作者 主题: 自用自翻资源帖  (阅读 187586 次)

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« 回帖 #405 于: 2019-06-26, 周三 17:51:24 »
彈指成火(Snap Ignition)【種族】
出處 《沙之子民》(People of the Sands)第15頁
先決條件 火元素裔

你生來就是個縱火狂,沒有什麼比四處放火更能讓你感到快樂。你可以用整輪動作從指尖升起一小搓火焰,這搓火焰能如火柴般點燃易燃物。或者,你可以每輪用一個標準動作進行專注,來維持住燭火大小的火焰。
« 上次编辑: 2019-06-26, 周三 17:57:06 由 DieEnde »
小丑就做好小丑該做的事就行了。

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Re: 自用自翻资源帖
« 回帖 #406 于: 2019-07-17, 周三 19:32:02 »
矮人巨型尖刀(Giant-sticker, dwarven)|25gp|1d8|2d6|x3|-|12磅|穿刺或挥砍|长武,迎击
出自邊緣英雄pg. 8
类型:双手异种武器
武器组:长兵器
此厚重的刃矛是为了对付巨人而设计,有着足夠的長距離和吸收大量傷害的能力。
劇透 -   :
PFS Legal Giant-sticker, dwarven
Source Heroes from the Fringe pg. 8
Statistics
Cost 25 gp Weight 12 lbs.
Damage 1d8 (small), 2d6 (medium); Critical x3; Range —; Type P or S; Special brace, reach
Category Two-Handed; Proficiency Exotic
Weapon Groups Polearms
Description
This heavy bladed spear is specifically designed for use against giants, who have long reach and the ability to soak up large amounts of damage.

以下是白葯君的翻译,我只是搬过来
矮人链球 (Dorn-dergar, dwarven)   |  50gp   |  1d8   |  1d10   |  x2   |  -   |  15磅   |  钝击   |  长武,见下文
出自《冒险家的武器库2 pg. 8》,《格拉里昂的矮人 pg. 21》
类型:双手异种武器
这件异种武器由一条10尺长的铁索,和末端一枚大号拳头尺寸的坚实铁球组成。通过用一个移动动作放开和收紧他握住的铁链长度,使用者可以将链球在触及武器或是普通的非触及武器间来回切换。
劇透 -   :
PFS Legal Dorn-dergar, dwarven
Source Adventurer's Armory 2 pg. 8, Dwarves of Golarion pg. 21
Statistics
Cost 50 gp Weight 15 lbs.
Damage 1d8 (small), 1d10 (medium); Critical x2; Range —; Type B; Special reach, see text
Category Two-Handed; Proficiency Exotic
Description
This 10-foot-long chain is weighted at the end by a ball of solid iron the size of a large fist. By adjusting the slack of the chain, the weapon can be used either with or without reach. Changing between using it as a normal weapon and a reach weapon is a move action.
強烈譴責向施法怪物套幼年模版的流氓行為!
我永远喜欢神术四环施法者!

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Re: 自用自翻资源帖
« 回帖 #407 于: 2019-07-22, 周一 12:30:47 »
终结战斗(BOG):在对敌人造成伤害后,你对他的每次攻击会获得攻击加值+1的奖励,持续24小时。
我重译了……

终结战斗(Finish the Fight)
出自《格拉利昂的混種 pg. 11》
类型:种族
需求:半兽人——由兽人養育
你是長幼尊卑制度中的底層存在,当你要挑战這制度时,你的胜利必須是毋庸置疑。你在对抗你过去24小时里伤害过的敵人时,你的攻击獲得+1背景加值。
PFS规则:Only legal if your character is of the same ethnicity as the section with the trait
劇透 -  原文:
Finish the Fight
Source Bastards of Golarion pg. 11
Category Race
Requirement(s) Half-Orc - Orc-Raised
You’re at the bottom of the pecking order, so when you challenge that order, your victory must be absolute. You gain a +1 trait bonus on attack rolls against opponents you already injured in the past 24 hours.
« 上次编辑: 2019-07-22, 周一 12:39:11 由 杜恩.沃土.大地之子 »
強烈譴責向施法怪物套幼年模版的流氓行為!
我永远喜欢神术四环施法者!

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Re: 自用自翻资源帖
« 回帖 #408 于: 2019-07-22, 周一 22:56:58 »
安多安自由战士(Andoren Freedom Fighter)
出自《初探內海 pg. 4》
类型:地区
需求:安多安
你獻出了自己的一生去对抗壓迫、暴政和奴隸制度。你在对抗奴隸販子或任何違背个人意志去囚禁他人的生物时,你的攻击和伤害獲得+1背景加值。
劇透 -  原文:
Andoren Freedom Fighter
Source Inner Sea Primer pg. 4
Category Region
Requirement(s) Andoran
You’ve dedicated your life to fighting against oppression, tyranny, and slavery. You gain a +1 trait bonus on attack and damage rolls against slavers or any creature holding someone against their will.

又一个安多安自由斗士背景
強烈譴責向施法怪物套幼年模版的流氓行為!
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Re: 自用自翻资源帖
« 回帖 #409 于: 2019-07-25, 周四 08:28:57 »
【Wilderness Origins】

武器变形(Weapon Shift)
  你的近战武器融入你的动物型態之中。

先决条件:自然变身职业特性
专长效果:当你使用你的自然变身能力时,你擅長並持用中的任何近战武器融入你的新型態之中。选择当中的一把武器;当你處于你的新型態时,你的天生攻击造成的伤害类型等同此武器。你的天生攻击还獲得此武器的所有特性(例如卸武),双头和易碎特性除外;另外,当使用此专長给予的绊摔性特时,你在绊摔敵人的战技检定獲得+2加值,但你不能丢弃你的武器来避免被反摔。武器变型不会將武器的增强加值给予你的天生攻击,也不会给予你的天生攻击任何武器特殊附魔。
劇透 -  原文:
Weapon Shift
Source Wilderness Origins pg. 9
Your melee weapons meld into your animal form.

