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【PU】成长型物品(Scaling Items)
« 于: 2015-07-03, 周五 21:32:04 »
成长型物品(Scaling Items)
在通常情况下,为了直面威胁,玩家身上的魔法物品会随着等级的提升而更新换代。每名角色的财产目录都在频繁地改写着,但这档子事情却不会对游戏的故事产生什么影响。然而成长型物品能随着携带它们的角色一同得到强化,这使得一件古老而珍贵的物品能得到发展,保留其有效性,而不是被简简单单地处理和遗忘掉。
成长型物品就如同普通魔法物品一样,但它们会随着持用者提升级别而获取新的力量,而且它们已有的能力有时也会得到强化。追加的物品效果会标注在成长型物品的描述里,这些效果的标头会注明解锁它们所需要的角色等级。
物品的施法者等级也会成比例增加。成长型物品的有效施法者等级为物品属性中标注的施法者等级或者其使用者的角色等级,以较高者为准,至高与物品的最高等级的能力相同。举例说明,如果一件物品的基础施法者等级为5级,并且会在7级和9级时获得额外能力,那么当它的持有者为8级的角色时,施法者等级视为8级,但是在10级角色的手中,它的施法者等级仅有9级。
每件成长型物品都有一个基础价值,对于等级不大于物品施法者等级的角色来说,这个基础价值就代表了物品的价格。在更加强大的角色手中,物品的施法者等级随之提升,物品的价格也会增高。此类物品的价格分为三档:珍玩(baubles)、珍物(prizes)和珍宝(wonders),这三档象征着成长型物品在角色所持财富中所占的比例。
最弱一档的物品——珍玩(baubles)——占玩家角色在对应等级所持财富(见核心手册 399页;【译注:为了方便查阅,我添加到下一小节的表格中了】)的比例为5%,它的地位相当于消耗型魔法物品(consumable magic items),不过珍玩这档的成长型奇物并不会因为使用而被摧毁。中间一档的物品——珍物(prizes)——占玩家角色在对应等级所持财富的比例为15%,它的地位相当于中等强度的魔法物品(magic items of moderate power)。最为昂贵的一档——珍宝(wonders)——占玩家角色在对应等级所持财富的比例为30%,它的地位相当于高等魔法物品(major magic item),比如战士最钟爱的宝剑。假设珍宝在游戏中达到了最高等级,那么它的价值会远远超出正常的价格。此类物品的力量接近于次级神器(minor artifacts),不过它们并非不可摧毁,而且也可以正常制造。



调整财宝(Adjusting Treasure)
由于成长型物品会随着角色提升等级而变强,因此实际上它们会随着时间增加所有者拥有的财富。为了平衡这一点,GM应当按照成长型奇物所占有的部分成比例降低财宝的数额。如后所属,GM可以按照单个角色或者以整只队伍为标准来进行处理。请注意成长型奇物的起始等级和价格,这些数据在角色的等级超过了物品的最低施法等级后就变得不再重要,自此开始,物品增长的价格就按照它所属的档次进行计算(珍玩、珍物或珍宝),而不是它的起始价格。三种档次的成长型奇物对财宝进行调整的方式都是相同的。

表:成长型物品的价格(Value of Scaling Items)
等级珍玩(5%)      珍物(15%)      珍宝(30%)      角色所持财富
1级15gp45gp90gp-*
2级50gp150gp300gp1000gp
3级150gp450gp900gp3000gp
4级300gp900gp1800gp6000gp
5级525gp1575gp3150gp10500gp
6级800gp2400gp4800gp16000gp
7级1175gp3525gp7050gp23500gp
8级1650gp4950gp9900gp33000gp
9级2300gp6900gp13800gp46000gp
10级3100gp9300gp18600gp62000gp
11级4100gp12300gp24600gp82000gp
12级5400gp16200gp32400gp108000gp
13级7000gp21000gp42000gp140000gp
14级9250gp27750gp55500gp185000gp
15级12000gp36000gp72000gp240000gp
16级15750gp47250gp94500gp315000gp
17级20500gp61500gp129000gp410000gp
18级26500gp79500gp159000gp530000gp
19级34250gp102750gp205500gp685000gp
20级      44000gp      132000gp      264000gp      880000gp
*:1级角色的财富见各职业起始财富。

以每名角色为准(Per Character):若你要将成长型物品带来的财宝下调应用在每名装备此类物品的角色身上,那么在此之前,你先要把财宝均分成几等份给各个角色。之后再降低具有成长型物品的角色所得到的财宝数额,降低的百分比与物品的档次相关(珍玩为5%,珍物为15%,珍宝为30%)。若角色有多个成长型物品,则需要在调整财宝数额之前先将百分比相加。
举例说明:具有一个珍宝和一个珍物的玩家角色所获得的财宝数额会下降45%,这是因为该角色实际上已经通过物品的价值增长而得到了这部分财宝。由于成长型奇物的价格基于角色整体等级的财富,因此要将此种调整应用至角色所分配到的每一份财宝上。若你希望让这种调整和游戏世界的关系更加紧密一些,则可以利用某种可以强化成长型物品的魔法物质替代本应调整的那部分财宝。这可以是魔法残留物、具有活性的水晶或者带有魔纹的法术书页,它们都能够增强物品的力量。无论你怎么设置,这些物质都必须在贩卖时毫无价值,而且仅能用来升级成长型物品。

以整个队伍为准(Group Basis):你能够用整个队伍使用的所有成长型物品来调整财宝。这种调整方式只有在所有角色都具有成长型物品,且每个角色所持有的物品档次总和都相近时,才会有比较好的效果。此种方式的优点在于完全在游戏外完成,不用在游戏内进行解释。将所有玩家角色所具有的成长型物品的财宝百分比相加。将这个数值除以玩家角色的数量,最后按照计算得出的百分比数值把将要发给队伍的财宝数量降低。举例说明:若玩家角色的队伍里合计4人,他们共有1个珍玩、3个珍物和1个珍宝,则他们的财宝数额会下降20%(80%除以4)。

最高等级(Maximum Level)
许多成长型物品会在最高20级时解锁所有新力量。但是仍有不少物品会在更低的等级时便达到上限。一旦这些物品达到它的最强力量所对应的等级,那么该件物品便不会再调整财宝。自这一时点开始,成长型物品被视为已经完全‘付清’。

等级不匹配(Mismatched Levels)
若一名玩家角色在得到一件成长型物品,且该物品的施法者等级低于角色等级的话,则实际上角色所得到的物品要比物品属性中列出的价格更高。参照表:成长型物品的价格(Value of Scaling Items)以及玩家角色的等级,以此来确定物品对于该名玩家角色来说的实际价值,同时也使用这个购买价格来作为该物品作为宝藏时的价值。将一个施法者等级高于角色等级的物品提供给角色并不会产生此类问题;它只意味着玩家角色在一段时间内无法解锁物品更高等级的能力。在玩家角色的等级超过物品的施法者等级之前,该物品并不会降低财宝的数额。



购买与贩卖(Buying And Selling)
贩卖成长型物品会引起棘手的平衡性问题。此类物品对于高等级买家来说更有价值,而高等级的卖价已经花费了大量的实际财富来获取并保留物品。按照表:成长型物品的价格(Value of Scaling Items)以及玩家角色的当前等级,卖出一件成长型物品能够获得的最高数额为其价格的一半(就如同正常贩卖魔法物品一般)。要卖到这个数额,玩家角色必须找到一个有兴趣的买家,这名买家的等级要与玩家角色相同或更高,因此这可能需要耗费大量的时间与精力。若玩家角色要急于卖出物品,那么她可能会获得表中价格的25%,甚至更少。玩家角色在贩卖成长型物品时,卖价不能高于她当前的等级所对应的物品价格的50%,即便买家的等级是一名更高等级的NPC也是如此。



制造(Crafting)
制作成长型物品必须按照它所具有的最高等级的力量进行计算,按照表:成长型物品的价格判断制造成本。首先按照物品的档次以及它的最高等级的能力找出表格内的价格。将这个价格除以2来得出物品的制造成本,再加上任何非魔法护甲或武器组成部分的价格。制造成本往往会高于成长型物品的市价,这是因为制造成本是按照物品的完整能力进行计算,而市价的基础则是物品的最低施法者等级。当玩家角色造出成长型物品时,他不需要为了保留物品而支付任何对财宝数额的削减,这是因为他已经支付了物品的完整价格。在制造成长型物品中设置物品DC时,使用物品最高等级的能力以取代它的基础施法者等级。



为新的成长型物品定价(Princing New Scaling Items)
要判断新造出的成长型物品的价格,首先要判断出排除任何基于等级的成长后,基础物品的价格。之后再按照后文加上每个额外能力的价格。

表:法术价格(每日1次)
施法者等级法术等级
0级1级2级3级4级5级6级7级8级9级
1级180gp360gp
2级360gp720gp
3级540gp1080gp2160gp
4级720gp1440gp2880gp
5级900gp1800gp3600gp5400gp
6级1080gp2160gp4320gp6480gp
7级1260gp2520gp5040gp7560gp10080gp
8级1440gp2880gp5760gp8640gp11520gp
9级1620gp3240gp6480gp9720gp12960gp16200gp
10级1800gp3600gp7200gp10800gp14400gp18000gp
11级1980gp3960gp7920gp11880gp15840gp19800gp23760gp
12级2160gp4320gp8640gp12960gp17280gp21600gp25920gp
13级2340gp4680gp9360gp14040gp18720gp23400gp28080gp32760gp
14级2520gp5040gp10080gp15120gp20160gp25200gp30240gp35280gp
15级2700gp5400gp10800gp16200gp21600gp27000gp32400gp37800gp43200gp
16级2880gp5760gp11520gp17280gp23040gp28800gp34560gp40320gp46080gp
17级3060gp6120gp12240gp18360gp24480gp30600gp36720gp42840gp48960gp55080gp
18级3240gp6480gp12960gp19440gp25920gp32400gp38880gp45360gp51840gp58320gp
19级3420gp6840gp13680gp20520gp27360gp34200gp41040gp47880gp54720gp61560gp
20级3600gp   7200gp   14400gp   21600gp   28800gp   36000gp   43200gp   50400gp   57600gp   64800gp

为基础物品定价(Pricing the Base Item):首先,确定新物品是珍宝(最好为高等的物品)、珍物(最好为实用的物品)、或者珍玩(有趣但并非重要的物品最为合适)。按照制造魔法物品的正常规则(核心手册 549页)给基础物品定价。之后依照物品的档次在表:成长型物品的价格中寻找相应的列,找到能囊括初始价格(initial price)的最低gp价格。使用这个价格来判断物品的起始施法者等级。

添加成长型能力(Adding Scaling Abilities):按照后述步骤来归类额外能力和法术,以及解锁这些能力的等级。

添加可解锁能力(Adding Unlockable Abilities):判断首先解锁的是何种能力或者力量增强。再次给物品定价,此时合算新能力外加基础物品的所有能力;你将会使用这个价格来判断解锁该能力的等级(见后文)。然而因为许多成长型物品都有大量使用次数受限的能力,完全按照标准规则给物品定价可能会导致物品的价格比实际效用高出太多。所以对于可穿戴物品(worn item)来说,通常情况下你应当免除掉添加额外能力时提升的50%价格*,除非额外能力是极为实用的能力或者与物品的其他能力可以产生联动。举例来说,若你创造了一双带有燃烧之手(burning hands)效果的手套,那么你不需要为高等级能力赋予穿戴者的火焰抗力支付额外开销,但是当你将高级能力设置为向10尺范围内的所有盟友提供火焰抗力的话,则需要支付额外开销,因为该能力补足了燃烧之手的缺点。
【译注*:按照造物规则,给魔法物品添加新能力时,新能力的价格要乘以150%。】

添加法术(Adding Spells):为物品允许所有者使用的任何法术定价。表:法术价格中已经包含了各个不同的施法者等级下每日使用1次的法术的标准价格。由于法术价格的变化是以物品的施法者等级为基础的,所以最好先给其他能力定价,之后估算定价时的施法者等级,然后再以这个施法者等级给法术定价。如果法术并不会由于较高的施法者等级而获得显著的强化,则使用物品的最低施法者等级进行定价。若法术会随着等级增加而变得更加强大(比如火球术),则使用解锁该法术时的施法者等级来进行定价。让法术的施法者等级在能够让其得到显著变化的最高等级封顶,比如施法者等级10级的火球术(fireball)。一般来说,若法术仅有持续时间随着施法者等级变更,那么持续时间为1分钟/等级或1轮/等级的法术应当使用完整的施法者等级,但是那些持续时间更长的法术(10分钟/等级或更长)则应该使用最低施法者等级。
请记住,每次达到进一步解锁能力的等级时,都需要再调整法术的定价,因为物品的施法者等级会自动与拥有者的等级相匹配。对于可穿戴物品(worn item)来说,应当免除掉添加额外法术时提升的那50%价格。

指定解锁等级(Assigning an Unlock Level):现在你已经算好了解锁下个能力时的价格,接着便是指定解锁该能力的等级。这一步的过程和给基础物品定价的那部分相同,不过使用的是新的价格。一般来说你应当向下取整,但是如果你的价格几乎达到了下个等级的价格,则取更高的等级。例如,在设定完一件珍物的新能力后被定价为8000gp,那么解锁这些能力的等级应为9级(6900gp),但如果定价的结果为9000gp,那么解锁这些能力的等级应该为10级(9300gp)。

完成物品(Completing the Item):重复获得新能力的过程。尝试每隔2至4个等级解锁一个新能力。并不是每件物品都要达到20级的水平,当你感觉物品的能力已经自成一套时,便应该结束了。



引用
边栏:单独取用的成长型物品(Standalone Scaling Items)
即便游戏中并未使用成长型物品的系统,GM可以将特定的成长型物品当做一件宝藏。GM可以使用完全没有任何升级版本的基础物品,或者也可以选取更高等级的版本,使得这件物品具有基础能力外加一两个已解锁的等级。她应当使用成长型物品的等级所对应的标准价格,依照表:成长型物品的价格上的内容选择。
举例说明:GM可以选用狩猎大师之矛(spear of the huntmaster)作为一件施法者等级6级、价值3202gp的物品,也就是仅使用基础能力;也可以作为施法者等级8级、价值4950gp的物品,取用基础能力外加8级解锁的能力;作为施法者等级10级、价值9300gp的物品,取用基础能力外加8级和10级解锁的能力,等等。



成长型物品(Scaling Items)
后述成长型物品中,包含了属于珍玩、珍物和珍宝三个档次的物品范例。

特殊护甲和盾牌(Specific Armor and Shields)
特殊武器(Specific Weapons)
戒指(Rings)
权杖(Rods)
法杖(Staves)
奇物(Wondrous Items)



原文
劇透 -   :
Scaling Items
Typically, player characters find themselves buying and selling magic items as they gain levels to keep up with the increasing threats they face. Items come and go from each character’s inventory with such frequency that they hardly have the chance to impact the game’s story. Scaling items, however, increase in power along with the characters who carry them, allowing an old and cherished item to develop and retain its utility rather than being sold and forgotten.
Scaling items work like normal magic items, but they gain new powers as their wielders gain levels, and their existing powers sometimes also improve. Additional item powers appear in a scaling magic item’s entry with a header indicating the character level at which they unlock.
The caster level of the item scales up as well. A scaling item’s effective caster level is its listed caster level or the character level of its wielder, whichever is higher, to a maximum of the item’s highest-level ability. For instance, if an item has a base caster level of 5th and additional abilities at 7th and 9th levels, it’s treated as caster level 8th in the hands of an 8th-level character, but is treated as only caster level 9th in the hands of a 10th-level character.
Each scaling item has a base price that represents its value to a character whose level is equal to or less than the item’s caster level. As the item’s caster level increases in the hands of a more powerful character, the item’s value increases as well. The values of such items fall into three categories (baubles, prizes, and wonders), which indicate the rough percentage of the character’s wealth a scaling item represents.
The weakest items, baubles, represent 5% of a PC’s character wealth at her level (Pathf inder RPG Core Rulebook 399) and can be compared to consumable magic items (even though baubles aren’t destroyed by use). Items in the middle category, prizes, represent 15% of a PC’s suggested wealth and correspond to magic items of moderate power. An item of the most valuable category, wonders, represents 30% of a PC’s suggested wealth and corresponds to a major magic item, such as a fighter’s most beloved and powerful sword. Wonders exceed the normal cost assumptions of the game at their highest level. Such items approach the power of minor artifacts, though they’re not indestructible and can still be created normally.

ADJUSTING TREASURE
Since scaling items improve as characters level up, they effectively add wealth to their owners over time. To balance this out, the Game Master should reduce treasure awards in proportion to how many scaling items the party has. This can be done per character or for the whole group, as described below. Note that the original level and price of a scaling item don’t matter once the character’s level exceeds the minimum caster level of the item, since the item accrues value based on its category (bauble, prize, or wonder), not on its original price. The adjustments to treasure awards are the same for all items in a category

Per Character: If you apply the scaling item treasure reduction for each character, do so after dividing up shares of treasure for the characters. Reduce the treasure received by a character with a scaling item by the percentage listed for the item’s category (5% for baubles, 15% for prizes, and 30% for wonders). If the character has multiple scaling items, combine the percentages before adjusting the amount of treasure.
For example, a PC with a wonder and a prize would receive 45% less treasure, because the PC has effectively already received that amount of treasure in the form of the items’ increased values. Since the value of a scaling item is based on wealth for an entire level, apply this adjustment to every treasure allotment the character receives. If you’d prefer to keep the adjustments more tied to the game world, you can instead replace the character’s lost treasure share with a magical substance that must be used to increase the power of scaling items. This might be magical residue, vibrant crystals, or spellbook-style pages of magical phrases that increase the item’s power. In any case, this substance should be treated as almost worthless to sell, and therefore useful only for upgrading scaling items.

Group Basis: You can use the scaling items of the whole party to adjust treasure. This implementation works best if all or most of the characters possess scaling items, and no character possesses a far higher number than the others. This method has the advantage of hiding behind the scenes, requiring no in-game justification. Add up the percentages of all scaling items owned by all PCs. Divide this percentage by the number of PCs, and reduce the total value of treasure the party finds by that percentage before dividing it among the characters. For example, if a group of four PCs have between them one bauble, three prizes, and a wonder, their treasure is reduced by 20% (80% divided by 4).

Maximum Level
Many scaling items unlock new powers all the way up to 20th level. Others reach the caps on their abilities at lower levels. Once an item reaches the level of its most powerful ability, stop adjusting treasure for that item. At that point, the scaling item is considered fully “paid for.”

Mismatched Levels
If a PC receives a scaling item of a caster level lower than her character level, she effectively receives an item that’s worth more than the price listed in the stat block. Reference Table 4–13: Value of Scaling Items and use the PC’s level to estimate how much the item is really worth to that PC, and use that purchase price as its treasure value. Giving an item with a caster level higher than the character’s level doesn’t present the same problems; it just means the PC won’t be unlocking the item’s higher-level powers for some time. Don’t reduce treasure for such an item until the PC’s level exceeds the item’s caster level.

BUYING AND SELLING
Selling a scaling item presents a tricky balance proposition. Such an item is worth more to a higher-level buyer, and a high-level seller has spent more effective wealth acquiring and keeping the item. The maximum amount a PC can get for a scaling item is half the value (as normal for selling magic items) listed on Table 4–13 for the item’s category and the PC’s current level. To get this amount, the PC must find a motivated buyer of her level or higher, which may involve considerable time and effort. If the PC must sell in a hurry, she might get 25% of the listed value, or even less. A PC can’t sell a scaling item for more than 50% of the item’s value for her current level, even if she sells it to a higher-level NPC.

CRAFTING
Scaling items must be crafted at their highest level of power, with a cost determined by referencing Table 4–13. Start with the value listed on the table for the item’s category and its highest-level ability. Divide this by 2 to get the crafting cost, and add the value of any nonmagical armor or weapon component. The crafting cost is always much higher than the market price of a scaling item, since the crafting cost is based on the full set of abilities but the market price is based on the minimum caster level. When a PC crafts a scaling item, he doesn’t need to pay any further cost in reduced treasure for keeping the item, because the full value of the item has already been accounted for. When setting the DC for crafting a scaling item, use the item’s highest-level ability instead of its base caster level.

PRICING NEW SCALING ITEMS
To determine the price when creating a new scaling item, determine the cost of the base item without any of the level-based upgrades, and increase that price based on each additional ability as described below.
Pricing the Base Item: First, decide whether the new item is a wonder (best for major items), a prize (best for utility items), or a bauble (suitable for items that are interesting but not significant). Price the base item according to the normal rules for creating magic items (Core Rulebook 549). Then, using the column on Table 4–13 that corresponds to the item’s category, find the lowest gp value that includes that initial price. Use that value to determine the item’s starting caster level.
Adding Scaling Abilities: Use the following steps to assign additional abilities and spells, and the levels at which those abilities unlock.
Adding Unlockable Abilities: Determine the first unlockable ability or increase in power. Price the item again, using the new ability plus all the abilities of the base item; you will use this price to determine the level at which the ability unlocks (see below). However, because many scaling items have a large range of limited-use abilities, following the standard rules can result in items that are too expensive for their actual utility. Therefore, on worn items, you should typically waive the 50% increase in price for an additional power unless it’s a particularly useful ability or has a strong synergy with the item’s other abilities. For instance, if you create a set of gloves with a burning hands effect, you wouldn’t need to pay the extra cost for a higher-level ability that grants you fire resistance, but you would for an ability that grants fire resistance to all allies within 10 feet of you since that ability complements burning hands so well.
Adding Spells: Assign a price for any spells the item allows its owner to use. Table 4–14: Spell Prices includes the typical prices of one daily use of spells at different caster levels. Because the price of spells varies based on the item’s caster level, it’s usually best to price other abilities first, then estimate the finished caster level, then price the spell at that caster level. If a spell doesn’t improve significantly at higher caster levels, price it using the item’s minimum caster level. If the spell becomes more powerful with level increases (as does fireball), use the caster level of the level at which it’s unlocked to determine its price. Cap a spell’s caster level at the highest level that makes a significant difference, such as 10th level for fireball. Generally, if only the spell’s duration changes with caster level, spells with a duration of 1 minute per level or 1 round per level should use the full caster level, but those with longer durations (10 minutes per level or more) should use the minimum caster level.
Remember to readjust the price at each further power unlock level, since the caster level of the item will match the owner’s level. On a worn item, waive the standard 50% price increase on the additional spells.
Assigning an Unlock Level: Now that you have a cost for the next scaling ability, assign a level at which that ability unlocks. This follows the same process as the Pricing the Base Item step, but using the new cost. You should usually round down, but if you’re almost at the higher-level price, bump up the level. For example, a prize that priced out at 8,000 gp at a given set of powers would unlock those powers at 9th level (6,900 gp), but if the price hits 9,000 gp, the abilities should instead unlock at 10th level (9,300 gp).
Completing the Item: Repeat this process for each set of new powers. Try to add a new unlockable ability every 2 to 4 levels. It’s not necessary to scale every item all the way to 20th level, however—stop when the set of abilities feels complete.

Standalone Scaling Items
A GM can include specific scaling items as individual pieces of treasure even if she isn’t using the scaling items system in her game. The base item can be used without any of the higher-level upgrades, or the GM can pick a higher level and create an individual item that has the base abilities plus one or more unlocked levels. She should use the standard price for that level of scaling item, as described on Table 4–13.
For example, a GM could give out a spear of the huntmaster (see page 164) as a CL 6th item worth 3,202 gp with just the base abilities, a CL 8th item worth 4,950 gp with the base abilities plus the 8th-level unlockable ability, a CL 10th item worth 9,300 gp with the base abilities plus the 8th- and 10th-level unlockable abilities, and so on.

