作者 主题: 【PF1e】全变体整理:炼金术士  (阅读 20931 次)

副标题: 62个变体已全部整理完毕,错漏补缺及意见请私信。

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Re: 【PF1e】全变体整理:炼金术士
« 回帖 #50 于: 2023-07-03, 周一 15:11:41 »
感谢 PATIBAUL 翻译了原始版的心灵学家变体
本篇由 晓慕思姬 进行更新与除错。

意念旅者(Psychonaut)
出自 极限魔法(Ultimate Magic) 19页
意念旅者利用她的知识来探索意识状态改变的领域,甚至是其他存在的位面。

炼金炸弹(Bomb):意念旅者的炼金炸弹造成的伤害比正常炸弹要小一阶(她的普通炸弹只造成d4伤害,震荡炸弹只造成d3伤害等)。
这个能力的其他方面如同标准炼金炸弹,并替换了炼金炸弹。

预知(Precognition):5级时,意念旅者将占卜术 (Augury)作为2环化合炼成加入到公式簿中(此化合炼成并不需要法器成份)。
预知替换了毒性抗力+4。

意念感官(Psychic Senses):8级时,意念旅者将锐耳术/鹰眼术 (Clairaudience/Clairvoyance)、侦测探知 (Detect Scrying)、探知 (scrying)和死者交谈 (Speak with Dead)作为3环化合炼成加入到公式簿中(探知化合炼成并不需要器材或法器成分)。当意念旅者使用死者交谈化合炼成时,她获得了听见尸体中徘徊的灵魂之声,而非让尸体本身说话的能力,除此之外,此化合炼成的作用如同同名法术。
心灵感官替换了毒性抗力+6。

投射意识(Remote Consciousness):10级时,意念旅者将托梦术 (Dream)、次级星界投射 (Astral Projection, Lesser)、梦魇(Nightmare)、异界传送 (plane shift)、传讯术 (message)与心灵连线 (telepathic bond)作为4环化合炼成加入到公式簿中(异界传送化合炼成不需要器材成份)。
投射意识替换了毒素免疫。

高等预知(Greater Precognition):15级时,意念旅者将片刻预知 (Moment of Prescience)作为5环化合炼成加入到公式簿中。
高等预知替换了此等级炼金炸弹伤害提升。

预知大师(Master Precognition):17级时,意念旅者将预警术 (Foresight)作为6环化合炼成加入到公式簿中。
预知大师替换了此等级炼金炸弹伤害提升。

科研发现(Discoveries):以下科研发现可以完善意念旅者的能力:困惑炸弹*(Confusion Bomb*)、永恒药水(Eternal potion)、延时药水(Extend potion)、阴魂不散(Lingering Spirit)、癫狂炸弹(Madness bomb)。

劇透 -  原文:
Psychonaut
Source Ultimate Magic pg. 19
A psychonaut uses his knowledge to explore altered states of consciousness and even other planes of existence.

 A psychonaut has the following class features.

Bomb: A psychonaut’s bombs deal damage one die step lower than normal (regular bombs deal d4s, concussive bombs deal 1d3s, and so on). This ability otherwise functions as and replaces the standard alchemist bomb class feature.

Precognition: At 5th level, a psychonaut adds augury to his formula book as a 2nd-level extract (this extract does not require a divine focus component). This replaces poison resistance +4.

Psychic Senses: At 8th level, a psychonaut adds clairaudience/clairvoyance, detect scrying, scrying, and speak with dead to his formula book as 3rd-level extracts (a scrying extract does not require a focus or divine focus component). When a psychonaut uses a speak with dead extract, he gains the power to hear the lingering spirit within a corpse rather than enabling the corpse to audibly speak, but the extract otherwise works as the spell. This ability replaces poison resistance +6.

Remote Consciousness: At 10th level, a psychonaut adds dream, lesser astral projection, nightmare, plane shift, sending, and telepathic bond to his formula book as 4th-level extracts (a plane shift extract does not require a focus component). This ability replaces poison immunity.

Greater Precognition: At 15th level, a psychonaut adds moment of prescience to his formula book as a 5th-level extract. This ability replaces the increase to bomb damage at this level.

Master Precognition: At 17th level, a psychonaut adds foresight to his formula book as a 6th-level extract. This ability replaces the increase to bomb damage at this level.

Discoveries: The following discoveries complement the psychonaut archetype: confusion bomb, eternal potion, extend potion, lingering spirit, and madness bomb.
« 上次编辑: 2023-07-03, 周一 22:00:38 由 晓慕思姬 »
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Re: 【PF1e】全变体整理:炼金术士
« 回帖 #51 于: 2023-07-03, 周一 15:35:00 »
感谢 PATIBAUL、沉沦 翻译了原始版的狂化学家变体
本篇由 晓慕思姬 进行更新与除错。

狂化学家(Ragechemist)
出自 极限战斗(Ultimate Combat) 26页
某些炼金术士调制的突变药剂能将他们带入原始的狂怒之中,这能刺激他们肉体上的转化。这些炼金术士很难控制转变后的自己。

狂暴突变药剂(Rage Mutagen):2级起,当炼金术士调制增强力量的突变药剂时,该份突变药剂的力量加值增加2点,并降低炼金术士的智力值。此外,当处于这种突变药剂的效果中时,他的愤怒会不断增长,并带来一些有害效果。在每个他受到生命值伤害的回合结束时,狂化学家都必须成功通过意志检定(DC 15,或者若该回合有任何伤害是来自于重击的话,DC 20)否则便会在意志豁免检定与智力上承受-2减值。这些减值在突变药剂效果结束后会持续1小时,而且能与自身叠加。如果减值将狂化学家的智力降至0,那么狂化学家会陷入昏迷,直到突变药剂效果耗尽的1小时后。
狂暴突变药剂替换了用毒。

坚韧狂暴(Sturdy Rage):6级时,狂化学家使用狂暴突变药剂时,他在天生防御上的加值变为+4,但受伤时意志豁免检定与智力承受的减值变为-4。
坚韧狂暴替换了迅捷上毒。

粗笨狂暴(Lumbering Rage):10级起,当狂化学家使用狂暴突变药剂时,他可以使突变药剂在体质上也给予+2士气加值,但每当他在意志豁免检定与智力上受到减值时,他在敏捷上也会受到-1减值。
粗笨狂暴替换了毒素免疫。

科研发现(Discoveries):以下科研发现可以完善狂化学家的能力:野性突变(Feral mutagen)、 究极突变(Grand mutagen)、高级突变(Greater mutagen)、灌注突变(Infuse mutagen)、触手(tentacle)、畸变之臂(Vestigial Arm)。

劇透 -  原文:
Ragechemist
Source Ultimate Combat pg. 26
Some alchemists create mutagens that tap into a primal anger that fuels their physical transformation. These alchemists have little control over their altered selves.