Prerequisites: Wild shape class feature.

Benefit: When you use your wild shape ability, any melee weapons you are wielding and proficient with meld into your new form. Select one of these weapons; while in your new form, your natural attacks deal the same damage type as that weapon. Your natural attacks also gain all of the weapon’s properties (such as disarm), other than the double weapon property and the fragile weapon property; moreover, when using this feat to grant the trip property to your natural attacks, you gain a +2 bonus on combat maneuver checks to trip an enemy, but you cannot drop your weapon to avoid being tripped due to a failed trip attempt. Weapon Shift does not apply a magic weapon’s enhancement bonus to your natural attacks, nor does it grant your natural attacks any of a weapon’s magical special abilities.

精通武器变形(Improved Weapon Shift)
  当你改变型態时,你的天生攻击不单只得到你的武器的物理特性,还得到它们的魔法能力。

先决条件:武器变形,BAB+6,自然变身职业特性
专长效果:当你使用武器变形专長一把近战武器的伤害类型和特性應用至你的天生攻击时,你的天生攻击还獲得此武器的特殊附魔,例如炽焰附魔。精通武器变形不会應用舞空附魔或任何限制在远程武器的附魔,而且它不会將武器的增强加值给予你的天生攻击。
劇透 -  原文:
Improved Weapon Shift
Source Wilderness Origins pg. 9
When you change forms, your natural attacks take on not just the physical properties of your weapons, but their magical abilities as well.

Prerequisites: Weapon Shift, base attack bonus +6, wild shape class feature.

Benefit: When you apply a melee weapon’s damage type and properties to your natural attacks using the Weapon Shift feat, your natural attacks also gain the weapon special abilities of the weapon, such as the flaming special ability. Improved Weapon Shift does not apply the dancing special ability or any special abilities limited to thrown or ranged weapons, and it does not apply the weapon’s enhancement bonuses to your attacks.

高等武器变形(Greater Weapon Shift)
  身處动物型态时,你的天生攻击如同你手持的武器一样致命。

先决条件:精通武器变形,武器变形,BAB+8,自然变身职业特性
专长效果:当你使用武器变形专長一把近战武器的伤害类型和特性應用至你的天生攻击时,你的天生攻击还獲得此武器的增强加值(若有的话)。
劇透 -  原文:
Greater Weapon Shift
Source Wilderness Origins pg. 9
In animal form, your natural attacks are as deadly as the weapons you were holding.

Prerequisites: Improved Weapon Shift, Weapon Shift, base attack bonus +8, wild shape class feature.

Benefit: When you apply a melee weapon’s damage type and properties to your natural attacks using the Weapon Shift feat, your natural attacks also gain an enhancement bonus on attack and damage rolls equal to the enhancement bonus (if any) of the weapon.

PFS修正:用武器变形专長不能给天生攻击長武特性。用精通武器变形和高等武器变形时,选择要用融入武器的给予的增强和附魔还是別的,例如重拳护附;你不能全都要。
When using the Weapon Shift feat, the user's natural attacks do not gain the reach weapon property. When using Improved Weapon Shift and Greater Weapon Shift, choose whether to apply the enhancement bonus and weapon special properties of the melded weapon or the bonuses and properties granted by other items, such as an amulet of mighty fists; you cannot gain the benefits of both items simultaneously.


撕裂之爪(Raking Claws)
  你的爪抓造成出血的伤势。

先决条件:BAB+8,变形者利爪职业特性
专长效果:当你使用你的主要天生武器造成穿刺或挥砍伤害时,你的对手在被此攻击伤害时以及他每轮开始时承受1d6点流血伤害。此流血伤害能通過DC 15的医疗技能检定或任何魔法治疗所治愈。
劇透 -  原文:
Raking Claws
Source Wilderness Origins pg. 9
Your claws cause bleeding wounds.

Prerequisites: Base attack bonus +8, shifter, wild shape class feature.

Benefit: Whenever you deal piercing or slashing damage with your primary natural weapons, your opponent takes 1d6 points of bleed damage at the start of his turn each round, in addition to the damage dealt by the attack. Bleed damage can be stopped with a successful DC 15 Heal skill check or any magical healing.
« 上次编辑: 2019-07-25, 周四 10:44:20 由 杜恩.沃土.大地之子 »
強烈譴責向施法怪物套幼年模版的流氓行為!
我永远喜欢神术四环施法者!

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Re: 自用自翻资源帖
« 回帖 #410 于: 2019-08-23, 周五 10:54:56 »
PFS修訂:此专长只能在一级选择

純種(True Breed)
出自《內海种族 pg. 209》
  你的双重血統使你成為不僅僅是你父母種族的混合体。

  先決條件:兩个亚种,精灵血脈或獸人血脈種族特性。
  專長效果:在斷判所有基于亚种的效果时(例如游俠的宿敌和破敌武器),你不被视作任何你的亚种,在斷判与种族相关的效果时你也不被视作你父母的种族。

True Breed
Source Inner Sea Races pg. 209
Your dual heritage makes you something more than merely a mix of your parent races.

Prerequisites: Two subtypes, elf blood or orc blood racial trait.

