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专长
« 回帖 #270 于: 2017-08-12, 周六 16:57:01 »
精通包抄(战斗、团队)(Improved Outflank) 出自《第一世界的遗产》(Legacy of the First World)
你能轻而易举地找到敌人防御的薄弱之处。
先决条件:包抄(Outflank)APG,BAB+6
专长效果:当你和一名同样拥有这个专长的盟友威胁同一个敌人时,若你邻接一个没有被占据的方格,并且你身处该方格时可以与该名盟友形成夹击,那么你视作夹击这名敌人。
通常情况:你必须处于盟友的正对角来夹击一名对手。


剧透 -  原文:
Improved Outflank (Combat, Teamwork)
You can easily find openings in your enemies’ defenses.
Prerequisites: OutflankAPG, base attack bonus +6.
Benefit: Whenever you and an ally who also has this feat arethreatening the same foe, you are considered to be flanking that foe if you are adjacent to an unoccupied square from which you would be able to flank the foe with your ally.
Normal: You must be positioned opposite an ally to flank an opponent.
« 上次编辑: 2017-08-12, 周六 17:18:40 由 炼金术士卡莉 »
不要在意这个很弱的家伙。

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Re: 魔战士变体
« 回帖 #271 于: 2017-08-14, 周一 12:33:06 »
魔武者(魔战士变体)出自内海诡道(inner sea intrigue)
经过一种可以追溯到老法师贾特比的十位魔武者时期的传统方式的训练,魔武者通过放弃他们的身份来掌控魔法的力量,成为所属文明的勇者,在莽吉荒原与更广阔的世界中学习。

本职技能:魔武者将知识(历史与自然)加入他的本职技能列表,取代知识(地城与位面)。
这一能力调整了魔战士的本职技能。

无名面具(Ex):一位魔武者通过用一个动物化的面具隐藏他的身份来获得力量,但也要承受如此做的缺点。当戴着她的面具时,魔武者在对抗探知子学派的预言法术时豁免获得+2加值。然而,对魔武者传统不熟悉或者蔑视这一传统的NPC会对穿戴面具的魔武者拥有不友好的初始态度。如果使用影响系统(极限诡道102),需要一个额外成功来提高这种NPC的影响等级。
魔武者不能再她从未见过或不信任的任何人面前揭露真名或摘下面具。如果她触犯这一禁忌,她必须摧毁面具并且创造或持有一个新面具,才可以获得穿戴面具带来的好处。

魔武者面相(Su):
3级时,一名魔武者可以获得一种动物力量的一面。这一动物必须与魔武者的面具相匹配(如果魔武者创造或持有信面具时这一动物也会改变)。以一个标准动作,一名魔武者可以获得一种野兽形态I的能力列表中这一动物拥有的能力(这一能力无法让她改变体型)。这一能力持续每魔战士等级一分钟。【注:我大概是没看错这个能力……没有资源消耗诶?】
此能力取代3级获得的魔战士奥能。

无名隐匿者(Su):8级时,一名魔武者的无名面具可以在预言法术下保护它。每天一次,只要她处于面具身份下,她可以使用回避侦测法术,用魔战士等级作为施法者等级。
这一能力取代精通法术战斗。

精通法术战斗(Ex):14级时,一名魔武者获得精通法术战斗能力。
这一能力取代高等法术战斗。

玛甘比法术通路(Su):
19级时,一名魔武者学习到了使用自然魔法的古代奥秘。它从德鲁伊的法术列表中选择7个法术,将它们作为与德鲁伊法术同环的魔战士法术加入她的法术书。她在下列每一环获得一个魔战士法术列表上没有的德鲁伊法术:0环、1环、2环、3环、4环、5环、6环。她可以忽略这些法术的法器成分。
这一能力取代高等法术通路。

魔战士奥能:
下列魔战士奥能可以完善魔武者变体:精确打击UC,奥能精准UM,奥能遮蔽UC,奥能刀锋UC,破敌刀锋UC,虔诚刀锋UC,强效法术UM,极效法术UM,瞬发法术UM,默发法术UM,法术混合UM,定发法术UM。


剧透 -   :
Magic Warrior (Magus Archetype)
Trained in a tradition stretching back to Old-Mage Jatembe’s Ten Magic Warriors, magic warriors renounce their identities to master magical might and serve as champions of culture and learning across the Mwangi Expanse and beyond.