SCALING ITEMS
The following scaling items include several examples of wonders, prizes, and baubles.
« 上次编辑: 2017-11-08, 周三 02:32:57 由 STEAM™白金之星 »
没有团,为什么还要翻译规则呢?
当然是为了友情了

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Re: 【Unchained】成长型物品(Scaling Items)
« 回帖 #1 于: 2015-07-03, 周五 21:32:26 »
特殊护甲和盾牌(Specific Armor and Shields)
后述部分包含了具有罕见的力量和魔法能力的护甲与盾牌。魔法护甲可能具有需要主动激活的功能,也可能有被动启动持久生效的力量。

末日战甲(Armageddon Plate)
位置:护甲;价格:2650gp
施法者等级:5级;重量:50磅
灵光:微弱变化系;成长分档:珍宝
末日战甲对于每名穿戴者来说视同为+1全身甲(+1 full plate)——当小体型至大体型的穿戴者穿好这幅铠甲时,它会自动调整大小以适应穿戴者的体型。这套铠甲通体为黑色,关节连接处以及头盔的样式会让人联想起传说中的泰拉斯奎兽(Tarrasque)。
  • 6级:末日战甲视同为+1次级护命全身甲(+1 light fortification full plate)。
  • 8级:近战攻击如果触发末日战甲的护命效果,便会激发铠甲的反噬。当攻击者用一件近战武器命中穿戴者,而且护甲使得一次重击或偷袭无效的话,护甲的力量会让攻击者战栗(shaken)1d4轮(意志豁免DC 16,通过则无效)。这是个影响心灵的恐惧效果,而且该效果可以与自身叠加,从而使得攻击者变得惊惧(frightened)或恐慌(panicked)。
  • 11级:末日战甲视同为+1中级护命全身甲(+1 moderate fortification full plate)。
  • 13级:末日战甲视同为+2中级护命全身甲(+2 moderate fortification full plate)。恐惧效果的豁免DC提升至20,而且它能够影响使用远程或近战武器的攻击者。
  • 16级:末日战甲视同为+2中级护命坚韧全身甲(+2 moderate fortification full plate of invulnerability)。不过末日战甲会提供DR 5/-以取代原本的DR 5/魔法。
  • 18级:末日战甲视同为+2中级护命决心UE坚韧精金全身甲(+2 moderate fortification adamantine full plate of determinationUE and invulnerability)。来自精金和经过调整的坚韧效果带来的伤害减免相互叠加,总和为DR 8/-。
  • 20级:末日战甲视同为+2高级护命决心UE坚韧精金全身甲(+2 heavy fortification adamantine full plate of determinationUE and invulnerability)。每日1次,穿戴者能够让护甲上的尖刺伸出,并以整轮动作将6根尖刺齐射出去,每根尖刺都使用穿戴者最高的基本攻击加值且射程增量为120尺。每根尖刺都能造成2d10 + 穿戴者的力量加值点伤害。若使用尖刺攻击多个目标,那么这些目标彼此之间的距离不得超过30尺。每日1次,穿戴者能够以自由动作将她的基础陆上速度变为150尺,持续1轮。若穿戴者选择这么做,那么她在该轮内无法受到任何其他增加移动速度效果的调整。
制造要求制造魔法武器和防具(Craft Magic Arms and Armor)生命之息(breath of life)恐惧术(fear)有限祈愿术(limited wish)神迹术(miracle)
制造成本:133650gp

天界军团护甲(Armor of The Celestial Host)
位置:护甲;价格:6900gp
施法者等级:9级;重量:20磅
灵光:中等变化系;成长分档:珍物
这件闪亮的银金色+1链甲(+1 chainmail)是如此地轻细贴身,以至于你把它穿在普通衣物下面时,从外侧也看不出任何着甲的痕迹。它的最高敏捷加值为+5点,护甲检定减值为-2点,而且奥术失败率为15%。它被视为轻甲(light armor)。
  • 11级:穿戴者每日可以通过命令使用1次飞行术(fly)。
  • 13级:护甲视同为+3链甲(+3 chainmail),而且最大敏捷加值增加至+7点。
  • 15级:护甲视同为+4链甲(+4 chainmail),最大敏捷加值增加至+8点,而且护甲检定减值降低至-1点。
  • 17级:护甲视同为+5链甲(+5 chainmail),而且穿戴者能够以迅捷动作通过命令来启动飞行能力。
  • 19级:护甲会使穿戴者长出洁白的羽翼,使她获得60尺飞行速度,机动性良好。
制造要求制造魔法武器和防具(Craft Magic Arms and Armor)飞行术(fly),制造者必须为善良阵营
制造成本:51375gp

驭龙盾(Dragonshield)
位置:盾牌;价格:28557gp
施法者等级:14级;重量:10磅
灵光:强烈防护系;成长分档:珍物
这面+1重木盾(+1 heavy wooden shield)由紧绷的龙革包裹,并且用雕塑成龙鳞样式的石材加以强化。在用于对抗任何属于龙类(dragon type)的生物时,驭龙盾对AC的增强加值增加1点,如果用它对抗的龙类与制作驭龙盾属于同一种特定类型的龙,那么驭龙盾对AC的增强加值再增加1点。在对抗龙类的喷吐武器时,驭龙盾的增强加值还能应用至豁免检定上。若持用者成功通过豁免检定以对抗龙类的喷吐武器,她便不会受到伤害。
  • 12级:盾牌获得激励UE(bolstering)盾牌特殊能力。由该能力提供的豁免检定加值在对抗龙类时增加1点,在对抗与制作盾牌的龙革同种的龙类时为增加2点。
  • 14级:盾牌获得能量抵抗(energy resistance)特殊能力。抗力类型和制造盾牌的龙革的那种龙类所具有的喷吐武器能量类型相同。
  • 16级:盾牌的增强加值提升至+2。并且佩戴者在对抗龙的气势凶猛(frightful presence)时,豁免检定获得+6士气加值。
制造要求制造魔法武器和防具(Craft Magic Arms and Armor)英雄气概(heroism)移除恐惧(remove fear)抵抗能量伤害(resist energy)
制造成本:47557gp

原文
劇透 -   :
Specific Armor and Shields
The following section includes armor and shields with unusual powers and magical abilities. Magic armor can have abilities that need to be activated to function or powers that work passively and constantly.

ARMAGEDDON PLATE PRICE 2,650 GP
SLOT armor CL 5th WEIGHT 50 lbs.
AURA faint transmutation SCALING wonder
A suit of armageddon plate acts as +1 full plate for nearly any wearer—it automatically resizes when donned to fit wearers of size Small to Large. The armor is blackened, with joints and helm in a style reminiscent of the legendary tarrasque.
6th Level: Armageddon plate is +1 light fortification full plate.
8th Level: Armageddon plate retaliates against melee attackers when its fortification ability triggers. When an attacker strikes the wearer with a melee weapon and the armor negates a critical hit or sneak attack, the power of the armor leaves the attacker shaken for 1d4 rounds (Will DC 16 negates). This is a mind-affecting fear effect, and can stack with itself to make an attacker frightened or panicked.
11th Level: Armageddon plate is +1 moderate fortification full plate.
13th Level: Armageddon plate is +2 moderate fortification full plate. The save DC of its fear effect increases to 20, and it affects attackers who use both ranged and melee weapons.
16th Level: Armageddon plate is +2 moderate fortification full plate of invulnerability. Armageddon plate grants DR 5/— instead of DR 5/magic.
18th Level: Armageddon plate is +2 moderate fortification adamantine full plate of determinationUE and invulnerability The damage reduction from adamantine stacks with the modified invulnerability effect for a total of DR 8/—.
20th Level: Armageddon plate is +2 heavy fortification adamantine full plate of determinationUE and invulnerability. Once per day, the wearer can lengthen the spines of the armor and release a volley of six spines as a full-attack action, all at the wearer’s highest base attack bonus with a range increment of 120 feet. Each spine that hits deals 2d10 damage + the wearer’s Strength bonus. If the spines attack multiple targets, all targets must be within 30 feet of each other. Once per day, the wearer can change her base land speed to 150 feet for 1 round as a free action. If she chooses to do so, she does not apply any other modifications that increase her movement speed for that round.
CONSTRUCTION REQUIREMENTS COST 133,650 GP
Craft Magic Arms and Armor, breath of life, fear, either limited wish or miracle

ARMOR OF THE CELESTIAL HOST PRICE 6,900 GP
SLOT armor CL 9th WEIGHT 20 lbs.
AURA moderate transmutation SCALING prize
This bright, silver-and-gold +1 chainmail is so fine and light that it can be worn under normal clothing without betraying its presence. It has a maximum Dexterity bonus of +5, an armor check penalty of –2, and an arcane spell failure chance of 15%. It is considered light armor.
11th Level: The wearer can use fly on command once per day.
13th Level: The armor is +3 chainmail, and the maximum Dexterity bonus increases to +7.
15th Level: The armor is +4 chainmail, the maximum Dexterity bonus increases to +8, and the armor check penalty decreases to –1.
17th Level: The armor is +5 chainmail, and the wearer can activate the fly ability on command as a swift action.
19th Level: The armor causes the wearer to grow feathery white wings, granting her a constant fly speed of 60 feet with good maneuverability.
CONSTRUCTION REQUIREMENTS COST 51,375 GP
Craft Magic Arms and Armor, fly, creator must be good

DRAGONSHIELD PRICE 28,557 GP
SLOT shield CL 14th WEIGHT 10 lbs.
AURA strong abjuration SCALING prize
This +1 heavy wooden shield is covered in stretched dragonhide and reinforced with petrified plates carved from a dragon’s thickest scales. A dragonshield’s enhancement bonus to AC increases by 1 against any creature with the dragon type, or by 2 against a dragon of the specific type used in the creation of the dragonshield. The enhancement bonus also applies on saving throws against dragons’ breath weapons. If the wielder succeeds at a saving throw against a dragon’s breath weapon, she takes no damage.
12th Level: The shield gains the bolsteringUE shield special ability. The saving throw bonus granted by this ability is increased by 1 against creatures of the dragon type and by 2 against dragons of the same type as the shield’s dragonhide.
14th Level: The shield gains the energy resistance special ability. The type of resistance matches the breath weapon energy type of the dragon whose dragonhide was used in the shield’s construction.
16th Level: The shield’s enhancement bonus increases to +2, and the wearer gains a +6 morale bonus on saving throws against a dragon’s frightful presence.
CONSTRUCTION REQUIREMENTS COST 47,557 GP
Craft Magic Arms and Armor, heroism, remove fear, resist energy
劇透 -   :
« 上次编辑: 2015-07-04, 周六 20:44:03 由 四月 »
没有团,为什么还要翻译规则呢?
当然是为了友情了

离线 四月

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Re: 【Unchained】成长型物品(Scaling Items)
« 回帖 #2 于: 2015-07-03, 周五 21:32:37 »
特殊武器(Specific Weapons)
后述部分包含了具有罕见的力量和魔法能力的武器。魔法武器可能具有需要主动激活的功能,也可能有被动启动持久生效的力量。

传世之箭(Legacy Arrow)
位置:无;价格:305gp
施法者等级:4级;重量:0.1磅
灵光:微弱变化系;成长分档:珍玩
这根雕刻着华丽装饰的箭矢永远不会在射击后被摧毁。通过以标准动作进行专注,最后一个射出箭矢的人能够感知到它的方位,感知范围至多为1英里(mile)。这个效果在射出24小时后便会消失。传世之箭最初只不过是一根精制品箭矢(masterwork arrow),不过它始终会在被使用后保留不会因为射击而被摧毁和可以被重新找回的能力。传世之箭也有其他种类弹药的版本,包含弩矢(bolts)、手里剑(shuriken)、投石索弹丸(sling bullets),甚至也可以是火器的子弹(firearm bullets)。
  • 6级:箭矢获得及远(distance)特殊能力,该能力在正常情况下对弹药无效。在被射出后,它会在1天内失去这个武器特殊能力以及在更高的等级中获得的能力。
  • 9级:箭矢获得及远和寻踪(seeking)特殊能力。
  • 11级:在被射出后,箭矢会在10分钟后重新恢复特殊能力,而非原本的1天后恢复。
  • 14级:每日1次以标准动作,箭矢的持用者能够将它指定为破敌箭矢(bane arrow),破敌的种类由持用者选择。箭矢会保持该种破敌特性,直至被变更为止。如上所述,箭矢仍旧需要花费10分钟来重新恢复破敌的能力。
  • 16级:箭矢在被射出后仍会保留及远、寻踪和破敌能力。
  • 18级:每周1次,持用者能够以标准动作射出传世之箭,这会让它在其他特殊能力之外,获得高等杀戮箭(greater slaying arrow)的特性(这与它的破敌能力会针对相同类别的生物)。在被射出后,箭矢会在1周内失去所有特殊能力。
  • 20级:高等杀戮箭能力的使用频率变为每日1次(在此之后会在1天内失去所有特殊能力)而非原本的每周1次。箭矢会如同精金武器一般克服伤害减免。
制造要求制造魔法武器和防具(Craft Magic Arms and Armor)法术升阶(Heighten Spell)锐耳术/鹰眼术(clairaudience/clairvoyance)死亡一指(finger of death)召唤怪物 I(summon monster I)真知术(true seeing)
制造成本:22000gp

复合金属锤(Multimetal Mace)
位置:无;价格:2650gp
施法者等级:6级;重量:4磅
灵光:中等变化系;成长分档:珍物
这柄+1轻型硬头锤(+1 light mace)的锤柄上套着多个由不同材质制成的金属环,每个金属环有一英寸厚。每日1次,锤子的所有者能够以标准动作将锤子转变为一种不同的金属。复合金属锤会维持在此类金属材质下,直至拥有者再次改变为止。最初,它能够变为银质或者变回为钢质。它在变化材质后仍旧会保留所有魔法能力以及当前正在影响它的任何持续性法术和效果。
  • 8级:复合金属锤的材质能够转变为寒铁。
  • 10级:复合金属锤的材质能够转变为精金。
  • 12级:复合金属锤视同为+2轻型硬头锤(+2 light mace)。
制造要求制造魔法武器和防具(Craft Magic Arms and Armor)金属核心ACG(heart of the metal)
制造成本:11405gp

至圣复仇者(Sacred Avenger)
位置:无;价格:4800gp
施法者等级:6级;重量:4磅
灵光:中等防护系[善良];成长分档:珍宝
这把精制品寒铁长剑(masterwork cold iron)在圣武士的手中会变为+1寒铁长剑(+1 cold iron longsword)。
  • 8级:至圣复仇者视同为+1寒铁长剑(+1 cold iron longsword),在圣武士的手中变为+2寒铁长剑(+2 cold iron longsword)。
  • 10级:至圣复仇者在圣武士的手中变为+3寒铁长剑(+3 cold iron longsword)。
  • 12级:至圣复仇者视同为+2寒铁长剑(+2 cold iron longsword),在圣武士的手中变为+4寒铁长剑(+4 cold iron longsword)。
  • 14级:至圣复仇者在圣武士的手中变为+5寒铁长剑(+5 cold iron longsword)。
  • 17级:至圣复仇者允许圣武士以标准动作随意使用区域型(area dispel)版本的高等解除魔法(greater dispel magic),并且赋予圣武士和与其相邻的盟友法术抗力,数值等同于5 + 她的圣武士等级。
制造要求制造魔法武器和防具(Craft Magic Arms and Armor)(圣洁灵光),制造者必须为善良阵营
制造成本:64500gp

狩猎大师之矛(Spear of The Huntmaster)
位置:无;价格:2650gp
施法者等级:6级;重量:6磅
灵光:中等预言系;成长分档:珍物
这根+1矛(+1 spear)以油黑色的木材为柄,矛尖则是用抛光的琥珀制作而成。矛的持用者能够随意使用指北术(know direction)。
  • 8级:手持此矛之时,持用者的生存检定获得+5表现加值。
  • 10级:对于具有狩猎目标(Quarry)职业能力的持用者来说,她能够每日使用1次生物定位术(locate creature)来寻找狩猎目标。若她的狩猎目标在范围内,那么当琥珀矛尖指向正确的方位时,便会发出亮光。
  • 12级:矛获得回力(returning)武器特殊能力。
制造要求制造魔法武器和防具(Craft Magic Arms and Armor)侦测动植物(detect animals or plants)指北术(know direction)生物定位术(locate creature)心灵遥控(telekinesis)
制造成本:10380gp

渴血之刃(Thirsting Blade)
位置:无;价格:4800gp
施法者等级:6级;重量:2磅
灵光:中等死灵系;成长分档:珍宝
这柄狭长的弧形+1匕首(+1 dagger)如果被鲜血所浸润,便会发出好似满足般的声响。尽管这柄匕首较长,但它仍旧可以被正常投掷出去,而且它的重击威胁范围为18 - 20。
  • 8级:渴血之刃视同为+1锐锋匕首(+1 keen dagger)。
  • 10级:渴血之刃在成功重击时会造成1点出血伤害(bleed damage)。
  • 14级:渴血之刃视同为+1锐锋血光匕首(+1 keen wounding dagger)。成功重击时,匕首会造成2点出血伤害而非原本的1点。
  • 15级:渴血之刃视同为+2锐锋血光匕首(+2 keen wounding dagger)。
  • 16级:渴血之刃视同为+3锐锋血光匕首(+3 keen wounding dagger)。
  • 17级:渴血之刃视同为+4锐锋血光匕首(+4 keen wounding dagger)。
  • 19级:渴血之刃如果成功对拥有血液的敌人造成重击,它的持有者便会恢复2点生命值。该能力只对每日第一个使用渴血之刃确认重击(score a critical hit)的持用者起效。持用者每日可以以此方式恢复的生命值是有限的,上限至多和持用者的正常最高生命值相同。在成功对拥有血液的敌人造成重击后,只要该名敌人仍旧受到由于重击而造成的出血伤害,那么它在对抗渴血之刃的持用者的攻击时便会处于措手不及状态。
  • 20级:渴血之刃视同为+5锐锋反噬血光匕首(+5 keen vicious wounding dagger)。
制造要求制造魔法武器和防具(Craft Magic Arms and Armor)出血术(bleed)弱能术(enervation)锐锋术(keen edge)吸血鬼之触(vampiric touch)
制造成本:132000p

原文
劇透 -   :
Specific Weapons
The following section includes weapons with unusual powers and magical abilities. Magic weapons can have abilities that need to be activated to function or powers that work passively and constantly.

LEGACY ARROW PRICE 305 GP
SLOT none CL 4th WEIGHT 1/10 lb.
AURA faint transmutation SCALING bauble
This ornately carved arrow always survives being fired. By concentrating as a standard action, the last person to shoot the arrow can sense the direction in which it lies, up to a distance of 1 mile. This effect fades 24 hours after firing. Initially, a legacy arrow acts merely as a masterwork arrow, but it always retains its ability to survive and be recovered after use. Legacy arrows can be found as other sorts of ammunition, including bolts, shuriken, sling bullets, and even firearm bullets.
6th Level: The arrow has the distance special ability, normally not available to ammunition. When fired, it loses this weapon special ability and any gained at higher levels for 1 day.
9th Level: The arrow has the distance and seeking special abilities.
11th Level: When fired, the arrow regains its special abilities after 10 minutes instead of 1 day.
14th Level: Once per day as a standard action, the arrow’s wielder can designate it as a bane arrow for a category of her choice. It retains its current bane properties until they are changed. The arrow still takes 10 minutes to regain the use of bane, as usual.
16th Level: The arrow retains its bane, distance, and seeking special abilities after being fired.
18th Level: Once per week, the wielder can take a standard action to fire the arrow, giving it the properties of a greater slaying arrow (keyed to the same category as its bane ability) in addition to its other special abilities. After being fired, the arrow loses all special abilities for 1 week.
20th Level: The greater slaying ability can be used once per day (after which the arrow loses all special abilities for 1 day) rather than once per week. The arrow overcomes damage reduction as though adamantine.
CONSTRUCTION REQUIREMENTS COST 22,000 GP
Craft Magic Arms and Armor, Heighten Spell, clairaudience/clairvoyance, finger of death, summon monster I, true seeing

MULTIMETAL MACE PRICE 2,650 GP
SLOT none CL 6th WEIGHT 4 lbs.
AURA moderate transmutation SCALING prize
This +1 light mace has bands of several different metals around its hilt, each band one inch thick. Once per day, the mace’s owner can transform the mace into a different metal as a standard action. The multimetal mace remains that type of metal until transformed again. To begin with, it can transform to silver or back to steel. It retains all magical abilities when it transforms, along with any ongoing spells and effects currently affecting it.
8th Level: The multimetal mace can be transformed into cold iron.
10th Level: The multimetal mace can be transformed into adamantine.
12th Level: The multimetal mace is a +2 light mace.
CONSTRUCTION REQUIREMENTS COST 11,405 GP
Craft Magic Arms and Armor, heart of the metalACG

SACRED AVENGER PRICE 4,800 GP
SLOT none CL 6th WEIGHT 4 lbs.
AURA moderate abjuration [good] SCALING wonder
This masterwork cold iron longsword becomes a +1 cold iron longsword in the hands of a paladin.
8th Level: The sacred avenger is a +1 cold iron longsword that becomes a +2 cold iron longsword in the hands of a paladin.
10th Level: The sacred avenger becomes a +3 cold iron longsword in the hands of a paladin.
12th Level: The sacred avenger is a +2 cold iron longsword that becomes a +4 cold iron longsword in the hands of a paladin.
14th Level: The sacred avenger becomes a +5 cold iron longsword in the hands of a paladin.
17th Level: The sacred avenger allows a paladin to use the area dispel version of greater dispel magic at will as a standard action and grants the paladin and adjacent allies spell resistance equal to 5 + her paladin level.
CONSTRUCTION REQUIREMENTS COST 64,500 GP
Craft Magic Arms and Armor, holy aura, creator must be good

SPEAR OF THE HUNTMASTER PRICE 2,650 GP
SLOT none CL 6th WEIGHT 6 lbs.
AURA moderate divination SCALING prize
This +1 spear of jet-black wood has a head of polished amber. The spear’s wielder can use know direction at will.
8th Level: With the spear in hand, the wielder gains a +5 competence bonus on Survival checks.
10th Level: A wielder with the quarry class feature (Core Rulebook 67) can use the spear to use locate creature once per day to find his quarry. If his quarry is within range, the amber spearhead glows brightly when pointed in the proper direction.
12th Level: The spear gains the returning weapon special ability.
CONSTRUCTION REQUIREMENTS COST 10,380 GP
Craft Magic Arms and Armor, detect animals or plants, know direction, locate creature, telekinesis

THIRSTING BLADE PRICE 4,800 GP
SLOT none CL 6th WEIGHT 2 lbs.
AURA moderate necromancy SCALING wonder
This long, curved +1 dagger gives off a contented hum when soaked with blood. It can be thrown normally despite its length and has a critical threat range of 18–20.
8th Level: The thirsting blade is a +1 keen dagger.
10th Level: The thirsting blade deals 1 point of bleed damage on a successful critical hit.
14th Level: The thirsting blade is a +1 keen wounding dagger. On a successful critical hit, the dagger deals 2 points of bleed damage instead of 1.
15th Level: The thirsting blade is a +2 keen wounding dagger.
16th Level: The thirsting blade is a +3 keen wounding dagger.
17th Level: The thirsting blade is a +4 keen wounding dagger.
19th Level: On a successful critical hit against an opponent with blood, the thirsting blade’s wielder recovers 2 hit points. This ability functions only for the first wielder each day to score a critical hit with the thirsting blade. The wielder can recover a number of hit points in this way each day up to that wielder’s normal maximum hit points. On a successful critical hit against an opponent with blood, that opponent is flat-footed against the wielder’s attacks with the thirsting blade as long as it continues to take the bleed damage from the critical hit.
20th level: The thirsting blade is a +5 keen vicious wounding dagger.
CONSTRUCTION REQUIREMENTS COST 132,000 GP
Craft Magic Arms and Armor, bleed, enervation, keen edge, vampiric touch
劇透 -   :
没有团,为什么还要翻译规则呢?
当然是为了友情了

离线 四月

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Re: 【Unchained】成长型物品(Scaling Items)
« 回帖 #3 于: 2015-07-03, 周五 21:32:51 »
戒指(Rings)
戒指会授予佩戴者神奇的力量。任何人都能使用戒指,不过每名角色在同一时间仅能获得两枚魔法戒指带来的好处。
【译注:本节的所有龙兽戒指的原文格式均为Ring of The Drake (Flame)这样,我为了版式而做了修改。】

炎之五重戒(Fivefold Rings of Fire)
位置:戒指;价格:10800gp
施法者等级:10级;重量:-
灵光:中等塑能系;成长分档:珍物
这五枚金戒指上都镶嵌着蛋白石,戒指之间使用金色的细链子相连(这让它们仅占用单个戒指物品位)。佩戴者每日至多能够释放出5条灼热射线(Scorching Ray),每条射线都是从其中一枚戒指上射出。她能够以标准动作放出1条射线,或者以整轮动作释放2条射线(分别从两个不同的戒指)。
  • 12级:佩戴者每天都能够忽略至多40点火焰伤害,就如同她使用了防护能量伤害(Protection from Energy)一般。这些火焰伤害会被炎之五重戒所吸收;若佩戴者已经使用了灼热射线的每日使用次数,则她每吸收20点火焰伤害,便可以重新给1枚戒指充能。
  • 14级:佩戴者也可以选择制造一个炽焰法球(Flaming Sphere)来替代1条灼热射线。该效果的形态为1个燃烧的火环以取代球体,不过在其他方面都如同炽焰法球法术一般。
  • 16级:佩戴者每日能够吸收的火焰伤害数额提升至100点。
制造要求锻造戒指(Forge Ring)炽焰法球(flaming sphere)防护能量伤害(protection from energy)灼热射线(scorching ray)
制造成本:23625gp

焰龙兽之戒(Ring of The Flame Drake)
位置:戒指;价格:6000gp
施法者等级:9级;重量:-
灵光:中等防护系;成长分档:珍物
这枚戒指由一块红色石头雕琢而成,它看起来就像是一头具有燃烧之翼的龙。戒指会赋予佩戴者5点火焰抗力(fire resistance)。当戒指保护佩戴者时,它会持续散发出硫磺的气味。
  • 11级:戒指提供10点火焰抗力。
  • 14级:戒指提供20点火焰抗力。
  • 17级:戒指提供30点火焰抗力。佩戴者的陆上速度增加5尺。每日1次,戒指的佩戴者能够以迅捷动作做出1次主要啮咬攻击。若她并未具有啮咬攻击,那么以这个迅捷动作的一部分,她的牙齿会变得像是细长的龙牙,这使得她会获得1次啮咬攻击,对于中型佩戴者来说能造成1d6点伤害(小型为1d4点)。
  • 20级:每日1次,戒指的佩戴者能够变形为焰龙兽的形态。该能力的效果如同使用巨龙形态 II(Form of the Dragon II)变形为红龙一般,不过佩戴者的火焰喷吐武器会对距离自身180尺范围内的半径20尺扩散区域造成伤害。
制造要求锻造戒指(Forge Ring)巨龙形态 II(form of the dragon II)加速术(haste)抵抗能量伤害(resist energy)
制造成本:66000gp

