作者 主题: 【ISTav】调酒师(Mixologist)[炼金术师变体]  (阅读 1960 次)

副标题: 这变体其实不是重点2333

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【ISTav】调酒师(Mixologist)[炼金术师变体]
« 于: 2018-07-11, 周三 11:09:49 »
调酒師(Mixologist)[煉金術師变体]
出自《內海酒館pg. 57》

有些煉金術師擅長掌握酒精和生理之间化學反應。儘管他们煉成的强烈葯劑可能產生缺點,但以少他们樂在其中。

酒精煉金術(Alcoholic Alchemy, Su):调酒師能在他制作的化合煉成和葯水中灌注酒精,以增强它们的效力。当调酒師煉成葯水时,他能在源材料上额外花費10gp,以在判斷葯水效果时他的施法者等级+1,但此葯水视為濃烈酒精飲料strong alcoholic drink(详情看书)。而当调酒師煉成化合煉成时,他能额外花費1分钟,以在判斷化合煉成效果时他的施法者等级+1,但此葯水视為濃烈酒精飲料strong alcoholic drink。调酒師每环只能準備1份酒精化合煉成。调酒師永远不能學習突變藥劑或改造突變藥劑的科研發現。

此能力改变了煉金術、製造藥水,並取代了突變藥劑。

酒精炸彈(Alcoholic Bombs, Su):当调酒師製作煉金炸彈时,他能使爆炸產生醉人的煙霧。一个被酒精炸彈直接命中的生物须要通過強韌豁免,否則变為微醺tipsy(详情看书)狀態。如果那生物本来已经微醺,它则变為醉酒drunk狀態。如果那生物本来已经醉酒,它则变為酩酊大醉soused狀態。一个酩酊大醉的生物未能通過強韌豁免则会失去意識1d3小时並在醒來时獲得宿醉hangover狀態。此能力视為改造煉金炸彈的科研發現,所以不能与其他同类科研發現疊加。

此能力取代了2級科研發現。

酒精抗力(Alcoholic Resistance, Ex):2级起,调酒師对抗毒素的檢定加值也能應用在減少酒醉和避免失去意識的檢定。此能力不给予调酒師對酒精免疫。

此能力改变了毒性抗力。

调酒大師(Mixologist Master, Su):14级起,调酒師每环能至多準備2份酒精化合煉成。

此能力取代了長效突變藥劑。

劇透 -  原文:
Mixologist
Source Inner Sea Taverns pg. 57
Certain alchemists focus on mastering the chemical reactions between alcohol and the physical body. Though the powerful potions they brew can have drawbacks, they are at least pleasurable.

Alcoholic Alchemy (Su): A mixologist can infuse potions and extracts he creates with alcohol, increasing their potency. When a mixologist brews a potion, he can spend an additional 10 gp in raw materials to increase his caster level by 1 for the purpose of the potion’s effects, but the potion counts as a strong alcoholic drink (see the sidebar on page 55). When a mixologist creates his extracts, he can spend 1 extra minute doing so to increase his caster level by 1 for the purpose of that extract’s effects, but the extract counts as a strong alcoholic drink. A mixologist can prepare one alcoholic extract for each level of extracts he can prepare. A mixologist can’t ever gain a mutagen or discoveries that alter mutagens.

This alters alchemy and brew potion and replaces mutagen.

Alcoholic Bombs (Su): When the mixologist creates a bomb, he can cause the detonation to produce intoxicating fumes. A creature that takes a direct hit from an alcoholic bomb becomes tipsy (see page 54) if it fails a Fortitude saving throw. If the creature is already tipsy, it becomes drunk instead. If the creature is already drunk, it becomes soused instead. A soused creature that fails its Fortitude saving throw passes out for 1d3 hours and wakes up with a hangover. This ability counts as a discovery that modifies bombs, so it doesn’t stack with other discoveries that modify bombs.

This replaces the discovery gained at 2nd level.

Alcoholic Resistance (Ex): At 2nd level, a mixologist’s bonus on saving throws against poison also applies on saving throws to become less drunk and to avoid passing out. This doesn’t allow a mixologist to become immune to alcohol.

This alters poison resistance.

Mixologist Master (Su): At 14th level, a mixologist can have up to two alcoholic extracts for each level of extracts he can prepare as long as he can prepare at least two extracts of that level.

This replaces persistent mutagen.



