作者 主题: 【CRB】第三章-炼金术士(Alchemist)  (阅读 32284 次)

副标题: 将你的精神与肉体推向极致的炼金制剂,将为你铺就通往伟大真理的唯一道路。

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【CRB】第三章-炼金术士(Alchemist)
« 于: 2019-08-09, 周五 20:46:27 »
炼金术士(Alchemist)

于你而言,再也没有比烧杯里翻腾冒泡的怪异制剂和由你肆意挥洒的极具独创性的灵药更美妙的景象了。你沉醉于揭开科学与自然的秘密,也时常躲进实验室中进行实验,又或是忙于发明充满无限可能的合剂。面对危险你无所畏惧,大胆地将易爆或是剧毒的造物砸向敌人。而将你的精神与肉体推向极致的炼金制剂,将为你铺就通往伟大真理的唯一道路。


引用
关键属性
智力
1级时,你的职业会在智力上给予你属性提升。

生命值
8加你的体质调整值
你在1级和之后每个等级将你的最大生命值提升如上的数值。

初始熟练
1级时,你在如下列出的这些数据上获得熟练等级。你在任何没有列举于下方的项目上都视作未受训,除非你通过其他方式获得了更高的熟练等级。

察觉
在察觉上为受训

豁免检定
在强韧上为专家
在反射上为专家
在意志上为受训


技能
在手艺(Crafting)上为受训
在数量为3+你的智力调整值个额外技能上为受训

攻击
在简易武器上为受训
在炼金炸弹上为受训
在无武装攻击上为受训

防御

在轻甲上为受训
在中甲上为受训
在无甲防御上为受训


职业DC
在炼金术士职业DC上为受训

在战斗遭遇中…
你向对手投掷炸弹,扰乱你的敌人,并用强力的灵药支援你的队友。在高等级时,你的突变药剂能将你的肉体变为灵活而强大的武器。

在社交遭遇中…
你能提供关于炼金物品和与其相关的秘密——例如毒素和疾病——的知识与经验。

在探索中…
时刻留心你那伺机待发、麻烦不断的炸弹,并为任何与炼金术或神秘学相关的事情提供建议。

在休整期…
你会在炼金实验室中进行实验,酿造灵药,制作炸弹,并且更进一步地提升你的炼金学识。

你可能…
•喜欢摆弄那些古怪的公式和炼金制剂,常常因为专注如一的献身和不顾后果的鲁莽而让人退避三舍。
•从运用自制的炼金合剂肆意破坏中得到乐趣,乐于看到事物燃烧、溶解、冻结和震颤。
•为发现更多新颖而强力的炼金工具而无休止地进行实验。

其他人可能…
•认为你是某种术士或者古怪的法师,认识不到你其实不能施展法术;那些笨拙地涉猎炼金术的施法者只会加深这种误解。
•难以理解你对炼金术和发明创造的热忱。
•猜想你的实验如果还没引发大灾难,那也是迟早的事情。
引述: 表3-1:炼金术士升级
你的等级职业特性
1族裔和背景,初始熟练,炼金术,公式簿,研究课题,炼金术士专长,课题发现
2炼金术士专长,技能专长
3通用专长,技能提升
4炼金术士专长,技能专长
5属性提升,族裔专长,强效炼金术,技能提升
6炼金术士专长,技能专长
7炼金武器专家训练,通用专长,钢铁意志,无限灌注,技能提升
8炼金术士专长,技能专长
9炼金术专家训练,警觉,族裔专长,双份制剂,技能提升
10属性提升,炼金术士专长,技能专长
11通用专长,钢铁之躯,无限增效,技能提升
12炼金术士专长,技能专长
13族裔专长,高等课题发现,中甲专家训练,技能提升,武器专精
14炼金术士专长,技能专长
15属性提升,轻灵炼金,反射闪避,通用专长,技能提升
16炼金术士专长,技能专长
17炼金术大师训练,族裔专长,无限至臻,技能提升
18炼金术士专长,技能专长
19通用专长,中甲大师训练,技能提升
20属性提升,炼金术士专长,技能专长
职业特性
作为一名炼金术士你获得如下这些能力。高等级时才会获得的能力会在这些特性的名字旁边列出你获得它们的等级。

族裔和背景
除了你的职业一级时所给予的能力之外,你还会如同第二章所述的那样从你所选择的族裔和背景那里获得好处。

初始熟练
1级时,你获得一定数量的初始熟练来代表你所受的基本训练。这些熟练在这个职业最开始的部分列出。

炼金术(Alchemy)
你理解自然与超自然的物质之间复杂的交互反应,并能够调制出符合你需求的炼金物品。你可以使用正常的炼金试剂和制作(Craft)行动来调制炼金物品,也可以使用特殊的灌注试剂,这允许你无需代价地快速制作出临时性的物品。随着时间推移,你能够免费创造出越来越多的炼金物品,而这些物品也会变得越来越强大,你突飞猛进的力量会将那些无法理解你怪异科学的家伙远远甩在后头。
你获得炼金工艺(Alchemical Crafting)专长(258页),哪怕你并不满足专长的先决条件你也会获得,你还会从这个专长中得到四个常见1级炼金公式。炼金物品的目录开始于543页。一旦你在你的公式簿中记录下一件炼金物品的公式,你就能使用这个专长制造这件物品。

灌注试剂(Infused Reagents)
你将自己独有的炼金精华灌注至试剂之中,让你能够无需代价地创造出炼金物品。每天在你日常准备期间,你获得数批灌输试剂,数量为你的等级+你的智力调整值。你能够将这些试剂用于高阶炼金术或高速炼金(Quick Alchemy),如下所述。同时,这些灌注试剂为轻负载(Light Bulk)。
一旦你进行下一次日常准备,你在上次日常准备中获取的灌注试剂就会立即被摧毁,前一天的灌注物品带来的非永久效果也会立即结束。虽然这些灌注试剂是客观存在的物品,但他们不能被复制,储存,或通过除了日常准备以外的任何其他方式创造。任何这类伪造的试剂都缺乏灌注并且不能被用于高阶炼金术或高速炼金(Quick Alchemy)。

高阶炼金术(Advanced Alchemy)
在日常准备期间,你可以在制造了新的灌注试剂之后,花费这批灌注试剂来创造出灌注炼金物品。你不需要为此尝试手艺(Crafting)检定,你忽略创造这些物品通常所需的工作天数和任何炼金试剂。你的高阶炼金术等级等同于你的等级。你每花费一批灌注试剂,你就可以从你的公式簿中选择一件等级不高于你高阶炼金术等级的炼金物品,并制造出两件所选物品。这些物品具有灌注(Infused)特征,并且只会保持效力24小时或直至你下次进行日常准备为止,取其先者。

高速炼金(Quick Alchemy)
如果你急需一份特定的炼金物品,你可以使用你的灌注试剂,通过高速炼金动作将其快速制造出来。

引用
高速炼金(QUICK ALCHEMY)

炼金术士 操纵
花费 1批灌注试剂
先决条件 拥有炼金工具(287页),你所创造的炼金物品的公式,以及一只空闲的手。

你迅速调制出一份炼金物品以便立即使用。你创造出单独一份记载于公式簿上的,等级不高于你的高阶炼金术等级的物品,并且不必为这份物品通常所需的炼金试剂支付货币成本,也不需要尝试手艺(Crafting)检定。这份物品具有灌注(Infused)特征,但它的效力只会持续到你下一回合开始。

公式簿(Formula Book)
炼金术士将每一件他能够制作的物品的公式都一丝不苟地记录了下来。你在起始便免费获得一本价值10sp或更低的标准公式簿(详见290页)。这本公式簿包含了两个由你选择的常见一级炼金物品公式,外加你从炼金工艺(Alchemical Crafting)专长和研究课题中获得的公式。炼金物品的目录开始于543页。
每当你获得一个等级,你可以将两个常见炼金物品的公式添加到你的公式簿中。这些新的公式可以对应任何等级的物品,只要是你能够制作的。你自动学会这些公式,不过你也可以从定居点或其他炼金术士那里找到或买到额外的公式,你还可以用发明家(Inventor)专长(262页)去发明它们。

研究课题(Research Field)
你对炼金术万象之理的探求会引导你专注于某个独特的研究课题。你可能拥有某个科研机构颁发的,符合你所研究的课题的学位,也可能是作为一位孤独的天才进行活动。选择一个研究课题。本书所提供的研究课题如下所述。

爆破学家(Bomber)
你专门研究爆炸和其他效果猛烈的炼金反应。你在起始获得的其他公式之外,将两个一级炼金炸弹公式添加到你的公式簿中。
当投掷带有泼溅(Splash)特征的炼金炸弹时,你可以放弃通常的溅射区域,只对你的主要目标造成溅射伤害。

医学专家(Chirurgeon)
你专注于用炼金术治疗他人。你在起始获得的其他公式之外,将2个具有治疗特征的常见1级灵药的公式添加到你的公式簿中。
你可以用手艺熟练度来满足任何需要医疗熟练度的事情(比如先决条件),并且可在所有医疗检定中使用手艺调整值来代替医疗调整值。

突变学家(Mutagenist)
你专注于研究能够牺牲生物的精神或肉体而强化另一方面的奇异突变转化。你在起始获得的公式之外,将两个一级突变药剂公式添加到你的公式簿中。
你能够从任何突变药剂中获得好处,即便它并不是特别为你酿造的。你获得突变闪回(Mutagenic Flashback)动作。
引用
突变闪回(Mutagenic Flashback)

