作者 主题: 【第三章】炼金术士(Alchemist)  (阅读 11858 次)

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【第三章】炼金术士(Alchemist)
« 于: 2018-09-01, 周六 03:37:38 »
炼金术士(Alchemist)

于你而言,世上再无比实验烧杯中翻涌冒泡的怪异制剂更美妙的景象,你借此恣意挥洒着脑海里层出不穷的发想。你也许沉醉于揭开魔法与科学的秘密,又或者仅仅只是乐于看到剧烈爆发的化学反应。无论如何,你要么一刻不停地在实验室里忙活,要么就是带着为不时之需而准备的创意调剂踏上旅途。面对风险时你无所畏惧,而将肉体与精神推向极限的炼金制剂则为你铺就了通往伟大真理的唯一道路。

使用炼金术士(Playing an Alchemist)
引用
炼金术士玩家可能以如下的方式进行游戏:
•在战斗中,你将炸弹抛向敌人,并在运用强力灵药折磨他们的同时援助你的队友。在高等级时,你会运用突变药剂强化自己的身体。
•在社交遭遇中,你提供炼金物品及其相关秘密——例如毒素和疾病——的知识和经验。
•在探索模式中,你为所有与炼金术和神秘现象有关的事物给出建议,并且时刻留心炼金炸弹可能带来的麻烦。
•在休整期,你把时间花在实验室中,不断地调制灵药,制作炸弹,促使你的炼金知识朝着真理不断迈进。

扮演炼金术士(Roleplaying an Alchemist)
炼金术士将科学革新视作高于一切的事业,凭借他们敏锐的才思和无尽的好奇,从自然界中萃取出难以置信的力量。

如果你是一个炼金术士,你可能…
引用
•时常享受以全身心的投入和令人错愕的鲁莽来摆弄奇异公式和炼金试剂的感觉。
•从你所制造的炼金混合物带来的巨大灾难中得到乐趣,喜欢愉悦地看着事物燃烧,溶解,冻结和震荡。
•为追求新的发明以及更具效力的炼金和魔法物品而无休止地进行实验。

其他的人可能…
引用
•觉得你有点怪异,无法理解你对炼金术和发明创造的热忱。
•担心你的造物是不稳定或危险的——甚至两者都是。
•猜想如果你的实验还没有引发灾难,那也是迟早的事。
•认为你是某种术士或古怪的法师,认识不到你其实不是个施法者;那些对炼金术浅尝辄止的真正施法者只会加深这种误解。


关键属性
智力

生命值
8加上你的体质调整值

熟练
察觉
受训

豁免
在强韧上为专家
在反射上为专家
在意志上为受训

技能
在等于23加上你的智力调整值项技能上受训

武器
在所有简易武器上受训
在炼金炸弹上受训

防具
在轻甲上受训

标志技能
奥法
手艺
医学


更新1.1(8/27/2018):45页——炼金术士边栏的熟练部分,技能条目下,将“2”改为“3”。在高阶炼金术(Advanced Alchemy)中,将“常见炼金物品(common alchemical item)”改为“你公式簿中的炼金物品(alchemical item in your formula book)”。

剧透 -  原文,成为炼金术士:
ALCHEMIST

There’s no sight more beautiful to you than a strange brew bubbling in your laboratory’s beakers, and you consume your various creations with abandon. Perhaps you’re fascinated with uncovering the secrets of magic and science, or perhaps you simply like to watch volatile chemical reactions. Regardless, you’re constantly experimenting in your lab or on the go with inventive concoctions tweaked for any eventuality. With your fearlessness in the face of risk, your unique path toward greatness is lined with alchemical brews that push your mind and body to their limits.

PLAYING AN ALCHEMIST
Players of alchemist characters might approach gameplay in the following ways:
• During combat, you lob bombs at your foes and harry your enemies while supporting the rest of the party with your potent elixirs. At higher levels, you toughen your body using mutagens.
• During social encounters, you provide knowledge and experience about alchemical items and related secrets, like poisons and diseases.
• In exploration mode, you keep an eye out for trouble with your bombs at the ready while giving advice on all things alchemical and mysterious.
• In downtime mode, you spend time in an alchemical lab brewing elixirs, making bombs, and furthering your alchemical knowledge.

ROLEPLAYING AN ALCHEMIST
Alchemists pursue scientific innovation above all else, combining incredible powers from the natural world through the force of their keen intellect and insatiable curiosity.

扮演炼金术士(Roleplaying an Alchemist)
炼金术士将科学革新视作高于一切的事业,凭借他们敏锐的才思和无尽的好奇,从自然界中萃取出难以置信的力量。

IF YOU’RE AN ALCHEMIST, YOU LIKELY...
• Enjoy tinkering with strange formulas and alchemical reagents, often with single-minded dedication and recklessness that give 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 toward the discovery of new, more potent alchemical and magical tools.

OTHERS PROBABLY...
• Think you’re at least a bit strange and don’t understand your zeal for alchemy, creativity, and invention.
• Fear that your creations are dangerous or volatile—or both.
• Assume that if you haven’t caused a catastrophe with your experimentations, you inevitably will.
• Think that you’re some kind of sorcerer or an eccentric wizard and don’t understand that you’re not a spellcaster; real spellcasters clumsily dabbling in alchemy only heighten this misconception.

KEY ABILITY
Intelligence

HIT POINTS
8 plus Constitution Modifier

PROFICIENCIES
Perception
Trained

Saving Throws
Expert in Fortitude
Expert in Reflex
Trained in Will

Skills
Trained in a number of skills equal to 2 plus your Intelligence modifier

Weapons
Trained in simple weapons
Trained in alchemical bombs

Armor
Trained in light armor

SIGNATURE SKILLS
Arcana
Crafting
Medicine
引述: 表3-1:炼金术士成长
你的等级职业特性
1高阶炼金术,炼金术士专长,族裔专长,背景,公式簿,初始熟练,精研共鸣
2炼金术士专长,技能专长
3赋能炸弹(×2),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,突变药剂工艺,技能提升
6炼金术士专长,技能专长
7赋能炸弹(×3),通用专长,技能提升
8炼金术士专长,技能专长
9族裔专长,扩充共鸣,技能提升
10属性提升,炼金术士专长,技能专长
11赋能炸弹(×4),通用专长,技能提升
12炼金术士专长,技能专长
13族裔专长,双份灵药,技能提升
14炼金术士专长,技能专长
15属性提升,赋能炸弹(×5),族裔专长,技能提升
16炼金术士专长,技能专长
17轻灵炼金,族裔专长,技能提升
18炼金术士专长,技能专长
19赋能炸弹(×6),通用专长,技能提升
20属性提升,炼金术士专长,技能专长



