多不超过她智力调整值的盟友,这些盟友的移动不会触发这枚准备好的绊线雷。如果一个生物引爆了这枚准备好的绊线雷,那么指定的盟友会如常受到伤害。
引爆时点替换了毒素免疫

劇透 -  原文:
Alchemical Sapper
Source Ultimate Intrigue pg. 18
Alchemical sappers are trained to create explosives.

Diminished Alchemy: An alchemical sapper can prepare one fewer extract of each level than normal. If this reduces the number to 0, he can prepare extracts of that level only if his Intelligence allows bonus extracts of that level.

Class Skills: An alchemical sapper adds Knowledge (engineering) and Stealth to his list of class skills.

This alters the alchemist’s class skills.

Demolition Bomb (Su): At 1st level, an alchemical sapper can create a demolition bomb. This bomb deals double his normal bomb damage, half of which is bludgeoning and piercing damage, the other half of which is fire damage. This bomb ignores a number of points of hardness up to 1/2 the alchemical sapper’s level (minimum 1). This counts as an ability that modifies the alchemical sapper’s bomb, so it doesn’t stack with other discoveries that modify bombs. The alchemical sapper can’t use his demolition bomb with the fast bombs discovery. An alchemical sapper can only expend one use of his bomb class feature to create a demolition bomb once per day. He can create one additional demolition bomb per day at 5th level and every 4 alchemist levels thereafter.

This ability modifies bomb.

Delayed Bomb (Su): An alchemical sapper gains the delayed bomb discovery at 1st level. He does not qualify for the mutagen or cognatogen discoveries until 8th level.

This ability replaces mutagen.

Master Engineer (Ex): At 2nd level, an alchemical sapper adds 1/2 his alchemist level to Knowledge (engineering) checks, Craft (stonemasonry) checks, and Craft (traps) checks.

This ability replaces poison resistance.

Camouflage Bomb (Ex): At 3rd level, an alchemical sapper becomes skilled at hiding his bombs. When deploying a delayed bomb or trip mine (see below), the alchemical sapper can camouflage the bomb by taking an additional full-round action. Creatures searching for traps must succeed at a Perception check (DC = 10 + the alchemical sapper’s alchemist level + his Intelligence modifier) to notice a camouflaged bomb.

This ability replaces swift alchemy.

Trip Mine (Su): At 6th level, an alchemical sapper can expend two uses of his bomb class feature to prepare a special kind of trap called a trip mine. This special bomb remains inert until 1 round after it leaves the alchemical sapper’s possession, after which time it becomes armed. When a creature enters a square containing an armed trip mine, it explodes, dealing normal bomb damage to all creatures in its square (DC = 10 + 1/2 the alchemical sapper’s alchemist level + his Intelligence modifier; Reflex half ) and splash damage to every creature adjacent to that square. A trip mine can be disarmed with a successful Disable Device check (with a DC equal to the trip mine’s save DC); otherwise, it lasts until the next time the alchemical sapper refreshes his daily bombs.

If the alchemical sapper expends four uses of his bomb class feature, his trip mine deals damage as per a demolition bomb; this does not count against his daily uses of the demolition bomb ability. Other than demolition bomb, discoveries that modify bombs cannot apply to trip mine.

This ability replaces the discovery gained at 6th level.

Selective Detonation (Su): At 10th level, when an alchemical sapper plants a trip mine, he can designate a number of allies up to his Intelligence modifier, allowing the designated allies to pass safely through an armed trip mine’s square without causing it to detonate. If another creature triggers the trip mine while an ally is nearby, the ally still takes damage as normal.

This ability replaces poison immunity.
译注:工程学大师(Delayed Bomb,Ex)原文为替换毒性抗力,但引爆时点(Selective Detonation,Su)替换的毒素免疫同属毒性抗力子等级能力会使替换出错,故作此调整。
« 上次编辑: 2023-07-03, 周一 05:27:55 由 晓慕思姬 »
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我所见证的冒险之路
《正义之怒》

我所诉说的故事结局
《冬临天下》

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Re: 【PF1】全变体整体:炼金术士
« 回帖 #2 于: 2023-06-09, 周五 23:03:00 »
感谢 傻豆 翻译了原始版的陷阱炼金师变体
本篇由 晓慕思姬 进行更新与除错。

陷阱炼金师(Alchemical Trapper)
出自 内海怪物志(Monster Codex) 128页
狗头人依赖陷阱作为和敌人正面交战前的缓冲,而他们的炼金术士自然也就擅长于制造拥有炼金术杀伤力的陷阱。当强大的敌人闯入狗头人的隧道家园时,一名头脑清醒的陷阱炼金师所准备的防御工事往往可以决定整个部落的存亡。

特殊: 陷阱炼金师仅限狗头人使用。

炸弹陷阱(Bomb Trap,Su):2级起,陷阱炼金师可以消耗一次炼金炸弹的使用次数来设置陷阱。设置陷阱是一个会引发借机攻击的整轮动作。炸弹陷阱会占据一个五尺的方格,并且该方格不能存在其他任何陷阱。制造炸弹陷阱所需要的材料与制作炼金炸弹相同。发现炸弹陷阱的察觉检定、解除陷阱的解除装置检定与避免陷阱伤害的豁免检定等于炼金炸弹的DC。所有炸弹陷阱都是位置触发型并且不会复位,陷阱炼金师可以将任何适用于炸弹的科研发现赋予炸弹陷阱。炸弹陷阱持续陷阱炼金师每等级10分钟,如果在这段时间中陷阱没有被解除或触发,那么就会自行失去作用。
炸弹陷阱替换了2级科研发现