书里没原图
« 上次编辑: 2018-07-28, 周六 16:37:46 由 犬良人 »
☷☷☷龍神阿普蘇聖武士準則☷☷☷
劇透 -   :
我乃阿普蘇的狂怒之爪。當邪惡露出馬腳,我定當出手,而此舉絕不滿足仇敵的惡意。
I am the talon of Apsu’s wrath. I strike where I am needed, but only when evil has been unmasked and there can be no doubt of my enemy’s malice.
當我無所作為之際,我將踏上旅途以探索新的焦點。大道三千,各取其一。
When my purpose is unclear, I will walk the roads of the world to find a fresh focus. Every road leads to a new beginning.
除守衛他人之外,我絕不從容就義。我當該退則退,君子報仇,十年不晚。
Nothing is worth sacrificing my life for, except protecting the lives of others. I will retreat when needed, and come back to vex my foes once again.
我會展示仁慈,但可一而不可再。那些背叛我善意之人,我將痛剿窮追。
Mercy is offered, but only once. Should I be betrayed in my moment of kindness, I will not stop until I have put my enemy down.
斷罪僅是我目標的一部分。須要時,我將留下協助受我保護者,使其得以自力更生。
It is not enough to slay evil and carry on. I will spend the time necessary to help those I’ve protected to fend for themselves.

☷☷☷PFS人物卡☷☷☷

☷☷☷PF整合資源☷☷☷

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这个才是重点2333
« 回帖 #1 于: 2018-07-11, 周三 11:14:06 »
同场加送一个专长 :em001

極端情緒波動
出自《內海酒館pg. 59》
你的情緒有时侯使你變得更佳。

你獲得的每项士氣加值+1。但在对抗情緒和恐懼效果的豁免有-1罰值。当你醉酒drunk(或更糟糕)时,此減值翻倍,但你的每项士氣加值提升至+2。

劇透 -   :
Extreme Mood Swings
Source Inner Sea Taverns pg. 59
Your emotions sometimes get the better of you.

Benefit: Increase each morale bonus you receive by 1. You take a −1 penalty on saves against emotion and fear effects. When you are drunk (or worse), this penalty doubles, but you increase each morale bonus you receive by 2 instead.
« 上次编辑: 2018-07-11, 周三 11:19:02 由 犬良人 »
☷☷☷龍神阿普蘇聖武士準則☷☷☷
劇透 -   :
我乃阿普蘇的狂怒之爪。當邪惡露出馬腳,我定當出手,而此舉絕不滿足仇敵的惡意。
I am the talon of Apsu’s wrath. I strike where I am needed, but only when evil has been unmasked and there can be no doubt of my enemy’s malice.
當我無所作為之際,我將踏上旅途以探索新的焦點。大道三千,各取其一。
When my purpose is unclear, I will walk the roads of the world to find a fresh focus. Every road leads to a new beginning.
除守衛他人之外,我絕不從容就義。我當該退則退,君子報仇,十年不晚。
Nothing is worth sacrificing my life for, except protecting the lives of others. I will retreat when needed, and come back to vex my foes once again.
我會展示仁慈,但可一而不可再。那些背叛我善意之人,我將痛剿窮追。
Mercy is offered, but only once. Should I be betrayed in my moment of kindness, I will not stop until I have put my enemy down.
斷罪僅是我目標的一部分。須要時,我將留下協助受我保護者,使其得以自力更生。
It is not enough to slay evil and carry on. I will spend the time necessary to help those I’ve protected to fend for themselves.

☷☷☷PFS人物卡☷☷☷

☷☷☷PF整合資源☷☷☷

离线 Tekkaman Last

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Re: 【ISTav】调酒师(Mixologist)[炼金术师变体]
« 回帖 #2 于: 2018-07-11, 周三 13:56:13 »
我觉得又多了一种可以叠的状态。。。。。。。。。
人在动,天在看,一轮万动留祸患,众生皆为先攻来,乱插动作忘前缘

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Re: 【ISTav】调酒师(Mixologist)[炼金术师变体]
« 回帖 #3 于: 2018-07-11, 周三 23:15:04 »
我靠,这个专长有点上天。士气天佑啊

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Re: 【ISTav】调酒师(Mixologist)[炼金术师变体]
« 回帖 #4 于: 2018-07-11, 周三 23:16:47 »
激励法术 encouraging spell(超魔专长)

你的鼓舞提供盟友更大的支持。

先决条件:魅力13,交涉技能6级

专长效果:激励法术提供的所有士气加值+1.激励法术占用比原法术环级高1环的法术位。



这两个专长如何处理?叠加or?