森林龙兽之戒(Ring of The Forest Drake)
位置:戒指;价格:6000gp
施法者等级:9级;重量:-
灵光:中等防护系;成长分档:珍物
这枚戒指由一块绿色石头雕琢而成,它的形状看起来如同龙兽的头部一般。戒指会赋予佩戴者5点强酸抗力(acid resistance)。当戒指保护佩戴者时,它会持续散发出酸的气味。
  • 11级:戒指提供10点强酸抗力。
  • 14级:戒指提供20点强酸抗力。
  • 17级:戒指提供30点强酸抗力。佩戴者获得在水下呼吸的能力。每日1次,戒指的佩戴者能够以迅捷动作做出1次主要啮咬攻击。若她并未具有啮咬攻击,那么以这个迅捷动作的一部分,她的牙齿会变得像是细长的龙牙,这使得她会获得1次啮咬攻击,对于中型佩戴者来说能造成1d6点伤害(小型为1d4点)。
  • 20级:每日1次,戒指的佩戴者能够变形为森林龙兽的形态。该能力的效果如同使用巨龙形态 II(Form of the Dragon II)变形为绿龙一般,不过佩戴者的强酸喷吐武器会对距离自身60尺范围内的半径10尺扩散区域造成伤害,而且这些气雾会如同隐雾术(obscuring mist)一般逗留1d4轮。
制造要求锻造戒指(Forge Ring)巨龙形态 II(form of the dragon II)加速术(haste)抵抗能量伤害(resist energy)
制造成本:66000gp

霜龙兽之戒(Ring of The Frost Drake)
位置:戒指;价格:6000gp
施法者等级:9级;重量:-
灵光:中等防护系;成长分档:珍物
这枚戒指由一块白色石头雕琢而成,它的形状看起来如同盘成一团的龙一般。戒指会赋予佩戴者5点寒冷抗力(cold resistance)。当戒指保护佩戴者时,它会持续散发清爽的气味。
  • 11级:戒指提供10点寒冷抗力。
  • 14级:戒指提供20点寒冷抗力。
  • 17级:戒指提供30点寒冷抗力。佩戴者能够在降雪环境(snowy conditions)下完美视物,而且在雪中进行的察觉检定不会承受任何减值。每日1次,戒指的佩戴者能够以迅捷动作做出1次主要啮咬攻击。若她并未具有啮咬攻击,那么以这个迅捷动作的一部分,她的牙齿会变得像是细长的龙牙,这使得她会获得1次啮咬攻击,对于中型佩戴者来说能造成1d6点伤害(小型为1d4点)。
  • 20级:每日1次,戒指的佩戴者能够变形为霜龙兽的形态。该能力的效果如同使用巨龙形态 II(Form of the Dragon II)变形为白龙一般,不过佩戴者的寒冷喷吐武器会影响距离自身60尺范围内的半径10尺扩散区域。扩散区域内的所有表面都会盖上一层光滑的冰面,因此这片区域会被转化为困难地形,持续2d4轮。
制造要求锻造戒指(Forge Ring)巨龙形态 II(form of the dragon II)加速术(haste)抵抗能量伤害(resist energy)
制造成本:66000gp

海龙兽之戒(Ring of The Sea Drake)
位置:戒指;价格:6000gp
施法者等级:9级;重量:-
灵光:中等防护系;成长分档:珍物
这枚戒指由一块蓝绿色石头雕琢而成,它的形状看起来如同正在游水的龙一般。戒指会赋予佩戴者5点闪电抗力(electricity resistance)。当戒指保护佩戴者时,它会持续散发海的气味。
  • 11级:戒指提供10点闪电抗力。
  • 14级:戒指提供20点闪电抗力。
  • 17级:戒指提供30点闪电抗力。佩戴者获得在水下呼吸的能力。每日1次,戒指的佩戴者能够以迅捷动作做出1次主要啮咬攻击。若她并未具有啮咬攻击,那么以这个迅捷动作的一部分,她的牙齿会变得像是细长的龙牙,这使得她会获得1次啮咬攻击,对于中型佩戴者来说能造成1d6点伤害(小型为1d4点)。
  • 20级:每日1次,戒指的佩戴者能够变形为海龙兽的形态。该能力的效果如同使用巨龙形态 II(Form of the Dragon II)变形为蓝龙一般,不过佩戴者的闪电喷吐武器会以距离自身100尺范围内的一个生物为目标,之后引发电弧对至多7个次要目标造成伤害,这些次要目标和主要目标的距离不得超过20尺。这些每个次要电弧会攻击1个目标,造成的伤害与主要的电弧相同。
制造要求锻造戒指(Forge Ring)巨龙形态 II(form of the dragon II)加速术(haste)抵抗能量伤害(resist energy)
制造成本:66000gp

大地领主之戒(Ring of The Earthlord)
位置:戒指;价格:4800gp
施法者等级:6级;重量:-
灵光:中等咒法系;成长分档:珍宝
这枚石质戒指的表面上总是覆盖着一层薄薄的泥土。它会赋予佩戴者每日使用1次融身入石(meld into stone)的能力。
  • 8级:佩戴者每日还能够使用1次柔石术(soften earth and stone)。佩戴者能够说土族语(Terran),而且她还会在对抗任何来自土元素位面(the Plane of Earth)的生物的攻击时豁免检定获得+2抗力加值,在对这些生物做出攻击检定时获得+4士气加值。除此之外,这些生物在对佩戴者进行攻击检定时会承受-1减值。佩戴者在对抗气(air)或者闪电(electicity)效果时,所有豁免检定承受-2减值。
  • 11级:土元素(Earth elementals)无法攻击佩戴者,甚至无法靠近她身边5尺范围内。若佩戴者愿意,她也能尝试对一个土元素使用魅惑怪物(charm monster;DC 17,意志豁免通过则无效)。若此尝试失败,佩戴者便会失去对于这个元素的防护,而且无法再次尝试魅惑这个元素。
  • 14级:佩戴者每日可以使用2次塑石术(stone shape),而且每周可以对自己使用1次石肤术(stoneskin)。
  • 16级:佩戴者每日可以使用1次石墙术(wall of stone),而且每日可以使用3次融身入石。
  • 17级:佩戴者每周可以使用1次穿墙术(passwall),而且现在可以随意使用融身入石。
  • 18级:佩戴者每周可以使用2次穿墙术,而且现在可以随意使用柔石术。
制造要求锻造戒指(Forge Ring)融身入石(meld into stone)穿墙术(passwall)柔石术(soften earth and stone)塑石术(stone shape)石肤术(stoneskin)召唤怪物 VI(summon monster VI)石墙术(wall of stone)
制造成本:79500gp

魔术师指环(Ring of The Trickster)
位置:戒指;价格:1080gp
施法者等级:4级;重量:-
灵光:微弱幻术系;成长分档:珍物
这枚由5个部件组成的连环戒(puzzle ring)必须经过正确组装才能佩戴到手指上。每日1次以移动动作,佩戴者能够创造单个镜像,就如同使用诡术领域(Trickery domain)的复制幻象(Copycat)能力一般。若佩戴者是一名牧师,而且具有诡术领域和复制幻象能力,那么作为替代,她可以额外获得2次该能力的使用次数。
  • 6级:佩戴者能够随意使用魔法伎俩(prestidigitation)。
  • 8级:通过花费1整轮重新研究戒指的谜,佩戴者能够找到一种方法解开其中四个部件,并且重新和最后一个部件组装成一个微小的模型(tiny shape),之后它会成长成一个简单的物品。将这个结果视同为佩戴者在重新设置了一个旅者万用工具UE(traveler’s any-tool)一般,不过如此组装出的物品若在佩戴者所选择的技能检定中可以用到的话,便会为这个技能检定额外提供+2表现加值。只要佩戴者还没失去这件物品,她就能够通过花费另一个整轮来将部件重新组装成戒指。如果无法凑齐完整5个部件,佩戴者便无法使用戒指产生的任何能力。
  • 10级:通过花费1分钟重新研究戒指的谜,佩戴者能够找到一种方法解开其中四个部件,并且重新和最后一个部件组装成一个微小的模型,之后它会成长成一件新物体,就如同使用了弱效造物术(minor creation)一般,不过佩戴者要使用解除装置以取代工艺检定来创造复杂的物体。在新物体消失24小时后,戒指的5个部件会神奇地再次出现。如果无法凑齐完整5个部件,佩戴者便无法使用戒指的创造能力。
  • 12级:通过花费10分钟重新研究戒指的谜,佩戴者能够找到一种方法解开其中四个部件,并且重新和最后一个部件组装成一个微小的模型,之后它会成长成一件新物体,就如同使用了强效造物术(major creation)一般,不过佩戴者要使用解除装置以取代工艺检定来创造复杂的物体。在新物体消失24小时后,戒指的5个部件会神奇地再次出现。如果无法凑齐完整5个部件,佩戴者便无法使用戒指的创造能力。
  • 15级:每日1次以标准动作,佩戴者能够创造出一个复制体,并且使自身消失不见,就如同假象术(mislead)一般。
制造要求锻造戒指(Forge Ring)强效造物术(major creation)镜影术(mirror image)魔法伎俩(prestidigitation)
制造成本:18000gp

原文
劇透 -   :
Rings
Rings bestow magical powers upon their wearers. Anyone can use a ring, but a character can gain the benefits of only two magic rings at a time.

FIVEFOLD RINGS OF FIRE PRICE 10,800 GP
SLOT ring CL 10th WEIGHT —
AURA moderate evocation SCALING prize
These five golden rings are each set with a fire opal and are linked together by thin golden chains (making them take up only a single ring item slot). The wearer can release up to five scorching rays each day, one from each of the five rings. She can release one ray as a standard action or two rays (from two different rings) as a full-round action.
12th Level: Each day, the wearer can ignore up to 40 points of fire damage as if using protection from energy. This fire damage is absorbed into the fivefold rings of fire; when this happens, if the wearer has already expended one or more of her scorching rays for the day, she can recharge one of the rings for every 20 points of fire damage she absorbs.
14th Level: In place of a scorching ray, the wearer can choose to create a flaming sphere. The effect takes the form of hollow rings of flame instead of a sphere, but otherwise functions as the spell.
16th Level: The amount of fire damage the wearer can absorb each day increases to 100 points.
CONSTRUCTION REQUIREMENTS COST 23,625 GP
Craft Wondrous Item, flaming sphere, protection from energy, scorching ray

RING OF THE DRAKE (FLAME) PRICE 6,000 GP
SLOT ring CL 9th WEIGHT —
AURA moderate abjuration SCALING prize
Carved from a red stone in the shape of a dragon with glowing wings, this ring grants its wearer fire resistance 5. The ring has a sulfuric smell that lingers when it protects its wearer.
11th Level: The ring grants fire resistance 10.
14th Level: The ring grants fire resistance 20.
17th Level: The ring grants fire resistance 30. The wearer increases her land speed by 5 feet. Once per day, the ring’s wearer can make a primary bite attack as a swift action. If she does not already possess a bite attack, her teeth elongate into draconic fangs as part of the swift action, granting a bite attack that deals 1d6 points of damage for a Medium wearer (1d4 for a Small wearer).
20th Level: The ring’s wearer can transform into a flame drake once per day. This functions as transforming into a red dragon via form of the dragon II, except that the wearer’s fire breath weapon damages a 20-foot-radius spread within 180 feet of her.
CONSTRUCTION REQUIREMENTS COST 66,000 GP
Forge Ring, form of the dragon II, haste, resist energy

RING OF THE DRAKE (FOREST) PRICE 6,000 GP
SLOT ring CL 9th WEIGHT —
AURA moderate abjuration SCALING prize
Carved from a gray-green stone in the shape of a drake’s head, this rings grants its wearer acid resistance 5. The stone ring has an acidic smell that lingers when it protects its wearer.
11th Level: The ring grants acid resistance 10.
14th Level: The ring grants acid resistance 20.
17th Level: The ring grants acid resistance 30. The wearer gains the ability to breathe underwater. Once per day, the ring’s wearer can make a primary bite attack as a swift action. If she does not possess a bite attack, her teeth elongate into draconic fangs as part of the swift action, granting a bite attack that deals 1d6 damage for a Medium wearer (1d4 for a Small wearer).
20th Level: The ring’s wearer can transform into a forest drake once per day. This functions as transforming into a green dragon via form of the dragon II, except that the wearer’s acid breath weapon damages a 10-foot-radius spread within 60 feet of her and remains in place as an obscuring mist for 1d4 rounds.
CONSTRUCTION REQUIREMENTS COST 66,000 GP
Forge Ring, form of the dragon II, haste, resist energy

RING OF THE DRAKE (FROST) PRICE 6,000 GP
SLOT ring CL 9th WEIGHT —
AURA moderate abjuration SCALING prize
Carved from a white stone in the shape of a coiled dragon, this ring grants its wearer cold resistance 5. The ring has a crisp smell that lingers when it protects its wearer.
11th Level: The ring grants cold resistance 10.
14th Level: The ring grants cold resistance 20.
17th Level: The ring grants cold resistance 30. The wearer can see perfectly in snowy conditions, and does not take any penalties on Perception checks while in snow. Once per day, the ring’s wearer can make a primary bite attack as a swift action. If she does not possess a bite attack, her teeth elongate into draconic fangs as part of the swift action, granting a bite attack that deals 1d6 points of damage for a Medium wearer (1d4 for a Small wearer).
20th Level: The ring’s wearer can transform into a frost drake once per day. This functions as transforming into a white dragon via form of the dragon II, except that the wearer’s cold breath weapon affects a 10-foot-radius spread within 60 feet of her. All surfaces within the spread are coated with slippery ice that turns the area into difficult terrain for 2d4 rounds.
CONSTRUCTION REQUIREMENTS COST 66,000 GP
Forge Ring, form of the dragon II, haste, resist energy

RING OF THE DRAKE (SEA) PRICE 6,000 GP
SLOT ring CL 9th WEIGHT —
AURA moderate abjuration SCALING prize
Carved from a blue-green stone in the shape of a swimming dragon, this ring grants its wearer electricity resistance 5. The ring exudes a smell of the sea that lingers when it protects its wearer.
11th Level: The ring grants electricity resistance 10.
14th Level: The ring grants electricity resistance 20.
17th Level: The ring grants electricity resistance 30. The wearer gains the ability to breathe underwater. Once per day, the ring’s wearer can make a primary bite attack as a swift action. If she does not already possess a bite attack, her teeth elongate into draconic fangs as part of the swift action, granting a bite attack that deals 1d6 points of damage for a Medium wearer (1d4 for a Small wearer).
20th Level: The ring’s wearer can transform into a sea drake once per day. This functions as transforming into a blue dragon via form of the dragon II, except that the wearer’s electricity breath weapon targets one creature within 100 feet of her, then arcs to up to seven secondary targets within 20 feet of the primary target. The secondary bolts each strike one target and deal as much damage as the primary bolt.
CONSTRUCTION REQUIREMENTS COST 66,000 GP
Forge Ring, form of the dragon II, haste, resist energy

RING OF THE EARTHLORD PRICE 4,800 GP
SLOT ring CL 6th WEIGHT —
AURA moderate conjuration SCALING wonder
This stone ring is constantly covered in a thin layer of dirt. It grants its wearer the ability to meld into stone once per day.
8th Level: The wearer can also use soften earth and stone once per day. She can speak Terran, and she gains a +2 resistance bonus on saving throws against attacks by creatures from the Plane of Earth and a +4 morale bonus on attack rolls against such creatures. Additionally, these creatures take a –1 penalty on attack rolls against her. The wearer takes a –2 penalty on all saving throws against air or electricity effects.
11th Level: Earth elementals can’t attack the wearer or even approach within 5 feet of her. If she wishes, the wearer can attempt to use charm monster on an earth elemental (DC 17 Will save negates). If she fails the attempt, she loses the protection against that elemental and can’t attempt to charm that elemental again.
14th Level: The wearer can use stone shape twice per day and use stoneskin on herself once per week.
16th Level: The wearer can use wall of stone once per day and can now use meld into stone three times per day.
17th Level: The wearer can use passwall once per week and can now use meld into stone at will.
18th Level: The wearer can now use passwall twice per week and soften earth and stone at will.
CONSTRUCTION REQUIREMENTS COST 79,500 GP
Forge Ring, meld into stone, passwall, soften earth and stone, stone shape, stoneskin, summon monster VI, wall of stone

RING OF THE TRICKSTER PRICE 1,080 GP
SLOT ring CL 4th WEIGHT —
AURA faint illusion SCALING prize
This five-piece puzzle ring must be properly assembled before it can be placed on a finger. Once per day as a move action, the wearer can create a single mirror image as if using the Trickery domain’s copycat power. If the wearer is a cleric with the Trickery domain and the copycat power, she instead gains two additional uses of that ability.
6th Level: The wearer can use prestidigitation at will.
8th Level: By spending 1 full round reconfiguring the ring’s puzzle, the wearer can find a way to solve the puzzle with four of the pieces while twisting the final piece into a tiny shape that grows into another simple object. Treat the result as if the wearer had reconfigured a traveler’s any-toolUE, except that the resulting object additionally grants a +2 competence bonus on a skill check of the wearer’s choice that could conceivably involve the object. As long as she does not lose the object, the wearer can return the fifth piece to the ring by spending another full round. The wearer cannot use any of the ring’s creation powers without all five pieces.
10th Level: By spending 1 minute reconfiguring the ring’s puzzle, the wearer can find a way to solve the puzzle with four of the pieces while twisting the final piece into a tiny shape that grows into a new object as minor creation, except that the wearer uses Disable Device rather than Craft to create a complex object. The fifth piece of the ring mysteriously reappears 24 hours after the new object vanishes. The wearer cannot use any of the ring’s creation powers without all five pieces.
12th Level: By spending 10 minutes reconfiguring the ring’s puzzle, the wearer can find a way to solve the puzzle with four of the pieces while twisting the final piece into a tiny shape that grows into a new object as major creation, except that the wearer uses Disable Device rather than Craft to create a complex object. The fifth piece mysteriously reappears 24 hours after the new object vanishes. The wearer cannot use any of the ring’s creation powers without all five pieces.
15th Level: Once per day as a standard action, the wearer can create a duplicate while becoming invisible, as mislead.
CONSTRUCTION REQUIREMENTS COST 18,000 GP
Forge Ring, major creation, mirror image, prestidigitation
劇透 -   :
没有团,为什么还要翻译规则呢?
当然是为了友情了

离线 四月

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Re: 【Unchained】成长型物品(Scaling Items)
« 回帖 #4 于: 2015-07-03, 周五 21:33:02 »
权杖(Rods)
权杖是类似于节杖的装置,它具有独特的魔法里来那个,而且通常不具有任何充能次数。任何人都能使用权杖。

复写权杖(Mimetic Rod)
位置:无;价格:1350gp
施法者等级:7级;重量:2磅
灵光:中等预言系;成长分档:珍玩
权杖光滑的表面被打磨得如同镜面一般。两颗凸面宝石——分别为琥珀色和翠绿色——镶嵌在权杖的一端,用以控制它的力量。一名生物可以按下翠绿色宝石,然后用权杖滚过平坦表面上的一篇文字,这篇文字会完整地存入权杖之中,原文会完好无损的保留下来。通过按下琥珀色宝石,并且用权杖滚过另一个不同的平坦表面,使用者能够将原文复写出来。这些文本仍旧储存在权杖之中,直至翠绿色宝石再次被按压为止。权杖能够储存的文本大小和它的表面积相同:10英尺 x 12英尺。法术书页也能存入复写权杖,不过这只能用于保存文本以便后续抄录之用;施法者仍旧需要支付完整的价格才能将法术抄入法术书中。权杖无法复制使用魔法文字的陷阱,比如爆裂符文(explosive runes),但是除非魔法物品在文本上方会触发陷阱,否则尝试以复写权杖复制文本并不会触发陷阱。
  • 9级:权杖可以用于复制面容。持用者必须在先按下翠绿色宝石,之后拿权杖在某人的面孔或者高品质的复制品前方摆动。权杖储存的面容能够复制到他人的面部,就好像他们收到了易容术(disguise self)的影响一般(但是这么做仅能改变面容,对体重、身高或其他方面没有影响)。该效果的持续时间为权杖启动着所具有的角色等级 x 10分钟(至多为140分钟)。同一时间权杖只能存储一个面容,而且不能在存储面容的同时存储文本。
  • 11级:若权杖的使用者说出一种语言的名称,那么权杖会将自身存储的任何文本翻译为该种语言。当文本被复制时,它会以已经翻译好的语言再现出来。当一段文本储存在权杖中时,可以被翻译的次数不受限制。
  • 14级:权杖能够储存并复制依赖文字的魔法陷阱,这也包括徽记(symbols)。权杖的使用者必须成功通过一次施法者等级检定(施法者等级14级)才能这么做,检定DC为11 + 目标法术的施法者等级。若检定成功,陷阱会被无害地存入权杖内,而且可以如同文本一般被复制出来。不过与普通文本不同,法术在被复制后,权杖内存储的法术便会被抹除。当权杖复制魔法文字之后,任何由原施法者做出的设定都不会被改变。权杖的持用者也可以按下翠绿色宝石,将已存储的法术无害消散,以取代将魔法复制出来。
制造要求制造权杖(Craft Rod)易容术(disguise self)背书咒ACG(memorize page)巧言术(tongues)
制造成本:4625gp

死亡领主节杖(Rod of The Deadlord)
位置:无;价格:16005gp
施法者等级:9级;重量:4磅
灵光:中等死灵系;成长分档:珍宝
这根权杖的握柄和顶端的骷髅头全部由染黑的精金制成。权杖可以作为+1传导UE轻型硬头锤(+1 conductive light mace)供持用者使用。在持用者的命令下,权杖可以转变为钉头槌(morningstar),重型硬头锤(heavy mace),链枷(flail)或重型链枷(heavy flail)。若无人持握权杖,它便会在1轮后恢复其原本的形态。不死军团(undead legions)的指挥官通常会持用这种权杖,作为一种权力的象征。武器的类型变更也可以作为一种让不死部族改变战斗策略的信号,比如硬头锤代表着稳健行军、钉头槌代表着要求积极进攻、而链枷代表着撤退等等。
  • 11级:权杖的增强加值增加至+2点。
  • 13级:任何被死亡领主节杖命中的生物都会获得一个暂时负向等级。目标如果能够成功通过强韧豁免便可以避免这个负向等级,豁免DC为6 + 持用者的生命骰(最高21)。这个负向等级持续12小时,而且不会变为永久负向等级。
  • 15级:若持用者确认重击(confirms a critical hit),目标会受到一个永久负向等级以取代暂时负向等级,且无需豁免。在此之后的每一天,目标都必须成功进行一次强韧豁免(使用13级解锁能力的DC),失败则会受到另一个负向等级。这是个诅咒(curse)效果,持续至被移除(DC 23)或目标死亡为止。除非先移除该诅咒,否则被这个诅咒杀死的目标无法被复活。
  • 17级:权杖的增强加值提升至+3点。每日1次,权杖的拥有者能够以标准动作用权杖敲击地面,产生操纵死尸(animate dead)的效果。权杖拥有者能够以此方式操控的不死生物总HD等同于她的等级。若权杖使用者通过施放操纵死尸控制着其他不死生物,则她只能驱使自身可以控制的最高上限——这些数量并不会叠加。当权杖不再是她的随身物品时,通过权杖操控的不死生物便不再受她控制。
制造要求制造权杖(Craft Rod)降咒(bestow curse)弱能术(enervation)强效造物术(major creation)幽灵手(spectral hand)
制造成本:67505gp

原文
劇透 -   :
Rods
Rods are scepterlike devices that have unique magical powers and usually do not have any charges. Anyone can use a rod.