职业特性(Class Features)
作为一名炼金术士,你获得如下这些能力。于更高等级获得的能力会在该特性的名字之后列出所需等级。

高阶炼金术(Advanced Alchemy)
你获得炼金工艺(Alchemical Crafting)专长(参阅162页),即使你并不满足专长的先决条件,你还能从该专长中获得四个额外的一级常见(Common)炼金公式(Formula)。炼金物品的列表起始于360页。只要你的公式簿(Formula Book)记载着炼金物品的公式,你就能运用这个专长去创造常见炼金物品你公式簿中的炼金物品,尽管它们的力量转瞬即逝。你能够以两种不同的方式制造这些物品,如下所述。你以这种方式创造的炼金物品具有灌注(Infused)特征。首先,在你的每日准备(详情在332页)期间,你能够创造你已拥有其公式的炼金物品。以该方式创造物品意味着花费1点共鸣点(Resonance Point)并创造出一批具有灌注特征的该类炼金物品。由你选择一批中包含多少物品,最大等于正常批次上限的一半(一批的一半通常是两个物品,参阅受训手艺行动(Crafting Trained Activities)部分获取更多信息)。你不需要为此尝试手艺检定,你忽略正常创造物品所要求的天数和必要的炼金试剂(Reagents)。你不能在你每日准备期间以这种方式创造灌注物品时超支(Overspend)共鸣点。
特殊 你能够以快速炼金(Quick Alchemy)动作创造炼金物品,详情如下。

更新1.1(8/27/2018):45页——炼金术士边栏的熟练部分,技能条目下,将“2”改为“3”。在高阶炼金术(Advanced Alchemy)中,将“常见炼金物品(common alchemical item)”改为“你公式簿中的炼金物品(alchemical item in your formula book)”。

引用
[[A]]快速炼金(QUICK ALCHEMY)
炼金术士
花费 1点共鸣点(Resonance Point)
先决条件 你必须拥有炼金工具(Alchemist’s Tools)(参阅184页),你将要创造的炼金物品的公式(Formula),以及一只空闲的手(Free Hand)。
你创造了单独一件常见(Common)炼金物品你公式簿中的炼金物品,其等级等于或小于你,并且你不需要为必需的炼金试剂花费正常的货币成本,也不必尝试手艺检定。这件物品具有灌注(Infused)特征,但它只会在你下个回合开始前保持效力。这段时间过后,该物品将会陷入惰性,不再造成任何效果。如果你超支(Overspend)共鸣点来使用这个能力并且在裸骰检定中失败了(参阅292页),那么在你下次进行每日准备前你都不能再次使用快速炼金动作。

更新1.1(8/27/2018):46页——在炼金术士的快速炼金(Quick Alchemy)动作中,将“常见炼金物品(common alchemical item)”改为“你公式簿中的炼金物品(alchemical item in your formula book)”。

公式簿(Formula Book)
你开始时免费获得一本价值10银币或更低的标准公式簿(详情在186页)。这本公式簿包含四个由你选择的一级常见(Common)炼金物品公式。这本公式簿包含四个由你选择的一级常见炼金物品公式,外加你从炼金工艺中获得的那些公式。炼金物品的列表起始于360页。
每次你获得一个新等级,你都可以将两个炼金物品公式加入到你的公式簿中。他们可以是你所能创造的任意等级物品的公式。你自动学会这些公式,但是你也可能找到或买到其他的公式,你同样可以使用发明家(Inventor)专长发明公式。

更新1.1(8/27/2018):46页——在公式簿(Formula Book)部分,将“这本公式簿包含四个由你选择的一级常见炼金物品公式。(The formula book contains formulas for your choice of 4 common 1st-level alchemical items.)”改为“这本公式簿包含四个由你选择的一级常见炼金物品公式,外加你从炼金工艺中获得的那些公式。(The formula book contains the formulas for four common 1st-level alchemical item of your choice, in addition to those you gained from Alchemical Crafting.)”

引用
范例公式簿(Sample Formula Book)
你可以选择任何一个你喜欢的一级常见(Common)炼金物品添加到你的公式簿,但这个列表包含了一个不错的初始公式选项。
炼金物品公式:强酸瓶(Acid flask),炽火胶(Alchemist’s fire),解毒剂(Antidote)(1级),抗生素(Antiplague)(1级),次级生命灵药(Minor elixir of life),猎豹灵药(Cheetah’s elixir),绊足包(Tanglefoot bag),发烟棒(Smokestick)。

精研共鸣(Studied Resonance)
知识代替人格成为了供你激活与炼金及魔法相关的物质和装置的燃料。你的共鸣点(Resonance Points)上限等于你的角色等级加你的智力调整值(取代魅力调整值)。

炼金术士专长(Alchemist Feats)
在1级以及之后每个偶数等级,你获得一个炼金术士职业专长。炼金术士职业专长的描述从48页开始。

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。技能专长列举于第五章并具有技能特征。你必须在技能上拥有受训或更高的熟练才能选择对应的技能专长。

赋能炸弹(Empower Bombs) 3级
每当你制作具有炸弹(Bomb)和灌注(Infused)特征的炼金物品——本条目此后将其称为炸弹(Bomb)——你可以为其赋能。你只能为一级炸弹赋能,提升它的等级并令它造成更多伤害。这也会提升任何由炸弹造成的持续伤害(Persistent damage),但不会影响溅射伤害(Splash damage)。
引用
•3级时,你能够创造三级炸弹,该炸弹造成双倍于条目中所列出的炸弹基础伤害。举例而言,如果你创造一瓶已赋能的三级炽火胶(Alchemist’s Fire)(参阅360页),它将在命中时造成2d6火焰伤害,2持续火焰伤害,以及1溅射伤害。

•7级时,你能够创造七级炸弹,该炸弹造成三倍基础伤害。

•11级时,你能够创造十一级炸弹,该炸弹造成四倍基础伤害。

•15级时,你能够创造十五级炸弹,该炸弹造成五倍基础伤害,并且使用你的赋能炸弹做出攻击时的攻击骰获得+1物品加值。

•19级时,你能够创造十九级炸弹,该炸弹造成六倍基础伤害,并且使用你的赋能炸弹作出攻击时的攻击骰获得+2物品加值。

通用专长(General Feats) 3级
在3级以及之后的每4级,你获得一个通用专长。通用专长在第5章中列出。

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。你能够运用这一提升将一个未受训的技能提升至受训,或是在一个已经受训的技能上成为专家。
如果你至少达到7级,你能够运用这一提升在一个你已经是专家的标志技能上成为大师。如果你至少达到15级,你能够运用这一提升在一个你已经是大师的标志技能上成为传奇。

突变药剂工艺(Mutagen Crafting) 5级
你掌握了突变药剂的秘密。每当你获得一个新等级并将新的公式添加到你的公式簿时,你可以选中具有突变药剂(Mutagen)特征的罕见(Uncommon)炼金物品公式。

属性提升(Ability Boosts) 5级
在5级以及之后每5级,你在四项不同的属性值上得到提升。你可以使用这一提升使得你的属性值超过18。提升一个已经达到或超过18的属性值只会令其增加1点,而在提升时低于18的属性值则会增加2点。

族裔专长(Ancestry Feats) 5级
在你最初获得的族裔专长之外,你还在5级以及之后每4级获得一个族裔专长。可用的族裔专长列表位于第2章内你的族裔条目中。

扩充共鸣(Expanded Resonance) 9级
你获得等于你等级一半的奖励共鸣点(Resonance Point)。你只能将这些共鸣点用于使用快速炼金(Quick Alchemy)动作。

双份灵药(Double Elixir) 13级
每当使用快速炼金(Quick Alchemy)动作时,取代原本花费1共鸣点(Resonance Point)创造一件单独的物品,你可以花费2共鸣点去制造至多两件该动作描述中的炼金物品。这些物品不需要是相同的。


轻灵炼金(Alchemical Alacrity) 17级
每当使用快速炼金(Quick Alchemy)动作时,你能够花费3点共鸣点(Resonance Point)去制造至多三件该动作描述中的炼金物品(每件花费1共鸣点)。这些物品不需要是相同的。

剧透 -  原文,职业特性:
CLASS FEATURES
You gain these abilities as an alchemist. Abilities gained at higher levels list the requisite levels next to the features’ names.