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Re: 【ISTav】调酒师(Mixologist)[炼金术师变体]
« 回帖 #5 于: 2018-07-13, 周五 09:14:17 »
激励法术 encouraging spell(超魔专长)

你的鼓舞提供盟友更大的支持。

先决条件:魅力13,交涉技能6级

专长效果:激励法术提供的所有士气加值+1.激励法术占用比原法术环级高1环的法术位。



这两个专长如何处理?叠加or?
"我猜"无名加值能疊加吧,不过这超魔不好用吧 :em016
☷☷☷龍神阿普蘇聖武士準則☷☷☷
劇透 -   :
我乃阿普蘇的狂怒之爪。當邪惡露出馬腳,我定當出手,而此舉絕不滿足仇敵的惡意。
I am the talon of Apsu’s wrath. I strike where I am needed, but only when evil has been unmasked and there can be no doubt of my enemy’s malice.
當我無所作為之際,我將踏上旅途以探索新的焦點。大道三千,各取其一。
When my purpose is unclear, I will walk the roads of the world to find a fresh focus. Every road leads to a new beginning.
除守衛他人之外,我絕不從容就義。我當該退則退,君子報仇,十年不晚。
Nothing is worth sacrificing my life for, except protecting the lives of others. I will retreat when needed, and come back to vex my foes once again.
我會展示仁慈,但可一而不可再。那些背叛我善意之人,我將痛剿窮追。
Mercy is offered, but only once. Should I be betrayed in my moment of kindness, I will not stop until I have put my enemy down.
斷罪僅是我目標的一部分。須要時,我將留下協助受我保護者,使其得以自力更生。
It is not enough to slay evil and carry on. I will spend the time necessary to help those I’ve protected to fend for themselves.

☷☷☷PFS人物卡☷☷☷

☷☷☷PF整合資源☷☷☷

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Re: 【ISTav】调酒师(Mixologist)[炼金术师变体]
« 回帖 #6 于: 2018-07-13, 周五 10:25:29 »
怎么不好用,一个强大希望几乎是+5士气常见鉴定了(配上专长和超魔)
下辈子一定要当个蛮子,免得想太多。
帕拉丁冲锋破鞋必出1,这是一种真理
每当我出carry的时候总有人抢中路,每当我出辅助的时候总让我去中单
自从当了DM,豁免骰那是一个比一个大……
[21:54] <玛多卡> .r d20+13 出1我就掀桌
[21:54] <DnDBot> 玛多卡 投擲 出1我就掀桌: 1d20+13=(1)+13=14

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Re: 【ISTav】调酒师(Mixologist)[炼金术师变体]
« 回帖 #7 于: 2018-07-13, 周五 13:21:44 »
我怎么觉得超魔和专长给的都是士气加值,所以应该取高而不是叠加?
劇透 -  成就列表:
【“噢,他可真强壮!”】:1级时反魅惑一个传奇魅魔
【被遗忘的历史】:向NPC讲述 鑢 七花 的背景故事时,知识(历史)骰出20
【剧毒】:PFS连续3天0XP后,在第4天惨遭撕卡
【暮光之锤信徒】:Boss被pc高呼着“The name of Deraka!”,用裂地锤给锤爆了

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Re: 【ISTav】调酒师(Mixologist)[炼金术师变体]
« 回帖 #8 于: 2018-08-14, 周二 11:55:01 »
在线查不到微醉和酩酊大醉状态,包括英文。有人有书吗?

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Re: 【ISTav】调酒师(Mixologist)[炼金术师变体]
« 回帖 #9 于: 2018-08-15, 周三 11:14:59 »
这里说的是本身就有的士气加值数值+1,而不是额外+1检定(士气)吧。这应该是叠的啊。就好像两个法术火焰伤害+1的能力对于火球,最后当然是火焰伤害+2啦。
人在动,天在看,一轮万动留祸患,众生皆为先攻来,乱插动作忘前缘

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Re: 【ISTav】调酒师(Mixologist)[炼金术师变体]
« 回帖 #10 于: 2018-08-16, 周四 01:27:17 »
以下內容摘譯自Inner Sea Taverns pg. 54-55,英文水平不佳,還請不吝指正。

酒醉等級 Levels of Inebriation
  現有的飲酒規則提供了兩種併行的狀態:當一個角色飲用了(1+體質調整值*2)份量的酒精飲料,每超出一份她就會噁心(sickened)一個小時。以下系統將之擴展至不同等級,而角色飲用酒精飲料的速度決定了他們等級的進程。
  諸如次級復原術(lesser restoration)和中和毒性(neutralize poison)等類似效果的法術可以自動移除噁心狀態(即使法術需要經過施法者等級檢定)以使角色清醒。如前所述,簡單的等待也可以使角色恢復到較低的酒醉等級。

