作者 主题: 【Bestiary 3】发条机械 Clockworks  (阅读 17540 次)

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【Bestiary 3】发条机械 Clockworks
« 于: 2021-04-10, 周六 00:29:24 »
发条机械 Clockworks
发条机械是错综复杂的机器,由技艺高超的工程师精心制造。虽然它们的创造过程包含了一些魔法,但它们本质上是机械,里面塞满了精密调整的齿轮和弹簧,严丝合缝,协同工作。发条机械内坚固的主发条必须上紧,才能提供装置所需的能量。一些较大的发条机械包含一系列弹簧,用于不同的肢体,每个肢体都需要分别上紧发条。发条工匠在制作发条机械时会创造一个独特的金属钥匙;上发条时通常需要把钥匙插入机器的背面,然后顺时针旋转。更大的发条机构需要更大的力量来转动钥匙,而且通常有更大的钥匙来提供更大的扭矩——有些甚至需要一整队人上发条,而不是单人操作。给发条程序编程需要用到钥匙和能正确设置程序的相关知识,这些信息通由发条机械的创造者或所有者持有。

上紧发条 WINDING CLOCKWORKS
发条机械必须上紧发条才能保持运转。每种发条机械都列出了“上发条(wind-up)”能力,在各自的数据中列出。

上发条(Wind-Up) 要让发条机械运转,必须由另一个生物用一把独特的钥匙给它上发条。这需要1分钟时间。一旦上紧发条,它们能在列出的时间内活动,通常为24小时,时间耗尽之后它们就无法察觉周围的环境且无法行动,直到再次被上紧发条。一些发条机械的能力在使用时需要以减少活动时间为代价。它们消耗的活动时间不能超过当前剩余的活动时间,一旦活动时间为0,它们就会立即关机。如果不清楚发条机械上一次上发条是什么时候,大多数发条机械的管理员都会在早上8点上发条。

有些发条机械在上发条(wind-up)能力中列出了“待机(standby)”条目,它们可以通过一个[AAA]动作进入待机模式。在待机模式下,它的活动时间不会减少,但它可以感知周围环境(察觉检定有-2减值)。它无法行动,只有一个例外:当它感知到一个生物时,能以一个反应动作[R]退出待机模式(并且如果状况合适,则进行先攻检定)。

一个生物可以尝试对上了发条的发条机械进行解除装置(Disable a Device),解除DC在上发条能力中列出。每次成功的尝试都能减少发条机械1小时活动时间。这对于处于待机模式中的发条机械也能正常生效。

引用
发条研究 CLOCKWORK RESEARCH
发条机械是在古代发明的,上古瑟西隆帝国(Thassilon)的领导人,皇帝辛(Emperor Xin)的发条军队让发条机械的发展达到顶峰,但之后没落了几千年。后来,不同的民族重新发现了这些技术,并开始改进它们。今天,艾巴萨罗姆(Absalom)的发条大教堂(Clockwork Cathedral)是发条机械研究的中心,许多技术突破也来自奈克斯(Nex)王国和精于机械技术的阿肯斯塔(Alkenstar)大公国。卡蒂亚(Qadiran)的教授Hadia Al-Dannah曾是发条大教堂的研究员,他写了出了最受推崇的关于发条机械设计的现代著作——《生命与机械的光辉韵律》。

引用
定期上发条 WINDING ROUTINES
维护一组定期运转的发条机械意味着需要规划和关注。一队被派去巡逻的发条士兵需要定期上发条。通常情况下,一个或多个仆人会被指派在一个固定的时间给区域内所有的发条机械上发条。

引用
故障!MALFUNCTION!
如果发条机械没有良好的维护或正确地编程,就很容易出错。你可能会考虑让一个年久失修或在战斗中遭到严重损坏(例如重击)的发条机械发生如下故障:

回火(Backfire):发条机械每次在它回合开始时进行一次DC 5的纯骰检定。如果失败,则它会发生回火,对15尺锥形范围造成2d6火焰伤害,包括其自身(基础反射豁免,基于其等级的标准DC),并且本轮陷入缓慢1。

动力受损(Damaged Propulsion):每当发条机械结束它的回合时,它都会减少1d4小时活动时间。

螺钉松动(Loose Screws):每当发条机械受到伤害时,尝试一次DC 5纯骰检定。如果失败,则一块装甲板脱落。它的AC受到等同于脱落装甲板数量的减值(最多-4)。

剧透 -   :
Clockworks
Source Bestiary 3 pg. 48
Intricate, complex machines, clockworks are built with care by highly skilled engineers. Though their creation involves some amount of magic, they're primarily mechanical, packed with precision-tuned gears and springs working in concert.