Benefit: For the purposes of any effect related to subtype (such as a ranger’s favored enemy and bane weapons), you count as neither of your subtypes, and you no longer count as either of your parent races for the purposes of effects related to race.
強烈譴責向施法怪物套幼年模版的流氓行為!
我永远喜欢神术四环施法者!

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Re: 自用自翻资源帖
« 回帖 #411 于: 2019-08-28, 周三 10:59:00 »
涤净引导
出自 Adventurer's Guide 15页
你的治疗能量能够同时伤害敌人。
先决条件:魅力 15,选择引导,引导能量职业特性
专长效果:当你引导正能量治疗生物时,选择一个被你排除在引导能量治疗效果之外的生物,令其受到等同于你治疗骰结果的火焰伤害,并因这些火焰的强光而目眩一轮。一次成功的对抗你的引导能量的豁免检定可以减半火焰伤害并抵抗目眩效果。


劇透 -   :
Purifying Channel
Source Adventurer's Guide pg. 15
Your healing energy also damages your enemies.

Prerequisites: Cha 15, Selective Channeling, channel energy class feature.

Benefit: When you channel positive energy to heal, one creature that you exclude from your channeling takes an amount of fire damage equal to the die result you roll for healing, and is dazzled for 1 round by the light of these flames. A successful saving throw against your channel energy halves the fire damage and negates the dazzled effect.

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Re: 自用自翻资源帖
« 回帖 #412 于: 2019-08-28, 周三 11:04:14 »
玄秘愈师(吟游诗人变体)
出自 Faith & Philosophy
吟游诗人总是有足够多的理由去获得治愈疾病或是医疗创伤的能力,无论是出于纯粹的利他主义,或是帮助自己的冒险伙伴处于安全的状态,甚至是伪装成一名牧师或者其他神职医疗者来拓展自己进行诱骗、阴谋的手段。

劇透 -   :
Thought bards may have different reasons for wanting to heal the sick and injured, both out of pure altruism and in order to keep adventuring companions safe, the ability to heal also makes it much easier for a bard to pose as a cleric or other divine healer, opening the door for a wide array of swindles and scams.

引导能量(Channel Energy ,Su):
2级时,玄秘愈师获得类似于牧师引导正能量的能力,用(玄秘愈师等级-1)作为有效牧师等级来计算这个引导能量的效果。如果一名处于引导能量生效范围内的生物能够对此效果进行豁免,它的豁免DC为(10+1/2玄秘愈师等级+魅力调整值)。在2级时,玄秘愈师每日引导能量次数为1次,在之后每4级(6级、10级、14级和18级),玄秘愈师将获得1次额外使用次数,在18级达到5次的上限。此能力代替多才多艺(Versatile Performance)。

劇透 -   :
At 2nd level, an arcane healer gains the ability to channel positive energy as a cleric of one level lower than his level. If a creature within the channeled energy’s area of effect would be allowed a save against its effects, the DC is equal to 10 + 1/2 the arcane healer’s level + the arcane healer’s Charisma modifier. An arcane healer can use this ability once per day at 2nd level, gaining an additional use per day every four levels thereafter (6th, 10th, 14th, and 18th), to a maximum of 5 times per day at 18th level. This ability replaces versatile performance.

振励治疗(Inspiring Healing,Sp):
5级时,玄秘愈师获得通过消耗吟游表演轮数以获得额外能力来疗愈队友的能力。通过消耗2轮吟游表演,玄秘愈师可以以类法术能力施展1次“治疗轻伤”。在11级,玄秘愈师可以消耗2轮吟游表演,以类法术能力施展1次“治疗中伤”。在17级,玄秘愈师可以消耗2轮吟游表演,以类法术能力施展1次“治疗重伤”。在24小时内,每个目标不会受到被振励治疗的效果超过1次。此能力代替博学(Loremaster)。

劇透 -   :
At 5th level, an arcane healer gains the ability to expend rounds of his bardic performance to provide extra healing to his allies. By expending 2 rounds of bardic performance, an arcane healer can cast cure light wounds as a spell-like ability. At 11th level, the arcane healer can expend 2 rounds of bardic performance to cast cure moderate wounds as a spell-like ability. At 17th level, he may instead expend 2 rounds of bardic performance to cast cure serious wounds as a spell-like ability. No single target may be affected by an arcane healer’s inspiring healing ability more than once in a 24-hour period. This ability replaces loremaster.