Class Skills: A magic warrior adds Knowledge (history and nature) to her list of class skills, instead of Knowledge(dungeoneering and planes).
This ability alters the magus’s class skills.

Nameless Mask (Ex): A magic warrior gains strength in hiding her identity behind an animalistic mask, but also suffers drawbacks from doing so. While wearing her mask, a magic warrior gains a +2 bonus on saving throws against divinations in the scrying subschool. However, NPCs who are unfamiliar with or have a poor opinion of the magic warrior tradition have a starting attitude of unfriendly toward the magic warrior while she wears her mask. If using the influence system (Ultimate Intrigue 102), it takes one additional success to increase her influence level over such an NPC.
The magic warrior cannot reveal her name or remove her mask in front of anyone she has never met before or in front of anyone she does not trust. If she violates this taboo, she must
discard her mask and create or obtain a new mask and wear it before she can gain any benefits that result from wearing her mask.

Magic Warrior’s Aspect (Su): At 3rd level, a magic warrior can gain an aspect of an animal’s
might. The animal must suit the magic warrior’s mask (and the animal changes if the magic
warrior must create or obtain a new mask). As a standard action, the magic warrior gains one ability possessed by that animal from the list of abilities given in beast shape I (this ability does not allow her to change her size). The ability lasts for 1 minute per magus level.
This ability replaces the magus arcana gained at 3rd level.

Nameless Anonymity (Su): At 8th level, a magic warrior’s nameless masked identity protects her from divinations. Once per day, as long as she is in her masked identity, she can cast nondetection using her magus level as her caster level.
This ability replaces improved spell combat.

Improved Spell Combat (Ex):At 14th level, a magic warrior gains improved spell combat.
This ability replaces greater spell combat.

Magaambya Spell Access(Su): At 19th level, a magic warrior learns ancient secrets to using natural magic. She learns seven spells from the druid’s spell list and places them in her spellbook as magus spells of her druid level. She gains one of each of the following druid spells not on the magus spell list: 0-level, 1st-level,2nd-level, 3rd-level, 4th-level, 5th-level, and 6th-level. She can ignore the divine focus component of these spells.
This ability replaces greater spell access.

Magus Arcana: The following magus arcana complement the magic warrior archetype: accurate
strikeUC, arcane accuracyUM, arcane cloakUC, arcane edgeUC, bane bladeUC, devoted bladeUC, empowered magicUM, maximized magicUM, quickened magicUM, silent magicUM, spell blendingUM, still magicUM.
这个变体后来进行了更新,借用白猫大佬的翻译:http://www.goddessfantasy.net/bbs/?topic=88123.msg856599#msg856599

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Re: 法术
« 回帖 #272 于: 2017-08-15, 周二 23:32:34 »
准则符文 Rune of Rule

来源 冒险者指南 Adventurer's Guide 61页. 61
学派 变化系
环位 奥能师2,吟游诗人2,秘学士2,歌者2,术士/法师2,女巫2
施法时间 1分钟
成分 语言,姿势,材料(价值25gp的一小瓶颜料)
范围 近距
目标 一个活物
持续时间 1天 或 直至被启动(见描述)
豁免 意志通过则无效(无害);
法术抗力 可(无害)
描述
在秘文法师们对阿兹兰特的研究中,他们发现这个失落的人类帝国曾经有过一项神秘而古老的传统,那就是七种美德的行事准则,这个传统后来在魔印王的玷污下成为了世人更为熟悉的七大罪行。该发现启发秘文法师们发明出准则符文。这个法术允许你将符文施放在另一个生物上,这些符文可以在之后对它起到帮助。施法时,你需要使用一剂特别准备的价值25gp的颜料,用手指在受术者的身体上描绘特定的符文,来决定法术的具体效果。被描绘的符文持续24小时或直到法术被启动。除非另有说明,否则绘有符文的生物可以在任何时候以一个迅捷动作启动它。若法术的效果未被使用,与符文相关联的所有徽记都会消失,其效果也会消散。你永远不能将该法术施放在自己身上 - 它必须被赐予别人。以下是七种准则符文,以及使用者启动它们的具体效果。一个生物一次只能带有一个符文符号。

仁爱:带有该符文的生物可以在因另外一个生物的请求而进行的单一次攻击检定或技能检定时启动符文。只要启动符文的生物不会因为进行这次攻击或尝试该检定而获得立即的好处或回报,他就能在检定中获得+5洞察加值。