Rage Mutagen: At 2nd level, whenever a ragechemist creates a mutagen that improves his Strength, that mutagen's bonus to Strength increases by +2 and penalizes the alchemist's Intelligence score. Furthermore, while under the effects of this mutagen, whenever the alchemist takes damage, his rage grows, with detrimental effects. At the end of each turn that he takes hit point damage, the ragechemist must succeed at a Will saving throw (DC 15, or DC 20 if any of the damage came from a critical hit that turn) or take a –2 penalty on Will saving throws and to Intelligence. These penalties end 1 hour after the mutagen ends and stack with themselves. If the penalty lowers the ragechemist’s Intelligence score to 0, the ragechemist is comatose until 1 hour after the mutagen expires. This ability replaces poison use.

Sturdy Rage: At 6th level, whenever a ragechemist uses his rage mutagen, he also gains a +4 bonus to natural armor, but the penalty on Will saving throws and to Intelligence for taking damage increases to –4. This ability replaces swift poisoning.

Lumbering Rage: At 10th level, whenever a ragechemist uses his rage mutagen ability, he may have the mutagen also give him a +2 morale bonus to Constitution, but when he takes a penalty on Will saving throws and to Intelligence, he also takes a –1 penalty to Dexterity. This ability replaces poison immunity.

Discoveries: The following discoveries complement the ragechemist: feral mutagen, grand mutagen, greater mutagen, infuse mutagen, tentacle, and vestigial arm.
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Re: 【PF1e】全变体整理:炼金术士
« 回帖 #52 于: 2023-07-03, 周一 15:53:24 »
感谢 PATIBAUL 翻译了原始版的掘墓者变体
本篇由 晓慕思姬 进行更新与除错。

赋生者(Reanimator)
出自 极限魔法(Ultimate Magic) 20页
赋生者是一位发现了如何赋予尸体生命的炼金术士。他们中的许多人与死灵法师合作,探索生者世界与死者世界之间的界限。

炼金炸弹(Bomb):赋生者的炼金炸弹造成的伤害比正常炸弹要小一阶(她的普通炸弹只造成d4伤害,震荡炸弹只造成d3伤害等)。
这个能力的其他方面如同标准炼金炸弹,并替换了炼金炸弹。

简易赋生(Simple Reanimation):7级时,赋生者将操纵死尸 (Animate Dead)作为3环化合炼成加入到公式簿中。使用这个化合炼成的方式不是喝下,而是将其注射到作为材料的尸体之中,一个小时后,尸体在他的控制下复活成不死生物。这个化合炼成只能制造丧尸(包括变体丧尸)。
简易赋生替换了此等级炼金炸弹伤害提升。

制造亡灵(Create Undead):13级时,赋生者将唤起死灵 (Create Undead)作为4环化合炼成加入到公式簿中。使用这个化合炼成的方式不是喝下,而是将其注射到作为材料的尸体之中,一个小时后,尸体在他的控制下复活成不死生物。这个化合炼成只能制造实体不死生物。
制造亡灵替换了此等级炼金炸弹伤害提升。

制造高等亡灵(Create Greater Undead):15级时,赋生者将唤起高等死灵 (Create Greater Undead)作为5环化合炼成加入到公式簿中。除此之外,这与唤起死灵化合炼成作用相同。
制造高等亡灵替换了此等级炼金炸弹伤害提升。

科研发现(Discoveries):以下科研发现可以完善赋生者的能力:炼金僵尸(Alchemical Zombie)、生命灵药(Elixir of life)、永恒药水(Eternal potion)、木乃伊化(Mummification)、保存器官(Preserve Organs)。

劇透 -  原文:
Reanimator
Source Ultimate Magic pg. 20
A reanimator is an alchemist who has discovered how to infuse a corpse with a semblance of life. Many work in tandem with necromancers to explore the fine border between the worlds of the living and the dead. A reanimator has the following class features.

Bomb: A reanimator’s bombs deal damage one die step lower than normal (regular bombs deal d4s, concussive bombs deal 1d3s, and so on). This ability otherwise functions as and replaces the standard alchemist bomb class feature.


lesser animate

Simple Reanimation: At 7th level, a reanimator adds lesser animate dead to his formula book as a 3rd-level extract. When he uses that extract, rather than drinking it, he injects it into the corpse he intends to animate, which rises as an undead creature under his control 1 hour later. The extract can only create zombies (including variant zombies). This ability replaces the increase to bomb damage at this level.

Create Undead: At 13th level, a reanimator adds create undead to his formula book as a 4th-level extract. When he uses that extract, rather than drinking it, he injects it into the corpse he intends to animate, which rises as an uncontrolled undead 1 hour later. The extract can only create corporeal undead. This ability replaces the increase to bomb damage at this level.

Create Greater Undead: At 15th level, a reanimator adds create greater undead to his formula book as a 5th-level extract. This otherwise acts similarly to a create undead extract. This ability replaces the increase to bomb damage at this level.

Discoveries: The following discoveries complement the reanimator archetype: alchemical zombie, elixir of life, eternal potion, mummification, and preserve organs.
« 上次编辑: 2023-07-03, 周一 16:47:00 由 晓慕思姬 »
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Re: 【PF1e】全变体整理:炼金术士
« 回帖 #53 于: 2023-07-03, 周一 16:06:11 »
感谢 白药君 翻译了原始版的皇家药师变体
本篇由 晓慕思姬 进行更新与除错。

皇家药师(Royal Alchemist)
出自 皇庭英豪(Heroes of the High Court) 11页
猜忌和疑心在内海世界的贵族宫廷里猖獗横行。出于这种不信任感,许多统治者经常雇佣专门的炼金术师为贵族及其宾客提供保护,避免他们受到剧毒和疾病的困扰。皇家药剂师的传统起源于誓言之战后的拉哈多姆,过往牧师和祭祀为人们提供的保护被他们所取代。如今,皇家药剂师遍布在切利亚斯,伽尔特,塔尔多的宫廷内。甚至在盖布,鲜血领主(Blood Lords)的活人贵客也会被周遭的死者所保护着。