MIMETIC ROD PRICE 1,350 GP
SLOT none CL 7th WEIGHT 2 lbs.
AURA moderate divination SCALING bauble
The smooth surface of this rod is polished to a mirror sheen. Two cabochons—one amber and one viridian—set into the ends of the rod control its functions. A creature can press the viridian stone and roll the rod across a piece of writing on a flat surface to copy that writing into the rod, leaving the original text intact. By pressing the amber cabochon and rolling the rod across a different flat surface, a creature can replicate the original text. The text remains stored in the rod until the viridian stone is pressed again. The rod can copy a text the size of its surface area: 10 inches by 12 inches. Spellbook pages can be copied into a mimetic rod, but this is only useful for saving the text to transcribe later; the caster must still pay the full price for copying the spell into a spellbook. The rod can’t copy traps that use magical writing, such as explosive runes, but attempting to do so doesn’t trigger the trap unless the movement of the magic item over the text would normally trigger it.
9th Level: The rod can be used to copy faces. It must first be waved in front of either a person’s actual face or a high-quality reproduction while the wielder presses the viridian cabochon. The stored face can then be replicated over someone else’s face as though they’d been affected by disguise self (though this can change only the face—not height, weight, or other features). This effect lasts for 10 minutes per character level possessed by the person activating the rod (to a maximum of 140 minutes). The rod can store only one face at a time, and can’t store a face while it’s storing text.
11th Level: If the rod’s user speaks the name of a language, the rod automatically translates any text stored in it to that language. When that text is reproduced, it comes out in the language it has been translated to. A piece of text can be translated any number of times while stored in the rod.
14th Level: The rod can copy and reproduce magical traps that rely on text, including symbols. The rod’s user must succeed at a caster level check (caster level 14th) with a DC equal to 11 + the targeted spell’s caster level to do so. If she succeeds, the trap is stored harmlessly in the rod and can be replicated just as text would. Unlike with normal text, the spell is erased from inside the rod when it’s replicated. The size of the rod’s surface area doesn’t limit the size of magical trap text it can copy. When the rod reproduces the magical writing, any decisions made by the original caster are unchanged. The rod’s wielder can also press the viridian cabochon to harmlessly extinguish the spell instead of reproducing it.
CONSTRUCTION REQUIREMENTS COST 4,625 GP
Craft Rod, disguise self, memorize pageACG, tongues

ROD OF THE DEADLORD PRICE 16,005 GP
SLOT none CL 9th WEIGHT 4 lbs.
AURA moderate necromancy SCALING wonder
This baton and the small skull that tops it are both made of blackened adamantine. The rod can be wielded as a +1 conductiveUE light mace. At the wielder’s command, it transforms into a morningstar, heavy mace, flail, or heavy flail. It returns to its normal shape if left unattended for 1 round. Commanders of undead legions often wield such rods as symbols of authority. Changing the weapon’s type can be used to signal a change in strategy for the undead horde, with the mace indicating a steady march, the morningstar calling for an aggressive assault, a flail indicating a retreat, and so on.
11th Level: The rod’s enhancement bonus increases to +2.
13th Level: Any creature hit by the rod of the deadlord gains a temporary negative level. The target avoids this negative level if it succeeds at a Fortitude save with a DC equal to 6 + the wielder’s Hit Dice (maximum 21). This negative level lasts for 12 hours, and can’t become a permanent negative level.
15th Level: If the wielder confirms a critical hit, instead of gaining a temporary negative level the target gains a permanent negative level with no saving throw. Each day thereafter, the target must succeed at a Fortitude save (using the same DC as the 13th-level unlockable ability) or acquire another negative level. This is a curse effect that continues until removed (DC 23) or until the target dies. A target slain by this curse cannot be revived from death until the curse is removed.
17th Level: The rod’s enhancement bonus increases to +3. Once per day, the rod’s owner can tap the rod on the ground as a standard action to duplicate the effects of animate dead. The total HD of undead the owner can control in this way is equal to her level. If she controls other undead from castings of animate dead, she uses only the highest maximum she can control—the values do not stack. She ceases to control undead created by the rod if the rod leaves her possession.
CONSTRUCTION REQUIREMENTS COST 67,505 GP
Craft Rod, bestow curse, enervation, major creation, spectral hand
劇透 -   :
没有团,为什么还要翻译规则呢?
当然是为了友情了

离线 四月

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Re: 【Unchained】成长型物品(Scaling Items)
« 回帖 #5 于: 2015-07-03, 周五 21:33:12 »
法杖(Staves)
法杖实际上是储存了多个法术的长杆。法杖储存的法术通常为一个相同的主题,而且有事还会为持有者提供额外的能力。当法杖通常具有10发充能,具有合适法术的施法者可以给法杖重新充能。

余烬王之杖(Staff of The Pyre Lord)
位置:无;价格:8800gp
施法者等级:8级;重量:1磅
灵光:中等塑能系;成长分档:珍宝
这根法杖是用完全抛光的黑曜石制作,顶端镶嵌有红宝石。闪烁的火焰似乎在法杖的表面上舞动。随着持用者的等级得到提升,这股虚幻的火焰也会愈烧愈烈并改变颜色,起初为淡黄色,最终会逐渐转变为深蓝色。这根法杖可以使用以下法术:
-火花术APG(Spark;1发充能)
-灼热射线(Scorching Ray;2发充能)
  • 10级:现在灼热射线仅会消耗1发充能,法杖可以通过花费2发充能来使用火球术(Fireball)。
  • 12级:法杖的火球术变为强效火球术(empowered fireball)。当法杖被作为武器使用时,它被视为+1炽焰木棍(+1 flaming quarterstaff)。
  • 14级:法杖可以通过花费2发充能来使用召唤怪物 VI(Summon Monster VI),但仅限于召唤火元素(fire elementals)。
  • 16级:法杖用花费3发充能的召唤怪物 VIII(Summon Monster VIII)替代召唤怪物 VI,但仍仅限于召唤火元素。它还可以通过花费2发充能来使用火焰风暴(Fire Storm)。
  • 18级:法杖可以通过花费3发充能来使用流星爆(Meteor Swarm)。召唤怪物VIII所耗费的充能降低至2发,强效火球术耗费的充能降低至1发。
  • 20级:使用火焰风暴和流星爆的充能花费数量均下降至1发。
制造要求制造法杖(Craft Staff)法术强效(Empower Spell)火焰风暴(Fire Storm)火球术(Fireball)流星爆(Meteor Swarm)灼热射线(Scorching Ray)火花术APG(Spark)召唤怪物 VI(Summon Monster VI)召唤怪物 VIII(Summon Monster VIII)
制造成本:132000gp

通途之杖(Staff of Ways)
位置:无;价格:8000gp
施法者等级:10级;重量:1磅
灵光:中等变化系;成长分档:珍物
这根木杖的表面上雕刻着错综复杂的图案,包含波涛、风、小径和藤蔓。随着持用者的等级得到提升,这些图案会开始变化,最初会很缓慢,但是图案变化的速度和幅度都会不断增加。在达到最高的等级时,法杖的表面上会充满了复杂而又相互交织的自然景观,包含错综的道路和狂怒的海啸。这根法杖可以使用以下法术:
-大步奔行(Longstrider;1发充能)
-脚底抹油(Expeditious Retreat;2发充能)
-猴爪鱼鳍ACG(Monkey Fish;2发充能)
  • 12级:法杖可以通过花费2发充能来使用蛛行术(Spider Climb)。脚底抹油与猴爪鱼鳍所耗费的充能数量均下降至1发。
  • 14级:法杖可以通过花费2发充能来使用飞行术(Fly)。蛛行术所耗费的充能数量降至1发。
  • 16级:法杖会持续性地使其拥有者的基础移动速度增加10尺增强加值,获得10尺游泳速度和10尺攀爬速度。法杖无法再使用大步奔行与猴爪鱼鳍。法杖现在允许以2发充能使用行动自如(Freedom of Movement),以3发充能使用水中呼吸(Water Breathing),飞行术所耗费的充能数量降至1发。
  • 18级:法杖可以通过花费3发充能来使用寻找捷径(Find the Path)。水中呼吸所耗费的充能数量降至1发。
  • 20级:法杖使其拥有者获得30尺飞行速度(机动性不良)。寻找捷径现在只需要2发充能,而且行动自如所耗费的充能数量降至1发。若法杖的持用者以整轮动作将法杖折为两段,那么她能够将自己和至多19名盟友传送至任何对持用者来说十分熟悉(knows extremely well)的安全地点。该能力会忽略当地的环境,就如同通过祈愿术(wish)的效果来传送人员一般。
制造要求制造法杖(Craft Staff)脚底抹油(Expeditious Retreat)寻找捷径(Find the Path)飞行术(Fly)行动自如(Freedom of Movement)大步奔行(Longstrider)猴爪鱼鳍ACG(Monkey Fish)蛛行术(Spider Climb)水中呼吸(Water Breathing)
制造成本:66500gp

原文
劇透 -   :
Staves
A staff is a long shaft that stores several spells. Staves usually hold spells grouped by a theme and sometimes possess other abilities that they grant to the wielder. A staff has 10 charges when created but can be recharged by a spellcaster with the appropriate spells.

STAFF OF THE PYRE LORD PRICE 8,800 GP
SLOT none CL 8th WEIGHT 1 lb.
AURA moderate evocation SCALING wonder
This staff is carved entirely of polished obsidian inset with rubies. Flickering flames seem to dance across its surface. As the wielder goes up in level, the illusory flames grow larger and change in color, starting out a faint yellow and eventually becoming a deep blue. This staff allows the use of the following spells.
? Spark (1 charge)
? Scorching ray (2 charges)
10th Level: Scorching ray now costs only 1 charge, and the staff allows the use of fireball for 2 charges.
12th Level: The staff’s fireball spells become empowered fireball. The staff counts as a +1 flaming quarterstaff when used as a weapon.
14th Level: The staff allows the use of summon monster VI for 2 charges to summon fire elementals only.
16th Level: The staff replaces summon monster VI with summon monster VIII for 3 charges to summon fire elementals only. It also allows the use of fire storm for 2 charges.
18th Level: The staff allows the use of meteor swarm for 3 charges. The cost for summon monster VIII decreases to 2 charges, and empowered fireball now costs 1 charge.
20th Level: The cost of meteor swarm and fire storm each decrease to 1 charge.
CONSTRUCTION REQUIREMENTS COST 132,000 GP
Craft Staff, Empower Spell, fire storm, fireball, meteor swarm, scorching ray, spark, summon monster VI, summon monster VIII

STAFF OF WAYS PRICE 8,000 GP
SLOT none CL 10th WEIGHT 1 lb.
AURA moderate transmutation SCALING prize
This wooden staff is carved with intricate patterns of waves, wind, trails, and vines. As the wielder goes up in level, the patterns begin to move, slowly at first, but gradually increasing in speed and magnitude. At the highest levels, the staff appears to be filled with a twisting and complex nature scene, with forking paths and raging tsunamis. This staff allows the use of the following spells.
? Longstrider (1 charge)
? Expeditious retreat (2 charges)
? Monkey fishACG (2 charges)
12th Level: The staff allows the use of spider climb for 2 charges. The cost of expeditious retreat and monkey fish each reduce to 1 charge.
14th Level: The staff allows the use of fly for 2 charges. The cost of spider climb decreases to 1 charge.
16th Level: The staff grants its owner a permanent +10-foot enhancement bonus to her base movement speed, a swim speed of 10 feet, and a climb speed of 10 feet. The staff can no longer be used to cast longstrider or monkey fish. The staff allows the use of freedom of movement for 2 charges and water breathing for 3 charges. The cost of fly decreases to 1 charge.
18th Level: The staff allows the use of find the path for 3 charges. The cost for water breathing decreases to 1 charge.
20th Level: The staff grants its owner a fly speed of 30 feet (poor maneuverability). Find the path now costs 2 charges, and freedom of movement costs only 1 charge. If the staff’s wielder breaks the staff in two as a full-round action, she can transport herself and up to 19 allies to a safe location she knows extremely well. This ability ignores local conditions as if it were the transport travelers effect of a wish.
CONSTRUCTION REQUIREMENTS COST 66,500 GP
Craft Staff, expeditious retreat, find the path, fly, freedom of movement, longstrider, monkey fish, spider climb, water breathing
劇透 -   :
没有团,为什么还要翻译规则呢?
当然是为了友情了

离线 四月

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Re: 【Unchained】成长型物品(Scaling Items)
« 回帖 #6 于: 2015-07-03, 周五 21:33:29 »
奇物(Wondrous Items)
奇物种类繁多。其中有些必须穿戴在特殊的物品位上才能生效,有一些则仅仅携带着便能发挥效用。“奇物”是一种较为繁杂的类别,它不属于任何武器、法杖等其他类别。除非另有特殊说明,否则任何人都能使用奇物。奇物主要分为两大类:占用物品位(slotted)和无位置(slotless)。占用物品位的奇物占用一个魔法物品位,而且想要获得物品的效用,就必须先穿戴上物品。

蜘蛛披风(Arachnid Cloak)
位置:肩部;价格:900gp
施法者等级:4级;重量:1磅
灵光:微弱变化系系;成长分档:珍物
这是件红紫色的丝绸服装,它的上面绣着精美却又让人难以察觉的蜘蛛状花纹,这使得穿戴者在对抗蜘蛛毒素(spider poison)的豁免中获得+2幸运加值。
  • 7级:披风使得穿戴者能够以半速沿着蜘蛛网移动,不会被蛛网所困。
  • 10级:穿戴者被视为受到常驻的蛛行术(Spider Climb)效果影响。
  • 12级:穿戴者不会由于蛛网术(web)或任何种类的网(webs)而陷入纠缠(entrapped),而且能够如同蜘蛛一般在蛛网上攀爬,以完整的攀爬速度移动。
  • 14级:除非穿戴者首先发动攻击或者受到其他生物的指使,否则包括蜘蛛集群(spider swarms)和普通的大型蜘蛛(large spiders)的正常蜘蛛都不会对披风的穿戴者进行攻击。其他生物的指使包括使用虫类亲和(vermin empathy)或法术。每日1次,披风的穿戴者能够在前方召唤出蜘蛛集群,就如同飞虫走兽(Summon Swarm)法术一般。
  • 16级:披风的穿戴者能够尝试影响蜘蛛,就如同螨精(Mite;Bestiary 1)的虫类亲和(vermin empathy)能力一般。穿戴者无法从虫类亲和能力中获得种族加值。她能够随意以标准动作变为小型或中型的蜘蛛,就如同虫类形态 IUM(Vermin Shape I)一般。
  • 17级:披风的穿戴者能够随意召唤蜘蛛集群,以取代原本的每日1次。当她变为蜘蛛形态时,能够化身为超小型、小型、中型或大型的蜘蛛,就如同虫类形态 IIUM(Vermin Shape II)一般。
制造要求制造奇物(Craft Wondrous Item)蛛行术(Spider Climb)飞虫走兽(Summon Swarm)虫类形态 IIUM(Vermin Shape II)蛛网术(Web)
制造成本:30750gp

无尽储存袋(Bag of Endless Holding)
位置:无;价格:3100gp
施法者等级:10级;重量:15磅
灵光:中等变化系;成长分档:珍玩
这件物品看起来不过是个普通的布袋,有2尺宽4尺长。然而它的袋口所通向的空间比外部的尺寸要大上许多。它被视同为一型次元袋(bag of holding;type I),不过从袋中取出物品并不会引起借机攻击。
  • 12级:袋子的容量与重量得到提升,它被视同为二型次元袋。
  • 14级:袋子的容量与重量得到提升,它被视同为三型次元袋。
  • 15级:袋子的容量与重量得到提升,它被视同为四型次元袋。
制造要求制造奇物(Craft Wondrous Item)秘藏箱(Secret Chest)
制造成本:6000gp

蝙蝠披风(Bat Cloak)
位置:肩部;价格:900gp
施法者等级:4级;重量:1磅
灵光:微弱变化系;成长分档:珍物
这类披风通常为茶色或黑色,款式就好像是巨大的蝙蝠翅膀一般。它使得穿戴者能够像蝙蝠一般倒挂在天花板上。
  • 7级:披风使得穿戴者的潜行检定获得+5表现加值。
  • 10级:每日3次,每次至多7分钟,穿戴者能够抓着披风的边缘来飞行,就如同飞行术(Fly)一般,不过仅能在昏暗(dim light)或更暗的环境中飞行。在每次用完该能力时,穿戴者必须等待一段时间才能再次使用该能力,等待的时间与前一次飞行的持续时间相同。
  • 12级:作为替代,穿戴者能够花费披风每日的飞行次数来变形为正常的蝙蝠,就如同野兽形态 III(Beast Shape III)一般,持续时间与飞行能力相同。
  • 14级:穿戴者每日使用飞行或野兽形态III的次数不再有限制,但是仍旧局限在昏暗光照之下,且用完能力之后仍然要等待一段时间才能再次使用。
  • 16级:穿戴者能够变化为凶暴蝙蝠(dire bat),就如同野兽形态 III一般。而且能够随意召唤蝙蝠集群(swarm of bats),就如同飞虫走兽(Summon Swarm)法术一般。
  • 18级:穿戴者获得常驻的蝙蝠回声定位(echolocation of a bat)。他能够听到高频声音,比如蝙蝠发出的回声定位,而且他还会获得20尺盲感(blindsense)。这个盲感以声音为基础(sound-based),而且可以被沉默术(silence)这样的法术所屏蔽。
  • 20级:穿戴者的盲感增强至60尺盲感,就如同凶暴蝙蝠一般。取代变为野兽形态或飞行的能力,穿戴者还能够将自身转化为蝙蝠集群,获得野兽形态 III法术中蝙蝠能够获得的能力,蝙蝠集群的扰乱心神(Distraction)、免疫武器伤害(immunity to weapon damage)、集群特性(swarm traits)和创伤(wounding)能力。
制造要求制造奇物(Craft Wondrous Item)野兽形态 III(Beast Shape III)回声定位UM(Echolocation)飞行术(Fly)飞虫走兽(Summon Swarm)
制造成本:66000gp

溢毒杯(Beaker of Plentiful Poisons)
位置:无;价格:3600gp
施法者等级:7级;重量:1磅
灵光:中等咒法系;成长分档:珍物
这个圆锥形带塞瓶子用淬火玻璃制作而成,它至多能够储存5剂毒素,这些内容物可以是不同类型的毒素(poison)。拥有者能够使用溢毒杯同时制作5剂毒素。她仍需要分别为每一剂尝试工艺(炼金术)检定,以确保制作成功,不过她能够同时取得这5剂毒素的制作进展(同时进行检定来判断一周或一天的制作进度)。
使用者还能够将一剂已经完成的毒素添加到溢毒杯中。只要这些毒素都在溢毒杯之中,它们就会彼此保持分隔,不会混在一起,而且使用者还可以通过说出毒素的名称,来将任何她想要倒出的毒素(包括还未制作完成的毒素)倒入别的容器中。
  • 9级:当制造者在溢毒杯之内制作毒素时,她能够使用金币(gp)价值以取代银币(sp)价值来计算毒素的制作进度。
  • 11级:每日1次,溢毒杯的拥有者能够从瓶内已经存储的任何已经制作完成的毒素选择一种,并且创造出额外1剂此类毒素。被制作出的额外毒素会在被倒出1分钟后失去效用。被复制的这剂毒素的市价不得超过20gp x 溢毒杯的施法者等级;任何未被使用的价值会被浪费掉。生物需要随身将溢毒杯携带至少24小时,才能以此方式制作毒素。
  • 13级:溢毒杯每日能够创造2剂毒素,总市价至多为40gp x 溢毒杯的施法者等级。
  • 15级:溢毒杯每日能够创造3剂毒素,总市价至多为60gp x 溢毒杯的施法者等级。
制造要求制造奇物(Craft Wondrous Item)弱效造物术(Minor Creation)毒击术(Poison)
制造成本:18000gp

预备靴(Boots of Readiness)
位置:脚部;价格:2650gp
施法者等级:9级;重量:1磅
灵光:中等预言系;成长分档:珍玩
这双贴脚的黑皮靴能够让穿戴者在加入战斗之前便做好准备。在战斗刚开始且穿戴者还未行动的时候,靴子会为她的豁免检定提供+2幸运加值,并提供12点临时生命值。这些效果均会在轮到穿戴者的首个回合时消散,即便穿戴者选择延迟回合也是如此。
  • 11级:这双靴子的穿戴者不会陷入措手不及(flat-footed)。
  • 13级:在穿戴者轮到战斗中的首个回合之前,她能够以直觉动作移动,距离至多等同于自身的速度,并且不会引起借机攻击。一旦轮到穿戴者的首个回合,便无法再次使用该能力,即便她选择延迟回合也是如此。
制造要求制造奇物(Craft Wondrous Item)加速术(Haste)片刻预知(Moment of Prescience)
制造成本:3500gp

精灵之魂便鞋(Boots of The Elven Spirit)
位置:脚部;价格:3100gp
施法者等级:10级;重量:1磅
灵光:中等变化系;成长分档:珍玩
这双美观而又轻便的鞋子所使用的材质柔软且耐用,其中一部分材料使用的是绿叶和其他自然中的物质。它会给穿戴者的特技动作检定提供+5表现加值,并且让穿戴者每轮进入的第一格困难地形就如同不是困难地形一般对待。
  • 12级:鞋子能够让穿戴者完全忽略困难地形对移动带来的不良效果。
  • 14级:鞋子让穿戴者的基础移动速度获得+10尺增强加值,而且不会留下痕迹。
  • 17级:鞋子让穿戴者的脚步变得很轻,这使她不会触发压力板陷阱(pressure plate traps),而且能够走过任何表面——这包括水面,但不包括空气——不过穿戴者每轮结束移动时必须停留在能够支撑她的体重的表面上。
  • 20级:每日10轮,鞋子能够让穿戴者获得加速术(haste)的效果,就如同加速靴(boots of speed)一般。若穿戴者还穿着精灵之魂斗篷(cloak of the elven spirit),鞋子还会赋予她融身入林(Tree Stride)的能力,就如同同名法术一般,每日能够进入树木的次数至多为20次。
制造要求制造奇物(Craft Wondrous Item)脚底抹油(Expeditious Retreat)轻羽步APG(Feather Step)加速术(Haste)融身入林(Tree Stride),制造者必须是精灵
制造成本:22000gp

妖精之抚(Bracelets of The Fey Touch)
位置:腕部;价格:480gp
施法者等级:4级;重量:-
灵光:微弱附魔系;成长分档:珍玩
这对手镯使用极薄的银制作而成,但它却出奇地坚固耐用,在月光或阴影中,它们会散发着光芒。每日1次以自由动作,穿戴者能够启动手镯,以此在一次唬骗或潜行检定中获得+4表现加值。
  • 6级:穿戴者能够启动手镯,使得下一个自身施放的附魔系法术DC增加1点,以取代在技能检定上获得加值。
  • 8级:手镯每日可以启动2次,但是每小时内至多启动1次。
制造要求制造奇物(Craft Wondrous Item)魅惑人类(Charm Person)隐形术(Invisibility),制造者必须是精类
制造成本:825gp

蛮武靴(Brutish Boots)
位置:脚部;价格:5814gp
施法者等级:8级;重量:6磅
灵光:中等变化系;成长分档:珍宝
这双粗糙而又沉重的靴子上用金属板和生锈的钉子加以装饰,这赋予了它可怕的外观。穿戴者能够使用蛮武靴进行攻击,就如同使用精制品寒铁铁手套(masterwork cold iron gauntlet)或精制品寒铁带刺铁手套(masterwork cold iron spiked gauntlet)一般,具体属于哪种取决于他使用靴子的哪一部分进行攻击。
这双靴子还会保护穿戴者的双脚,就如同它们具有8点硬度一般。这些硬度仅适用于直接影响目标双脚的效果,比如铁蒺藜(caltrops)、荆棘丛生(Spike Growth)、刺石术(Spike Stones)或者穿戴者的双脚踏入酸池的时候。它还适用于那些对攻击者造成伤害的效果,比如火焰护盾(Fire Shield)、荆刺之躯APG(Thorn Body)或者倒钩魔(Bearded;Bestiary 1)的倒钩,不过这仅在穿戴者使用蛮武靴做出攻击的时候生效。
  • 10级:若穿戴者在使用靴子进行攻击时确认重击(confirms a critical hit)的话,他能够尝试一次战技检定来摔绊目标。此次战技检定不会引发借机攻击。
  • 12级:使用靴子做出的攻击和伤害检定获得+1增强加值。
  • 14级:若一名位于穿戴者触及范围内的生物被击倒(knocked prone),那么该名生物会引起穿戴者的借机攻击。该次借机攻击必须以蛮武靴做出。
制造要求制造奇物(Craft Wondrous Item)心灵遥控(Telekinesis)
制造成本:13200gp

精灵之魂斗篷(Clock of The Elven Spirit)
位置:肩部;价格:5400gp
施法者等级:12级;重量:1磅
灵光:强烈变化系;成长分档:珍玩
当这件纯灰色斗篷的穿戴者将兜帽罩在头上时,她会在潜行检定上获得+5表现加值。若穿戴者至少花费1分钟专注于让斗篷的颜色融入到周遭环境的话,她便能够在没有掩蔽(cover)或隐蔽(concealment)的情况下尝试潜行检定,直至她做出攻击或者在自己的回合内以超过半速的速度进行移动为止。一旦穿戴者打破该效果,那么她必须再花费1分钟才能重新让该功能生效。
  • 14级:在森林区域内(forested areas),斗篷会赋予穿戴者伪装(Camouflage)游侠职业能力。
  • 18级:当穿戴者以标准动作用斗篷罩住自己时,她能够如同受到隐形术(Invisibility)一般隐形。
  • 20级:若穿戴者还穿着精灵之魂便鞋(boots of the elven spirit),她便可以专注于斗篷的隐形效果。以自由动作,穿戴者能够选择这么做,使得她的攻击在1轮内不会结束隐形效果。穿戴者每日可以使用该能力的轮数为10轮,这些轮数不必连续。
制造要求制造奇物(Craft Wondrous Item)融境迷彩ARG(Blend)高等隐形术(Invisibility, Greater)隐形术(Invisibility),制造者必须是精灵
制造成本:22000gp

超凡灵动束绳(Cord of Unearthly Grace)
位置:腰部;价格:5000gp
施法者等级:8级;重量:1磅
灵光:中等变化系;成长分档:珍物
当这根粗糙简陋的绳子缠在腰上时,它会让穿戴者在用于平衡相关的特技动作检定中获得+10表现加值。
  • 9级:每日1次以迅捷动作,穿戴者的基础速度会获得+30增强加值,持续1轮。在这轮内,穿戴者会忽略地形效果对移动带来的阻碍,而且他的移动不会引起借机攻击。
  • 11级:穿戴者能够以直觉动作从倒地(prone)状态下站起,而且还不会引起借机攻击。
  • 12级:穿戴者每日可以使用3次腰带关于增加速度并且忽略困难地形的能力。
制造要求制造奇物(Craft Wondrous Item)猫之优雅(Cat's Grace)优雅步伐(Grace),制造者在特技动作检定中至少投入了10点技能点
制造成本:8100gp

