作者 主题: 【UW】+【HoTW】草药大全  (阅读 28580 次)

副标题: 更新UW新草药/PFS可用内容和规则,同名物品以UW为准

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【UW】+【HoTW】草药大全
« 于: 2017-06-20, 周二 16:51:20 »
草药
格拉里昂遍地生长着有用的草药,它们可以通过一个小时的搜索以及一个成功的专业(草药学)检定获得。尽管其中一些必须在工艺(炼金术)处理之后才能体现真正的价值。每次在同一个区域搜索同一种药草会让DC提高5。以下是购买干燥保存的草药费用。一个角色可以靠寻找和销售草药当做通常的专业技能规则赚钱。

PFS特殊规则:草药学子系统在PFS并不合法。任意在手艺(炼金)上受训并且专业(草药学)或知识(自然)上受训的角色,可以以10%的折扣购买草药,这些技能都投入了5点可以获得15%折扣,这些技能都投入了10点或以上可以获得20%折扣。这些折扣不与任何其他来源叠加。


黛丝娜之星 (PFS禁用)
价值:5GP
重量 -
专业(草药学)DC13
地形:森林与平原
黛丝娜的牧师声称梦想家(dreamer/黛丝娜的称号,引自白药君的翻译)亲手栽种了第一朵这种花的种子。当这种橙色的花瓣被以药用浸泡在热水中,这种黛丝娜之星的叶子可以被制成一杯温和芳香的、可以促进睡眠的茶。在睡前服用这种茶可以给予引用者在6小时内以整整8小时不间断睡眠的效果。一剂黛丝娜之星可以做出足够使用6次的茶。

剧透 -   :
弱版维生戒指,应该算最强草药吧

地精藤 (PFS禁用,官网拼写错误了不过应该是禁了这个)
价值:30GP
采集 DC 16; 产量 1剂(1磅)
地形:任何森林,山脉,平原或沼泽
制备:正确地准备一剂地精藤需要成功的DC 20 巧手检定和1分钟的工作来编织并将藤卷成紧凑的拳头大小的球,使叶子的毛边朝向内侧。在失败5或更多时,叶子会变得破碎和毁坏。如果没有戴手套或手套,准备者会自动暴露于地精藤的效果。如果制备检定的结果是自然1,则无论是否佩戴任何手部防护装置,制备者都会受到这些影响。然后必须将地精藤储存在明亮的光照区域至少1小时,以使叶子的内表面适当地“出汗”并积聚足够的刺激性油以起到投掷武器的作用。
使用:一旦编织成一个紧密的地精藤球并渗出汗水,就可以使用一片地精藤叶子作为远程接触攻击的临时投掷武器。在击中时,目标必须成功通过DC 10的强韧豁免或者生出会分散注意力的、发痒的皮疹,在属性检定,攻击检定,豁免检定和技能检定上有-2罚值。这种效果持续10分钟或直到以一个整轮动作通过了一次DC12的医疗检定来治愈皮疹。这是一个毒素效果,但具有地精亚种的生物对这种效过免疫。富于创新精神的人们(包括许多地精)已经开发了地精藤的其他用途,包括用于制造那些陷阱和绳索来使被束缚或纠缠的人如上发痒,但由于地精藤相对脆弱,使它作为绳索的替代品非常差。
描述
这种侵入性爬行者的叶子很宽,并复盖着微小的毛发细丝。

剧透 -   :
作为临时投掷武器要-4,强韧DC也实在太低了。不过效果其实还不错,不知道伟大的炼金术士们有没有办法把它变强。

蟥树皮
价格 3 gp; 重量 -
聚集 DC 16; 产量 1d4剂
地形:温暖的森林或沼泽
制备:正确地制备蟥树皮是一个耗时1周的过程,因为灌木的纤维必须干燥和研磨,直到它们达到精细的粉状质地。单一草药师可以这种方式同时制备多达十几剂。在一周末尾,一次成功的DC 15 手艺(炼金)检定结果表明所有剂量都可以使用; 失败表明所有剂量都已被破坏。
使用:当一剂制备好的蟥树皮与医疗检定结合使用以稳定濒死的生物,提供长期护理,治疗来自铁蒺藜的伤口(或类似的效果),或治疗致命的伤口时,它会在医疗检定中获得+1炼金加值。在止血的医疗检定中这增加到+2炼金加值。
描述
当干燥并研磨成粉末时,这种灌木的斑驳的红色和灰色树皮对治疗师来说是一种福音。