寻找陷阱(Trapfinding,Ex):4级时,陷阱炼金师获得寻找陷阱职业能力,该能力如同游荡者同名职业能力。
寻找陷阱替换了4级科研发现。

劇透 -  原文:
Alchemical Trapper
Source Monster Codex pg. 128
Because kobolds rely on traps to soften up enemies, kobold alchemists learn to turn bombs into traps. When such alchemists are preparing defenses against larger creatures that might enter their tunnels and attempt to exterminate them, their skills mean the difference between life and death.

Bomb Trap (Su): At 2nd level, an alchemical trapper can use one of her bombs to make a trap. Setting a bomb trap is a full-round action that provokes attacks of opportunity. A bomb trap fills a single 5-foot square and cannot be placed in the same area as any other trap. The alchemical trapper needs the same materials required for making a bomb. The DCs for Perception checks to notice the trap, Disable Device checks to disable it, and saving throws to avoid it are equal to the DC for the alchemical trapper’s bombs. All bomb traps have location triggers and do not reset. The alchemical trapper can use any one discovery that applies to a bomb when making a bomb trap. The bomb trap lasts 10 minutes for each alchemist level the trapper possesses. If the bomb trap is not disabled or exploded within that time frame, the trap becomes inert. Creating a bomb trap uses one of the alchemical trapper’s bombs per day. This ability replaces the discovery at 2nd level.

Trapfinding (Ex): At 4th level, an alchemical trapper can find and disable traps, as the rogue class feature of the same name. This ability replaces the discovery at 4th level.
« 上次编辑: 2023-07-03, 周一 22:35:37 由 晓慕思姬 »
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Re: 【PF1】全变体整体:炼金术士
« 回帖 #3 于: 2023-06-10, 周六 00:08:30 »
感谢 Πληΐαδες 翻译了原始版的海洋化学家变体
本篇由 晓慕思姬 进行更新与除错。

深潜化学家(Aquachymist)
出自 水中冒险(Aquatic Adventures) 49页
炼金术的原理无论在陆地和水中都同样适用,但在水下混合溶液以及保持溶液的纯净是一件十分艰难的任务。深潜化学家在陆地居民和水生种族中都很少见,他们开拓着炼金术的边界,而这些奇妙的而崭新的炼金术原理只会在深水环境中展露。

本职技能:深潜化学家获得游泳取代飞行作为本职技能。
这调整了深潜化学家的本职技能列表。

密闭炼成(Sureseal Alchemy ,Su):深潜化学家的突变药剂和化合炼成会自行生成一个柔韧的密闭容器,类似于密闭皮囊(Sureseal Bladder),这让深潜化学家得以制作防水的资源而不需要购买额外的密闭皮囊。
密闭炼成调整了炼金术。

蒸汽炸弹(Underwater Bombs,Su):深潜化学家的炼金炸弹会造成蒸汽伤害,蒸汽炸弹会在水中和陆地上造成同样的伤害。因为投掷武器不能很好地在水下发挥作用,所以深潜化学家以制造炸弹动作的一部分来为炸弹增加重量或者注入空气,按照她的选择让炸弹拥有快速上升或者快速下沉的浮力,这允许她攻击正上方或正下方的敌人,如果该次攻击失手,炸弹将不会造成溅射伤害,但是它会继续上升或者下沉并在炼金术师回合结束时失去效力;在这种情况下炸弹可能会落到水底并爆炸。因为深潜化学家蒸汽炸弹奇怪的流体力学特性,它们在水面上只有5尺的射程增量。
蒸汽炸弹调整了炼金炸弹。

两栖突变药剂(Amphibious Mutagen,Su):2级时,除了突变药剂的原有效果,化学家的突变药剂还会赋予她在水中与空气中呼吸的能力。
两栖突变药剂替换了2级科研发现。

劇透 -  原文:
Aquachymist
Source Aquatic Adventures pg. 49
The principles of alchemy work equally well underwater and on land, but mixing solutions and keeping them pure is a tougher task beneath the waves. Aquachymists are those rare few alchemists of land-dwelling and aquatic races alike who strive to unlock new and fantastic secrets of alchemy that can be discovered only in the water’s depths.

Class Skills: An aquachymist has Swim as a class skill instead of Fly. This alters the alchemist’s class skills.

Sureseal Alchemy (Su): An aquachymist’s extracts and mutagens self-generate a flexible outer shell of sureseal, similar to sureseal bladders , allowing the aquachymist to craft a waterproof supply without expending a plethora of sureseal bladders.

This ability alters alchemy.