冰晶宝冠(Crystal Tiara)
位置:头部;价格:1000gp
施法者等级:3级;重量:–
灵光:中等咒法系;成长分档:珍宝
尽管看起来好像十分易碎,但是这件结构复杂的冰晶宝冠具有12点硬度和10点生命值。它的佩戴者获得仅对寒冷环境(cold conditions)生效的忍受环境(Endure Elements)效果。
  • 5级:每日1次,佩戴者能够召唤一只小型冰元素(small ice elemental),就如同召唤怪物 II(Summon Monster II)一般。
  • 7级:以标准动作,佩戴者能够向30尺内的一个敌人发射一根冰柱,以此作为一次远程攻击。若命中,冰柱会造成1d6点穿刺伤害和1d6点寒冷伤害。此外,佩戴者还能在冰面上正常行走,不会打滑。
  • 10级:以移动动作的一部分,佩戴者能够踏向空中,在脚下创造出冰晶阶梯(crystalline stairs),并向着她所前行的方向塑造出新的阶梯,而她所走过的阶梯则会融化掉。若其他人试图攀上她的阶梯,那么这些阶梯便会崩毁,仅保留佩戴者脚下的部分。该能力在其他方面都如同凌空而行(Air Walk)法术一般。佩戴者每日使用该能力的时间为10分钟/等级,她可以以10分钟为单位来分开使用。
  • 12级:每日1次,佩戴者能够唤来一阵冰风暴(Ice Storm)。当佩戴者使用宝冠召唤冰元素时,她能够选择召唤1d4个小型冰元素或者1个中型冰元素(medium ice elemental),就如同召唤怪物 IV(Summon Monster IV)一般。
  • 14级:每日1次,佩戴者能够前往安全而且熟悉的地点,就如同她对自己施放了冰晶传送UM(Ice Crystal Teleport)一般。当佩戴者使用宝冠召唤冰元素时,她能够选择召唤1d3个中型冰元素或者1个大型冰元素(large ice elemental),就如同召唤怪物 V(Summon Monster V)一般。
  • 16级:佩戴者能够使用宝冠唤出一座冰之塔(tower of ice),就如同使用折叠要塞(instant fortress)一样,不过宝冠本身并不会变为冰之塔,这座塔的成型需要1分钟而非1轮,冰之塔的墙壁如同宝冠一般仅有12点硬度,不过冰之塔受到的伤害不会延续到后续使用该能力所塑造的冰之塔上。
  • 18级:当佩戴者在身前唤出冰之塔时,若有足够的空间的话,她还可以选择唤起一座小型的宫殿作为替代,宫殿的地基为100平方尺,房间有20尺高,中央塔的底座为20平方尺,高为100尺。只要佩戴者愿意,她便能够花费5轮将自己化为一阵雪花,并可以以难以置信的速度进行移动。这就如同御风而行(Wind Walk)一般,不过佩戴者会获得火焰易伤(vulnerability to fire)。她通常必须花费5轮才能变回正常的形态。然而佩戴者也可以选择以标准动作还原为她原本的形态。若她这么做,则在之后的24小时内无法再次变化为雪花。当佩戴者使用宝冠召唤冰元素时,她能够选择召唤1d4 + 1个中型冰元素、1d3个大型冰元素或者1个超大型冰元素(huge ice elemental),就如同召唤怪物 VI(Summon Monster VI)一般。
  • 20级:佩戴者获得30点寒冷抗力(cold resistance)。当佩戴者使用宝冠召唤冰元素时,她能够选择召唤1d4 + 1个超大型冰元素、1d3个巨型冰元素(greater ice elementals)或者1个冰元素长老(elder ice elemental),就如同召唤怪物 VIII(Summon Monster VIII)一般。她能够不受每日限制地制造冰晶阶梯,而且如果她愿意,这些阶梯在融化之前可以存续1分钟,即便其他生物踩上去也不会崩毁。即便佩戴者选择让阶梯存续一段时间,她也能够以迅捷动作解消身后留下的阶梯,这可能导致正在攀爬阶梯的生物的坠落。
制造要求制造奇物(Craft Wondrous Item)凌空而行(Air Walk)冰晶传送UM(Ice Crystal Teleport)冰风暴(Ice Storm)召唤怪物 VIII(Summon Monster VIII)御风而行(Wind Walk)
制造成本:132000gp

龙纹长袍(Dragon Robe)
位置:躯体;价格:38000gp
施法者等级:12级;重量:1磅
灵光:强烈变化系;成长分档:珍宝
这件红丝长袍上有着金线构成的龙纹刺绣。穿戴者的天生防御获得+3增强加值,此外还会得到10点火焰抗力(fire resistance)。每日1次,穿戴者能够获得黑暗视觉(darkvision),就如同同名法术一般。龙纹长袍一般以红龙为基底,但是以其他现存龙类为基础的变种龙纹长袍也是存在的。
  • 14级:每日1次,穿戴者能够使用红龙版本的龙息术APG(Dragon's Breath)。豁免DC为13 + 穿戴者的体质调整值,而且法术抗力不会对该能力生效。
  • 16级:穿戴者的天生防御获得的增强加值提升至+4点,火焰抗力提升至20点。
  • 18级:穿戴者每日可以使用3次龙息术。此外,她还能每日使用1次巨龙形态 III(Form of the Dragon III),变身后的喷吐武器豁免DC为22 + 穿戴者的体质调整值。
  • 20级:穿戴者的天生防御获得的增强加值提升至+5点,火焰抗力提升至30点。此外,任何由该物品产生的龙息术效果均被极效(maximized)。
制造要求制造奇物(Craft Wondrous Item)法术极效(Maximize Spell)黑暗视觉(Darkvision)龙息术APG(Dragon's Breath)巨龙形态 III(Form of the Dragon III)抵抗能量伤害(Resist Energy)
制造成本:132000gp

无尽羽符(Eternal Feather Token)
位置:无;价格:2650gp
施法者等级:4级;重量:-
灵光:微弱咒法系;成长分档:珍玩
这根短小且色彩绚烂的羽毛轻轻摆动着,就好像永远都有一股轻风在吹拂着它一般。以标准动作,羽毛的拥有者能够把它的形状变为其他版本的羽符(feather token)。任何拥有者都能够使用无尽羽符来复制一种其他羽符的效果。高等级的拥有者能够获得额外的选项。羽符会一直保持被改变后的样子,直至其拥有者再次下令改变为止,或者直至它在当前的形态下如同普通的羽符一般被启动为止。一旦启动,羽符便会恢复为暗灰色的普通羽毛的样子。在接下来的1周内,它的色彩会缓慢地恢复。从上次启动算起经过1周之后,便可以再次使用羽符。
  • 7级:无尽羽符可以变为扇羽符(fan feather token)。
  • 9级:无尽羽符可以变为鸟羽符(bird feather token)。
  • 11级:无尽羽符可以变为树羽符(tree feather token)。
  • 13级:无尽羽符可以变为天鹅船羽符(swan boat feather token)或鞭羽符(whip feather token)。
  • 15级:无尽羽符在1天后便可以恢复色彩并能够再次使用,以取代原本的1周。
制造要求制造奇物(Craft Wondrous Item)强效造物术(Major Creation)完全修复术(Make Whole)
制造成本:6000gp

污秽裹布(Filthy Rags)
位置:躯体;价格:5000gp
施法者等级:8级;重量:6磅
灵光:中等死灵系;成长分档:珍物
这些破布看起来表面磨损严重,沾满了污垢与泥土。由于长期暴露在各种杂菌之中,穿戴者会习惯于病痛和肮脏,这使得她在对抗疾病(disease)和导致反胃(nauseated)或恶心(sickened)状态的效果时,豁免检定获得+4炼金加值。污秽裹布可以和护甲一同穿着在身上。
  • 10级:开始有昆虫和蜘蛛趴在裹布之上,这使得穿戴者熟悉了超小型生物在身上爬行的感觉。在持续穿戴裹布24小时后,穿戴者在对抗集群的扰乱心神(Distraction)时,豁免检定获得+2环境加值。每日1次,她能够让裹布中的蜘蛛倾巢而出并攻击她的敌人,就像是喷吐虫群APG(Vomit Swarm)法术一般利用裹布驱使蜘蛛。
  • 11级:裹布某处的夹层中出现了黄蜂的小型蜂巢。当穿戴者使用喷吐虫群时,她能够在蜘蛛(spiders)和黄蜂(wasps)中进行选择。
  • 13级:裹布上的杂菌获得了传染性。任何用啮咬攻击命中穿戴者的活物都会染上腐热症(Filth Fever)。成功通过DC 14的强韧豁免可以不受疾病影响。泥怪(Ooze)和虫类(Vermin)免疫该效果,食腐怪(Otyugh)和老鼠(rats)这样生活环境充满热病的生物也免疫该效果。
  • 16级:行军蚁(Army ants)开始聚居在裹布之中,而且裹布上的病菌变得更加可怕。当穿戴者使用喷吐虫群时,她还能够选择行军蚁集群。任何对穿戴者进行啮咬并且在对抗腐热症的豁免检定中失败的生物还会反胃1d4轮,即便豁免成功,该生物仍会恶心1轮。
制造要求制造奇物(Craft Wondrous Item)疫病术(Contagion)移除恶心UM(Remove Sickness)臭云术(Stinking cloud)喷吐虫群APG(Vomit Swarm)
制造成本:23625gp

再调制魔瓶(Flask of Reconcoction)
位置:无;价格:2650gp
施法者等级:4级;重量:-
灵光:微弱咒法系;成长分档:珍玩
这个细细的银瓶能够容纳1盎司的液体。若一瓶1级法术的药水(potion)倒入魔瓶之中,魔瓶便会开始分析药水的成分并与之产生联系。一旦这瓶药水被喝掉,魔瓶内便会发出嘶嘶声和气泡,奇异的液体与反应物会缓慢地在瓶中进行反应。在1整周之后,魔瓶内便会重新调制出1剂新的药水,与之前喝下的1级法术相同,使用最低的施法者等级。若任何人在这周过去之前便喝下或倒出魔瓶中的液体的话,这些液体便没有任何效果,未调制完成的药水会被浪费,而且直至瓶内再装进新的1级药水之前,魔瓶会停止调制药水。若魔瓶内的药水被倒出瓶外,而不是被某人喝下去的话,魔瓶也不会重新调制药水。
  • 6级:魔瓶仅用1天便能再调制一瓶1级药水,而非原本的1周时间。
  • 8级:魔瓶能够再调制2级法术的药水,但是这么做需要1周时间。
  • 10级:魔瓶仅用1天便能再调制一瓶2级药水,而非原本的1周时间。
  • 12级:魔瓶能够再调制3级法术的药水,但是这么做需要1周时间。
  • 14级:魔瓶仅用1天便能再调制一瓶3级药水,而非原本的1周时间。
制造要求制造奇物(Craft Wondrous Item)炼金反刍APG(Alchemical Allocation)
制造成本:6000gp

力场盾腕饰(Force Bracers)
位置:腕部;价格:5950gp
施法者等级:8级;重量:2磅
灵光:中等塑能系;成长分档:珍物
这对用水晶装饰的护腕上包裹着金属,边缘处装饰有金属线制作的精致花边。穿戴者能够利用护腕来创造出力场盾牌保护自身。每只护腕都能够创造出一面每日至多持续10分钟的护盾。这些时间必须以1分钟为单位来使用。若仅使用一个护腕,那么它会创造出力场构成的小圆盾(Buckler)、轻盾(Light Shield)或重盾(Heavy Shield)。若穿戴者同时启动两个护腕,那么立场盾牌便相当于塔盾(Tower Shield)。
无论你创造出何种类型的盾牌,盾牌总是没有重量,而且护甲检定减值仅有正常盾牌的一半,但是关于盾牌的使用和擅长与否等其他方面均遵循正常的规则。盾牌会为AC提供相应的盾牌加值。由于盾牌由力场构成,因此它提供的加值还能用于对抗虚体接触攻击(incorporeal touch attacks)。
  • 10级:若穿戴者创造出力场重盾,那么他可以花费1分钟的盾牌持续时间来做出单次盾击,此次盾击视为具有猛击(Bashing)盾牌特殊能力,攻击检定获得的增强加值等同于穿戴者生命骰的1/4(最高+5点)。
  • 12级:若穿戴者创造出力场塔盾,那么他能够将塔盾从身边释放出去,就如同飞击掌(Forceful Hand)一般使用它。它的生命值等同于穿戴者生命值的1/2。以此方式进行的飞击掌存在时,穿戴者不会由塔盾获益。使用飞击掌的每一轮都会消耗两只手腕各1分钟的持续时间。
制造要求制造奇物(Craft Wondrous Item)飞击掌(Forceful Hand)护盾术(Shield)
制造成本:8100gp

锻炉大师手甲(Forgemaster's Gauntlets)
位置:手部;价格:3750gp
施法者等级:7级;重量:4磅
灵光:中等防护系;成长分档:珍物
这对焦黑的铁手套的内衬皮革十分厚重,而且内部还安装了金属网与陶瓷垫来散热。穿戴者在工艺(打造护甲)和工艺(锻造武器)检定上获得+5表现加值。
  • 8级:穿戴者能够随意使用火花术APG(Spark)。
  • 10级:穿戴者获得5点火焰抗力(fire resistance),而且她的双手免疫火焰伤害,因此她能够抓起滚谈的物体或者碰触火焰而不会被烧伤。被灼热金属(Heat Metal)或类似效果影响的武器不会对穿戴者造成伤害,而且穿戴者同样也能免受对近战攻击者造成火焰伤害的效果,比如温暖护盾(hot flames)版本的火焰护盾(Fire Shield)。
  • 11级:锻炉大师手甲视同为+1铁手套(+1 gauntlets)。
  • 12级:锻炉大师手甲的穿戴者能够加热她所接触的物品。她能够随意使用灼热金属(DC 13)。她必须成功进行一次近战接触攻击,才能以敌人穿戴的金属物体为目标。若目标物品被拿着或者持握着,锻炉大师手甲的穿戴者必须尝试一次战技检定,就好像她在尝试对该物品破武(sunder)一般。这次战技不会引起借机攻击,即便穿戴者并不具有精通破武(Improved Sunder)专长也是如此。
  • 13级:穿戴者的火焰抗力增加至10点。
  • 14级:锻炉大师手甲视同为+1炽焰铁手套(+1 flaming gauntlets)。
  • 15级:锻炉大师手甲视同为+1焰爆铁手套(+1 flaming burst gauntlets)。
制造要求制造奇物(Craft Wondrous Item)火焰刀(Flame Blade)焰击术(Flame Strike)火球术(Fireball)灼热金属(Heat Metal)抵抗能量伤害(Resist Energy)火花术APG(Spark),制造者必须在工艺(打造护甲)和工艺(锻造武器)上投入至少5点技能点
制造成本:18000gp

丰饶肩带(Fruitful Sash)
位置:腰部;价格:710gp
施法者等级:5级;重量:1磅
灵光:微弱咒法系;成长分档:珍玩
这条色彩艳丽的肩带看似是水手或者旅行者常用的货色,但它的夹层里却有个大口袋。穿戴者能够把手伸进内藏的口袋中,并取出一块水果,穿戴者每日能这么做的次数等同于他的角色等级。每次取出的水果类型都会改变。
每片水果所具有的营养和水分都足矣满足一个类人生物24小时的需要。在24小时后,水果片便会腐烂,无法供任何人食用和获取营养。一旦穿戴者解下肩带,肩带在24小时内便无法再给任何人提供水果。若在此期间内,原先的穿戴者再次戴上肩带的话,肩带便会恢复正常的功能(剩余的水果数量也不会重制)。
  • 6级:食用一块丰饶肩带中取出的水果可以治疗生物的1点生命值伤害,就如同神莓(Goodberry)一般。同一个生物在每24小时内只能以此方式恢复8点生命值伤害。
  • 8级:每日3次,穿戴者能够取出一块长形的成熟治愈之果,它会在投掷后爆炸。这被视为一个溅射武器(splash weapon),但它会让一个被命中的目标恢复1d6点伤害,并且每名被溅射到的生物都会恢复1点伤害。该能力也被算在每日能够从肩带中取出的水果总数量之内。
  • 10级:每日1次,穿戴者能够取出一块视同为治疗中度伤(Cure Moderate Wounds)、减缓毒发(Delay Poison)、次等复原术(Restoration, Lesser)或移除麻痹(Remove Paralysis)药水的水果。该能力也被算在每日能够从肩带中取出的水果总数量之内。
  • 13级:丰饶肩带中取出的水果可以治疗1d4点生命值,以取代原本的1点。爆炸水果的治疗能力没有变化。
  • 15级:每周1次,肩带能够生成英雄宴(Heroes' Feast)的效果。
制造要求制造奇物(Craft Wondrous Item)造粮术(Create Food and Water)治疗中度伤(Cure Moderate Wounds)减缓毒发(Delay Poison)神莓(Goodberry)英雄宴(Heroes' Feast)次等复原术(Restoration, Lesser)移除麻痹(Remove Paralysis)
制造成本:6000gp

电能铜手套(Galvanic Gauntlets)
位置:手部;价格:1882gp
施法者等级:5级;重量:2磅
灵光:微弱塑能系;成长分档:珍物
这双手套完全由纯铜构成的网与线编制而成,它使得穿戴者的手中充盈着电荷。穿戴者能够使用电能铜手套进行一次造成1d6点闪电伤害的近战接触攻击。若目标穿着金属护甲或者目标本身由金属构成的话,穿戴者便会在此次攻击中获得+3加值。
  • 7级:接触攻击造成的伤害增加至2d6点闪电伤害。
  • 9级:若穿戴者使用她的双手做出徒手打击(包括为了在擒抱时对敌人造成伤害而做出的战技检定),那么每次命中时,这些攻击都能够造成额外1d6点闪电伤害,就如同使用具有电击(shock)武器特殊能力的武器一般。
  • 11级:任何穿戴者手中持握的物品都会被强烈的电荷充能,任何对穿戴者手中的物体尝试卸武(disarm)或者对手套本身进行盗取(steal)战技的生物都会受到1d6点闪电伤害,而且必须进行DC 19的强韧豁免,失败则会由于电击而恍惚(staggered)1轮。电荷充能并不会伤害穿戴者手持的物品。
  • 13级:手套的电击(shock)能力强化为电爆(Shocking Burst)武器特殊能力。
  • 15级:每日1次,当穿戴者使用手套的接触攻击命中一个生物时,她能够创造出电弧攻击附近的生物。该功能就好像接触攻击命中的目标成为了连环闪电(Chain Lightning;反射DC 19,通过则减半)的主要目标一样,不过它不会受到额外伤害。
制造要求制造奇物(Craft Wondrous Item)连环闪电(Chain Lightning)电爪(Shocking Grasp)
制造成本:18302gp

荣耀颈饰(Glorious Gorget)
位置:颈部;价格:5000gp
施法者等级:8级;重量:2磅
灵光:中等附魔系;成长分档:珍物
这条镀金颈饰上镶嵌有猫眼石和钻石,此外还雕刻着月桂花环的纹饰。佩戴者会拥有雄辩之才和庄严的举止,交涉、威吓和表演(演讲)检定会获得+5表现加值。
  • 10级:佩戴者能够坚定盟友的斗志。以整轮动作,她能够尝试一次DC 20的表演(演讲)检定,来让所有能够听到她说话的盟友获得强大希望(Good Hope)的效果,持续1轮。若她的检定失败,所有听到演讲的盟友在24小时内便无法因此能力而获益。
  • 12级:佩戴者在使用交涉技能时,至多将他人的态度提升3级。当她使用威吓技能影响他人时,可以让自己的话语显得充满荣耀和力量却不会威胁到对方,这使得她可以尝试如同使用交涉检定一般影响他人。
  • 14级:当佩戴者使用颈饰的强大希望能力时,表演(演讲)检定的结果每比DC高10点,强大希望的持续时间便会额外增加1轮。每日1次,她能够将该效果的持续时间延长为强大希望法术的正常持续时间。
制造要求制造奇物(Craft Wondrous Item)强大希望(Good Hope)
制造成本:13875gp

塑云手套(Gloves of Cloud Shaping)
位置:手部;价格:5400gp
施法者等级:8级;重量:1磅
灵光:中等变化系;成长分档:珍物
这双蓝云色手套摸起来十分凉爽,它的穿戴者将云雾塑形——无论这些云雾的制造者是谁。每日3次,当穿戴者使用法术、类法术能力、超自然能力或魔法物品创造云或雾时,可以唤起手套的力量,以使效果区域得以塑形(见核心手册 215页;书中这部分是关于法术范围的介绍)。
作为一种选择,穿戴者也能够通过碰触来使用手套驱散现有的云或雾,就如同使用解除魔法(Dispel Magic)一般。若云雾的效果是非魔法的,那么手套会自动驱散以穿戴者为中心半径20尺扩散范围的云雾。
  • 10级:穿戴者每日能够使用2次云雾术(Fog Cloud)。
  • 12级:穿戴者能够分解处于气化形体(Gaseous Form)影响下的生物。要这么做,她必须成功进行一次近战接触攻击对抗气化的目标。若攻击命中,穿戴者能够选择把气化生物锁定在对应位置,就如同使用怪物定身术(Hold Monster)一般,或者选择驱散目标,造成5d6点伤害,并使目标反胃(nauseating)5轮。无论在何种情况下,目标都会被锁定在气化形态下,直至效果持续时间结束为止无法恢复实体,成功通过DC 17的意志豁免检定能够免受该效果影响。
  • 14级:穿戴者每日能够使用1次死云术(Cloudkill)。
制造要求制造奇物(Craft Wondrous Item)死云术(Cloudkill)操控天气(Control Weather)云雾术(Fog Cloud)
制造成本:13875gp

古树之心(Heart of The Elder Tree)
位置:颈部;价格:14000gp
施法者等级:9级;重量:-
灵光:中等变化系;成长分档:珍宝
这个由黒木雕琢而成的护身符看起来就像是人类的心脏。当佩戴者站在土地、石头或树木上时,能够以移动动作从腿上长出木质的根须,将双脚固定在地上。在以此方式固定在地面上时,他能够在对抗冲撞(bull rush)、拖拽(drag)、擒抱(grapple)、闯越(overrun)、移位(reposition)、摔绊(trip)和其他迫使自身离开自身所处位置的战技时,CMD获得+4加值。此外,他还在对抗豁免失败时迫使自身离开自身所处位置的效果时,豁免检定获得+4加值。当佩戴者移出自身所在的空间时,这些根须便会脱落,即便是被迫离开也是如此。
  • 11级:当穿戴者被固定在地面上时,根须还会干扰相邻的敌人。与穿戴者相邻的敌人必须每轮进行DC 13的反射豁免,失败则会被根须纠缠,就如同纠缠术(Entangle)一般。若穿戴者的根须由于移动而脱落,那么所有被纠缠的敌人都会被立即释放。
  • 13级:若穿戴者被超大型或更小的木制或木柄非生命(nonliving)武器击中时,穿戴者能够以直觉动作鞭打武器,并以曲木术(Warp Wood;意志DC 20,通过则无效)影响它。该能力每日可以使用3次。
  • 15级:穿戴者能够用自己的根须进行一次次要天生攻击,造成伤害的数值为1d4 + 1/2使用者的力量加值。在穿戴者的回合开始时,若前一轮的根须保留下来的话,次要的根须攻击便会获得5尺触及。触及的增加会与其自身相叠加,最远达到穿戴者的天生触及的3倍,但是它不会与任何其他增加触及的效果叠加。每当根须脱落时,触及范围便会重置。
  • 17级:穿戴者获得拉拽(Pull;根须,10尺)怪物通用能力。
  • 20级:只要穿戴者的根须扎根于地面,他便会获得再生戒指(ring of regeneration)的效果。当根须脱落时,便视为脱下戒指,因此他仅能在扎根之后移动之前再生已受到的伤害。只要穿戴者每天至少扎根8个小时,他便无需睡觉。穿戴者在扎根时对豁免检定提供的+4加值现在还能应用至麻痹(paralysis)、毒素(poison)、变形效果(polymorph effects)、昏睡效果(sleep effects)和震慑(stun)。
制造要求制造奇物(Craft Wondrous Item)纠缠术(Entangle)植物形态 III(Plant Shape III)曲木术(Warp Wood)
制造成本:132000gp

英雄鞍座(Heroic Saddle)
位置:无;价格:6000gp
施法者等级:8级;重量:40磅
灵光:中等防护系;成长分档:珍物
这个制作精良的军用鞍座(military saddle),这个鞍座使用了多种复杂的工具进行加工,并且用流苏、绶带和铃铛加以装饰,这使得它很适合在英雄凯旋之时用于装点坐骑。每经过一场胜利,一个新的流苏、绶带或者铃铛就会出现在鞍座上。每当骑手骑乘着装配有英雄鞍座的坐骑,并且成为一个咒法系(医疗)效果的目标时,该效果也会对坐骑生效。使用骑手的等级以确定该物品的成长能力。
  • 10级:坐骑的豁免检定获得+1抗力加值,防御等级获得+1偏斜加值。
  • 11级:每日1次以整轮动作,骑乘着配有英雄鞍座的坐骑的骑手能够对英雄鞍座下令,使其赋予坐骑1d8 + 10点临时生命值。这些临时生命值持续24小时或直至被耗尽为止,它们不会与自身叠加,但是会与其他来源的临时生命值叠加。
  • 13级:坐骑的豁免检定获得+2抗力加值,防御等级获得+2偏斜加值。
  • 15级:坐骑的豁免检定获得+3抗力加值,防御等级获得+3偏斜加值。当骑手命令鞍座赋予坐骑临时生命值时,骑手也会获得临时生命值,但是数值减半。
制造要求制造奇物(Craft Wondrous Item)援助术(Aid)提升抗力(Resistance)护卫他人(Shield Other)
制造成本:18000gp