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Re: 自用自翻资源帖
« 回帖 #413 于: 2019-08-28, 周三 11:27:41 »
元素融合(团队专长)
elemental commixture (teamwork)
你可以结合你与队友的元素法术,创造全新的融合法术效果。
先决条件:1级施法者。
专长效果:你和距离30尺内的一名具有此专长的盟友可以一起施展你的们法术,创造出更强大的混合效应。两个法术都需要具有一个元素(气、土、火、水)或能量(强酸[土]、寒冷[水]、闪电[气]、火焰[火])描述符。两个法术环位都至少达到1环,并且相差不超过1环,并且在同一先攻轮次中以准备动作施展。
当两个用于混合的法术被施展时,其中一个被称为首要法术(通常来说是环级更高的法术),另一个则被称为次要法术。其中,首要法术必须是一个目标为一个区域、单个或多个生物的进攻性法术,而次要法术则可以是任何包含合适描述符的法术。任何一个法术的施法时间都不能超过一个标准动作。首要法术按照它的描述生效(并获得下述混合效果)。次要法术不会获得任何显著的效果;相对地,被目标生物将受到新的融合效果影响,此效果取决于用于融合的两个法术的描述符。
若首要法术的效果需要目标生物进行一次豁免检定(如果法术本身允许豁免的话),则为融合效果进行一次单独的豁免。融合效果的豁免类型按下述描述进行,它的豁免DC等同于首要或次要法术正常的豁免DC,以较低者为准(若两个法术均不允许豁免的话,则为10+较低环位的法术环级+首要法术施法属性[智力、感知或魅力]调整值)。
通常来说融合法术无法被反击。一名具有精通法术反制(Improved Counterspell)的角色可以反制混合法术,如果他成功鉴别出了两个法术且两者属于同一学派。但无论如何,法术的融合效果均不能被反制。对于融合效果,法术抗力仍会正常生效,除非两个法术均忽视法术抗力。
协同收益:首要法术的豁免DC(若有)增加1点。若任一法术受到法术专攻或高等法术专攻的影响,豁免DC上的加值可以与这个加值叠加。在克服法术抗力的施法者等级检定上,首要法术也获得+1加值。
融合效果:融合法术时,次要法术并不会对目标产生直接的效果,而是增强首要法术的效果,同时根据两个法术的描述符,融合法术还能产生独特的融合效果。在决定法术的融合效果时,强酸、寒冷和闪电描述符视为土、水和气描述符。具有相同元素描述符的法术融合时不能获得融合效果,但首要法术仍能获得上述协同收益。

劇透 -   :
You can combine your elemental spells with those of your allies to produce entirely new and synergistic magical effects.
Prerequisite: Caster level 1st.
Benefit: You and an ally within 30 feet who shares this feat can cast your spells together to create a more powerful, hybrid effect. Both spells must have an elemental descriptor (air, earth, fire, or water), or an energy descriptor that corresponds to one of the elements (acid [earth], cold [water], electricity [air], or fire [fire]) . Both spells must be at least 1st level, within 1 spell level of each other, and cast during the same initiative turn through the use of readied actions.
When the spells to be commixed are cast, one is designated as the primary spell (typically the higher-level spell), while the other is the secondary spell. The primary spell must be an offensive spell that targets an area or one or more creatures. The secondary spell can be any spell with an appropriate descriptor. Neither spell can take more than a standard action to cast. The primary spell behaves as written (with the exception of the synergistic benefits that are described below). The secondary spell does not manifest any of its usual effects; instead, targeted creatures are affected by a secondary effect that is determined by the combination of the two spells’ descriptors.
Targeted creatures can attempt a saving throw against the primary spell as normal (assuming that a save is normally allowed), and then attempt a separate save against the secondary effect. The secondary effect’s save type is described in its listing, and its save DC is equal to the normal save DC of the primary or secondary spell, whichever is lower (or, if neither spell allows a saving throw, 10 + lowest spell’s level + spellcaster’s primary spellcasting ability score [Int, Wis, or Cha] modifier).
Commixed spells cannot be counterspelled normally. A creature with Improved Counterspell can counterspell commixed spells if both spells are correctly identified and both belong to the same school. Regardless, the secondary effects of two spells combined through Elemental Commixture cannot be counterspelled. Spell resistance still applies to the secondary effect, unless both of the commixed spells bypass spell resistance.
Synergistic Benefits: The primary spell’s save DC (if any) increases by 1. If either spell is normally modified by Spell Focus or Greater Spell Focus, the bonus to save DCs granted by those feats stacks with this increase. The caster of the primary spell also gains a +1 bonus on any caster level check made to overcome spell resistance.
Secondary Effects: While the secondary spell has no direct effect other than bolstering the effects of the primary spell, the combination of spells also creates a unique secondary effect depending on the elemental descriptors of the commixed spells. For the purpose of this secondary effect, the acid, cold, and electricity descriptors count as earth, water, and air descriptors, respectively. Commixed spells with the same elemental descriptors do not produce a secondary effect, though the primary spell still gains the synergistic benefits described above.
•   尘埃(气/土):目标被尘埃呛住,必须通过一次强韧豁免,否则陷入恍惚状态1轮外加1轮每5个次要法术施法者等级。目标施法者施法时必须进行一次专注检定(检定DC等同于豁免DC)。成功的豁免检定可以使目标不受恍惚状态的影响,但施法时仍需要专注检定。
劇透 -   :
•    Dust (Air/Earth): Choked by dust, the targets must succeed at a Fortitude save or become staggered for 1 round plus 1 round per 5 caster levels of the secondary spell’s caster. Targeted spellcasters must succeed at a concentration check to cast spells (the DC is equal to the save DC). On a successful save, the targets are not staggered but must still attempt concentration checks.
•   熔岩(土/火):目标被熔岩溅射,受到1D6点火焰伤害。目标必须通过一次反射检定,否则着火(着火效果见CRB 444页)。
劇透 -   :
•    Lava (Earth/Fire) : The targets are splattered with bits of molten rock and take 1d6 points of fire damage. The targets must succeed at a Reflex save or catch fire (see Catching on Fire on page 444 of the Pathfinder RPG Core Rulebook).
•   泥淖(土/水):目标必须通过一次反射检定,否则摔倒(进入俯卧状态)并且移动速度减半(至少具有5尺)持续1轮外加1轮每5个次要法术施法者等级。成功的豁免检定可以使移动速度减半的持续时间减少至1轮。
劇透 -   :
•    Mud (Earth/Water): The targets must succeed at a Reflex save or fall prone and have their movement speeds cut in half (to a minimum speed of 5 feet) for 1 round plus 1 round per 5 caster levels of the secondary spell’s caster. On a successful save, the targets’ movement speeds are cut in half for 1 round.
•   烟雾(气/火):目标吸入烟雾,必须通过一次强韧检定,否则恶心1轮并目盲1D4轮。成功的豁免检定可以使目标免受恶心并将目盲状态减少至1轮。免疫火焰的生物不受此恶心状态的影响。
劇透 -   :
•    Smoke (Air/Fire) : The targets suffer smoke inhalation and must succeed at Fortitude saves or become nauseated for 1 round and blinded for 1d4 rounds. Success negates the nausea effect and reduces the blindness to 1 round. Creatures immune to fire are immune to the nausea effect.
•   霜雪(气/水):若首要法术不具有[水]描述符,则其将获得之,其造成的伤害(若有)的一半变为寒冷伤害。目标必须一次反射检定,否则摔倒(进入俯卧状态)。
劇透 -   :
•    Snow (Air/Water): The primary spell gains the cold descriptor if it doesn’t have that descriptor already, and half the damage dealt (if any) is cold damage. The targets must succeed at a Reflex save or fall prone.
•   蒸汽(火/水):首要法术造成的伤害(若有)变为非致命的无属性伤害(既非寒冷也非火焰伤害),不受能量抗力或防护能量伤害的影响。目标必须通过一次意志检定,否则目盲1D4轮。
劇透 -   :
•    Steam (Fire/Water): Damage caused by the primary spell (if any) is treated as nonlethal, untyped damage (neither cold nor fire damage) and is not affected by energy resistance or absorbed by protection from energy. The targets become blinded for 1d4 rounds unless they succeed at a Will save.
特殊规则:审判者或其他具有独行战术职业能力的角色,可以独自施展此专长。若要如此,此角色必须能在一轮中施展两个符合要求的法术,例如使用瞬发法术超魔专长以迅捷动作来施展法术或通过时间静止的效果。
劇透 -   :
Special: An inquisitor or any other character with the solo tactics class feature can use this teamwork feat without the aid of an ally. In order to do so, the character must be able to cast two qualifying spells within the same round, such as by using the Quicken Spell metamagic feat to cast one spell as a swift action or by usingo effects such as the time stop spell.