Underwater Bombs (Su): An aquachymist’s fire bombs deal steam damage, allowing them to deal damage underwater or on land. Since thrown weapons don’t work well underwater, when the aquachymist creates a bomb, he either weights it or includes excess air as part of the action of creating the bomb, granting the bomb his choice of swiftly rising or swiftly sinking buoyancy and allowing him to target foes directly above or below him. If the attack misses, the bomb doesn’t deal splash damage, but instead continues to travel up or down until it loses potency at the end of the alchemist’s turn; the exception is when the aquachymist throws a swiftly sinking bomb close to the bottom, in which case it might reach the bottom and explode there. Because of the strange aquadynamic features of the aquachymist’s underwater bombs, they have a range increment of only 5 feet above the water.

This ability alters bombs.

Amphibious Mutagen (Su): At 2nd level, an aquachymist’s mutagen allows him to breathe both air and water for its duration, in addition to its other effects.

This ability replaces the discovery at 2nd level.
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Re: 【PF1】全变体整体:炼金术士
« 回帖 #4 于: 2023-06-10, 周六 00:46:12 »
感谢 蕾贝卡【沉沦】 翻译了原始版的兽形学者变体
本篇由 晓慕思姬 进行更新与除错。

兽形学者(Beastmorph)
出自 极限战斗(Ultimate Combat) 25页
兽形学者通过解刨怪物来了解它们身上所具有的奇异力量。她们运用自己的知识去复现那些能力,代价便是使用这些力量会使自己脱离人形。

兽化突变药剂(Beastform Mutagen):3级起,兽化学者的突变药剂会让她呈现出动物般的特征——无论是来源于动物、魔法兽、动物般的类人生物(例如蜥蜴人)或者人形怪物。举例而言当兽形学者使用她的突变药剂时,他可能会如狼人般长出毛绒绒的鼻口和尖耳,或者如蜥蜴人或沙华鱼人般长出鳞状皮肤,或者如巨昆虫般长出复眼与腭齿。兽形学者会获得一种变身术(Alter Self)所列的能力,选择的能力会持续到突变药剂效果结束。她每次调制突变药剂时都可以选择不同的能力。
兽化突变药剂替换了迅捷炼金。

精通兽化突变药剂(Improved Beastform Mutagen):6级时,兽形学者的突变药剂给予她额外的能力与选项。兽型学者可以从野兽形态I(Beast Shape I)中选取两项能力,选择的能力会持续到突变药剂效果结束。她每次调制突变药剂时都可以选择两项不同的能力。
精通兽化突变药剂替换了迅捷上毒。

高等兽化突变药剂(Greater Beastform Mutagen):10级时,兽形学者的突变药剂给予她三项列于野兽形态Ⅱ(Beast Shape Ⅱ)中的能力,选择的能力会持续到突变药剂效果结束。她每次调制突变药剂时都可以选择三项不同的能力。
高等兽化突变药剂替换了所有等级的毒性抗力。

完美兽化突变药剂(Grand Beastform Mutagen):14级时,兽形学者的突变药剂给予她四项列于野兽形态Ⅲ(Beast Shape Ⅲ)中的能力,选择的能力会持续到突变药剂效果结束。她每次调制突变药剂时都可以选择四项不同的能力。
完美兽化突变药剂替换了长效突变药剂。

科研发现(Discoveries):以下科研发现可以完善兽化学者的能力:野性突变(feral mutagen),高级突变(greater mutagen),究极突变(grand mutagen),灌注突变(infuse mutagen),木乃伊化(mummification),自体再生( spontaneous healing),触手(Tentacle)与翅膀(Wings)。

劇透 -  原文:
Beastmorph
Source Ultimate Combat pg. 25
Beastmorphs study the anatomy of monsters, learning how they achieve their strange powers. They use their knowledge to duplicate these abilities, but at the cost of taking on inhuman shapes when they use mutagens.
Beastform
Beastform Mutagen: At 3rd level, a beastmorph's mutagen causes him to take on animalistic features—whether those of an animal, a magical beast, an animal-like humanoid (such as a lizardfolk), or a monstrous humanoid. For example, when the beastmorph uses his mutagen, he may gain a furry muzzle and pointed ears like a werewolf, scaly skin like a lizardfolk or sahuagin, or compound eyes and mandibles like a giant insect. The beastmorph also gains his choice of one of the abilities listed in the alter self spell, which persists as long as the mutagen. He may select a different ability each time he creates a mutagen. This ability replaces swift alchemy.

Improved Beastform Mutagen: At 6th level, a beastmorph’s mutagen grants him additional abilities and options. The alchemist gains his choice of two of the abilities listed in the beast shape I spell, which persist as long as the mutagen. He may select two different abilities each time he creates a mutagen. This ability replaces swift poisoning.

Greater Beastform Mutagen: At 10th level, a beastmorph’s mutagen grants him three of the abilities listed in the beast shape II spell, which persist as long as the mutagen. He may select three different abilities each time he creates a mutagen. This ability replaces poison resistance +2, +4, and +6, as well as poison immunity.

Grand Beastform Mutagen: At 14th level, a beastmorph’s mutagen grants him four of the abilities listed in the beast shape III spell, which persist as long as the mutagen. He may select four different abilities each time he creates a mutagen. This ability replaces persistent mutagen.

Discoveries: The following discoveries complement the beastmorph archetype: feral mutagen, grand mutagen, greater mutagen, infuse mutagen, mummification, spontaneous healing, tentacle, and wings.