慷慨:当30尺范围内有其他生物启动一件由带有慷慨符文的生物所给予的消耗性魔法物品(例如药水或卷轴)时,带有慷慨符文的生物就必须以一个直觉动作启动自己的符文。当符文被激活时,决定那件消耗性魔法物品的效果时视为该物品的施法者等级比原本高2级。

谦逊:当一个生物激活谦逊符文时,它在一轮内不会引发借机攻击。

善良:一个生物必须在使用援助他人动作或施放治疗法术时才能启动善良符文。如果生物在援助他人的同时启动符文,则成功后提供的加值将增加到+5。如果生物在施放治疗法术的同时激活符文,法术的等效施法者等级将增加2。

爱情
:当一个生物在施展一个带有魅惑描述符的法术时,他可以启动爱情符文,使该法术豁免DC增加1。或者,一个生物可以在他的武器或法术攻击伤害之后启动爱情符文,使得造成的伤害变为非致命伤害。

节制:当一个带有节制符文的生物在一次对抗毒素、疾病、毒品或类似效果的豁免时失败时,它可以立即用一个直觉动作启动该符文。该生物可以立即尝试第二次豁免对抗次效果,并可将该第二次豁免的结果作为实际结果。

热情:一个激活热情符文的生物会在意志豁免上获得+3加值,并且由该生物创造的所有基于语言(language-dependent)的效果的豁免DC增加1。这些效果持续1轮。

PFS Clarification:仁爱符文不能用于帮助PC。它只会在你正直接援助一位NPC时才生效(例如,在他正被其他生物攻击时保护他)。
Page 62—The rune of charity cannot be used to help PCs. It only applies if you are directly assisting an NPC (for example, defending an NPC from creatures that are attacking him).





原文
剧透 -   :
Rune of Rule
Source Adventurer's Guide pg. 61
School transmutation; Level arcanist 2, bard 2, occultist 2, skald 2, sorcerer/wizard 2, witch 2
Casting
Casting Time 1 minute
Components V, S, M (vial of paint worth 25 gp)
Effect
Range close (25 ft. + 5 ft./2 levels)
Target one living creature
Duration 1 day or until activated (see description)
Saving Throw Will (harmless); Spell Resistance yes (harmless)
Description
Investigations into the ancient and mysterious traditions of the seven virtues of rule of the lost human empire of Azlant, which were later corrupted by the runelords into the more familiar seven deadly sins, inspired the Cyphermages to develop the runes of rule. This spell allows you to place a rune upon another creature that can then be used to aid it at a later time. You determine the spell’s effect at the time of casting by using your finger to paint a specific rune on the recipient’s body with a dose of specially prepared paint worth 25 gp. The inscribed rune lasts for 24 hours or until the spell is activated. Unless otherwise noted, the creature upon which the rune of rule has been inscribed can activate it at any time as a swift action. If the spell effect isn’t used, all markings associated with the rune disappear and the effect fades. You can never place the spell upon yourself—it must be bestowed on someone else. The seven runes of rule, along with their specific effects when the user activates them, are listed below. A creature can bear only one rune of rule at a time.

Charity: A creature bearing this mark gains a +5 insight bonus on a single attack roll or skill check attempted at the request of another creature, provided the creature bearing this mark does not gain any immediate benefit or reward for making the roll or attempting the check.

Generosity: A creature bearing the rune of generosity can activate it as an immediate action, but it must do so as another creature within 30 feet activates a consumable magic item such as a potion or scroll that was given to it at some point within the last 24 hours by the creature bearing the rune. When the rune is activated, the effects of the consumable magic item resolve at a caster level that is 2 higher than the item’s actual caster level.

Humility: When a creature activates the rune of humility, it does not provoke attacks of opportunity for 1 round.

Kindness: A creature must be using the aid another action or casting a healing spell in order to activate a rune of kindness. If the creature activates the rune while using the aid another action, the bonus imparted on a success increases to +5. If the creature instead activates the rune while casting a healing spell, the effective caster level of the spell increases by 2.

Love: When a creature activates the rune of love as he casts a spell with the charm descriptor, the save DC of that spell increases by 1. Alternatively, a creature can activate the rune of love after he rolls damage for a weapon or spell attack, causing the damage dealt to become nonlethal damage.

Temperance: A creature bearing the rune of temperance can activate it as an immediate action immediately upon failing a saving throw against a poison, disease, drug, or similar effect. The creature can immediately attempt a second saving throw against the effect and can use the result of that second saving throw as the actual result.