Advanced Alchemy
You gain the Alchemical Crafting feat (see page 162), even if you don’t meet that feat’s prerequisites, and you gain the four additional common 1st-level alchemical formulas that feat grants. The list of alchemical items begins on page 360. You can use this feat to create common alchemical items as long as you have their formulas in your formula book, though their power is fleeting. You can create these items in two different ways, as described below. An alchemical item you create this way has the infused trait. First, during your daily preparations (described on page 332), you can create items for which you have the formulas. Creating items in this way requires spending 1 Resonance Point to create a batch of alchemical items of that type with the infused trait. You select how many items are in the batch, up to half the normal maximum batch size (half a typical batch is two items, but see the Crafting Trained Activities section on page for more information). You don’t need to attempt a Crafting check to do this, and you ignore the number of days typically required to create the items and any requirements of alchemical reagents. You can’t overspend Resonance Points to create infused items in this way during your daily preparations.
Second, you can create alchemical items with the Quick Alchemy action, described below.

[[A]]QUICK ALCHEMY
Alchemist
Cost 1 Resonance Point
Requirements You must have alchemist’s tools (see page 184), the formula of the alchemical item you’re creating, and a free hand.
You create a single common alchemical item that is of your level or lower 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. After this period, the item becomes inert and grants no effects. If you overspend Resonance Points to use this ability and fail the flat check (see page 292), you can’t use the Quick Alchemy action again until the next time you undertake your daily preparations.

Formula Book
You start with a standard formula book worth 10 sp or less (as detailed on page 186) for free. The formula book contains formulas for your choice of 4 common 1st-level alchemical items. The list of alchemical items begins on page 360.
Each time you gain a new level, you can add formulas for two alchemical items to your formula book. These can be of any level of item you can create. You learn these formulas automatically, but it’s also possible to find or buy other formulas, or to invent them with the Inventor feat (see page 167).

SAMPLE FORMULA BOOK
You can choose whichever 1st-level common alchemical items you like for your formula book, but this list covers a good selection of starter formulas.
Alchemical Item Formulas: Acid flask, alchemist’s fire, antidote (level 1), antiplague (level 1) minor elixir of life, cheetah’s elixir, tanglefoot bag, smokestick.

Studied Resonance
Knowledge, rather than personality, fuels your interactions with alchemical and magical substances and devices. Your maximum number of Resonance Points is equal to your character level plus your Intelligence modifier (instead of your Charisma modifier).

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 48.

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.

Empower Bombs 3rd
When you craft an alchemical item with the bomb and infused traits—hereafter referred to in this entry as a bomb—you can empower it. You can empower only a 1st-level bomb, increasing its level and causing it to deal more damage. This also increases any persistent damage dealt by the bomb, but not its splash damage.
• At 3rd level, you can create 3rd-level bombs that deal double the bomb’s base damage as presented in its entry. For instance, if you created a flask of 3rd-level empowered alchemist’s fire (see page 360), it would deal 2d6 fire damage, 2 persistent fire damage, and 1 splash damage on a hit.
• At 7th level, you can create 7th-level bombs that deal three times the base damage.
• At 11th level, you can create 11th-level bombs dealing four times the base damage.
• At 15th level, you can create 15th-level bombs that deal five times the base damage, and attack rolls with your empowered bombs gain a +1 item bonus.
• At 19th level, you can create 19th-level bombs that deal six times the base damage, and attack rolls with your empowered bombs gain a +2 item bonus.

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 to either become trained in one skill you’re untrained in or become an expert in one skill in which you’re already trained.
If you are at least 7th level, you can use this increase to become a master in a signature skill in which you’re already an expert. If you are at least 15th level, you can use this increase to become legendary in a signature skill in which you’re already a master.

Mutagen Crafting 5th
You learn the secret of mutagens. When you gain a new level and add new formulas to your book, you can select formulas for uncommon alchemical items with the mutagen trait.

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 open to you can be found in your ancestry’s entry in Chapter 2.

Expanded Resonance 9th
You gain a number of bonus Resonance Points equal to half your level. You can use these bonus Resonance Points only when using the Quick Alchemy action.

Double Elixir 13th
When using the Quick Alchemy action, instead of spending 1 Resonance Point to create a single item, you can spend up to 2 Resonance Points to make up to two alchemical items as described in that action. These items need not be the same.

Alchemical Alacrity 17th
When using the Quick Alchemy action, you can spend up to 3 Resonance Points to make up to three alchemical items as described in that action (1 per Resonance Point spent). These items need not be the same.

引述: 关键术语
你会在许多炼金术士能力中看到如下关键术语。
添加剂(Additive):允许你花费动作向炸弹(Bomb)或灵药(Elixir)中添加特殊物质的专长具有添加剂特征。单独一件炼金物品只能添加一种添加剂,尝试添加另一种会毁坏物品。你一般只有在创造灌注(Infused)炼金物品时才能采取具有添加剂特征的动作,而某些该类动作只能与快速炼金(Quick Alchemy)动作一起使用。
灌注(Infused):拥有灌注特征的炼金物品不消耗制造者的共鸣点就能激活(使用操纵激活(Operate Activation)动作或其它相关动作),但他人要想激活就必须正常消耗共鸣点。一个灌注物品保持效力只有24小时,之后会失效。

剧透 -  原文,关键术语:
KEY TERMS
You’ll see the following key terms in many alchemist abilities.
Additive: Feats that allow you to spend actions to add special substances into bombs or elixirs have the additive trait. You can add only one additive to a single alchemical item, and attempting to add another spoils the item. You can typically take 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.
Infused: An alchemical item with the infused trait doesn’t cost its crafter any Resonance Points to activate (whether using Operate Activation or any other relevant action), though anyone else must spend Resonance Points to activate it normally. An infused item is potent for only 24 hours, after which it becomes inert.

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
Awakened Intellect智慧觉醒14
Calculated Splash溅射演算4
Combine Elixirs结合灵药8
Craft Philosopher’s Stone制作贤者之石20
Debilitating Bomb衰弱炸弹6
Delayed Bomb定时炸弹6
Double Mutagen双重突变药剂14
Efficient Alchemy高效炼金术4
Enduring Alchemy长效炼金术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
Fast Onset迅速生效6
Feral Mutagen野性突变药剂8
Genius Mutagen天才突变药剂16
Glib Mutagen巧舌突变药剂14
Greater Debilitating Bomb高等衰弱炸弹10
Improbable Elixirs非凡灵药18
Invincible Mutagen无敌突变药剂12
Laboratory Safety实验安全措施12
Mindblank Mutagen心防突变药剂18
Miracle Worker奇迹缔造者18
Perfect Debilitation完全衰弱18
Perfect Medicine无瑕药方16
Perfect Mutagen完美突变药剂20
Persistent Mutagen持久突变药剂16
Poison Antidote毒物解药6
Poison Panacea万能解药20
Poison Resistance毒素抗力4
Poison Touch毒素之触12
Potent Poisoner致命投毒者10
Powerful Alchemy强效炼金术8
Precise Bombs精准炸弹6
Quick Bomber快速投弹手1
Revivifying Mutagen再生突变药剂10
Smoke Bomb烟雾炸弹1
Stalker Mutagen潜伏突变药剂10
Sticky Bombs黏着炸弹10
Strong Medicine奇异药方8
Tricky Tinker狡诈修补匠8
True Debilitating Bomb真实衰弱炸弹14
Uncanny Bombs惊异炸弹12
Universal Empowerment通用赋能20