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最便宜炼金药,没有之一
« 回帖 #414 于: 2019-09-13, 周五 23:08:22 »
盐片(10)(Salt tablets (10))
出自《People of the Sands pg. 28》
价格 1gp
重量 -
分类 炼金药
  这些压制盐片协助避免脱水。每24小时服用1颗盐片给予你在避免中暑的豁免检定和避免口渴的体质检定获得+2环境加值。
制作 工艺[炼金]DC 10

PFS Legal Salt tablets (10)
Source People of the Sands pg. 28
Price 1 gp; Weight —
Category Alchemical Remedies
Description
These tablets of pressed salt help stave off dehydration. Taking a salt tablet once every 24 hours grants you a +2 circumstance bonus on saving throws to avoid heatstroke and on Constitution checks to avoid thirst.
Construction
Craft (Alchemy) DC 10

https://www.aonprd.com/EquipmentMiscDisplay.aspx?ItemName=Salt%20tablets%20(10)
強烈譴責向施法怪物套幼年模版的流氓行為!
我永远喜欢神术四环施法者!

离线 剧毒术士 米诺

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Re: 自用自翻资源帖
« 回帖 #415 于: 2019-09-20, 周五 12:57:10 »
皮革衬衫
出处:《瓦瑞希安,传说诞生之地》第14页、《符文领主的崛起 玩家手册》第11页、《猩红王座 玩家手册》第13页

数据:

 价格 

20gp
 重量 

18磅
 护甲加值 

+3
 最大敏捷加值 

+4
 防具检定减值 

-1
 奥术失败机率 

15%
 速度(30尺) 

30尺
 速度(20尺) 

20尺

描述:
由动物皮革和巨蜥鳞片覆于绳织衬衫之上制成,在不影响行动能力的前提下,这些胸部与肩部覆盖物保护了休盎提骑手。皮革衬衫的穿着者可以使用标准动作进行一次DC15的力量检定。如果成功,该护甲陷入破损状态并掉落至地面,而不像通常那样需要花费1分钟时间脱下。该护甲在再次使用前必须被修复,如同其已承受了8点伤害;一件破损的皮革衬衫无法提供防御等级加值。



劇透 -  原文:
Hide shirt
Source Varisia, Birthplace of Legends pg. 14, Rise of the Runelords Player's Guide pg. 11, Curse of the Crimson Throne Player's Guide pg. 13

Statistics

 Cost 

20 gp
 Weight 

18 lbs.
 Armor Bonus 

+3
 Max Dex Bonus 

+4
 Armor Check Penalty 

-1
 Arcane Spell Failure Chance 

15%
 Speed(30 ft.) 

30 ft.
 Speed(20 ft.) 

20 ft.

