作者 主题: 【Element master handbook】元素大师手册  (阅读 42994 次)

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元素炼金
« 回帖 #10 于: 2017-08-25, 周五 18:38:04 »
炼金术研究最根本的基础就是各种元素之间的互相作用。许多炼金突破产生于使用含有纯净元素能量的稀有试剂进行的实验,并创造了许多高价值的物质。虽然可以通过外出考察以获得这种试剂,但是,这经常让炼金术士不得不与危险而不稳的元素力相接触,要求他们通过紧张而专业的学习才能为这些外出调查做好准备。
剧透 -   :
The most fundamental bedrocks of alchemical research emerged from scholars’ understandings of elemental interactions. Many alchemical breakthroughs spring from experiments using rare reagents composed of pure elemental energy, making such substances highly valuable. Expeditions to retrieve such reagents, however, frequently put alchemists in contact with dangerously unstable elemental forces, requiring them to prepare for such excursions through intense, specialized study.
能量科研员(炼金术师变体)ENERGY SCIENTIST (ALCHEMIST ARCHETYPE)
能量科研员热切的做好了用以克服特定的元素灾难的准备,以此让他们能够遍历元素位面来寻求新的科研发现和化合药剂。
本职技能::一个能量科研员把知识(位面)和游泳加入本职技能。
这取代了炼金术师的本职技能。”
能量炸弹(Energy Bombs,SU)::每当能量科研员重新获得炼金炸弹的每日可用次数时,他必须把一种元素调和进其中并且会与能量种类相符合:气(闪电),土(酸液),火(火焰)或是水(寒冷)。能量科研员的炸弹会造成与他选择元素相对应的能量伤害直到他重新获得炼金炸弹的每日可用次数为止,在那个时候,他必须再次选择调和一种元素。如果能量科研员使用科研发现把炼金炸弹的伤害类型变得与调和元素不同(比如当调和火焰元素时选择酸液炸弹科研发现),作为普通伤害的替代,这颗炼金炸弹造成1d4的伤害,并且附带每奇数炼金术士等级额外1d4伤害。
如果炼金术师没有调和火元素时,这个能力会狱火炸弹APG和高爆炸弹APG科研发现把炸弹伤害改变为火焰。
这个能力调整了炼金炸弹并取代了调和药剂
有限化合炼成(Limited Extracts,EX)::一个能量科研员每环炼成都会比正常的少一个,并且他准备有元素或者能量描述符的化合炼成时,不能准备有描述符不符合调和元素的。
这个能力调整了炼金术
调和抗力(Attuned Resistance,EX)::在2级时,一个能量科研员会在对抗符合他当前调和元素或者是其对应能量类型描述符的效果的全部豁免检定上获得+2加值。在5级提升为+3,在8级提升为+4,在10级时,能量科研员会获得其选择元素相关位面的位面适应APG效果。
这个能力取代毒性抗力和毒性免疫。
元素残渣(Salvage Energy ,EX)::在2级时,一个能量科研员可以从一个被杀死的元素生物体内吸取力量作为临时炼金武器。当研究一个死亡时间不超过每炼金术士1分钟的元素生物残骸时,你可以用一个标准动作进行一个工艺(炼金)检定(DC=20+其CR)。成功通过检定代表着炼金术士可以创造数量等同于1/2元素生物CR的炽火胶(火和岩浆元素),瓶装闪电UE(气和闪电元素),死地尘(土和泥元素,见31页),液态冰UE(水和冰元素)。这些物品不能售卖并且在24小时后就会失去活性,在6级时,这些物品的豁免DC+2.
这个能力取代了用毒和迅捷上毒
剧透 -   :
Energy scientists fervently prepare themselves to overcome exposure to specific elemental hazards so that they can traverse the Elemental Planes in search of novel discoveries and reagents.
Class Skills: An energy scientist adds Knowledge (planes) and Swim to his class skills.
This alters the alchemist’s class skills
Energy Bombs (Su): Whenever an energy scientist regains his daily uses of bombs, he must attune to one element and its corresponding energy type: air (electricity), earth (acid), fire (fire), or water (cold). The energy scientist’s bombs deal the type of energy damage that corresponds to his attuned element until he regains his daily uses of bombs, at which point he must attune to one element again. If the energy scientist uses a discovery that changes his bomb’s damage type to one that is different from that of his attuned element (such as using the acid bomb discovery when the alchemist is attuned to fire), instead of its normal amount of damage, the bomb deals 1d4 points of damage, plus 1d4 for every odd-numbered alchemist level.