本职技能(Class Skills):皇家药师将生存和知识(自然)移出本职技能列表,但将交涉和知识(贵族)加入本职技能列表。
这调整了皇家药师的本职技能列表。

万灵药(Alchemical Antidote):2级起,皇家药剂师可以把抗毒剂,药物以及其他处方混合在一起,并做成可以给任何人服用的万灵药。皇家药剂师在每日准备化合炼成的时候能制造一定量的万灵药。万灵药一旦被创造出来,在它失效前可以储存一天。制造万灵药的材料价格大都是可以忽略不计的。在应用专长以及科研发现时,万灵药不被视作是化合炼成或者灌注炼成。
皇家药师得到一个灵药池,大小等同于1/2皇家药师等级+他的智力调整值。皇家药剂师能把灵药池中的灵药点分配成任意数量的万灵药,尽管每剂万灵药可拥有的最大灵药点上限不能超过其炼金术士等级的1/2(至少为1)。每一点灵药点都可以为服用万灵药的对象在对抗毒素豁免时提供+1炼金加值,持续等同于皇家药剂师智力修正的小时数(至少为1)。
皇家药剂师同样也能制作对抗疾病的万灵药。皇家药剂师每花费两点灵药点,都可以为服用万灵药的对象在24小时内对抗疾病豁免时提供+1炼金加值。皇家药剂师也能从池中消耗10点灵药点以让服用者免疫疾病或者毒素(在他制作万灵药时决定)。服用万灵药后,免疫效果持续等同于皇家药剂师智力修正的分钟数(至少为1)。万灵药只能针对毒素或疾病的其中一种提供保护,不能同时针对两者生效。
6级起,皇家药剂师能通过一个整轮动作对任何未使用的万灵药进行重调分配,并对其进行混合或者稀释。要用这种方法进行重调分配,皇家药剂师必须手持所有需要进行调整的万灵药。
万灵药替换了用毒,迅捷上毒。

劇透 -  原文:
Royal Alchemist
Source Heroes of the High Court pg. 11
Paranoia runs rampant among the noble courts of the Inner Sea. On account of this distrust, many rulers often hire specialized alchemists capable of concocting protections from both poisons and diseases for the nobles and their guests. The royal alchemist tradition began in the nation of Rahadoum shortly after the Oath Wars as a replacement for the protection once offered by the clerics and priests of the region. Today, royal alchemists are found in the courts of Cheliax, Galt, Taldor, and, surprisingly, Geb, where living visitors to the Blood Lords are offered protection from the death around them.

Class Skills: A royal alchemist adds Diplomacy and Knowledge (nobility) to his list of class skills instead of Knowledge (nature) and Survival.

This alters the alchemist’s class skills.

Alchemical Antidote: At 2nd level, a royal alchemist can blend special mixes of antitoxin, medicine, and other remedies into alchemical antidotes that can be imbibed by anyone. The royal alchemist creates his alchemical antidotes when he prepares his extracts for the day; they remain potent for 1 day before losing their properties, and the cost of the materials used to make them is insignificant. An alchemical antidote does not qualify as an extract or an infusion for the purpose of feats or discoveries.

The royal alchemist has a pool of points equal to 1/2 his alchemist level + his Intelligence bonus that he can divide among any number of alchemical antidotes, though the maximum number of points he can spend on a single antidote is equal to 1/2 his alchemist level (minimum 1). Each point grants the imbiber of the alchemical antidote a +1 alchemical bonus on saving throws against poison for a number of hours equal to the royal alchemist’s Intelligence bonus (minimum 1).

The royal alchemist can also create an antidote that protects against diseases. For every 2 points the royal alchemist spends from his pool, the imbiber of the alchemical antidote gains a +1 alchemical bonus on saving throws against disease for 24 hours. The royal alchemist can expend 10 points from his pool to provide immunity to diseases or poisons (decided by him at the time of the antidote’s creation); this immunity lasts for a number of minutes equal to the royal alchemist’s Intelligence bonus (minimum 1) after the antidote is imbibed. An alchemical remedy can protect against either diseases or poisons, but not both.

At 6th level, the royal alchemist can alter the distribution of the bonuses of any unused alchemical antidotes as a full-round action, either combining them or splitting the bonuses further. The royal alchemist must be holding all unused alchemical antidotes he wishes to alter in this way.

This ability replaces the alchemist’s poison use and swift poisoning.
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我所见证的冒险之路
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Re: 【PF1e】全变体整理:炼金术士
« 回帖 #54 于: 2023-07-03, 周一 16:29:02 »
感谢 弑君者伊恩 翻译了原始版的破坏狂变体
本篇由 晓慕思姬 进行更新与除错。

破坏狂(Saboteur)
出自 进阶种族手册(Advanced Race Guide) 36页
破坏狂精通于于破坏敌人的计划、设备和盟军。破坏狂的炼金研究专注于掩蔽自己、散布混乱和把大型建筑炸上天的新方法上。

本职技能(Class Skills):破坏狂将知识(自然)移出本职技能列表,但将知识(工程)加入本职技能列表。
这调整了爆破狂的本职技能列表。

变色龙突变剂(Chameleon Mutagen,Su):1级起,破坏狂发现了如何制造一种可以让他吸收的独特药剂,以力量为代价增强他的潜行能力和机动性。饮用后,该药剂使破坏狂的皮肤变换显色以与背景吻合,同时让他的手上和脚上分泌出一种黏黏的物质。他在隐匿检定中获得相当于炼金术士等级一半的环境加值(最少+1),同时使他获得等同于基本速度一半的攀爬速度,持续时间为每破坏狂等级10分钟。此外,当变色龙药剂生效时,破坏狂在力量上承受-2罚值。
变色龙突变剂替换了突变药剂。喝下普通炼金术士突变药剂的破坏狂被视作非炼金术士。一切对突变药剂的限制都作用于变色龙药剂,如同它们效果相同。灌注突变(infuse mutagen)科研发现和持久突变药剂职业能力对变色龙药剂生效。

破坏狂科研发现(Saboteur Discoveries):破坏狂可以选用以下专用科研发现。
引述: 破坏狂专用科研发现
钻孔炸弹(Bore Bomb*):当破坏狂制造一枚炼金炸弹时,他可以选择将其制成一枚钻孔炸弹。若钻孔炸弹击中一面墙壁,大门,攻城器械或类似的大型、坚固的无生命建筑物,它可以忽略目标一半的硬度,并造成每破坏狂等级1点伤害。若钻孔炸弹将一件无生命目标的生命值降低至一半或更低,它可以在目标上炸出一个五尺宽五尺深的大洞。