提灯挂坠(Lantern Pendant)
位置:颈部;价格:1000gp
施法者等级:4级;重量:-
灵光:微弱塑能系;成长分档:珍物
这个小挂坠由黄铜和玻璃制作而成,它的形状为一盏提灯,不断散发着光芒,就如同光亮术(Light)一般。以移动动作,佩戴者能够打开提灯挂坠,并指示超小型的魅影火焰漂浮到110尺内的任意一点。该功能就如同舞光术(Dancing lights)一般,不过佩戴者能够创造的光源数量等同于角色等级的一半(至多为4个),而且仅能创造火炬一般的光亮,无法创造出光球或者人影。当该效果启动时,提灯挂坠自身的灯管会被熄灭。
  • 6级:每日1次,佩戴者能够命令魅影火焰向前飞出,并且勾勒出区域内所有生物的轮廓,就如同妖火(Faerie Fire)一般。就像使用舞光术效果一样,提灯挂坠在此持续时间内会被熄灭。
  • 8级:当佩戴者使用6级能力时,可以在妖火或者闪光尘(Glitterdust)效果(意志 DC 13)中进行选择。
  • 10级:每日1次,佩戴者能够专注于提灯挂坠的力量,加强光亮术的亮度,使它如同昼明术(Daylight)一般发光,持续时间同昼明术。当佩戴者启动其他会使挂坠本身的光亮熄灭的能力时,昼明术效果会被暂时压制,但是这段时间仍会计算在昼明术的持续时间内。
  • 13级:每日1次,佩戴者能够以游荡星尘APG(Wandering Star Motes;意志 DC 16)的形式释放挂坠的光芒。在此期间挂坠会被熄灭。
制造要求制造奇物(Craft Wondrous Item)舞光术(Dancing lights)昼明术(Daylight)妖火(Faerie Fire)光亮术(Light)游荡星尘APG(Wandering Star Motes)
制造成本:10500gp

狞笑颅骨头环(Mark of The Grinning Skull)
位置:头饰;价格:2000gp
施法者等级:8级;重量:1磅
灵光:中等死灵系;成长分档:珍玩
乌木骷髅装饰着这条褪色的银环。当佩戴者成功使用一次威吓检定挫败一个生物的士气后,当该生物进行与佩戴者相关的检定或投骰的时候,战栗(shaken)所产生的惩罚增加2点。举例说明:对佩戴者做出的攻击或者对抗佩戴者施放的法术的豁免检定会受到-4减值,而非正常的-2减值。
  • 11级:每日1次,佩戴者能够使用威吓检定尝试使生物变得惊惧(frighten)而非仅仅挫败士气。她必须在尝试威吓检定之前声明要这么做。与佩戴者相关的检定和投骰所承受的减值也对以此方式而陷入惊惧(frightened)的生物生效。
  • 14级:佩戴者能够以移动动作尝试挫败敌人的士气,而非标准动作。若佩戴者已经可以通过野蛮人的威吓凝视(Intimidating Glare)能力或者其他类似的能力这么做的话,她可以以迅捷动作挫败敌人的士气作为替代。
制造要求制造奇物(Craft Wondrous Item)惊恐术(Cause Fear)丧志术(Doom)
制造成本:4625gp

狂乱记忆面具(Mask of Mad Memories)
位置:头部;价格:2500gp
施法者等级:6级;重量:1磅
灵光:中等预言系;成长分档:珍物
这面延展性极佳的秘银面具能够装置在任何头盔上供人一同穿戴。面具可以放置在任何无助的类人生物(humanoid)或人形怪物(monstrous humanoid)的脸上,不论生死,并且可以通过命令词启动。面具会吸收该生物的思想和记忆,并将自身塑造成类似于该生物的样貌——整个过程需要花费10分钟。任何人在佩戴面具之后,所进行的与被吸收记忆的生物相关的知识检定、魅力检定和基于魅力的技能检定均会获得+5表现加值,这也包括模仿该生物时所做出的检定。
  • 8级:佩戴者能够变为目标生物的样貌,就如同易容术(Disguise Self)一般。除此之外,在说出命令词吸收了10分钟的记忆之后,面具也可以改变目标的记忆,就如同修改记忆(Modify Memory;意志DC 17,通过则无效)一般。
  • 10级:说出命令词的生物能够用梦魇(Nightmare)替代修改记忆,使用相同的豁免DC。此外,面具的佩戴者能够理解并阅读(但无法说出)所有目标生物了解的语言。
  • 12级:面具的佩戴者还可以说出目标生物了解的语言。此外,每日1次,她能够尝试从被吸取的记忆中窥探一个特定问题的答案。若目标已经死亡,这次对答便被视为对该生物使用的死者交谈(Speak with Dead),否则视为对星界位面(Astral Plane)的生物施放的异界探知(Contact Other Plane),不过此次尝试不会使属性降低。
  • 14级:若目标生物是类人生物,佩戴者能够如同使用变身术(Alter Self)一般化身为目标的形态,而非原本的易容术。
  • 17级:若目标生物为小型或中型的人形怪物,佩戴者便能够如同使用类人形态 IUM(Monstrous Physique I)一般化身为目标的形态,而非原本的易容术。
制造要求制造奇物(Craft Wondrous Item)变身术(Alter Self)()异界探知(Contact Other Plane)侦测思想(Detect Thoughts)修改记忆(Modify Memory)类人形态 IUM(Monstrous Physique I)梦魇(Nightmare)死者交谈(Speak with Dead)巧言术(Tongues)
制造成本:30750gp

炼狱项链(Necklace of Infernos)
位置:颈部;价格:9300gp
施法者等级:10级;重量:-
灵光:中等塑能系;成长分档:珍物
这条金色的链子上串有各种大小的红金色珠子。在判断角色身上的哪个魔法物品生效时,炼狱项链不被视为占用颈部物品位的物品。它的功能就如同类型I的火球项链(necklace of fireballs)一般,不过具有一颗6d6的珠子替代5d6的。在珠子爆炸后,一颗与爆炸的珠子类型相同的小珠子会重新生成在项链上,它需要1周的时间成长到原有的大小和强度,在此之后,便可以再次使用这枚珠子进行爆炸。
  • 12级:项链视同为火球项链(类型II),额外具有一颗4d6的珠子。
  • 14级:项链视同为火球项链(类型IV),不过具有一颗9d6的珠子替代8d6的。
  • 16级:项链视同为火球项链(类型VII),额外具有一颗5d6的珠子。
  • 18级:珠子会在1天后成长恢复,以取代原本的1周。
制造要求制造奇物(Craft Wondrous Item)火球术(Fireball)
制造成本:39750gp

法力权能珍珠(Pearl of Puissance)
位置:无;价格:1575gp
施法者等级:5级;重量:-
灵光:微弱变化系;成长分档:珍物
这颗珍珠看起来并没有什么不同,光泽和大小也仅仅是普通水平,但它蕴藏着无尽的魔法力量。它被视同为1环的法力再生珍珠(pearl of power),而且当使用者使用珍珠恢复法术位之后,用这个法术位施放的法术时,施法者等级会获得+1加值。
  • 9级:珍珠视同为法力再生珍珠(2环)。
  • 11级:珍珠视同为法力再生珍珠(3环)。
  • 14级:珍珠视同为法力再生珍珠(5环),但是仅有在使用珍珠恢复4级或更低等级的法术时,施法者等级才能获得+1加值。
  • 15级:珍珠视同为法力再生珍珠(6环),但是仅有在使用珍珠恢复5级或更低等级的法术时,施法者等级才能获得+1加值。
  • 16级:珍珠视同为法力再生珍珠(7环),但是仅有在使用珍珠恢复6级或更低等级的法术时,施法者等级才能获得+1加值。
  • 17级:珍珠视同为法力再生珍珠(8环),但是仅有在使用珍珠恢复7级或更低等级的法术时,施法者等级才能获得+1加值。
  • 19级:珍珠视同为法力再生珍珠(9环),但是仅有在使用珍珠恢复8级或更低等级的法术时,施法者等级才能获得+1加值。此外,珍珠还可以视同为法力再生珍珠(2个法术),但是以此方式使用珍珠时,它不会增加施法者等级。
制造要求制造奇物(Craft Wondrous Item),制造者必须能够施放9级法术
制造成本:51375gp

妖精尘袋(Pouch of Pixie Dust)
位置:无;价格:15gp
施法者等级:1级;重量:1磅
灵光:微弱变化系;成长分档:珍玩
这个精美的小口袋里有各种颜色的闪亮粉末。拥有者能够从袋中取出粉末,将它作为可以无限取用普通彩色粉末的口袋来使用。她总是可以从口袋中取出自己想要的那种颜色的粉末。
  • 4级:每日1次,拥有者能够从口袋中取出具有妖精力量的妖精之尘,并用它来揭示出不可见的事物。这被视为持续时间为1分钟的妖火(Faerie Fire),不过她必须将粉末当做射程增量为10尺的投掷武器丢出去,对抗AC 5才能命中正确的网格交汇点(grid intersection)。若失手,则将粉末视为溅射武器(splash weapon)来判断效果的中心点。
  • 6级:拥有者能够每日使用3次妖火能力。
  • 8级:拥有者能够随意使用妖火能力。
  • 10级:每日1次,拥有者能够强化妖精之尘的力量,让它产生持续3轮的闪光尘(Glitterdust)的效果(意志DC 13,通过则不会目盲)。拥有者必须将粉末作为射程增量10尺的投掷武器投掷出去,对抗AC 5才能命中正确的网格交汇点。若失手,则将粉末视为溅射武器来判断效果的中心点。
  • 13级:拥有者能够每日使用3次闪光尘能力。
  • 15级:每日1次,拥有者能够将妖精之尘洒向自己或者一名相邻的自愿目标,使目标获得飞行的能力,就如同持续5分钟的飞行术(Fly)一般。
  • 18级:拥有者能够每日使用3次飞行术能力,而且能够投掷妖精之尘来让非相邻的目标获得飞行能力。要使用妖精之尘命中一名自愿的非相邻目标,拥有者必须将粉末作为射程增量10尺的投掷武器投掷出去,对抗AC 5 + 任何同时加在目标的措手不及和接触AC上的调整值(比如偏斜加值和掩蔽加值)才能命中。若失手,则将粉末视为溅射武器;若有生物在结果所在的方格内,随机判断位于方格内的哪个生物成为飞行术效果的目标。
制造要求制造奇物(Craft Wondrous Item)妖火(Faerie Fire)飞行术(Fly)闪光尘(Glitterdust)
制造成本:13250gp

仙灵女皇长衣(Robe of The Faerie Queen)
位置:躯体;价格:4800gp
施法者等级:6级;重量:1磅
灵光:强烈变化系;成长分档:珍宝
当你穿上这件轻薄到近乎透明的带袖长衣时,它会使穿戴者在对抗精类(fey)的唬骗、交涉、威吓和察言观色检定获得+4表现加值。通过命令,长衣会散发出任意颜色的轻柔妖火(faerie fire),再次重复命令词会使光芒褪去。
  • 8级:长衣会放大并凸显穿戴者的美,这会让她所获得+4表现加值也应用在所有魅力检定、基于魅力的技能检定、以及对抗任何生物的察言观色检定中。在对抗精类时,这些加值增加至+6点。
  • 10级:长衣的穿戴者在社交场合上会变得能言善辩、极具说服力。当她与生物交谈(converses with creatures)时,每进行10分钟的谈话,就能够通过成功进行一次DC 14的表演(演讲)检定来在对话内嵌入一条暗示(意志DC 14,通过则无效)。若她在使用该能力时曾经未能通过表演(演讲)检定,那么所有见证到这一失误的生物均会在24小时内免疫该能力。
  • 12级:每日1次,穿戴者能够释放出长衣中蕴含着的荧荧微光,变为一次彩色的闪光爆。这会让10尺半径内的生物目盲(blinds)1d4轮(反射DC 19,通过则无效),并且完全解除任何发生源在此区域内的6级或更低等级的黑暗法术(darkness spells)。
  • 14级:穿戴者会长出轻薄的双翼。这对翅膀纤细而又脆弱,携带穿戴者自身便已经十分勉强。穿戴者会获得30尺飞行速度(机动性不良)。
  • 16级:穿戴者的翅膀变得更加有力、灵活和美丽,沿着翅膀挥动的轨迹会撒发着多彩的图案。穿戴者的飞行速度增加至60尺(机动性良好),而且她会在飞行检定上获得+5表现加值。
  • 18级:穿戴者获得精类王国中的一小块领土。她能够从任意地点创造银色的入口前往自己的领土。她的领土视同为法师豪宅(Mage's Magnificent Mansion),不过范围为20个10立方尺/等级,并且领土内呈现出自然荒野的样貌而非宅邸的样子,其中的仆从为超小的精类而非隐形仆役。
  • 20级:穿戴者的类型变为精类,她获得DR 10/寒铁。若穿戴者的类型本身便为精类而且已经具有了DR/寒铁,那么她的DR增加10点,而且在判断是否可以克服她的DR时,增强加值为+3或更高的魔法武器不会被视同为寒铁武器。
制造要求制造奇物(Craft Wondrous Item)鹰之威仪(Eagle's Splendor)妖火(Faerie Fire)飞行术(Fly)法师豪宅(Mage's Magnificent Mansion)阳炎爆(Sunburst)暗示术(Suggestion),制造者必须是精类(fey)
制造成本:132000gp

思维窥视眼镜(Spectacles of Thoughtseeing)
位置:眼部;价格:3600gp
施法者等级:7级;重量:-
灵光:中等预言系;成长分档:珍物
这幅眼镜具有绚丽的水晶镜片,佩戴者会在察言观色检定上获得+6表现加值。当佩戴者使用察言观色判断是否有人对她说谎时,骗子的想法会在那一瞬间从她心中闪过。
  • 9级:若佩戴者集中精神,她能够察觉到单个生物的思维,就好像写在空中一般,并按照受术者的母语(native language)进行描绘。该功能就如同佩戴者对该生物使用侦测思想(Detect Thoughts)并维持了3轮的专注一般,目标通过意志豁免也能屏蔽该效果,DC为佩戴者的角色等级 + 6(DC最高为20)。成功通过豁免的生物在24小时内不会再受到影响。每轮都需要以标准动作进行专注,效果才能维持下去(如同法术一般),而且一旦佩戴者对一个生物的专注中断的话,那么在1分钟内她便无法再次观测思维。该能力每日可以使用的总时间为5分钟。这些时间不必连续,但是必须以1分钟为单位来使用。眼镜对智力为2或更低的生物或者无法写出任何语言的生物生效。
  • 11级:眼镜对察言观色检定的加值提升至+8点。侦测思想的效果每日可以使用10分钟。除了看到以生物的母语描绘的思维之外,佩戴者也能看到该生物想到的视觉印象。举例来说,她可以看到该生物所想到的他人面容,或者当该生物盘算着攻击他人时,则可以看到它刺伤某人的图像。
  • 13级:眼镜对察言观色检定的加值提升至+10点。侦测思想的效果变为常驻效果——佩戴者不需要维持专注便能使用它,而且该能力也不再有每日时间的限定。
制造要求制造奇物(Craft Wondrous Item)侦测思想(Detect Thoughts),制造者必须在察言观色检定中投入至少10点技能点
制造成本:15250gp

视之星(Star of Vision)
位置:眼部;价格:14400gp
施法者等级:11级;重量:-
灵光:中等预言系;成长分档:珍物
在碰触到眼睛时,这枚星形宝石会自动吸附在上面,直至佩戴者自愿取下或者从昏迷(unconscious)的佩戴者身上撬开。通过命令,佩戴者能够将她对自身周围的视觉影像共享给60尺内的盟友。这会让他们获得佩戴者所具有的任何特殊视觉感官,比如黑暗视觉(darkvision)或识破隐形(see invisibility),甚至可以让目盲(blind)的盟友视物,但这一切的前提是佩戴者自身不能处于目盲状态。该效果持续1分钟,且一旦使用,就在30分钟内无法再次启动。当效果生效时,佩戴者的盟友能够随意在佩戴者共享的视觉和自己的双眼所看到的内容间进行切换。
  • 12级:共享感官的效果现在持续10分钟。在共享感官时,佩戴者会自动发现面前60尺锥形范围内的密门的数量和位置,就好像佩戴者使用侦测密门(Detect Secret Doors)法术对该片区域研究了2轮一般。该效果不会带来侦测密门法术的其他好处。
  • 14级:共享感官时,佩戴者获得识破隐形的好处。
  • 16级:每日1次,当佩戴者启动视之星时,她会在效果持续时间内获得真知术(True Seeing)的好处。
制造要求制造奇物(Craft Wondrous Item)侦测密门(Detect Secret Doors)识破隐形(see invisibility)心灵连线(Telepathic Bond)真知术(True Seeing)
制造成本:23625gp

星空凝视者(Stargazer's Glass)
位置:无;价格:1250gp
施法者等级:7级;重量:1磅
灵光:中等预言系;成长分档:珍玩
这个望远镜(spyglass)会增强使用者在黑夜中的观察宇宙变化和天体的视觉能力。任何通过望远镜进行观察的生物,都会在了解星空和天体运动的技能检定中获得+5表现加值。这些检定通常为知识(自然)检定。
  • 9级:通过望远镜进行观察的物体会放大到其原有大小的4倍,而非普通望远镜的2倍。该能力在任何时候都会生效,而非仅仅在夜晚生效。
  • 11级:在夜晚通过望远镜进行观察会获得昏暗视觉(low-light vision),而且通过望远镜观察的物体会放大到原有大小的6倍。
  • 13级:当使用者在夜晚的户外使用星空凝视者进行观察时,她能够增加自身所施放的法术范围,就如同使用了及远法术APG(Reach Spell)超魔专长一般,但是仅限于心灵幻觉(pattern)子学派或者带有光亮(light)描述符的法术。她会将法术的范围增加1级——从接触到近距、近距到中距或中距到远距——而且还不会增加法术的等级。该能力在每个晚上可以使用1次。通过望远镜观察的物体会放大到原有大小的8倍。
  • 15级:使用者能够将法术的范围提高2级,而非原本的1级。通过望远镜观察的物体会放大到原有大小的10倍。
制造要求制造奇物(Craft Wondrous Item)及远法术APG(Reach Spell)锐耳术/鹰眼术(Clairaudience/Clairvoyance)感官锐化APG(Keen Senses)
制造成本:6000gp

多重祷念珠串(Strand of Many Prayer Beads)
位置:无;价格:900gp
施法者等级:4级;重量:0.5磅
灵光:多种微弱灵光;成长分档:珍物
在拥有者携带念珠施放预言系法术之前,珠串本身看起来不过是一串普通的物品而已。一旦发生上述情况,拥有者便会了解到如何启动珠串中的一颗特殊念珠——祝福念珠(bead of blessing)——来施放每日1次的祝福术(Bless)。
  • 9级:每日1次,拥有者能够启动医疗念珠(bead of healing),以此来施放治疗重伤(Cure Serious Wounds)
  • 10级:拥有者能够启动医疗念珠来施放移除目盲/耳聋(Remove Blindness/Deafness)或移除疾病(Remove Disease)来替代治疗重伤。
  • 14级:每日1次,拥有者能够启动制裁念珠(bead of smiting),以此来施放混乱之锤(Chaos Hammer)、圣光击(Holy Smite)、秩序之怒(Order's Wrath)或邪影击(Unholy Blight),具体可以施放哪个法术以制作念珠所使用的法术为准。
  • 16级:每日1次,拥有者能够启动因缘念珠(bead of karma),10分钟内拥有者所施放的所有法术均会获得+4施法者等级。
  • 19级:每日1次,拥有者能够启动风行念珠(bead of wind walking),以此来施放御风而行(Wind Walk)。
制造要求制造奇物(Craft Wondrous Item)祝福术(Bless)治疗重伤(Cure Serious Wounds)移除目盲/耳聋(Remove Blindness/Deafness)移除疾病(Remove Disease)正气如虹(Righteous Might)御风而行(Wind Walk),外加混乱之锤(Chaos Hammer)圣光击(Holy Smite)秩序之怒(Order's Wrath)邪影击(Unholy Blight)中的一个
制造成本:51375gp

金叶背心(Vest of Golden Leaves)
位置:胸部;价格:2400gp
施法者等级:6级;重量:4磅
灵光:中等变化系;成长分档:珍物
这件服装使用金黄色的叶片作为内衬,这些叶片神奇般地保留着深秋时节的灿烂色彩。这些叶片在城镇或者其他不属于森林或者树林的自然区域时,会维持其原本的形态。一旦穿戴者进入森林环境(forest environment),背心的叶片就会变为符合当地植被的形态。只要穿戴者在此环境中以不超过半速的速度移动,便会在潜行检定中获得+4加值,而且还能够在没有掩蔽(cover)或隐蔽(concealment)的情况下尝试潜行检定。每当穿戴者发动攻击,这些叶片便会变为血红色,在1分钟内无法提供上述效果。
  • 8级:每日1次,穿戴者能够从服装中抽出一片叶子,并将它放出,飘向自己所指定的位置,除了携带叶片的是风以外,该效果在其他方面都与动物信使(Animal Messenger)相同。
  • 11级:每日1次,穿戴者能够选择呈现出树木的样子,就如同树化术(Tree Shape)一般,或者将自己变身为一团飘动、翻卷的树叶,这团树叶的大小和穿戴者的真实体型相同。这种树叶形态与气化形体(Gaseous Form)相同,但是穿戴者会获得火焰易伤(vulnerability to fire)。
  • 13级:穿戴者在使用背心的11级能力时,能够选择释放出数量等同于自身生命骰一半的叶片作为替代,这些叶片会成为远程魔法感受器(remote magical sensors)。这些叶片与窥视魔眼(Prying Eyes)的效果相同,不过它们具有火焰易伤。
  • 16级:叶片会如同朦胧术(Blur)一般扭曲穿戴者所在位置的轮廓,使其获得20%失手率。
  • 20级:穿戴者能够进入任何生有叶子的树木中,并从另一株同样具有叶子而且种类也相同的树木中离开,就如同融身入林(Tree Stride)法术一般。他每日能够使用该能力的次数等同于自身的生命骰。
制造要求制造奇物(Craft Wondrous Item)秘法眼(Arcane Eye)融境迷彩ARG(Blend)朦胧术(Blur)命令植物(Command Plants)窥视魔眼(Prying Eyes)树化术(Tree Shape)融身入林(Tree Stride)
制造成本:66000gp

恐怖制御背心(Vest of Eldritch Preservation)
位置:胸部;价格:8000gp
施法者等级:9级;重量:1磅
灵光:中等防护系;成长分档:珍物
这件背心由变形蛛(Aranea)的蛛丝编制而成,它会在对抗那些会扭曲穿戴者的心智和身体的法术时提供有效的保护。穿戴者在对抗诅咒(curses)、附魔系法术(enchantments)和变形系法术(transmutations)的豁免检定中获得+2加值。
  • 11级:每日1次,穿戴者能够通过接触移除自身或一名盟友的战栗(shaken)或恶心(sickened)状态。这么做是标准动作,对自己使用时则是迅捷动作。此外,穿戴者无法被迫保留诅咒物品(cursed item)。这边不会妨碍诅咒物品的效果,不过该效果使得穿戴者可以自由地抛弃诅咒物品。
  • 13级:每日1次以直觉动作,穿戴者能够使用破除结界(Break Enchantment)对抗一个刚刚对自身生效的效果,即便该效果会导致穿戴者失去意识或无法控制自身行动也可以使用。此次破除结界仅以单个效果为目标。对背心施放破除结界可以再度为该防护措施充能。
  • 15级:穿戴者可以通过接触来移除的状态现在还包含诅咒(如同移除诅咒)、晕眩(Dazed)和惊惧(Frightened)。
制造要求制造奇物(Craft Wondrous Item)破除结界(Break Enchantment)
制造成本:18000gp
« 上次编辑: 2015-07-19, 周日 22:30:22 由 四月 »
没有团,为什么还要翻译规则呢?
当然是为了友情了

离线 四月

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Re: 【Unchained】成长型物品(Scaling Items)
« 回帖 #7 于: 2015-07-03, 周五 21:35:10 »
奇物原文
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Wondrous Items
Wondrous items are diverse. Some must be worn in a specific magic item slot in order to work, while others must merely be possessed and used. “Wondrous item” is a catchall category for anything that doesn’t fall into other groups, such as weapons, staves, and so on. Anyone can use a wondrous item, unless the item specifies otherwise. There are two main categories of wondrous items: slotted and slotless. Slotted items take up a magic item slot, and must be worn by those who want to benef it from them.