This ability causes the explosive bombAPG and inferno bombAPG discoveries to change the bomb’s damage type to fire if the alchemist is not attuned to fire.
This ability alters bombs and replaces brew potion.
Limited Extracts (Ex): An energy scientist reduces his extracts per day by 1 for each extract level he can create, and he cannot prepare extracts with an elemental or energy descriptor that doesn’t match his attuned element.
This ability alters alchemy.
Attuned Resistance (Ex): At 2nd level, an energy scientist gains a +2 bonus on all saving throws against effects with descriptors that match his currently attuned element or its corresponding energy type, or that deal his currently attuned element’s corresponding energy damage. This bonus increases to +3 at 5th level and to +4 at 8th level. At 10th level, an energy scientist gains the effect of planar adaptationAPG for the Elemental Plane tied to his currently attuned element. This ability replaces poison resistance and poison immunity.
Salvage Energy (Ex): At 2nd level, an energy scientist can siphon power from slain elementals into temporary  alchemical weapons. While studying  the remains  of  an elemental that  has been dead for no longer than 1 minute per alchemist level, you can attempt a Craft (alchemy) check (DC = 20 + the elemental’s CR) as a standard action. Success means the alchemist produces a number of canisters of alchemist’s fire (from fire and magma elementals), bottled lightningUE (from air and lightning elementals), deadground dust (from earth and mud elementals; see page 31), or liquid iceUE (from water and ice elementals) equal to half the elemental’s CR, rounded down. These items cannot be sold and become inert after 24 hours. At 6th level, the save DCs of the items produced increase by 2. This ability replaces poison use and swift poisoning.
新科研发现NEW DISCOVERY
下列科研发现可以让那些炼金术师影响元素。
剧透 -   :
The following discovery allows alchemists to disrupt the elements.
引用
元素紊乱(SU):炼金术士可以创造一些可以影响元素活性的类毒素化学物质。炼金术士可以创造出只会影响元素亚种异界生物的特殊毒素,但可以无视其免疫能力。魔法效果依旧可以消除这些毒素。如果一个生物针对毒素效果豁免失败,那么毒素会正常发作,但是毒素可能对该生物并没有影响(例如对火元素造成火焰伤害)。
炼金术士必须8级才能选择该科研发现。
剧透 -   :
Elemental Destabilizers (Su): The alchemist is able to concoct reactive chemical compounds that affect elementals like poisons. The alchemist can craft poisons that affect only outsiders with the elemental subtype, bypassing their inherent immunity. Magical effects that negate poisons still apply. If a creature fails its saving throw, the poison acts as normal, but it may have no effect on the creature depending on the effect of the poison (such as dealing fire damage to a fire elemental). An alchemist must be at least 8th level before selecting this discovery