剧透 -   :
效果太弱

内希斯之刺(PFS禁用)
价值:50GP
重量 -
专业(草药学)DC18
地形:沙漠
经常被在被魔法严重影响着的土地上找到,这个球茎仙人掌顶着蔚蓝色的花朵。这种仙人掌的汁液在制药时可以作为添加剂,使这剂药剂在决定所有的数值变量时如同施法者等级提升了1。当用DC15的炼金术检定加工成为粉末时,内希斯之刺可以用作为额外的施法材料成分,给予使用者在穿透法术抗力时+1的施法者等级检定的炼金加值。

剧透 -   :
做一些卡CL效果的药时还有点用,作为施法材料可以和那个500的咒文精华叠

夜鼠尾草
价值:100GP
重量 1lb
专业(草药学)DC14
地形:任意丛林
制备:在自然日光下,在8小时的干燥过程中,必须定期喷洒一定剂量的圣水; 整个过程需要进行一次成功的DC 12 手艺(炼金术)检定并(消耗)一瓶圣水。
使用:当干燥的夜鼠尾草被点燃时(标准动作),它会产生一种淡薄而令人愉快的烟味,几乎就像一根香火所产生的烟雾。一剂夜鼠尾草可以燃烧10分钟,可以熄灭并重新点燃以供多次使用(但不管燃烧的实际时间如何,它总是以1分钟为增量使用)。
当夜鼠尾草燃烧时,5英尺半径范围内的每个实体的(译注:应该是指非虚体)不死生物在豁免检定中获得+2亵渎加值对抗正能量效果(包括引导正能量)。亡灵巫师喜欢为他们的亡灵爪牙提供小型的香炉,其中包含一束可以在执行命令时佩戴并消耗掉的燃烧的夜鼠尾草。中等或较强的风会熄灭燃烧的夜鼠尾草。
描述
这种夜晚盛开的野花的芬芳的紫色花朵深深的色调使它们看起来几乎是黑色的。

剧透 -   :
对玩召UD的Build还有点用

冬之咬
价值:20GP
重量 -
采集 DC11 产量 1D4剂
地形:任意寒冷地区
狼经常被发现用这种野生薄荷叶的白色锯齿摩擦他们的的鼻子。当放在鼻子下面碾碎冬之咬会突然释放出刺激性的香甜气味,迅速清除鼻窦和提升嗅觉。之后的一个小时,冬之咬的使用者可以获得+2的炼金加值在依赖于嗅觉的察觉检定上。

剧透 -   :
还有点用,给动物伙伴当长效BUFF不错

血腥曼德拉草
价值:15GP
重量 -
采集 DC20;产量 1D4剂
地形:任何平原或沼泽
制备:必须将血腥曼德拉草制成浆状,以便收集其粘稠的红色汁液并撇去,然后精制成均匀粘稠的糊状物; 这个过程需要进行一次成功的DC 15 手艺(炼金)检定和每剂1d4小时的工作。
使用:施法期间将一剂血腥曼德拉草药膏涂抹在嘴唇上(这是一个自由动作),这可以在施放一个解除苦难或状态(remove afflictions and conditions)的法术或提供士气加值的法术时作为额外的材料成分。这样做可以为法术的有效施法者等级提供+1加值。
描述
血腥曼德拉草从身体中拥有超自然力量的智慧生物的尸体中成长。这种植物令人不安的类人形状块茎状根可以增加生育能力和活力。

剧透 -   :
不错,堆CL家族又添新成员

黑苋菜
价格 100 gp; 重量 -
采集 DC 18; 产量 1剂
地形:温带或温暖的森林或平原
制备:苋菜的花和茎必须仔细研磨成糊状。这需要成功的DC 12 手艺(炼金)检定和1小时的工作。
使用:可以将一剂黑苋菜膏用于尸体以减缓腐烂。在超小型或更小的生物上使用一剂可以将腐烂的开始时间延迟3天(在常温下)。小型生物需要2剂,中型生物需要3剂,大型生物需要6剂,超大型生物需要12剂,巨型生物需要24剂,超巨型生物需要48剂。每次施用的剂量都需要整轮动作并且引发借机攻击。
描述
黑苋菜从死者的遗体中生长成小簇。

剧透 -   :
为什么不用遗体防腐呢?