Zeal: A creature that activates the rune of zeal gains a +3 bonus on Will saves, and the save DCs of all language-dependent effects created by the creature increase by 1; these effects last for 1 round.

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杂项
« 回帖 #273 于: 2017-08-17, 周四 05:52:32 »
  尖钉的信条  出自《地狱骑士之道》(Path of the Hellknights) 第33页尖钉骑士团边栏

  尖钉骑士团的地狱骑士将南部阿维斯坦的文明社会视为理想形态,寻求以这种文化为基础,推进所有民族的团结。事实上,尖钉骑士团的成员将任何拒不接受切利亚斯文化的人宣称为必须被消灭的罪犯和蛮夷。该骑士团的成员追求作为边境开拓者的生活方式和挑战,并不在乎他们给当地原住民带来的是流离失所、愤怒还是残忍。

  尖钉骑士团的地狱骑士奉行以下信条:


  • 我将痛击文明之敌,不畏艰难险阻、道途黑暗。
  • 我将让世界摆脱威胁文明之人与物,让法制得以在世上发扬光大。
  • 我将不惧任何生物,不论秩序之敌是何其可怖。
  • 我将不留半分仁慈,哪怕秩序之敌披着亲和的外衣——甚至是被我视为亲密之人。
  • 我将寻求盟友,追求优势,以智慧击败运势。
  • 我将是怪物所忌怕之人:我的面目将狂烈、犀利、无所畏惧。



剧透 -  原文:
TENETS OF THE NAIL

Order of the Nail Hellknights idealize the civilized society of southern Avistan and seek to unite all people in advancing that cultural baseline. In fact, the Order of the Nail’s members preach that anyone who doesn’t embrace Chelish culture is a criminal and heathen who must be destroyed. The order’s members idealize the lifestyles and challenges of frontier settlers, no matter the displacement, indignation, or cruelty they might visit on those who were there before.

Individual Order of the Nail Hellknights work to uphold the following tenets.

• I will strike against civilization’s foes, braving both thicket and darkness.
• I will rid the world of threats to civilization and make it fit for the law to flourish.
• I will fear no creature, though the enemies of order are terrible.
• I will not be merciful, though the enemies of order may bear familiar guises—and may even be individuals I have considered dear.
• I will seek allies and advantage, confounding luck with wisdom.
• I will be the face that monsters dread: fierce, sharp, and unflinching.
« 上次编辑: 2017-08-17, 周四 05:59:20 由 弑君者伊恩 »
始终如一的男人。

  规则链接点我。专区链接
关于PF1魔战士魔战士随笔

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Re: 专长
« 回帖 #274 于: 2017-08-18, 周五 17:58:07 »
反射施法者Reflexive Caster
来源 阴招战术工具箱Dirty Tactics Toolbox pg13
先决:战斗反射,施法者等级5
效果:你准备好一有风吹草动就用法术保护自己。如果你在察觉检定中失败导致你无法在突袭轮中行动,你依然正常的骰先攻。你能在突袭轮中以你的先攻位进行行动,但只能做一个标准动作用于施放一个只以你自己为目标的防护系法术。

剧透 -   :
Reflexive Caster
Source Dirty Tactics Toolbox pg. 13
You are ready to defend yourself with a spell at a moment’s notice.

Prerequisites: Combat Reflexes, caster level 5th.

Benefit: If you fail a Perception check that results in you being unable to act in a surprise round, you still roll initiative normally. You can act on your initiative count in the surprise round, but can only take a standard action to cast an abjuration spell that targets only yourself.

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Re: 自用自翻资源帖
« 回帖 #275 于: 2017-08-21, 周一 19:05:20 »
门扉卡组(Deck of Doors)
出处《极限诡道》(Ultimate Intrigue)第246页
价格:12150gp
位置:无 CL:9th 重量:-
灵光:中等变化系
描述:这套54张牌组成的卡组装饰着让人想起门扉的图案。以一个标准动作,使用者能把其中一张牌按在一段5尺的墙上。目标墙必须是非魔法的,最多2尺厚,厚度8或以下。伴随着银光一闪,卡片变为一扇精美的木门(硬度5,15hp)并且嵌入墙内5轮,它的外表符合周围建筑的风格。如果使用者同时在一面墙上按下两张牌,卡片变为双开门10轮。门能从两面打开,允许人从墙中穿过。当效果结束时,门从墙上脱落,并重新变为一张空白的、非魔法的卡片,而墙恢复原状。当使用在城市内的追逐遭遇((Pathfinder RPG GameMastery Guide 232)中时,卡组中的卡片减少任何基于力量或者敏捷的障碍DC5,持续5轮(如使用两张卡片则为10轮)。
制造需求:制造奇物、次级造物术、穿墙术
制造花费:6075gp