炼金物品ALCHEMICAL ITEMS
畅游元素位面的炼金术士会学习制造一些和对应元素相关联的物品,这些炼金大师会让他们的发现以让其他和元素位面相连接的炼金术士也能使用的配方的方式获得不朽。
剧透 -   :
Alchemists who traverse the planes learn techniques for crafting substances closely connected to the elements. These master alchemists have immortalized their findings in recipes that other alchemists with ties to the Elemental Planes often use
炼金药Alchemical Remedies
在水元素位面发现的油脂可以和其他化合物,比如药剂来混合,以此调整其效果。
剧透 -   :
Oils found in elemental water can be mixed with other concoctions, including medicines, to alter their effects.
水延剂 价格 150gp 重量
作为一种来自油脂之森——水元素位面一片满是油泡的区域——的流行舶来品,水延剂是一种从那些自然产生的油球皮肤上提取的透明物质,并可精炼炼金物品的一种材料。以一个标准动作,水延剂可以与一种炼金药,炼成,药水相混合,从而使其在被使用后2分钟后才会起效。添加至药水和炼成时,需求剂量等同于其环位的份数,而炼金药则只需要一份。如果没有足够的水延剂添加至药水或者炼成,这份药水和炼成则完全不会延迟效果。一个生物只能体内储存一份使用了水延剂的化合物,使用更多会浪费所有吸收的物质(并且所有药剂,炼成,炼金药等等都会失活)同时导致生物恶心1d4轮。制造这个物品需要通过DC30的工艺(炼金)检定
剧透 -   :
AQUEMIR PRICE 150 GP
WEIGHT —
A popular export from the Forest of Oils—a field of massive oil bubbles on the Elemental Plane of Water—aquemir is a transparent substance extracted from the skins of autonomous oil orbs and refined into a useful alchemical reagent. As a standard action, aquemir can be mixed with an alchemical remedy, extract, or potion to delay the start of its effects by 2 minutes when it is imbibed. Administering a potion or extract that’s properly infused with aquemir requires 1 dose of aquemir per spell level to function in this way, whereas an alchemical remedy only requires 1 dose. If not enough aquemir is mixed with a potion or extract, the potion or extract’s effects are not delayed at all. A creature can internally store only one substance that uses aquemir; further attempts waste all imbibed substances (and immediately render inert all potions, extracts, alchemical remedies, and so on) and cause the creature to become nauseated for 1d4 rounds. Crafting this item requires a successful DC 30 Craft (alchemy) check.
炼金工具
炼金术士经常在水元素位面研究火元素的存在,并且发明了可以利用这种互动的独特工具。
剧透 -   :
Alchemists regularly study the presence of elemental fire on the Plane of Water and often devise tools that tap into the unique interaction.
阿塔拉之光  价格180GP 重量1/2磅
起初是由水元素位面的其中一个水下太阳附近的水体制造而成,一瓶阿塔拉之光可以在其耗尽之前像一个蜡烛一样燃烧。一瓶阿塔拉之光可以在水下使用一个移动动作来制造一个光亮等同于日光杖的小球,持续1d6小时,之后这个物品就会被消耗掉。这个水球会保持适当的位置,不会下沉,不会上浮,也不会飘走,除非有生物移动它。在水上,用移动动作摇晃一瓶A之光可以使其像日光杖一样发光1d6小时,之后就会被消耗。在任何区域,被阿塔拉之光创造的普通光亮都会像忍受环境一样保护生物不受寒冷温度影响。此外,施法者可以使用一瓶未使用过的阿塔拉之光用一个自由动作来消耗它,从而自动通过在水下施展火焰法术的施法者等级检定。(在水下施展的火焰法术会产生蒸汽,从而依旧造成火焰伤害;要了解更多,请看PF 战役设定:海洋冒险)。这种使用法不会让阿塔拉之光产生光亮。
制造这种炼金物品需要通过一个DC30的工艺(炼金)。
剧透 -   :
LIGHT OF AXTARR PRICE 180 GP
WEIGHT 1/2 lb
Originally brewed from waters adjacent to one of the Plane of Water’s subaquatic suns, a vial of light of Axtarr glows like a candle until expended. A vial of light of Axtarr that is emptied underwater as a move action forms a small orb that sheds light like a sunrod for 1d6 hours, after which the item is expended. Such an underwater orb remains suspended in place, not sinking, floating, or drifting away unless moved by a creature. Above water, shaking a vial of light of Axtarr as a move action also makes it shed light like a sunrod for 1d6 hours, after which it is expended. Any area of normal light created by light of Axtarr protects creatures within it from cold temperatures as per endure elements. Alternatively, a spellcaster holding an unused vial of light of Axtarr can expend it as a free action to automatically succeed at a caster level check to cast a fire spell underwater. (Fire spells successfully cast underwater produce steam that still deals fire damage; for more details, see page 46 of Pathfinder Campaign Setting: Aquatic Adventures.) This alternative use does not cause the light of Axtarr to produce light. Crafting this item requires a successful DC 30 Craft (alchemy) check
炼金武器Alchemical Weapons
旅行到土元素位面的人不少都折服于一系列可以对元素敌人有着有效效果的炼金武器之下。其中一些如下。
剧透 -   :
Voyages into the Plane of Earth have yielded a number of  alchemical weapons that are effective against elemental foes.  A few such alchemical weapons are presented below.
腐朽沙砾  价格90Gp 重量 1磅
这种砂砾可以附着抵抗能量伤害的表面,腐蚀防御。腐朽沙砾可以像毒药一样涂在武器上。一个被涂有腐朽沙砾的武器击中的生物,它的能量抗力会在5分钟内减少5点(无豁免DC),减少的能量抗力取决于其颜色,锈色的腐朽沙砾影响酸液抗力,盐色可以影响寒冷抗力,花岗岩色影响闪电抗力,灰尘色影响火焰抗力。作为一个整轮动作,目标可以尝试一个DC15的反射检定来让清楚身上的腐朽沙砾,以此回复失去的能量抗力。
制造这个物品需要通过DC25的工艺(炼金)检定。
剧透 -   :
CORROSENZE PRICE 90 GP
WEIGHT 1 lb
This gritty sand bonds to surfaces that resist energy damage, corroding the protection. Corrosenze can be applied to a weapon as if it were a poison. A creature struck with a weapon coated with corrosenze has its energy resistance reduced by 5 for 5 minutes (no saving throw), with the energy type correlating with the corrosenze’s color: rust-colored corrosenze affects acid resistance, salt-colored affects cold, granitecolored affects electricity, and ash-colored affects fire. As a full-round action, the target can attempt a DC 15 Reflex saving throw to scrape off the corrosenze and regain its lost energy resistance. Crafting this item requires a successful DC 25 Craft (alchemy) check.