炼金术士 操作
频率:每日一次

你会经历一次短暂的突变药剂回溯。选择一瓶从你最近一次日常准备中获得且已经被你消耗掉的突变药剂。你获得该突变药剂的效果1分钟。

课题发现(Field Discovery) 1级
你研究的课题会将一定数量的公式加入你的公式簿中;这些公式视作你的标志物品。当使用高阶炼金术消耗灌注试剂来创造你的标志物品时,你能够一次创造出三件而不是两件物品。每当你获得一个等级,你都能够将其中一个标志物品更换为公式簿中的另一个公式。这件新的标志物品必须存在于你的研究课题可用标志物品列表中。
5级时,你在你所选的课题上有了不同寻常的发现。
爆破学家:当你在日常准备期间使用高阶炼金术制造炸弹时,取代制造出两份相同的炸弹,你能够使用一批灌注试剂制造出任意三份炸弹。
医学专家:当你在日常准备期间使用高阶炼金术制造任何带有治疗特征的灵药时,每批灌注试剂都能制造出三份灵药而不是原本的两份。
突变学家:当你在日常准备期间使用高阶炼金术制造突变药剂时,取代制造出两份相同的突变药剂,你能够使用一批灌注试剂制造出任意三份突变药剂。

炼金术士专长(Alchemist Feats)
在1级以及之后每个偶数等级,你获得炼金术士职业专长。炼金术士职业专长的描述开始于76页。

技能专长(Skill Feats) 2级
在2级以及之后每2级,你获得一个技能专长。技能专长能够在第五章找到,并且全都拥有技能(Skill)特征。你必须在对应的技能上达到受训或更高的熟练等级才能选择技能专长。

通用专长(General Feats) 3级
在3级以及之后每4级,你获得一个通用专长。通用专长列举于第五章。

技能提升(Skill Increases) 3级
在3级以及之后每2级,你获得一个技能提升。你能够使用这个提升去将一个你未受训的技能的熟练等级提升至受训,或者将一个已经受训的技能的熟练等级提升至专家。
从7级起,你能够使用技能提升去将一个你已经成为专家的技能的熟练等级提升至大师,而从15级起,你能够使用技能提升去将一个你已经成为大师的技能的熟练等级提升至传奇。

属性提升(Ability Boosts) 5级
在5级以及之后每5级,你提升四项不同的属性值。你能够使用这些属性提升将你的属性值提升至18以上。提升一个已经有18或更高的属性值意味着将它的数值增加1,而提升低于18的属性值则将数值增加2。

族裔专长(Ancestry Feats) 5级
在你起始获得的族裔专长外,你还会在5级和之后每4级获得一个族裔专长。你能够在第二章中你的族裔的条目下找到可用族裔专长的列表。

强效炼金术(POWERFUL ALCHEMY) 5级
你匆忙制造的炼金物品变得异常地有效。当你使用高速炼金制造一件允许进行豁免的灌注炼金物品时,你能够将它的DC变为你的职业DC。

炼金武器专家训练(Alchemical Weapon Expertise) 7级
你专门进行训练以便更有效地持用那些你在实验室里找到的武器。你在简易武器和炼金炸弹上的熟练等级提升至专家。

钢铁意志(Iron Will) 7级
你的心理防线如同一座钢铁堡垒。你在意志上的熟练等级提升至专家。

无限灌注(Perpetual Infusions) 7级
你已经掌握了如何创造出能够为某种简单的物品提供近乎无限的供给的无限炼金灌注。你获得在使用高速炼金创造两种选定的1级炼金物品时无需消耗灌注试剂的能力。你能够选择的物品取决于你的研究课题,并且它们必须都存在于你的公式簿中。每当你升级时,你可以将任意数量的为无限灌注选取的炼金物品与其他符合条件的炼金物品进行交换。
爆破学家:选择2种1级炸弹。
医学专家:选择2种具有治疗特征的1级灵药。如果有生物因为无限灌注炼金物品恢复了生命值,该生物会在10分钟内暂时免疫来自后续无限灌注炼金物品的生命值治疗(但不免疫这些炼金物品的任何其他效果)。
突变学家:选择2种1级突变药剂。

引用
关键术语(KEY TERMS)
你会在许多炼金术士能力中看到下述的关键术语。
添加剂(Additive):具有添加剂特征的专长允许你花费动作向炸弹或灵药中添加特殊物质。单独一件炼金物品只能添加一份添加剂,尝试添加更多添加剂将会破坏这件物品。你通常只有在制作一件灌注炼金物品时才能使用具有添加剂特征的动作,这些动作中的某些必须与高速炼金动作一起使用。添加剂特征后面总是标注着等级,例如添加剂2。添加剂会将它的等级添加到你正在用其调制的炼金物品的等级上;将相加的结果作为混合物的新等级。这件混合物的物品等级不能高于你的高阶炼金术等级。
灌注(Infused):你可以使用灌注试剂制造一件具有灌注特征的炼金物品,它会在限定的时间结束后失效。任何来自于你的灌注炼金物品的非永久性效果,除了类似行动迟缓毒素(Slow-acting poisons)的苦难(Afflictions)之外,都会在你再次进行日常准备时终止。
引用
范例公式簿(SAMPLE FORMULA BOOK)
你可以选择任何1级常见炼金物品添加到你的公式簿中,但下面的列表给出了一个起始公式簿的良好选项。一本包含了下列的公式的,被称作《炼金术的基础(The Fundamentals of Alchemy)》的初学者书籍正因为远离了突变药剂这一类具有争议性的主题而在主流炼金术士中变得流行起来,虽然它也因为引导新手炼金术士远离更具革新性的实验而招致了一些边缘炼金术士的批评。
炼金物品公式:次等强酸瓶(Lesser acid flask),次等炽火胶(Lesser alchemist’s fire),次等解毒剂(Lesser antidote),次等抗生素(Lesser antiplague),次等猎豹灵药(Lesser cheetah’s elixir),次等生命灵药(Lesser elixir of life),次等绊足包(Lesser tanglefoot bag),次等发烟棒(Lesser smokestick)。

炼金术专家训练(Alchemical Expertise) 9级
长年累月的练习提升了你所调配的合剂的效果。你在你炼金术士职业DC上的熟练等级提升至专家。

警觉(Alertness) 9级
你时刻警惕着周围的危险。你在察觉上的熟练等级提升至专家。

双份制剂(Double Brew) 9级
你对你的公式是如此熟悉以至于你可以同时调制出两份物品。当使用高速炼金动作时,取代花费一批灌注试剂制作单独一件物品,你可以花费至多两批灌注试剂来同时制造出至多两份该动作中所描述的炼金物品。这两件物品不必相同。

钢铁之躯(Juggernaut) 11级
你的身体习惯于承受物理伤害和抵抗细菌与疾病。你在强韧豁免上的熟练等级提升至大师。当你在一个强韧豁免检定上取得成功时,你可以将其替换为大成功。

无限增效(Perpetual Potency) 11级
你的无限灌注获得强化,让你能够无需代价地使用高速炼金创造出更加强力的所选物品。你能够选择的物品取决于你的研究课题,并且它们必须都存在于你的公式簿中。
爆破学家:选择2种3级及以下的炸弹。
医学专家:选择2种具有治疗特征的6级及以下的灵药。
突变学家:选择2种3级及以下的突变药剂。

高等课题发现(Greater Field Discovery) 13级
随着你对课题理解的加深,你取得了更加惊人的发现。
爆破学家:你能够提升你的炼金炸弹的溅射范围,令其伤害周围10尺内的生物,如果你拥有溅射扩展(Expanded Splash)的话则是周围15尺内的生物。
医学专家:当你使用高速炼金来创造任意种类的生命灵药时,喝下这份灵药的生物恢复的生命值会变为灵药所能提供的治疗量的上限,而不需要投骰来决定生物所恢复的生命值。
突变学家:当你处在你制造的突变药剂的效果下时摄入另一份突变药剂,你能够同时从这两份突变药剂中获得好处和缺陷,哪怕实际上这两份药剂都具有变形(Polymorph)特征并且通常来说无法同时生效。如果你在已经从两份突变药剂中获取好处的情况下再度受到任何一份突变药剂的影响,你必须从之前生效的突变药剂中选择一份并且失去它带来的好处,但你仍旧保留所有突变药剂带来的缺陷。如果你已经处于两份突变药剂的影响下,而此时受到一个并非来自于突变药剂的变形效果的影响,你失去这些突变药剂带来的好处并且仍旧保留它们的缺陷。

中甲专家训练(Light Armor Expertise) 13级
你知晓如何在穿戴中甲、轻甲或不穿戴护甲的情况下进行闪避。你在中甲、轻甲和无甲防御上的熟练等级提升至专家。

武器专精(Weapon Specialization) 13级
你知晓如何在使用那些你最擅长的武器时造成更大的伤害。使用你已经成为其专家的武器或无武装攻击时你会额外造成2点伤害。这个伤害在你成为其大师时增加至3,而在你成为其传奇时增加至4。

轻灵炼金(Alchemical Alacrity) 15级
你在调制物品时是如此娴熟以至于你可以同时制造出三份物品。当使用高速炼金动作时,你可以花费至多三批灌注试剂来同时制造出至多三份该动作中所描述的炼金物品。这三件物品不必相同。而在你把这些新物品创造出来的同时,你也会自动储存(stow)其中一个。

反射闪避(Evasion) 15级
你知道如何快速避开爆炸、龙息,甚至更糟的东西。你在反射豁免上的熟练等级提升至大师。当你在反射豁免上取得成功时,你可以视作取得大成功。

炼金术大师训练(Alchemical Mastery) 17级
你的炼金合剂难以置信地有效。你在炼金术士职业DC上的熟练等级提升至大师。

无限至臻(Perpetual Perfection) 17级
你的无限灌注近乎完美,这让你能够无需代价地使用高速炼金来创造愈发强力的所选物品。你能够选择的物品取决于你的研究课题,并且它们必须都存在于你的公式簿中。
爆破学家:选择2种11级及以下的炸弹。
医学专家:选择2种具有治疗特征的11级及以下的灵药。
突变学家:选择2种11级及以下的突变药剂。

中甲大师训练(Light Armor Mastery) 19级
你穿戴轻甲的技能愈发精进,进一步提升了你闪避攻击的能力。你在中甲、轻甲和无甲防御上的熟练等级提升至大师。

剧透 -  原文:
Alchemist
There’s no sight more beautiful to you than a strange brew bubbling in a beaker, and you consume your ingenious elixirs with abandon. You’re fascinated by uncovering the secrets of science and the natural world, and you’re constantly experimenting in your lab or on the go with inventive concoctions for every eventuality. You are fearless in the face of risk, hurling explosive or toxic creations at your foes. Your unique path toward greatness is lined with alchemical brews that push your mind and body to their limits.