译注:所有等级的兽化突变药剂均需要在调配时选择能力。
« 上次编辑: 2023-07-03, 周一 05:28:13 由 晓慕思姬 »
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Re: 【PF1】全变体整体:炼金术士
« 回帖 #5 于: 2023-06-10, 周六 01:20:51 »
感谢 PATIBAUL 翻译了原始版的炽热火炬手变体
本篇由 晓慕思姬 进行更新与除错。

明焰火炬手(Blazing Torchbearer)
出自 地城大师手册(Dungeoneer's Handbook) 21页
明焰火炬手尤为擅长操纵各种火焰。

永燃明焰(Everburning Flame,Ex):任何被明焰火炬手所持握的火炬被视为不灭明焰火炬,但仍保留原有的热量并且可以被当作武器使用。明焰火炬手可以任意将火花术(Spark)作为类法术能力使用。
永燃明焰替换了制造药水。

燃光之祝(Intense Light,Ex):2级起,明焰火炬手学会了让火把照亮更多黑暗的技巧,所有明焰火炬手持握的火把所提供的正常光照和昏暗光照半径增加10尺。每天一次以一个标准动作,明焰火炬手可以制造一道爆发的光亮,使10尺内所有生物目盲一轮(包括明焰火炬手自身)。
燃光之祝替换了用毒。

爆裂火炬(Explosive Torch,Ex):4级起,明焰火炬手可以以一个标准动作在持握的火把中加入爆炸粉末混合物。她使用这个火把下一次成功的攻击会造成额外的2d6火焰伤害并使目标着火。该攻击必须在1d4轮内进行,否则粉末会在明焰火炬手回合结束时爆炸,对明焰火炬手造成伤害和着火,
爆裂火炬替换了4级科研发现。

劇透 -  原文:
Blazing Torchbearer
Source Dungeoneer's Handbook pg. 21
The blazing torchbearer is especially adept at manipulating flames of all kinds.

Everburning Flame (Ex): Any torch held by a blazing torchbearer is considered to be an everburning torch, although it still sheds heat and can be used as a weapon. In addition, a blazing torchbearer can cast spark as a spell-like ability at will. This ability replaces Brew Potion.

Intense Light (Ex): At 2nd level, a blazing torchbearer has mastered lighting and holding a torch to the point that it sheds more light than those carried by his peers. The radius of normal and increased illumination of any torch held by a blazing torchbearer increases by 10 feet. Once per day as a standard action, the blazing torchbearer can create a brilliant flash of light that blinds everyone within 10 feet (including the torchbearer) for 1 round. This ability replaces poison use.

Explosive Torch (Ex): At 4th level, as a standard action, a blazing torchbearer can drop a special blend of explosive powders onto his torch before using it as a weapon. His next successful melee attack with the torch deals an additional 2d6 points of fire damage and sets the target on fire. This attack must be made within 1d4 rounds or the torch prematurely explodes at the end of the blazing torchbearer’s turn, dealing damage to the blazing torchbearer and setting him on fire. This ability replaces the alchemist’s 4th-level discovery.
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Re: 【PF1】全变体整体:炼金术士
« 回帖 #6 于: 2023-06-10, 周六 01:58:06 »
感谢 德拉卡 翻译了原始版的疫病追寻者变体
本篇由 晓慕思姬 进行更新与除错。

荒疫追寻者(Blightseeker)
出自 幽暗地域英雄(Heroes of the Darklands) 10页
荒疫追寻者是研究幽暗地域原生真菌的炼金术士。虽然地表也存在各种各样的真菌,但幽暗地域那独特的环境组合促进了那些真菌朝着超自然与意料之外的方向生长。

孢子炸弹(Spore Bomb,Su):1级起,荒疫追寻者可以制造一种携带经过炼金术改造真菌孢子的炸弹,这些炸弹会用荒疫感染目标(见荒疫能力)。孢子炸弹造成1d4点伤害,1级后每2级增加1d4点。
被孢子炸弹直接命中的生物需要通过一个强韧检定(DC=10+1/2荒疫追寻者等级+她的智力调整值)不然便会受到荒疫的影响。被孢子炸弹溅射伤害的生物不会受到荒疫的影响。
孢子炸弹调整了炼金炸弹。

荒疫(Blights ,Ex):1级起,荒疫追寻者可以从下表获得荒疫效果。当她在一天开始准备炸弹时,她要分别选择每颗炸弹所获得的效果。如果荒疫没有列出持续时间,那么便会持续等同荒疫追寻者智力调整值的轮数。
在1级时,荒疫追寻者获得以下荒疫
削弱:目标的基本地面速度降低10尺,最低10尺,该效果不与自身叠加。
轻微恶心:目标获得恶心状态,但是所带来的减值只有-1。

在6级时,荒疫追寻者获得以下荒疫
疲乏:目标获得疲乏状态。
恶心:目标获得恶心状态。
诱导恐惧:目标获得战栗状态。

在12级时,荒疫追寻者获得以下荒疫
困惑:目标获得困惑状态。
力竭:目标获得力竭状态。
反胃:目标获得反胃状态1轮。
恍惚:目标获得恍惚1状态轮。

在18级时,荒疫追寻者获得以下荒疫
目盲:目标获得目盲状态。
耳聋:目标获得耳聋状态。
震慑:目标获得震慑状态1轮。
荒疫替换了6、12和18级科研发现。

荒疫工程学(Blight Engineering,Ex):14级起,荒疫追寻者可以将自己所知的两个荒疫效果分别赋予到她的每个孢子炸弹上。
荒疫工程学替换了长效突变药剂。

劇透 -  原文:
Blightseeker
Source Heroes of the Darklands pg. 10
Blightseekers are alchemists devoted to the study of fungi native to the Darklands. While diverse fungi exist on the surface world, the unique combination of environmental conditions found in the Darklands fosters the growth of unpredictable and otherworldly fungal growths.