1. 清醒(Sober):你目前並未被酒精影響。如果你在一小時內飲用了等同你體質調整值一半(至少1)份量的酒精飲料,或你在你體質調整值一半(至少1)個小時內,持續每小時飲用超過一份酒精飲料,你將變為微醺(tipsy)。

2. 微醺(Tipsy):你開始感受到酒精的威力。依據你的性情,你的自制力可能會稍微降低,或者你開始變得下流。你在所有基於敏捷或力量的技能檢定和意志檢定獲得-1減值。若你又額外飲用了等同你體質調整值一半(至少1)份量的酒精飲料,你將變為醉酒(drunk)。
  在你沒有飲用任何酒精的每個小時,你可以嘗試進行強韌檢定(DC=10+自你上次清醒以來飲用的每份酒精飲料的數量)。如果沒有飲用酒精,每經過一個小時你可以在此檢定上獲得+1加值。如果你成功了,你將會變回清醒。

3. 醉酒(Drunk):你完全醉了。你可能會誇大你清醒時的個性或完全逆轉。你在屬性檢定、攻擊檢定、豁免檢定和技能檢定獲得-2減值,但你在對抗非致命傷害時獲得DR1/-。若你在一小時內又額外飲用了等同你體質調整值一半(至少1)份量的酒精飲料,或你在你體質調整值一半(至少1)個小時內,持續每小時飲用超過一份酒精飲料,你將變為酩酊大醉(soused)。
  在你沒有飲用任何酒精的每兩個小時,你可以嘗試進行強韌檢定(DC=10+自你上次清醒以來飲用的每份酒精飲料的數量)。如果沒有飲用酒精,每經過兩個小時你可以在此檢定上獲得+1加值。如果你成功了,你將會變回微醺。

4. 酩酊大醉(Soused):你喝太多了。你講話含糊不清並且你的判斷力也受到影響。你在屬性檢定、攻擊檢定、豁免檢定和技能檢定獲得-4減值,但你在對抗非致命傷害時獲得DR2/-,並且你在對抗痛苦效果時的豁免檢定可以雙骰取高。此時你每次飲用酒精飲料,你必須通過強韌檢定(DC=15,每經過一次檢定+1)或失去意識(pass out)。
  在你沒有飲用任何酒精的每兩個小時,你可以嘗試進行強韌檢定(DC=10+自你上次清醒以來飲用的每份酒精飲料的數量)。如果沒有飲用酒精,每經過兩個小時你可以在此檢定上獲得+1加值。如果你成功了,你將會變回醉酒。

5. 失去意識(Passed Out):你完全屈服在酒精的影響。你會昏迷(unconscious)並在2d4小時內自然恢復清醒(雖然你可能會陷入宿醉,見下)。你必須通過DC20的強韌檢定或忘記過去1d6小時的記憶(或從你開始飲酒時,視何者較短),如同修改記憶(modify memory)。

宿醉和成癮 Hangovers and Addiction
  如果角色失去意識(passed out)或在醉酒(drunk)及酩酊大醉(soused)期間入睡,這個角色很有可能會在宿醉中醒來。當角色醒來時,他必須通過強韌檢定(DC=15+你飲用的酒精飲料數量)或變為噁心直到他獲得另外8小時的休息。次級復原術或類似的魔法可以治療噁心狀態。此外,該狀態會在受影響的角色再次陷入微醺(tipsy)時移除。
  依據GM的判斷,角色在接下來四週內,每週陷入醉酒(drunk)或更糟的狀態三次以上,可能會獲得中度成癮(moderate addiction,見GMG p.236),豁免DC取決於酒精強度(大部分酒精都在DC16左右)。角色若持續濫用酒精,每多連續一週該DC+2。沉迷於酒精的角色若是沒有進入醉酒(drunk)或更糟的狀態中,會受到有關成癮(addiction)規則的懲罰。

濃烈飲料 Strong Drink
  這個系統假定角色飲用的是標準酒精飲料,例如一杯麥酒、一杯葡萄酒或少量烈酒,但有些飲料(例如,經過三重蒸餾的私釀酒(triple-distilled moonshine))具有更高的酒精含量。依據GM的判斷,濃烈飲料(strong drink)可能在達到下一個酒醉等級的進程中被視為雙份酒精飲料,或在避免失去意識(passing out)的豁免檢定造成累積的-2減值。對某些令人難以置信的濃烈飲料,這些懲罰可能會更高,儘管這些飲料通常不適合一般凡人過度使用。

Levels of Inebriation
  The existing rules for drinking offer a binary state: once a character has consumed a number of beverages equal to 1 plus double her Constitution modifier, she is sickened for a number of hours equal to the number of drinks above her maximum. The following system expands that into different levels, and characters progress depending on how quickly they consume alcoholic beverages.
  Spells such as lesser restoration and neutralize poison and other similar effects that remove the sickened condition work automatically (even if the spell requires a caster level check) to render a character sober. Simply waiting can also return a character to a lower level of inebriation, as noted.