米玛梅斯
价格 600金币; 重量 -
采集 DC 25; 产量 1d4剂(每剂5磅)
地形:任何森林或山脉
制备:活的米玛梅斯树具有硬度7(而不是大多数木制物体的典型硬度5)和火抗5.当米玛梅斯树被焚烧但活下来时,其随着时间的推移树皮再次出现浅灰色疤痕 - 这种树皮具有特殊的性质。一旦收获,这种树皮可以在炼金术中加工。这样做需要将5磅剂量的树皮浸泡在水中8小时,然后用成功的DC 20手艺(炼金术)检定煮沸成薄薄的粘性糊状物。
使用:当将一定量的来自米玛梅斯树皮的糊状残留物以标准动作用于生物的皮肤时,受试者获得伤害减免 2/钝击,火抗5和免疫流血效果1小时。
描述
这种宽阔但相对深蹲的树木的树皮可以防止切割和火灾。

剧透 -   :
虽然钝击不是好DR,但对于没DR的人来说也算寥有胜无,打完折后的价格也勉强能对得起这1小时BUFF

龙蔷薇
价格 25 gp; 重量 -
采集 DC 18; 产量 1剂
地形:任何森林或山脉
制备:龙蔷薇的花瓣必须从茎干中精细地去除,然后浸泡在从花梗的汁液中冲泡2小时的混合物中; 这需要成功的DC 15手艺(炼金)检定。
使用:一剂准备好的龙蔷薇花瓣压在手上然后涂抹在武器上(这是一个标准动作)为武器注入魔法光环。持续1小时,武器可以突破DR /魔法,虽然它在攻击或伤害掷骰上没有获得任何加值。
描述
生动而棘手的龙蔷薇因其坚韧而备受推崇,但很难培养。

剧透 -   :
长而弱的魔化武器,可能有用吧

人鱼之梳
价格 750 gp; 重量 -
采集 DC 25; 产量: 1剂
地形:任何水下
制备:人鱼之梳的单剂量必须被允许同时用炼金油膏被擦每天一次,以防止从草本植物的过程中失去其特性以干燥,历时7天。这需要七次独立的DC 14手艺(炼金)检定,本周每24小时检查一次。即使其中一次检定失败,这一剂人鱼之梳也会作废。
使用:任何服下一剂人鱼之梳的人都能获得水下呼吸的能力,如同在空气中,持续8小时。
描述
这种充满活力的黄色和浅绿色的海藻有宽阔的叶状体,上边缘有窄条纹。

剧透 -   :
我为什么不用水下呼吸药水呢?

仙女帽(PFS禁用)
价格 250 gp; 重量 -
采集 DC 20; 产量 1剂
地形:任何靠近莱线(ley line)的地方
制备:必须用水和其他天然成分的混合物轻轻地煮(不沸腾)1小时; 这需要成功的DC 20手艺(炼金)检定。在这个制备时间结束时,黄色斑点的颜色会变为亮橙色或深棕色 - 这两种情况的可能性各是50%。
使用:在没有适当制备的情况下食用时,仙女帽有轻度毒性( DC 13 强韧,发作 1分钟,频率 1 /分钟 持续6分钟,效果恶心1分钟,治愈 1次),但如果制备得当,它会呈现出令人不快的浓郁味道。精心制备的仙女帽斑点的最终颜色决定了它在使用时的效果。带有橙色斑点的仙女帽会使一个大体型或更小的生物长大一个体型,而一个带有褐色斑点的仙女帽会使食用者缩小一个体型级别。这些效果如同 变巨术 或 缩小术,但它们可以影响任何大型或更小的活体生物; 在任何一种情况下,效果持续10分钟。无论是否已制备好,仙女帽都很耐嚼,吃掉它是一个整轮动作。
描述
这只毒蕈的浅灰色帽子点缀着黄色斑点。它的出现通常表明附近有莱线或妖精的闺房。

剧透 -   :
CL10的变巨术卷轴,不过这个不限定类人生物的效果可能是动物伙伴/魔宠福利

忘忧草
价格 400金币; 重量 -
采集 DC 20; 产量 1剂
地形:温暖的森林或沼泽
制备:一剂花粉必须与炼金试剂混合并成功进行DC 16工艺(炼金)检定,然后静置1小时后再使用。
使用:必须以一个标准动作吸入一剂忘忧草的花粉,此强效蒸气会作用于令人不愉快或未知的想法与记忆。这会给予该生物进行一个新的豁免检定的机会,用以立即结束当前影响该生物的一个影响心灵的效果(不允许豁免检定的效果无法用这种方式移除)。一个不情愿的生物可以被接触攻击来给予花粉,这会引发借机攻击。一个生物在一个24小时内只受到一剂忘忧草的影响。这是一个毒素效果。
描述
这种一脚高的蓝绿色猪笼草植物产生的花粉含有微弱的薄荷味,诱使昆虫甚至小型脊椎动物朝向危险的口腔。

剧透 -   :
冥思茶???