死地尘  价格 70gp 重量 1磅
取自死去土元素身上的样本,这种粉末会像圣水伤害亡灵一样伤害拥有土亚种的生物,此外由土,石或者重金属(黄铜,青铜,金,秘银或者银)的构装体也会受到这样的影响。此外,死地尘也可以让石门的破坏DC减少10点(放多份并不能进一步减少DC),并且它也会像锈蚀粉一样影响贵金属或者石头做的装置和机械。制作这个物品需要一个DC25的工艺(炼金)
剧透 -   :
DEADGROUND DUST PRICE 70 GP
WEIGHT 1 lb
Concocted from samples of elemental earth drained of vitality, this fine powder damages creatures with the earth subtype, as well as constructs made from earth, stone, or precious metals (brass, bronze, copper, gold, mithral, or silver), like holy water damages undead. Deadground dust can also be applied to a stone door to reduce its break DC by 10 (multiple doses don’t further lower the DC), and it affects devices and mechanisms made from precious metals or stone like rusting powderUE does. Crafting this item requires a successful DC 25 Craft (alchemy) check.

土缚团块  价格45g 重量 3磅
这种黏糊糊的面团是用土元素位面的玻璃碎片作为材料调制而成,这些玻璃可以有效限制敌人的地下移动。当你把土缚团块丢到一个生物身上(这是一个射程增量为10尺的远程接触攻击),这个生物必须每轮通过一个DC20的力量检定,如果他通过了,那么他在那轮,他可以用其掘地速度的一半来掘地和使用潜地能力(如果他有)。如果他失败,那么他那一轮既不能掘地也不能潜地,但是他可以用其他速度正常行动。土缚团块会在1分钟后溶解,不再影响生物的移动。制造这个物品需要一个DC20的工艺(炼金)检定。
剧透 -   :
SOMNIGRIP PRICE 45 GP
WEIGHT 3 lbs.
This tacky paste is peppered with flakes of glass created using materials from the Elemental Planes, and this glass effectively limits underground movement. When you throw somnigrip at a creature (this requires a ranged touch attack with a range increment of 10 feet) and strike your target, the creature must succeed at a DC 20 Strength check each round. If the creature succeeds, it can burrow or use earth glide (if it has that ability) at half its burrow speed that round. If it fails, the creature cannot burrow or use earth glide at all that round, although it can still move using its other speeds as normal. Somnigrip dissolves and stops affecting a creature’s movement after 1 minute. Crafting this item requires a successful DC 20 Craft (alchemy) check.