复合炸弹(Complex Bomb):当破坏狂制造一枚炼金炸弹时,他可以选择让两项不同的修正炸弹伤害的科研发现(标注星号的科研发现)作用于它。每个科研发现都作用于炸弹伤害的半数伤害骰,向下取证。举例来说,一枚由9级破坏狂制造的震荡/冰霜炸弹造成2d4音波伤害+2d6寒冷伤害。制造一枚复合炸弹花费2次炼金炸弹能力的每日次数。

究极变色龙药剂(Grand Chameleon Mutagen):破坏狂的变色龙药剂现在在隐匿检定上赋予他相当于炼金术士等级的环境加值,同时也提供了相当于其基本速度的攀爬速度。破坏狂必须拥有高等变色龙药剂科研发现且达到至少16级才能选择该科研发现

高等变色龙药剂(Greater Chameleon Mutagen):破坏狂的变色龙药剂赋予他视线躲藏的能力,如同游侠同名能力,但是在任何地形中都生效。破坏狂需要达到至少12级才能选择该科研发现。

极致发现(Grand Discovery):破坏狂可以选用以下专用极致发现。
引述: 破坏狂专用极致发现
极致变色龙药剂(True Chameleon Mutagen):破坏狂的变色龙药剂现在使他如同处在高等隐形术和蛛行术的效果下,使用其炼金术士等级作为施法者等级决定药剂持续时间。破坏狂必须拥有高等变色龙药剂科研发现才能选择该科研发现。

科研发现(Discoveries):以下科研发现可以完善爆破狂的能力:强酸炸弹*(Acid bomb*)、震荡炸弹*(Concussive bomb*)、定时炸弹*(Delayed bomb*)、高爆炸弹*(Explosive bomb*)、急速炸弹(Fast bombs)、狱火炸弹*(Inferno bomb*)、
 癫狂炸弹(Madness bomb)、精确炸弹(Precise bombs)、烟雾炸弹*(Smoke bomb*)、恶臭炸弹*(Stink bomb*)、爆裂飞弹(Explosive Missile)、焚化炸弹*(Immolation Bomb*)、攻城炸弹*(Siege Bomb*)、 致盲炸弹*(Blinding Bomb*)、异变药剂(Cognatogen)、困惑炸弹*(Confusion Bom)、绊足炸弹*(Tanglefoot Bomb)。

劇透 -  原文:
Saboteur
Source Advanced Race Guide pg. 36
The saboteur is an alchemist who specializes in destroying the plans, materials, and allies of his enemies. A saboteur has focused his alchemical research toward new ways to conceal his presence, sow confusion, and blow up large structures.

Class Skills: A saboteur adds Knowledge (engineering) to his list of class skills and removes Knowledge (nature) from his list of class skills.

Chameleon Mutagen (Su): At 1st level, a saboteur discovers how to create a special elixir that he can imbibe in order to heighten his ability to move undetected and his mobility at the cost of his physical might. When consumed, the elixir causes the saboteur’s skin to change color to match the background and causes his hands and feet to secrete a sticky residue. This grants him a circumstance bonus on Stealth checks equal to half his alchemist level (minimum +1), as well as granting him a climb speed equal to half his base speed, for 10 minutes per saboteur level. In addition, while the chameleon extract is in effect, the saboteur takes a –2 penalty to his Strength.

This ability replaces mutagen. A saboteur who drinks an alchemist’s mutagen is treated as a non-alchemist. All limitations to mutagens apply to chameleon mutagen as if it were the same ability. The infuse mutagen discovery and persistent mutagen class ability apply to the chameleon mutagen.

Saboteur Discoveries: The following new options may be taken as discoveries by a saboteur.

Bore Bomb*: When the saboteur creates a bomb, he may choose to make it a bore bomb. If a bore bomb strikes a wall, gate, siege engine, or similar large, solid, inanimate structure, it ignores half the target’s hardness and deals 1 point of damage per saboteur level. If a bore bomb reduces an inanimate target to half its hit points or fewer, it blows a hole 5 feet wide and 5 feet deep in the target.

Complex Bomb: When the saboteur creates a bomb, he can choose to have it modified by two different discoveries that modify a bomb’s damage (those discoveries marked with an asterisk). Each discovery modifies half the bomb’s damage dice, rounding down. For example, a concussive/frost bomb from a 9th-level saboteur deals 2d4 points of sonic damage + 2d6 points of frost damage. Creating a complex bomb counts as 2 daily uses of the bomb ability.

Grand Chameleon Mutagen: The saboteur’s chameleon mutagen now grants him a circumstance bonus on Stealth checks equal to his alchemist level, as well as granting him a climb speed equal to his normal movement speed. The saboteur must possess the greater chameleon mutagen discovery and be at least 16th level to select this discovery.

Greater Chameleon Mutagen: The saboteur’s chameleon mutagen now also grants the saboteur the hide in plain sight ability, as the ranger ability of the same name, but it functions in any terrain. The saboteur must be at least 12th level to select this discovery.

Grand Discoveries: A saboteur may select the following grand discovery.

True Chameleon Mutagen: The saboteur’s chameleon mutagen now acts as if he was under the effects of the greater invisibility and spider climb spells, using his alchemist level as the caster level, for the duration of the mutagen. The saboteur must possess the grand chameleon mutagen discovery to select this grand discovery.

Discoveries: The following discoveries complement the saboteur archetype: acid bomb, concussive bomb, delayed bomb, explosive bomb, fast bombs, inferno bomb, madness bomb, precise bombs, smoke bomb, stink bomb ; explosive missile, immolation bomb, siege bomb; blinding bomb, cognatogen, confusion bomb, tanglefoot bomb.
探索者协会追寻者
「"空弦"席德佳 12级埃拉斯蒂尔布道者」 「"伽寇尔传奇银色十字军"百晓梦 12级朱鹭主母神选之子」 「"异乡的守望者"银镜伊织 14级步枪士/护王典卫」

我所见证的冒险之路
《正义之怒》

我所诉说的故事结局
《冬临天下》

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Re: 【PF1e】全变体整理:炼金术士
« 回帖 #55 于: 2023-07-03, 周一 16:45:33 »
感谢 折剑者绯月 翻译了原始版的圣礼炼金师变体
本篇由 晓慕思姬 进行更新与除错。

圣礼炼金师(Sacrament Alchemist)
出自 治疗者手册(Healer's Handbook) 11页
圣礼炼金师为了她们的神扮演着各种各样的祭司角色。圣礼炼金师通常是那些不信仰她的神却又依靠她神圣力量的同伴的无价之宝。