ARACHNID CLOAK PRICE 900 GP
SLOT shoulders CL 4th WEIGHT 1 lb.
AURA faint transmutation SCALING prize
This red-and-violet silk garment, delicately embroidered with a barely perceptible weblike pattern, grants its wearer a +2 luck bonus on saving throws against spider poison.
7th Level: The cloak allows its wearer to move at half speed among spider webs without any chance of being trapped by them.
10th Level: The wearer is treated as if constantly under the effects of a spider climb spell.
12th Level: The wearer cannot be entrapped by web spells or webs of any sort, and can climb along webs like a spider, moving at her full climb speed.
14th Level: Normal spiders, including spider swarms and unusually large spiders, will not attack the cloak’s wearer unless she attacks them first or they are instructed to do so by some other creature, such as through a use of vermin empathy or a spell. The cloak’s wearer can summon forth a swarm of spiders once per day as the spell summon swarm.
16th Level: The cloak’s wearer can attempt to influence spiders, as the mite’s vermin empathy ability. The wearer does not gain a racial bonus to vermin empathy. She can change into the form of a Small or Medium spider and back at will as a standard action, as vermin shape I.
17th Level: The cloak’s wearer can summon a swarm of spiders at will, instead of once per day. When she changes into the form of a spider, she can change into the form of a Tiny, Small, Medium, or Large spider as vermin shape II.
CONSTRUCTION REQUIREMENTS COST 30,750 GP
Craft Wondrous Item, spider climb, summon swarm, vermin shape II, web

BAG OF ENDLESS HOLDING PRICE 3,100 GP
SLOT none CL 10th WEIGHT 15 lbs.
AURA moderate transmutation SCALING bauble
This appears to be a common cloth sack about 2 feet by 4 feet in size. However, it opens into a nondimensional space far larger than its outside dimensions. It acts as a bag of holding (type I), but retrieving an item from the bag does not provoke an attack of opportunity.
12th Level: The bag’s capacity and weight increase as a bag of holding (type II).
14th Level: The bag’s capacity and weight increase as a bag of holding (type III).
15th Level: The bag’s capacity and weight increase as a bag of holding (type IV).
CONSTRUCTION REQUIREMENTS COST 6,000 GP
Craft Wondrous Item, secret chest

BAT CLOAK PRICE 900 GP
SLOT shoulders CL 4th WEIGHT 1 lb.
AURA faint transmutation SCALING prize
Fashioned of dark brown or black cloth, this cloak resembles gigantic bat wings. It allows its wearer to hang upside down from the ceiling like a bat.
7th Level: The cloak grants its wearer a +5 competence bonus on Stealth checks.
10th Level: The wearer can grasp the edges of the cloak to fly (as the fly spell) for up to 7 minutes three times per day, but only in dim light or lower. After each use of this ability, the wearer must wait for at least as long as the fly effect lasted until using this ability again.
12th Level: For each daily use of fly, the wearer can instead choose to transform into an ordinary bat as beast shape III for the same duration.
14th Level: The wearer can use fly or beast shape III any number of times per day, but is still subject to the dim light restriction and the limit on using the ability again after a previous use.
16th Level: The wearer can also transform into a dire bat with beast shape III, and he can summon a swarm of bats at will as summon swarm.
18th Level: The wearer constantly gains the echolocation of a bat. He can hear high-pitched sounds such as bat echolocation, and he gains blindsense 20 feet. This blindsense is sound-based, and is blocked by spells such as silence.
20th Level: The wearer’s blindsense increases to blindsense 60 feet, like that of a dire bat. Instead of using beast shape or fly, he can transform himself into a bat swarm, gaining the abilities of a bat as beast shape III plus the bat swarm’s distraction, immunity to weapon damage, swarm traits, and wounding abilities.
CONSTRUCTION REQUIREMENTS COST 66,000 GP
Craft Wondrous Item, beast shape III, echolocationUM, fly, summon swarm

BEAKER OF PLENTIFUL POISONS PRICE 3,600 GP
SLOT none CL 7th WEIGHT 1 lb.
AURA moderate conjuration SCALING prize
This flared and stoppered flask of tempered glass can store up to 5 doses of poison, all of which can be different types. The owner can craft up to 5 doses of poison simultaneously using the beaker. She must still attempt separate Craft (alchemy) checks for each dose of poison to ensure successful crafting, but she can make progress on all five poisons simultaneously (making checks for the week’s or day’s progress at the same time).
The user can also add already-completed doses of poison to the beaker. All poisons remain separate and unmixed as long as they remain within the beaker, and the user can decant any of the poisons (including incomplete poisons) by naming the poison she wishes to pour forth.
9th Level: When crafting a poison within the beaker, the crafter uses the poison’s gp value instead of its sp value when determining her progress.
11th Level: Once per day, the owner of a beaker of plentiful poisons can produce 1 additional dose of any completed poison stored in the flask. The additional dose loses its efficacy 1 minute after being decanted. The market price of the duplicated poison can’t exceed an amount equal to 20 gp × the beaker’s caster level; any unused value is lost. A creature must have had the beaker of plentiful poisons in its possession for at least 24 hours to create poisons in this way.
13th Level: The beaker can create 2 doses of poison per day, with a total market price up to 40 gp × the beaker’s caster level.
15th Level: The beaker can create 3 doses of poison per day, with a total market price of up to 60 gp × the beaker’s caster level.
CONSTRUCTION REQUIREMENTS COST 18,000 GP
Craft Wondrous Item, minor creation, poison

BOOTS OF READINESS PRICE 2,650 GP
SLOT feet CL 9th WEIGHT 1 lb.
AURA moderate divination SCALING bauble
These tight-fitting, black leather boots make their wearer more prepared before she acts in battle. When the wearer has not yet acted at the beginning of a fight, the boots provide a +2 luck bonus on saving throws and 12 temporary hit points. Both effects fade when the wearer’s first turn arrives, even if she delays.
11th Level: The wearer of these boots can’t be caught flat-footed.
13th Level: Before the wearer has taken her first turn in combat, she can move up to her speed as an immediate action without provoking attacks of opportunity. She can no longer use this ability once her first turn arrives, even if she delays.
CONSTRUCTION REQUIREMENTS COST 3,500 GP
Craft Wondrous Item, haste, moment of prescience

BOOTS OF THE ELVEN SPIRIT PRICE 3,100 GP
SLOT feet CL 10th WEIGHT 1 lb.
AURA moderate transmutation SCALING bauble
These elegant, lightweight boots are durable yet soft in texture, being partially made of living leaves and other natural materials. They grant the wearer a +5 competence bonus on Acrobatics checks and allow her to treat the first square of difficult terrain she enters each round as if it weren’t difficult terrain.
12th Level: The boots allow the wearer to ignore the adverse movement effects of difficult terrain entirely.
14th Level: The boots grant the wearer a +10-foot enhancement bonus to her base movement speed, and she leaves no tracks.
17th Level: The boots allow the wearer to walk so lightly that she doesn’t trigger pressure plate traps and can walk across any surface—including water, but not air—as long as she ends her movement each round on a surface that can support her weight.
20th Level: The boots allow the wearer to gain the effects of haste for 10 rounds per day, as boots of speed. If the wearer also wears the cloak of the elven spirit (see page 171), the boots grant her the ability to use tree stride as the spell, entering up to 20 trees each day.
CONSTRUCTION REQUIREMENTS COST 22,000 GP
Craft Wondrous Item, expeditious retreat, feather step, haste, tree stride, creator must be an elf

BRACELETS OF THE FEY TOUCH PRICE 480 GP
SLOT wrists CL 4th WEIGHT —
AURA faint enchantment SCALING bauble
These bracelets are crafted from thin yet surprisingly durable silver, and they glitter and sparkle faintly in moonlight or shadow. The wearer can activate the bracelets once per day as a free action to gain a +4 competence bonus on a Bluff or Stealth check.
6th Level: The wearer can activate the bracelets to increase the DC of the next enchantment spell she casts by 1 instead of gaining a bonus on a skill check.
8th Level: The bracelets can be used twice per day, but no more than once per hour.
CONSTRUCTION REQUIREMENTS COST 825 GP
Craft Wondrous Item, charm person, invisibility, creator must be fey

BRUTISH BOOTS PRICE 5,814 GP
SLOT feet CL 8th WEIGHT 6 lbs.
AURA moderate transmutation SCALING wonder
These coarse, heavy boots are fitted with numerous iron plates and rusted spikes that give them an intimidating appearance. The wearer can use brutish boots to attack as if using a masterwork cold iron gauntlet or masterwork cold iron spiked gauntlet, depending on which portion of the boot he uses.
These boots also protect the wearer’s feet as if they had hardness 8. This hardness applies only against effects that directly affect the target’s feet, such as caltrops, spike growth, spike stones, or stepping into a puddle of acid. It also applies against effects that deal damage to an attacker, such as fire shield, thorn body, or the barbed defense of a barbed devil, but only if the wearer is using the brutish boots to make the attack.
10th Level: If the wearer confirms a critical hit on an attack using the boots, he can attempt a combat maneuver check to trip the target. This maneuver doesn’t provoke an attack of opportunity.
12th Level: Attack and damage rolls made with the boots gain a +1 enhancement bonus.
14th Level: If a creature within the wearer’s reach is knocked prone, that creature provokes an attack of opportunity from the wearer. This attack of opportunity must be made with the brutish boots.
CONSTRUCTION REQUIREMENTS COST 13,200 GP
Craft Wondrous Item, telekinesis

CLOAK OF THE ELVEN SPIRIT PRICE 5,400 GP
SLOT shoulders CL 12th WEIGHT 1 lb.
AURA strong transmutation SCALING bauble
When this plain gray cloak is worn with the hood drawn up around the head, the wearer gains a +5 competence bonus on Stealth checks. If the wearer spends at least 1 minute concentrating on blending the cloak’s colors to match her surroundings, she can attempt Stealth checks without cover or concealment until she makes an attack or moves more than half her base speed on her turn. Once she breaks this effect, she must spend another minute to reactivate it.
14th Level: The cloak grants its wearer the camouflage ranger ability in forested areas.
18th Level: At will, when the wearer envelops herself in the cloak as a standard action, she can become invisible as invisibility.
20th Level: If the wearer also wears the boots of the elven spirit (see page 170), she can focus the cloak’s invisibility effect. As a free action, she can choose to make it so her attacks do not end the invisibility effect for 1 round. She can use this ability for 10 rounds per day, but the rounds need not be consecutive.
CONSTRUCTION REQUIREMENTS COST 22,000 GP
Craft Wondrous Item, blend, greater invisibility, invisibility, creator must be an elf

CORD OF UNEARTHLY GRACE PRICE 5,000 GP
SLOT belt CL 8th WEIGHT 1 lb.
AURA moderate transmutation SCALING prize
When tied around the waist, this humble, coarse rope grants its wearer a +10 competence bonus on Acrobatics checks relating to balance.
9th Level: Once per day as a swift action, the wearer can gain a +30-foot enhancement bonus to his base speed for 1 round. During this round, he ignores the adverse movement effects of terrain and his movement doesn’t provoke attacks of opportunity.
11th Level: The wearer can stand from prone as an immediate action that does not provoke attacks of opportunity.
12th Level: The wearer can use the belt’s ability to increase his speed and ignore difficult terrain three times per day.
CONSTRUCTION REQUIREMENTS COST 8,100 GP
Craft Wondrous Item, cat’s grace, graceAPG, creator must have 10 ranks in the Acrobatics skill

CRYSTAL TIARA PRICE 1,000 GP
SLOT head CL 3rd WEIGHT —
AURA faint conjuration SCALING wonder
This elaborate tiara looks as though it’s made of intricately carved ice adorned with small, crystalline gemstones. Despite the item’s fragile appearance, it has hardness 12 and 10 hit points. Its wearer gains the constant effects of endure elements against cold conditions only.
5th Level: Once per day, the wearer can summon a Small ice elemental as summon monster II.
7th Level: As a standard action, the wearer can launch an icicle at a foe within 30 feet as a ranged attack. On a hit, the icicle deals 1d6 points of piercing damage and 1d6 points of cold damage. In addition, the wearer can walk across icy ground without slipping.
10th Level: As part of her move action, the wearer can step into the air, creating crystalline stairs beneath her feat, adding new steps in whichever direction she travels. These steps melt away behind her. If others try to climb the steps, they crumble away, leaving only the portions beneath the wearer’s feet intact. This otherwise acts as the air walk spell. She can use this ability each day for 10 minutes per level, divided any way she chooses in 10-minute intervals.
12th Level: Once per day, the wearer can call forth an ice storm. When she uses the tiara to summon ice elementals, she can summon either 1d4 Small ice elementals or one Medium ice elemental as summon monster IV.
14th Level: Once per day, the wearer can travel to a safe, very familiar location, as if she had cast ice crystal teleportUM on herself. When she uses the tiara to summon ice elementals, she can choose to summon 1d3 Medium ice elementals or one Large ice elemental as summon monster V.
16th Level: The wearer can use the tiara to call up a tower of ice, as an instant fortress (except that the tiara does not transform into the tower, the tower takes 1 minute to rise instead of 1 round, the walls of the tower have only hardness 12, and damage to the tower does not carry over between multiple uses of this ability).
18th Level: When the wearer calls forth a tower of ice, if there is enough open space, she can choose to call forth a small palace instead, 100 feet square at the base with 20-foothigh rooms, with a central tower 20 feet square and 100 feet high. At will, she can spend 5 rounds to transform into a flurry of snowflakes that can move at incredible speed. Treat this as wind walk except she gains vulnerability to fire. It normally takes 5 rounds to transform back into her normal shape. However, she can revert to her original form early as a standard action. If she does so, she cannot transform into snowflakes again for 24 hours. When she uses the tiara to summon ice elementals, she can choose to summon 1d4+1 Medium ice elementals, 1d3 Large ice elementals, or one Huge ice elemental as summon monster VI.
20th Level: The wearer gains cold resistance 30. When she uses the tiara to summon ice elementals, she can also choose to summon 1d4+1 Huge ice elementals, 1d3 greater ice elementals, or one elder ice elemental as summon monster VIII. She can create ice stairs without a daily limit, and if she wishes, they last for 1 minute before melting, even if another creature tries to climb them. If she chooses to make them last longer, she can dismiss the stairs behind her as a swift action, potentially causing creatures climbing the stairs to fall.
CONSTRUCTION REQUIREMENTS COST 132,000 GP
Craft Wondrous Item, air walk, ice crystal teleport, ice storm, summon monster VIII, wind walk

DRAGON ROBE PRICE 38,000 GP
SLOT body CL 12th WEIGHT 1 lb.
AURA strong transmutation SCALING wonder
Embroidered dragons of gold thread adorn this red silk robe. The wearer gains a +3 enhancement bonus to natural armor and fire resistance 10. Once per day, the wearer can gain the benefit of darkvision, as the spell. A typical dragon robe is attuned to red dragons, though variants attuned to other types of dragons exist.
14th Level: The wearer can use dragon’s breathAPG (red dragon) once per day. The save DC is equal to 13 + the wearer’s Constitution modifier, and spell resistance does not apply.
16th Level: The wearer’s enhancement bonus to natural armor increases to +4, and his fire resistance increases to 20.
18th Level: The wearer can use dragon’s breath three times per day. The wearer can also use form of the dragon III once per day, with a save DC equal to 22 + the wearer’s Constitution modifier.
20th Level: The wearer’s enhancement bonus to natural armor increases to +5 and his fire resistance to 30. In addition, any dragon’s breath effect created by this item is maximized.
CONSTRUCTION REQUIREMENTS COST 132,000 GP
Craft Wondrous Item, Maximize Spell, darkvision, dragon’s breath, form of the dragon III, resist energy

ETERNAL FEATHER TOKEN PRICE 2,650 GP
SLOT none CL 4th WEIGHT —
AURA faint conjuration SCALING bauble
This small, colorful feather waves gently as if blown by a constant breeze. As a standard action, the feather’s owner can change its form into another variety of feather token. Any owner can use an eternal feather token to duplicate the effects of an anchor feather token. Higher-level owners have additional options. The token remains transformed until its owner commands it to change again, or until it is activated in that form like a normal feather token. Once activated, the token reverts to the appearance of a normal feather of a dingy gray color. Over the next week, it slowly regains its color. A week after its last activation, it can be used again.
7th Level: The feather can become a fan feather token.
9th Level: The feather can become a bird feather token.
11th Level: The feather can become a tree feather token.
13th Level: The feather can become a swan boat feather token or whip feather token.
15th Level: The feather recharges its color and is usable after 1 day instead of 1 week.
CONSTRUCTION REQUIREMENTS COST 6,000 GP
Craft Wondrous Item, major creation, make whole

FILTHY RAGS PRICE 5,000 GP
SLOT body CL 8th WEIGHT 6 lbs.
AURA moderate necromancy SCALING prize
These ragged robes are threadbare and frayed, caked with dirt and grime. Through constant exposure to innocuous forms of disease, the wearer becomes inured to sickness and filth, gaining a +4 alchemical bonus on saving throws versus disease and effects that cause the nauseated or sickened condition. Filthy rags can be worn in conjunction with armor.
10th Level: The rags begin to crawl with insects and spiders, granting the wearer familiarity with the feeling of tiny creatures crawling over her body. After wearing the rags for 24 consecutive hours, the wearer gains a +2 circumstance bonus on saving throws against the distraction ability of swarms. Once per day, she can make the spiders in her rags swarm out and attack her foes, causing the rags to expel spiders as the spell vomit swarm.
11th Level: Wasps build a small hive somewhere in the rags’ interior. When the wearer uses vomit swarm, she can choose between spiders and wasps.
13th Level: The rags’ diseases become more communicable. Any living creature striking the wearer with a bite attack contracts filth fever. A successful DC 14 Fortitude negates the disease. Oozes and vermin are immune to this effect, as are creatures such as otyughs and rats that are at home in exceptional filth.
16th Level: Army ants build a colony within the rags, and the rags’ filth becomes utterly vile. The wearer can also choose army ants when using vomit swarm. Any biting creature that fails its saving throw against the rags’ filth fever becomes nauseated for 1d4 rounds, and even on a successful save, the creature is still sickened for 1 round.
CONSTRUCTION REQUIREMENTS COST 23,625 GP
Craft Wondrous Item, contagion, remove sickness, stinking cloud, vomit swarmARG

FLASK OF RECONCOCTION PRICE 2,650 GP
SLOT none CL 4th WEIGHT —
AURA faint conjuration and divination SCALING bauble
This thin silver flask can hold a single ounce of liquid. If a potion of a 1st-level spell is poured into the flask, the flask’s interior analyzes and bonds to that potion. Once the potion is drunk, the flask begins to hiss and bubble, as strange liquids and reagents slowly mix within it. After 1 full week, the flask has produced a new potion of the same 1st-level spell at minimum caster level. If anyone drinks or empties the flask before the week is over, they gain no benefit, the nascent potion is lost, and the flask ceases concocting until it is filled with a new 1st-level potion. If a potion in the flask is poured out of the flask, rather than drunk directly from it, the flask does not reconcoct that potion.
6th Level: The flask takes only 1 day to reconcoct a 1st-level potion, rather than 1 week.
8th Level: The flask can reconcoct a potion of a 2nd-level spell, but it takes 1 week.
10th Level: The flask takes only 1 day to reconcoct a 2ndlevel potion, rather than 1 week.
12th Level: The flask can reconcoct a potion of a 3rd-level spell, but it takes 1 week.
14th Level: The flask takes only 1 day to reconcoct a 3rd-level potion, rather than 1 week.
CONSTRUCTION REQUIREMENTS COST 6,000 GP
Craft Wondrous Item, alchemical allocationAPG

FORCE BRACERS PRICE 5,950 GP
SLOT wrists CL 8th WEIGHT 2 lbs.
AURA moderate evocation SCALING prize
These crystal-accented bracers are bound with metallic straps and a fine lacework of embedded wire. The wearer can cause the bracers to create a shield of force to protect him. Each bracer can create a shield for up to 10 total minutes per day. This duration must be used in 1-minute increments. If only one force bracer is used, it creates a buckler, light shield, or heavy shield of force. If the wearer activates both force bracers, the shield of force is the equivalent of a tower shield.
Regardless of which type of force shield is created, the shield is weightless and has only half the normal armor check penalty, but otherwise follows all of the normal rules for shield use and proficiency. The shield grants the corresponding shield bonus to AC. Because the shield is made of force, its bonus applies against incorporeal touch attacks.
10th Level: If the wearer has created a heavy shield of force, the wearer can expend 1 minute of the shield’s duration to make a single shield bash attack as if the shield had the bashing shield special ability, with an enhancement bonus on the attack roll equal to 1/4 the wearer’s Hit Dice (maximum +5).
12th Level: If the wearer has created a tower shield of force, the wearer can release the tower shield from his person and use it as a forceful hand with hit points equal to 1/2 the wearer’s hit points. The wearer gains none of the benefits of using a tower shield while the forceful hand exists. Each round of using the forceful hand consumes 1 minute of duration from each bracer.
CONSTRUCTION REQUIREMENTS COST 8,100 GP
Craft Wondrous Item, forceful hand, shield

FORGEMASTER’S GAUNTLETS PRICE 3,750 GP
SLOT hands CL 7th WEIGHT 4 lbs.
AURA moderate abjuration SCALING prize
These scorched gauntlets of heavy padded leather are reinforced with metallic mesh and ceramic pads to diffuse heat. The wearer gains a +5 competence bonus on Craft (armor) and Craft (weapons) checks.
8th Level: The wearer can use spark at will.
10th Level: The wearer gains fire resistance 5, and her hands are immune to fire damage, so she can pick up hot objects or touch flames without being harmed. Weapons affected by heat metal or similar effects deal no damage to the wearer, and the wearer likewise ignores damage from effects like fire shield (hot flames version) that deal fire damage to a creature attacking in melee.
11th Level: The forgemaster’s gauntlets are +1 gauntlets.
12th Level: The wearer of the forgemaster’s gauntlets can heat objects she touches. She can use heat metal (DC 13) at will. If she’s targeting a metal object worn by a foe, she must succeed at a melee touch attack. If the targeted item is being held or wielded, the wearer of the forgemaster’s gauntlets must attempt a combat maneuver check as if she were attempting to sunder the item. This maneuver does not provoke attacks of opportunity, even if the wearer does not have the Improved Sunder feat.
13th Level: The wearer’s fire resistance increases to 10.
14th Level: The forgemaster’s gauntlets are +1 flaming gauntlets.
15th Level: The forgemaster’s gauntlets are +1 flaming burst gauntlets.
CONSTRUCTION REQUIREMENTS COST 18,000 GP
Craft Wondrous Item; flame blade, flame strike, or fireball; heat metal; resist energy; sparkAPG; creator must have 5 ranks in Craft (armor) and Craft (weapons)

FRUITFUL SASH PRICE 710 GP
SLOT belt CL 5th WEIGHT 1 lb.
AURA faint conjuration SCALING bauble
This colorful sash seems to be the sort normally worn by any common sailor or traveler, yet within its folds is a bountiful pocket. The wearer can reach into this hidden pocket and remove a piece of fruit a number of times per day equal to his character level. The type of fruit varies.
One piece of fruit has enough nourishment and water to sustain one humanoid for 24 hours. After 24 hours, the fruit rots and cannot nourish anyone. Once removed from its wearer, the sash doesn’t produce fruit for anyone else for 24 hours. If redonned by its most recent wearer during that time, the sash resumes function normally (and the amount of fruit remaining within it isn’t reset).
6th Level: Consuming a fruit produced from the sash cures a creature of 1 point of damage as if it were a goodberry. A given creature can recover a maximum of 8 hit points in this way in a 24-hour period.
8th Level: Three times per day, the wearer can draw forth a large, ripe piece of healing fruit that explodes when thrown. This functions as a splash weapon, but cures a target it hits of 1d6 points of damage and cures each creature it splashes on of 1 point of damage. This counts against the total number of pieces of fruit the sash can produce per day.
10th Level: Once per day, the wearer can draw forth one piece of fruit that acts as a potion of cure moderate wounds, delay poison, lesser restoration, or remove paralysis. This counts against the total number of pieces of fruit the sash can produce per day.
13th Level: The fruits produced by the sash cure 1d4 points of damage each instead of 1 point. An exploding fruit’s healing power is unchanged.
15th Level: Once per week, the sash can produce the effects of heroes’ feast.
CONSTRUCTION REQUIREMENTS COST 6,000 GP
Craft Wondrous Item, create food and water, cure moderate wounds, delay poison, goodberry, heroes’ feast, lesser restoration, remove paralysis

GALVANIC GAUNTLETS PRICE 1,882 GP
SLOT hands CL 5th WEIGHT 2 lbs.
AURA faint evocation SCALING prize
These gloves are woven of a fine copper mesh and wire, and infuse the wearer’s hands with an electric charge. The wearer can use the galvanic gauntlets to make a melee  touch attack dealing 1d6 points of electricity damage. She gains a +3 bonus on the attack if the target is wearing metal armor or is composed of metal.
7th Level: The touch attack’s damage increases to 2d6 points of electricity damage.
9th Level: If the wearer uses her hands to make unarmed strikes (including when making a combat maneuver check to damage an opponent in a grapple), those attacks deal an additional 1d6 points of electricity damage on each hit, as if she were using a weapon with the shock weapon special ability.
11th Level: Any item held in the wearer’s hands gains a powerful static charge, and any creature attempting to disarm the wearer of an object she is holding (or to make a steal combat maneuver against the gloves themselves) takes 1d6 points of electrical damage and must succeed at a DC 19 Fortitude save or be staggered for 1 round by the shock. This static charge does not harm items the wearer is holding.
13th Level: The shock ability of the gauntlets improves to the shocking burst weapon special ability.
15th Level: Once per day when the wearer hits a creature with the gauntlets’ touch attack, she can create electric arcs that strike nearby creatures. This functions as though the target of the attack had been the primary target of a chain lightning spell (Reflex DC 19 half), though the hit creature doesn’t take any additional damage.
CONSTRUCTION REQUIREMENTS COST 18,302 GP
Craft Wondrous Item, chain lightning, shocking grasp

GLORIOUS GORGET PRICE 5,000 GP
SLOT neck CL 8th WEIGHT 2 lbs.
AURA moderate enchantment SCALING prize
This gilded neckpiece is inlaid with sunstone and diamond and engraved with wreaths of laurel. The wearer possesses great eloquence and gravitas, gaining a +5 competence bonus on Diplomacy, Intimidate, and Perform (oratory) checks.
10th Level: The wearer’s speeches can fill her allies with purpose. As a full-round action, she can attempt a DC 20 Perform (oratory) check to affect all allies who can hear her with good hope for 1 round. If she fails the check, all allies who heard her ineloquent speech cannot benefit from this ability for 24 hours.
12th Level: The wearer can improve someone’s attitude up to three steps when using Diplomacy. When she uses Intimidate to influence someone, she can present herself as glorious and powerful without threatening them, causing the attempt to operate like a Diplomacy check to influence instead.
14th Level: When the wearer uses the gorget’s good hope ability, it lasts 1 additional round for every 10 by which her result exceeds the Perform (oratory) check DC. Once per day, she can extend the duration to the full duration of good hope.
CONSTRUCTION REQUIREMENTS COST 13,875 GP
Craft Wondrous Item, good hope