炼金术士专长(Alchemist Feats)
在你获得炼金术士专长的每个等级,你都能从下列专长中选择一个。在选择专长时,你必须满足选取专长的任何先决条件

等级1

炼金魔宠(ALCHEMICAL FAMILIAR) 专长1级

炼金术士

你凭借炼金术创造了生命,尽管那只是一只由炼金物质和你的一部分血液构成的简单生物。炼金魔宠会在实验和冒险中协助你,就像其他魔宠那样(参阅287页的魔宠部分获取更多信息)。

炼金学究(ALCHEMICAL SAVANT) 专长1级

炼金术士

你能快速地辨识炼金物品。当你在奥法(Arcana)技能上受训,并尝试对你手中的炼金物品使用辨识魔法(Identify Magic)动作(参阅145页)时,你可以仅花费一个具有专注(Concentrate)和操纵(Manipulate)特征的单一动作而非1小时。如果你拥有你正要尝试辨识的物品的公式,你在检定上获得+2环境加值,并且将结果中的任何大失败视作失败。

远距投手(FAR LOBBER) 专长1级

炼金术士

你掌握了提升投掷距离的技术。当你投掷炼金炸弹时,取代原本的20尺射程增量,它将会具有30尺的射程增量。

快速投弹手(QUICK BOMBER) 专长1级

炼金术士

你将炸弹放到触手可及的弹药袋里,还学会了如何不假思索地拿出它们。当你使用交互(Interact)动作(参阅307页)拿出一件具有炸弹(Bomb)特征的炼金物品时,作为代替,你可以拿出两个炸弹。在你使用快速炼金(Quick Alchemy)去创造炸弹时,你也可以作为快速炼金动作的一部分拿出另一个炸弹。

[[F]]烟雾炸弹(SMOKE BOMB) 专长1级

添加剂 炼金术士

频率 每轮一次
触发条件 你使用快速炼金(Quick Alchemy)动作制作了一个炼金炸弹
你使得炸弹能够在通常效果外额外创造一片浓烟。在投掷时,这枚炸弹将创造一片半径10尺爆发的烟雾。你选择目标方格(或炸弹落点方格)的一角,浓烟从此处爆发。区域内的生物视作隐蔽(Concealed)(参阅302页)。这阵烟雾持续一分钟或直至被强风(Strong wind)吹散。

等级4

溅射演算(CALCULATED SPLASH) 专长4级

炼金术士

你能够计算出令炸弹造成极限溅射伤害的准确角度。当你投掷一个具有炸弹和溅射特征的三级或更高级的炼金物品时,你可以选择取代原本的溅射伤害量,而让这枚炸弹的溅射效果造成的额外伤害变为等同于你的智力调整值(至少为0)。

高效炼金术(EFFICIENT ALCHEMY) 专长4级

炼金术士

你花费大量时间进行研究和实验,终于知晓了如何在不额外费心的情况下拓展公式令其制造出更大的批量。当你花费休整期去制作(Craft)炼金物品时,你能够在单一批次中生产双倍数量的炼金物品,而不需要花费额外的准备时间。举例而言,如果你正在制作生命灵药(Elixirs of life),你就能够使用休整期在单一批次中制作至多份灵药,而不是原本的份。这并不会减少制作每个物品必需的炼金试剂或其他所需材料的数量,也不会将你的每日制作效率提升至基础休整期花费之上。这也不会改变你使用高等炼金术(Advanced Alchemy)创造的批次中包含的物品数量。

更新1.1(8/27/2018):48页——在炼金术士的高效炼金术(Efficient Alchemy)专长中,在第三句里,将“四(four)”改为“八(eight)”,将“二(two)”改为“四(four)”。

长效炼金术(ENDURING ALCHEMY) 专长4级

炼金术士

当你使用快速炼金(Quick Alchemy)创造一件炼金工具(Alchemical tool)或灵药(Elixir)时,你可以使得这份工具或灵药在你下个回合结束之前保持效力,而不是在你下个回合开始时失效。

毒素抗力(POISON RESISTANCE) 专长4级

炼金术士

你获得等于你等级一半的毒素抗力,并在对抗毒素的豁免骰上获得+1状态加值。

等级6

[[F]]衰弱炸弹(DEBILITATING BOMB) 专长6级

添加剂 炼金术士

频率 每轮一次
触发条件 你使用快速炼金(Quick Alchemy)动作制作了一个具有灵药(Elixir)特征的炼金物品你使用快速炼金动作制作了一枚炼金炸弹
你将能够造成下述状态之一的物质混入了炸弹中:目眩(Dazzled),耳聋(Deafened),措手不及(Flat-footed)或束缚(Hampered)5。如果这枚炸弹的攻击命中了,那么目标必须成功通过一次强韧豁免,否则直到你的下一轮开始为止都要承受你所选的状态。使用你的职业DC作为这个豁免的DC(即使是其他人扔出了这枚炸弹)。

更新1.1(8/27/2018):49页——在炼金术士的衰弱炸弹(Debilitating Bomb)专长中,将触发条件改为“你使用快速炼金动作制作了一枚炼金炸弹(You craft an alchemical bomb using the Quick Alchemy action)。”在野性突变药剂(Feral Mutagen)中,描述部分里,将所有的“野性突变药剂(feral mutagen)”替换为“野蛮突变药剂(bestial mutagen)”。

定时炸弹(DELAYED BOMB) 专长6级

炼金术士

在使用快速炼金(Quick Alchemy)制作具有炸弹(Bomb)特征的炼金物品时,你可以设定这枚炸弹在特定的时间后自动爆炸。你可以延时引爆的轮数至多等于你的等级,你需要在你制作炸弹时就决定引爆时间。当这枚定时炸弹爆炸时,它对身处自己所在方格内的一名生物造成伤害,如同这名生物被这枚炸弹的攻击命中一般(如果有多个生物处于方格内,那么随机决定炸弹的目标)。它也会造成溅射伤害(如果有),如同你已将炸弹投中目标。不像其他用快速炼金动作制作的物品,定时炸弹直到爆炸或被你无效化之前都会保持效力。你可以使用交互(Interact)动作使一枚你制作的定时炸弹无效化。其他角色尝试解除装置(Disable a Device)以无效化这枚炸弹时,使用你的职业DC对抗贼活(Thievery)检定。

迅速生效(FAST ONSET) 专长6级

炼金术士

当你饮用一件具有灵药(Elixir)和灌注(Infused)特征且生效时间(Onset time)为1分钟的炼金物品时,作为代替,将它的生效时间视作你下一回合结束。当你饮用一件生效时间通常为你下一回合结束的灌注灵药时,作为代替,它变得没有生效时间并且会立即产生效果。

毒物解药(POISON ANTIDOTE) 专长6级

炼金术士

先决条件 毒素抗力(Poison Resistance)
你能够使用快速炼金(Quick Alchemy)创造针对你已经辨识出来的某一特定毒素(Poison)或毒液(Venom)的特殊解毒剂。当以一个操作激活(Operate Activation)动作饮用或注射时,这个特殊解毒剂会使用等于你等级向上取整的一半的反制等级(Counteract level)来尝试反制(Counteract)对应的毒素或毒液。如果你为自己使用这个特殊解毒剂,并且你拥有正在影响你的对应毒素或毒液的公式(Formula),这个特殊解毒剂的反制等级会提升1。更多关于反制毒素的信息,参阅319页。