信仰(Faithful):如同牧师一般,圣礼炼金师必须信仰一位神祗,并且与神祗的阵营相差不能超过一阶。

圣礼药剂(Sacramental Cognatogen,Su):圣礼炼金师作为她的神的仆人,她可以将特制的圣礼药剂涂抹全身。这个药剂在制造,饮用,持续时间还有导致非炼金术师反胃上和普通的异变药剂(Cognatogen)一致。当圣礼药剂产生作用,圣礼炼金师在敏捷上承受-2的减值。
圣礼药剂可以让圣礼炼金师和同等级的牧师一样使用属于她的神的一个领域或子域的神授力量,以此取代通常突变药剂给予的肉体增益。圣礼炼金师必须在制造圣礼药剂时选择一个领域或子域。只有她的阵营和阵营领域(秩序、混乱、善良、邪恶)一致时才能选择那个领域。她以炼金术师等级作为牧师等级来使用神授力量,并以智力修正代替感知修正决定使用次数。圣礼药剂的效果持续每炼金术师等级10分钟。
圣礼炼金师并不会获得每个领域的奖励法术也不会获得任何领域奖励法术位。圣礼炼金师的等级只是用来决定神授力量和能力,并不决定奖励法术。科研发现,与突变药剂相互作用的专长、科研发现以及职业特性都不会影响圣礼药剂。
圣礼药剂替换了突变药剂。圣礼炼金师无法选择突变药剂类科研发现。

神授炼金术(Divinely Inspired Alchemy,Su):3级起,圣礼炼金师的虔诚让她得到了很多新的炼金术的启发,尽管精神负担让她不能完美地重现出来。每天1次,当她准备化合炼成时,圣礼炼金师可以获得一个持续24小时的科研发现。在选择科研发现时她的炼金术师等级视作当前等级-2。
神授炼金术替换了迅捷炼金。

科研发现(Discoveries):以下科研发现可以完善圣礼炼金师的能力:混合炼成(Combine extracts)、 稀释药剂(Dilution)、灌注炼成(Infusion)
和远程洗礼(Ranged Baptism)。

劇透 -  原文:
Sacrament Alchemist
Source Healer's Handbook pg. 11
Sacrament alchemists serve in a great variety of priestly roles for their deities. A sacrament alchemist is often invaluable even to like-minded allies who are not adherents of the alchemist’s religion but who nonetheless rely on his divine abilities.

Faithful: Like a cleric, a sacrament alchemist must worship a deity, and must be within one step of his deity’s alignment.

Sacramental Cognatogen (Su): A sacrament alchemist can anoint himself as his deity’s servant using his own special version of a mutagen called a sacramental cognatogen. This is brewed, imbibed, maintained, and can nauseate non-alchemists in the same way as a mutagen. While a sacramental cognatogen is in effect, the sacrament alchemist takes a –2 penalty to Dexterity.

Instead of providing physical benefits, the sacramental cognatogen grants the sacrament alchemist access to the domain powers of one domain or subdomain belonging to his deity as if he were a cleric of his alchemist level. The sacrament alchemist must choose the domain or subdomain when he brews the sacramental cognatogen. A sacrament alchemist can select an alignment domain only if his alignment matches that domain. He treats his alchemist level as his cleric level for purposes of using these domain powers, and treats his Intelligence modifier as his Wisdom modifier for purposes of variable effects. The effects of the sacramental cognatogen last for 10 minutes per alchemist level.

A sacrament alchemist doesn’t gain the bonus spells listed for each domain, nor does he gain any bonus spell slots. Levels of classes that normally provide access to domains stack with the sacrament alchemist’s alchemist level for purposes of determining domain powers and abilities, but not for purposes of determining bonus spells. Discoveries, feats, and effects that interact with the mutagen class feature do not affect sacramental cognatogen. A sacrament alchemist cannot take the cognatogen or mutagen discoveries.

This ability replaces mutagen.

Divinely Inspired Alchemy (Su): At 3rd level, a sacrament alchemist’s faith inspires him with ideas for novel alchemical achievements, although the mental strain means that he can’t reliably repeat them. Once per day while preparing extracts, for a period of 24 hours, a sacrament alchemist can gain an alchemist discovery for which he qualifies. He treats his alchemist level as 2 lower for the purpose of this discovery.

This ability replaces swift alchemy.

Discoveries: The following discoveries complement the sacrament alchemist archetype: combine extracts, dilution, infusion, and ranged baptism.
探索者协会追寻者
「"空弦"席德佳 12级埃拉斯蒂尔布道者」 「"伽寇尔传奇银色十字军"百晓梦 12级朱鹭主母神选之子」 「"异乡的守望者"银镜伊织 14级步枪士/护王典卫」

我所见证的冒险之路
《正义之怒》

我所诉说的故事结局
《冬临天下》

离线 晓慕思姬

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Re: 【PF1e】全变体整理:炼金术士
« 回帖 #56 于: 2023-07-03, 周一 17:24:46 »
感谢 祝孤生 翻译了原始版的修补匠变体
本篇由 晓慕思姬 进行更新与除错。

修补匠(Tinkerer)
出自 内海诡道(Inner Sea Intrigue) 46页
修补匠不断钻研发条制品,制造需要他们定期维护的特殊生物并与其建立奇异的联系。大多数格拉里昂的修补匠都信仰布莱,并且多见于矮人和侏儒社群。

发条链接(Clockwork Bond,Ex):1级起,修补匠与他的一个造物建立了联系,并且无需任何花费来获得它。此能力如同法师奥术链接的魔宠能力,修补匠的有效法师等级等同于他的修补匠等级。如果修补匠之后从其它职业获得了魔宠能力,将该职业等级与炼金术士等级叠加来计算此魔宠的能力。
修补匠的魔宠可以是任意想要的形态,但数据和能力都如同发条斥侯(Clockwork Spy),再加上普通魔宠会获得的能力,它是一个具有发条亚种的构装体生物。3级起,如果修补匠拥有灌注炼成科研发现,发条魔宠就可以传递修补匠的化合炼成。7级起,发条斥侯魔宠可以与发条亚种的构装体生物交流。不像大多数魔宠,发条斥侯不会给予主人特殊能力。
花费1分钟并且通过一个DC15的医疗检定,修补匠可以回复发条魔宠1d4点生命值,在4级时可以回复1d6点生命值,此后每4级额外增长1d6,8级2d6,12级3d6,16级4d6,20级5d6。
发条链接替换了突变药剂。修补匠无法选择突变药剂类科研发现。