云息
价格 100 gp; 重量 -
采集 DC 18; 产量 1剂
地形:任何山脉
制备:在盐水中浸泡1小时后,云息必须经过一个精细的干燥过程,需要每小时翻转三次,持续4小时。这需要成功的DC 12 手艺(炼金)检定。
使用:通过碾碎干燥的云息和吸入孢子,一个生物变得头晕,它的思维变得会抵抗外界的影响。在接下来的一个小时内,该生物在豁免检定中获得+2炼金加值以抵抗影响心灵的效果,但在基于感知的技能检定上会受到-2的罚值。
描述
这种有气味的浅灰色真菌的孢子会引起欣快的头晕。

剧透 -   :
还有点用,高级以后可以考虑买点当长效BUFF来吸

三色紫罗兰
价格 150 gp; 重量 -
采集 DC 20; 产量 1剂
地形:任何森林
制备:这种花的花蜜必须提取并储存在炼金术制备的小瓶中,并且成功进行DC 14 手艺(炼金)检定和1小时的工作。
使用:以一个整轮动作,一剂三色紫罗兰的花蜜可以淋在无助或自愿的动物或类人生物的耳朵里。这导致受试者变得更容易受到建议和影响心灵的影响,在察言观色检定中受到-2的罚值,并在接下来的2d4小时内对于影响心灵的效果的豁免检定受到-1的罚值。这是一个毒素效果。
描述
深红色的花朵富含花蜜,带有蜂蜜般的香味。

剧透 -   :
作为一种毒药,好像没啥实用价值

魔力草
价格 1,200金币; 重量 -
采集 DC 25; 产量 1剂
地形:任何森林或平原
制备:这种开花的草药必须整个采摘并用水煮沸,直到整个量减少一半。然后将所得混合物过滤并倒入浅盘中蒸发。将得到的外皮粉末刮掉。
使用:任何穿着或携带新鲜魔力草的人都会在法术和类法术能力的豁免检定中获得+4抗性加值。无论用什么神奇的方式试图去保存它,魔力草只能以这样保持新鲜12个小时。当使用成功的DC 25手艺(炼金)检定处理成粉末时,可以将魔力草撒在生物,物体或区域上(标准动作)以结束一个法术,就像使用了解除魔法(施法者等级6)。
描述
魔力草是一种植物,其花朵白天为牛奶色,夜晚为黑色。

剧透 -   :
短团还有点用,+4抗力基本超过斗篷,12小时后还能当成解除魔法油用(700GP)

观察软泥
价格 160 gp; 重量 -
采集 DC 19; 产量 1剂
地形:任何地下
制备:收集从其中其自然地发生在无光深处这种罕见粘菌后,草药必须与矿物盐的煤泥混合,并将其存储在密闭容器里如瓶子或罐子。
使用:粘液会引起轻微的皮疹,但是如果施用于眼睛,它会使给予30英尺的黑暗视觉,持续24小时(整轮动作并会引发借机攻击)。如果受试者已经有黑暗视觉,则黑暗视觉的范围会增加30英尺。经常使用这种草药会在使用者眼睛周围的皮肤上产生永久性紫斑。
描述
这种紫粘土霉菌仅存在于含有玛瑙结节的岩层中。

剧透 -   :
为什么不用黑暗视觉卷轴/药水呢?

梦之苔
价格 2,000 gp; 重量 -
采集 DC 30; 产量 1剂
地形:主物质位面和幻梦境的边界
制备:梦之苔的纤维外层必须轻轻擦洗,露出柔软的内部,然后在洒上各种炼金术后必须让其干燥粉末。这需要成功的DC 25 手艺(炼金)检定和8小时的工作。
使用:一个有着生动梦境并且持续睡眠8小时的生物如果和一剂梦之苔保持身体接触,则它可以耐受并从超自然的苦难中恢复。在醒来时,该生物可以尝试新的豁免检定,以对抗目前遭受的一个诅咒或影响心灵的效果。或者,使用者可以在一个移除临时负向等级的豁免检定中自动成功。
描述
这种多彩的,闪闪发光的地衣生长在强大的魔法生物睡觉和做梦的地方。

剧透 -   :
太贵了

神使脚印
价格 25 gp; 重量 -
采集 DC 18; 产量 1剂
地形:温带或温暖的沙漠
制备:一剂神使脚印可以作为原料使用或加工成可以涂在皮肤上的颜料。处理一定剂量的色素需要4小时,并且需要成功的DC 15手艺(炼金)检定。神使脚印颜料的成本是原始真菌的两倍。
使用:作为试图稳定濒死生物的一部分,可以在生物上摩擦一剂原始神使脚印,以在医疗检定上获得+4加值以稳定该生物。施用于中等或较小生物皮肤的一剂神使脚印色素有助于保护该生物免于死亡2d4小时。下一次神使脚印色素的佩戴者下降到负的生命值时,它在下1d6次体质检定中获得+4炼金加值以稳定。一旦尝试所有这些检定或受害者稳定后,颜料就会失去作用。
描述
据说这种彩虹色的白色真菌最初是从神使的脚印中长出来的,尽管有些人声称它来自于风巨灵的脚印。