Spore Bomb (Su): At 1st level, a blightseeker creates a special kind of alchemist bomb that delivers a payload of alchemically engineered fungal spores. These bombs infest their target with a virulent blight (see below). The blightseeker’s bombs deal 1d4 points of damage (instead of 1d6), plus 1d4 points of damage for every 2 alchemist levels beyond 1st.

A creature that takes a direct hit from a spore bomb must succeed at a Fortitude save (DC = 10 + half the blightseeker’s level + his Intelligence modifier) or suffer the associated blight effects. Creatures that take splash damage from the bomb are not affected by the blight.

This ability alters bombs.

Blights (Ex): At 1st level, a blightseeker gains the blights from the list below. When he prepares bombs at the start of the day, a blightseeker chooses which blight to apply to each bomb. If a blight has no duration listed, it lasts a number of rounds equal to the blightseeker’s Intelligence modifier. At 1st level, a blightseeker gains the following blights.

Impairing: The target’s base land speed decreases by 10 feet, to a minimum of 10 feet. This effect doesn’t stack with itself.

Minor Sickening: The target is sickened, but it takes only a –1 penalty on affected rolls.

At 6th level, a blightseeker adds the following blights to the list of those that can be applied to his bombs.

Fatiguing: The target is fatigued.

Fear-Inducing: The target is shaken.

Sickening: The target is sickened.

At 12th level, a blightseeker adds the following blights to the list of those blights that can be applied to his bombs.

Confusing: The target is confused.

Exhausting: The target is exhausted.

Nauseating: The target is nauseated for 1 round.

Staggering: The target becomes staggered for 1 round.

At 18th level, a blightseeker adds the following blights to the list of those that can be selected.

Blinding: The target is blinded.

Deafening: The target is deafened.

Stunning: The target is stunned for 1 round.

This ability replaces the discoveries gained at 6th, 12th, and 18th levels.

Blight Engineering (Ex): At 14th level, a blightseeker can apply two blights that he knows to each spore bomb he creates.

This ability replaces persistent mutagen.
译注:Blight为PF中特有名词荒疫,故对译名作此修改。
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Re: 【PF1】全变体整体:炼金术士
« 回帖 #7 于: 2023-06-10, 周六 02:15:06 »
感谢 四月 翻译了原始版的炼血士变体
本篇由 晓慕思姬 进行更新与除错。

炼血士(Blood Alchemist)
出自 惧怖冒险(Horror Adventures) 44页
大多数炼金术士可以把物质与能量转化为其他形态,但有些邪恶的研究者意识到,生命本身便是一种能量,可以在炼金术中成为极有效率的燃料。

阵营(Alignment):炼血士使用命之血能力来利用他人的生命换取力量。非邪恶的炼血士无法使用命之血能力,但是他能够使用该职业和变体职业中的其他能力,而且可以继续提升炼金术士等级。

命之血(Lifeblood,Su):当炼血士进行致命一击(coup de grace)并杀死1名智能类人生物(intelligent humanoid creature)时(目标不能为被召唤出来的智能类人生物),他能够将该生物的命之血(Lifeblood)凝缩到1个小瓶内;这是死亡效果(death effect)。他可以在接下来的24小时内使用这剂命之血,并以此来创造出1剂他自身能够施放的化合炼成(extract),而且该化合炼成的环级不能高于该生物的CR的1/2,这么做并不会花费每日化合炼成位(daily extract slot)。炼血士每日可以使用该能力的次数为每个法术环级1次(举例说明,13级的炼血士可以使用命之血来额外获得1环、2环、3环、4环和5环化合炼成各一个)。炼血士无法获得科研发现中的突变药剂(Mutagen)和异变药剂(Cognatogen)。
命之血替换了突变药剂。