During combat encounters...
You lob bombs at your foes, harry your enemies, and support the rest of your party with potent elixirs. At higher levels, your mutagens warp your body into a resilient and powerful weapon.

During social encounters...
You provide knowledge and experience about alchemical items and related secrets, such as poisons and diseases.

While exploring...
You keep an eye out for trouble with your bombs at the ready, while giving advice on all things alchemical and mysterious.

In downtime...
You experiment in an alchemical lab, brewing elixirs, making bombs, and furthering your alchemical knowledge.

You Might...
• Enjoy tinkering with strange formulas and alchemical reagents, often with a single-minded dedication and recklessness that gives others pause.
• Get a kick out of wreaking havoc with the alchemical concoctions you’ve made, and enjoy watching things burn, dissolve, freeze, and jolt.
• Endlessly experiment to discover new, more potent alchemical tools.
Others Probably...
• Think you’re some kind of sorcerer or an eccentric wizard and don’t understand that you don’t cast spells; spellcasters who clumsily dabble in alchemy only heighten this misconception.
• Don’t understand your zeal for alchemy, creativity, and invention.
• Assume that if you haven’t caused a catastrophe with your experimentations, you inevitably will.

Hit Points
8 plus your Constitution Modifier
You increase your maximum number of HP by this number at 1st level and every level thereafter.

Key Ability
INTELLIGENCE
At 1st level, your class gives you an ability boost to Intelligence.

INITIAL PROFICIENCIES
At 1st level, you gain the listed proficiency ranks in the following statistics. You are untrained in anything not listed unless you gain a better proficiency rank in some other way.

PERCEPTION
Trained in Perception

SAVING THROWS
Expert in Fortitude
Expert in Reflex
Trained in Will

SKILLS
Trained in Crafting
Trained in a number of additional skills equal to 3 plus your Intelligence modifier

ATTACKS
Trained in simple weapons
Trained in alchemical bombs
Trained in unarmed attacks

DEFENSES
Trained in light armor
Trained in unarmored defense

CLASS DC
Trained in alchemist class DC

Class Features
You gain these abilities as an alchemist. Abilities gained at higher levels list the levels at which you gain them next to the features’ names.

Ancestry and Background
In addition to the abilities provided by your class at 1st level, you have the benefits of your selected ancestry and background, as described in Chapter 2.

Initial Proficiencies
At 1st level, you gain a number of proficiencies that represent your basic training. These proficiencies are noted at the start of this class.

Alchemy
You understand the complex interactions of natural and unnatural substances and can concoct alchemical items to meet your needs. You can do this using normal reagents and the Craft activity, or you can use special infused reagents that allow you to craft temporary items quickly and at no cost. Over time, you can create more and more alchemical items for free, and since each of them becomes more and more powerful, you advance in power dramatically, leaving behind those who don’t understand your strange science.
You gain the Alchemical Crafting feat (page 258), even if you don’t meet that feat’s prerequisites, and you gain the four common 1st-level alchemical formulas granted by that feat. The catalog of alchemical items begins on page 543. You can use this feat to create alchemical items as long as you have the items’ formulas in your formula book.

Infused Reagents
You infuse reagents with your own alchemical essence, allowing you to create alchemical items at no cost. Each day during your daily preparations, you gain a number of batches of infused reagents equal to your level + your Intelligence modifier. You can use these reagents for either advanced alchemy or Quick Alchemy, described below. Together, these infused reagents have light Bulk.
As soon as you make your next daily preparations, your infused reagents from the previous day’s preparations are instantly destroyed, and nonpermanent effects of your previous day’s infused items immediately end. While infused reagents are physical objects, they can’t be duplicated, preserved, or created in any way other than your daily preparations. Any such artificial reagents lack the infusion and are useless for advanced alchemy or Quick Alchemy.

Advanced Alchemy
During your daily preparations, after producing new infused reagents, you can spend batches of those infused reagents to create infused alchemical items. You don’t need to attempt a Crafting check to do this, and you ignore both the number of days typically required to create the items and any alchemical reagent requirements. Your advanced alchemy level is equal to your level. For each batch of infused reagents you spend, choose an alchemical item of your advanced alchemy level or lower that’s in your formula book, and make a batch of two of that item. These items have the infused trait and remain potent for 24 hours or until your next daily preparations, whichever comes first.

Quick Alchemy
If you need a specific alchemical item on the fly, you can use your infused reagents to quickly create it with the Quick Alchemy action.

QUICK ALCHEMY [o[fre[o[one-action]
ALCHEMIST MANIPULATE
Cost 1 batch of infused reagents
Requirements You have alchemist’s tools (page 287), the formula for the alchemical item you’re creating, and a free hand.
You swiftly mix up a short-lived alchemical item to use at a moment’s notice. You create a single alchemical item of your advanced alchemy level or lower that’s in your formula book without having to spend the normal monetary cost in alchemical reagents or needing to attempt a Crafting check. This item has the infused trait, but it remains potent only until the start of your next turn.

Formula Book
An alchemist keeps meticulous records of the formulas for every item they can create. You start with a standard formula book worth 10 sp or less (as detailed on page 290) for free. The formula book contains the formulas for two common 1st-level alchemical items of your choice, in addition to those you gained from Alchemical Crafting and your research field. The catalog of alchemical items begins on page 543.
Each time you gain a level, you can add the formulas for two common alchemical items to your formula book. These new formulas can be for any level of item you can create. You learn these formulas automatically, but it’s also possible to find or buy additional formulas in settlements or from other alchemists, or to invent them with the Inventor feat (page 262).

Research Field
Your inquiries into the alchemical nature of the universe have led you to focus on a particular field of research. You might have a degree from an scientific institute, correspond with other researchers in your field, or work as a genius loner. Choose a field of research. The research fields presented in this book are as follows.

Bomber
You specialize in explosions and other violent alchemical reactions. You start with the formulas for two 1st-level alchemical bombs in your formula book, in addition to your other formulas.
When throwing an alchemical bomb with the splash trait, you can deal splash damage to only your primary target instead of the usual splash area.

Chirurgeon
You concentrate on healing others with alchemy. You start with the formulas for two of the following in your formula book, in addition to your other formulas: lesser antidote, lesser antiplague, or lesser elixir of life.
As long as your proficiency rank in Medicine is trained or better, you can attempt a Crafting check instead of a Medicine check for any of Medicine’s untrained and trained uses.

Mutagenist
You focus on bizarre mutagenic transformations that sacrifice one aspect of a creature’s physical or psychological being in order to strengthen another. You start with the formulas for two 1st-level mutagens in your formula book, in addition to your other formulas.
You can gain the benefit of any mutagen, even if it wasn’t specifically brewed for you. Whenever your proficiency rank for simple weapons increases, your proficiency rank for unarmed attacks increases to the same rank unless it’s already better.

Alchemist Feats
At 1st level and every even-numbered level thereafter, you gain an alchemist class feat. Alchemist class feats are described beginning on page 76.

Skill Feats 2nd
At 2nd level and every 2 levels thereafter, you gain a skill feat. Skill feats can be found in Chapter 5 and have the skill trait. You must be trained or better in the corresponding skill to select a skill feat.

General Feats 3rd
At 3rd level and every 4 levels thereafter, you gain a general feat. General feats are listed in Chapter 5.

Skill Increases 3rd
At 3rd level and every 2 levels thereafter, you gain a skill increase. You can use this increase either to increase your proficiency rank to trained in one skill you’re untrained in, or to increase your proficiency rank in one skill in which you’re already trained to expert.
At 7th level, you can use skill increases to increase your proficiency rank to master in a skill in which you’re already an expert, and at 15th level, you can use them to increase your proficiency rank to legendary in a skill in which you’re already a master.

Ability Boosts 5th
At 5th level and every 5 levels thereafter, you boost four different ability scores. You can use these ability boosts to increase your ability scores above 18. Boosting an ability score increases it by 1 if it’s already 18 or above, or by 2 if it starts out below 18.

Ancestry Feats 5th
In addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter. The list of ancestry feats available to you can be found in your ancestry’s entry in Chapter 2.