剧透 -   :
还有点用,大约相当于1~2点血吧

骨芦苇
价格 75 gp; 重量 -
采集 DC 24; 产量 1剂
地形:任何沼泽地
制备:必须压榨和干燥骨芦苇。这个过程需要成功的DC 10手艺(炼金)检定,需要8个小时才能完成。
使用:在1天内睡眠至少8小时的生物,在其中一根手臂或腿部绑上骨芦苇可以恢复正常属性伤害和生命值的两倍(或完全卧床休息的三倍)。骨芦苇在使用后失去其有效性。将骨芦苇与肢体结合需要1分钟的工作。
描述
这种水草类似半透明的白色马尾。

剧透 -   :
还有点用,打完折可能比次级复原术划算。

原文
剧透 -   :
HERBS
Golarion abounds in useful herbs, most of which can be
found in the wild with an hour of foraging and a successful
Profession (herbalist) check (with a DC determined by the
herb and terrain), though some must be processed with
Craft (alchemy) before their qualities awaken. Each check
in the same area for the same herb increases the DC by 5.
The costs below are for buying dried and preserved
herbs. A character making money by finding and selling
herbs uses the normal rules for the Profession skill.
DESNA’S STAR
PRICE
5 GP
PROFESSION (HERBALIST) DC 13 WEIGHT —
TERRAIN forests or plains
Clerics of Desna claim that the
Great Dreamer planted the first
seed of this flower with her own
hand. When the orange petals
are cured and left to steep in hot
water, the leaves of Desna’s star
make a mild, aromatic tea that facilitates restful sleep. When
taken before sleeping, this tea grants the drinker the benefits
of a full 8 hours of uninterrupted sleep in only 6 hours. One
dose of Desna’s star makes enough tea to serve six.
GOBLINVINE
PRICE
30 GP
PROFESSION (HERBALIST) DC 16 WEIGHT 1 lb.
TERRAIN forests, jungles, mountains, plains, or swamps
The leaves of this invasive creeper produce oil that irritates the
skin, causing red, itchy splotches to cover the affected area.
Raw goblinvine leaves can be used as an improvised thrown
weapon with a range of 10 feet that causes one creature to
be are affected as if by itching powder UE , but with a save
DC of 10. Creatures with the goblinoid subtype are immune
to goblinvine.
LEECHWORT
PRICE
25 GP
PROFESSION (HERBALIST) DC 15 WEIGHT 1 lb.
TERRAIN jungles or swamps
Herbalism
When dried and ground into a powder, the mottled red and
gray bark of this shrub is a boon to healers. When applied to
a wound, leechwort grants a +1 alchemical bonus on all Heal
checks and a +2 alchemical bonus on Heal checks to staunch
bleeding. One pound of leechwort is enough for 10 uses.
Alternatively, with a successful DC 15 Craft (alchemy) check,
a pound of leechwort can be used to restock an exhausted
healer’s kit.
NETHYS’S DAGGER
PRICE
50 GP
PROFESSION (HERBALIST) DC 18 WEIGHT —
TERRAIN deserts
Found most often in lands heavily
modified by magic, this bulbous cactus
is topped with twilight-blue flowers.
The sap from the cactus can be used
as an additive when crafting potions,
causing all variable numeric effects
of the potion to be determined as if
the potion’s caster level were 1 higher.
When processed into a powder with a successful DC 15 Craft
(alchemy) check, Nethys’s dagger can be used as an additional
material component when casting spells, granting the user
a +1 alchemical bonus on caster level checks to overcome
spell resistance.
NIGHTSAGE
PRICE
10 GP
PROFESSION (HERBALIST) DC 14 WEIGHT 1 lb.
TERRAIN jungles
The fragrant purple blossoms of this night-blooming wildflower
are so rich in color that they appear almost black. When the
stems of a nightsage plant are dried and burned, they produce
a bitter smoke that repels unintelligent undead. Unintelligent
undead must succeed at a DC 13 Will save each round to stay in
or enter a square of burning nightsage or any square adjacent
to it. An undead creature under the control of another can use
its master’s Will save modifier in place of its own for this roll.
This has no affect on incorporeal undead or mindless undead
of larger than Medium size. A bundle of nightsage burns for
10 minutes.
WINTERBITE
PRICE
1 GP
PROFESSION (HERBALIST) DC 11 WEIGHT —
TERRAIN cold forests or mountains
Wolves are often found rubbing their noses in the white-tipped
leaves of this wild mint. When held under the nose and crushed,
winterbite releases a pungent, sharply sweet odor that clears
the sinuses and sharpens the senses. For the next hour, a user
of winterbite gains a +2 alchemical bonus on scent-based
Perception checks.
====================================================
UW
Seeing Slime
Source Ultimate Wilderness pg. 155
Price 160 gp; Weight —
Category Herbs
Gather DC 19; Yield 1 dose
Terrain any underground
Preparation After collecting this rare slime mold from where it naturally occurs in the lightless depths, the herbalist must combine the slime with mineral salts and store it in an airtight container such as a bottle or jar.
Use The slime causes mild skin rashes, but it grants darkvision out to a range of 30 feet for 24 hours if applied to the eyes (a full-round action that provokes attacks of opportunity). If the subject already had darkvision, the darkvision’s range increases by 30 feet. Frequent use of this herb causes permanent purple blotches on the skin around the user’s eyes.
Description
This violet slime mold is found only in rock formations containing nodules of agate.