The sturdy mainspring within a clockwork must be wound to provide the energy needed to power the device. Some larger clockworks contain a series of springs for different limbs that each need to be wound. A clockwork's crafter creates a unique metal key while building the clockwork; winding the clockwork usually involves inserting the key into the machine's back and turning clockwise. Larger clockworks require greater strength to turn the key, and typically have larger keys to allow for more torque—some even accommodating a team of winders rather than an individual. Programming a clockwork requires both the key and the knowledge to set the program correctly, information usually reserved for the clockwork's creator or owner.
Winding Clockworks
A clockwork must be wound to remain operational. Each clockwork has the wind-up ability, with the specifics listed in its stat block.

Wind-Up For a clockwork to act, it must be wound with a unique key by another creature. This takes 1 minute. Once wound, it remains operational for the listed amount of time, usually 24 hours, after which time it becomes unaware of its surroundings and can't act until it's wound again. Some clockworks' abilities require them to spend some of their remaining operational time. They can't spend more than they have and shut down immediately once they have 0 time remaining. If it's unclear when a clockwork was last wound, most clockwork keepers wind all their clockworks at a set time, typically 8 a.m.

A clockwork that lists standby in its wind-up entry can enter standby mode as a 3-action activity. Its operational time doesn't decrease in standby, but it can sense its surroundings (with a –2 penalty to Perception). It can't act, with one exception: when it perceives a creature, it can exit standby as a reaction (rolling initiative if appropriate).

A creature can attempt to Disable a Device to wind a clockwork down (with a DC listed in the wind-up entry). For each success, the clockwork loses 1 hour of operational time. This can be done even if the clockwork is in standby mode.
Members
Clockwork Dragon (Creature 16), Clockwork Mage (Creature 9), Clockwork Soldier (Creature 6), Clockwork Spy (Creature -1)
Sidebar - Locations Clockwork Research
Clockworks were invented in ancient times, culminating in the clockwork army of Xin, the first emperor of ancient Thassilon, but were lost for millennia. Disparate peoples later rediscovered the techniques and began to alter and improve them. Today, the Clockwork Cathedral in Absalom is a center of clockwork research, with many breakthroughs also coming from the kingdom of Nex and the mechanically savvy Grand Duchy of Alkenstar. The Qadiran professor Hadia Al-Dannah, formerly of the Clockwork Cathedral, wrote the best-regarded modern text on clockwork design—Glorious Rhythms in Life and Mechanica.
Sidebar - Advice and Rules Malfunction!
Clockworks can be prone to errors if not well maintained or properly programmed. You might want to introduce one of the malfunctions listed below in a clockwork that is in disrepair or gets damaged heavily in battle (such as with a critical hit).

Backfire: The clockwork rolls a DC 5 flat check at the start of each of its turns. On a failure, it backfires, dealing 2d6 fire damage in a 15-foot cone, including to itself (basic Reflex save at the standard DC for its level), and is slowed 1 this turn.

Damaged Propulsion: The clockwork loses 1d4 hours of operational time at the end of each of its turns.

Loose Screws: When damaged, the clockwork attempts a DC 5 flat check. On a failure, a plate of its armor falls loose. It takes a status penalty to AC equal to the number of lost plates (up to –4).
Sidebar - Additional Lore Winding Routines
Maintaining a group of clockworks that are meant to operate on a regular basis takes planning and attention. A cadre of clockwork soldiers set to patrol a location needs to be regularly wound. Typically, one or more servants are assigned to wind all the clockworks serving in one place at a standard time.
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Re: 【Bestiary 3】发条机械 Clockworks
« 回帖 #1 于: 2021-04-10, 周六 00:32:53 »
发条密探U CLOCKWORK SPY
工程师、技术专家和具有机械天赋的巫师们利用发条密探——能够录音和回放音频的超小型蜘蛛构装体——暗中监视他们的敌人或窃取竞争对手的秘密。它们纤细的身躯和脆弱的部件使它们不适合战斗;事实上,大多数创造者都会给发条密探加上自毁机制,以确保一旦这种间谍行为败露,自己不会被追查。