Field Discovery 5th
You learn a special discovery depending on your field.
Bomber: When using advanced alchemy to make bombs during your daily preparations, you can use a batch of reagents to create any three bombs instead of just two of the same bomb.
Chirurgeon: When using advanced alchemy to make elixirs of life during your daily preparations, you can create three elixirs with each batch of reagents instead of two.
Mutagenist: When using advanced alchemy to make mutagens during your daily preparations, you can use a batch of reagents to create any three mutagens instead of just two of the same mutagen.

Alchemical Weapon Expertise 7th
You’ve trained to more effectively wield the weapons you find in your lab. Your proficiency ranks for simple weapons and alchemical bombs increase to expert.

Iron Will 7th
Your mental defenses are an iron fortress. Your proficiency rank for Will saves increases to expert.

Perpetual Infusions 7th
You have learned how to create perpetual alchemical infusions that can provide a near-infinite supply of certain simple items. You gain the ability to create two 1st-level alchemical items using Quick Alchemy without spending a batch of infused reagents. The items you can select depend on your research field and must be in your formula book.
Bomber: Choose two of the following formulas: lesser acid flask, lesser alchemist’s fire, lesser bottled lightning, lesser liquid ice, lesser tanglefoot bag, lesser thunderstone.
Chirurgeon: Lesser antidote and lesser antiplague.
Mutagenist: Choose two of the following formulas: lesser bestial mutagen, lesser bullheaded mutagen, lesser cognitive mutagen, lesser juggernaut mutagen, lesser quicksilver mutagen, lesser silvertongue mutagen.

KEY TERMS
You’ll see the following key terms in many alchemist abilities.
Additive: Feats with the additive trait allow you to spend actions to add special substances to bombs or elixirs. You can add only one additive to a single alchemical item, and attempting to add another spoils the item. You can typically use actions with the additive trait only when you’re creating an infused alchemical item, and some can be used only with the Quick Alchemy action. The additive trait is always followed by a level, such as additive 2. An additive adds its level to the level of the alchemical item you’re modifying; the result is the new level of the mixture. The mixture’s item level must be no higher than your advanced alchemy level.
Infused: You created an alchemical item with the infused trait using your infused reagents, and it has a limited time before it becomes inert. Any nonpermanent effects from your infused alchemical items, with the exception of afflictions such as slow-acting poisons, end when you make your daily preparations again.

Alchemical Expertise 9th
Constant practice has increased the effectiveness of your concoctions. Your proficiency rank for your alchemist class DC increases to expert.

Alertness 9th
You remain alert to threats around you. Your proficiency rank for Perception increases to expert.

Double Brew 9th
You know your formulas so well that you can concoct two items at once. When using the Quick Alchemy action, instead of spending one batch of infused reagents to create a single item, you can spend up to two batches of infused reagents to make up to two alchemical items as described in that action. These items do not have to be the same.

Juggernaut 11th
Your body has become accustomed to physical hazards and resistant to pathogens and ailments. Your proficiency rank for Fortitude saves increases to master. When you roll a success on a Fortitude save, you get a critical success instead.

Perpetual Potency 11th
Your perpetual infusions improve, allowing you to use Quick Alchemy to create more powerful items with no cost. The items you can select depend on your research field and must be in your formula book.
Bomber: The moderate versions of the bombs you chose for perpetual infusions.
Chirurgeon: Moderate antidote and antiplague.
Mutagenist: The moderate versions of the mutagens you chose for perpetual infusions.

Greater Field Discovery 13th
You learn an incredible discovery that advances your understanding of your field.
Bomber: You can increase the splash on your bombs to damage creatures within 10 feet, or 15 feet if you have Expanded Splash.
Chirurgeon: When you use Quick Alchemy to create any type of elixir of life, the creature drinking the elixir gains the maximum Hit Points possible for that elixir, instead of rolling to determine the number of Hit Points regained.
Mutagenist: If you imbibe another mutagen while you are under the effects of a mutagen that you created, you can gain the benefits and the drawbacks of both mutagens at once, despite the fact that they both have the polymorph trait and would not normally function together. If you come under the effects of any further mutagens while benefiting from two mutagens, you lose the benefit of one of the former mutagens of your choice, while retaining the drawbacks of all the mutagens. If you are under the effects of two mutagens and you come under the effect of a non-mutagen polymorph effect, you lose the benefits of the mutagens while retaining the drawbacks of both.

Light Armor Expertise 13th
You’ve learned how to dodge while wearing light or no armor. Your proficiency ranks for light armor and unarmored defense increase to expert.

Weapon Specialization 13th
You’ve learned how to inflict greater injuries with the weapons you know best. You deal 2 additional damage with weapons and unarmed attacks in which you are an expert. This damage increases to 3 if you’re a master, and to 4 if you’re legendary.

Alchemical Alacrity 15th
Your comfort in concocting items is such that you can create three at a time. When using the Quick Alchemy action, you can spend up to three batches of infused reagents to make up to three alchemical items as described in that action. These items do not have to be the same.

Evasion 15th
You’ve learned to move quickly to avoid explosions, dragon’s breath, and worse. Your proficiency rank for Reflex saves increases to master. When you roll a success on a Reflex save, you get a critical success instead.

Alchemical Mastery 17th
Your alchemical concoctions are incredibly effective. Your proficiency rank for your alchemist class DC increases to master.

Perpetual Perfection 17th
You have perfected your perpetual infusions, allowing you to use Quick Alchemy to create even more powerful items at no cost. The items you can select depend on your research field and must be in your formula book.
Bomber: The greater versions of the bombs you chose for perpetual infusions.
Chirurgeon: Greater antidote and antiplague.
Mutagenist: The greater versions of the mutagens you chose for perpetual infusions.

Light Armor Mastery 19th
Your skill with light armor improves, increasing your ability to dodge blows. Your proficiency ranks for light armor and unarmored defense increase to master.

« 上次编辑: 2023-02-13, 周一 00:22:00 由 炼金术士卡莉 »
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Re: 【CRB】第三章-炼金术士(Alchemist)
« 回帖 #1 于: 2019-08-09, 周五 20:46:49 »
引述: 炼金术士专长
如果你需要通过名字而不是等级查找炼金术士专长,使用本表格。
名称名称等级
Alchemical Familiar炼金魔宠1
Alchemical Savant炼金学究1
Calculated Splash溅射演算4
Combine Elixirs结合灵药6
Craft Philosopher’s Stone制作贤者之石20
Debilitating Bomb衰弱炸弹6
Directional Bombs定向爆破6
Efficient Alchemy高效炼金术4
Elastic Mutagen弹性突变药剂10
Enduring Alchemy持久炼金术4
Eternal Elixir永恒灵药16
Expanded Splash溅射扩展10
Exploitive Bomb剥离炸弹16
Extend Elixir延时灵药12
Far Lobber远距投手1
Feral Mutagen凶猛突变药剂8
Genius Mutagen天才突变药剂16
Glib Mutagen伶俐突变药剂14
Greater Debilitating Bomb高等衰弱炸弹10
Greater Merciful Elixir高等慈悲灵药14
Improbable Elixirs不可思议灵药18
Invincible Mutagen无敌突变药剂12
Mega Bomb超能炸弹20
Mindblank Mutagen空白思维突变药剂18
Merciful Elixir慈悲灵药10
Miracle Worker奇迹缔造者18
Perfect Debilitation完美衰弱18
Perfect Mutagen完美突变药剂20
Persistent Mutagen恒久突变药剂16
Poison Resistance毒素抗力2
Potent Poisoner强效制毒师10
Quick Bomber高速投弹手1
Revivifying Mutagen再生突变药剂2
Smoke Bomb烟雾炸弹2
Sticky Bombs黏性炸弹8
True Debilitating Bomb真实衰弱炸弹14
Uncanny Bombs诡奇炸弹12
炼金术士专长
在每个你获得炼金术士专长的等级,你都可以从下列专长中选择一个。在选择专长之前,你必须满足它具有的任何先决条件。

一级


炼金魔宠(ALCHEMICAL FAMILIAR) 专长1

炼金术士
你运用炼金术创造生命,一个由炼金材料、试剂再加上一点你的血液构成的简单生物。这个炼金魔宠看上去就像拥有血肉之躯的小生物,尽管它可能会因为你在制造过程中的创意而具有一些不同寻常或是格外显眼的样貌。就像其他魔宠那样,你的炼金魔宠能够在你的实验室和你的冒险中协助你。这只魔宠使用你的智力调整值决定它的察觉,特技和隐匿调整值(参考217页的魔宠获得更多信息)。

炼金学究(ALCHEMICAL SAVANT) 专长1

炼金术士
先决条件 在手艺上受训

你能够快速鉴定炼金物品。当对你手持的炼金物品使用手艺技能来鉴别炼金术(Identify Alchemy)时,取代原本所需的10分钟,你只需要一个单独的动作就可以这样做,这个动作会具有专注和操纵特征。如果你拥有你正在尝试鉴定的这件物品的公式,你在检定上获得+2环境加值,如果你骰出大失败,你可以用失败代替。