1. Sober: You are currently unimpaired by alcohol. If you consume a number of alcoholic drinks equal to half your Constitution modifier (minimum 1) within an hour or if you consume more than one alcoholic drink per hour for a number of hours equal to half your Constitution modifier (minimum 1), you become tipsy.

2. Tipsy: You are starting to feel the effects of alcohol. Depending on your temperament, your inhibitions might be slightly lowered or you might start to get mean. You take a -1 penalty on all Dexterity- and Strength-based skill checks and on Will saving throws. If you consume an additional number of alcoholic drinks equal to half your Constitution modifier (minimum 1), you become drunk.
  Each hour in which you don't consume any alcohol, you can attempt a Fortitude saving throw (DC = 10 + the number of alcoholic drinks you consumed since you were last sober). You receive a +1 bonus on this save for every additional hour that passes without you consuming alcohol. If you succeed, you become sober.

3. Drunk: You are fully intoxicated. You might exhibit an exaggeration of your sober personality or a complete reversal thereof. You take a -2 penalty on ability checks, attack rolls, saving throws, and skill checks, but you gain DR 1/- against nonlethal damage. If you consume an additional number of alcoholic drinks equal to half your Constitution modifier (minimum 1) within an hour, or if you consume more than one alcoholic drink per hour for a number of hours equal to half your Constitution modifier (minimum 1), you become soused.
  Every 2 hours in which you don't consume any alcohol, you can attempt a Fortitude saving throw (DC = 10 + the number of alcoholic drinks you consumed since you were last sober). You receive a +1 bonus on this save for every additional 2 hours that pass without you consuming alcohol. If you succeed, you become tipsy.

4. Soused: You have had far too much to drink. Your speech is slurred and your judgment is impaired. You take a -4 penalty on ability checks, attack rolls, saving throws, and skill checks, but you gain DR 2/- against nonlethal damage and you can roll twice and take the better result on saving throws against pain effects. For every alcoholic drink you consume at this point, you must succeed at a Fortitude save (DC = 15 + 1 per previous check) or pass out.
  Every 2 hours in which you don't consume any alcohol, you can attempt a Fortitude saving throw (DC = 10 + the number of alcoholic drinks you consumed since you were last sober). You receive a +1 bonus on this save for every additional 2 hours that pass without you consuming alcohol. If you succeed, you become drunk.

5. Passed Out: You have fully succumbed to alcohol's effects. You are unconscious and will wake up naturally in 2d4 hours sober (though you might have a hangover; see below). You must also succeed at a DC 20 Fortitude save or forget the previous 1d6 hours (or until you started drinking, whichever is shorter), as per modify memory.
 
Hangovers and Addiction
  If a character passes out or goes to sleep while dunk or soused, there is a good chance that character wakes up with a hangover. When the character awakes, he must succeed at a Fortitude saving throw (DC = 15 + the number of alcoholic drinks you consumed) or become sickened until he gets another 8 hours of rest. Lesser restoration and similar magic can cure this sickened condition. In addition, the condition is removed if the affected character gets at least tipsy again.
  At the GM's discretion, a character who gets drunk (or worse) more than three times every week for at least 4 consecutive weeks risks developing a moderate addiction (Game Mastery Guide 236) with a DC dependent on the strength of the alcohol (DC 16 for most alcohols). This DC increases by 2 for every additional consecutive week the character abuses alcohol. A character addicted to alcohol takes the penalties associated with the addiction whenever he isn't drunk (or worse).

Strong Drink
  This system assumes a character is drinking a standard alcoholic drink, such as a tankard of ale, a glass of wine, or a small amount of spirits, but some beverages (a triple-distilled moonshine, for instance) have a higher alcohol content. At the GM's discretion, a strong drink might count as two alcoholic beverages for the purpose of progressing to the next level of inebriation or impose a cumulative -2 penalty on the saving throw to avoid passing out. These penalties could be higher for incredibly strong drinks, though such drinks are often unfit for mortal consumption by typical mortals.
« 上次编辑: 2018-08-16, 周四 04:36:26 由 swda266626 »

离线 蓝天

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Re: 【ISTav】调酒师(Mixologist)[炼金术师变体]
« 回帖 #11 于: 2018-08-17, 周五 14:17:36 »
以下內容摘譯自Inner Sea Taverns pg. 54-55,英文水平不佳,還請不吝指正。

非常感谢