发条密探                生物等级–1

罕见 绝对中立 超小型 发条 构装体 无心智
察觉 +8;低光视觉
技能 特技 +5
力量 -1, 敏捷 +3, 体质 +0, 智力 -5, 感知 +2, 魅力 +0
录音 Record Audio [A] 发条密探能将25尺内的所有声音录在它携带的价值1gp的一小块宝石上。发条密探能在一块宝石上录最多1小时的音频。一旦开始录音,它就不能提前中止,也不能对已经录有音频的宝石进行复盖。一些发条机械携带有多枚宝石,让它们能进行一系列的录音行动。发条机械可以区分不同种类的生物,但是无法分辨具体的个体。
   发条密探可以通过一个动作来开始或停止播放录音。通过DC14贼活检定的解除装置可以从发条密探上移除或安装一块宝石,如果检定失败,宝石不会损坏但所有录音会被消除且该宝石也不能被用来录音。
上发条 Wind-Up 活动时间24小时, 解除DC 14, 待机

AC 17;强韧 +2, 反射 +7, 意志 +4
HP 8;免疫 死亡效果, 疾病,  毁灭, 流失, 疲乏, 治疗, 心灵, 死灵系, 非致命攻击, 麻痹, 毒素, 恶心, 失去意识;弱点 电击2, 山铜2
自毁 Self-Destruct [R] 除非发条密探身处某些创造者编程时特别禁止的地点,否则发条密探一定会使用该反应动作;触发 发条密探的生命值减少至0;效果 发条密探带着一声细小的尖叫猛扑过来,然后发出倒计时的滴答声。在使用此反应动作后,当它的下一回合开始时,发条密探会自爆,对半径5尺范围内造成1d10穿刺伤害(DC 16 基础反射豁免)。它的宝石连同里面的所有信息都会被摧毁。一个相邻的生物可以尝试通过DC 16的贼活检定来解除装置(Disable a Device),取消自毁程序。

速度 25尺, 飞行25尺
近战 [A] 身体撞击 +7(娴熟), 伤害 1d6–1 钝击

剧透 -   :
Clockwork SpyCreature -1
UncommonNTinyClockworkConstructMindless
Source Bestiary 3 pg. 48
Perception +8; low-light vision
Skills Acrobatics +5
Str -1, Dex +3, Con +0, Int -5, Wis +2, Cha +0
Record Audio Single Action The clockwork spy records all sounds within 25 feet onto a small gemstone worth 1 gp embedded in its body. The clockwork spy can record up to 1 hour of sound on a single gemstone.
Once it begins recording, it can't cease recording early, nor can it record onto a gemstone that already contains a recording. Some clockwork spies contain multiple gemstones to allow for a series of recordings. Since clockwork spies are not intelligent, they must be given simple commands regarding when to start recording sounds. A clockwork spy can differentiate between different kinds of creatures but not between specific individuals.
The spy can start or stop playback of recorded sound by spending a single action. Removing a gemstone from or installing a gemstone into a clockwork spy requires a successful DC 14 Thievery check to Disable a Device; on a failure, the gemstone is undamaged, but any recorded sounds are erased and the gemstone still can't be used to make another recording.
Wind-Up 24 hours, DC 14, standby
AC 17; Fort +2, Ref +7, Will +4
HP 8; Immunities death effects, disease, doomed, drained, fatigued, healing, mental, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious; Weaknesses electricity 2, orichalcum 2
Self-Destruct Reaction A clockwork spy must use this reaction unless specifically programmed otherwise by its creator; Trigger The clockwork spy is reduced to 0 Hit Points; Effect The spy thrashes around and emits a tinny scream followed by a steady ticking sound. At the beginning of what would have been its next turn, the clockwork spy explodes, dealing 1d10 piercing damage in a 5-foot radius (DC 16 basic Reflex save). Its gemstone is destroyed, along with any information contained inside it.
An adjacent creature can cancel the self-destruct sequence by succeeding at a DC 16 Thievery check to Disable a Device.
Speed 25 feet, fly 25 feet
Melee Single Action spherical body +7 [+2/-3] (finesse), Damage 1d6–1 bludgeoning
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Re: 【Bestiary 3】发条机械 Clockworks
« 回帖 #2 于: 2021-04-10, 周六 00:36:15 »
发条士兵U CLOCKWORK SOLDIER
这些勤奋的机器不知疲倦地守在指定的岗位上。一般而言发条士兵身高6英尺,由500磅的金属和魔法构成。