远距投手(FAR LOBBER) 专长1

炼金术士
你知晓如何进行长距离投掷。当你投掷一枚炼金炸弹时,它拥有30尺的射程增量而不是原本的20尺。

高速投弹手(QUICK BOMBER) 专长1

炼金术士
你把你的炸弹放在容易触及的弹药袋中,以便你不假思索地取出。你通过互动(Interact)取出一枚炸弹,然后立即用它进行打击(Strike)。

二级


毒素抗力(POISON RESISTANCE) 专长2

炼金术士
反复曝露在有毒试剂下使得你的身体具备了针对所有毒素的抵抗力。你获得等同于你等级一半的毒素抗力,并且在对抗毒素的豁免检定上获得+1的状态加值。

再生突变药剂(REVIVIFYING MUTAGEN) 专长2

炼金术士
当你处于一份突变药剂的影响下时,你能够代谢掉这份突变药剂的力量来治疗自己。这需要使用一个单独的动作,该动作会具有专注和操纵特征。一旦动作完成,这份突变药剂每2个物品等级便会让你恢复1d6点生命值(至少1d6),但这份突变药剂的持续时间会立即结束,哪怕它是一份恒久突变药剂(Persistent Mutagen)也是如此。

烟雾炸弹(SMOKE BOMB) 专长2

添加剂1 炼金术士
频率 每轮一次

触发条件 你使用高速炼金制作了一份至少比你的高阶炼金术等级低1级的炼金炸弹。
你使得炸弹在它的通常效果之外,还能够创造出一片浓厚的烟雾。这枚炸弹在投掷后会在爆炸点半径10尺的范围内创造出一片烟云。由你选择目标所在空间(或是炸弹落入的空间)的一角作为烟云的中心。处在这片区域内的生物都会获得隐蔽状态,而其他的生物对他们而言也处于隐蔽之中。这阵烟雾持续1分钟或直到被强风吹散。

四级


溅射演算(CALCULATED SPLASH) 专长4

炼金术士
你演算出了足以将炸弹的溅射威力提升至极致的全部角度。当你投掷一枚具有溅射特征的炼金炸弹时,你能够取代原本的数值,而让这枚炼金炸弹造成等同于你智力调整值(最低为0)的溅射伤害。

高效炼金术(EFFICIENT ALCHEMY) 专长4

炼金术士
得益于你花费在研究和实验上的时光,你知道该怎样扩大公式的生产规模而无需额外的注意力。当花费休整期去制作(Craft)炼金物品时,你能够在单一批次中生产两倍的炼金物品而无需花费额外的准备时间。举例而言,如果你正在制造生命灵药,你能够使用休整期在单一批次中制作至多八份灵药,而不是原本的四份。这不会减少制作每份炼金物品所需的炼金试剂或其他材料的数量,也不会将你的每日进度提升至基础休整期花费之上。这也不会改变你在使用高阶炼金术时每一批次所能创造的物品的数量。

持久炼金术(ENDURING ALCHEMY) 专长4

炼金术士
你知晓如何在快速调制合剂时使其中所蕴含的个人能量持续得更久一些。当使用高速炼金创造一件炼金工具或灵药时,这件工具或灵药的效力会保持到你下一轮结束为止,而不是在你下一轮开始时失效。

六级


结合灵药(COMBINE ELIXIRS) 专长6

添加剂2 炼金术士
频率 每轮一次

触发条件 你使用高速炼金制作了一件具有灵药特征的炼金物品,它的等级至少比你的高阶炼金术等级低2级。
你发现了将两种灵药混合为一瓶合剂的方法。你可以花费额外2批灌注试剂将第二种灵药添加至你刚刚制作出的灵药中。第二种灵药的等级必须比你的高阶炼金术等级低2级,而这份结合灵药是一件比这两种灵药中等级较高的那种还要高2级的炼金物品。这份结合灵药被消耗时,构成它的两种灵药会同时生效。例如,你能够将两份生命灵药结合为一瓶治疗量为通常两倍的结合灵药,或者你也可以将一份次等黑暗视觉灵药(Lesser darkvision elixir)与一份次等鹰眼灵药(Lesser eagle-eye elixir)结合来同时获得黑暗视觉与侦测密门的效果。

衰弱炸弹(DEBILITATING BOMB) 专长6

添加剂2 炼金术士
频率 每轮一次

触发条件 你使用高速炼金制作了一件炼金炸弹,它的等级至少比你的高阶炼金术等级低2级。
你的炸弹会对敌人施加额外的影响。你将一种能够导致下述效果之一的物质添加至炸弹中:目眩(Dazzled),耳聋(Deafened),措手不及(Flat-footed),在速度(Speed)上造成-5尺的状态减值。如果这枚炸弹成功命中,目标必须在一次强韧豁免上取得成功,否则会在你下一回合开始之前承受所选效果的影响。使用你的职业DC作为这次豁免检定的DC(即使是其他人投掷了这枚炸弹)。

定向爆破(DIRECTIONAL BOMBS) 专长6

炼金术士
你能够投掷一枚威力巨大且精准定向的炸弹,它将向着某一方向的锥形范围内爆发溅射。 当投掷一枚具有溅射特征的炼金炸弹时,取代原本影响目标所有邻接方格的溅射,你可以将目标所在空间视作远离你的15尺锥形溅射范围的第一个受影响方格,这可能让你避开盟友并溅射到同一直线上的更远处的敌人。如果目标占据了不止一个方格,这个目标离你最近的方格被视作锥形范围内第一个受影响的方格。

八级


凶猛突变药剂(FERAL MUTAGEN) 专长8

炼金术士
你的野性突变药剂将唤醒潜藏于你体内的野兽,赋予你利爪和尖牙,以及骇人的外貌。当你处在一份野性突变药剂的影响下时,你能够将突变药剂的物品加值加到你的威吓检定上。此外,你的爪击(Claws)和啮咬(Jaws)变得愈发恶毒,它们获得致命(Deadly)d10的特征。最后,你能够将突变药剂在AC上的减值从-1提升至-2,此时,你的爪击和啮咬的伤害骰大小也会提升一级。

黏性炸弹(STICKY BOMB) 专长8

添加剂2 炼金术士
频率 每轮一次
触发条件 你使用高速炼金制作一枚炼金炸弹,这个炸弹的等级至少比你的高阶炼金术等级低2级。

你混入其中的添加剂能够使得炸弹的内容物附着在目标身上并持续造成伤害。一名被你的黏性炸弹直接命中的生物也会受到与这枚炸弹的溅射伤害数值与类型相同的持续伤害。如果这枚炸弹本身也会造成持续伤害,那么将二者的数值相加。

十级


弹性突变药剂(ELASTIC MUTAGEN) 专长10

炼金术士
在突变药剂的作用之下,你能将你的身体变得犹如水银一般柔软易弯的流体。当你处于水银突变药剂的影响之下时,你能够延展你的腿并且使用快步(Step)移动至多10尺,你还能挤扁压缩你的身体,让你能够如同小一级的生物一般通过狭窄的空间,但仍如原本的体型一样受到挤压(Squeezing)带来的任何影响。

溅射扩展(EXPANDED SPLASH) 专长10

炼金术士
先决条件 溅射演算

你调制出极不稳定的化合物并将其加入炸弹之中,让它能够造成强烈的大范围爆炸。当你投掷一枚具有溅射特征的炼金炸弹时,你能够将你的智力调整值加到炸弹正常的溅射伤害上,此外它还会对目标周围10尺范围内所有生物造成溅射伤害。

高等衰弱炸弹(GREATER DEBILITATING BOMB) 专长10

炼金术士
先决条件 衰弱炸弹

你所掌握的先进技术和炼金秘密扩展了你的炸弹所能施加的影响的种类。当你使用衰弱炸弹时,将下述效果添加到你能够选择的列表中:笨拙(Clumsy)1,力竭(Enfeebled)1,呆滞(Stupefied)1,或在速度上造成-10尺的状态减值。

慈悲灵药(MERCIFUL ELIXIR) 专长10

添加剂2 炼金术士
频率 每轮一次
触发条件 你使用高速炼金制作了一份生命灵药,这份生命灵药至少比你的高阶炼金术等级低2级。

你将一种特殊的添加剂混合至你的灵药中,让它能够抚慰饮用者的身心。这份生命灵药会尝试反制一个恐惧效果或一个会导致饮用者陷入麻痹(Paralyzed)状态的效果。使用该物品的等级以及等同于你职业DC-10的反制调整值。

强效制毒师(POTENT POISONER) 专长10

炼金术士
先决条件 强效炼金术

通过浓缩毒药中的剧毒成分,你让受害者更加难以抵挡毒素的侵袭。当你通过任何方式制作一份具有毒素特征的炼金物品时,这份物品的DC提升4,至多提升至你的职业DC。

十二级


延时灵药(EXTEND ELIXIR) 专长12

炼金术士
你将个人能量浓缩到你制造的灵药之中,让它能够在你身上生效更长的时间。当你消耗一瓶来自于你的,具有灵药和灌注特征且持续时间为1分钟或更久的炼金物品时,这份灵药的持续时间翻倍。

无敌突变药剂(INVINCIBLE MUTAGEN) 专长12

炼金术士
你将这种特地调制的强化添加剂加入你的突变药剂之中,令你的主宰形态变得坚不可摧。当你处于主宰突变药剂的影响下时,你获得针对所有物理伤害的抗力,数值等同于你的智力调整值(最低为0)。

诡奇炸弹(UNCANNY BOMBS) 专长12

炼金术士
先决条件 远距投手

你投掷的炸弹忽视障碍和距离,精准地命中目标。当你投掷一枚具有炸弹特征的炼金物品时,它的射程增量提升至60尺,目标在AC上来自于掩蔽的任何环境加值都会减少1,而你在目标为隐蔽生物时进行的裸骰检定上自动取得成功。