剧透 -  原文:
Deck of Doors
Source Ultimate Intrigue pg. 246
Aura moderate transmutation; CL 9th
Slot none; Price 12,150 gp; Weight —
Description
This set of 54 cards is adorned with designs reminiscent of doors and gates. As a standard action, the user can press a card from the deck against a 5-foot section of a wall. The wall must be nonmagical, can be up to 2 feet thick, and must have hardness 8 or lower. In a flash of silvery light, the card grows into a good wooden door (hardness 5, 15 hp) and embeds itself in the wall for 5 rounds, its appearance matching the style of the surrounding architecture. If the user presses two cards against a wall at the same time, the cards instead turn into a double door for 10 rounds. The door can be opened from either side, allowing passage through the affected section of the wall. When the duration ends, the door peels off the wall and withers into a blank, nonmagical card, leaving the wall intact. When used in an urban chase encounter (Pathfinder RPG GameMastery Guide 232), a card from the deck lowers the DC of any one Strength- or Dexterity-based obstacle by 5 for 5 rounds (or 10 rounds if two cards are used).
Construction
Requirements Craft Wondrous Item, minor creation, passwall; Cost 6,075 gp
见证了丢人的币+1

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Re: 自用自翻资源帖
« 回帖 #276 于: 2017-08-21, 周一 19:55:44 »
发条响尾蛇(Key-wound rattler)
出处《地下城探险者手册》(Dungeoneer's Handbook)第24页
价格:350gp 重量:25磅
分类:冒险工具
描述:以一个会引发借机攻击的标准动作,一名角色能旋紧这个4尺长的蛇形发条装置上的发条钥匙,这足以提供直到他下一轮结束前的动力。每额外使用一个标准动作旋转发条,这个响尾蛇就能得到额外1轮的动力,总共最多10轮。这个机械装置在旋紧和展开发条时会发出轻柔的滴答声(听到的察觉DC为15)。
在每轮开始时,若角色在响尾蛇发条松开前移开钥匙(一个迅捷动作),响尾蛇会以20尺的速度笔直向前爬行,每隔几秒直起前身,伸出分叉的舌头并用响环发出声响(听到的察觉DC为0)。任何从至少30尺外看到它的人必须通过一个DC10的察觉检定来认出它不是真的蛇。发条响尾蛇不能看也不能听。如果它碰到了无法穿过的平面,它会往周围试探直到认为发现了一条开放道路,它会先尝试向右转,然后是左,都不行则会原路返回。如果它撞到任何又不坚硬也不静止的东西,它会用啮咬来攻击(+5攻击,1d3非致命伤害)直到障碍物移开。当移动时,发条响尾蛇的AC为12,并且如常引发借机攻击。在发条完全松开的当轮结束后,它会如同陷入睡眠般蜷起。一个发条响尾蛇有硬度10和10点hp。它不是生物,也不威胁方格或者作出上述以外的其他动作。


剧透 -  原文:
Key-wound rattler
Source Dungeoneer's Handbook pg. 24 (Amazon)
Price 350 gp; Weight 25 lbs.
Category Adventuring Gear
Description
As a standard action that provokes attacks of opportunity, a character can wind the key on this 4-foot-long serpentine clockwork enough to power it until the end of her next turn. For every additional standard action spent winding it, the rattler is powered for another round, to a maximum of 10 total rounds. The mechanism ticks softly while being wound and unwinding (Perception DC 15 to hear).