精准炸弹(PERCISE BOMBS) 专长6级

炼金术士

在投掷一枚具有溅射(Splash)特征的炼金炸弹时,它的溅射伤害将不会影响你的盟友。你必须能够感知到盟友的位置才能将盟友从炸弹溅射伤害的对象中排除。

等级8

[[F]]结合灵药(COMBINE ELIXIRS) 专长8级

添加剂 炼金术士

频率 每轮一次
触发条件 你使用快速炼金(Quick Alchemy)动作制作了一件具有灵药(Elixir)特征的炼金物品
你发现了将两种灵药合而为一以便快速使用的方法。你可以花费3共鸣点而非1共鸣点来将第二种灵药添加到你正在制作的灵药中。当这份结合灵药被消耗时,两种灵药成分会同时生效。例如,你可以将两种相同的生命灵药(Elixir of life)结合,创造出能够治疗两倍数额的结合生命灵药。如果除你之外的生物饮用了结合灵药,它必须花费2共鸣点而不是1共鸣点来获得灵药的效果。

野性突变药剂(FERAL MUTAGEN) 专长8级

炼金术士

你的野性突变药剂野蛮突变药剂能真正引出潜伏在你内心的野兽。每当你受到一份野性突变药剂野蛮突变药剂的影响时,你在威吓(Intimidation)检定上获得突变药剂的物品加值。你也获得两个新的未武装攻击(Unarmed Strike):爪抓(Claws)及啮咬(Jaws)。你的爪抓和啮咬都具有轻便(Agile)武器特性。你的爪抓造成等同于1d6加你的力量调整值的挥砍伤害(加上你从突变药剂中获得的额外骰子),而你的啮咬造成等同于1d8加你的力量调整值的穿刺伤害(加上你从突变药剂中获得的额外骰子。)

更新1.1(8/27/2018):49页——在炼金术士的衰弱炸弹(Debilitating Bomb)专长中,将触发条件改为“你使用快速炼金动作制作了一枚炼金炸弹(You craft an alchemical bomb using the Quick Alchemy action)。”在野性突变药剂(Feral Mutagen)中,描述部分里,将所有的“野性突变药剂(feral mutagen)”替换为“野蛮突变药剂(bestial mutagen)”。

强效炼金术(POWERFUL ALCHEMY) 专长8级

炼金术士

当你使用快速炼金(Quick Alchemy)创造一件允许豁免的灌注(Infused)炼金物品时,你能将它的DC改为你的职业DC。

奇异药方(STRONG MEDICINE) 专长8级

炼金术士

当你使用快速炼金(Quick Alchemy)创造任意类型的生命灵药(Elixir of life)时,饮用这份灵药的角色同时获得治疗效果以及灵药给予的任何对抗毒剂(Toxins)的效果,即使饮用者在消费灵药时HP并没有全满。

狡诈修补匠(TRICKY TINKER) 专长8级

炼金术士

欺骗(Deception)和贼活(Thievery)成为你的标志技能。当你解除装置(Disable Device)时,你能够使用炼金工具(Alchemist’s tools)或维修工具包(Repair kit)代替盗贼工具(Thieves’ tools)(参阅184和187页)。

等级10

溅射扩展(EXPANDED SPLASH) 专长10级

炼金术士

先决条件 溅射演算(Calculated Splash)
当你投掷一枚你已创造出来的具有溅射(Splash)特征的炼金炸弹时,这个溅射伤害会增加至2加你的智力调整值,并且会伤害目标点10尺范围内的所有生物。

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

炼金术士

先决条件 衰弱炸弹(Debilitating Bomb)
当你以自由动作使用衰弱炸弹时,将下述状态添加到可选列表中:衰弱(Enfeebled)1,束缚(Hampered)10,迟钝(Sluggish)1,或呆滞(Stupefied)1

致命投毒者(POTENT POISONER) 专长10级

炼金术士

先决条件 强效炼金术(Powerful Alchemy)
当你以任何方式制作一件具有毒素(Poison)特征的炼金物品时,它的DC增加2,至多等于你的职业DC。

再生突变药剂(REVIVIFYING MUTAGEN) 专长10级

炼金术士

当处于突变药剂的影响之下时,你能够代谢突变药剂的力量从而治愈自己。进行一个具有专注(Concentrate)和操纵(Manipulate)特征的动作。一旦动作完成,突变药剂每拥有2物品等级,你就恢复1d6的HP(Hip Point),但突变药剂的持续时间会立即结束,即使你处于持久突变药剂(Persistent Mutagen)的影响下也是如此。

潜伏突变药剂(STALKER MUTAGEN) 专长10级

炼金术士

隐匿(Stealth)成为你的标志技能。当你处于水银突变药剂(Quicksilver Mutagen)(参阅367页)的影响下时,你在潜行(Sneak)时能够移动的距离提升至你的速度。

[[F]]黏着炸弹(STICKY BOMB) 专长10级

添加剂 炼金术士

频率 每轮一次
触发条件 你使用快速炼金(Quick Alchemy)动作制作一份炼金灵药(Elixir)你使用快速炼金动作制作了一枚炼金炸弹
你混入的添加剂使得炸弹的内容物附着于目标身上并持续地造成伤害。一名被你的黏着炸弹直接命中的生物也会受到与炸弹溅射伤害相同类型和数值的持续伤害(Persistent damage)。

更新1.1(8/27/2018):50页——在黏着炸弹(Sticky Bomb)专长中,触发条件改为“你使用快速炼金动作制作了一枚炼金炸弹(You craft an alchemical bomb using the Quick Alchemy action)。”

等级12

延时灵药(EXTEND ELIXIR) 专长12级

炼金术士

当你饮用一份由你制作的具有灌注特征且持续时间为1分钟或更长的灵药(Elixir)时,这份灵药的持续时间翻倍。

无敌突变药剂(INVINCIBLE MUTAGEN) 专长12级

炼金术士

当你处于主宰突变药剂(Juggernaut mutagen)(参阅365页)的影响下时,你获得等同于突变药剂物品加值的所有物理伤害抗力(Resistance)。

实验安全措施(LABORATORY SAFETY) 专长12级

炼金术士

先决条件 在强韧或反射豁免上成为专家
频发的实验事故给予你充分的应对实验室危险的经验。你在强韧或反射豁免上获得大师熟练等级(你必须在获得这个专长时选择哪一个豁免受到影响,并且你之后不能改变这个选项)。当你在所选豁免上取得成功时,你可以将结果视为大成功。你必须在所选豁免上拥有至少专家熟练等级才能从这个专长中获益。

[[A]]毒素之触(POISON TOUCH) 专长12级

先决条件 致命投毒者(Potent Poisoner)
你可以花费1共鸣点将一剂等级不高于你的接触型(Contact)或伤口型(Injury)毒素涂抹到你的手上。涂抹这份毒素不会让你中毒,不过你可以在之后用你的双手或拳头进行一次近战接触攻击好让你的目标中毒。一旦成功,这份毒素会应用于目标。如果失败,这份毒素将被浪费掉。如果你没有在1小时内使用这份毒素,你的身体会无害地吸收掉毒素,而毒素将被浪费掉。