十四级


伶俐突变药剂(GLIB MUTAGEN) 专长14

炼金术士
你的巧舌突变药剂超越了语言和理论的界限。当你处于你制造的巧舌突变药剂的影响下时,你忽视欺骗,交涉,威吓和表演检定上的环境减值。此外,你的话语超越了语言的桎梏;任何能够听到你讲话的听众都能够理解你说的话,就好像你正在说他们自己的语言一样(尽管你实际上并不会说这种语言,这个能力也不会让你额外理解任何语言)。

高等慈悲灵药(GREATER MERCIFUL ELIXIR) 专长14

炼金术士
先决条件 慈悲灵药

你的添加剂中含有能够治疗绝大多数病痛的万能药。当你使用慈悲灵药时,你的灵药能够转而尝试反制目盲(Blinded),耳聋(Deafened),恶心(Sickened),或缓慢(Slowed)状态。

真实衰弱炸弹(TRUE DEBILITATING BOMB) 专长14

炼金术士
先决条件 高等衰弱炸弹

你已经为你过去发明的炸弹找到了更具毁灭性的方式去阻碍和束缚你的敌人。当你使用衰弱炸弹时,将后述效果添加到你的可选效果列表中:力竭2,呆滞2,或在速度上造成-15尺的状态减值。如果你没有从上述列表中为你的衰弱炸弹挑选效果,那么你可以让目标只有在豁免检定上取得大成功时才能避免衰弱炸弹的效果。

十六级


永恒灵药(ETERNAL ELIXIR) 专长16

炼金术士
先决条件 延时灵药

你的身体很容易接受并保留最微小的改变。当你饮用一瓶来自于你的,具有灵药和灌注特征且持续时间为1分钟或更长的炼金物品时,你能够让这份灵药的持续时间变为无限。你只能对等级为你等级的一半或更低的灵药使用这个能力。如果你在之后消耗了一份不同的灵药并让它的持续时间变为无限,前一个无限灵药的效果会立即结束。

剥离炸弹(EXPLOITIVE BOMB) 专长16

添加剂2 炼金术士
频率 每轮一次
触发条件 你使用高速炼金制作一枚炼金炸弹,它的等级至少比你的高阶炼金术等级低2级。

你将一种能够阻碍抗力的物质混入炸弹之中。这枚炸弹能够减少敌人针对它自身的伤害类型所具有的任何抗力,数值等于你的等级,但这种削弱只会对那次攻击生效。

天才突变药剂(GENIUS MUTAGEN) 专长16

炼金术士
针对你那增幅智慧的公式的专业调整拓宽了你从认知突变药剂中获得的好处。当你处于认知突变药剂的影响下时,你也会在欺骗,交涉,威吓,医疗,自然,表演,宗教和生存检定上获得突变药剂的物品加值。此外,你可以通过心灵感应与周围60尺内和你使用同一种语言的生物进行交流。这种交流一旦建立起来就是双向的,所以与你联结的生物同样能和你进行交流。

恒久突变药剂(PERSISTENT MUTAGEN) 专长16

炼金术士
先决条件 延时灵药

你的训练让你的物理形态能够在变异状态中保持稳定。每天一次,当你消耗一份带有灌注和突变药剂特征的炼金物品时,取代它原本的持续时间,你能够将它的效果保持到下一次你进行日常准备为止。

十八级


不可思议灵药(IMPROBABLE ELIXIRS) 专长18

炼金术士
你对炼金术奥秘的掌握让你能够复制绝大多数人认为只有通过魔法才能达成的效果。选择数量为你的智力调整值(至少为1)的不高于九级的药水(Potions)。你获得如同具有灵药(Elixir)特征的炼金物品一般制作这些药水的公式。当你制作这些炼金灵药时,你能够用炼金试剂代替等值的魔法成分,你也可以用炼金工具(在使用快速炼金时)或炼金实验室(在进行手艺活动时)代替任何必需的工具包。除此之外,这些公式本身不会改变。你一旦你决定了所选的药水公式,你就不能更改它们。

空白思维突变药剂(MINDBLANK MUTAGEN)

炼金术士
通过对宁静突变药剂(Serene mutagen)的公式进行一些微小的调整,你能从中获取精神防护。当你处于宁静突变药剂的影响下时,不高于九级的侦测(Detection),揭示(Revelation),探知(Scrying)效果在探测你或者你的所有物及灵光时,得到的只会是一片空白。举例而言,侦测魔法(Detect magic)仍然可以侦测到区域内的其他魔法,但无法侦测到你身上的魔法。

奇迹缔造者(MIRACLE WORKER) 专长18

炼金术士
频率 每10分钟一次

你对炼金术的掌握让你能够扭转新近产生的死亡。你能够将一瓶真实生命灵药给予一个死亡不超过2轮的生物。你这样做之后,这名生物会立即以生命值为1的状态重获生命并且获得受伤(Wounded)1。

完美衰弱(PERFECT DEBILITATION) 专长18

炼金术士
你将制作用于阻碍敌人的炸弹的公式完善得近乎完美。当你使用衰弱炸弹时,你的目标只有在豁免检定上取得大成功才能避免承受炸弹施加的状态。

二十级


制作贤者之石(CRAFT PHILOSOPHER’S STONE) 专长20

炼金术士
你的研究已见成效,最终抵达了炼金术的顶点——传说中的贤者之石。你学会了贤者之石(554页)的公式,并将它加入你的公式簿中。

超能炸弹(MEGA BOMB) 专长20

添加剂3 炼金术士
先决条件 溅射扩展
需求 你持有一枚你制作的灌注炼金炸弹,它的等级至少比你的高阶炼金术等级低3级。

你将一种超乎想象的强力添加剂加入你所持有的炸弹中,就此创造出了超能炸弹,这将会大幅提升这枚炸弹的爆炸范围和威力。你使用互动(Interact)动作投掷这枚超能炸弹,而不是使用打击(Strike),你也不需要进行攻击骰。超能炸弹以你周围60尺内的某一点为中心,影响30尺爆炸半径内的所有生物。这枚炸弹会像每个生物都是主要目标一般对其造成伤害,并且它们需要进行一个基础反射豁免(Basic Reflex save)。一旦在豁免中失败,生物就会承受所有只影响主要目标的额外效果(例如瓶装闪电造成的措手不及)。区域内的所有目标都会如同主要目标一般受到溅射伤害,哪怕原本的溅射效果并不会影响这么大的范围。如果你在制造一枚超能炸弹后的下一个动作不是通过互动动作将其投掷出去的话,这枚超能炸弹就会变质并失去所有的效果。

完美突变药剂(PERFECT MUTAGEN) 专长20

炼金术士
你调整并强化了所有突变药剂的公式,让他们能够完美适应你的生理机能。当你处于你制作的突变药剂的影响下时,你不会承受它们带来的缺陷。

剧透 -  原文:
Alchemist Feats
At every level that you gain an alchemist feat, you can select one of the following feats. You must satisfy any prerequisites before taking the feat.

1ST LEVEL

ALCHEMICAL FAMILIAR FEAT 1
ALCHEMIST
You have used alchemy to create life, a simple creature formed from alchemical materials, reagents, and a bit of your own blood. This alchemical familiar appears to be a small creature of flesh and blood, though it might have some unusual or distinguishing aspects depending on your creative process. Like other familiars, your alchemical familiar assists you in your laboratory and on adventures. The familiar uses your Intelligence modifier to determine its Perception, Acrobatics, and Stealth modifiers (see Familiars on page 217 for more information).

ALCHEMICAL SAVANT FEAT 1
ALCHEMIST
Prerequisites trained in Crafting
You can identify alchemical items quickly. When using the Crafting skill to Identify Alchemy on an alchemical item you hold, you can do so as a single action, which has the concentrate and manipulate traits, instead of spending 10 minutes. If you have the formula for the item you are attempting to identify, you gain a +2 circumstance bonus to your check, and if you roll a critical failure, you get a failure instead.

FAR LOBBER FEAT 1
ALCHEMIST
You’ve learned how to throw a longer distance. When you throw an alchemical bomb, it has a range increment of 30 feet instead of the usual 20 feet.

QUICK BOMBER [one-action] FEAT 1
ALCHEMIST
You keep your bombs in easy-to-reach pouches from which you draw without thinking. You Interact to draw a bomb, then Strike with it.

2ND LEVEL

POISON RESISTANCE FEAT 2
ALCHEMIST
Repeated exposure to toxic reagents has fortified your body against poisons of all kinds. You gain poison resistance equal to half your level, and you gain a +1 status bonus to saving throws against poisons.

REVIVIFYING MUTAGEN FEAT 2
ALCHEMIST
While under the effect of a mutagen, you can metabolize that mutagen’s power to heal yourself. This uses a single action, which has the concentrate and manipulate traits. Once the action is complete, you regain 1d6 Hit Points for every 2 item levels of the mutagen (minimum 1d6), but the mutagen’s duration immediately ends, even if you are under the effect of Persistent Mutagen.

SMOKE BOMB [free-action] FEAT 2
ADDITIVE 1 ALCHEMIST
Frequency once per round
Trigger You use Quick Alchemy to craft an alchemical bomb with a level at least 1 lower than your advanced alchemy level.
You cause the bomb to create a cloud of thick smoke, in addition to its normal effects. When thrown, the bomb creates a cloud of smoke in a 10-foot-radius burst. You choose which corner of the target’s space (or the space in which the bomb lands) the cloud is centered on. Creatures within that area have the concealed condition, and all other creatures are concealed to them. The smoke lasts for 1 minute or until dissipated by a strong wind.