炼金圆阵(Alchemical Circles,Sp/Su):炼血士获得血池(blood pool),血池的点数为他的炼金术士等级 + 他的智力调整值。他能够花费1点血池中的点数,并以血来在地面或者其他永久性的装置(permanent fixture)上画出复杂的炼金圆阵,该过程需要花费1分钟的时间。根据炼血士的炼金术士等级,炼金圆阵能够产生后述几种效果。
1级起,炼血士能够花费1个未使用的化合炼成位,用炼金能量来为圆阵充能。他要从后述列表中选择1个法术,该法术的等级要小于或等于他花费的化合炼成位的环级,那么直至他重新恢复化合炼成位为止,只要他的身体与圆阵有物理上的接触,就能够以类法术能力(spell-like ability)引发先前所选择法术的效果。若该法术在正常情况下会花费昂贵的材料成分(material component),炼血士就必须要支付这些成分,他可以把这些成分磨碎与用于绘制圆阵的血液混合,也可以将其放置在圆阵之中(若这些成分同时还是法术目标的话)。只有被圆阵容纳的存在(someting)、或者直接在其表面上绘制圆阵才能够被你选择的效果所影响或被当成目标。要学会后述效果,炼血士必须把它记入到自己的公式簿(formula book)中,与正常抄录公式的开销相同(炼血士也可以使用随着升级而得到的免费公式来学会后述效果,以取代获取正常的公式)。
炼血士在使用该能力时可以从后述法术中选择效果:
1级:快速挖掘(Expeditious Excavation),造弹术(Fabricate Bullets),应急措施(Jury-Rig),魔化武器(Magic Weapon),强固武装(Reinforce Armaments)
2级:敲击术(Knock),完全修复术(Make Whole),精致品转变术(Masterwork Transformation),束布成钢(Silk To Steel),柔石术(Soften Earth and Stone),曲木术(Warp Wood)
3级:锐锋术(Keen Edge),魔化防具(Magic Vestment),高等魔化武器(Greater Magic Weapon),黑曜之流(Obsidian Flow),刺石术(Spike Stones),塑石术(Stone Shape)
4级:鬼斧神工(Fabricate),穿墙术(Passwall),化泥为石(Transmute Mud to Rock),化石为泥(Transmute Rock to Mud)
5级:石化术(Flesh to Stone),地动术(Move Earth),解除石化(Stone to Flesh),沥青池(Tar Pool),化铁为木(Transmute Metal to Wood)
6级:变形万物(Polymorph Any Object),转血为酸(Transmute Blood To Acid)
8级起,炼血士还能够制造法阵(magic circle),就如同秘学士(Occultist)的魔法阵(Magic Circles)职业能力一般(详细见Occult Adventures 49页),不过它会消耗1点血池的点数,以取代消耗1点心智点(mental focus)。
12级起,他还能够绘制束缚法阵(binding circle),就如同秘学士的同名职业能力一般,不过这会从他的血池中消耗2点能量,以取代消耗2点心智点。
16级起,炼血士能在短时间内绘制出魔法阵和束缚法阵,就如同秘学士的法阵速写(fast circles)职业能力一般。
炼金圆桌替换了炼金炸弹。

鲜血学识(Blood Knowledge,Sp):4级起,炼血士能够通过耗时1分钟的工序,在把1滴血与各种炼金试剂混合时,花费1个未使用的2环化合炼成位。若炼血士这么做,则可以用标准动作饮用他制成的这剂混合物,并获取关于他之前所使用的血液的信息,就如同施放了血之讯息(Blood Biography)一般。就如同法术中注明的一样,活物与不死生物能够获得1次意志豁免(DC = 13 + 炼血士的智力调整值)来避免该效果。

劇透 -  原文:
Blood Alchemist
Source Horror Adventures pg. 44
Most alchemists can transform matter and energy into other forms, but some wicked specialists realize that life itself is an energy that can greatly fuel their alchemy.

Alignment: A blood alchemist trades the lives of others for more power when using his lifeblood ability. A nonevil blood alchemist can’t use the lifeblood ability, but he can use his other archetype and class abilities, and he can continue to advance in alchemist.

Lifeblood (Su): When a blood alchemist performs a coup de grace that kills an intelligent humanoid creature (though, not a summoned intelligent humanoid creature), he can gather its lifeblood into a vial; this is a death effect. He can use this lifeblood any time within the next 24 hours to create an extract of a spell level he can cast that is no higher than 1/2 the creature’s CR, without spending a daily extract slot. He can use this ability once for each spell level each day (for example, a 13th-level blood alchemist can use lifeblood to gain additional 1st-, 2nd-, 3rd-, 4th-, and 5th level extracts). A blood alchemist can’t take the mutagen or cognatogen discoveries.

This ability replaces mutagen.

Alchemical Circles (Sp, Su): A blood alchemist gains a blood pool with a number of points equal to his alchemist level + his Intelligence modifier. He can spend 1 point from his blood pool to draw a complex alchemical circle in blood on the ground or on another permanent fixture in a process that takes 1 minute. Depending on his alchemist level, the alchemical circle can have one of several effects. At 1st level, the blood alchemist can spend an unused extract slot to charge the circle with alchemical energy. He chooses one of the spells listed below of equal or lower level to the extract slot he spent, and until he refreshes his extract slots, as long as his body is in physical contact with the circle, he can produce the effect of the spell he chose as a spell-like ability. If the spell normally has an expensive material component, he must still provide it, either grinding it up and mixing it with the blood used for the circle or placing it in the circle (if the component is also the target). The chosen effect can target or affect only something contained within the circle, or the surface on which the blood alchemist drew the circle. To learn one of these effects, he must write it into his formula book, with the same cost as usual for a formula (he can also use his free formula from leveling up to learn the chosen effect instead of a normal formula). The blood alchemist can choose from the following spells for this ability: 1st—expeditious excavation, fabricate bullets, jury-rig, magic weapon, reinforce armaments; 2nd—knock, make whole, masterwork transformation, silk to steel, soften earth and stone, warp wood; 3rd—keen edge, magic vestment, greater magic weapon, obsidian flow, spike stones, stone shape; 4th—fabricate, passwall, transmute mud to rock, transmute rock to mud; 5th—flesh to stone, move earth, stone to flesh, tar pool, transmute metal to wood; 6th—polymorph any object, transmute blood to acid.