Description
Made from animal hide and giant lizard scales over a shirt of interwoven cords, these chest and shoulder coverings protect Shoanti riders without restricting their mobility. The wearer of a hide shirt can make a DC 15 Strength check as a standard action. If he succeeds, the armor gains the broken condition and drops to the ground rather than requiring the usual 1 minute it would take to remove it. The armor must be repaired as though it had taken 8 points of damage before it can be used again; a broken hide shirt grants no bonus to Armor Class.
« 上次编辑: 2019-10-13, 周日 23:49:58 由 剧毒术士 米诺 »
劇透 -  成就列表:
【“噢,他可真强壮!”】:1级时反魅惑一个传奇魅魔
【被遗忘的历史】:向NPC讲述 鑢 七花 的背景故事时,知识(历史)骰出20
【剧毒】:PFS连续3天0XP后,在第4天惨遭撕卡
【暮光之锤信徒】:Boss被pc高呼着“The name of Deraka!”,用裂地锤给锤爆了

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Re: 自用自翻资源帖
« 回帖 #416 于: 2019-09-24, 周二 20:51:58 »
聖戰(Crusading)
出自《Advanced Class Origins pg. 28》
灵光:微弱防護系
CL:5
位置:—
价格:+1加值
重量:—

擁有此附魔的防具是特別为了艾奧梅黛的圣战士而设計。以一个迅捷动作,一个圣武士或善良的戰鬥祭司在穿戴此防具时能消耗一發聖療或熱誠能力来启动此防具的保衛灵光1分钟。此保衛灵光给予穿戴者的AC+2神圣加值。此加值在面对邪惡龙类、邪惡異界生物、和不死生物时提升至+3。

制作条件:制造奇物[註:疑似打错专长],防護邪惡(Protection from Evil)
制作成本:+1加值

https://www.aonprd.com/MagicArmorDisplay.aspx?ItemName=Crusading

放縮(Resizing)
出自《Giant Hunter's Handbook pg. 33》
灵光:微弱变化系
CL:5
位置:—
价格:+4000gp
重量:—

放縮附魔的武器立即放縮成適合任何拿起它的生物的体型,除外它目前由另一个生物持用。它在脫離穿戴者的持有的1轮后变回完本的大小。

制作条件:制造魔法武器与防具,縮放物品(Resize Item)GHH
制作成本:2000gp

https://www.aonprd.com/MagicWeaponsDisplay.aspx?ItemName=Resizing

贴身(Fitting)
出自《Giant Hunter's Handbook pg. 33》
灵光:微弱变化系
CL:5
位置:—
价格:+2000gp
重量:—

贴身附魔的盾牌和盔甲立即放縮成適合任何拿起它的生物的体型,除外它目前由另一个生物穿戴。它在脫離穿戴者的持有的1轮后变回完本的大小。

制作条件:制造魔法武器与防具,縮放物品(Resize Item)GHH
制作成本:1000gp

https://www.aonprd.com/MagicArmorDisplay.aspx?ItemName=Fitting
PFS修正:贴身防具只能变成等同或少于组合價值(生物类型和體型)的型态。例如大型非人形生物成变成体型更少的人形生物或非人形生物的型态;超大型非人形生物(×8)能变成巨型人形生物(×8)或任何超大型或以下的生物。记得縮成超小型或以下时AC減半。
How does the fitting armor enhancement work in Pathfinder Society?
Fitting armor may change its combination of shape and size to any combination of equal or lesser value. For example, fitting armor bought for a Huge biped (x4 cost) could also fit a biped or quadruped of any smaller size, whereas fitting armor for a Huge quadruped (x8 cost) could fit a Gargantuan humanoid (x8 cost) or any Huge or smaller creature. Note that when shrunk to size Tiny or smaller, the armor bonus that fitting armor grants is halved, as usual for armor of this size.

« 上次编辑: 2019-09-24, 周二 21:17:21 由 犬良人 »
強烈譴責向施法怪物套幼年模版的流氓行為!
我永远喜欢神术四环施法者!

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Re: 特殊材料
« 回帖 #417 于: 2019-09-26, 周四 12:29:53 »
虚空玻璃 (Voidglass) 出自《玩家伴侣:护甲大师手册 (Pathfinder Player Companion: Armor Master's Handbook)》与PFS特许模组《龙之欲 (The Dragon's Demand)》 非PFS合法资源
类型:特殊材料
价格:武器 +1000gp; 轻甲 +1000gp; 中甲 +2000gp; 盾牌 +3000gp; 重甲 +4500gp
描述:虚空玻璃发源于葛拉利昂之外的某个未知世界,格里欧斯(Bestiary 5,一个具有心灵异能的外星种族)将少量的虚空玻璃带到此地。虚空玻璃与生物的心智产生共鸣,增强其思维与心灵的抵抗力。任何能使用金属材料正常打造的护甲都能使用虚空玻璃打造。用虚空玻璃制成的轻甲或盾牌为所有影响心灵的魔法效果的豁免检定提供+1抗力加值,中型护甲的加值增加到+2而重型护甲+3。用虚空玻璃制成的穿刺或挥砍武器击中时造成1点额外伤害;钝击武器没有任何特殊效果。
每寸虚空玻璃有30点HP和10点硬度。一磅未经处理的虚空玻璃生矿价值100gp。用虚空玻璃制作武器和护甲的额外支出已在上方给出(不包含精制品的价格)。

劇透 -  原文:
Voidglass originates on an unknown world beyond Golarion. It is brought to Golarion in small quantities by grioths (Pathfinder RPG Bestiary 5 137), a race of psychic extraterrestrials. Voidglass resonates with a creature’s mind, bolstering thought and mental defenses. Any suit of armor normally made from metal can be made of voidglass. A suit of light voidglass armor or a voidglass shield grants a +1 resistance bonus on all saving throws against mind-affecting magic. This bonus increases to +2 for medium voidglass armor, and to +3 for heavy voidglass armor. A voidglass piercing or slashing weapon deals 1 additional point of damage on a hit; bludgeoning weapons gain no benefit.
Voidglass has 30 hit points per inch of thickness and hardness 10. A pound of raw, unworked voidglass is worth 100 gp. Light armor made from voidglass costs an additional 1,000 gp, medium armor costs an additional 2,000 gp, heavy armor costs an additional 4,500 gp, and shields cost an additional 3,000 gp. Weapons made from voidglass cost an additional 1,000 gp.
« 上次编辑: 2019-09-26, 周四 12:33:39 由 paulkirikawa »
“我一点也不想知道他们对跑团之外任何事物的看法,但跑团群里总是充斥着发骚、口嗨、色图、4chan笑话和歧视性言论,我能怎么办?”