Nepenthe
Source Ultimate Wilderness pg. 155
Price 400 gp; Weight —
Category Herbs
Gather DC 20; Yield 1 dose
Terrain warm forests or swamps
Preparation A dose of pollen must be mixed with alchemical reagents with a successful DC 16 Craft (alchemy) check and then left to sit for 1 hour before it can be used.
Use A dose of nepenthe pollen must be inhaled as a standard action, whereupon the potent vapors act upon unpleasant or unknown thoughts and memories. This grants the creature a new saving throw to immediately end a single mind-affecting effect currently affecting the creature (effects that allow no saving throw cannot be removed in this way). An unwilling creature can be dosed with the pollen as a touch attack that provokes an attack of opportunity. A creature can be affected by a dose of nepenthe only once in a single 24-hour period. This is a poison effect.
Description
This foot-tall blue-green pitcher plant produces a pollen that smells faintly of mint and lures insects and even small vertebrates toward its dangerous mouth.

Moly
Source Ultimate Wilderness pg. 155
Price 1,200 gp; Weight —
Category Herbs
Gather DC 25; Yield 1 dose
Terrain any forests or plains
Preparation This flowering herb must be picked whole and boiled with water until the entire amount is reduced by half. The resulting mixture is then strained and poured into a shallow pan to evaporate. The resulting crust is scraped off as a powder.
Use Anyone wearing or carrying fresh moly gains a +4 resistance bonus on saving throws against spells and spell-like abilities. Moly remains fresh in this way for only 12 hours, regardless of magical attempts to preserve it. When processed into a powder with a successful DC 25 Craft (alchemy) check, moly can be sprinkled on a creature, object, or area (a standard action) to end a spell as if with dispel magic (caster level 6th).
Description
Moly is a plant with flowers white as pure milk and roots black as night.

Mimameith
Source Ultimate Wilderness pg. 154
Price 600 gp; Weight —
Category Herbs
Gather DC 25; Yield 1d4 doses (5 lbs. per dose)
Terrain any forests or mountains
Preparation A living mimameith tree has hardness 7 (rather than the typical hardness 5 for most wooden objects) and fire resistance 5. When a mimameith tree is burned but lives, its bark regrows over time with pale gray scarring—such bark bears special properties. Once harvested, this bark can be processed alchemically. Doing so requires a 5-pound dose of the bark to be soaked in water for 8 hours and then boiled off to a thin layer of tacky paste with a successful DC 20 Craft (alchemy) check.
Use When a dose of the pasty residue from mimameith bark is applied to a creature’s skin as a standard action, the subject gains damage reduction 2/bludgeoning, fire resistance 5, and immunity to bleed effects for 1 hour.
Description
The bark of this wide-trunked but relatively squat tree is resistant to cutting and fire.

Love-In-Idleness
Source Ultimate Wilderness pg. 154
Price 150 gp; Weight —
Category Herbs
Gather DC 20; Yield 1 dose
Terrain any forests
Preparation A dose of this flower’s nectar must be extracted and stored in an alchemically prepared vial with a successful DC 14 Craft (alchemy) check and 1 hour’s worth of work.
Use As a full-round action, a dose of love-in-idleness nectar can be drizzled into the ears of a helpless or willing animal or humanoid. This causes the subject to become much more susceptible to the power of suggestion and mind-affecting effects, taking a –2 penalty on Sense Motive checks and a –1 penalty on saving throws against mind-affecting effects for the next 2d4 hours. This is a poison effect.
Description
The deep-red flower has rich nectar with a honey-like scent.