4TH LEVEL

CALCULATED SPLASH FEAT 4
ALCHEMIST
You have calculated all the angles to maximize a bomb’s splash. When you throw an alchemical bomb with the splash trait, you can cause the bomb to deal splash damage equal to your Intelligence modifier (minimum 0) instead of the normal amount.

EFFICIENT ALCHEMY FEAT 4
ALCHEMIST
Thanks to the time you’ve spent studying and experimenting, you know how to scale your formulas into larger batches that don’t require any additional attention. When spending downtime to Craft alchemical items, you can produce twice as many alchemical items in a single batch without spending additional preparatory time. For instance, if you are creating elixirs of life, you can craft up to eight elixirs in a single batch using downtime, rather than four. This does not reduce the amount of alchemical reagents required or other ingredients needed to craft each item, nor does it increase your rate of progress for days past the base downtime spent. This also does not change the number of items you can create in a batch using advanced alchemy.

ENDURING ALCHEMY FEAT 4
ALCHEMIST
You’ve learned how to make your personal energy last just a little bit longer when quickly brewing ad hoc concoctions. When using Quick Alchemy to create an alchemical tool or elixir, that tool or elixir remains potent until the end of your next turn, instead of losing its potency at the start of your next turn.

6TH LEVEL

COMBINE ELIXIRS [free-action] FEAT 6
ADDITIVE 2 ALCHEMIST
Frequency once per round
Trigger You use Quick Alchemy to craft an alchemical item that has the elixir trait and is at least 2 levels lower than your advanced alchemy level.
You’ve discovered how to mix two elixirs into a single hybrid concoction. You can spend 2 additional batches of infused reagents to add a second elixir to the one you’re crafting. The second elixir must also be at least 2 levels lower than your advanced alchemy level, and the combination elixir is an alchemical item two levels higher than the higher of the two elixirs’ levels. When this combination elixir is consumed, both the constituent elixirs take effect. For example, you can combine two elixirs of life to create a combined elixir that heals twice the normal amount, or you can combine a lesser darkvision elixir with a lesser eagle-eye elixir to both gain darkvision and find secret doors.

DEBILITATING BOMB [free-action] FEAT 6
ADDITIVE 2 ALCHEMIST
Frequency once per round
Trigger You use Quick Alchemy to craft an alchemical bomb that is at least 2 levels lower than your advanced alchemy level.
Your bombs impose additional effects on your enemies. You mix a substance into the bomb that causes one of the following: dazzled, deafened, flat-footed, or a –5-foot status penalty to Speeds. If the attack with that bomb hits, the target must succeed at a Fortitude saving throw or suffer that effect until the start of your next turn. Use your class DC for this saving throw (even if someone else throws the bomb).

DIRECTIONAL BOMBS FEAT 6
ALCHEMIST
You can lob bombs with great force and a precise trajectory to angle the splash in a cone spraying in a single direction. When throwing an alchemical bomb with the splash trait, instead of splashing all squares adjacent to the target, you can treat the target’s space as the first affected square of a 15-foot cone directed away from you, potentially allowing you to avoid allies and splash deeper into enemy lines. If the target takes up more than a single square, the target’s square closest to you is the first affected square of the cone.

8TH LEVEL

FERAL MUTAGEN FEAT 8
ALCHEMIST
Your bestial mutagen brings out the beast lurking within you, granting you especially sharp claws and teeth as well as a ferocious appearance. Whenever you’re affected by a bestial mutagen you created, you gain the mutagen’s item bonus to your Intimidation checks. In addition, your claws and jaws are increasingly vicious, and they gain the deadly d10 trait. Finally, you can increase the mutagen’s penalty to AC from –1 to –2 and, in exchange, increase the damage die size of your claws and jaws by one step. 

POWERFUL ALCHEMY FEAT 8
ALCHEMIST
Alchemical items you create on the fly are particularly potent. When you use Quick Alchemy to create an infused alchemical item that allows a saving throw, you can change its DC to your class DC.

STICKY BOMB [free-action] FEAT 8
ADDITIVE 2 ALCHEMIST
Frequency once per round
Trigger You use Quick Alchemy to craft an alchemical bomb, and that bomb’s level is at least 2 levels lower than your advanced alchemy level.
You mix in an additive to make your bomb’s contents adhere to the target and continue to deal damage. A creature that takes a direct hit from one of your sticky bombs also takes persistent damage equal to and of the same type as the bomb’s splash damage. If the bomb already deals persistent damage, combine the two amounts.

10TH LEVEL

ELASTIC MUTAGEN FEAT 10
ALCHEMIST
You can cause your body to twist and flow like the quicksilver within your mutagens. Whenever you are under the effects of a quicksilver mutagen you created, you can stretch your legs and Step up to 10 feet, and you can squish and compress your body, allowing you to make it through tight spaces as if you were one size smaller, in addition to any effect from Squeezing.

EXPANDED SPLASH FEAT 10
ALCHEMIST
Prerequisites Calculated Splash
The particularly volatile compounds that you brew into your bombs result in them creating especially large and powerful explosions. When you throw an alchemical bomb you created and that bomb has the splash trait, you can add your Intelligence modifier to the bomb’s usual splash damage, and it deals splash damage to every creature within 10 feet of the target.

GREATER DEBILITATING BOMB FEAT 10
ALCHEMIST
Prerequisites Debilitating Bomb
You have learned enhanced techniques and alchemical secrets that allow you to expand the range of effects you can impose with your bombs. When you use Debilitating Bomb, add the following to the list you can choose from: clumsy 1, enfeebled 1, stupefied 1, or –10-foot status penalty to Speeds.

MERCIFUL ELIXIR [free-action] FEAT 10
ADDITIVE 2 ALCHEMIST
Frequency once per round
Trigger You craft an elixir of life using Quick Alchemy, and that elixir is at least 2 levels lower than your advanced alchemy level.
You mix a special additive into your elixir that calms the drinker’s body and mind. The elixir of life attempts to counteract one fear effect or one effect imposing the paralyzed condition on the drinker.

POTENT POISONER FEAT 10
ALCHEMIST
Prerequisites Powerful Alchemy
By concentrating your poisons’ toxic components, you make them harder for victims to resist. When you craft an alchemical item with the poison trait by any means, the DC is increased by up to 4, to a maximum of your class DC.

12TH LEVEL

EXTEND ELIXIR FEAT 12
ALCHEMIST
Integrating your own personal energy into the elixirs you create causes them to affect you for longer. When you consume one of your alchemical items that has the elixir and infused traits and a duration of 1 minute or longer, that elixir’s duration is doubled.

INVINCIBLE MUTAGEN FEAT 12
ALCHEMIST
The fortifying additives you brew into your mutagens make your juggernaut form impervious. Whenever you’re affected by a juggernaut mutagen you created, you gain resistance to all physical damage equal to your Intelligence modifier (minimum 0).

UNCANNY BOMBS FEAT 12
ALCHEMIST
Prerequisites Far Lobber
You lob bombs unerringly, despite obstructions or distance. When you throw an alchemical item with the bomb trait, its range increment increases to 60 feet, you reduce any circumstance bonus to the target’s AC from cover by 1, and you automatically succeed at the flat check when targeting a concealed creature.

14TH LEVEL

GLIB MUTAGEN FEAT 14
ALCHEMIST
Your silvertongue mutagen transcends languages and plausibility. When affected by a silvertongue mutagen you have created, you ignore circumstance penalties to Deception, Diplomacy, Intimidation, and Performance checks. In addition, your words transcend linguistic barriers; everyone listening to you speak hears your words as if you were speaking in their own language (though you do not actually speak that language, nor does this ability allow you to understand any additional languages).

GREATER MERCIFUL ELIXIR FEAT 14
ALCHEMIST
Prerequisites Merciful Elixir
Your additives contain panaceas that can remedy a plethora of maladies. When you use Merciful Elixir, your elixir can instead attempt to counteract the blinded, deafened, sickened, or slowed condition.

TRUE DEBILITATING BOMB FEAT 14
ALCHEMIST
Prerequisites Greater Debilitating Bomb
Ever inventive, you have discovered increasingly devastating ways for your bombs to impede and hamper your foes. When you use Debilitating Bomb, add the following to the list of effects you can choose from: enfeebled 2, stupefied 2, or a –15-foot status penalty to Speeds. If you instead apply one of the effects listed in Debilitating Bomb, the target avoids the effect only if the result of its saving throw is a critical success.

16TH LEVEL

ETERNAL ELIXIR FEAT 16
ALCHEMIST
Prerequisites Extend Elixir
Your body readily accepts and retains minor changes. When you drink one of your alchemical items that has the elixir and infused traits and a duration of 1 minute or more, you can make the elixir’s duration indefinite. You can do so only if the elixir’s level is half your level or lower. If you later consume a different elixir and make it indefinite, the effect of the previous indefinite elixir ends.

EXPLOITIVE BOMB [free-action] FEAT 16
ADDITIVE 2 ALCHEMIST
Frequency once per round
Trigger You craft an alchemical bomb using Quick Alchemy that’s at least 2 levels lower than your advanced alchemy level.
You mix a substance into the bomb to foil resistances. The bomb reduces any resistance the enemy has to its damage type by an amount equal to your level, but only for that attack.