发条士兵                生物等级6

罕见 绝对中立 中型 发条 构装体 无心智
察觉 +16;黑暗视觉
技能 运动 +15(缴械、擒抱或避免被缴械时+17)
力量 +6, 敏捷 +2, 体质 +4, 智力 -5, 感知 +4, 魅力 -5
物品 +1 戟
上发条 Wind-Up 活动时间24小时, 解除DC 22, 待机

AC 24;强韧 +16, 反射 +14, 意志 +12
HP 80;免疫 死亡效果, 疾病,  毁灭, 流失, 疲乏, 治疗, 心灵, 死灵系, 非致命攻击, 麻痹, 毒素, 恶心, 失去意识;弱点 电击5, 山铜5;抗力 物理5(除了精金或山铜)
借机攻击 [R](304页)

速度 25尺
近战 [A] 戟 +18(魔法, 触及10尺, 多用S), 伤害 1d10+9 穿刺
近战 [A] 拳击 +16(灵巧, 非武装), 伤害 1d8+9 钝击 外加攫抓(305页)
激活防御 Activate Defenses [A] 发条士兵通过展开一块附加装甲,保护发条士兵自身或由它选择的一个相邻生物。该生物在AC上获得+2环境加值,直到发条士兵的下一回合开始,或直到它不再与发条士兵相邻(以先发生的情况为准)。一个发条士兵一次同时只能展开一块装甲板。

剧透 -   :
Clockwork SoldierCreature 6
UncommonNMediumClockworkConstructMindless
Source Bestiary 3 pg. 49
Perception +16; darkvision
Skills Athletics +15 (+17 to Disarm, Grapple, or avoid being Disarmed)
Str +6, Dex +2, Con +4, Int -5, Wis +4, Cha -5
Wind-Up 24 hours, DC 22, standby
Items +1 halberd
AC 24; Fort +16, Ref +14, Will +12
HP 80; Immunities death effects, disease, doomed, drained, fatigued, healing, mental, necromancy, nonlethal attacks, paralyzed, poisoned, sickened, unconscious; Resistances physical 5 (except adamantine or orichalcum); Weaknesses electricity 5, orichalcum 5
Attack of Opportunity Reaction
Speed 25 feet
Melee Single Action halberd +18 [+13/+8] (magical, reach 10 feet, versatile S), Damage 1d10+9 piercing
Melee Single Action fist +16 [+12/+8] (agile, unarmed), Damage 1d8+9 bludgeoning plus Grab
Activate Defenses Single Action One of the soldier's external plates extends on a mechanical actuator to defend the soldier or an adjacent creature of the soldier's choice. The creature gains a +2 circumstance bonus to AC until the start of the soldier's next turn, or until it is no longer adjacent to the soldier, whichever comes first. The soldier can have no more than one plate extended at a time.
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Re: 【Bestiary 3】发条机械 Clockworks
« 回帖 #3 于: 2021-04-10, 周六 00:38:40 »
法条法师U CLOCKWORK MAGE
法条法师是魔法和机械的致命融合。每个发条法师的核心都被注入了一块奥术石,可以通过嵌在它胸腔的魔杖施魔法。

发条法师               生物等级9

罕见 绝对中立 中型 发条 构装体 无心智
察觉 +17;黑暗视觉
技能 特技 +17
力量 +2, 敏捷 +6, 体质 +4, 智力 -5, 感知 +2, 魅力 -5
物品 发条魔杖
上发条 Wind-Up 活动时间24 小时, DC 26, 待机

AC 27;强韧 +17, 反射 +19, 意志 +17
HP 115;免疫 死亡效果, 疾病,  毁灭, 流失, 疲乏, 治疗, 心灵, 死灵系, 非致命攻击, 麻痹, 毒素, 恶心, 失去意识;弱点 电击10, 山铜10;抗力 物理5(除了精金或山铜)
发条魔杖 Clockwork Wand 发条法师使用发条魔杖作为引导魔法能量的焦点。这根魔杖嵌在发条法师的胸腔里,只有末端的水晶露在外面。法师可以通过交互动作来移除魔杖,或者其他人可以通过DC 31的贼活检定进行解除装置(Disable a Device)来移除它。当魔杖被移除时,法条法师将不能施展除了戏法之外的任何法术。
发条魔杖被移除之后,它会变成含有法条法师最后一次施放的2环内在法术的魔杖(如果发条法师没有施放过合适的法术,则由GM随机决定)。该法术是当发条法师被创造时置入魔杖内的,并且创造者可以将其替换成相应等级的其他奥术法术。