修补(Tinkering ,Ex):2级起,修补匠可以花费1小时来研究并改造他的发条魔宠,为其应用下表的选项之一。5级起,修补匠可以选择第二个选择。他不能重复选择同一个选项。他可以更换所选择的能力,但每个更换的能力都需要1小时。
引述: 修补选项
·获得DR2/精金
·获得寒冷抗力5
·获得火焰抗力5
·挥击攻击伤害骰变为1d3
·隐匿检定获得+5炼金加值
·获得120尺黑暗视觉
·反射豁免获得+2抗力加值
·意志豁免获得+2抗力加值
·AC获得+2天生防御加值
·将飞行机动性变为普通
修改替换了毒性抗力+2、+4,用毒。

发条魔宠(Clockwork Familiar,Ex):6级时,修补匠将自己的魔宠改装为一个任意形态的发条魔宠(Clockwork Familiar)。她必须选择置物机关(Item Installation)中放入的物品类型。她能够免费获得发条魔宠,如同她是一个7级施法者并且拥有进阶魔宠专长。
发条魔宠替换了迅捷上毒。

高级修补(Greater Tinkering,Ex):8级起,修补匠可以通过对她的魔宠工作工作1小时来赋予它一项下表中的特殊能力。他可以更换所选择的能力,但这么做需要花费1小时。
引述: 高级修补选项
·啮咬攻击造成1d4点伤害
·获得DR10/精金
·获得一个满足条件的奖励专长
·隐匿检定获得+10炼金加值
高级修补替换了毒性抗力+6。

发条改造(Clockwork Upgrade,Ex):10级起,修补匠学会了如何改变置物机关(Item Installation)中放置物品的类型。这需要他对魔宠工作1小时,并且24小时内只能改变一次。此外修补匠可以以移动动作将置物机关中使用过的物品移除并安装新的物品。
发条改造替换了毒素免疫。

发条拟物(Clockwork Mimicries ,Ex):14级起,修补匠可以用她的精湛手艺来创造一件魔法物品的发条拟态。这需要1小时不间断的工作,允许修补匠制造一件奇物,每日可以使用的小时数等同于他炼金术士等级。当她如此创造一个发条拟物时,修补匠必须支付等同于该物品制造价格的材料费。她无需满足其它的制造条件。修补匠无法用此能力制造一件消耗品奇物或是需要充能的奇物,并且同时只能拥有一件发条拟物。发条拟物在其它人手中无法生效。
修补匠可以花费1小时来拆解并重制她的发条拟物。当她拆解发条拟物时,他可以回收一半于制造价格的费用。她仍需支付制造新拟物的造物价格。这会重置发条拟物的每日使用时间。
发条拟物替换了长效突变药剂。

科研发现(Discoveries):以下科研发现可以完善修补匠的能力:混合炼成(Combine extracts)、稀释药剂(Dilution)、生命灵药(Elixir of life)、强效药水(Enhance potion)、永恒药水(Eternal potion)、延时药水(Extend potion)、 灌注炼成(Infusion)、创生学徒(Promethean Disciple)。

劇透 -  原文:
Tinkerer
Source Inner Sea Intrigue pg. 46
Tinkerers constantly dabble in clockworking, creating special familiars that they regularly upgrade and with which they form bizarre bonds. Many worship Brigh and can be found throughout Golarion, especially in dwarven and gnome communities.

Clockwork Bond (Ex): At 1st level, a tinkerer forms a bond with one of her creations, and begins play with it at no cost. This functions as the familiar option of the wizard’s arcane bond class feature, with the tinkerer’s effective wizard level equal to her alchemist level. If a tinkerer would gain a familiar through another class, those levels stack for purposes of determining the familiar’s abilities.

A tinkerer’s familiar can take any shape the tinkerer wishes, but its statistics and abilities are identical to a clockwork spy with the normal adjustments and abilities for a familiar applied, and it is a construct with the clockwork subtype. At 3rd level, if the tinkerer has the infusion discovery, a clockwork spy familiar can deliver the tinkerer’s extracts with a range of touch for her. At 7th level, a clockwork spy can communicate with constructs with the clockwork subtype. Unlike most familiars, a clockwork spy does not grant special abilities to its master.

With 1 minute of work and a successful DC 15 Heal check, a tinkerer can restore 1d4 hit points to her clockwork spy familiar. At 4th level, a tinkerer can restore 1d6 hit points to her familiar in this same way. This amount increases to an additional 1d6 hit points every 4 levels thereafter (2d6 at 8th level, 3d6 at 12th level, 4d6 at 16th level, and 5d6 at 20th level).

This ability replaces mutagen. A tinkerer cannot choose the cognatogen or mutagen discoveries.

Tinkering (Ex): At 2nd level, a tinkerer can spend 1 hour working on her clockwork spy familiar to enhance it with one of the options from the following list. At 5th level, the tinkerer can choose a second option from the list. The same option cannot be chosen twice.

A tinkerer can change the enhancements applied to her familiar, but doing so takes 1 hour of work per enhancement she wishes to change.
The clockwork spy familiar gains DR 2/adamantine.
The clockwork spy familiar gains resist cold 5.
The clockwork spy familiar gains resist fire 5.
The clockwork spy’s slam attack deals 1d3 points of damage.
The clockwork spy gains a +5 alchemical bonus on Stealth checks.
The clockwork spy gains darkvision 120 feet.
The clockwork spy gains a +2 resistance bonus on Reflex saving throws.
The clockwork spy gains a +2 resistance bonus on Will saving throws.
The clockwork spy gains a +2 natural armor bonus.
The clockwork familiar’s maneuverability is average.
This ability replaces poison resistance +2, poison use, and poison resistance +4.

Clockwork Familiar (Ex): At 6th level, the tinkerer turns her familiar into a clockwork familiar that takes any form she wishes. She must choose which type of item is installed in the clockwork familiar. She gains the clockwork familiar at no cost, as if she were a 7th-level spellcaster with the Improved Familiar feat.

This ability replaces swift poisoning.

Greater Tinkering (Ex): At 8th level, a tinkerer can spend 1 hour working on her familiar to enhance it with one of the options from the following list. A tinkerer can change the enhancement applied to her familiar, but doing so takes 1 hour.

The clockwork familiar’s bite attack deals 1d4 points of damage.
The clockwork familiar gains DR 10/adamantine.
The clockwork familiar gains any feat for which it qualifies as a bonus feat.
The clockwork familiar gains a +10 alchemical bonus on Stealth checks.
This ability replaces poison resistance +6.

Clockwork Upgrade (Ex): At 10th level, a tinkerer has learned how to change the type of magic item her clockwork familiar can carry. This requires 1 hour of uninterrupted work. A tinkerer can change the type of item her clockwork familiar carries only once every 24 hours. Additionally, a tinkerer can remove a spent item and install a new one as a move action.