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Re: 自用自翻资源帖
« 回帖 #418 于: 2019-10-16, 周三 19:45:34 »
【PA】 旅法師 Worldseeker (法師變體)
位面冒險 p.21頁 Planar Adventures pg. 21


旅法師是一群旅行在世界彼岸(the Great Beyond)所有角落的法師。其中初學者總是將他們自身載滿學習與實踐,而最強大的旅法師在世界彼岸裡也是充滿影響力的人物,其中強者甚至連半神也會注意。

大部分的旅法師並不偏好專攻於特定法術學派,畢竟在探索無數奇蹟的世界彼岸時,能施展多樣化組合的法術必有幫助。

而那些有專攻者通常如咒法法師一樣。
對於旅法師而言,在選擇對立學派時咒法學派不是一個好選擇。



行走位面 Walk the Planes (Sp, Su)
旅法師習得偉大彼岸中每個位面的位置並訓練自己在其中生存,就算在其中最艱困的位面也是如此。
他在知識(位面)的檢定中+2 並恆定於忍耐環境(endure elements)效果中。
此能力取代抄寫捲軸(Scribe Scroll)

位面適應 Planar Adaptation (Su)
在8級時,旅法師對於位面環境有持續的保護就如同位面適應(planar adaptation)
在15級時,他可以將這效果延伸至在他範圍30呎內的同伴。
此能力取代通常於6等或8等時獲得的學派能力(school ability)

位面聯繫 Planar Associates (Ex)
旅法師的跨位面的旅行和交易,讓他在需要協助時的召喚能夠不需要經由異界誓縛(Planar Binding)就建立連接。
一個旅法師必須要選擇魔寵作為他的奧術連結(arcane bond)

在5級時,他獲得進階魔寵(Improved Familiar) 作為獎勵專長必須要選擇異界生物(outsider)魔寵並符合他的陣營。他可以以這方法選擇一個原本需要7級施法者才能作為其主人的異界生物。

在7級時,旅法師自動習得次等異界誓盟(lesser planar ally)作為其4環法師法術。他會自動在11級時習得異界誓盟(planar ally)作為其法師6環法術,15級時習得高等異界誓盟(greater planar ally)作為其法師8環法術。

他能以一個同法術位的已準備法術來換取自發施放這3個法術其一(1個4環法術換次等異界誓盟,1個6環法術換異界誓盟,1個8環法術換高等異界誓盟)

當每天第一次施展這三個魔法其中之一時,旅法師將減少消耗施法材料的支付金額,減少值以他的施法者等級x100來計算(最小值為0gp)
*就是不會召喚出異界生物倒貼你錢XD
此能力改變奧術連接(arcane bond)並取代5級時的獎勵專長。


位面據點 Planar Redoubt (Sp)
在15級時,旅法師可以創造一個位面據點,一個個人的半位面 他可以躲入來休息或是謀而後動。這個功能像是次級創造半位面(lesser create demiplane),除了這個創造出的半位面是最大是單邊50呎的立方體且是永久的。
此能力取代15級時的獎勵專長。


劇透 -   :
Worldseeker
Source Planar Adventures pg. 21
Worldseekers are wizards who travel to all corners of the Great Beyond. While neophytes must content themselves with study and practice, the most powerful worldseekers are movers and shakers throughout the Great Beyond, power players of whom even demigods take note. Worldseekers are rare sights on Golarion, but among those few, more are trained in Kyonin and Nex than any other nation; those in Kyonin explore the potential of using elf gates to travel beyond this realm, while those in Nex emulate some of the dimensional exploits of Nex’s legendary founder.

Most worldseekers prefer not to specialize in a school of magic, for having a diverse array of available spells is a boon when exploring the countless wonders of the Great Beyond. Those who do specialize usually do so as conjurers. Conjuration is a poor choice of oppositional school for a worldseeker.

Walk the Planes (Sp, Su): A worldseeker learns every plane’s place in the Great Beyond and trains to survive even on the harshest of them. She gains a +2 bonus on Knowledge (planes) checks and is constantly under the effects of endure elements.

This replaces Scribe Scroll.

Planar Adaptation (Su): At 8th level, a worldseeker is continually protected from planar environments as by planar adaptation. At 15th level, she can extend that benefit to all allies within 30 feet of her.

This replaces the school ability normally gained at 6th or 8th level.

Planar Associates (Ex): A worldseeker’s travels and dealings across the planes allow her to make connections she can call upon when necessary to gain assistance without needing to resort to planar binding. A worldseeker must choose a familiar for her arcane bond. At 5th level, she gains Improved Familiar as a bonus feat and must choose an outsider familiar that matches her alignment exactly; she can choose an outsider in this way even if it normally requires a 7th-level spellcaster as its master.

At 7th level, a worldseeker automatically learns lesser planar ally as a 4th-level wizard spell. She automatically learns planar ally as a 6th-level wizard spell at 11th level, and greater planar ally as an 8th-level wizard spell at 15th level. She can swap out a prepared spell of an equal spell level to spontaneously cast any of these three spells (one 4th-level spell for lesser planar ally, a 6th-level spell for planar ally, and a 8th level spell for greater planar ally).