 When a character removes the key (a swift action) until the rattler winds down, at the start of each of that character’s turn, the rattler slithers 20 feet in a straight line, rearing up every few seconds to extend its forked tongue and make noise with its rattle (Perception DC 0 to hear). Anyone who sees it from farther than 30 feet away must succeed at a DC 10 Perception check to realize it is not an actual snake. The key-wound rattler can neither see nor hear. If it runs into an unyielding surface, it bumps around until it feels an open path, rotating first to the right and then to the left before going back the way it came. If it bumps into anything that is neither hard nor still, it attacks with its bite (+5 attack, 1d3 nonlethal damage) until the obstacle moves away. While moving, a key-wound rattler’s AC is 12 and it provokes attacks of opportunity as normal. At the end of the turn in which it winds down, it curls up as if to sleep. A key-wound rattler has hardness 10 and 10 hit points. It is not a creature, and does not threaten spaces or act except as described above.
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Re: 自用自翻资源帖
« 回帖 #277 于: 2017-08-21, 周一 20:02:53 »
发条徘徊者(Clockwork prowler)
出处《探索者协会外勤指南》(Pathfinder Society Field Guide)第48页
价格:500gp 重量:25磅
分类:炼金工具
描述:这个两尺高的木制发条自动装置形似一个短靠背的轮椅。当上紧内部的折叠操纵杆时,发条徘徊者会以15尺每轮的速度笔直向前行驶最多两分钟。一个发条徘徊者不能穿越困难地形。每旋紧发条1轮提供的动力足以保证2轮移动。如果制动器没有在上完发条后马上放开,徘徊者会因为空转而每2轮丢失1轮行动力。发条徘徊者能在携带最多20磅的物品时保持全速,或者最多50磅物品时以10尺速度移动。更高的负重会让徘徊者无法动弹。一个发条徘徊者有硬度5和90点HP,当它活动时有12的AC(没有活动的发条徘徊者AC为5)。


剧透 -  原文:
Clockwork prowler
Source Pathfinder Society Field Guide pg. 48 (Amazon)
Price 500 gp; Weight 25 lbs.
Category Alchemical Tools
Description
This 2-foot-tall wooden clockwork automaton is shaped roughly like a short-backed, wheeled chair. When wound up with the folding handle at its side, the clockwork prowler trundles forward at a speed of 15 feet per round for up to 2 minutes. A clockwork prowler cannot move through difficult terrain. Each round of vigorous winding powers 2 rounds of movement. If its brake is not released immediately after winding, the prowler loses 1 round of movement for every 2 rounds it sits idle. The clockwork prowler can carry up to 20 pounds of weight at full speed, or up to 50 pounds at a speed of 10 feet. Higher weights prevent the prowler from moving. A clockwork prowler has hardness 5 and 90 hit points, and when in motion has AC 12 (a motionless clockwork prowler has AC 5).

高级发条徘徊者(Clockwork prowler, advanced)
出处《探索者协会外勤指南》(Pathfinder Society Field Guide)第48页
价格:1500gp 重量:30磅
分类:炼金工具
描述:这是发条徘徊者的一个高级型号,材料用的更多的是金属而非木材。它可以以20尺速度移动,且能被编程来进行四个方向的转弯。每次转弯需要1轮以DC15的解除装置检定做的编程。如果检定失败,每次徘徊者尝试转弯时骰一个d100。如果结果为1-10,它无法转弯。如果结果是11-20,它在下一轮转弯作为替代。一个高级发条徘徊者能在携带最多60磅的物品时保持全速,或者最多120磅物品时以10尺速度移动。它有硬度10和150点hp,当它活动时有15的AC(没有活动的高级发条徘徊者AC为8)。


剧透 -  原文:
Clockwork prowler (advanced)
Source Pathfinder Society Field Guide pg. 48 (Amazon)
Price 1,500 gp; Weight 30 lbs.
Category Alchemical Tools
Description
A more advanced version of the clockwork prowler, this device is more metal than wood. It moves at a speed of 20 feet and can be programmed with up to four right-angle turns. Each turn requires 1 round to program along with a DC 15 Disable Device check. If this check is failed, roll d% each time the prowler attempts to turn. On a result of 1–10, it fails to turn. On a result of 11–20, it instead turns on the next round. An advanced clockwork prowler can carry up to 60 pounds of weight at full speed, or up to 120 pounds at a speed of 10 feet. It has hardness 10, 150 hit points, and when in motion has AC 15 (a motionless advanced clockwork prowler has AC 8).
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Re: 自用自翻资源帖
« 回帖 #278 于: 2017-08-22, 周二 14:56:03 »
昏暗瞄准(Dusksight)   出自《阴影血脉》 Blood of Shadows
类型:种族替换规则(Alternate Racial Rules)
效果:那些常在遮蔽物下行动、昏暗洞穴里战斗或是阴影位面里生存的人们,学会用他们的昏暗视觉从目标周围摇曳的阴影中推断出敌人的位置。当进行远程攻击时,具有这一特征的人物可以重骰因昏暗环境隐蔽带来的失手,两次结果中取更好的一次。而由全隐蔽带来的失手将如常应用。