This ability replaces poison immunity.

Clockwork Mimicries (Ex): At 14th level, a tinkerer can use her mechanical mastery to create clockwork mimicries of powerful magic items. Doing so takes 1 hour of uninterrupted work, and allows the tinkerer to create a wondrous item that functions for a number of hours per day equal to her alchemist level. When creating such a clockwork item, the tinkerer must use materials worth an amount equal to the wondrous item’s construction cost. She need not meet any of the item’s other creation requirements. A tinkerer cannot create a mimicry of a consumable wondrous item or a wondrous item with finite charges, and she can have only one mimicry at a time. The clockwork item never functions as a wondrous item for any other creature.

The tinkerer can spend 1 hour disassembling a clockwork mimicry and reassembling it into a mimicry of a different wondrous item. When she disassembles a clockwork mimicry, she can salvage parts worth half of the mimicry’s creation cost. She still must pay the full creation cost for the new mimicry. This resets the duration the mimicry functions per day.

This replaces persistent mutagen.

Discoveries: The following discoveries complement the tinkerer archetype combine extract, dilution, elixir of life, enhance potion, eternal potion, extend potion, infusion, and promethean disciple.
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Re: 【PF1e】全变体整理:炼金术士
« 回帖 #57 于: 2023-07-03, 周一 17:26:53 »
感谢 傻豆 翻译了原始版的制毒师变体
本篇由 晓慕思姬 进行更新与除错。

制毒师(Toxicant)
出自 阴招战术工具箱(Dirty Tactics Toolbox) 7页
在卡塔佩什和匕痕城这样地方,毒素可以公开合法地制造与流通。一些被称之为制毒师的炼金术士痴迷于使用和传递毒药的方式,甚至研究出了将毒物流遍自己的全身,以便最快捷隐蔽地毒杀目标的技艺。

毒性分泌物(Toxic Secretion,Ex):1级起,制毒师从其他的有毒生物的生理结构中学会了将毒素储存在自己的皮肤表面的方法。每天一次,制毒师可以花费10分钟时间,调理并让自己的皮肤吸收一剂较为温和的毒药。制毒师自己对此毒药免疫,但任何以徒手或天生武器命中他的生物都必须通过一个DC=10+1/2制毒师等级+他的智力调整值的强韧豁免检定,否则受到相当于制毒师智力调整值的伤害。4级起,该生物在受伤一轮后还必须再通过一次相同的豁免检定否则额外承受一次伤害,只要目标没有豁免成功,这个效果就会不断重复,最多生效相当于1+每4个制毒师等级次(在20级时达到最高6次)。这是一个毒素效果。如果制毒师选择以一个标准动作压制自己皮肤的毒性,他会保持无害状态1小时时间或直到他以一个标准动作再次激活它为止。
从3级开始以及之后的每3级时,制毒师可以选取一种状态附加在他的毒性分泌物上,一旦选择便无法更换。只要该生物在对抗毒性分泌物的豁免检定上失败,该生物就会承受这种不良状态直到毒性分泌物影响结束或豁免检定成功为止。当制毒师提升到更高等级时,制毒师的毒躯能够造成的不良效果也更强(并且取代较低等级的不良效果),选取高级状态必须先选取被取代的低级不良状态,以下是制毒师可以选择造成的不良效果:
引述: 不良状态
3级:流血(1d6),目眩,疲乏,恶心
6级:眩晕,战栗
9级:目盲(取代目眩)或恍惚(取代眩晕)
12级:力竭(取代疲乏)
18级:震慑(取代力竭与恍惚)。
以一个迅捷动作,制毒师可以将自己身上的分泌物凝聚起来,然后就可以通过一次近战接触攻击传递出去或涂抹在武器上。被击中的目标需要进行豁免检定,如同接触到毒性分泌物一般。制毒师每天可以凝聚毒素的次数等同于制毒师等级+他的智力调整值次。
毒性分泌物替换了突变药剂

毒性滞留(Toxic Digestion,Ex):4级起,制毒师可以以一个标准动作喝下一剂毒药并将其滞留在自己体内。制毒师不会受到该毒药的影响也不需要进行豁免检定。当制毒师毒性分泌物下一次造成伤害时(无论是通过攻击或是被攻击),该敌人将会暴露于制毒师喝下的这剂毒药而非正常毒性分泌物的效果下(豁免DC,持续时间,潜伏期等与毒药相同),即使这剂毒药并不是接触毒药。如果在此期间制毒师喝下了一剂新的毒药,则原来的毒药效果消失。
毒素滞留替换了长效突变药剂。

劇透 -  原文:
Toxicant
Source Dirty Tactics Toolbox pg. 7
In lands such as Daggermark and Katapesh where poisons are legal and may be openly studied and sold, some alchemists obsess over the myriad ways that poisons and venoms can be applied and delivered. Known as toxicants, these deadly artists induce the production of deadly secretions within their own bodies in order to better inflict crippling conditions upon their foes.

Toxic Secretion (Ex): At 1st level, a toxicant has learned to mimic creatures with the ability to secrete harmful toxins through the skin. Once per day, in a process that takes 10 minutes, the toxicant can create and imbibe a tincture that causes her skin to secrete a mild toxin. The toxicant is immune to this secretion, but any creature that hits her with a natural attack or unarmed strike must succeed at a Fortitude save (DC = 10 + 1/2 the toxicant’s alchemist level + the toxicant’s Intelligence modifier). On a failed save, the target takes an amount of damage equal to the toxicant’s Intelligence modifier. At 4th level, a target that fails its save must succeed at a second save 1 round later or take the same amount of damage again. This effect repeats as long as the target continues to fail its saving throws, to a maximum number of rounds equal to 1 + 1 for every 4 alchemist levels the toxicant possesses (to a maximum of 6 rounds at 20th level). This is a poison effect (Ultimate Magic 138). The toxicant can suppress this secretion as a standard action, in which case it remains suppressed for 1 hour or until the toxicant reactivates it as a standard action.

At 3rd level and every 3 levels thereafter, the toxicant can choose a condition to have her toxin impose. Once this choice is made, it can’t be changed. A creature that fails its save against the toxic secretion also gains these conditions until it succeeds at a save against the secretion, or until the toxin’s duration ends. At higher alchemist levels, the toxicant gains access to stronger conditions; some replace lower-level conditions, which must be selected first. The following conditions are available at the given alchemist levels: 3rd—bleed (1d6), dazzled, fatigued, or sickened; 6th—dazed or shaken; 9th—blinded (replaces dazzled) or staggered (replaces dazed); 12th—exhausted (replaces fatigued); 18th—stunned (replaces exhausted and staggered).