Starting at 8th level, the blood alchemist can also create a magic circle, as per the magic circles occultist class ability, though it costs 1 point from his blood pool instead of 1 point of mental focus.

Starting at 12th level, he can also create a binding circle, as per the occultist class ability of the same name, though it costs 2 points from his blood pool instead of 2 points of mental focus.

Starting at 16th level, the blood alchemist can draw magic circles and binding circles more quickly but with a shorter duration, as per the occultist fast circles ability.

This ability replaces bombs.

Blood Knowledge (Sp): Starting at 4th level, a blood alchemist can spend an unused extract slot of 2nd level while mixing a drop of blood with various alchemical reagents in a process that takes 1 minute. If he does so, he can drink the resulting concoction as a standard action to gain the information he would learn as if he had cast blood biography on the blood he just used. As per the spell, living and undead creatures receive a Will saving throw (DC = 13 + the blood alchemist’s Intelligence modifier) to negate the effect.
« 上次编辑: 2023-07-04, 周二 03:13:52 由 晓慕思姬 »
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Re: 【PF1】全变体整体:炼金术士
« 回帖 #8 于: 2023-06-10, 周六 08:56:26 »
感谢 四月 翻译了原始版的沼地炼金师变体
本篇由 晓慕思姬 进行更新与除错。

沼地炼金师( Bogborn Alchemist)
出自 进阶种族手册(Advanced Race Guide) 191页
沼泽地以及那些栖息于此的危险生物特别适合作为部分树蛙人炼金术士的实验室与研究课题。

特殊:沼地炼金师仅限树蛙人使用。

本职技能:沼地炼金师将游泳加入本职技能列表。
这调整了沼地炼金师的本职技能列表。

两栖突变药剂(Amphibious Mutagen,Ex):1级起,当沼地炼金师使用突变药剂时,她可以额外从突变药剂中获得在水中行动的能力。这使她双脚变长,手指间形成厚膜并且将脚趾伸展开,给予她两栖特殊能力(amphibious special quality)以及15尺游泳速度。
两栖突变药剂取代随手投掷。

科研发现选项:沼地炼金师能够选择树蛙人种族特性的毒性皮肤(toxic skin)作为炼金术士的科研发现。

科研发现:以下科研发现可以完善沼地炼金师的能力:变色龙(chameleon);浓缩毒素(concentrate poison),粘稠毒药(sticky poison);毒性肌肤(nauseating flesh),毒素转换(poison conversion);瓶装软泥怪(bottled ooze),绊足炸弹(tanglefoot bomb),触手(tentacle)。

劇透 -  原文:
Bogborn Alchemist
Source Advanced Race Guide pg. 191
Some grippli alchemists are particularly attuned to the swamps and the dangerous creatures that inhabit them; these serve as their laboratories and research subjects, respectively. These bogborn alchemists have the following class features.

Class Skills: A bogborn alchemist adds Swim to his list of class skills.

Amphibious Mutagen (Ex): At 1st level, when a bogborn alchemist uses a mutagen, he may choose to have his mutagen form enhanced for aquatic movement. This gives him the amphibious special quality, his feet elongate, and the webbing between his fingers and toes expands, granting a swim speed of 15 feet. This replaces throw anything.

Discovery Options: A bogborn alchemist can select the toxic skin grippli racial trait in place of an alchemical discovery.

Discoveries: The following discoveries complement the bogborn alchemist archetype: chameleon; concentrate poison
« 上次编辑: 2023-06-11, 周日 06:45:49 由 晓慕思姬 »
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Re: 【PF1】全变体整体:炼金术士
« 回帖 #9 于: 2023-06-10, 周六 09:44:49 »
感谢 弑君者伊恩 翻译了原始版的种植专家变体
本篇由 晓慕思姬 进行更新与除错。

种植专家(Bramble Brewer)
出自 进阶种族指南(Advanced Race Guide) 44页
一些半精灵炼金术士混合了人类的好奇心和精灵与自然的联系。这类炼金术士可以操控炼金术的力量制造能重塑地形并让一大片的植被落叶的炸弹,或是制造赋予橡树回复力和竹子般坚韧的药剂。

特殊:种植专家仅限半精灵使用。

丛生炸弹(Briar Bombs ,Su):2级时,种植专家获得绊足炸弹科研发现,但是纠缠会持续相当于种植专家智力调整值的轮数(至少1轮)。此外,当种植专家投掷一枚绊足炸弹,它会将溅射范围内的所有方格都变为困难地形,持续时间如同炸弹的纠缠效果。丛生炸弹不会造成伤害,但每能造成1d6伤害便会使溅射半径增加五尺。
丛生炸弹替换了2级科研发现。