惊异炸弹(UNCANNY BOMBS) 专长12级

炼金术士

先决条件 远距投手(Far Lobber),精准炸弹(Precise Bombs)
当你投掷一枚具有炸弹(Bomb)特征的炼金物品时,它的射程提升至60尺,你不会因遮挡(Screening)而承受减值,你在针对隐蔽(Concealed)角色的纯骰检定上自动成功。

等级14

智慧觉醒(AWAKENED INTELLECT) 专长14级

炼金术士

自然(Nature)和宗教(Religion)成为你的标志技能,当你运用自然和宗教来回想知识(Recall Knowledge)时,你获得+2环境加值。

双重突变药剂(DOUBLE MUTAGEN) 专长14级

炼金术士

如果你在饮用另一瓶突变药剂时已经处于由你运用突变药剂工艺(Mutagen crafting)职业特性创造的突变药剂影响之下,你会立即同时获得两种突变药剂的好处和缺陷(Drawbacks),尽管事实上它们都有着变形(Polymorph)特征。
如果你以这个方式从两种突变药剂中获益时候受到了更多突变药剂的影响,你会失去你所选择的前两种突变药剂之一带来的好处,但你仍然承受所有突变药剂的缺陷。如果你处在多种突变药剂的影响下时又被并非突变药剂的变形效果所影响,你会失去突变药剂的好处但仍然承受所有的缺陷。

巧舌突变药剂(GLIB MUTAGEN) 专长14级

炼金术士

在处于辩才突变药剂(Silvertongue mutagen)(参阅368页)的影响下时,你忽略在欺骗(Deception),交涉(Diplomacy),威吓(Intimidation)和表演(Performance)上的环境减值,而你的词句超越了语言的障碍,在你的听众耳中,你即是在说他们自己的语言(或许你其实并不能说那种语言,这个能力不能让你理解额外的语言)。

真实衰弱炸弹(TURE DEBILITATING BOMB) 专长14级

炼金术士

先决条件 高等衰弱炸弹(Greater Debilitating Bomb)
当你以自由动作使用衰弱炸弹(Debilitating Bomb)时,将下列状态添加到可选列表中:衰弱(Enfeebled)2,束缚(Hampered)15,或呆滞(Stupefied)2。如果你不将上述列表中的任意状态适用于衰弱炸弹,那么目标只有在豁免取得大成功时才能避免陷入状态之中。

等级16

永恒灵药(ETERNAL ELIXIR) 专长16级

炼金术士

先决条件 延时灵药(Extend Elixir)
当你饮用一份具有灵药(Elixir)和灌注(Infused)特征且持续时间不小于1分钟的炼金物品时,你可以让灵药的持续时间变为永久。你只有在灵药的等级不高于你等级的一半时才能这样做。如果你在之后消耗了一份不同的灵药并令其永久持续,先前永久持续的灵药效果会直接消失。

[[F]] 剥离炸弹(EXPLOITIVE BOMB) 专长16级

炼金术士

频率 每轮一次
触发条件 你使用快速炼金(Quick Alchemy)动作制作了一枚炼金炸弹
你将能够削弱抗力的物质混入了炸弹中。这枚炸弹将符合它自身能量类型的抗力(Resistance)视作减少15。

天才突变药剂(GENIUS MUTAGEN) 专长16级

炼金术士

当你处于认知突变药剂(Cognitive mutagen)(参阅363页)的影响下时,你也会在欺骗(Deception),交涉(Diplomacy),威吓(Intimidation),医学(Medicine),自然(Nature),表演(Performance),宗教(Religion)和生存(Survival)检定上获得突变药剂的物品加值,你还能够与周围60尺内与你使用相同语言的生物通过心灵感应进行交流。这种交流一旦建立起来就是双向进行的,因此与你联结的生物也能够与你交流。

无瑕药方(PERFECT MEDICINE) 专长16级

炼金术士

当你使用快速炼金(Quick Alchemy)创造任何类型的生命灵药(Elixir of life)时,饮用这份灵药的生物不需要投骰决定灵药给予的HP(Hip Point)恢复额。它直接代之以获得最大的HP恢复额。

持久突变药剂(PERSISTENT MUTAGEN) 专长16级

炼金术士

先决条件 延时灵药(Extend Elixir)
每天一次,当你饮用一份你所制造的具有灌注(Infused)和突变药剂(Mutagen)特征的炼金物品时,取代正常的持续时间,你可以将它的效果保持到你下次进行每日准备为止。

等级18

非凡灵药(IMPROBABLE ELIXIRS) 专长18级

炼金术士

选择数量等同于你智力调整值(至少为1)且等级不高于10级的药剂(Potions)。你获得如同具有灵药(Elixir)特征的炼金物品一般制作(Crafting)这些药剂的公式(Formula)。当制作这些炼金灵药时,你可以使用炼金试剂代替同等价值的魔法成分,你也能使用炼金工具(Alchemist tools)代替任何必须的工具包(Tool kits),而公式本身并不会改变。一旦你选择了这些药剂的公式,就不能更改它们。

心防突变药剂(MINDBLANK MUTAGEN) 专长18级

炼金术士

当你处于顽强突变药剂(Bullheaded mutagen)(参阅362页)的影响下时,你免疫不高于九级的侦测(Detection),揭示(Revelation)和探知(Scrying)效果。

奇迹缔造者(MIRACLE WORKER) 专长18级

炼金术士

你能够将一份真实生命灵药(True elixir of life)给予一名死亡不超过1分钟的生物。当你这么做时,这名生物立即恢复到1HP并且无需消耗任何共鸣点(Resonance Point)。

完全衰弱(PERFECT DEBILITATION) 专长18级

炼金术士

当你以自由动作使用衰弱炸弹(Debilitating Bomb)时,你的目标只有在豁免上取得大成功才能避免炸弹带来的状态。

等级20

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

炼金术士

你获得贤者之石(Philosopher’s stone)(参阅367页)的公式(Formula)并将它添加到你的公式簿(Formula book)中。

完美突变药剂(PERFECT MUTAGEN) 专长20级

炼金术士

当你处于你制作的突变药剂(Mutagen)影响下时,你不会承受它的缺陷(Drawback)。

[[A]]万能解药(POISON PANACEA) 专长20级

炼金术士

先决条件 毒物解药(Poison Antidote)
你引导一种万能解药流经你的身体直接摧毁体内的毒素。你以九级的反制等级(Counteract level)尝试反制(Counteract)影响你的最低等级的毒素(Poison)。

通用赋能(UNIVERSAL EMPOWERMENT) 专长20级

炼金术士

你与炼金术之间的联结是如此的强烈,以至于你能和任何人创造的炼金物品建立联系。每当你使用任何拥有炸弹(Bomb)特征的炼金物品时,它都会如同拥有灌注(Infused)特征且为你所创造一般回应你。每当你使用任何突变药剂(Mutagen)时,你也将它视为拥有灌注特征且与你同调(Attuned)。

剧透 -  原文,炼金术士专长:
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 selecting an alchemist feat.

1st Level

ALCHEMICAL FAMILIAR FEAT 1
Alchemist
You have created life via alchemy, though only a simple creature formed from alchemical materials and a bit of your own blood. This alchemical familiar assists you in your laboratory and adventuring, like any other familiar (see Familiars on page 287 for more information).