Fairy Cap
Source Ultimate Wilderness pg. 153
Price 250 gp; Weight —
Category Herbs
Gather DC 20; Yield 1 dose
Terrain anywhere near ley lines
Preparation A fairy cap must be gently simmered (not boiled) in a mixture of water and other natural ingredients for 1 hour; this requires a successful DC 20 Craft (alchemy) check. At the end of this preparation time, the yellow spots’ color changes to bright orange or dark brown—there’s a 50% chance of either development.
Use When eaten without proper preparation, a fairy cap is mildly poisonous (save Fort DC 13, onset 1 minute, frequency 1/minute for 6 minutes, effect nauseated for 1 minute, cure 1 save), but when properly prepared, it takes on a notunpleasant tangy flavor. The final color of a properly prepared fairy cap’s spots determines its effect when consumed. A cap with orange spots causes a Large or smaller creature to grow one size category, while one with brown spots causes the eater to shrink one size category. These effects function as per enlarge person or reduce person, except they can affect any Large or smaller living creature; the effects persist for 10 minutes in either case. Whether or not it is prepared, a fairy cap is quite chewy, and eating it is a full-round action.
Description
This toadstool’s pale-gray cap is stippled with yellow spots. Its presence often indicates ley lines or fey bowers nearby.

Dream Lichen
Source Ultimate Wilderness pg. 153
Price 2,000 gp; Weight —
Category Herbs
Gather DC 30; Yield 1 dose
Terrain anywhere the boundaries between the Material Plane and the Dimension of Dreams grow thin
Preparation The fibrous outer layer of the lichen must be gently scrubbed away, exposing the soft interior, which must then be allowed to dry after being sprinkled with various alchemical powders. This requires a successful DC 25 Craft (alchemy) check and 8 hours of work.
Use A creature that sleeps for at least 8 hours with a dose of dream lichen in contact with its body has vivid dreams in which it endures and recovers from a supernatural affliction. Upon waking, the creature can attempt a new saving throw against a single curse or mind-affecting effect from which it is currently suffering. Alternatively, the user automatically succeeds at a saving throw to remove a temporary negative level.
Description
This multicolored, shimmering lichen grows in places where powerful magical creatures have slept and dreamt.

Dragon Rose
Source Ultimate Wilderness pg. 153
Price 25 gp; Weight —
Category Herbs
Gather DC 18; Yield 1 dose
Terrain any forests or mountains
Preparation The petals of a dragon rose must be delicately removed from the stem and then soaked in a mixture brewed from the flower stalk’s sap for 2 hours; this requires a successful DC 15 Craft (alchemy) check.
Use A dose of prepared dragon rose petals crushed in the hand and then smeared on a weapon (this is a standard action) infuses the weapon with a magic aura. For 1 hour, the weapon can bypass DR/magic, although it doesn’t gain any bonus on attack or damage rolls.
Description
The vivid and thorny dragon rose is admired for its hardiness but is difficult to cultivate.

Cloud Puff
Source Ultimate Wilderness pg. 153
Price 100 gp; Weight —
Category Herbs
Gather DC 18; Yield 1 dose
Terrain any mountains
Preparation After soaking in salt water for 1 hour, a cloud puff must be dried in a delicate process that requires it to be turned three times per hour for 4 hours. This requires a successful DC 12 Craft (alchemy) check.
Use By crushing a dried cloud puff and inhaling the spores, a creature becomes light-headed and its mind grows resistant to outside influences. For the next hour, the creature gains a +2 alchemical bonus on saving throws against mind-affecting effects but takes a –2 penalty on Wisdom-based skill checks.
Description
The spores of this odorous pale-gray fungus cause a euphoric light-headedness.

Bone Reed
Source Ultimate Wilderness pg. 153
Price 75 gp; Weight —
Category Herbs
Gather DC 24; Yield 1 dose
Terrain any swamps
Preparation A bone reed must be pressed and dried. This process requires a successful DC 10 Craft (alchemy) check and takes 8 hours to complete.
Use A creature that sleeps for at least 8 hours in 1 day with a bone reed bound to one of its arms or legs heals double the normal ability damage and hit point damage (or triple with full bed rest). A bone reed loses its effectiveness after use. Binding a bone reed to a limb requires 1 minute of work.
Description
This aquatic grass resembles translucent white horsetail.

Bloody Mandrake
Source Ultimate Wilderness pg. 153
Price 15 gp; Weight —
Category Herbs
Gather DC 20; Yield 1d4 doses
Terrain any plains or swamps
Preparation A bloody mandrake must be pulped so that its sticky red sap can be gathered, skimmed, and then refined into an even stickier paste; this process requires a successful DC 15 Craft (alchemy) check and 1d4 hours of work per yield.
Use One dose of bloody mandrake paste smeared on the lips (this is a free action) during spellcasting can be used as an additional material component when casting spells that remove afflictions and conditions or that provide a morale bonus. Doing so grants a +1 bonus to the spell’s effective caster level.
Description
Bloody mandrakes grow from the corpses of intelligent creatures who had supernatural powers in life. This plant’s unsettlingly humanoid-shaped tuber-like roots increase fertility and vitality.