GENIUS MUTAGEN FEAT 16
ALCHEMIST
Specialized tweaks to your formula that supplements your genius considerably broaden the benefits you gain from cognitive mutagens. When you’re affected by a cognitive mutagen you created, you also gain the mutagen’s item bonus to Deception, Diplomacy, Intimidation, Medicine, Nature, Performance, Religion, and Survival checks. In addition, you can communicate telepathically with creatures within 60 feet with whom you share a language. The communication is twoway once you establish it, so a creature you contact can also communicate with you.

PERSISTENT MUTAGEN FEAT 16
ALCHEMIST
Prerequisites Extend Elixir
You’ve trained your physical form to remain stable within the a given altered state. Once per day, when you consume an alchemical item with the infused and mutagen traits that you have crafted, you can retain its effects until the next time you make your daily preparations instead of its normal duration.

18TH LEVEL

IMPROBABLE ELIXIRS FEAT 18
ALCHEMIST
Your mastery of alchemical secrets enables you to replicate effects most believe can be achieved only via magic. Select a number of potions equal to your Intelligence modifier (minimum 1) of 9th level or lower. You gain formulas to Craft these potions as alchemical items with the elixir trait. When Crafting these alchemical elixirs, you can substitute alchemical reagents for an equal value of magical components, and you can use alchemist’s tools instead of any other required tool kits. Other than that, the formula does not change. Once you’ve chosen the potion formulas, they can’t be changed.

MINDBLANK MUTAGEN FEAT 18
ALCHEMIST
With a minor adjustment of ratios in the formula for your serene mutagen, you gain mental protections. When you’re affected by a serene mutagen you created, detection, revelation, and scrying effects of 9th level or lower detect nothing from you or your possessions and auras. For instance, detect magic would still detect other magic in the area, but not any magic on you.

MIRACLE WORKER FEAT 18
ALCHEMIST
Frequency once every 10 minutes
Your alchemical mastery can resuscitate the recently slain. You can administer a true elixir of life to a creature who has been dead for no more than 2 rounds. When you do, that creature is immediately returned to life with 1 Hit Point and becomes wounded 1.

PERFECT DEBILITATION FEAT 18
ALCHEMIST
You have perfected the formulas for bombs that impede your enemies. When you use Debilitating Bomb, your target avoids the condition the bomb imposes only if it critically succeeds at its saving throw.

20TH LEVEL

CRAFT PHILOSOPHER’S STONE FEAT 20
ALCHEMIST
Your research has paid off, culminating in the legendary philosopher’s stone. You learn the formula for the philosopher’s stone (page 554) and can add it to your formula book.

MEGA BOMB [one-action] FEAT 20
ADDITIVE 3 ALCHEMIST
Prerequisites Expanded Splash
Requirements You are holding an infused alchemical bomb you crafted, with a level at least 3 lower than your advanced alchemy level.
You add an incredibly powerful additive to a held bomb to create a mega bomb, greatly increasing its area and power. You use an Interact action to throw the mega bomb, rather than Strike, and you don’t make an attack roll. The mega bomb affects creatures in a 30-foot-radius burst, centered within 60 feet of you. The bomb deals damage as if each creature were the primary target, with a basic Reflex save. On a failed save, a creature also takes any extra effects that affect a primary target (such as flat-footed from bottled lightning). While all targets in the area take splash damage as primary targets, there is no further splash beyond that area. If your next action after creating a mega bomb isn’t an Interact action to throw it, the mega bomb denatures and loses all effects.

PERFECT MUTAGEN FEAT 20
ALCHEMIST
You have enhanced the formulas for your mutagens, aligning them perfectly to your physiology. When under the effect of a mutagen you crafted, you do not suffer its drawback.
« 上次编辑: 2020-11-14, 周六 16:45:43 由 炼金术士卡莉 »
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Re: 【CRB】第三章-炼金术士(Alchemist)
« 回帖 #2 于: 2019-08-09, 周五 20:47:04 »
引述: 范例炼金术士
医学专家(CHIRURGEON)
你将炼金术用于医疗用途,治愈和保护这片土地上的人们。

属性值
优先智力和感知。体质能够提高你的生存能力,而敏捷可以帮助你在必须使用暴力时进行远程攻击。

技能
手艺,交涉,医疗,自然,神秘学,宗教,社科,生存

研究课题
医学专家

起始专长
炼金学究

高等级专长
毒素抗力(2级),高效炼金术(4级),结合灵药(6级),慈悲灵药(10级),高等慈悲灵药(14级),奇迹缔造者(18级),制作贤者之石(20级)

引述: 范例炼金术士
爆破学家(BOMBER)
你可以把任何东西混合成炸药!

属性值
优先智力和敏捷。体质能够帮助你从错误的爆破中幸存,而感知能阻止你将炸弹投向错误的目标。

技能
特技,奥法,手艺,欺骗,威吓,社科,隐匿,贼活

研究课题
爆破学家

起始专长
高速投弹手

高等级专长
烟雾炸弹(2级),测算溅射(4级),定向爆破(6级),黏性炸弹(8级),扩展溅射(10级),超能炸弹(20级)

引述: 范例炼金术士
突变学家(MUTAGENIST)
你运用突变药剂转化自身和他人。

属性值
优先智力和力量。体质能帮助你从变异和战斗中幸存,而感知能帮助你在面对扭曲时保持神智清醒。

技能
运动,奥法,手艺,威吓,神秘学,社科,隐匿,生存

研究课题
突变学家

起始专长
炼金魔宠

高等级专长
再生突变药剂(2级),凶猛突变药剂(8级),无敌突变药剂(12级),恒久突变药剂(16级),完美突变药剂(20级)

剧透 -  原文:
Chirurgeon
You use alchemy for medicinal purposes, healing and protecting others across the lands.
ABILITY SCORES
Prioritize Intelligence and Wisdom. Constitution increases your survivability, and Dexterity helps you hit with ranged attacks when violence is necessary.
SKILLS
Crafting, Diplomacy, Medicine, Nature, Occultism, Religion, Society, Survival
RESEARCH FIELD
Chirurgeon
STARTING FEAT
Alchemical Savant
HIGHER-LEVEL FEATS
Poison Resistance (2nd), Efficient Alchemy (4th), Combine Elixirs (6th), Merciful Elixir (10th), Greater Merciful Elixir (14th), Miracle Worker (18th), Craft Philosopher’s Stone (20th)

BOMBER
You can mix an explosive out of just about anything!
ABILITY SCORES
Prioritize Intelligence and Dexterity. Constitution helps you survive explosions gone wrong, and Wisdom prevents you from bombing the wrong target.
SKILLS
Acrobatics, Arcana, Crafting, Deception, Intimidation, Society, Stealth, Thievery
RESEARCH FIELD
Bomber
STARTING FEAT
Quick Bomber
HIGHER-LEVEL FEATS
Smoke Bomb (2nd), Calculated Splash (4th), Directional Bombs (6th), Sticky Bomb (8th), Expanded Splash (10th), Mega Bomb (20th)

MUTAGENIST
You transform yourself and others with mutagens.
ABILITY SCORES
Prioritize Intelligence and Strength. Constitution helps you survive transformations and combat, and Wisdom helps keep your mind intact despite the warping.
SKILLS
Athletics, Arcana, Crafting, Intimidation, Occultism, Society, Stealth, Survival
RESEARCH FIELD
Mutagenist
STARTING FEAT
Alchemical Familiar
HIGHER-LEVEL FEATS
Revivifying Mutagen (2nd), Feral Mutagen (8th), Invincible Mutagen (12th), Persistent Mutagen (16th), Perfect Mutagen (20th)

« 上次编辑: 2019-08-14, 周三 12:39:08 由 炼金术士卡莉 »
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Re: 【CRB】第三章-炼金术士(Alchemist)
« 回帖 #3 于: 2019-08-10, 周六 01:52:43 »
greater以前不都是“高等”吗

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Re: 【CRB】第三章-炼金术士(Alchemist)
« 回帖 #4 于: 2019-08-10, 周六 09:46:18 »
炼金炸弹,灵药以及突变药剂一共有五个等级

Lesser,moderate,greater,major,true

暂译为次等,中等,上等,高等,真实

以前Greater也不全是高等(高等武器专攻时是Greater),实际上Major也是高等(高等魔化武器等法术时是Major),换句话说是不是高等全然看原本有几个等级,以及原本的用词。
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Re: 【CRB】第三章-炼金术士(Alchemist)
« 回帖 #5 于: 2019-08-10, 周六 10:10:45 »
徒手攻击是不是改了叫非武装攻击了

While you live, shine
have no grief at all
life exists only for a short while
and Time demands his due

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Re: 【CRB】第三章-炼金术士(Alchemist)
« 回帖 #6 于: 2019-08-10, 周六 11:00:04 »
名词表内未改,目前仍旧按旧译法翻译,有需要就全部替换一下即可。
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Re: 【CRB】第三章-炼金术士(Alchemist)
« 回帖 #7 于: 2019-08-10, 周六 16:46:37 »
 :em023发现生命灵药还有个等级是minor

 :em003等级排序修改如下

Minor,Lesser,Moderate,Greater,Major,True
下等,次等,中等,高等,上等,真实
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Re: 【CRB】第三章-炼金术士(Alchemist)
« 回帖 #8 于: 2019-08-10, 周六 18:18:30 »
这个怎么排版呢?图片怎么插入呢?

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Re: 【CRB】第三章-炼金术士(Alchemist)
« 回帖 #9 于: 2019-08-10, 周六 19:12:31 »
 :em003我没插入任何图片,想看图的话可以找原版书来看(PAIZO给PF2E弄的插图很精美,值得收藏)。
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