ALCHEMICAL SAVANT FEAT 1
Alchemist
You can identify alchemical items quickly. When trained in the Arcana skill and attempting to use its Identify Magic action (see page 145) on an alchemical item you hold, you can do so as a single action with the concentrate and manipulate traits instead of taking an hour. If you have the formula for the item you are attempting to identify, you gain a +2 circumstance bonus to your check and treat any critical failures as failures instead.

FAR LOBBER FEAT 1
Alchemist
You’ve learned techniques to improve your distance throwing. When you throw an alchemical bomb, it has a range increment of 30 feet instead of the usual 20 feet.

QUICK BOMBER FEAT 1
Alchemist
You place your bombs in easy-to-reach pouches and learn how to draw them almost without thinking. When you use the Interact action (see page 307) to draw an alchemical item with the bomb trait, you can draw two bombs instead. When using Quick Alchemy to create a bomb, you can also draw one other bomb as part of the Quick Alchemy action.

[[F]]SMOKE BOMB FEAT 1
Additive Alchemist
Frequency once per round
Trigger You craft an alchemical bomb using the Quick Alchemy action.
You cause the bomb to create a cloud of thick smoke in addition to its normal effects. When thrown, it creates a cloud of smoke in a 10-foot-radius burst. You choose which corner of target’s space (or the space in which the bomb lands) the cloud is centered on. All creatures within that area are concealed (see page 302). The smoke lasts for 1 minute or until dissipated with a strong wind.

4th Level

CALCULATED SPLASH FEAT 4
Alchemist
You can calculate the angle that maximizes the damage of a bomb’s splash. When you throw an alchemical item of 3rd level or higher with the bomb and splash traits, you can choose for the bomb’s splash damage to deal extra damage equal to your Intelligence modifier (minimum 0) instead of the normal amount.

EFFICIENT ALCHEMY FEAT 4
Alchemist
Because of the great amount of time you’ve spent studying and experimenting, you know how to scale up your formulas to larger batches without giving them any additional attention. When spending downtime to Craft alchemical items, you can produce twice the number of alchemical items in a single batch without needing to spend additional preparatory time. For instance, if you are crafting elixirs of life, you can craft up to four elixirs in a single batch using downtime, rather than two. This does not reduce the amount of required alchemical reagents 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 with advanced alchemy.

ENDURING ALCHEMY FEAT 4
Alchemist
When using Quick Alchemy to create an alchemical tool or elixir, you can enable that tool or elixir to remain potent until the end of your next turn, instead of losing its potency at the start of your next turn.

POISON RESISTANCE FEAT 4
Alchemist
You gain poison resistance equal to half your level, and a +1 conditional bonus to saving throws against poisons.

6th Level

[[F]]DEBILITATING BOMB FEAT 6
Additive Alchemist
Frequency once per round
Trigger You craft an alchemical item that has the elixir trait using the Quick Alchemy action.
You mix a substance into the bomb that can cause one of the following conditions: dazzled, deafened, flat-footed, or hampered 5. If the attack with that bomb hits, the target must succeed at a Fortitude saving throw or gain that condition until the start of your next turn. Use your class DC for this saving throw (even if someone else throws the bomb).

DELAYED BOMB FEAT 6
Alchemist
When using Quick Alchemy to craft an alchemical item with the bomb trait, you can build it to explode automatically after a certain amount of time. This delay can be any number of rounds up to your level, chosen when you craft the bomb. When this delayed bomb explodes, it deals damage to a creature within its square as if that creature had been hit by an attack with the bomb (if there are multiple creatures in the square, choose the target randomly). It also deals its splash damage (if any) as if you had thrown the bomb at the target. Unlike other items crafted with the Quick Alchemy action, the delayed bomb remains potent until it explodes or you defuse it. You can use the Interact action with a delayed bomb you made in order to defuse it. Other creatures can try to Disable a Device to defuse the bomb, using your class DC for the Thievery check.

FAST ONSET FEAT 6
Alchemist
When you drink one of your alchemical item that has the elixir and infused traits and an onset time of 1 minute, treat the item’s onset as the end of your next turn instead. When you drink one of your infused elixirs with an onset time that’s normally the end of your next turn, the elixir instead has no onset time and takes effect immediately.

POISON ANTIDOTE FEAT 6
Alchemist
Prerequisites Poison Resistance
You can use Quick Alchemy to create a specific antidote to any single specific poison or venom you have identified. When imbibed or injected as an Operate Activation action, this specific antidote attempts to counteract that poison or venom using a counteract level equal to half your level rounded up. If you use the specific antidote on yourself and you have the formula for the poison or venom affecting you, increase the counteract level of the specific antidote by 1. For more about counteracting poisons, see page 319.

PRECISE BOMBS FEAT 6
Alchemist
When throwing an alchemical bomb with the splash trait, the splash damage does not affect your allies. You must be able to perceive an ally to exclude that ally from your bomb’s splash damage.

8th Level

[[F]]COMBINE ELIXIRS FEAT 8
Additive Alchemist
Frequency once per round
Trigger You craft an alchemical item that has the elixir trait using the Quick Alchemy action.
You’ve discovered how to mix two elixirs into a single concoction for quicker consumption. You can spend 3 Resonance Points instead of 1 Resonance Point to add a second elixir to the one you’re crafting. When this combination elixir is consumed, both the constituent elixirs take effect. For example, you can combine two of the same elixirs to create a combined elixir of life that heals double the amount. If a creature other than you drinks a combined elixir, it must spend 2 Resonance Points to gain the effects instead of only 1 Resonance Point.

FERAL MUTAGEN FEAT 8
Alchemist
Your feral mutagen truly brings out the beast lurking within you. Whenever you’re affected by a feral mutagen, you gain the mutagen’s item bonus to your Intimidation checks. You also gain two new unarmed Strikes: one with your claws and one with your jaws. Your claws and jaws both have the agile weapon trait. Your claws deal slashing damage equal to 1d6 plus your Strength modifier (plus the extra dice from your mutagen), while your jaws deal piercing damage equal to 1d8 plus your Strength modifier (plus the extra dice from your mutagen).

POWERFUL ALCHEMY FEAT 8
Alchemist
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.

STRONG MEDICINE FEAT 8
Alchemist
When you use Quick Alchemy to create any type of elixir of life, the creature drinking the elixir gains both its healing effect and any effect the elixir grants against toxins, even if the drinker was not at full Hit Points when consuming the elixir.

TRICKY TINKER FEAT 8
Alchemist
Deception and Thievery become signature skills for you. When you Disable Device, you can use alchemist’s tools or a repair kit instead of thieves’ tools (see pages 184 and 187).

10th Level

EXPANDED SPLASH FEAT 10
Alchemist
Prerequisites Calculated Splash
When you throw an alchemical bomb with the splash trait that you have created, the splash damage is increased to 2 plus your Intelligence modifier, and it damages every creature within 10 feet of the target.

GREATER DEBILITATING BOMB FEAT 10
Alchemist
Prerequisites Debilitating Bomb
When you use the Debilitating Bomb free action, add the following conditions to the list you can choose from: enfeebled 1, hampered 10, sluggish 1, or stupefied 1.

POTENT POISONER FEAT 10
Alchemist
Prerequisites Powerful Alchemy
When you craft an alchemical item with the poison trait using any means, the DC is increased by 2, to a maximum of your class DC.