Black Amaranth
Source Ultimate Wilderness pg. 152
Price 100 gp; Weight —
Category Herbs
Gather DC 18; Yield 1 dose
Terrain temperate or warm forests or plains
Preparation The amaranth’s flowers and stalks must be carefully ground into paste. This requires a successful DC 12 Craft (alchemy) check and 1 hour of work.
Use A dose of black amaranth paste can be applied to a dead body to slow decay. One dose used on a Tiny or smaller creature delays the onset of decay for 3 days (as per gentle repose). Two doses are needed for Small creatures, 3 for Medium creatures, 6 for Large creatures, 12 for Huge creatures, 24 for Gargantuan creatures, and 48 for Colossal creatures. Each dose applied requires a full-round action that provokes attacks of opportunity.
Description
Black amaranth grows in small clusters from the remains of the dead.


Angelstep
Source Ultimate Wilderness pg. 152
Price 25 gp; Weight —
Category Herbs
Gather DC 18; Yield 1 dose
Terrain temperate or warm deserts
Preparation A dose of angelstep can be used raw or processed into a pigment that can be worn on the skin. Processing a dose of the pigment takes 4 hours and requires a successful DC 15 Craft (alchemy) check. Angelstep pigment costs twice as much as the raw fungus.
Use As part of an attempt to stabilize a dying creature, a dose of raw angelstep can be rubbed on the creature to grant a +4 bonus on the Heal check to stabilize the creature. A dose of angelstep pigment applied to the skin of a Medium or smaller creature helps to protect that creature against death for 2d4 hours. The next time the wearer of angelstep pigment drops to negative hit points, it gains a +4 alchemical bonus on its next 1d6 Constitution checks to stabilize. The pigment loses its effect once all these checks are attempted or once the victim is stabilized.
Description
This iridescent white shelf fungus is said to have first grown from the footsteps of an angel, though some claim it instead comes from the footsteps of a djinni.
« 上次编辑: 2018-09-25, 周二 17:23:27 由 longman123 »

离线 丞相

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Re: 【HoTW】PZO9456荒野英雄-草药
« 回帖 #1 于: 2017-06-20, 周二 17:12:54 »
啊,这就是我想要的!
但是只有这么点么,不满足啊!
女王的杂技团
见识短浅的调查员手册作者
优化一塌糊涂的三流玩家
开团必炸团的垃圾GM
看不懂英文的翻译
——丞相

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Re: 【HoTW】PZO9456荒野英雄-草药
« 回帖 #2 于: 2017-06-20, 周二 17:17:52 »
啊,这就是我想要的!
但是只有这么点么,不满足啊!
我也以为有很多啊!然而书上就这么多,我也很绝望啊!

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Re: 【HoTW】PZO9456荒野英雄-草药
« 回帖 #3 于: 2017-06-20, 周二 19:40:34 »
给几个范例 然后让DM自己去构想吧

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Re: 【HoTW】PZO9456荒野英雄-草药
« 回帖 #4 于: 2017-06-21, 周三 22:36:18 »
黛丝娜之星。。。其实挺好的?
5gp换早起2小时打长团赶路模组有时会有奇效。。。

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Re: 【HoTW】PZO9456荒野英雄-草药
« 回帖 #5 于: 2017-09-24, 周日 23:08:30 »
这就是我想找的,但是不够用呐
就算挖坟我也要说!

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Re: 【HoTW】PZO9456荒野英雄-草药
« 回帖 #6 于: 2018-09-24, 周一 02:48:14 »
UW更了新的草药,PFS也出了新可用,翻译中

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Re: 【UW】+【HoTW】草药大全
« 回帖 #7 于: 2018-09-24, 周一 12:26:20 »
大全。。。。。好绝望 :em020

感谢楼主的翻译!

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Re: 【UW】+【HoTW】草药大全
« 回帖 #8 于: 2018-09-24, 周一 23:19:18 »
更新完了,感觉都是有那么一丁点作用的东西

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Re: 【UW】+【HoTW】草药大全
« 回帖 #9 于: 2018-09-25, 周二 02:51:12 »
有哪个草药来自哪本书的来源吗?
现代忍法战斗TRPG忍神
规则介绍与新人导航
繁简中全书汉化
Roll20平台忍神教学

星之河多媒体LOG计划:尽力运用论坛排版,转制Roll20跑团元素为Log(卷死自己)
EP.0 - 繁星所向
EP.1 - 原点