The first time each day she casts one of these three spells, the worldseeker reduces the gp value of the material component cost by an amount equal to her caster level x 100 (to a minimum cost of 0 gp).

This alters arcane bond and replaces the bonus feat gained at 5th level.

Planar Redoubt (Sp): At 15th level, a worldseeker creates a planar redoubt, a personal demiplane to which she can retreat to rest and plan. This functions like lesser create demiplane, except the demiplane is up to a single 50-foot cube in size and is permanent.

This replaces the bonus feat gained at 15th level.


« 上次编辑: 2019-11-23, 周六 15:59:40 由 浩 »

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法术
« 回帖 #419 于: 2019-11-02, 周六 14:07:21 »
【PFS可用】弱效还元术(Minor Reversion)
出处:《Plane-Hopper's Handbook》(异界漏斗手册?)
学派:咒法系(医疗)
等级:牧师/先知/战斗祭司3 异能者2 奥能师/术士/法师3
动作:10分钟
成分:语言,姿势
范围:个人
目标:自己
持续:24小时
在施放该法术的同时你在阿卡夏记录中创造了一个自己的不完整复制品。你必须在当前生命值为最大生命值一半以上的时候才能使用该法术。在法术持续时间内,当你的生命值降至一半以下时,你可以一个直觉动作终止该法术并吸收之前储存的复制品之力,立刻恢复1d8+cl的生命值(最大为5)。


【PFS可用】高等还元术(Greater Reversion)
出处:《Plane-Hopper's Handbook》
学派:咒法系(医疗)
等级:牧师/先知/战斗祭司5 异能者4 奥能师/术士/法师5
动作:20分钟
成分:语言,姿势
范围:个人
目标:自己
持续:24小时
在施放该法术的同时你在阿卡夏记录中创造了一个精细调整过的自己的复制品。你必须在当前生命值为最大生命值一半以上的时候才能使用该法术。在法术持续时间内,当你的生命值降至一半以下时,你可以一个直觉动作终止该法术并吸收之前储存的复制品之力,立刻恢复3d8+cl的生命值(最大为15)。


【PFS可用】群体弱效还元术(Minor Reversion,Mass)
出处:《Plane-Hopper's Handbook》
学派:咒法系(医疗)
等级:牧师/先知/战斗祭司6 异能者5 奥能师/术士/法师6
动作:30分钟
成分:语言,姿势
范围:近距(25尺+5尺/2cl)
目标:每级一个生物,其中任意两名受术者相距不能超过30尺
持续:24小时
在施放该法术的同时你为所有受术者在阿卡夏记录中创造了一个其自身的复制品。所有受术者的当前生命值都必须为最大生命值一半以上的时候才能使用该法术。在法术持续时间内,当受术者的生命值降至一半以下时,其可以一个直觉动作终止该法术并吸收之前储存的复制品之力,立刻恢复1d8+cl的生命值(最大为25)。

欢迎抓虫指教
话说这法术低级版本明明是弱效Minor,为什么高级版本却是高等Greater而不是强效Major...(



劇透 -  原文:
PFS Legal    Minor Reversion
Source:Plane-Hopper's Handbook pg. 28
School:conjuration (healing); Level:arcanist 3, cleric 3, oracle 3, psychic 2, sorcerer 3, warpriest 3, wizard 3
Casting:Casting Time 10 minutes
Components:V, S
Range:personal
Target:self
Duration:24 hours
You create an imperfect replica of yourself within the Akashic Record at the time the spell is cast. You must currently have a number of hit points equal to or greater than half your maximum hit points to cast the spell. If at any time during the duration of the spell you are brought below half your maximum hit points, you can end this spell as an immediate action to absorb strength from your replica and immediately regain a number of hit points equal to 1d8 plus 1 point per caster level (maximum +5).

PFS Legal    Greater Reversion
Source:Plane-Hopper's Handbook pg. 28
School:conjuration (healing); Level arcanist 5, cleric 5, oracle 5, psychic 4, sorcerer 5, warpriest 5, wizard 5
Casting:Casting Time 20 minutes
Components:V, S
Range:personal
Target:self
Duration:24 hours
You create a fine-tuned replica of yourself within the Akashic Record at the time the spell is cast. You must currently have a number of hit points equal to or greater than half your maximum hit points to cast the spell. If at any time during the duration of the spell you are brought below half your maximum hit points, you can end this spell as an immediate action to absorb strength from your replica and immediately regain a number of hit points equal to 3d8 plus 1 point per caster level (maximum +15).

PFS Legal    Minor Reversion, Mass
Source:Plane-Hopper's Handbook pg. 28
School:conjuration (healing); Level arcanist 6, cleric 6, oracle 6, psychic 5, sorcerer 6, warpriest 6, wizard 6
Casting:Casting Time 30 minutes
Components:V, S
Range:close (25 ft. + 5 ft./2 levels)
Target:one creature/level, no two of which can be more than 30 ft. apart
Duration:24 hours
You create a replica within the Akashic Record of each target at the time the spell is cast. Each targeted creature must currently have at least half its hit points. If at any time during the duration of the spell a target is brought below half her maximum hit points, that target can end the spell on herself as an immediate action to absorb strength from her replica and immediately regain a number of hit points equal to 1d8 plus 1 point per caster level (maximum +25).
« 上次编辑: 2019-11-02, 周六 14:28:58 由 Los@水銀燈座 »
既然法律已经无法保护咱,那也休想阻止咱!