REVIVIFYING MUTAGEN FEAT 10
Alchemist
While under the effect of a mutagen, you can metabolize that mutagen’s power to heal yourself. This takes an action with the concentrate and manipulate trait. Once the action is complete, you regain 1d6 Hit Points for every 2 item levels of the mutagen, but the mutagen’s duration immediately ends, even if you are under the effect of Persistent Mutagen.

STALKER MUTAGEN FEAT 10
Alchemist
Stealth becomes a signature skill for you. When you are under the effects of a quicksilver mutagen (see page 367), you can move up to your Speed when you Sneak.

[[F]]STICKY BOMB FEAT 10
Additive Alchemist
Frequency once per round
Trigger You craft an alchemical elixir using the Quick Alchemy action.
You mix in an additive to make the 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.

12th Level

EXTEND ELIXIR FEAT 12
Alchemist
When you drink an elixir you created that has the infused traits and a duration of 1 minute or longer, the elixir’s duration is doubled.

INVINCIBLE MUTAGEN FEAT 12
Alchemist
Whenever you’re affected by a juggernaut mutagen (see page 365), you gain resistance to all physical damage equal to the mutagen’s item bonus.

LABORATORY SAFETY FEAT 12
Alchemist
Prerequisites expert in Fortitude or Reflex saves
Dozens of accidents have given you experience in avoiding the hazards of the laboratory. You gain the proficiency rank of master in either Fortitude or Reflex (you must choose which saving throw will be affected when you take this feat, and you cannot change this decision later). When you succeed at a saving throw of your chosen type, treat the outcome as a critical success. You must have a proficiency rank of at least expert in a saving throw for it to benefit from this feat.

[[A]]POISON TOUCH FEAT 12
Prerequisites Potent Poisoner
You can spend 1 Resonance Point to apply a dose of contact or injury potion of your level or lower to your hands. Applying the poison does not poison you, but after the poison is applied, you can make a melee touch attack with your hand or a fist attack to poison your target. On a success, the poison is applied to the target. On a failure, the poison is wasted. If you don’t use the poison before 1 hour after applying it, your body harmlessly absorbs the poison and it is wasted.

UNCANNY BOMBS FEAT 12
Alchemist
Prerequisites Far Lobber, Precise Bombs
When you throw an alchemical item with the bomb trait, its range increment increases to 60 feet, you take no penalty for screening (see page 314), and you automatically succeed at the flat check when targeting a concealed creature.

14th Level

AWAKENED INTELLECT FEAT 14
Alchemist
Nature and Religion become signature skills for you, and you gain a +2 circumstance bonus when using Nature or Religion to Recall Knowledge.

DOUBLE MUTAGEN FEAT 14
Alchemist
If you imbibe another mutagen while under the effects of a mutagen you created using the mutagen crafting class feature, you can gain the benefits and the drawbacks of both mutagens at once, despite the fact that they both have the polymorph trait.
If you come under the effects of any further mutagens while benefiting from two mutagens in this way, you lose the benefit of one of the former mutagens of your choice, while retaining the drawbacks of all mutagens. If you are under the effects of multiple mutagens and you come under the effect of a nonmutagen polymorph effect, you lose the benefits of the mutagens while retaining the drawbacks of both.

GLIB MUTAGEN FEAT 14
Alchemist
When affected by a silvertongue mutagen (see page 368), you ignore circumstance penalties to Deception, Diplomacy, Intimidation, and Performance checks, and your words transcend linguistic barriers such that those listening to you speak hear 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 understand any additional languages).

TRUE DEBILITATING BOMB FEAT 14
Alchemist
Prerequisites Greater Debilitating Bomb
When you use the Debilitating Bomb free action, add the following to the list of conditions you can choose from: enfeebled 2, hampered 15, or stupefied 2. If you instead apply one of the conditions listed in Debilitating Bomb, the target avoids the condition only if its save is a critical success.

16th Level

ETERNAL ELIXIR FEAT 16
Alchemist
Prerequisites Extend Elixir
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 permanent. 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 permanent, the effect of the previous permanent elixir ends.

[[F]]EXPLOITIVE BOMB FEAT 16
Alchemist
Frequency once per round
Trigger You craft an alchemical bomb using the Quick Alchemy action.
You mix a substance into the bomb to foil resistances. The bomb treats any resistance to its energy type as if it were 15 lower.

GENIUS MUTAGEN FEAT 16
Alchemist
When you’re affected by a cognitive mutagen (see page 363), you also gain the mutagen’s item bonus to Deception, Diplomacy, Intimidation, Medicine, Nature, Performance, Religion, and Survival checks, and you can communicate telepathically with all creatures within 60 feet who share a language with you. The communication is two-way once you establish it, so a creature you contact can also communicate with you.

PERFECT MEDICINE FEAT 16
Alchemist
When you use Quick Alchemy to create any type of elixir of life, the creature drinking the elixir does not need to roll the number of Hit Points regained by the elixir. It gains the maximum number of Hit Points possible instead.

PERSISTENT MUTAGEN FEAT 16
Alchemist
Prerequisites Extend Elixir
Once per day when you drink an alchemical item with the infused and mutagen trait 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
Select a number of potions (see page 378) equal to your Intelligence modifier (minimum 1) of 10th 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 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
When you’re affected by a bullheaded mutagen (see page 362), you gain immunity to detection, revelation, and scrying effects of 9th level or lower.

MIRACLE WORKER FEAT 18
Alchemist
You can administer a true elixir of life to a creature who has been dead for 1 minute or less. When you do, that creature is immediately returned to life with 1 Hit Point and no Resonance Points.

PERFECT DEBILITATION FEAT 18
Alchemist
When you use the Debilitating Bomb free action, your target avoids the condition the bomb imposes only if its saving throw is a critical success.

20th Level

CRAFT PHILOSOPHER’S STONE FEAT 20
Alchemist
You gain the formula for the philosopher’s stone (see page 367) and can add it to your formula book.

PERFECT MUTAGEN FEAT 20
Alchemist
When under the effect of a mutagen you crafted, you do not suffer its drawback.

[[A]]POISON PANACEA FEAT 20
Alchemist
Prerequisites Poison Antidote
You direct a potent panacea through your body to wipe out poison within you. You attempt to counteract the lowest-level poison affecting you, with a counteract level of 9.

UNIVERSAL EMPOWERMENT FEAT 20
Alchemist
Your connection to alchemy is so strong that you have a connection to all alchemical items, no matter who devised them. Whenever you use any alchemical item with the bomb trait, it responds to you as if it were infused and you were the one who created it. Whenever you use any mutagen, you also treat it as if it were infused and attuned to you.
« 上次编辑: 2018-09-02, 周日 22:36:43 由 炼金术士卡莉 »
不要在意这个很弱的家伙。

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Re: 【第三章】炼金术士(Alchemist)
« 回帖 #1 于: 2018-09-01, 周六 08:26:57 »
面包已经是很强的家伙了!
女王的杂技团
见识短浅的调查员手册作者
优化一塌糊涂的三流玩家
开团必炸团的垃圾GM
看不懂英文的翻译
——丞相

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Re: 【第三章】炼金术士(Alchemist)
« 回帖 #2 于: 2018-09-01, 周六 09:46:45 »
靤靤厉害啊 :em009

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

离线 孔雀草

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Re: 【第三章】炼金术士(Alchemist)
« 回帖 #3 于: 2018-09-01, 周六 20:32:22 »
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离线 蓝天

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Re: 【第三章】炼金术士(Alchemist)
« 回帖 #4 于: 2019-08-09, 周五 14:58:52 »
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