速度 25尺
近战 [A] 拳击 +19(灵巧, 娴熟), 伤害 2d10+6 钝击
奥术内在法术 DC 28, 法术攻击 +20;
   5环 黑触手 black tentacles, 寒冰锥 cone of cold;
   4环 闪现术 blink, 飞行术 fly, 火墙术 wall of fire;
   3环 加速术 haste, 隐形术 invisibility, 臭云术 stinking cloud;
   2环 闪光尘 glitterdust, 雾隐术 obscuring mist, 蛛网术 web;
   1环 羽落术 feather fall, 浮碟术 floating disk, 油腻术 grease;
   戏法5环 )眩晕术 daze, 侦测魔法 detect magic, 霜冻射线 ray of frost, 护盾术 shield, 绊足术tanglefoot
发条魔杖充能 Energize Clockwork Wand [A](专注) 频率每10分钟1次;效果 法条法师恢复一个当日已经施展的法术。这会减少它1小时活动时间。如果法术为3环或更高环级,则减少2小时。

剧透 -   :
Clockwork MageCreature 9
UncommonNMediumClockworkConstructMindless
Source Bestiary 3 pg. 50
Perception +17; darkvision
Skills Acrobatics +17
Str +2, Dex +6, Con +4, Int -5, Wis +2, Cha -5
Wind-Up 24 hours, DC 26, standby
Items clockwork wand
AC 27; Fort +17, Ref +19, Will +17
HP 115; Immunities death effects, disease, doomed, drained, fatigued, healing, mental, necromancy, nonlethal attacks, paralyzed, poisoned, sickened, unconscious; Resistances physical 5 (except adamantine or orichalcum); Weaknesses electricity 10, orichalcum 10
Clockwork Wand The clockwork mage uses a mechanical wand as a focus to channel magical energy. This wand is built into the clockwork mage's chest, with only the crystal at the end exposed. The mage can Interact to the remove the wand, or someone else can remove it with a DC 31 Thievery check to Disable a Device. The clockwork mage becomes unable to cast any spells except cantrips while the wand is removed.
When removed, the clockwork wand is a magic wand containing the last 2nd-level innate spell the clockwork mage cast (the GM determines the spell randomly if it has not cast any eligible spells). The spells are placed within the wand while the mage is created, and the creator can substitute other arcane spells of the appropriate level.
Speed 25 feet
Melee Single Action fist +19 [+15/+11] (agile, finesse), Damage 2d10+6 bludgeoning
Arcane Innate Spells DC 28, attack +20; 5th black tentacles, cone of cold; 4th blink, fly, wall of fire; 3rd haste, invisibility, stinking cloud; 2nd glitterdust, obscuring mist, web; 1st feather fall, floating disk, grease; Cantrips (5th) daze, detect magic, ray of frost, shield, tanglefoot
Energize Clockwork Wand Single Action (concentrate) Frequency once per 10 minutes; Effect The clockwork mage regains a spell it has already cast that day. It must spend 1 hour of its operational time, or 2 hours if the spell is 3rd level or higher.
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Re: 【Bestiary 3】发条机械 Clockworks
« 回帖 #4 于: 2021-04-10, 周六 00:41:23 »
发条龙R CLOCKWORK DRAGON
发条龙是发条机械设计上的奇迹。这些强大的杰作具有飞行能力,让它们成为用途广泛且危险的杀手。发条龙的上弦机制比其他发条装置更有效,它可以部分地利用拍打翅膀产生的能量。制造一条发条龙不仅需要对发条设计有深厚的理解,而且需要大量的稀有资源来对它们的躯体进行特殊加固。因此大多数发条龙都拥有坚固的防御。完全不用精金来制造一条发条龙是可行的,尽管这种发条龙通常较小较脆弱。