树化突变药剂(Briar Bombs ,Su):1级起,种植专家的突变药剂仍然可以造成形态变化的能力,但给予的是树木的坚韧而非普通突变药剂的野性之力。饮用后,树化药剂提供+4天生护甲加值,一项肉体属性+2炼金加值,对应心智属性-2罚值(如同标准突变药剂职业能力)。此外,种植专家只要处于有明亮光线的区域(比如日光或昼明术法术范围内)就会获得快速治疗1。
一名选择高等突变科研发现的种植专家创造出的树化药剂仍然提供+4天生护甲加值,同时在一项肉体属性上提供+4加值,在另一项物理属性上提供+2加值。在药剂的持续时间内,种植专家在对应的两项心智属性上均承受-2罚值,只要她处于明亮光线中,快速治疗提升至3。
一名选择究级突变科研发现的种植专家创造出的树化药剂现在提供+6天生护甲加值,同时在一项肉体属性上提供+6加值,第二项肉体属性上提供+4加值,第三项肉体属性上提供+2加值。在药剂的持续时间内,种植专家在智力,感知和魅力属性上均承受-2罚值,只要她处于明亮光线中,快速治疗提升至5。
树化突变药剂其他方面如同突变药剂、高级突变、究极突变并替换了它们。

贤者之证(Grand Discovery ,Su):20级时,选择完美突变(True Mutagen)作为高级科研发现的种植专家创造出的树化药剂现在提供+8天生护甲加值,在力量,敏捷和体质上提供+6炼金加值。在药剂的持续时间内,种植专家在智力,感知和魅力属性上均承受-2罚值,只要她处于明亮光线中,便会获得快速治疗10。一名种植专家必须拥有究极突变科研发现才能选择该科研发现。

科研发现:以下科研发现可以完善种植专家的能力:精确炸弹(precise bombs)、除叶炸弹(defoliant bomb)、阴魂不散(Lingering Spirit),炸弹轰炸(Strafe Bomb),日光炸弹(Sunlight Bomb)。

劇透 -  原文:
BrambleBrewer
Source Advanced Race Guide pg. 44
Some half-elven alchemists merge human curiosity with their elven link to nature. Such alchemists can manipulate the forces of alchemy to create bombs that reshape terrain and defoliate swaths of vegetation or to create mutagens that bestow the resilience of oak or the tenacity of bamboo. A bramble brewer has the following class features.

Briar Bombs (Su): At 2nd level, a bramble brewer gains the tanglefoot bomb discovery, but the entanglement’s duration persists for a number of rounds equal to the bramble brewer’s Intelligence modifier (minimum 1 round). Additionally, when a bramble brewer throws a tanglefoot bomb, it transforms all squares in its splash radius into difficult terrain that persists for as long as the bomb’s entangling effect. Although these bombs deal no damage, for every 1d6 points of damage the bramble brewer’s regular bombs deal, the briar bomb’s splash radius increases by 5 feet. This ability replaces the 2nd-level discovery class feature.

Dendrite Mutagen (Su): At 1st level, a bramble brewer’s mutagen still contains transformative power, but grants a treelike sturdiness rather than the feral power of standard mutagens. When imbibed, dendrite mutagen grants a +4 natural armor bonus, a +2 alchemical bonus to one physical ability score, and a –2 penalty to the corresponding mental ability score. In addition, the alchemist gains fast healing 1 as long as he is in an area of bright light (such as sunlight or inside the area of a daylight spell). This otherwise works like the standard mutagen class feature and replaces that ability.

A bramble brewer who selects the greater mutagen discovery can create a dendrite mutagen that still grants a +4 natural armor bonus, and also grants a +4 alchemical bonus to one physical ability score and a +2 bonus to a second physical ability score. The bramble brewer takes a –2 penalty to both associated mental ability scores as long as the mutagen persists, but his fast healing increases to 3 as long as he is in an area of bright light. This otherwise works like the greater mutagen discovery and replaces that ability.

A bramble brewer who selects the grand mutagen discovery can brew a dendrite mutagen that now grants a +6 natural armor bonus, a +6 alchemical bonus to one physical ability score, a +4 alchemical bonus to a second physical ability score, and a +2 alchemical bonus to a third physical ability score. The bramble brewer takes a –2 penalty to his Intelligence, Wisdom, and Charisma scores as long as the mutagen persists. The bramble brewer’s fast healing increases to 5 as long as he is within an area of bright light. This otherwise works like the grand mutagen discovery and replaces that ability.

Grand Discovery (Su): At 20th level, a bramble brewer who selects the true mutagen grand discovery can create a dendrite mutagen that grants a +8 natural armor bonus and a +6 alchemical bonus to Strength, Dexterity, and Constitution. The bramble brewer takes a –2 penalty to his Intelligence, Wisdom, and Charisma scores as long as the mutagen persists. The bramble brewer’s gains fast healing 10, but instead of only gaining fast healing in bright light, this fast healing persists in areas of bright or normal light. A bramble brewer must possess the grand mutagen discovery before selecting this discovery.

Discoveries: The following discoveries complement the bramble brewer archetype: precise bombs; defoliant bomb; lingering spirit, strafe bomb, sunlight bomb.
« 上次编辑: 2023-06-11, 周日 06:45:55 由 晓慕思姬 »
探索者协会追寻者
「"空弦"席德佳 12级埃拉斯蒂尔布道者」 「"伽寇尔传奇银色十字军"百晓梦 12级朱鹭主母神选之子」 「"异乡的守望者"银镜伊织 14级步枪士/护王典卫」

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《冬临天下》