GLOVES OF CLOUD SHAPING PRICE 5,400 GP
SLOT hands CL 8th WEIGHT 1 lb.
AURA moderate transmutation SCALING prize
The wearer of these cloud-blue, coolto- the-touch gloves can sculpt and shape creations of cloud and mist— both her own and those of others. The wearer can call upon the power of the gloves up to three times per day when creating a cloud of gas or mist with a spell, spell-like ability, supernatural ability, or magical item in order to make the area of effect shapeable (Core Rulebook 215).
Alternatively, the wearer can use the gloves to disperse an existing cloud of gas or mist by touch, as if using dispel magic. If the effect is nonmagical, it is automatically dispersed in a 20-foot-radius spread centered on the wearer.
10th Level: The wearer can use fog cloud twice per day.
12th Level: The wearer can disrupt a creature under the effects of gaseous form. To do so, she must succeed at a melee touch attack against the gaseous target. If the attack hits, the wearer can choose to either lock the gaseous creature in place as if using hold monster or disperse the target, dealing 5d6 points of damage and nauseating the target for 5 rounds. In either case, the target is also locked into its gaseous form and can’t resume solid form until the effect expires. A successful DC 17 Will saving throw negates this effect.
14th Level: The wearer can use cloudkill once per day.
CONSTRUCTION REQUIREMENTS COST 13,875 GP
Craft Wondrous Item, cloudkill, control weather, fog cloud

HEART OF THE ELDER TREE PRICE 14,000 GP
SLOT neck CL 9th WEIGHT —
AURA moderate transmutation SCALING wonder
This carved darkwood amulet resembles a human heart. As a move action while standing on earth, stone, or wood, its wearer can sprout woody, rootlike tendrils from his legs that anchor his feet to the ground. While so anchored, he gains a +4 bonus to his CMD against bull rush, drag, grapple, overrun, reposition, trip, and other combat maneuvers that would force him from his space, as well as on saving throws against effects that would force him from his space on a failed save. The roots fall away if the wearer moves from his space, even involuntarily.
11th Level: When anchored to the ground, the wearer’s roots interfere with adjacent foes. Foes adjacent to the wearer must succeed at a DC 13 Reflex save each round or be entangled by the roots as if by the spell entangle. If the wearer’s roots fall away due to movement, all entangled enemies are immediately released.
13th Level: When struck by a nonliving wooden or woodenhafted weapon of Huge size or smaller, the wearer can lash back and affect that weapon with warp wood as an immediate action (Will DC 20 negates). This ability is usable three times per day.
15th Level: The wearer can make a secondary natural attack with his roots, dealing an amount of damage equal to 1d4 + 1/2 the user’s Strength bonus. At the beginning of the wearer’s turn, if he still possesses roots from a previous round, the secondary root attack gains 5 feet of reach. This increase stacks with itself to a maximum of triple the wearer’s natural reach, but it doesn’t stack with any other increases. The reach resets whenever the roots fall away.
17th Level: The wearer gains the pull (root, 10 feet) universal monster ability.
20th Level: As long as the wearer’s roots are planted in the ground, he gains the effect of a ring of regeneration. When the roots fall away, it counts as removing the ring, so he only regenerates damage taken after planting the roots and before moving. As long as the wearer activates his roots for at least 8 hours each day, he does not need to sleep. The wearer’s +4 bonus on saving throws for planting his roots now also applies to paralysis, poison, polymorph effects, sleep effects, and stun.
CONSTRUCTION REQUIREMENTS COST 132,000 GP
Craft Wondrous Item, entangle, plant shape III, warp wood

HEROIC SADDLE PRICE 6,000 GP
SLOT none CL 8th WEIGHT 40 lbs.
AURA moderate abjuration SCALING prize
This elaborate military saddle is embellished with intricate tooling and a panoply of tassels, ribbons, and bells fit to announce a mighty hero’s marvelous return. A new tassel, ribbon, or bell appears on the saddle after each victory. Whenever the rider of a mount wearing a heroic saddle is targeted with a conjuration (healing) effect, that effect also affects the mount. Use the rider’s level to determine the scaling abilities of this item.
10th Level: The mount gains a +1 resistance bonus on saving throws and a +1 deflection bonus to Armor Class.
11th Level: Once per day as a full-round action, the rider of a mount wearing a heroic saddle can command the heroic saddle to grant the mount 1d8 + 10 temporary hit points. These temporary hit points last for 24 hours or until expended, and they do not stack with themselves but do stack with temporary hit points from other sources.
13th Level: The saddle’s bonuses on saving throws and to AC increase to +2.
15th Level: The saddle’s bonuses on saving throws and to AC increase to +3. When the rider commands the saddle to grant his mount temporary hit points, the rider also gains a number of temporary hit points equal to half the amount his mount gains.
CONSTRUCTION REQUIREMENTS COST 18,000 GP
Craft Wondrous Item, aid, resistance, shield other

LANTERN PENDANT PRICE 1,000 GP
SLOT neck CL 4th WEIGHT —
AURA faint evocation SCALING prize
This small pendant of brass and glass is crafted in the shape of a lantern and continuously sheds light as a light spell. As a move action, the wearer can open the miniature lantern pendant and direct the tiny phantasmal fire within to float to any point within 110 feet. This functions as dancing lights, but the wearer can create a number of lights equal to 1/2 his character level, up to a maximum of four, and can create only torchlike lights, not glowing spheres or humanoid shapes. While the dancing lights are active, the light of the lantern pendant itself is extinguished.
6th Level: Once per day, the wearer can command the phantasmal fire to fly forth and limn all creatures in an area as faerie fire. Just as when using dancing lights, the pendant’s light is extinguished throughout the duration.
8th Level: The wearer can choose between faerie fire and glitterdust (Will DC 13) when he uses the 6th-level ability.
10th Level: Once per day, the wearer can focus the lantern’s power, causing its light to increase from the light spell to the daylight spell, with a duration as daylight. The daylight is suppressed whenever he activates any other ability that extinguishes the pendant’s light, but such time still counts against its duration.
13th Level: Once per day, the wearer can release the lantern’s lights in the form of wandering star motesAPG (Will DC 16). During the duration, the pendant’s light is extinguished.
CONSTRUCTION REQUIREMENTS COST 10,500 GP
Craft Wondrous Item, dancing lights, daylight, faerie fire, light, wandering star motesAPG

MARK OF THE GRINNING SKULL PRICE 2,000 GP
SLOT headband CL 8th WEIGHT 1 lb.
AURA moderate necromancy SCALING bauble
An ebony skull adorns this tarnished silver band. When the wearer successfully demoralizes a creature with an Intimidate check, the penalties for being shaken increase by 2 on checks and rolls involving the wearer. For example, attacks made against the wearer and saves against her spells would take a –4 penalty rather than a –2 penalty.
11th Level: Once per day, the wearer can attempt to frighten a creature with an Intimidate check instead of demoralizing it. She must declare she is doing so before attempting the Intimidate check. The penalty increase for checks and rolls involving the wearer also applies if the creature is frightened in this way.
14th Level: The wearer can attempt to demoralize opponents as a move action instead of as a standard action. If the wearer can already do so because of the intimidating glare barbarian power or a similar ability, she can instead demoralize opponents as a swift action.
CONSTRUCTION REQUIREMENTS COST 4,625 GP
Craft Wondrous Item, cause fear, doom

MASK OF MAD MEMORIES PRICE 2,500 GP
SLOT head CL 6th WEIGHT 1 lb.
AURA moderate divination SCALING prize
This mask of malleable mithral can be attached to any helmet and worn in conjunction with it. The mask can be placed over the face of a helpless humanoid or monstrous humanoid creature, living or dead, and activated with a command word. The mask absorbs the creature’s thoughts and memories and reshapes itself into the creature’s likeness—a process that takes 10 minutes. Anyone wearing the mask after it has been activated gains a +5 competence bonus on Knowledge checks, Charisma checks, and Charisma-based skill checks relating to the creature whose memories were absorbed, including checks made to impersonate that creature.
8th Level: The wearer can transform into the target creature’s shape, as disguise self. Additionally, 10 minutes after the command word is spoken, the mask can alter the target’s memories as well as absorb them, as modify memory (Will DC 17 negates).
10th Level: The creature speaking the command can substitute nightmare for modify memory, with the same DC. Additionally, the mask’s wearer can understand and read (but not speak) all languages the target creature knows.
12th Level: The mask’s wearer can also speak the languages the target creature knows. Additionally, she can attempt to pry the answers to specific questions from the absorbed memories once per day. Treat this as speak with dead if the target creature was dead, and otherwise as contact other plane to contact a creature from the Astral Plane with no chance of ability score decrease.
14th Level: If the target creature is a humanoid, the wearer can take its form as alter self instead of disguise self.
17th Level: If the target creature is a Small or Medium monstrous humanoid, the wearer can take its form as monstrous physique I instead of disguise self.
CONSTRUCTION REQUIREMENTS COST 30,750 GP
Craft Wondrous Item, alter self, contact other plane, detect thoughts, disguise self, modify memory, monstrous physique, nightmare, speak with dead, tongues

NECKLACE OF INFERNOS PRICE 9,300 GP
SLOT neck CL 10th WEIGHT —
AURA moderate evocation SCALING prize
This golden chain is strung with glowing red-golden spheres of various sizes. It does not count as an item worn around the neck for the purpose of determining which of a character’s worn magic items is effective. It acts as a necklace of fireballs (type I) with a 6d6 sphere instead of the 5d6 sphere. After a bead explodes, a tiny new sphere of the same type that exploded begins to bloom along the chain, growing in size and intensity over the course of 1 week, after which it is ready to detonate again.
12th Level: The necklace acts as a necklace of fireballs (type II) with an additional 4d6 sphere.
14th Level: The necklace acts as a necklace of fireballs (type IV) with a 9d6 sphere instead of the 8d6 sphere.
16th Level: The necklace acts as a necklace of fireballs (type VII) with an additional 5d6 sphere.
18th Level: The spheres grow back in 1 day instead of 1 week.
CONSTRUCTION REQUIREMENTS COST 39,750 GP
Craft Wondrous Item, fireball

PEARL OF PUISSANCE PRICE 1,575 GP
SLOT none CL 5th WEIGHT —
AURA faint transmutation SCALING prize
This seemingly normal pearl of average size and luster holds the secret to endless magical power. It acts as a pearl of power (1st level), and the user gains a +1 bonus to her caster level when she casts the spell from the slot she recalled with the pearl.
9th Level: The pearl acts as a pearl of power (2nd level).
11th Level: The pearl acts as a pearl of power (3rd level).
14th Level: The pearl acts as a pearl of power (5th level), but it grants the +1 caster level bonus only if used to recall a spell of 4th level or lower.
15th Level: The pearl acts as a pearl of power (6th level), but it grants the +1 caster level bonus only if used to recall a spell of 5th level or lower.
16th Level: The pearl acts as a pearl of power (7th level), but it grants the +1 caster level bonus only if used to recall a spell of 6th level or lower.
17th Level: The pearl acts as a pearl of power (8th level), but it grants the +1 caster level bonus only if used to recall a spell of 7th level or lower.
19th Level: The pearl acts as a pearl of power (9th level), but it grants the +1 caster level bonus only if used to recall a spell of 8th level or lower. Alternatively, the pearl can act as a pearl of power (two spells), but when used in this way, it doesn’t provide a caster level boost.
CONSTRUCTION REQUIREMENTS COST 51,375 GP
Craft Wondrous Item, creator must be able to cast 9th-level spells

POUCH OF PIXIE DUST PRICE 15 GP
SLOT none CL 1st WEIGHT 1 lb.
AURA faint transmutation SCALING bauble
This delicate pouch contains sparkling dust of various iridescent colors. The owner can withdraw the dust and use it as an unlimited supply of normal colorful powder. She always withdraws powder of the color she desires.
4th Level: Once per day, the owner can imbue the pixie dust she draws from the pouch with fey power to reveal the unseen. This functions as faerie fire with a 1-minute duration, but she must throw the powder as a thrown weapon with a range increm ent of 10 feet against an AC of 5 to hit the correct grid intersection. On a miss, treat the dust as a splash weapon to determine the center of the effect.
6th Level: The owner can use the faerie fire ability three times per day.
8th Level: The owner can use the faerie fire ability at will.
10th Level: The owner can increase the power of the pixie dust once per day, producing a glitterdust effect (Will DC 13 negates the blindness) for 3 rounds. She must throw the powder as a thrown weapon with a range increment of 10 feet against an AC of 5 to hit the correct grid intersection. On a miss, treat the dust as a splash weapon to determine the center of the effect.
13th Level: The owner can use the glitterdust ability three times per day.
15th Level: The owner can sprinkle the pixie dust on herself or an adjacent willing target once per day, granting the target the ability to fly (as the fly spell) for 5 minutes.
18th Level: The owner can use the fly ability three times per day, and she can also throw the pixie dust to grant fly to a non-adjacent target. To hit a willing non-adjacent target with the pixie dust, she must throw the dust as a thrown weapon with a range increment of 10 feet and hit an AC of 5 + any modifiers that add to both the target’s flat-footed and touch AC, such as deflection bonuses and cover bonuses. On a miss, treat the dust as a splash weapon; if there are creatures in the resulting square, randomly determine which creature in that square is targeted by the fly effect.
CONSTRUCTION REQUIREMENTS COST 13,250 GP
Craft Wondrous Item, faerie fire, fly, glitterdust

ROBE OF THE FAERIE QUEEN PRICE 4,800 GP
SLOT body CL 6th WEIGHT 1 lb.
AURA moderate transmutation SCALING wonder
When donned, this sheer, sleeved robe fades to near invisibility. It grants the wearer a +4 competence bonus on Bluff, Diplomacy, Intimidate, and Sense Motive checks against fey. On command, the mantle glows in delicate faerie fire of any color of the wearer’s choice, and a second command word ends the glow.
8th Level: The mantle magnifies and sharpens the wearer’s beauty such that her +4 competence bonus now applies on all Charisma checks, Charisma-based skill checks, and Sense Motive checks against any creature. Against fey, the bonus increases to +6.
10th Level: The mantle’s wearer becomes manipulative and eloquent in social situations. Whenever she converses with creatures, she can insert a suggestion (Will DC 14 negates) for every 10 minutes of conversation by succeeding at a DC 14 Perform (oratory) check. If she ever fails the Perform (oratory) check to use this ability, all creatures who witnessed her misstep are immune to this ability for 24 hours.
12th Level: Once per day, the wearer can release the glow within the mantle in a single coruscating burst of color. This blinds creatures in a 10-foot radius (Reflex DC 19 negates) for 1d4 rounds and completely dispels any darkness spells of 6th level or lower whose source is within its area.
14th Level: The wearer grows a pair of gossamer wings. The wings are delicate and weak, carrying the wearer only with difficulty. She gains a fly speed of 30 feet (poor maneuverability).
16th Level: The wearer’s wings grow stronger, more agile, and more beautiful, and iridescent patterns trace along them. Her fly speed increases to 60 feet (good maneuverability), and she gains a +5 competence bonus on Fly checks.
18th Level: The wearer gains a small domain in the fey realm. She can access her domain from any location, creating a silvery gateway. Treat her domain as a mage’s magnificent mansion except that its size equals 20 10-foot cubes/level, the domain appears as wilderness instead of a mansion, and the servants are tiny fey instead of nearly transparent liveried servants.
20th Level: The wearer’s type changes to fey, and she gains DR 10/cold iron. If the wearer’s type was already fey and she already possessed DR/cold iron, her DR increases by 10 and magic weapons with enhancement bonuses of +3 or greater do not count as cold iron for the purpose of bypassing her DR.
CONSTRUCTION REQUIREMENTS COST 132,000 GP
Craft Wondrous Item, eagle’s splendor, faerie fire, fly, mage’s magnificent mansion, sunburst, suggestion, creator must be fey

SPECTACLES OF THOUGHTSEEING PRICE 3,600 GP
SLOT eyes CL 7th WEIGHT —
AURA moderate divination SCALING prize
The wearer of these ornate crystal lenses gains a +6 competence bonus on Sense Motive checks. When she uses Sense Motive to determine whether someone is lying to her, she gets a brief flash of the liar’s thoughts at that instant.
9th Level: When the wearer concentrates, she can perceive the thoughts of a single creature as writing in the air, rendered in the subject’s native language. This functions as though the wearer had concentrated on the creature for 3 rounds using detect thoughts, and can be blocked with a successful Will save with a DC equal to the wearer’s character level + 6 (to a maximum DC of 20). A creature that succeeds at its save can’t be affected again for 24 hours.  Maintaining concentration requires a standard action each round (as for a spell), and once the wearer ceases concentrating on a creature, she cannot observe thoughts again for 1 minute. This ability can be used for a total of 5 minutes per day. These minutes do not need to be consecutive, but must be used in 1-minute increments. The glasses fail to function against creatures with an Intelligence score of 2 or lower or without a written language.
11th Level: The competence bonus on Sense Motive checks increases to +8. The detect thoughts effect can be used for 10 minutes per day. In addition to seeing the creature’s thoughts in its native language, the wearer gets visual impressions of the creature’s thoughts. She might see the face of someone the creature is thinking about, for instance, or see an image of that creature stabbing someone if it’s planning an attack.
13th Level: The competence bonus on Sense Motive checks increases to +10. The detect thoughts effect is constant—the wearer no longer needs to concentrate to maintain it, and there is no longer a limit on the number of rounds per day.
CONSTRUCTION REQUIREMENTS COST 15,250 GP
Craft Wondrous Item, detect thoughts, creator must have 10 ranks in Sense Motive

STAR OF VISION PRICE 14,400 GP
SLOT eyes CL 11th WEIGHT —
AURA moderate divination SCALING prize
When touched to an eye, this star-shaped gem affixes itself until willingly removed or pried from an unconscious wearer. On command, the wearer can share her vision of her surroundings with allies within 60 feet. This gives them the benefit of any special visual sense she has (such as darkvision or see invisibility) and even allows blind allies to see, assuming the wearer is not herself blind. This effect lasts for 1 minute, and once used, can’t be activated again for 30 minutes. While the effect is active, an ally of the wearer can switch back and forth at will between sharing the wearer’s vision and seeing through his own eyes.
12th Level: The shared senses effect lasts for 10 minutes. While sharing senses, the wearer automatically discovers the number and location of secret doors in a 60-foot cone in front of her, as though she had been studying the area for 2 rounds with detect secret doors. (This effect doesn’t grant any of the other benefits of detect secret doors.)
14th Level: While sharing senses, the wearer gains the benefit of see invisibility.
16th Level: Once per day, when the wearer activates the star of vision, she gains the benefit of true seeing for the duration of the effect.
CONSTRUCTION REQUIREMENTS COST 23,625 GP
Craft Wondrous Item, detect secret doors, see invisibility, telepathic bond, true seeing

STARGAZER’S GLASS PRICE 1,250 GP
SLOT none CL 7th WEIGHT 1 lb.
AURA moderate divination SCALING bauble
This spyglass grants enhanced vision of celestial bodies and the movements of the cosmos in the dark of night. Anyone looking through the spyglass gains a +5 competence bonus on skill checks to learn about the movements of the heavens or the constellations. These are typically Knowledge (nature) checks.
9th Level: Objects viewed through the spyglass are magnified to 4 times their size instead of 2 times their size. This ability functions at all times, not just at night.
11th Level: Looking through the spyglass also grants the viewer low-light vision at night, and objects viewed through the spyglass are magnified to 6 times their size.
13th Level: While outdoors at night and looking through the stargazer’s glass, the user can increase the range of a spell she casts of the pattern subschool or with the light descriptor as if using the Reach Spell metamagic feat (Pathfinder RPG Advanced Player’s Guide 168). She increases the spell’s range by one category—from touch to close range, close to medium range, or medium to long range—without increasing the spell’s level. This ability can be used once per night. Objects viewed through the spyglass are magnified to 8 times their size.
15th Level: The user can extend the range of the spell by two categories instead of one. Objects viewed through the spyglass are magnified to 10 times their size.
CONSTRUCTION REQUIREMENTS COST 6,000 GP
Craft Wondrous Item, Reach SpellAPG, clairaudience/clairvoyance, keen senseAPG

STRAND OF MANY PRAYER BEADS PRICE 900 GP
SLOT none CL 4th WEIGHT 1/2 lb.
AURA faint (many schools) SCALING prize
This item appears to be a simple string of prayer beads until the owner casts a divine spell while carrying the beads. Once that occurs, she learns how to activate one of the strand’s special beads—a bead of blessing—to cast bless once per day.
9th Level: The owner can also activate the strand’s bead of healing to cast cure serious wounds once per day.
10th Level: The owner can also activate the strand’s bead of healing to cast remove blindness/deafness or remove disease instead of cure serious wounds.
14th Level: The owner can also activate the strand’s bead of smiting to cast chaos hammer, holy smite, order’s wrath, or unholy blight (whichever was used to craft the item) once per day.
16th Level: The owner can also activate the strand’s bead of karma to cast her spells with a +4 caster level bonus for 10 minutes once per day.
19th Level: The owner can also activate the strand’s bead of wind walking to cast wind walk once per day.
CONSTRUCTION REQUIREMENTS COST 51,375 GP
Craft Wondrous Item, bless, cure serious wounds, remove blindness/deafness, remove disease, righteous might, wind walk, and either chaos hammer, holy smite, order’s wrath, or unholy blight

VEST OF GOLDEN LEAVES PRICE 2,400 GP
SLOT chest CL 6th WEIGHT 4 lbs.
AURA moderate transmutation SCALING prize
This garment is lined with gilded leaves, magically preserved in their autumnal splendor. The leaves retain this natural appearance in urban areas or natural settings other than forests or wooded areas. When the wearer is in a forest environment, the vest’s leaves change to match the local flora. As long as the wearer moves no more than half her base speed in a given round, she gains a +4 bonus on Stealth checks and can attempt Stealth checks without cover or concealment. Each time the wearer attacks, the leaves turn blood red, negating this effect for 1 minute.
8th Level: Once per day, the wearer can detach one of the leaves of the garment and send it floating toward a location she specifies, borne on the wind but otherwise identical in effect to an animal messenger.
11th Level: Once per day, the wearer can either assume tree shape or transform herself into a cloud of leaves floating, falling, and swirling about in a mass the same size as the wearer’s actual body. This leaf form is equivalent to gaseous form, but the wearer also gains vulnerability to fire.
13th Level: The wearer can, in place of using either of the vest’s 11th-level abilities, choose to release a number of leaves equal to 1/2 her Hit Dice as remote magical sensors. These leaves are identical in effect to prying eyes, except that they have vulnerability to fire.
16th Level: The leaves warp and distort the wearer’s location as blur, providing a 20% miss chance.
20th Level: The wearer can step into any tree that possesses leaves and out of another tree of the same kind that also possesses leaves, as tree stride. She can use this ability a number of times per day equal to her Hit Dice.
CONSTRUCTION REQUIREMENTS COST 66,000 GP
Craft Wondrous Item, arcane eye, blendARG, blur, command plants, prying eyes, tree shape, tree stride

VEST OF ELDRITCH PRESERVATION PRICE 8,000 GP
SLOT chest CL 9th WEIGHT 1 lb.
AURA moderate abjuration SCALING prize
Woven of aranea silk, this vest grants potent protection against spells that would warp the wearer’s mind or body. Its wearer gains a +2 bonus on saving throws against curses, enchantments, and transmutations.
11th Level: Once per day, the wearer can remove the shaken or sickened condition from himself or an ally with a touch. This is a standard action, or a swift action if he cures himself. In addition, the wearer can’t be compelled to keep a cursed item. This doesn’t prevent the cursed item’s effects, but does allow the wearer to freely discard the item.
13th Level: Once per day as an immediate action, the wearer can use break enchantment against an effect that has just taken hold of him, even if the effect causes him to lose consciousness or control of his actions. Only a single effect can be targeted by this use of break enchantment. This protection can be recharged by casting break enchantment on the vest.
15th Level: The conditions the wearer can remove with a touch now also include cursed (as remove curse), dazed, and frightened.
CONSTRUCTION REQUIREMENTS COST 18,000 GP
Craft Wondrous Item, break enchantment
没有团,为什么还要翻译规则呢?
当然是为了友情了

离线 Narr

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Re: 【Unchained】成长型物品(Scaling Items)
« 回帖 #8 于: 2015-07-03, 周五 23:30:34 »
捉虫,具体等级数遗漏
再调制魔瓶(Flask of Reconcoction)
位置:无;价格:2650gp
施法者等级:4级;重量:-
灵光:微弱咒法系;成长分档:珍玩
这个细细的银瓶能够容纳1盎司的液体。若一瓶1级法术的药水(potion)倒入魔瓶之中,魔瓶便会开始分析药水的成分并与之产生联系。一旦这瓶药水被喝掉,魔瓶内便会发出嘶嘶声和气泡,奇异的液体与反应物会缓慢地在瓶中进行反应。在1整周之后,魔瓶内便会重新调制出1剂新的药水,与之前喝下的1级法术相同,使用最低的施法者等级。若任何人在这周过去之前便喝下或倒出魔瓶中的液体的话,这些液体便没有任何效果,未调制完成的药水会被浪费,而且直至瓶内再装进新的1级药水之前,魔瓶会停止调制药水。若魔瓶内的药水被倒出瓶外,而不是被某人喝下去的话,魔瓶也不会重新调制药水。
  • :魔瓶仅用1天便能再调制一瓶1级药水,而非原本的1周时间。
  • :魔瓶能够再调制2级法术的药水,但是这么做需要1周时间。
  • :魔瓶仅用1天便能再调制一瓶2级药水,而非原本的1周时间。
  • :魔瓶能够再调制3级法术的药水,但是这么做需要1周时间。
  • :魔瓶仅用1天便能再调制一瓶3级药水,而非原本的1周时间。
制造要求制造奇物(Craft Wondrous Item)炼金反刍APG(Alchemical Allocation)
制造成本:6000gp
"not worthy"

离线 炽炎烈龙

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Re: 【Unchained】成长型物品(Scaling Items)
« 回帖 #9 于: 2015-07-04, 周六 08:12:50 »
四月辛苦

欢呼,果然还是奇物比较有看头(pc的想法)