As a swift action, the toxicant can collect and concentrate this secretion into a poison she can deliver as a touch attack or apply to a weapon. Targets of such attacks must attempt saving throws as if they had touched the toxicant’s toxic secretion. The toxicant can do this a number of times per day equal to her alchemist level + her Intelligence modifier.

This ability replaces mutagen.

Toxic Digestion (Ex): At 14th level, a toxicant can drink a poison as a standard action and suspend it within her own body. She is not affected by the poison, and doesn’t need to attempt saving throws against it. When the toxicant next uses her toxic secretion on a creature that attacks her with a natural or unarmed attack, she can expose the attacker to the digested poison (with that poison’s normal duration, effects, and save DC) rather than her normal toxic secretion, even if the digested poison isn’t normally a contact poison. The alchemist can maintain only a single digested poison at a time. If she digests a new poison, any older digested poison is lost. This ability replaces persistent mutagen.
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Re: 【PF1e】全变体整理:炼金术士
« 回帖 #58 于: 2023-07-03, 周一 18:15:20 »
感谢 PATIBAUL 翻译了原始版的陷阱破坏者变体
本篇由 晓慕思姬 进行更新与除错。

陷阱爆破者(Trap Breaker)
出自 地城大师手册(Dungeoneer's Handbook) 23页
陷阱爆破者放弃了对毒药的探寻,转而开始了对陷阱的钻研,他们用自己灵活的手指解除危险的装置,同时也用自己的炼金知识布下毁天灭地的雷区。

寻找陷阱(Trapfinding,Ex):2级起,陷阱爆破者获得寻找陷阱(Trapfinding)职业能力,如同游荡者同名职业能力。
寻找陷阱替换了用毒,毒性抗力+2。

爆破拆除(Explosive Disarm,Ex):5级起,陷阱爆破者可以利用爆炸而非解除装置检定来拆除陷阱。以一个整轮动作,陷阱爆破者可以用一枚炼金炸弹对陷阱进行远程解除攻击,使用陷阱的解除装置DC作为AC。如果攻击命中,炸弹会解除陷阱而不触发它,如果攻击未命中,则炸弹的溅射会激活陷阱。陷阱破坏者必须知道陷阱的位置,并且能够通过远程接触攻击攻击到它才能使用此能力。8级起,陷阱爆破者还可以使用这个能力解除魔法陷阱。
爆破拆除替换了毒性抗力+4、+6。

地雷(Land Mine,Ex):6级起,陷阱爆破者可以将他的炸弹变成地雷。设置地雷是一个会引发借机攻击的整轮动作。地雷占据一个五尺方格的空间,并且不能与任何陷阱、地雷、魔法陷阱放置在同一空间。陷阱爆破者可以将任何可以应用于炸弹的科研发现应用于地雷上。制造地雷需要消耗两次炼金炸弹使用次数,发现地雷的察觉检定、解除地雷的解除装置检定以及避免其影响的豁免检定DC等同于10+1/2陷阱破坏者等级+他的智力调整值。地雷持续每个陷阱爆破者等级一天或被触发为止,以先发生者为准。
引述: 地雷
类型:机械;触发:位置;复位:无
地雷替换了迅捷上毒。

雷区(Bombs Away,Ex):10级起,陷阱爆破者学习了如何最大化利用炸药爆破特性的专业知识。他制造地雷现在只需要消耗一次炼金炸弹使用次数。
雷区替换了毒素免疫

劇透 -  原文:
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Re: 【PF1e】全变体整理:炼金术士
« 回帖 #59 于: 2023-07-03, 周一 21:53:29 »
本篇由 晓慕思姬 翻译。

通天大盗(Vaultbreaker)
出自 反派志(Villain Codex) 236页
通天大盗将隐匿与制造炼金炸弹的才华相结合,制造出了一种可以破除锁具、铰链或是类似防护设备的特殊炸弹。

不请自入(Breaking and Entering,Ex):通天大盗获得隐匿作为本职技能,并且可以解除魔法陷阱,就好像她是一个有着寻找陷阱能力的游荡者一般。
不请自入调整了通天大盗的本职技能列表,并替换了制造药水。

游荡者天赋(Rogue Talents):通天大盗可以选取如下游荡者天赋来代替科研发现:平步登天(Expert Leaper)、快速潜行(Fast Stealth)、稳行者(Ledge Walker)、飞檐走壁(Nimble Climber)或翻墙者(Wall Scramble)。
这调整了科研发现。

破锁者(Safecracking,Ex):1级起,通天大盗的炸弹可以用于破坏锁具。他获得渗透性炸弹(Penetrating Charge)作为奖励科研发现。通天大盗不会将自身的智力调整值添加到炼金炸弹或是投溅武器上。
破锁者替换了随手投掷
引述: 科研发现:渗透性炸弹
出自Villain Codex pg. 236
渗透性炸弹是一种专门用于解除锁具或类似设备的炸弹,它不能用于无锁的门、密封容器或是其他类似的设备 。以一个整轮动作,炼金术士可以将渗透性炸弹施加到锁具上。渗透性炸弹不会造成伤害,而是会渗入锁具内部并腐蚀它,随后在对其进行的解除装置检定中获得+5环境加值。通过10分钟的修复(这需要一个DC15的适当工艺检定)可以修复锁具并消除加值。

强化破锁者(Enhanced Safecracking ,Ex):3级时,通天大盗获得燃烧弹(Incendiary Charge)作为奖励科研发现,并且燃烧弹忽略物体前10点硬度而非5点。
强化破锁者调整了炼金炸弹并替换了用毒。
引述: 科研发现:燃烧弹
出自Villain Codex pg. 236
燃烧弹是一种专门用于克服非魔法物品硬度的炸弹。炼金术士可以以一个整轮动作放置并引燃燃烧弹,对物体造成正常的炸弹伤害(与大多数能量伤害不同,燃烧弹对具有硬度的物品造成的伤害不会减半)。此外燃烧弹会忽略物体前5点硬度。

劇透 -  原文:
« 上次编辑: 2023-07-03, 周一 22:38:38 由 晓慕思姬 »
探索者协会追寻者
「"空弦"席德佳 12级埃拉斯蒂尔布道者」 「"伽寇尔传奇银色十字军"百晓梦 12级朱鹭主母神选之子」 「"异乡的守望者"银镜伊织 14级步枪士/护王典卫」

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