发条龙                     生物等级16

稀有 绝对中立 超大型 发条 构装体 无心智
察觉 +28;黑暗视觉
技能 特技 +29, 运动 +33
力量 +9, 敏捷 +5, 体质 +5, 智力 -5, 感知 +4, 魅力 -5
上发条 Wind-Up 活动时间1周, 解除DC 35, 待机

AC 39;强韧 +30, 反射 +28, 意志 +25
HP 265;免疫 死亡效果, 疾病,  毁灭, 流失, 疲乏, 治疗, 心灵, 死灵系, 非致命攻击, 麻痹, 毒素, 恶心, 失去意识;弱点 电击15, 山铜15;抗力 物理15(除了精金或山铜)
自毁 Self-Destruct [R] 除非发条龙身处某些创造者编程时特别禁止的地点,否则发条龙一定会使用该反应动作;触发 发条龙的生命值减少至0;效果 龙尖啸着停下来,发出一种稳定、响亮的滴答声。在使用此反应动作后,当它的下一回合开始时,发条龙会自爆,对40尺弥散范围内造成12d10穿刺伤害(DC 37 基础反射豁免)。一个相邻的生物可以尝试通过DC 37的贼活检定来解除装置(Disable a Device),取消自毁程序。

速度 40尺, 飞行 120尺
近战 [A] 精金啃咬 +33(触及 15尺), 伤害 3d12+17 穿刺
近战 [A] 精金爪抓 +33(灵巧, 触及 10尺), 伤害 3d8+17 挥砍
近战 [A] 甩尾 +31(触及 20尺), 伤害 3d12+15 钝击
近战 [A] 翼拍 +31(灵巧, 触及 15尺), 伤害 2d10+15 穿刺
吐息 Breath Weapon [AA](奥法, 塑能系, 火) 效果 发条龙喷出燃烧的油雾,对40尺锥形范围造成16d6火焰伤害(DC 37 基础反射豁免)。豁免失败的生物还会被淋上燃烧的油,受到2d6持续性流血伤害。发条龙无法在2轮内再次进行吐息。
龙之怒 Draconic Frenzy [AA] 发条龙以任意顺序进行2次爪抓打击和1次翼拍打击。
尾刺 Spearing Tail [AA] 发条龙用尾巴上的刺进行攻击。它对20尺直线上的所有生物进行一次甩尾打击,进行一次攻击检定,将结果和所有目标的AC相比较。被击中的生物都会受到4d6持续性流血伤害(重击则2倍伤害)。这在计算发条龙的多重攻击减值时算作2次攻击。

剧透 -   :
Clockwork DragonCreature 16
RareNHugeClockworkConstructMindless
Source Bestiary 3 pg. 51
Perception +28; darkvision
Skills Acrobatics +29, Athletics +33
Str +9, Dex +5, Con +5, Int -5, Wis +4, Cha -5
Wind-Up 1 week, DC 35, standby
AC 39; Fort +30, Ref +28, Will +25
HP 265; Immunities death effects, disease, doomed, drained, fatigued, healing, mental, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious; Resistances physical 15 (except adamantine or orichalcum); Weaknesses electricity 15, orichalcum 15
Self-Destruct Reaction A clockwork dragon must use this reaction unless specifically programmed otherwise by its creator; Trigger The clockwork dragon is reduced to 0 Hit Points; Effect The dragon screeches to a stop and emits a steady, loud ticking sound. At the beginning of what would have been its next turn, the dragon explodes, dealing 12d10 piercing damage in a 40-foot emanation (DC 37 basic Reflex save).
An adjacent creature can cancel the self-destruct sequence by succeeding at a DC 37 Thievery check to Disable a Device.
Speed 40 feet, fly 120 feet
Melee Single Action adamantine jaws +33 [+28/+23] (reach 15 feet), Damage 3d12+17 piercing
Melee Single Action adamantine claw +33 [+29/+25] (agile, reach 10 feet), Damage 3d8+17 slashing
Melee Single Action tail +31 [+26/+21] (reach 20 feet), Damage 3d12+15 bludgeoning
Melee Single Action wing +31 [+27/+23] (agile, reach 15 feet), Damage 2d10+15 piercing
Breath Weapon Two Actions (arcane, evocation, fire) Effect The clockwork dragon breathes a spray of flaming oil that deals 16d6 fire damage in a 40-foot cone (DC 37 basic Reflex save). Creatures that fail their saves are covered in burning oil and take 2d6 persistent fire damage. The clockwork dragon can't use Breath Weapon again for 2 rounds.
Draconic Frenzy Two Actions The clockwork dragon makes two claw Strikes and one wing Strike in any order.
Spearing Tail Two Actions The clockwork dragon attacks with the sharp point of its tail. It makes a tail Strike against each creature in a 20-foot line, rolling the attack roll once and applying the result to each target. Any creature hit takes 4d6 persistent bleed damage (doubled on a critical hit). This counts as two attacks for the dragon's multiple attack penalty.
« 上次编辑: 2022-12-15, 周四 09:02:41 由 璀璨星炬 »
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Re: 【Bestiary 3】发条机械 Clockworks
« 回帖 #5 于: 2021-04-10, 周六 00:43:50 »
B3出了?!