« 上次编辑: 2017-10-02, 周一 11:04:26 由 星云迷蒙 »
没团,气炸

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Re: [EMH]元素大师手册(施工中)
« 回帖 #11 于: 2017-08-27, 周日 18:53:14 »
蛇尾是血怒效果还是常驻的效果?

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Re: [EMH]元素大师手册(施工中)
« 回帖 #12 于: 2017-08-27, 周日 21:14:13 »
蛇尾是血怒效果还是常驻的效果?
除非另有说明,他仅会在处于血怒之中时获得狂血之力带来的效果

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Re: [EMH]元素大师手册(施工中)
« 回帖 #13 于: 2017-08-29, 周二 15:45:17 »
冰学派
关联元素:气 水
替代能力:气学派的电光一闪和飓风或水学派的寒冷爆发和波涛
冻结碎片(SU):以一个标准动作,你可以在你周围创造冰屑飞溅。这些碎片对你5尺内的生物造成1D4穿刺伤害和1D6+1/2法师等级的寒冷伤害。成功的反射检定(DC=10+1/2法师等级+你的智力调整值)可以避免穿刺伤害和一般寒冷伤害。这些碎片会持续到你下个回合开始,在时间内,这片区域为困难地形。你不受冻结碎片的影响并且可以正常穿过这些地区。你每天可以使用这个能力3+你的智力调整的次数。

是一半吧 :em019

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

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Re: [EMH]元素大师手册(装修中)
« 回帖 #14 于: 2017-09-06, 周三 17:22:18 »
复苏之风简直是喘气回血 :em032 :em032

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Re: [EMH]元素大师手册
« 回帖 #15 于: 2017-09-25, 周一 03:52:31 »
完工
没团,气炸

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Re: [EMH]元素大师手册
« 回帖 #16 于: 2017-09-25, 周一 14:12:43 »
引用
气之法术SPELLS OF AIR
以下是为气之大师们准备的新法术。那些术士/法术的法术也隶属于气元素学派,该学派位于PF RPG QPG 142页;元素学派法师位于APG的194-196页。

错字,是APG

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Re: [EMH]元素大师手册
« 回帖 #17 于: 2017-09-26, 周二 07:24:31 »
引用
气之法术SPELLS OF AIR
以下是为气之大师们准备的新法术。那些术士/法术的法术也隶属于气元素学派,该学派位于PF RPG QPG 142页;元素学派法师位于APG的194-196页。

错字,是APG
已修正
没团,气炸

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Re: [EMH]元素大师手册
« 回帖 #18 于: 2017-09-30, 周六 15:35:56 »
受术者的眼睛会变成一团炽热的火球。受术者可以用施展拥有火焰描述符的法术时就像被默发法术和定发法术挑战过一样

受术者的部同一时间只能储存一个物品

已经火器攻击的对应弹药
« 上次编辑: 2017-09-30, 周六 15:45:36 由 longman123 »

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Re: [EMH]元素大师手册
« 回帖 #19 于: 2017-10-05, 周四 20:24:23 »
火蜥蜴这个尾扫好神秘啊……满力调次要天武
  No mind to think.
没有可以思考的心智。

I am the vessel.
我即容器
No will to break.
没有可以屈从的意志。

I am the Hollow Knight!
我即
空洞骑士
No voice to cry suffering.
没有为苦难哭泣的声音。
Born of God and Void.
生于神与虚空之手。