矮人可以用此特性替换仇恨和黑暗视觉,同时获得昏暗视觉。
精灵、侏儒和半身人,半精灵,可以用此特性替换敏锐感官。
半兽人可以用此特性替换武器熟悉,同时获得昏暗视觉。


原文

剧透 -   :
PFS Legal Dusksight
Source Blood of Shadows pg. 4
Characters who operate below canopies or fight in dimly lit caves and shadowy planes of existence learn to use their low-light vision to deduce a foe’s position from the flickers of shadows around a target. When making ranged attacks, characters with this trait can reroll the miss chance granted by cover to any target in dim light, and take the better of the two rolls. The miss chance for total concealment applies normally.
Dwarves can take this trait in place of hatred and darkvision, also gaining low-light vision. Elves, gnomes, half-elves, and halflings can take this trait in place of keen senses. Half-orcs can take this trait in place of weapon familiarity, also gaining low-light vision..

其他翻译:PF区阴影血脉已有相关翻译,内容如下:
剧透 -   :
昏暗精准(2RP)一个常常在遮蔽中操作或在昏暗洞穴中战斗的人物以及幽影位面的存在学会了使用他们的低光视力从围绕着目标闪烁的阴影中推断出敌人的位置。当进行远程攻击时,拥有这个特性的人物可以重骰由于处于昏暗光线下的对手的隐蔽造成的失手,并骰两次取更好的结果。全隐蔽所带来的失手率依旧正常适用。
矮人可以用这个特性替换仇恨和黑暗视觉,并获得昏暗视觉。精灵、侏儒、半精灵和半身人可以用这个特性替换敏锐感官,半兽人可以用这个特性替换武器熟悉并获得昏暗视觉。


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炼金药
« 回帖 #279 于: 2017-08-23, 周三 20:01:16 »
汉化膏与娘化酊(Anderos salve and mulibrous tincture) 出自《冒险者指南  Adventurer's Guide 168页》
价格:5gp;重量:-
类型:炼金药
效果:汉化膏和娘化酊是两种截然不同的炼金混合物,其效果虽然南辕北辙,但目标殊途同归:在改善凡胎肉躯的同时减轻心理压力。汉化膏是一种灰色的糊状物,将其涂抹在双臂及胸膛能有助于对象恢复年轻活力。而娘化酊则是一种带薄荷香味的苦涩茶饮,其在有助于消除对象痛苦的同时软化皮肤。如果对象在几个月内以至少每周两次的频率使用汉化膏,则她的女性第二性征会逐渐弱化,而男性第二性征会逐渐增强。以上述的周期饮用娘化酊则是会弱化对象的男性第二性征,而增强其女性第二性征。若对象每周同时使用这两种炼金混合物,则他的所有第二性征都会同时弱化,并使对象的外表显得雌雄同体。而在连续6个月的使用后,则上述的改变将成为永久性的变化,对象不需要使用更多剂量以保持自己的新形态。

因为这些炼金手段不会像魔法手段那般造成迅速或大规模的剧变,因此它们比起后者价格更为平易近人。这两种炼金物品在钉魂门(Rivethun)之中尤其受欢迎,其成员经常将这两种东西的制造方法教授给自己的学徒。

剧透 -   :
Anderos salve and mulibrous tincture
Source Adventurer's Guide pg. 168
Price 5 gp; Weight —
Category Alchemical Remedies
Description
Anderos salve and mulibrous tincture are two very different alchemical concoctions with contrary but similar goals: refining the mortal body and quieting mental stresses. Anderos salve is a gray paste applied to the arms or chest that helps restore youthful vigor, while mulibrous tincture is a bitter, minty tea that eases pain and softens skin. If a dose of anderos salve is applied at least twice per week over a period of months, the user’s feminine secondary sex characteristics are gradually reduced and masculine ones develop; imbibing mulibrous tincture in this way reduces the drinker’s masculine secondary sex characteristics and feminine ones develop. Taking a dose of each concoction every week instead softens all secondary sex characteristics, causing the user to take on an androgynous appearance. After a period of 6 months, the transformation is permanent, with no further doses required to maintain the new form.

While these alchemical solutions do not cause as swift or extensive a change as magical alternatives, they are far more affordable, especially among the Rivethun, who often teach the process of their creation to their disciples.