(男神网上看了一下,B3好多UD :em028
理想的译法是这样的:先把原文看懂,照原文译出来,看看念不念得下去,试删掉几个不一定用得着的字,看看是否有损文义和文气。如果有损,再补回来。试把不可少的字加进去,看看是否超出原文范围,增减以后和原文再校对一次。有些地方是否译错,语气的轻重是否恰如其分,原文的弦外之音译文是找不找得到?原文的意思要消化;译文的文字要推敲。有经验的译者可能一下笔就译好了,不过还是要推敲的时候多。

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Re: 【Bestiary 3】发条机械 Clockworks
« 回帖 #6 于: 2021-04-10, 周六 00:52:28 »
B3出了?!

(男神网上看了一下,B3好多UD :em028

你醒了!B3是4月7号发售的(但是不知道为什么PDF会出这么早,估计偷跑)
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Re: 【Bestiary 3】发条机械 Clockworks
« 回帖 #7 于: 2022-07-14, 周四 10:38:55 »
发条密探的

引用
录音 Record Audio [A] 发条密探能将25尺内的所有声音录在它携带的价值1gp的一小块宝石上。发条密探能在一块宝石上录最多1小时的音频。一旦开始录音,它就不能提前中止,也不能对已经录有音频的宝石进行复盖。一些发条机械携带有多枚宝石,让它们能进行一系列的录音行动。发条机械可以区分不同种类的生物,但是无法分辨具体的个体。

缺少第二段能力描述

发条密探可以通过一个动作来开始或停止播放录音。通过DC14贼活检定的解除装置可以从发条密探上移除或安装一块宝石,如果检定失败,宝石不会损坏但所有录音会被消除且该宝石也不能被用来录音。

引用
The spy can start or stop playback of recorded sound by spending a single action. Removing a gemstone from or installing a gemstone into a clockwork spy requires a successful DC 14 Thievery check to Disable a Device; on a failure, the gemstone is undamaged, but any recorded sounds are erased and the gemstone still can't be used to make another recording.

« 上次编辑: 2022-07-14, 周四 10:40:31 由 胜机を零すな!掴み取れ! »

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Re: 【Bestiary 3】发条机械 Clockworks
« 回帖 #8 于: 2022-07-14, 周四 12:58:03 »
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发条密探的

引用
录音 Record Audio [A] 发条密探能将25尺内的所有声音录在它携带的价值1gp的一小块宝石上。发条密探能在一块宝石上录最多1小时的音频。一旦开始录音,它就不能提前中止,也不能对已经录有音频的宝石进行复盖。一些发条机械携带有多枚宝石,让它们能进行一系列的录音行动。发条机械可以区分不同种类的生物,但是无法分辨具体的个体。

缺少第二段能力描述

发条密探可以通过一个动作来开始或停止播放录音。通过DC14贼活检定的解除装置可以从发条密探上移除或安装一块宝石,如果检定失败,宝石不会损坏但所有录音会被消除且该宝石也不能被用来录音。

引用
The spy can start or stop playback of recorded sound by spending a single action. Removing a gemstone from or installing a gemstone into a clockwork spy requires a successful DC 14 Thievery check to Disable a Device; on a failure, the gemstone is undamaged, but any recorded sounds are erased and the gemstone still can't be used to make another recording.

改了
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Re: 【Bestiary 3】发条机械 Clockworks
« 回帖 #9 于: 2022-07-15, 周五 08:15:20 »
发条真带感